recursal/Fanatic-Fandom huggingface dataset:
Disease: Capgras Delusion

## Summary

The Capgras delusion is where a person holds a delusional belief that a friend, spouse, parent or other close family member (including pets) has become replaced by an impostor.

## Acquisition

### Curses

Supernatural abilities such as *Minor Delusion* or *Descent into Madness* can inflict Capgras delusion on a subject.

### Brain Injury

A character who suffers a traumatic head injury can gain Capgras delusion.
Bestiary: Hyegnoll Deathpriest

## Description

Hyegnoll *Deathpriests* are among the highest in Hyengnoll society. Deathpriests combine death prayers (direct damage) with the ability to summon and control swarms of locusts.

### Encounter Suggestions

A Hyegnoll *Deathpriest* should be accompanied by a group of mooks (usually Hyegnoll Raiders) as well as an *Insect Swarm*. Initially the priest should try to apply one or two debuffs (Blindness, Cripple, Pain and Suffering). Once the battle turns against the Hyegnolls and the Priest is reduced to zero *Stamina* it can use *Reactive Dispersal* to transform into a swarm and either escape or continue to attack in this form.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Faith

### Special

 Swarm Form
Single target effects only inflict 1 damage on a *Swarm*.

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Vermin Friend
 Insect Swarm Form
 Improved Wound
 Improved Profane Energy
Bestiary: Gnoman Legionnaire

## Description

*The Gnoman Legionnaires are ... legion.*

### Encounter Suggestions

Gnoman Legionnaires are always found in small groups of at least four. They should rarely begin a fight without due cause. When engaged in combat, they will pack tightly together (usually in a line) taking advantage of *Protect Ally* to ensure their allies are not injured, fighting back with their *Gladius* for damage.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Equipment

 Medium Shield
 Pugio
 Lorica Segmentata

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Wolf, Timber

## Description

Timber wolves are plant creatures comprised mostly of wood that resemble hounds or wolves. They are found in frozen environment and can be quite challenging to overcome due to their natural hardiness. Like wolves, they often hunt in packs surrounding and harrying groups.

## Basics

### Attacks

 Medium Jaws
 Lockjaw | +6/(TS=22)

### Defences

 Resistance
 Vitality
 Morale

### Special

 Mindless
 Pack Animal
 Wooden Flesh

## Construction

### Characteristics

 Fortitude
 +1

### Skills

 Jaws | Monstrous
 Vigor | Athletics
 Plant | Racial
Bestiary: Sika Shatei Marksman

## Description

*Even the lowest tier of the Yakuza have their specialists. Marksman are used to snipe enemies from afar.*

### Encounter Suggestions

A Marksman should never be found in a straight-up fight, but rather hidden in a location available for sniping. Marksmen often accompany higher ups for negotiations that take place outside.

## Basics

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Sika Imperial Captain

## Description

*The Imperial Guard are an ancient tradition, serving the former emperor faithfully until death.*

### Encounter Suggestions

*Imperial Captains* should be found leading *Imperial Guards*. The *Captain* employs a Katana/Wakizashi dual-wielding style. In general, the *Captain* will use a *Basic Katana* attack with both *Regular Actions* followed up by a *Twin Strike* if one hits and an *Off-Hand* strike. Each time they use the attack, they will use a *Sidestep* to obtain a better position. Alternatively, if overwhelmed, the *Captain* can use the *Wakizashi* for defence using *Married Defence* making liberal use of *Riposte* to counter-attack.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Equipment

 Wakizashi
 Ringmail

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Master of Parries
 Dodge
 Fancy Footwork
Bestiary: Onryou

## Description

Onryou are veangeful spirits found in Sikakoku.

### Encounter Suggestions

Onryou use a combination of *Wound* and *Shake the Mind* to destroy their opponents. Attacking an *Onryou* is difficult as it is immaterial.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Faith

## Construction

### Characteristics

 Fortitude
 +0

### Skills

 Divine Madness | Faith
 Spectral | Racial
 Undead | Racial

### Traits

 Improved Profane Energy
 Fit
Bestiary: Moledovan Steelcask

## Description

Ironcasks are heavily armoured units which use large picks to brutalise their opponents.

### Encounter Suggestions

Ironcasks are straight-up fighters using their Pick, *Settle Fear* and *Absorb Blow* to remain on the front line. Very occasionally (i.e. when they roll a 3 for their *Mana*) they can use *Iron Maiden* to injure similarly armed opponents.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +1

### Talents

 Improved Cleaving Strike
 Deep Reserves
Bestiary: Hellock States

## Description

### Bestial Creatures

#### Beasts

* Boar
* Horse
* Odontotyrannos
* Wolf

#### Cursed Hybrids

* Gryphon
* Hippalectryon
* Hippocampus

#### Mythological Creatures

* Cetus
* Hydra
* Nemean Lion

### Mythological Gnomanoids

* Empusa
* Gegenees
* Minotaur

### Gnomanoids

#### Slavers

* Slaver
* Slaver Brute
* Slaver Captain
* Slaver Drummer
* Slaver Stormcaller

#### Trireme

* Trierarch
* Kybernetes (Helmsman)
* Prorates (Bow Lookout)
* Keleustes (Boatswain)
* Pentekontarchos (Quartermaster)
* Naupegos (Shipwright)
* Auletes (Piper)
* Toicharchoi (Superintendent)
* Thranite (Top Rower)
* Zygite (Middle rower)
* Thalamite (Bottom Rower)
* Hoplite

### Undead

* Arae
* Eidolon
* Eurynomos
* Keres
* Taraxippi

### Misc

* Aeternae (Fanged Unicorn)
* Amphisbaena (Two-headed snake with wings)
* Catoblepas (Buffalo with stone-breath)
* Cerastes (Horned Serpent)
* Cerebrus (Three Headed Dog)
* Charybdis
* Chimera
* Crocotta
* Cyclops
* Dryad
* Geryon
* Graeae
* Gorgon
* Harpy
* Hecatoncheires (Hundred Handed Giant)
* Ichthyocentaurs
* Ipotane
* Manticore
* Merfolk
* Ophiotaurus
* Panes
* Pegasus
* Phoenix
* Satyr
* Scylla
* Sea Goat
* Siren
* Sphinx
* Teumessian Fox
* Typhon
Bestiary: Ellyllon Leafsinger

## Description

*Ellyllon Leafsingers fly through the skies riding giant ladybirds.*

### Encounter Suggestions

A Leafsinger should accompany other *Ellyllon* inconveniencing enemies with their magic.

## Basics

### Attacks (Rider)

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Special

 Creature of Will
 Iron Weakness
 Centipede
 Insect Immunities

## Construction Rider

### Characteristics

 Fortitude
 -1

### Talents

 Barbed Splinters
 Part Winds

## Construction Ladybird

### Characteristics

 Fortitude
 +0
Bestiary: Insect Swarm

## Description

Swarms consist of hundreds of tiny insects. The distributed nature of a swarm makes many kinds of attacks highly ineffective.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:**1 Reaction, 1 Monstrous Reaction

 Split Swarm | -

### Defences

 Resistance
 Vitality
 Morale

### Special

 Swarm Immunities
 Single Target

## Construction

### Characteristics

 Fortitude
 -4

### Techniques

 Split Swarm
Bestiary: Kymerlian Champion of Horus

## Description

The Kymerlian Champions of Horus are warriors sworn to protect the temples of Horus. These guard are drawn from the Hawk-headed Kymerlians in respect to their patron.

### Encounter Suggestions

The Champions of Horus will usually attempt to cow their opponents through speech or judicious use of *Ray of Heavens* and *Clear the Sky*. If it comes to combat, they will activate *Divine Aim* before using *Hefty Strike* or *Crackling Beam*. Against hard-to-hit enemies, they may consider changing into *Hawk Form* and attacking with *Beak* and *Claws*.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Bear, Magma

## Description

*A Magma Bear is a creature created from overexposure to radiation from failed magical experiments. They are found in the region of Zheleznogorsk within northern Ereb.*

### Encounter Suggestions

Magma bears can swim through stone, making them excellent ambushers. Magma bears will often use *Magma Pool* on themselves (as they are immune to *Fire* creating a dangerous region for would-be attackers. Additionally, they can breath fire (*Gout of Flames*) and use *Pillar of Earth* for extra mobility/escape. Alternatively when attacked in heavy melee they can use *Burning Weapon* on their claws and *Stoneskin*. Whenever they have left over *Mana* they should use *Lavaball* for a free mini-attack.

Most importantly, once a *Magma Bear* reaches 10 *Vitality* they begin to glow brightly (about to go Nova). At the end of the player's next turn (i.e the bear gets one last turn), if the bear has health left, it will "Go Nova". This ability does not require mana. The *Magma Bear's* *Vitality* is added to the *Lightning* damage component of the spell (killing the *Magma Bear*). The after effect of *Nova* lasts a number of turns equal to the *Bear's* remaining *Vitality*.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Magma Body
 Fear of Water
 Bear Nova

## Construction

### Characteristics

 Fortitude
 +1

### Talents

 Hardened Stone
 Improved Lavaball
 Stoneswimmer
Skill School: Metal

## Quick Table

In addition, the wall is conductive. *Lightning* based attacks which hit the wall will arc to the nearest creature to the wall (within range of the attack), even if the creature is directly behind the wall. Area-of-effect *Lightning* attacks will affect the nearest number of creatures equal to the number of 5 ft x 5 ft sections the attack would normally affect.
Bestiary: Yuki Onna

## Description

The Yuki Onna is dangerous spirit that waylays travellers moving through snowy regions.

### Encounter Suggestions

The *Yuki Onna* is a powerful spellcaster who defeats enemies by hiding and assaulting them with powerful *Ice Magic*.The *Yuki Onna* uses combinations of *Mist Cloud* to hide herself and obscure the enemy's sight as well as *Pool of Ice* to limit their moblity.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Fear of Fire
 Unliving

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Deep Reserves
 Distant Caster
 Turbulent Winds
Environment: Sea

## Summary

#### Mouth Radius

Creatures within the *Mouth Radius* become trapped and sucked down through the *Maelstrom*. The TS of all *Swim* checks is increased by +10 while in the *Mouth*.

#### Mouth Damage

Each turn a creature is trapped in the *Mouth* it suffers the *Mouth Damage*. This is in addition to any regular hazards for swimming.

#### Feed Radius

Maelstroms generate strong currents which drag creatures towards the centre. Each turn, each creature within the *Feed Radius* is moved towards the Maelstrom Mouth and simultaneously moved radially around the Maelstrom Mouth (either clockwise or anti-clockwise) by an equivalent distance (see Feed Speed). The TS of all Swim checks is increased by +5 while in the *Feed Radius*.

#### Feed Speed

The *Feed Speed* determines how fast a creature is moved each turn it remains within the feed radius of the *Maelstrom*.
Character Concepts

## Concepts

### Martial

Berserker

* Lycanthropic Berserker
* Unarmed Berserker
* Grulk
* Ancestor Spirit
* Animal Spirit
* Wrestler

Hunter

* Undead Hunter
* Daemon Hunter
* Beast Hunter
* Bounty Hunter (Gnomanoid Hunter)
* Assassin

### Arcane

* Elementalist
* Illusionist
* Necromancer
* Witch
	+ Polymorph
	+ Potions
	+ Curses

### Mystical

* Priest
	+ Death
	+ Life
	+ Nature
	+ Weather
* Oracle
* Holy Warrior
* Inquisitor

### Scholastic

* Archaeologist
* Librarian
* Tactician

### Shapeshifter

* Many Forms
* Single Form
* Swarm
* Ooze
* Mutant

### Technological

* Alchemist
* Demolitions
* Inventor
* Mecha

### Bard

* Rally/De-rally
* Hypnotist/Seducer
Bestiary: Minotaur

## Summary

A *Minotaur* is a large *Mythological Creature* with the lower body and head of a Bull and the upper body of a Grork or Gnoman.

The original Minotaur was thought to be the offspring of of an amorous relationship between Pasiphae, the Wife of Grork King Minock, and a bull. The Original *Minotaur* was said to have been trapped in the *Labyrinth of Knossock.*

Minotaur's can be found throughout the *Grork plains,* where they lurk among rocky outcroppings and hunt for sustenance. Minotaur's are Omnivores with a particular taste for Grork and Gnoman flesh. Minotaurs are able to speak rudimentary *Grok,* and many have been known to demand tribute of a youth or maiden annually from nearby villages.

It is unknown how *Minotaurs* reproduce, a female never having been documented.

Minotaur's do not actually *like* labyrinths, but can easily be trapped in them as they have no sense of direction (Always considered untrained when making a Navigation-related check). Minotaur's are easily frustrated and prone to aggression when lost. Unfortunately, they get lost often.

### Encounter Suggestions

*Minotaurs* should generally be encountered alone and are often present in labrynthine dungeons. The *Minotaurs* inherent lack of directional awareness means they will likely be permanently angry and ready for a fight. They will rarely negotiate.

Minotaurs are fearless adversaries and will generally engage the most dangerous-appearing (or closest) target each turn. This should generally be using *Impaling Charge* which allows a bonus *Shove* and may cause the enemy to fall *Prone* (*Lifting Thrust*) which can then followed up with *Opportunistic Trample*. The *Minotaur's* reactions can be used to *Trample* an opponent who tries to stand up.

When surrounded, the *Minotaur* should resort to *Crescent Strikes* and use *Absorb* *Blow* to minimise damage or *Hide Wound* when hit with a *Critical Success*.

## Basics

### Actions

* **Actions:** 2 Regular, 1 Bonus
* **Reactions**, 1 Reaction, 1 Monstrous Reaction

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +2

### Talents

 Lifting Thrust
 Improved Toughness

### Techniques

 Reserves of Strength
Arcane Skills

## Summary

Arcane skills involve the manipulation of aether to produce seemingly supernatural effects. The rules for how Arcane skills work are covered here.

## Actions

### Channel Mana

 Action
 Mana Cost
 Duration
 Range
 Effect

### Disrupt Spell

 Action
 Mana Cost
 Duration
 Range
 Effect
* This character may make a *Free* attempt to *Identify* the spell.
* This character must select an *Arcane School* (they can gain a bonus if they choose the correct School - see below).
* To *Disrupt* the Spell, this character and the target must make an opposed check.
* This character may expend any amount of *Mana*
	+ If the expended *Mana* is less than the target spell's cost, this check suffers a *Fizzle* die for every two mana short of the spell's cost.
* If *Arcane School* used for this check is the same as the target spell’s school, this character gains a +D4 bonus to the check.
* If this character has not identified the spell this character suffers a *Fizzle* die.
* If the opposed check is successful, the Spell and its effects are cancelled.

## Techniques

### Fortify Spell

 Action
 Mana Cost
 Duration
 Range
 Effect

### Transfer Mana

 Action
 Mana Cost
 Duration
 Range
 Effect
Equipment: Clothing

### Rugged

This style of clothing is less likely to be damaged by weather and minor bumps and scratches.

### Stylish

Characters whose garb is made up entirely of *Stylish* items gain a +D4 bonus on *Speechcraft* checks in aristocratic and mercantile settings.

### Warm

This item gives a +D4 bonus to checks against cold weather and *Freezing*.
Background Rules

## Summary

*The background of a character affects them in numerous ways, whether it be their general physique, their attitudes to the world, their personality, their social connections or even the amount of money they begin their career with.*

When creating a character’s *Background*, it involves a series of steps.

* Choose a *Background Training* (some minor resource bonuses)
* Choose a *Homeland*
* Choose an *Origin*
* Choose *Starting Equipment*

## Background Training

At 1st level, each character chooses a basic *Background* *Training* types from the list below. These *Background Training* types represent the type of the character and their general fitness and natural aptitude. Each level, the character gains the bonuses listed below.

 Devout
 Leader
 Magical
 Rugged

### Curious

*A knack for repair and construction is often spotted in young children. Unlike others who might have squandered their childhood running around, the inventive soul spends much time asking how things work. Puzzles are a kind of drug for these people and knowing how things work and why they are the way there are, goes hand in hand with this personality.*

 Suggested Characteristics
 Suggested Skills

### Devout

*With the gods literally playing an active role in the lives of many, being a devout follower is more common than not. Devout characters may have been raised as an acolyte in a church performing ceremonies, as a witch’s apprentice summoning the spirits of the underworld or simply as part of the nobility destined for the church.*

 Suggested Characteristics
 Suggested Skills

### Leader

*Some people spend their whole life looking after others. Often the nobility trains their children to give commands, but even on the street, urchins can quickly form street gangs.*

 Suggested Characteristics
 Suggested Skills

### Magical

*Magical characters either tend to be from long standing families of Arcane Wielders or children who grew up around magic. Sometimes, they may even be solitary outcasts who played with magic all by themselves. Such characters only have one obvious path ahead though it depends on how much they devote to that future.*

 Suggested Characteristics
 Suggested Skills

### Rugged

Whether it was as farmhand or a squire in training, physicality dominated your upbringing. Everything revolved around lifting, carrying and your ability to survive until the end of the day. Rugged characters are well suited to tasks that involve physical strength and getting in the way of would-be adversaries.

 Suggested Characteristics
 Suggested Skills
Bestiary: Hyegnoll Sandshifter

## Description

Hyegnoll *Sandshifters* are shamans within the Hyegnoll hierarchy. They are arcane spell casters specialising in wind, sand, stone and illusion magic. It is common to find them surrounded by lesser Hyegnolls who are tasked with protecting the *Sandshifter*.

### Encounter Suggestions

*Hyegnoll Sandshifters* should be accompanied by a group of mooks (usually *Hyegnoll Harriers*) as well as a *Hyegnoll Apprentice*. Together with the apprentice, the *Sandshifter* should use their spells to harry their quarry allowing the *Harriers* to do their damage from afar. If the *Sandshifter* is threatened, the *Apprentice* should intervene allowing the group to escape.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Improved Dust Cloud
 Deep Reserves

### Techniques

 Earthen Shackles
Bestiary: Moledovan Ironcask

## Description

Ironcasks are heavily armoured units which use large picks to brutalise their opponents.

### Encounter Suggestions

Ironcasks are straight-up fighters using their Pick, *Settle Fear* and *Absorb Blow* to remain on the front line. Very occasionally (i.e. when they roll a 3 for their *Mana*) they can use *Iron Maiden* to injure similarly armed opponents.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Gnemlin Trapper

## Summary

Gnemlin Trappers litter an upcoming battlefield with homemade traps to inveigle the foe. In battle, they use long spears with hooks and chains in attempt to grapple an opponent at range and lead them over a trap.

### Encounter Suggestions

*Gnemlin Trappers* are aware of their ill-strength. Encounters involving *Trappers* should invariably involve several traps laid out for unsuspecting invaders. *Trappers* will attempt to lure enemies onto these traps. In combat, they sneak around a flank or rear of the enemy and wait for others to provide a distraction, and then attempt to reach-grapple the physically weakest appearing enemy, and then push or pull them onto a trap or into a band of allies ready to overwhelm them. They avoid enemies that look like they could easily break out of their grapple. In a pinch, they will use their *Grappling Crank* to escape to higher ground.

If there is an allied *Gnemlin Chemist* in their raidband, the Gnemlin Trapper may set-up a tripwire with *Powder Flask* or *Firebomb*.

## Basics

### Defence

 Resistance
 Vitality
 Morale
 Crafting

### Equipment

 Tripwire & Noise Trap
 Jaw Trap
 Net Trap
 Trip Mine
 Grappling Crank

### Special

 Symbiosis
 Blind and Scared
* Each time this character takes damage, they lose 1 *Morale*

## Construction

### Characteristics

 Fortitude
 +0

###  Traits

 Symbiosis
 Blind and Scared
* Each time this character takes damage, they lose 1 morale

### Talents

 Close Quarters Jabbing
 Specialist

### Techniques

 Jaw Trap
 Grappling Snare
Disease

## Summary

Disease are altered biological states typically longer lasting than creature states. Although diseases often have detrimental effects, some diseases can be considered beneficial - even sought after - by some individuals or cultures.

## Rules

### Disease Burden

Each *Disease* is represented by a *Disease Burden* score. This represents how severe the *Disease* is. Certain *Diseases* have greater or lesser effects depending on the *Disease Burden* score. Many *Diseases* heal naturally, represented by the *Disease Burden* score reducing over time.

### Accelerated Healing

A creature which receives *Medicine* care will accelerate their healing. The healer must make a *Medicine* check each day. If successful, the *Healer* may reduce the *Disease* burden by half their ranks in *Medicine* (rounded down).

### Faith Healing

A creature which receives *Faith Healing* care will accelerate their healing. The healer must expend a *Faith*. If successful, the *Healer* may reduce the *Disease* burden by their *Faith Gain* roll. This ability may only be used once per day.

## Magical Diseases

### Mana Diseases

* Mana Blindness
* Manaburn
* Mana Parasitism
* Manarot

### Shifting Diseases

* Leporidy
* Limbsprout
* Lycanthropy
* Plagueblight
* Werebeast
* Vampirism

## Mental Diseases

### Compulsions

* Ganser (Wrong answer Disorder)
* Gluttony
* Kleptomania
* Pseudologia Fantastica
* Pyromania

### Delusions

* Capgras (Imposter Syndrome)
* Cotard (Death Delusion)
* Delusional Parasitosis
* Dysmorphia
* Fregoli (Body-Snatcher Delusion)
* Hallucinations
* Munchausens (Self-Disease Delusion)
* Narcissism
* Paranoia
* Persecutory Delusion

### Defects

* Agnosia
* Amnesia
* Misophonia
* Prosopagnosia

### Mood Disorders

* Melancholia
* Hyperaggressive
* Mania

### Miscellaneous

* Autophagia
* Diogenes
* Epilepsy

## Physical Diseases

### Parasitic Infections

* Cordyceps
* Toxoplasmosis

### Skin

* Pox
* Severe Burns

### Seafarer's Diseases

* Seasickness
* Scurvy
Troy Simmons

Troy Simmons

### Debut

CWS First Strike - January 11, 2018 - The Wolfpack lost to Havok (Mykal Blaze and Drey Havikk) w/ Facade and Dani Mo

### Promotion(s)

CWS

Troy Simmons is a wrestler on the CAW Wrestling Syndicate roster, and a member of The Wolfpack.

## History

Troy Simmons made his UWX debut at CWS First Strike when The Wolfpack lost to Havok (Mykal Blaze and Drey Havikk).
Bestiary: Twigclaw

## Description

*The Twigclaw is a Fae with a superficially plant-like creature which appears like a series of dark wooden twigs. Closer inspection will reveal a blood-coloured sap.*

### Encounter Suggestions

Twigclaws hide in wooded environments and attempt to ambush creatures by reaching their arms down to drag the target up into the trees.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Resistance
 Vitality
 Morale

### Special

 Creature of Will
 Iron Weakness

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Sphinx, Kymerlian

## Description

The Kymerlian Sphinx has the face of a human and the body of a lion. They are considered wise and strong and are often used as guardians.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Defences

 Resistance
 Vitality
 Morale
 Favour

## Construction

### Characteristics

 Fortitude
 +4

### Skills

 Endurance | Martial
 Rage | Martial
 Divine Assault | Faith

### Talents

 Improved Smite
 Skin of Iron
 Toughness
 Enduring Rage
 Mighty Rage
Disease: Prosopagnosia

## Summary

Prosopagnosia is a mental condition which prevents the afflicted from recognising faces.

## Acquisition

### Curses

Supernatural abilities such as *Cognitive Defect* or *Descent into Madness* can inflict Prosopagnosia on a subject.

### Brain Injury

A creature that suffers a *Brain Injury* may be subject to Prosopagnosia. The *Disease Burden* for Prosopagnosia starts at 2D8.

## Mechanics

* The target rolls two *Fizzle Dice* on *Wit* checks to notice a *Disguise*.
* The target cannot describe a person's facial appearance.
* The target cannot tell the difference between two people based on their face.

## Cures

There are no non-Divine cures for *Prosopagnosia*.
Geography: Hellock States

The Hellock States are a series of Grork city-states in southern Ereb. Although the Hellock States are often considered a single political entity, they are actually a loose association of *polocks*1 with common cultural ties, rather than cities under a single government. Instead, each polock is ruled by it's own local government which may be selected in various ways (For example Spartopolock is a Stratocracy, while Athopolock is largely a representative democracy)

Prominent *Polock's1* include;

* Athock / Athopolock
* Rhodock / Rhodopolock
* Spartock / Spartopolock
* Argock / Argopolock
* Thebock /Thebopolock
* Thessalock /Thessapolock

1 Polock is the Grork word for *city*

### History

###

### Geography

###

### Government and Military

###
Geography: The Silk Empire

The Silk Empire is a large empire situated on the the moon, Phobos, primarily inhabited by the Saarassinids. The silk empire is a Personal Union made up of the Indies on the bolar side and the Levant on the solar side. The complete Title of the Silk Emperor is as follows,

*Padishah II, Silk Emperor, Emperor of one-thousand-and-one-nights, Maharaja of Indies and the Jungles, Sultan of the Levant and the Great Scorching Sands.*

This is sometimes shortened to *Padishah II, Silk Emperor, Ruler of the Indies and Levant.*

As a Personal Union, the boundaries, institutions, military and judiciary of the Indies and Levant remain separated as each is a sovereign state in its own right, just with the same ruler. However, As the Silk Empire has been united in personal union for over one-thousand years, much of the cultural customs have bleed across borders, leading to a greater Saarassinid cultural identity - especially when contrasted with the races of the Patera. While the Indies and Levant Saarassinids may jibe and bristle eachother over that point, they are quite capable of presenting a united front when in banter with 'Children of the Bowl'.
Deity: Kymer

## Description

The Kymerian religion revolves around the concept of Maat, truth, balance, order, harmony, law, morality and justice. These concepts are personified in the goddess Maat herself and opposed by her antagonist, Apophis.

### Members

* Ra (Sun)
* Isis
* Osiris
* Horus
* Hathor
* Maat
* Apophis
* Ptah (god of craftsmanship)
* Set
* Nephthys (Goddess of the Rivers)
* Geb and Nut (Earth and Sky)
* Shu (God of the Air/Wind)
Chase: Urban

## Quick Table

### Bonfire

*Children and a crowd surround a large fire. Either jumping the flames or pushing through the crowd are the only options.*

### Canal

*A channel of water separates two streets.*

### Carriage

*A carriage comes charging down the street.*

### Crowded Street

*A crowded market street can make for an easy getaway.*

### Empty Street

*A long empty street presents itself, allowing speed to define the race.*

### Flooded Ditch

*A barrel has been overturned, flooding the street with water. While it is easy enough to run through, doing so will create muddy footprints.*

### Hanging Fabrics

*From ropes strung between buildings, several large cloths hang.*

### Locked Door

*After turning down an alleyway, the participants come to a low wooden fence. It is made of wooden planking and is about six feet high.*

### Low Wooden Fence

*After turning down an alleyway, the participants come to a low wooden fence. It is made of wooden planking and is about six feet high.*

### Muddy Ground

*Rains, waste-water and animal leavings have created a swamp.*

### Open Window

*A convenient place to hide, or at least*

### Raised Area

*A high wall separates different parts of the city.*

### Town Guards

*Nobles aren't difficult to get past, but beware getting mud on their clothes.*

### Vegetable Cart

*The only path through a narrow alley is past a vegetable cart.*
Bestiary: Kymerlian High Priest, Horus

## Description

The High Priests of Horus are dangerous foes. They wield powerful staffs which they use to channel their divine and arcane powers through.

### Encounter Suggestions

*High Priests* will tend to hang back, surrounded by guards to allow them to use their powers at will. In most situations, the *Priest* will use *Commandment*, *Ray of Heaves* and *Clear the Sky*, to intimidate opponents. Often they will command an opponent to 'Come' to be seized by their followers or pick particularly tough looking adversaries to 'Flee'.

Once in combat proper they can use *Mend the Broken* to keep their shield wall fighting. Otherwise they can use *Crackling Beams* or *Plasma Beam* to deal significant damage to poorly arranged foes.

## Construction

### Characteristics

 Fortitude
 -1

### Talents

 Divine Energy
 Improved Mend the Broken
Bestiary: Kymer

## Description

### Beasts

* Addax
* Cobra
* Crocodile (Small)
* Crocodile (Large)
* Elephant
* Giant Bat
* Giant Cobra
* Giant Scorpion
* Giant Vulture
* Hawk
* Hyena
* Hyena (Dire)
* Hippopotamus
* Insect Swarm
* Jackal
* Leopard
* Lion
* Rhinoceros
* Scimitar Oryx

### Djinns

* Air Sprite
* Earth Sprite
* Water Sprite

### Mythological Creatures

* Ammit
* Apep (Mythical Serpent)
* Apophis Serpent
* Bennu (Phoenix-like Bird)
* Crocotta
* El Naddaha
* Hieracosphinx
* Kymerlian Gryphon
* Serpopard
* Sha
* Sphinx

### Undead

#### Zombies

* Anubis Guard
* Crypt Lord
* Osiris Wraith
Bestiary: Elephant

### Encounter Suggestions

Elephants are territorial and will prefer to hurl objects at enemies than engage them. However, once a creature threatens and elephant, they will engage. Typically they will attempt to *Impale* the target before variously tripping and stomping their enemies. If a particularly annoying adversary appears, they may attempt to grapple and crush them.

## Basics

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +4

### Skills

 Gore | Monstrous
 Brawn | Athletics
 Vigor | Athletics

###  Talents

 Vicious Gore
 Vicious Hooves

### Techniques

 Flattening Kick
Bestiary: Stormwyrm

## Description

Stormwyrms are wyrms formed of lightning and aether.

### Encounter Suggestions

The *Stormwyrm* is a flying adversary which attacks from above. It can teleport using *Blink Step* and *Blink Dodge* making it extremely mobile. Its special ability *Storm Surge* means whenever it teleports it functions as a miniature *Lightning Bolt*. In general, it should use its *Reactions* (against ranged attacks) to get into a good position (via *Blink Step*) for casting *Lightning Bolt.* After this it can attempt to *Lockjaw* a weakened opponent, teleporting them into the sky for *Constriction* or *Electrocute*.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 -2

### Talents

 Improved Blink
 Distant Caster
 Vicious Maw
Bestiary: Crypt Lord

## Description

The Crypt Lord is one of the most powerful undead of the Kymer, capable of death and destruction through Earth and Air magic while using insects to damage their adversaries.

### Encounter Suggestions

The *Crypt Lord* prefers to stay at range, summoning a swarm of *Scarabs* to defend them while throwing spells and curses. *Blinding* ranged enemies and using *Sudden Vortex* against clumped enemies is a favourite tactic.

In close combat, the Crypt Lord can use *Upending Snare* to *Trip* and damage adversaries or *Entangle Weapon* to *Disarm* weapons and throw them at nearby creatures. Each turn the *Crypt Lord* can use their *Crook* to seize an enemy or drag an already *Grappled* enemy within range.

If surrounded, the *Crypt Lord* can use *Pillar of Stone* or *Rockmelding* to escape.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Unliving
 Burnable

## Construction

### Characteristics

 Fortitude
 +1

### Talents

 Deep Reserves
 Vermin Friend
 Turbulent Winds
 Improved Entangling Weapon

### Techniques

 Buffeting Gust
 Earthen Shackles
 Wound
 Festering Wounds
Gabriel Draven

Gabriel Draven

### Debut

CWS First Strike - January 11, 2018 - SoulSworn lost to Chris Jones, Jace Stone, Bryan Dunphy and Robbie Rotten

### Promotion(s)

CWS

Gabriel Draven is a wrestler on the CAW Wrestling Syndicate roster.

## History

Gabriel Draven made his UWX debut at CWS First Strike when SoulSworn lost to Chris Jones, Jace Stone, Bryan Dunphy and Robbie Rotten.
Bestiary: Soldier Crab

## Description

A Soldier Crab is a medium-sized creature often found on Sandy beaches across Patera. Soldier Crabs are always found in groups of 7-14, called a troop, although several troops can exist close by. They roam the beaches looking for prey to devour at low tide. During high tide, they burrow into the sand and generally stay underground, although disturbances in the sand right above them can provoke them to emerge if they think there is prey.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Special

 Scuttle
 Insect Immunities

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Draconic Kobald

## Summary

Draconic Kobalds are those warriors who have been favoured by the Volcano Gods for their fervour in battle.

### Combat Tactics

Draconic Kobalds act similarly to Kobald Warriors, and will form up with their warrior brethren and lead them in battle. Often, the Draconic Kobalds will seek out an opponent who seems able to match their martial skill, in the hope of winning more favour by defeating them.

A Draconic Kobald will usually open a battle with Divine Glow, especially when charging out of ambush, in order to gain an initial edge against their opponent. Depending on the distance and how tactically aggressive the terrain allows, they may then follow up with a gout of flames or burning weapon to ready them for melee combat. Generally.

Draconic Kobalds will keep Burning Weapon active for as long as possible, and treat Gout of Flames as an opportunistic attack, rather than a planned one - preferring to remain in battle-formation with their warrior brothers, to acting alone in order to find the best position for a Gout of Flames.

## Construction

### Characteristics

 Fortitude
 -2

### Traits

 Strong Together
 Flaw: Cold Blooded
Bestiary: Grork Hulk

### Encounter Suggestions

The Grork Hulk is a simple creature. Once injured it becomes *Enraged* (*Berserker Rage*) and may immediately cast *Enlarge Creature* upon itself. In this form, it will usually either punch enemies using *Straight Cross* or *Grapple*, *Life Foe* and *Hurl Foe* where possible.

## Basics

### Defences

 Resistance
5/-
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +1

### Talents

 Extra Rage
 Deep Reserves
Bestiary: Gegenees

Summary

A *Gegenees* is a *Giant* with six arms.

### Encounter Suggestions

*Gegenees* should generally be encountered alone or in small groups. A *Gegenees* is cunning and will prefer to ambush their enemy by hurling things from above and using their sling against enemies at range. Once in hand-to-hand combat, the *Gegenees* will use its *Short Spear*, *Shield Bash* and *Makeshift Flail* to pummel their enemies. If a weak enemy tries to escape the *Gegenees* will try to pin it using *Lunging Grab*.

If outmatched, the *Gegenees* will try to flee.

## Basics

### Actions

* **Actions:** 2 Regular (4 Regular), 1 Bonus
* **Reactions**, 1 Reaction, 1 Monstrous Reaction

### Defences

 Resistance
 Vitality
 Morale

### Equipment

 Giant Shortspear
 Sling
 Chainmail

## Construction

### Characteristics

 Fortitude
 +2

### Talents

 Hurl
 Impenetrable Defence
 Shield Master
Music Rules

## Summary

Strumming a few strings on a lute isn't music. It is noise. Music is instead a fine balance of symmetries, discord, the predictable and the novel. Stray to far in any direction and it quickly becomes raucous.

## Song Points

There are numerous Skill Schools which grant a player *Song Points*. For every two ranks in such Skill Schools a character has, they gain 1 Song Point.

### Rehearsal

Once per day, a character must rehearse for an hour to regain their song points. If they fail to rehearse, their maximum Song points is reduced by 1 for every day they miss. Each time they subsequently rehearse, they regain 1 maximum Song point up to their usual maximum.

## Songs

As a single Regular Action, a character may begin a song. Songs may be performed by singing or by using a musical instrument. In each case, some part of the performer's body is engaged in the song, which may not be used for other purposes. For example a singing character may not speak or otherwise use their voice. Meanwhile a lute-player may not use their hands for anything except continuing the song.

**Note:** A character may not be *Fatigued* before starting a Song.

### Maintaining a Song

Each turn a character must use a *Regular Action* to maintain their song. If a player cannot do as such (due to being *incapacitated* etc) the song ends. The character must expend an additional song point and use a *Regular Action* to begin the song afresh.

### Layering a Song

Layering a Song is the process of establishing different melodies and beats. As a *Regular Action*, this character may add, remove or change a *Musical Technique* (of *Action Type Music*). A Song may have up to two different components at any one time. Once started, these components are wrapped up into the single *Regular Action* required to maintain a song. So, for example, a character may use 1 *Regular Action* to start a song (no effect, just music). 1 *Regular Action* to start a *component*. The next turn, they can use 1 *Regular Action* to maintain the song (the first *Melody* is still active) and 1 *Regular Action* to start a second *component*. On the third turn, only a single *Regular Action* is required to maintain the song, but the benefits of the two *components* are still active.

*Chords* may be played at any time during a song and use standard actions to perform and do not affect the number of components of a song.

### Non-Music Actions

Performing a song requires significant concentration and as such a character engaged thus may only perform a single non-Music action each turn (including *Bonus Actions* and *Reactions*).

### Damage and Concentration

A character who is damaged while performing a song must make a skill check (TS = 14 + damage) or the song is ended.
Skill School: Gossip

## Summary

Sometimes following a trail doesn’t involve staring at mud or sitting someone down to interrogate them. Instead, it involves meeting numerous new people in a row, knowing how to ask the right question at the right time and getting to know the locals. The Gossip is an expert at this task, being able to easily tell fact from fiction and knowing who to talk to get what they want.

## Actions

### Rumour Mill

 Action
 Duration
 Range
 Effect

## Techniques

### Cutting Words

 Action
 Duration
 Range
 Effect

### Rumour Monger

 Action
 Duration
 Range
 Effect

### One Story for Another

 Action
 Duration
 Range
 Effect
Saves and Checks

## Summary

### Checks

At any point, the *Arbiter* may request that a player make a check. If a player has a specific Skill appropriate to the challenge, they may use that Skill as their *method* for performing the check. When making a check, the following process applies:

* Roll D20
* Add the relevant *Characteristic* score
* Add (Skill Ranks + Level)/2 (rounded down)

### Saves

Saves work much like checks. If a character has one or more ranks in a Skill with the relevant ability modifier, they may use that Skill to determine their *save* bonus.

### Example

For example, a character with ranks in Endurance or Rage, may treat *Fortitude* saves as Endurance or Rage check. Consider a level 1 character with +0 in all *Characteristics*, who has three ranks in the following skills:

* Axe (Strength)
* Endurance (Fortitude)
* Rage (Fortitude)
* Sixth Sense (Wit)

This character would add half their level plus skill ranks (2 in all cases) to Strength, Fortitude and Wit saves, but would only add half their level (0 in all cases) to Dexterity, Agility, Fervour, Mettle and Intellect saves.
Bestiary: Bear, White

## Bestiary: Froskian (White) Bear

Froskian (White) Bears are the largest bears of the world. Pure white, they have an exceptional ability to blend in with a snowy landscape and specialised show-shoe feet for walking in snow. They live in dens they dig from the side of snowy hills, but often venture closer to the coast to hunt.

Their favourite food is frog.

## Basics

### Special

 No Escape
 Snowblend

## Construction

### Characteristics

 Fortitude
 +3

### Skills

 Jaws | Monstrous
 Swim | Athletics

###  Talents

 Snowshoes
 Fit
 No Escape
Sample Character: Grork Boarbarian

## Description

Accompanied by a faithful companion pygmy hog, the Boarbarian harnesses their physical strength and endurance to gore their enemies to death. Simultaneously they can protect their allies, summoning divine armour and requesting favours from beasts (including their own).

## Basics

### Defences

 Resistance
2/\*
 Health
13 - Vitality
 Morale
 Morph

## Construction

### Characteristics

 Fortitude
 +2

### Talents

 Natural Charger
 Extra Transformation

### Traits

 Logician
 Freakish Endurance
Skill School: Religion

## Summary

Religion is the knowledge of all things to do with faith, gods and the divine.

### Religious Mind

This character may take bonus techniques from *Faith* skills.

## Actions

### Identify Prayer

 Action
 Duration
 Range
 Effect

### Identify Religion

 Action
 Duration
 Range
 Effect
* Gods
* Mission
* Rituals

## Techniques

### Blaspheme

 Action
 Duration
 Range
 Effect

### Emulate Ritual

 Action
 Duration
 Range
 Effect

### Words of Doubt

 Action
 Duration
 Range
 Effect
Skill School: Chained Weapons

## Summary

The Chained weapon school covers proficiency with all kinds of chained weapons such as flails and chains.

## Techniques

### Bypass Shield

 Action
 Duration
 Range
 Effect

### Chain-Shield

 Action
 Duration
 Range
 Effect

### Entangle Weapon

 Action
 Duration
 Range
 Effect

### Grappling Snare

 Action
 Duration
 Range
 Effect

### Strike and Drag

 Action
 Duration
 Range
 Effect

### Swinging Chain

 Action
 Duration
 Range
 Effect

### Upending Snare

 Action
 Duration
 Range
 Effect
Bestiary: Moledovan Archwarlock

### Encounter Suggestions

Ash Warlocks have many tools at their disposal. They can create barriers using *Wall of Ash* or *Pillar of Stone*, deal direct damage using *Fireball* or *Magma Pool* and even fight in *Melee* using *Fists of Stone* and *Stoneskin*. When overwhelmed they can escape using *Rockmelding*.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 -1

### Talents

 Stoneswimmer
 Deep Reserves
 Specialist
 Hardened Stone
 Improved Lavaball
Skills

## Summary

Skills represent those activities at which a character excels. It is assumed that every character has their own idiosyncratic selection of skills.

## Rules

* 1st level characters may assign up to 30 points into various Skill schools
* Characters gain an additional 10 points to spend each level
* A character may not invest more skill points in a single skill school than their (Level + 2)
	+ (i.e. a 4th Level character may have up to 4 + 2 = 6 points in any skill school)
* Most Techniques and Talents have a minimum required number of points in a particular Skill School

### Talents & Techniques

* Characters may learn new techniques from instructors
* The total number of techniques a character can take is equal to 4 + twice level + Intellect

### Skill Checks

* Almost universally, skill checks work as follows:
* Roll D20
* Add (Skill Ranks + Level)/2
* Add a *Characteristic* score

## Combat Skills

### Arcane Skills

Manipulating Aether to produce wildly different effects.

### Faith Skills

Faith uses a connection to the supernatural to affect the world at its most fundamental level.

### Martial Skills

Martial skills are those of weapons and training.

### Music Skills

Using songs to bewitch one's enemies and inspire one's comrades.

### Qi Skills

Using the a combination between internal power and the general flow of the universe to maximize attack.

### Shapeshifting Skills

Shapeshifting Skills allow character to take different animal forms.

### Technics Skills

Technics Skills use technology to harm foes and help allies.

### Monstrous

Monstrous Skills represent the use of natural body parts.

## Non-Combat Skills

### Athletics

Athletics skills are those of physical movement and prowess.

### Investigation

Investigation skills govern the finding of information.

### Knowledge

Knowledge skills represent things a character knows about the world, but is less concerned with doing.

### Profession Skills

Profession skills represent clusters of skills associated with a particular job.

### Performance

Performance skills are the skills associated with providing entertainment in public.

### Skulduggery

Skulduggery skills are the domain of the underworld.

### Speechcraft

Speechcraft skills govern the interaction of sentient beings communicating.

### Survival

Survival Skills represent familiarity with different environments.

## Miscellaneous Talents

### Specialist

 Effect
*This talent is only useful for monsters.*
Skill School: Botaniformia

## Summary

Botaniformia does not focus on the physical morphology of a creature, but rather the material. A *Botaniformist* can change their flesh to become more plant-like making them physically tougher and resistant to bleeding.

## Actions

### Sprout Leaves

 Action
 Morph Cost
 Duration
 Range
 Effect

## Techniques

### Cactus Flesh

 Action
 Morph Cost
 Duration
 Range
 Effect

### Mimic Foliage

 Action
 Morph Cost
 Duration
 Range
 Effect

### Prickling Spines

 Action
 Morph Cost
 Duration
 Range
 Effect

### Shrub Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Shrub Form*, this character gains:
* Small Size.
* +3 *Resistance* against all damage types.
* 30 ft Base Speed.
* *Small Slam* and *Small Constriction.*
* Immune to *Bleeding* damage and effects.

### Throttlevine Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Throttlevine Form*, this character gains:
* Medium Size
* +1 *Resistance* against all damage types.
* +4 *Stamina*.
* 20 ft Base Speed.
* *Medium Slam,* *Vine Tentacles* and *Medium Constriction.*
* Immune to *Bleeding* damage and effects.

### Treeman Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Shrub Form*, this character gains:
* Large Size
* +4 *Resistance* against all damage types.
* +12 *Stamina.*
* 20 ft Base Speed.
* *Large Slam* and *Large Constriction*
* Immune to *Bleeding* damage and effects

### Vine Tentacles

 Action
 Morph Cost
 Duration
 Range
 Effect

### Wooden Flesh

 Action
 Morph Cost
 Duration
 Range
 Effect