recursal/Fanatic-Fandom huggingface dataset:
The Macabre Misadventures of Solana

***The Macabre Misadventures of Solana*** is an American animated television series created by Chloe Perkins for Nickelodeon that premiered in North America on October 4, 2016.It stars Melany Ochoa as the voice of Solana, a naive young girl who was raised by The Avila Family's teenage son Jonesy Avila and is mentored by a pirate ghost called Captain Francisco. Together the trio they spend their days in Olvera Street, where most of the show takes place.

## Characters

### Main characters

* **Solana** (voiced by Melany Ochoa) - An Mexican girl who was found and raised by The Avila Family. Solana is very tomboyish at her age, thus she is easily caught up in perilous situations.
* **Jonesy Avila** (voiced by Jeremy Shada) - Jonesy is a 18-year-old boy who becomes Solana's best friend in their macabre adventures.
* **Captain Francisco** (voiced by Carlos Alarazqui) - An Spanish ghost captain who claims to be the greatest adventurer the world has ever known.

### Recurring characters

* **Mr. and Mrs. Avila** (voiced by Artt Butler and Nia Vardalos) – Jonesy and Kacey's parents.
* **Kacey Avila** (voiced by Grey Griffin) – Jonesy's pageant younger sister and Solana's adopted sister.
* **Lilith Johnson** (voiced by Abby Elliott) - A friend of Solana's who she meets in a cemetery and becomes one of her closer friends, next to Jonesy.
* **Mr. Dolores Flor** (voiced by Jeff Bennett) - The owner of The Olvera Flower Shop). Mr.Flor is shown as a generally nice person, but can also be crazy and foolish at times.
* **Mr Julius Amoladora** (voiced by Steve Little) - The current barber of Olvera Street.Like many characters in the show, Mr Amoladora has an odd, unsettling demeanor.
* **Yard Hag** (voiced by Tony Hale) - She is portrayed as a semi-old woman with obvious obesity, and black hair. She is seen to have a crush on Francisco, making a doll of him out of her deceased neighbors' organs. She never shows this outside of her home, and is usually cold and bitter to everyone who comes in contact with her. She has a rotten nephew named Lawrence, who is almost as mean as she is.
* **Penelope De La Dolar** (voiced by Jessica DiCicco) - A black haired white girl who hangs out with Bella Hernandez.
* **Bella Hernandez** (voiced by Candi Milo)- A big-nosed white girl with a bad temper. In most of the episodes she appears in, she is seen walking off-screen after being upset by someone, and the other girls try to comfort her.
* **Lila Livingston** - A black girl who hangs out with Bella.
Gwizdo (Aladdin)

## Cast:

Aladdin - Gwizdo (Dragon Hunters)

Princess Jasmine - Bonnie (Pokémon)

Genie - Wayne (Hotel Transylvania)

Jafar - Huxley (The Adventures of Elmo in Grouchland)

Iago - Max (Pokémon)

Abu - Louie (We’re Back! A Dinosaur’s Story)

The Sultan - Dr. Emmett Brown (Back to the Future)

Rajah - Alex (Madagascar)

Magic Carpet - Jack Frost (Rise of the Guardians)

The Peddler - Cleveland Brown (Family Guy)

Gazeem the Thief - Bug (The Adventures of Elmo in Grouchland)

The Cave of Wonders - Giovanni (Pokémon)

Razoul - Benson (Regular Show)

Two Hungry Children - Ken and Yuri (Floral Magician Mary Bell)

Farouk - King Trition (The Little Mermaid)

Prince Achmed - Patchy the Pirate (SpongeBob SquarePants)

Creepy Old Jafar - Mr. Potato Head (Toy Story)

Elephant Abu - Crash Bandicoot (Crash Bandicoot)

Snake Jafar - Rattlersnake (Rango)

Genie Jafar - Thanos (The Avengers)
Mining

*Did you mean Mining (Feat)*

The **Mining** skill allows a character to gather the minerals needed for production skills such as Empowering, Smithing, Tinkering, and Enchanting.

## Description

Different minerals require different levels of experience to locate and harvest. At the beginning of each event, each miner receives a certain number of random minerals depending on his/her level of the skill. These minerals represent the materials he/she gathered during the passing month. It is also possible to find and gather minerals during the course of the event if a character has the appropriate skill level.

Number of Minerals received per level of the Mining skill:

* Level 1: One level one mineral
* Level 2: Two level one minerals, one level two mineral
* Level 3: Three level one minerals, two level two minerals, one level three mineral
* Level 4: Four level one minerals, three level two minerals, two level three minerals, one level four mineral
* Level 5: Fifty Scholars worth of Minerals chosen by the character.

## Costs

 Commons
 Uncommons
 Rares
 Exclusive

## Exclusive

This level grants an extra fifty scholars worth of minerals that are specifically selected by the character. These selections can be made by submitting a list to logistics prior to the Friday before an event or can be selected directly at check-in. No additional coin can be used to subsidize the selection and any of the apportioned coin that is unused will not be rolled over or provided in any other form.
Cat Hat Bebe(tv series)

***Cat Hat Bebe*** is an American animated series produced by Melanie Martinez.It features CJ Martinez (Martinez) and her ghost and human friends and follows their adventures in Santa Monica,CA.The cast includes: Tara Strong, Grey Griffin, John DiMaggio, Carlos Alarazqui, Hugh Davidson and Larry Dorf.In the United States, the series will air on Nickelodeon on October 3, 2016.
Strength Bonus

### Description

This feat allows a character to increase the strength of a creature by two additional points. The tagline “Plus Two Strength” must be called as the feat is delivered. If the delivery is unsuccessful, the feat is still spent but has no effect.

Strength increases damage in both hands with any weapon and can be used in other strength contests. A character with six points of strength may break Snares, a character with eight points of strength may break Gags, and a character with ten points may break Binds. These effects take six, eight, or ten seconds, respectively, to break and the character must perform the verbal count “Breaking one, Breaking two, Breaking three...” Certain items may also be broken depending on their material. You may find that information HERE.

This bonus cannot be stacked with any other Strength Bonus effect but does stack with permanent strength points from the Strength Skill. If a second strength bonus is placed on the character, the higher of the two bonuses will remain and the lesser will be dispelled. The bonus will last until the target reaches dying or dead status or until the target begins to Recuperate. It can also be dispelled by the "Disrupt Bonus" effect.

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield.

#### **Ranged Delivery**

If delivered by a ranged missile this feat will not affect a character if caught on a weapon or a shield.

#### **Melee Delivery**

If delivered by a melee strike, this feat will not affect a character if caught on a weapon or a shield.
Snare

### Description

This feat allows the character to generate an arcane net anchoring the target’s right foot to the ground for thirty seconds. The character can pivot on the foot but cannot lift, drag or move it from the location in any way. The character activating this feat must call the tagline "Snare" as the attack is delivered. If the attack is unsuccessful, the feat is still spent.

Teleportation effects cannot be activated to end or escape from the effect once it is active. Transform effects will not end or escape the effect once it is active but can still be used to defend against further attacks. If the target reaches dying or dead status the effect will dissipate. Also, a character with six points of strength can break out of the effect on a six second count (Breaking One, Breaking Two…).

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by
any Evade, Negate or Shield effect that can target a Spell, a Confining ability, or Any ability.

#### **Ranged Delivery**

As a ranged attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a ranged attack, a Confining ability, or Any ability.

#### **Melee Delivery**

As a melee attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a melee attack, a Confining ability, or Any ability.
Gnome

**Gnomes** are one of the races native to the Commonverse and are distinguished by their long ears and very small frames. Where Dwarves are burly and average four feet tall, Gnomes are small and delicate, rarely taller than three feet and could almost be mistaken for human children if it weren't for their ears. Gnomes are masters of engineering and commerce, both of which govern their lives even from a young age. As apprentices, they leave their families to live in the Guildhall and spend the rest of their lives either in study, practice or service to their chosen guild's focus. Each Gnome city beneath the Steaming Steeps is run by a council of the Guildmasters. The Grandmasters serve on the council in their capital city of Gnomehome.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
The Resurrection Process

*Generally preceded by The Dying Process.*

Resurrection is the process by which a character's spirit recreates its physical form. When a character's body dissipates, the spirit is released and if it has enough energy and motivation it can regenerate a new and whole body. A spirit can see but generally not interact with the living creatures around itself however some feats do give characters the ability to see or speak to spirits. After dissipation, a character's spirit will search for a safe time to return to the living either where the character slept the previous night or where his/her body dissipated. A character's body takes thirty seconds to reform and regain consciousness. No hostile creatures or character can be in sight when the character begins to reform. Nothing can interact with the spirit or the reforming body once this process has begun but it can be seen. A resurrected character only has memory up until five minutes before losing consciousness and dropping to dying status. The character resurrects with full hit points, full armor and has all his/her Focused feats in memory.

Out of Play: After dissipation, the player must find a plot member who will record the resurrection on the player's character sheet and in the records for logistics. A character begins the game with three lives. Each time the character resurrects, he/she looses one of those lives. Once the character had lost all three lives, he/she must begin making a bag pull to determine whether or not his/her spirit has the strength to resurrect. A bag starts with one fail stone and nine successes. Each time the character has to make a bag pull, he/she looses one white stone. A character gains a life every even level but can only ever have two banked after loosing one of the initial three. Characters can purchase additional white stones using Merit points but can not have more than nine at a time.

If a character dies permanently, the player receives half of their current experience to use in creating a new character. (This experience cannot be added to an existing character.) The character must also return to the spot where he/she died because the body of a character killed does not dissipate. All the character's items also remain in play and cannot be taken to use with another character an individual plays. At the conclusion of the conflict that killed the character and any roleplay that may require the character's body, the character may find a staff member to get his/her new character cards.
Luck

**Race** Gnome; **Tier** 5; **Initial Cost** Free

This feat allows a character to heighten and hone his/her concentration when performing tasks based on skill, focus or dexterity. Before rolling a dice for any skill check, the character can activate this feat to add two to their roll. This includes rolls for rituals, tracking, lock picking and disarming traps.
Event Costs

### **Free Events**

The first full event a player attends is free. However, you can choose to pay for the event to receive a bonus.

There may be occasional events that the staff chooses to run for free but there will be plenty of notice given for these.

Plot members and players who choose to volunteer for the entire event are not required to pay the event costs but will be responsible for food costs whether purchased on or off site.

### **Day Events**

Some events may be held over the course of one day. The cost and the Experience Point rewards for these events will both be reduced to reflect the shortened event duration.

Day events will only cost twenty dollars.

Each player will receive half of the Experience Points he/she would receive per the typical rewards given according to character level, rounded down.

Volunteer opportunities will vary for each day event so generally the required time will be waived. Those who do perform volunteer time during the event will receive Merit Points according to the usual rates.

The availability and cost for food will be determined and announced for each day event individually.

### **Half Events**

Some players may only be able to play a portion of an event or may choose to only play half of an event. In this case, the player will only pay fifteen dollars and will only receive half of the typical Experience Point he/she would usually earn at his/her character level, rounded down. In this instance, the player may spend no more than ten hours over the course of the event actively in play as his/her character. The required volunteer time is also reduced by half but reward rates will be unaffected.

### **Full Events**

A full event lasts from Friday evening until Sunday morning. The standard cost to play is thirty-five dollars. The number of Experience Points each character receives is dependent on level.

If a player pays for an event he/she cannot attend, the experience of the event will still be awarded.

### **Season Passes**

Season Passes cost $245

* Covers the $35 event cost for the 7 regular full season events. (Meals not included.)
* Any Day Events added this season will be free for Season Pass Holders.
* Get first dibs on a bed of your choice.
* Holders receive regular event Experience Points even if they cannot attend a full season event.
* Recieve an additional 245 Merit Points!

***Bonus, if you have never attended a regular full season Destria event, buying a Season Pass Package does count as paying for your first event. So in addition to the benefits above, you will be awarded 84 Merit Points.***

Season Passes are not refundable and the payment cannot be transferred as credits to a separate event if the holder cannot attend. A Season Pass cannot be transferred or shared between multiple players.
Were-Creatures

After a brief but bitter feud with a fellow Symprath Elven tribe, the majority of the Moonchaser tribe was left changed. Scholars and scientists believe this effect to be a permanent change brought on by Free Magic enacted upon the altered Elves by their deity, the Moon Goddess. Thus they have been given their own distinction in racial classifications. Most members of this new race will continue to dwell and perform as all members of the Moonchaser tribe have for generations. Unless they choose to transform into their animal shape, they look like Elves.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
Two Weapon Combat

The **Two Weapon Combat** skill allows a character to use a large or small weapon in each hand.

## Description

The damage of each weapon is determined by the character's aptitudes, not which hand a weapon is held in. The character can also use either weapon to deliver any melee-based feat. With the proper aptitudes, a character can use one two large weapons, two small weapons or one large and one small weapon together. This skill does not need to be used when fighting with the unarmed combat skill but it would need to be purchased if a character wishes to use a weapon in one hand while fighting with a claw or fist as the other.
Gag

### Description

This feat allows the character to generate an arcane mask silencing a target for thirty seconds. This restriction prevents speech and impedes spell casting. The character activating this feat must call the tagline “Gag” as the attack is delivered. If the attack is unsuccessful, the feat is still spent.

If the target reaches dying or dead status the effect will dissipate. Also, a character with eight points of strength can break out of the effect on an eight second count (Breaking One, Breaking Two…).

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Spell, a Confining ability, or Any ability.

#### **Ranged Delivery**

As a ranged attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Ranged Attack, a Confining ability, or Any ability.

#### **Melee Delivery**

As a melee attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Melee Attack, a Confining ability, or Any ability.
Fortitude

**Fortitude** can be gained through extensive endurance training, the body becomes hardened against elements and attacks.

## Description

This skill adds ten health points to a character’s total each time it is purchased. The adjustment to the character’s max health is permanent. It may be purchased up to five times for a total of fifty additional health.
Strength (Feat)

**Race** Human; **Tier** 1; **Initial Cost** Free

### Description

This feat allows a character to increase his/her strength two additional points. The tagline “Plus Two Strength” must be called as the feat is activated.

Strength increases damage in both hands with any weapon and can be used in other strength contests. A character with six points of strength may break Snares, a character with eight points of strength may break Gags, and a character with ten points may break Binds. These effects take six, eight, or ten seconds, respectively, to break and the character must perform the verbal count “Breaking one, Breaking two, Breaking three...” Certain items may also be broken depending on their material. You may find that information HERE.

This bonus cannot be stacked with any other Strength Bonus effect but does stack with permanent strength points from the Strength Skill. If a second strength bonus is placed on the character, the higher of the two bonuses will remain and the lesser will be dispelled. The bonus will last until the target reaches dying or dead status or until the target begins to Recuperate. It can also be dispelled by the "Disrupt Bonus" effect.
Ferocity

**Race** Were-Creatures; **Tier** 10; **Initial Cost** Free

### Description

This feat allows the character to severely damage arm or leg rendering it useless. The tagline “Mutilate” must be called as the attack is made. If the mutilated limb is an arm, the target does not have to drop what he/she is holding but can not use the item. If the mutilated limb is a leg, the target cannot run. A target with all of its legs mutilated cannot move from its location at all. If the attack is unsuccessful, the feat is still spent.

The damaged limb can only be repaired with a “Mend Limb” effect. Some creatures are too large or too tough for a Mutilate to truly affect them and will instead take fifty damage from this effect.

As a melee attack, this feat will affect the limb struck by the attack. The attack can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Melee Attack, a Force ability, or Any ability.
Cabin Notes

Cabin Notes will be available at check-in and at the plot cabin during the event. Information on the notes will include details about the occupants and cabin protections of the building. No one accept the occupants or Rogue Marshals are allowed to view these notes. No one is allowed to enter a cabin without being accompanied by a player who is staying there or a Rogue Marshal.

The occupants will be responsible for completing their portion of the notes before the game begins. All the item cards for traps, locks, and cabin guardians must be placed in the note sleeve for the duration of the event. After the event, the players are responsible for removing and keeping, turning in or discarding these cards as necessary.

At least once during the event, a plot member will check the Cabin Notes to ensure they have been completed correctly. After the event, a member of the cleanup crew will check to verify that the cabin has been emptied, cleaned and closed up according to the facilities requirements.

If you have any questions about how to complete your Cabin Notes, please ask a Plot Member.
Strength

*Did you mean Strength (Feat)*

**Strength** increases damage in both hands with any weapon and can be used in other strength contests.

## Description

A character with six points of strength may break Snares, a character with eight points of Strength may break Gags, and a character with ten points may break Binds. These effects take six, eight, or ten seconds, respectively to break and the character must perform the verbal count “Breaking one, Breaking two, Breaking three...”

Strength Contests:

* Throw a body 10 feet
* Run while dragging or carrying a body
* Hold a door closed
* Forcing open a common door
* Gradually push a heavy boulder blocking an entrance
* Move heavy stones from your path

Things Strength cannot do:

* Wrestle anything away from someone else
* Knock down buildings or trees

Strength points purchased from this skill can be stacked with one temporary strength bonus. For details, please see the Strength Rules page.
Character Progression

### **Leveling**

Each event a player attends, pays, and performs the required volunteer time, he/she will be awarded experience. Players can also convert the Merit Points they earn into additional experience.

The table below explains how certain elements of character progression change from level to level, beginning with the XP Range for each level. The amount of XP Earned refers to how much experience is gained from an event a character attends at that level. Max Conversion defines how many experience can be converted from merit points after an event played at that level. Merit Conversion Cost identifies how many merit points are used to create one experience for a character at that level. Study Feats shows how many feats a character can have Focused at the given level. Race Feats defines how many racial feats a character knows and can use at the given level (these do not count against the Focused total).

The number of study feats a character can have Focused at one time is equal to his/her level, with a maximum of 10.

### **Learning New Abilities**

New Studies and Favored Skills are selected at specific levels:

* Level 1: Player chooses 2 Studies and 2 Favored Skills
* Level 5: Player chooses 2 additional Favored Skills
* Level 10: Player chooses 1 additional Study
* Level 15: Player chooses 1 additional Study

A player chooses Studies or Favored Skills at the given level but purchase the feats or skill levels at any point after the selections are made.

***The Sorcery study is the only exception to these rules. It may be earned through roleplay at any level but it does count as one of the limited number of studies a character may learn. It will be slotted as the next available Study based on the level at which it is acquired.***
Flight

**Race** Air Primal; **Tier** 1; **Initial Cost** Free

### Description

This feat allows the character to push a target back ten steps. The tagline “Push Ten” must be called as the packet is thrown. The target must take ten steps in exactly the opposite direction unless he/she encounters a solid object like a large tree, wall, or railing. The target may not be affected by or make attacks while flying through the air. If the attack misses, the feat is still spent but has no effect. This feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Force ability, or Any ability.
Character Planning

Below is a downloadable sheet that will allow you to plan out different versions or different levels of your character. Please note that this sheet is in no way connected to the character engine so updating the sheet will not change what skills and abilities your character has.

***There are no programmed restrictions to the purchases you make. Please make sure you are purchasing feats in order and purchasing prerequisite levels of skills so your experience totals come out properly.***

Character Planning Worksheet
Elf

**Elves** are one of the races native to the Commonverse and are distinguished by their short pointed ears. They also generally have thin, lithe, tall frames but a mixing of the bloods between races has resulted in their having as many different body builds as Humans or Primals. Elves usually prefer to be in more natural habitats, given their distinctive link to the land, but they can flourish in cities of stone and mortar if they choose to. The major Elven settlements can be found in the Kreshen Wildes and on Symprath. The numerous communities in the Kreshen Wildes are led by the High Druids of their Grove while the Elves of Symprath have four villages each led by a Chief.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
Magic

**Race** Astral; **Tier** 5; **Initial Cost** Free

### Description

This feat allows the character to produce a lance for pure arcane power. The character must call the tagline “Twenty Magic” as the packet
is thrown. If the packet misses, the feat has no effect but is still spent.

Strength, Damage, Weapon and Tagline Bonuses cannot be used to enhance this feat.

This feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade,
Negate or Shield effect that can target a Damaging ability, an Elemental attack, or Any ability.
First Aid

The **First Aid** skill allows a character to determine the status of any creature he/she touches and to restore a dying creature back to one body.

## Description

A character with this skill can touch any creature and declare "Status Check." The target must then respond with how many health points he/she has lost and if he/she has any negative status effects present.

If a creature is dying, the character can take thirty seconds to perform first aid and return the character back to one health point. The character must touch the target and declare "First Aiding" to advise the target to pause his/her dying count. This takes the character's full attention so he/she cannot perform any other tasks except speaking. It also requires movement on the character's part so cannot be done while feigning death. If the character cannot reach a full thirty-second count before finishing, the target resumes his/her dying count.
Sense Hidden

### Description

This feat allows the character to intuitively feel when creatures or items are hiding from his/her normal senses. If a character comes within sight of a creature hidden or invisible creature with his/her arms crossed over his/her chest or wearing a blue headband, the character should say "Sense Hidden." If the creature responds by saying, "Yes," the character will know that someone is concealed in the area but will not know where specifically he/she is hidden.

If a character encounters hidden object, he/she will be able to feel it when touched.

This effect will dissipate if the character activates an additional feat of the same type, reaches dying or dead status or when he/she begins to Recuperate.
Freedom

**Race** Air Primal; **Tier** 5; **Initial Cost** Free

### Description

This feat allows the character to overcome terrain that would typically impede his/her progress. If the environment would cause the character to move at a reduced speed, the character moves at full speed instead. Examples include, swamps, deep water, rocky areas or snow.

This effect will dissipate if the character reaches dying or dead status or when he/she begins to Recuperate.
Peace

**Race** Seraph; **Tier** 1; **Initial Cost** Free

### Description

This feat allows the character to cause one target to completely ignore him/her. The target does not lessen his/her aggression toward any other creatures but bypasses the character with all attacks If the character steps in front of an attack or is close enough to be affected by a radius ability, the character does take the effect. However, the character cannot be the intended target. The character activating this feat must call the tagline “Soothe” as the feat is delivered. If the delivery is unsuccessful, the feat has no effect but is still spent.

If the character makes any hostile action toward the target, the effect will be broken. Physically blocking the target's progression is considered a hostile action. After five minutes or if the target reaches dying or dead status the effect will dissipate. The effect can also be removed with a "Cure Mental" or “Cure All” effect.

This feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Mental ability, or Any ability.
Honor

**Race** Dwarf; **Tier** 1; **Initial Cost** Free

### Description

This feat allows a character to negate any Disrupt effect or any loss of hit points that would normally interrupt a feat that requires the character to maintain a performance or concentration. The tagline “Negate Disrupt” must be called clearly when the attack makes contact with the character and is not considered an interruption if the character is performing something vocal.

The character can negate the disruption that should be caused by losing hit points while performing or concentrating. The character may also negate being affected by any ability that includes the “Disrupt” tagline.
Spell Casting

Spells are feats or abilities that require a verbal to conjure and focus magic into the desired effect. A spell verbal must be at least five syllables long, include the name of the study and be said loud enough for someone within arms reach to hear it. If the verbal is not five syllables long or does not include the name of the study, the spell is considered to be used and gone from memory or the item it was cast from but it has no effect. A character has three seconds after the completion of the verbal to throw the spell packet. When the packet is thrown, the character must say the effect Tagline so the target can understand what effect the spell produces.

If the character loses hit points, loses consciousness or is incapacitated in any way between the time he/she begins the verbal and the point where the packet is thrown, the spell fails and the feat or ability is lost from memory or used from an item without having any effect. Damage taken to armor does not affect a spell being cast.

A spell targets the first object the spell packet comes into contact with regardless of whether the effect can affect that object. So if a packet hits the ground or a tree limb before it contacts a player, the spell is still spent and lost from memory or used from an item. Also, if the spell packet of a spell hits an unintended target, the target still receives the effect. For instance, if a character attempts to heal a fellow but hits the creature attacking him/her instead, the creature would receive the healing, assuming it can be healed in that manner.

No offensive touch casting is allowed under any circumstances.
Armor Rules

Wearing armor gives a character armor points, if they have purchased the Armor Skill. Armor points are determined by the type of armor worn and the location of the armor.

Light leather is considered Light Armor.

Heavy/hardened leather, chainmail, and brigidine are considered Medium armor.

Platemail is considered Heavy armor.

Below are the number of points each type of armor gives in each potential location. The Torso points are awarded for armor that covers the chest or back, if it covers both, the points are doubled. There are thirteen appendages that can be armored and each receives the points listed below depending on the type of armor worn. The appendages include the head, each upper arm, each lower arm, each hand, each thigh, each calf, and each foot.

 Medium
 Heavy
Human

**Humans** are one of the races native to the Commonverse and are distinguished by their rounded ears and the lack of magical energy identifying them as any other race. Humans can be found on every continent and have a variety of social structures depending on their locations. There are barbarian tribes on Memcury and in the Kreshen Wildes but there are also villages and towns that have been established in the Wildes as well. Humans make up a large portion of the brigands and pirates who make port in the cities of the Scarlet Keyes, but just as many study and live lawfully within the bounds of Oracle. Some find their way to the temples of the Golden Sands and some find themselves slaves within the Ebon Empire.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
Weaken

### Description

This feat allows a character to sap a target's strength and combat power. The tagline "Weaken Five" must be called as the feat is delivered. The target’s strength will be reduced first, followed by his/her attribute levels until he/she is calling five less damage. This effect can reduce a creature’s damage to zero but no lower. If the attack is unsuccessful, the feat is still spent.

If a creature is targeted by multiple weaken effects, the greater reduction would be applied but they do not stack. If five minutes ends or the target reaches dying or dead status the effect will dissipate. The effect can also be removed with a "Cure Metabolic" or "Cure All" effect.

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Spell, a Metabolic ability, or Any ability.

#### **Ranged Delivery**

As a ranged attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Ranged Attack, a Metabolic ability, or Any ability.

#### **Melee Delivery**

As a melee attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Melee Attack, a Metabolic ability, or Any ability.
Advanced Recall

**Advanced Recall** allows for the meditative reorganizing of spiritual energies that generally takes a period of five minutes to take less time.

## Description

During that time an individual may adjust focus switching out which of the study feats he/she can use. Certain exercises can increase spiritual agility and allow an individual to reduce the meditation needed to recall unfocused feats.

Each time this skill is purchased, it reduces the Refocus time needed to change out what study feats a character has in memory by one minute. This skill may be purchased four times. No combination of skills or effects will reduce the Refocus time to less than one minute.
Combat Safety

Destria is a light to medium contact LARP. The safety of each player is a paramount concern at all times especially during combat. Below is a description of acceptable combat tactics and maneuvers players must avoid. No weapon or packet contact should be powerful enough to bruise a player; the goal is simply to ensure that an opponent can feel when he/she gets hit.

### **Illegal Targets**

No attacks may target a player's head, groin or hands. Occasionally, players may be hit in these locations accidentally but no player should aim for these locations when performing an attack of any kind.

### **Melee Weapon Attacks**

Melee weapon attacks should be delivered without the force of a player's shoulder but instead the weapon should be controlled by the attacker's wrist. A melee weapon must be withdrawn forty-five degrees between each attack.

A player cannot swing a weapon faster than he/she can clearly call his/her damage or effect tagline. Attacking in this manner is called "Machine-gunning."

### **Ranged Weapon Attacks**

Ranged Weapons can only be used on players who are at least an arms length away.

### **Packet Attacks**

Packets should be thrown with reasonable force depending on the distance between a player and his/her target.

### **Charging/Crowding**

When a player is in pursuit of a target, the player cannot overrun the target. If the target stops, slows down or is walking backwards, the player must still remain an arms length away from the target. Also, if the player charges and the target does not run, the player must be able to stop or redirect him/herself before colliding with the target.

### **Pushing**

A player may not force his/her way through a line of clustered players to get past or to reach another target.

### **Pinning**

A player may not pin a target's weapon or shield in a position where the target cannot move the weapon or shield.

### **Turtling**

A player cannot huddle behind a shield in order to avoid attacks. If a player wishes to block an attack the player can move the shield up or down with his/her arm but cannot simply kneel or bend his/her knee to protect him/herself.

### **Non-Combat Players**

There are players who have a medical situation that prohibits their involvement in combat. These players are responsible for trying to remove themselves from combat as quickly and safely as possible. However, other players must also avoid striking them with a weapon or packet on the occasion they get caught in combat. If there is a situation where it is necessary to kill a non-combat player, the aggressor, may approach the player and without touching him/her can perform the count for a killing blow. The non-player character can make no reprisal. Non-combat players are identified by an orange headband.
Astral

**Astrals** were the principle people of the Arcaneverse and are distinguished by the purple energy that emanates from around their eyes. The territory where they settled on the Commonverse is known as Oracle, which also boasts a large population of humans. The people of Oracle value education and have a democratic government with elected assembly members who represent the different districts responsible for law making and maintaining the judicial system. Many races send their children to the schools and universities of Oracle and the Spiral Tower is known as the Commonverse's premier location for magical study and research.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
Tavern

Players are encouraged to stay in play as much as possible during an event and interactions within the tavern are no exception, whether you are there as a patron or a worker.

The Tavern will operate on a token system. A Fish Token will cost five dollars and is worth ten of the Knot Tokens. A Knot Token will cost fifty cents and can be cashed in for a single canned or bottled drink, one of the various snacks offered throughout the event or part of a full meal.

These tokens can be purchased at Check In each event. These tokens are not assigned to individual events and cannot expire. A token can be used to purchase a meal or a drink for anyone, not just the individual who purchased it.

***While the tavern will be a completely in-play area, tokens are considered out of play and cannot be stolen.***

The tavern menu will be posted on the forum before each event and we ask that you sign up for which meals you expect to eat, with the understanding that you will not be bound by your selections in any official manner. These numbers are very important but will only be used for our planning purposes.

### **Free Food**

We do need volunteers to help cook, serve and cleanup for the meals. If you perform a full three hour tavern shift it will not only fulfill your volunteer requirement for the event but you will also earn a free meal.

For anyone who cannot afford food for the event or the time for a full tavern shift, you should speak to the Tavern Keeper, again preferably in play.

### **Cooking For Yourself**

If you would like to use the kitchen to store food or make your own meals, special arrangements will need to be made with the Tavern Keeper prior to the event. Stored food should be clearly labeled with your name and should be removed from the tavern by 10:00am on Sunday or it will be discarded. If you use the facilities in the tavern or any of the grills on site, you are responsible for promptly cleaning up after yourself.

### **In Play Restrictions**

During an event, no one may engage in combat in the kitchen area of the tavern. Also, when combat begins in the tavern, an opaque wall forms between the kitchen area and the sitting area that prevents anyone from seeing thorugh or moving through the doors dividing those sections. After the combat is complete, visibility and accessibility return.
Thievery

**Race** Blurr; **Tier** 1; **Initial Cost** Free

### Description

This feat allows a character to hide for as long as he/she remains stationary. The character must keep his/her arms crossed over his/her chest or wear a blue headband for the entire time spent in hiding. Taking a step, speaking, activating a feat, beginning to recuperate, losing health points, dropping to dying or dead status or using an item will dispel the hiding effect. There is no auditory indication of the character’s appearance if he/she chooses to dispel the effect.

If a creature comes within sight of the target and says “Sense Hidden” the character must respond “Yes” but the character will not know that another creature can sense his/her presence. This feat does not prevent another creature from sensing the character through tactile contact and does not prevent any damage should the character be caught in the way of a weapon attack or radius effect. If the character activates this feat when another creature is watching, that creature sees the spot where the character disappeared.

A character under the “Disrupt Hiding” effect cannot activate this feat.
Nature

**Race** Elf; **Tier** 1; **Initial Cost** Free

### Description

This feat allows causes the ground to swallow the target’s right foot immobilizing it for thirty seconds. The character can pivot on the foot but cannot lift, drag or move it from the location in any way. The character activating this feat must call the tagline “Snare” as the packet is thrown. If the attack is unsuccessful, the feat is still spent.

Teleportation effects cannot be activated to end or escape from the effect once it is active. Transform effects will not end or escape the effect once it is active but can still be used to defend against further attacks. If the target reaches dying or dead status the effect will dissipate. Also, a character with six points of strength can break out of the effect on a six second count (Breaking One, Breaking Two…).

This feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Confining ability, or Any ability.
Earth to Oh and WALL-E

## Cast:

* Tuck - Alvin (Alvin and the Chipmunks)
* Alex - Russell (Up)
* Emma - Lilo (Lilo and Stitch)
* Munch - Sherman (Mr. Peabody and Sherman)
* Echo - Oh (Home) w/ WALL-E
* Blake - Fred (Big Hero 6)
* Security Guard - Charles Muntz (Up)
* Joey - Nemo (Finding Nemo)
* Emma's Dad - Paul Peterson (Mr. Peabody and Sherman)
* Calvin - Blu (Rio)
* Pown Shop Owner - Carl Fredricksen (Up)
* Tuck's Mom - Andie (The Nut Job)
* Dr. Lawrence Madsen - Lord Shen (Kung Fu Panda 2)
* Dusty - Linda (Rio)
* Emma's Mom - Patty Peterson (Mr. Peabody and Sherman)
* Charlie - Brittany (Alvin and the Chipmunks)
Stun

### Description

This feat allows the character to stun a target for ten seconds with one attack. The tagline "Stun" must be called as the feat is delivered. A stunned creature cannot attack, block, activate feats, use items or move but is conscious of his/her surroundings for the duration of the effect. If the attack is unsuccessful, the feat is still spent but has no effect.

A stunned creature cannot be killing blowed. If the target reaches dying or dead status the effect will dissipate. The effect can also be removed with a "Cure Metabolic" or "Cure All" effect.

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Spell, a Metabolic ability, or Any ability.

#### **Ranged Delivery**

As a ranged attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Ranged Attack, a Metabolic ability, or Any ability.

#### **Melee Delivery**

As a melee attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Melee Attack, a Metabolic ability, or Any ability.