recursal/Fanatic-Fandom huggingface dataset:
Новобіличі

**Новобіличі** - станція на Святошинсько-Броварській лінії, що проектується. Вихід зі станції буде до залізничної

## Виходи і район

### Виходи

Проспект Академіка Палладіна,вул. Малинська

## Інше

### Код

109 (можливо)

платформи Новобіличі, що неподалік однойменного масиву. Згідно з проектом за станцією розташовуватиметься електродепо метрополітену. За планом, мала бути збудована ще у 2003 році.
Vuoren Empire

The Vuoren Empire is a state that came about after the Bloody March dethroned and murdered the old Baselian Empire and made Otto of Danmouth the new Emperor.

## History

What became later know as the Bloody March ended with the sack of the Baselian capital and the butchering of the old Emperor. Lord Ferdinand of Safira had the best claim among the crusaders due to his mother being cousin to the old Emperor, but was busy fighting in Blackhill Peninsula, and rode towards the capital to claim the crown. During the journey, the crowd of soldiers and crusaders declared Otto of Danmouth the new Emperor, as he had been seen as a great leader during the siege and subsequent battle. Ferdinand was then made King of the Blackhills as a vassal to the new Emperor.

Over the next four years the new Vuoren Empire consolidated its power and divided up conquered lands among the other crusaders, creating the new Kingdoms of the Westwater, Frostbanks and the Winelands. Many of what remained of the Baselian territories that hadn't been taken by the successor states or the Tuores swore allegiance to Emperor Otto and were reorganized into the High Lordships of Opkelion and Srythesis.

War with the Baselian successor states halted during a series of truces and eventually peace treaties collectively referred to (rather condescendingly) as the Beggars treaty. War with the Tuores continued sporadically until the marriage of Khan Sabin to Otto's brother.

Otto ruled for 19 more years before being lost to sea during a storm. Otto's brother Oscar then became Emperor, who had been residing at the Imperial Palace. Oscar was a war hero and was well liked the new nobility and showed a great amount of leniency towards the old Baselian nobility. Against most odds, Emperor Oscar's rulership has been peaceful, although there are many claims that he has given too much power to the Lucanian Merchants.
Sonderring Isles

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The Sonderring Isles are a major island group, part of the Dying Archipelago in the Sunken Sea. The island group itself is made of 3 major islands and 5 minor ones, with numerous large scatted in between. The Islands are under the de jure jurisdiction of the High Paladin of the Shields and is used as a Bastille for exiles (particularly rune-scarred), but in practice the Islands are controlled by local exiled warlords and their descendants.

The Islands themselves are covered in decayed cities, tombs and fortresses; many of which have become inhabited by the various exiles and others which have become stranded in the Islands. The lands between these settlements are fraught with danger; terrain is wet and jagged, and the Drowned often appear nightly.

## Occhiolos

Occhiolos is one of the larger Sonderring Islands. It is the most desolate of the three and is the site of the Water Barrows.

## Anemoia

Anemoia is one the major islands of the Sonderring Isles, once the site of a major city now long since abandoned.

## Catachresis

Catachresis is one of the major islands of the Sonderring Isles. It is the site of the Burned Monastery.
Riverdell

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Write the first paragraph of your page here.

## Section heading

Riverstrath, or The Riverstraths, is a region marked by its large number of large rivers running through the region. Because of the convergence of rivers from other regions of the Empire, the region has become quite wealthy and has lead to the development of a general cosmopolitan culture.

The region is currently (and traditionally) ruled by one of the Strategoi. Like with other districts, the titles of the region have moved to becoming hereditary.

## Section heading

The Riverstraths themselves are administered by various counties centered around the major cities, the ruling of these cities is left almost entirely up to the local counts, with the Strategos rarely stepping in except in times of dispute.

Amontis - The city of Amontis lies in the north western Riverstraths along the river Tyr. The lands surrounding Amontis are more mountainous than other regions, but are also rich in caves and mineral resources. The office of Steward is almost always held by the count of Amontis.

Partha - Partha is situated along the Tyr river, further south than Amontis. The flat but craggy lands are rich with limestone, marble and various stones. Thus much of the surrounding land is filled with quarries. Partha has a strong oral tradition, with most counts being graduates from the Parthan University. The office of Chancellor is often held by the ruler of Partha.

Castis - The City of Castis has a strong military history, with the surrounding lands being quite fertile much of the army is made up of the warrior nobility generally referred to as the Rastoks. For obvious reasons the Count of Castis often holds the office of Marshal.

Roth - Situated on Maw Lake, the city of Roth is well known as a seedy stop of point for merchants traveling down river, and is the final stop off point before reaching Handaris. This unique position was exploited by a previous count of the city by developing an advanced spy network, which is now taken advantage of by the count almost always being employed as the spymaster.

Varn - The Temple city of Varn is one of the many holy sites scattered across the empire. Due to its position along the Riversrath network, it has flourished into a major pilgrimage site. Because of this, the vast majority of the population is either employed by the clergy or by one of the military orders: The Temple Guards or the Valkyries.
Haifang

The Haifang are an ethnic and cultural group in Zhongao. The name literally means "Sea People" or "People of the Sea", and comes from their mostly sea or water-based dwelling. Although they know populate various parts of the Empire, they are still predominately found as water nomads.

Since the discovery of the Archipelago many have begun migrating to the new lands to become free people and or pirates.

## A Nomadic People

The Haifang are Nomadic, often either moving from island to island or just outright living on boats or moveable houses.

Traditionally, small groups or family units would travel on smaller outrigger vessels that moved fast and could be used for quickly migrating from place to place, and also could be used as a rig when diving or fishing.

However, more recently larger junk ships have been integrated from Zhongao, which allow for much larger communities to travel together and defend themselves. The ships themselves are almost as floating villages.

## Zhongao Influences

The cultural exchange between mainland Zhongao and the Haifang has built up over the years, and is most evident in ship design. The Haifang brought their extensive maritime experience while the Zhongao brought resources and raw manpower. Thus ship design has developed in parallel, with larger Zhongao Junk ships being used by the Haifang.

## Animals

The Haifang have a close relationship with animals, but do practice traditional animal husbandry. They will often befriend or tame animals to aid in their voyages, but as they are mostly hunter-gatherers this often restricted to animals to aid in their hunting. Birds of prey such as hawks and eagles are commonly trained by at least one person in each family unit, while whales and dolphins are often befriended or supported by Haifang communities.

A common practice is for large nets to be set up between boats, which Dolphins lure them into. The catch is then shared amongst the people and dolphins.
Золоті Ворота

**Золоті ворота** — станція метрополітену, розташована на Сирецько-Печерській лінії. Відкрита 31 грудня

## Будівництво

### Архітектор(и)

В. Б. Жежерін, Б. П. Жежерін, Ф. М. Заремба, А. С. Крушинський

### Художник(и)

С. М. Адаменко, М. О. Ралко, Г. І. Корінь, В. П. Федько

## Виходи і район

### Виходи

вул. Володимирської, Золотоворітського проїзду

## Інше

### Пересадка на

Театральна 1

1989 року у складі першої черги будівництва Сирецько-Печерської лінії.

З 1994 року мозаїки інтер'єрів станції мають статус «щойно виявлений об'єкт культурної спадщини», пам'ятка архітектури та містобудування, монументального мистецтва.
Magic

Magic in the Desideria, is a fundamental part of life. Generally used to describe a whole set of phenomenon, there are several forms of magic which are best documented and understood.

## Atavisms

Atavisms are physical changes or manifestations to the casters body, whether transient or permanent. In many cases, it may be used to make the caster more beastlike, but is certainly not the only method seen. Shapeshifters are the most common form of Atavism, and Silkies are thought to be using Atavisms when they take on the form of animals.

## Utterances

Utterances are ritualistic spells cast by speaking specific words, generating a specific change or effect in the world. In general Utterances tend to have less direct effects, and there won't always be a direct connection between the effect and the caster. That said, there are a range of quite obvious effects, including the raising of the dead or changing the weather.

Utterances are thought of as changing the rules by which the world works.

## Manifestations

Manifestations are direct creations from the souls and minds of the caster. They require nothing but force of will, and manipulations of their inner fire. This will often come in the form of creating magical implements such as arrows or tools, to generating pure energy in the form of a fireball.

## Transmutations

Transmutations are the physical changes to world around the caster. The most classical examples of this involve turning one element into another, but can also appear as more subtle changes such as calling down lightning during a thunder storm.

## Affinities

Affinities are best described as modifications of the soul, or the inner fire. These forms of magic do not have an obvious effect outside of the way the caster behaves. Common examples are having premonitions, being able to see spirits, and having visions of the past.

## Rites

Rites are a range of types of magic all united by the requirement for preparation. Rites will require ingredients and ritual to be cast, but often have very significant and far reaching effects.
Adventure - Murder

## Prologue

A Lord has been murdered, and the Einherjar have been hired to get to the bottom of this. The steward has put the inheritance on hold until the crime is solved.

## Crime Scene

Write the second section of your page here.

## Behind the Scenes

The Lord was murdered in an attempt to get a Lord in power who would be in favour of the proposed law to outlaw the Einherjar, and is in favour of capturing and experimenting with them in order to get into Pandomonium. Most of this information would be unknown.

Evidence:

Letter found on the murderer linking to "the plan"
Eagles Keep

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Eagles Keep

## Introduction

Eagles keep is one of the most famous, and earliest settlements in the Archipelago. Built on top of an old abandoned fortress, the Keep now serves as major destination for those fleeing their old allegiances, as well as a kind of neutral ground for most factions.

## Section heading

Write the second section of your page here.
Weapon Defense (Talent)

While in this stance whenever you make an attack with a weapon you may reduce the cost of your next block by 1 AP. Additionally, you may wield your weapon as a shield (of equivalent size.) While wielding the weapon in this way, you may block for normal cost and roll its weapon dice +2 to determine your block value for the weapon. If the toughness of your weapon expires, you can no longer block with this weapon.
Commoner (Background Trait)

*Some are born great, others have greatness thrust upon them. You were neither.*

## **Skills**

Choose Streetwise or Survival, you gain specialization in that skill.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Priceless Item:** As a child, you came into possession of a token that has served as your only true possession. You consider it a lucky charm of sorts, helping you deal with the day to day doldrums a simple life can afford. Once per day, you can study your trinket in your ritualistic fashion and gain a +1 bonus to all skill rolls you make in the next hour.

* **Stashed Silver:** You might have been poor, but you weren’t stupid. You saved and hoarded every spare coin you could find until you decided to leave your old life behind and go on the road to something better. This stash of 100 qrone won't hurt matters!

* **Rags:** These clothes are nothing special. In fact they are so painfully ordinary that you’re pretty sure everyone in your village has an entire ensemble just like it. While not at the height of anyone’s fashion, they’re comfortable, and may help you mingle with others. Wearing these clothes grants you a +2 to stealth to blend into a crowd, and a +2 to persuade when dealing with commoners.

* **Nothing of Importance:** You learned long ago that nothing is forever, and so you try to live your life with as little as possible. You know what hardship is, but you also know the happiness that can spring from uncomplicated life. Whenever an item in your possession breaks, you gain 2 CP. Whenever you experience something that reminds you of home, you gain 3 + Tier morale.
Stoneborn (Racial Trait)

*The Stoneborn are often those who dwell in mountains or on them, secluded crafters in tune with nature, deep thinkers who are toughened mentally and physically.*

## **Racial Features**

* **Heritage of Crafters:** You reduce the cost of crafting all items by 1 CP (minimum 1.) Additionally, you gain a +2 bonus to skill checks that involve appraising or identifying items.
* **Stone Specializations:** Choose athletics or intuition, you gain specialization in that skill.

* **Solid:** You gain a +2 to defenses against all combat maneuvers and ignore size modifiers for the effects of combat maneuvers. Additionally, you may increase your stance limit by 1.
* **Earth’s Mantle:** You pay 1 less AP to actively defend with the poorest scaling defense your armor possesses.
Noble (Background Trait)

*You were born within a noble house and are expected to serve those both above and beneath you. Prepare yourself, and you might sit upon a throne instead of kneeling before it.*

## **Skills**

Choose Lore or Persuade, you gain specialization in that skill.

## **Abilities**

Choose one natural magic or fighting style ability.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Banner or Standard:** Your flag flies your colors or sigil. Seeing your heraldry bash into their foes fills your allies with hope. All allies that can see you start the day with 5 additional morale. This bonus does not stack.

* **Signet Ring:** You possess a ring that gives you +2 to all persuade checks against anyone who can recognize it. (DC: 10 Lore.) You can choose to hide this ring, but you still possess it. You cannot be easily impersonated as long as you have your ring.

* **Inherited Wealth:** You may begin play with 100 extra qrone. You probably did not earn this money, but will still be judged on how you use it.

* **Arrogance:** You were born with a silver spoon in your mouth, sometimes it is those who were born into privilege who exhibit luck again and again. You gain +3 to rolls when using a karma point instead of +2.
Watchers

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The Watchers are a religious order headed by a council of priests, they are one of the significant warbands in the Sonderring Isles. They are united by a religious fervor and worship of the Sunken God, who they believe is the God Oreius who drowned when the lands fell into the sea. They have several enclaves outside of their demense, which is made up of old fortresses and monasteries.

## Section heading

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## Section heading

Write the second section of your page here.
Traits

Traits are the mechanics of your character's history and culture. These are expressed through background and racial traits. All characters start with two background traits or racial traits. You may take the same Background trait twice (gaining a new skill, ability, and trinket each time.) Or two different racial traits, gaining all features from both. (Representing a sort of half-breed character whose dual culture makes up a large portion of their personal history.)

## **Background Traits**

Noble

Glib

Path of the Warrior

Scoundrel

Lawful

Magical

Bond of the Land

Blessed

Pact Bound

Loser

Cursed

Scholar

Call of the Sea

Rolling Stone

Dark Hero

Madness

Machinist

Crippled

Commoner

## **Racial Traits**

Human

Fey

Constructed

Undying

Stoneborn

Small One

Spellscarred

Savage
Luisenio

**Luisenio** is an asteroid prefecture in the Soraetyl System of Woglinde. It consists of the main namesake planetoid, which accounts for 97% of the prefecture population, and hundreds of smaller, sparsely settled asteroids in the vicinity.

It was among the first colonies in the system when doturi from Kiyoshimo first arrived. Initially settled for mineral mining, Luisenio gained importance as a trading port and shipyard in the next few decades. During the Bitter War, Spaceborne seized control of Luisenio and turned it into a fleet yard and space fortress. From Luisenio the Spaceborne could attack anywhere in Soraetyl or the neighboring systems with impunity and retreat into the natural and artificial defenses of the planetoid when faced with a numerically superior enemy. When the Battle of Oroto destroyed much of the Spaceborne’s Soraetyl fleet the remaining ships fled back to Luisenio, where the doturi fleet followed and blocked off any further entries or exits. An attempt to seize control of the asteroid by marine invasion devolved into a year-long battle which only ended when the Yohzhu Empire arrived and threatened to destroy Luisenio entirely if the two sides did not surrender to them.

Luisenio became a garrison for Yohzhu until the system was wrestled away from them by the TAWN, who had to put down several race riots once the central authority collapsed. The return of the Yohzhu resulted in a dramatic shift in Luisenio’s role after the local governor decided to store her artifact collection there. The collection became an ad hoc museum for Yohazhu patrons. The steady influx of rich tourists created a vast service economy in Luisenio, beginning with diners and hotels, then expanding to high class resorts, shows, artificial beaches, and a casino.

The sudden end of the Eternal War and equally sudden withdrawal of the Yohzhu caused the museum’s collection to be left behind in the confusion. The museum came under control of the Luisenio prefecture government after the formation of Woglinde, and the tourism industry was reworked to attract species from across the galaxy. The museum gained an unexpected boost in popularity after Lugyl-Pyror based one of their Benemi AIs after a historical figure from Earth, Abraham Lincoln, after the designers grew fascinated by the Lincoln exhibit in the Luisenio Museum. It also brought negative attention from across the Known Galaxy after Mars discovered that the museum housed many long lost personal Lincoln artifacts, which they demanded be returned to them as the successor to Earth. Other nations also insisted the return of stolen historical artifacts and works of art, which Woglinde resisted until pressure from the Galactic Nations forced them to agree to negotiations with the museums pieces claimants. Some artifacts have since been returned while others have are being leased to the museum.
Elven Ruins

Elven ruins are one of the major ruin types found on the islands, located primarily in Iwerddon, Kembre, and Bernica. They are remnants of the first and second cycles when the Elves were the dominant race, before humans emerged.

While many ruins have been explored, or in some way re-purposed, there are still a great deal of ruins of all sizes left to be explored by an enterprising explorer or adventurer.

While generally grouped together, the style of the ruins themselves vary significantly, as they cover a range of over 1000 years, with first cycle ruins mostly being temple complexes, while second cycle ruins consist or a varied selection of palaces, mausoleums, fortresses and more.

## Notable Elven Ruins

The Great temple of Aine - This Great temple at Otherwon dates back to the second cycle, and has been repaired and remodeled numerous times in its history.

Munath ua Larron - Abandoned in the second cycle, this ancient city of the elves has recently been re-claimed by a new united elven polity.

Eagle's Keep - An ancient elven fortress built on the cliff edges along the Renswald pass, Eagle's keep has change hands many times, and abandoned on numerous occasions. The keep fell into disrepair after the fall of the Empire, but remained inhabited.
The Immortals

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The Immortals were a group of chosen undying guardians which were exiled by the Rainbow Emperor.

## The Colossus

The Colossus is a creature of eerie beauty. Their skin flawless, their eyes haunting; they inspire awe in those that gaze upon them. When they speak, all must listen. They represent fears hopelessness and loss of control.

Atavisms:
Alien Allure
Unbreakable

Affinities:
Enduring Flesh
Beast Companion

## The Ever-changing

The Ever-changing is a sight to behold, their true form is lost to the ages, their skins constantly warps and molds by the minute. So much so has their true form being forgotten, that at many times their face is simply blank. They represent the fear of imposters and the Other.

Atavisms:
Skin Deep
Relentless Hunter

Affinities:
Face of Endless Lies

## The Shadow

The shadows follow this Immortal like a devout cultists. Angering this being will cause the shadows themselves to turn solid and rend your flesh. As this being is one of pure shadow, it's true form is not something that be gazed upon, but rather be seen through the absence of visibility. This living shadow appears as a mass of black tentacles, ever writhing and grasping at everything around it. They represent the fear of Darkness.

Atavisms:
Shadowed Soul
Death of Light

Affinities:
Deathgrip
Shadow Rending

## The Diseased

The Diseased is the bearer of parasites and rot, their skin itself is bandaged and covered in boils and poxes. This being causes utter revulsion to look at, and is closer to a mass of disease ridden parasites than a single body. They represent fear of revulsion and diseases.

Atavisms:
Basalisk's Touch
Ravenous Maw

Affinities:
Wormheart

## The Watcher

With a face of a thousand eyes, nothing is hidden from their gaze. The Watcher takes many forms, but ultimately one with more than two eyes, in many cases they are almost formless covered in eyes. They represent fear of being watched, and exposure.

Atavisms:
Eye of Heaven
Mimir's Wisdom

Affinities:
Enlightened Senses
Sight beyond Eyes

## The Deceiver

The great spider deceiver. This being inspired stories of things that lived in caves, waiting and watching, calling out with a haunting song while convincing friend to turn of friend.

Atavisms:
Infestation
Doppelganger

Affinities:
Voice of Temptation

## The Kraken

A creature of the depths. Often seen as a large octopus or squid, the Kraken is a beast that dwells in the watery abyss.

Atavisms:
Smashing Currents
Looming Presence

Affinities:
Guardian Wrath
Grip of Death
Pact Bound (Background Trait)

*You are bound by strict rules, and that bind gives you strength. These bonds could be with an evil manipulator, but could likewise be a dedication to a code of ethics or deity.*

## **Skills**

Choose Lore or Streetwise, you gain specialization in that skill.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Contracts:** Fiendish beguilers use contracts to promise fantasy to the gullible and then wring them dry. You carry such contracts for your own purposes. When you convince a creature to sign a contract, you gain a +4 to persuasion and intuition checks against that target so long as you hold the contract.

* **Magic Tattoos:** You may inscribe one Spell Effect or Spell Shift that you can normally use into your skin as an ornate magical tattoo. This inscribed spell effect or shift costs 1 less mana to use for you. You may also use Tattooing as your trade, though you cannot grant these magical benefits to others. You can use Lore to gain knowledge of other magical tattoos if they are visible to you.

* **Books of Guidance:** A tome of knowledge or wisdom, granted by your patron or it’s followers for you to study at length. If you spend at least 10 minutes a day reading over the Books of Guidance, you gain a +3 to divination attempts made during that day.

* **Leash:** Someone owns you, be it a deity that you willingly serve, or a faustian bargain with dark forces. Based on the creature holding your metaphorical leash, you may spend a karma point to gain a +5 to a particular roll that would please your handler. You may search your feelings before spending the karma point to determine if this action would please those you serve.

## **Profession Examples**

Warlock, Paladin, Chivalrous Knight, Servant.
The Swamp Islands

The Swamp Islands are a series of Islands characterized by their marshes and wetlands. They are home to several tribes of Archipelegans.

## Marsh Tribes

The Islands are inhabited by several groups of tribes living in the marshes, usually along the numerous rivers, in stilted huts and villages.

While the Islanders themselves are usually welcoming, they respond aggressively to larger groups, in large part to stories of invasion from other Island tribes. The marshy terrain make invasion impossible, and thus the Islands have remained a fierce independence.

The Tribes are led by Shaman priests, who claim to be able to communicate with animals, and shapeshift at will.
Machinist (Background Trait)

*Men don’t take castles, machines do. You understand the mechanisms needed to construct weapons of war, traps, gadgets and wonders.*

## **Skills**

Choose Mechanics or Survival, you gain specialization in that skill.

## **Common Trinkets**

Choose one of the following trinkets:

* **Adhesive:** You possess a sticky glue, coated onto strips of parchment or in a bottle and can use it to repair or adhere things together. This mends 10 health per use to an object, and can bind things so tightly that even the strongest men struggle to separate them. (Athletics check DC 20 to separate objects.) You posses 5 uses of such an adhesive.

* **Good Rope:** You carry 75 feet of strong steelsilk woven rope. This rope is as hard as tier 2 heavy armor and can be manipulated by using the mechanics or athletics skill. You also know enough knots to tie the rope easily, though it will be hard to cut if needed.

* **Explosive:** You possess a sealed tin container of dwarven black powder capable of making 1 large explosive. You may spend 5 minutes preparing this explosive. This explosive deals 25 fire and 25 kinetic damage to any object or creature within 20 feet of it. This explosive may be used for blowing open a locked door, or perhaps as a deadly trap.

* **Fault in Everything:** Basically everything to you is poorly constructed or could be improved through proper application of knowledge you possess. You gain a permanent +2 to mechanics skill checks, and gain 1d8+1 morale anytime you get to actually improve upon something.

## **Profession Examples**

Architect, Siegecrafter, Tactician, Toymaker
Savage (Racial Trait)

*The savage is the wild person, raised far away from the city, some may even view them as monstrous or barbaric. This separation from civilization comes with its own strengths.*

## **Racial Features**

* **Savage Instincts:** You gain a permanent +2 to initiative, also when you roll a 1 on your initiative dice roll you may reroll. You must take this second roll, even if it is also a 1.
* **Savage Specializations:** Choose survival or sense, you gain specialization in that skill.
* **Toughened to the Elements:** Choose one element, you gain +5 permanent resistance to that element. If you possess elemental affinities, you may choose instead to gain +5 permanent resistance to all of your affinities.
* **Inured to Violence:** You gain 3 permanent morale damage reduction, you also gain Tenacity 1.

## **Racial Examples**

Drochen, Uruk, Shattered Tribes, Hobgoblin
Bloodletting (Talent)

Whenever you have a harmful ongoing effect on an enemy for more than 1 round, that target gains wounding 1/2/3 for the duration of the ongoing effect. This worsens existing wounding effects. (if possible) At maximum rank, you gain a +2 to hit with attacks while an enemy is under the effects of bloodletting.
Small One (Racial Trait)

*You are quick, hard to catch. Sneaking into and out of danger, even in the midst of combat you weave between blows and find openings where others are stymied.*

## **Racial Features**

* **Small:** You are small size, and gain a +1 to dodge. You can use the ride maneuver on medium targets, and can ride medium mounts.
* **Small One Specializations:** Choose stealth or sense, you gain specialization in that skill.
* **Sprightly:** You gain a permanent +2 to KDR.
* **Fast and Quiet:** You gain a permanent +1 Speed that functions normally, additionally while you are moving overland with caution, you gain an additional +1 to stealth.
Fear the Shadows (Talent)

When you disappear in combat due to the hide skill, invisible spell effect, or by becoming obscured by an object you may make an attack against the resilience of all enemies who could see you using your highest offense. On a success, those enemies take 3/4/5 morale damage. At maximum rank this morale damage becomes half your level + 3rd of your highest offense.
Tag the Beast (Talent)

When hit an enemy with a weapon attack, you may spend 3 AP and 5/4/3 mana to place a mark on the target that grants allies half your current shroud bonus to their successful weapon attacks. At maximum rank, spells also trigger this effect. If you do not possess the Shroud talent, the bonus damage equals 4th strength or agility.
Lawful (Background Trait)

*The intelligent races of the world have only made it this far due to fair limits. Those who devote themselves to warding off entropy often protect liberties they value.*

## **Skills**

Choose Athletics or Lore, you gain specialization in that skill.

## **Ability**

Choose one armor or fighting style ability.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Badge of Authority:** You earned a badge from your organization, be it a holy symbol of your god, a badge of office, or some other identifying bauble that tells those who recognize it with a DC 10 Lore check that you are a person of authority. This will shift the mood of some people for good or ill. All enemies of your badge take 1 morale damage when they recognize it, all allies gain 1 morale. You can tell which is which with a DC 15 Insight check.

* **Handcuffs:** This handy tool is made from fine steel, a gift from a magistrate who once confided in you on a case. While a target has these cuffs placed upon them, they are considered restrained--taking a -2 to attack rolls, and skill checks until the cuffs are removed. You may place a target in handcuffs during combat by succeeding on a Pin maneuver.

* **Tools of Torture:** You’ve gathered the sharpest, and most effective tools for extracting information. These tools must be used on a restrained individual and count as medium weapons. When you strike a restrained foe with these tools you may choose to inflict some of the damage as bleed, and some as morale damage.

* **Moral Compass:** Good, Evil, Right, Wrong. These are the directions on your moral compass. Though what those directions mean to you are up to your own interpretation, and you’re determined to stand resolute in the face of chaos. Whenever you take morale damage, you may roll a d10. On a 8-10, you take half that damage.
Northmen

Write the first paragraph of your page here.

## Culture

Write the first section of your page here.

## Warfare

Warfare, weapons, and personal combat are a large part of Nordgangr culture. In early history the focus was on warring tribes and contests for leadership, but have since evolved into a more robust concept of battle. However, warfare is still considered, for the most part, a personal and individual experience.

What the Nordgangr lack in tactics and planning, they make up for in pure force.

## Weaponry

Weapons are an intimate part of Nordgangr culture, with many opting to using a single weapon for most of their lives. Combat itself tends to favour slower and heavier combat styles, often clad in heavy armour. The heavy armour helps protect against the elements as much as enemy weaponry.

## Religion

The religion of the people of the North has a long and complex history dating back to the first settlement of humans in the area. The majority of the Norgangr follow what they refer to as the faith (or often Folksidr, literally the "Folk Faith"), coupled with numerous other local traditions and rituals.

The Nordgangr faith has its routes in early folklore and shamanism of the Skaegar people, before their subsequent conquering and unification of the North Peninsula. King Asger is credited with starting the Folksidr reformation, organizing it into a religious doctrine, and adopting it as a state religion. The theological aspects of the reformation are often credited to Kaikane and Sabella.
Madness (Background Trait)

*“What’s that noise? Do you hear it? Please tell me I’m not the only one. Please…” Perhaps you were born with that poisoned mind, though for many it’s easy to acquire.*

## **Skills**

Choose Lore or Monstrum, you gain specialization in that skill.

## **Abilities**

Choose any destructive magic or general ability.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Mad Scribbling:** Whenever you are berserk, you may instead of attacking a creature choose to feverishly scrawl your ramblings on any writable surface using any available medium. Anyone who reads this scrawl gains a +2 to their next Lore or Intuition check.

* **Whispering Objects:** You may use your persuade skill to speak to objects, with a variable DC depending on how many other creatures will witness this. The information gleaned from this act would best be described as dubious.

* **Head Injuries:** Your insanity grants you a modicum of protection to brain damage. You start the day with +1 temporary tenacity. Activating this tenacity restores 5 morale.

* **Glimpse of Truth:** Whenever you enter an area that has had a divination or scrying ritual performed at this location, or upon it, you feel an odd twinge of deja vu. If you can divine or scry, you may attempt to see the results of the triggering divination or scry. Increase the DC by 2 for these attempts.

## **Profession Examples**

Paranoid, Crazed Philosopher, Schizophrenic, Madman
Cursed (Background Trait)

*You are marked by an event in your past, oft involving tragedy. Every person is a product of their environment, you must take extra care not to fall victim to circumstance.*

## **Skills**

Choose Stealth or Arcanum, you gain specialization in that skill.

## **Abilities**

Choose any destructive magic, fighting style, or general ability.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Memento:** Whatever your life is now, you have a memento of your former life to keep you grounded. You may spend 1 minute contemplating your memento, and gain +1d6 temporary morale when doing so.

* **Incriminating Mark:** You wear your curse as a scar, mark, or sigil burned into your skin. Creatures gain a +5 to lore to identify this mark and may treat you differently because of it. The effects of this cursed mark are so strong, they grant you protection from other curses, granting you a permanent +1 to resilience.

* **Second Life:** Your brush with death has left you marked, you gain the ability to understand and speak Umbral, as if you had died and acquired it on the other side. Perhaps you did.

* **Secrets:** It’s impossible to simply walk away from your curse, and this wisdom brought with it a number of perplexities that normal folk aren’t privy to. You gain a permanent +2 to Lore.

## **Profession Examples**

Vampire spawn, Lycanthrope, Devil’s Blood, Revived Dead.
Call of the Sea (Background Trait)

*At some point you were a sailor aboard a merchant vessel; or perhaps you belonged to the proud Suncrest Marines? Either way, you were trained not to drown in most situations.*

## **Skills**

Choose athletics or survival, you gain specialization in that skill.

## **Abilities**

Choose any fighting style or general ability.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Sextant:** A sextant is used to determine distance of an object, usually by comparing the angle of the horizon to celestial bodies. Using your sextant requires 1 minute, and grants you a +3 to a mechanics check (if arithmetic is involved) or +3 to a survival check (when used for navigation of distance measurement.)

* **Spyglass:** An object used by mariners to magnify the view, kept on one's person to view anything far away, it grants a +5 to sense checks to see anything at a distance of 100 feet or greater.

* **Alcohol:** Alcohol has a variety of uses. It can be consumed to grant a +2 to persuasion for 1 hour. It can be burned and is highly combustible (though volatile.) A creature doused in alcohol suffers a -2 to resilience against the burn malady. You may also use it to sterilize a wound, granting a +2 to medicine checks. You begin play with enough alcohol for 5 such uses.

* **Salt:** A measure of salt has often been used to judge a person’s “worth.” You begin play with 50 additional qrone, and a permanent +1 to a skill of your choice. This skill comes from a talent or event that had some impact in your past.
APress SRD Wiki

## Welcome to the APress System Resource Document

This is a temporary online player's handbook and GM resource site that can be used to play APress as designed by Dalton McCay and Drew Sapundjieff. Please do not edit any of the pages, they are made for looking. If you find a typo or have questions about the content, message us directly, or leave a note on the page without editing the information in question. Thank you, and have fun playing our game!

## The APress System

Was created over the course of several years to be an alternative to Dungeons and Dragons, Pathfinder, or any of the other rather limiting tabletop role-playing systems out there. It was designed to create many varying characters in any setting through the unique grid-based progression system. There are no classes in APress, your character's role is made up of any of the hundreds of Talents, Abilities, and Spell Components available for purchase with various points as your character gains levels. Instead of using defined actions, APress uses an Action Point system to maximize action economy in each round of combat, and produce a real depth of tactics and strategy. Feel free to look around and view our rules, it will be free forever.

If you need a place to start, try going to the Character Creation page and poking around.

## Latest activity

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Spellscarred (Racial Trait)

*In a world of magic, it is inevitable that a hero is born so subsumed by it that it shapes their entire personage. Even lowly humans can become Spellscarred, afflicted with mana burn at a young age and developing pseudo-immunity.*

## **Racial Features**

* **Magic Heritage:** You gain a permanent +2 MDR and +3 mana.
* **Spellscarred Specializations:** Choose arcanum or intuition, you gain specialization in that skill.
* **Burning Strength:** Whenever you suffer from mana burn, you no longer take a -2 to all stats, instead you deal an additional 2 + tier damage with all spells and attacks. You also reduce the damage you take from mana burn by half.
* **Magical Gift:** Reduce the knowledge cost of learning all spells by 1.

## **Racial Examples**

Endless, Darklings, Gobborim, Imperium Laguests
Fey (Racial Trait)

*Fey creatures are so naturally attuned that they seem almost alien to those who live in the civilized world. They had made society long before humans existed.*

## **Racial Features**

* **Capricious:** You gain 1 extra karma point at the start of your day, every day. Whenever you spend a karma point for any reason, you gain 1d6+1 temporary mana.
* **Fey Specializations:** Choose persuade or survival, you gain specialization in that skill.
* **Attuned to Nature:** You gain a permanent 3 mana regeneration.
* **Immunity:** You gain permanent tenacity 2 against charms and sleep.

* **Cantrips:** You learn the Sight Beyond Sight and Know Direction cantrips and can use them for 3 AP.
Path of the Warrior (Background Trait)

*Wanderers or perfectionists, those who devote themselves to mastery of combat follow the path. Seek the answers that lie within the heart of battle.*

## **Skills**

Choose Athletics or Sense, you gain specialization in that skill.

## **Abilities**

Choose one weapon or fighting style ability.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Trophy of Battle:** You once cut off a piece of your enemy in a battle everyone except maybe you has forgotten about. This trophy, however small, gives you some measure of confidence in your abilities. While carrying your trophy, you gain a +2 to persuade rolls to intimidate.

* **Lover’s Favor:** Some fight for themselves, or money, or honor, you fight for them. Your lover bestowed their mark upon you with a token, and you carry it to remind you of home, and what it is you fight for. Once per day, whenever you roll a lure of death dice, you may move it up one step.

* **Weapon Oils:** You keep a small lacquered box with you containing the various banes and poisons you thought you’d need on the road. You haven’t always been right in bringing the correct vial, but it helps sometimes. Choose three monster types. For 2 AP you may apply one of your weapon oils to your weapon to deal +1 damage to that type of enemy until the end of the encounter. You may only use three blade oils a day before you need to refill them.

* **Scars:** While some of your fellow warriors carry around dainty handkerchiefs, and severed ears to remind them of their past, you need only look at your own reflection in a canteen to remind yourself of where you’ve been. You carry the scars of battles past, and you remember the story behind each one. Whenever you fail an athletics skill check you gain a +2 to the roll.
Elemental Primer (Talent)

You gain permanent knowledge of two elements that you may use as a primer for elemental finishers: fire, water, earth, wind, lightning, light, or darkness. Whenever you damage a target with an elemental chaos spell you afflict that target with an Elemental Primer of the same element you used. The next source of elemental damage used on that target combines with the primer to create an Elemental Finisher based on the elements used.
Astral Body (Talent)

You shift your body slightly into the ethereal plane heightening your resistance to magic and recharging your mana faster at a cost of 4 AP. Once you activate Astral Body, you gain +5 MDR, and +3 temporary mana per round until the end of combat. If Channel Ley Line is used while in Astral Body, the bonuses from Channel Ley Line are doubled. This bonus ends if you fall into the lure of death.
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Constructed (Racial Trait)

*Men went to sleep with hands of bone and woke with hands of steel, they commanded; build our cities. Now that the cities are built, what becomes of you?*

## **Racial Features**

* **Built to Last:** You gain a passive +1 PDR and 3 additional health.
* **Construct Specializations:** Choose mechanics or lore, you gain specialization in that skill.
* **Dreamless:** You do not need to sleep in order to gain the normal benefits of rest. You can instead enter a low activity meditation period, doing so allows you to gain the benefits of a full rest in half as much time. The remaining time can be used for 1 RP worth of activity without disrupting the rest.
* **Auto Repairs:** Once per round while you are in Lure of Death, you may spend 1 mana to use auto repairs, preventing you from dropping further into the lure of death.  You then gain 1d8 health immediately upon escape from the Lure of Death. If you are at full health when escaping the Lure of Death, you turn any extra healing you had from auto repairs into temporary health.
* **Soul Engine:** Your body was created with advanced magics that overcame the divide between natural and machine. You can be healed with normal healing magic, natural rest, or mended as an object would be. You are not technically a construct, (as a monster would be) having taken on a unique place in the world.

## **Racial Examples**

Robots, Golems, Mechanical Beasts, Homunculi
Loser (Background Trait)

*Your life is difficult due to self sabotage or otherwise ill fortune. Cling to your optimism when all else fails you or return to the gutter where you belong.*

## **Skills**

Choose any skill, you gain specialization in that skill.

## **Common Trinkets**

*Choose one of the following trinkets:*

* **Nothing:** You were born with nothing, and today you have nothing. It’s a way of life few people can understand, but it’s the only way you know how to live. So far, you count yourself one of the lucky ones to have a life to live that is completely your own. When you fail a skill roll, add a +1 to the result.

## **Profession Examples**

Alcoholic, Gambler, Banished Noble, Unwanted Child.