recursal/Fanatic-Fandom huggingface dataset:
How to Combat

Fighting is inevitable in the world. There are always people that try to go for strength over wit. This easy guide should lead you through combat against such foes.

## Step 1: Initiative

First of all, everyone that can act in the turn rolls their initiative. The initiative is the amount of activity a character is allowed to take in the time frame of the combat turn. The higher the initiative roll, the more actions a person can perform.

## Step 2: Initiative Phase

The person with the highest initiative takes the first 'round'. Such a round, until the next person's round, is called an Initiative Phase. An Initiative Phase is worth 10 of your initiative. The 10 is removed from your Initiative after one full turn.

 Simple Action
 Complex Action
 Full-Turn Action

A person has 4 Free Actions for their disposal in an Initiative Phase OR a Full-Turn Action. The 4 Free Actions can be freely distributed in Free, Simple (sometimes also called Standard Action) or Complex Actions.

## Step 3: Movement

A Movement Action is an action that can be used prior to any offensive actions. The rate of movement a character can partake in their Initiative Phase is calculated by the character's Dexterity.

A character can also choose to sprint as a Full-Round Action moving at up to twice his speed plus the number of successes he scored on his Run Check in meters.

There are three ways a person may move; walk, run and sprint. The maximum distance to walk is (DEX x 2), the distance to run is (DEX x 4) and sprinting is (DEX x 4) + Successes in Run. Each of these distances is considered the maximum movement a person may move during an Initiative Phase.

Walking usually does not induce a penalty on the player, while running penalizes the character by 6 dices for their actions after the running.

## Step 4: Combat

A Combat Action (or Attack Action) is a Simple Action that finishes an Initiative Phase. You cannot attack prior to any Movement Action or other non-offensive actions, due to the character preparing the strike. The Battle Spirit Expansion changes this rule slightly.

Attacking the same target in a row without the target having a chance to act itself will reduce its chance in defending by reducing the Dodge dices per attack. Each consecutive attack reduces the Dodge dices and stacks with the rest of the attacks. The penalties are lost once the target acts in any turn again. Interruptions do not refresh the counter.

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## Step 5: Interruptions

Sometimes you want to perform before you have acted in a turn. In such a case, people may give up their initiative for the turn by performing an interruption, depending on the action. You can only use ONE interruption action.
Fragment : Date A Bullet 3

**Fragment : Date A Bullet 3** (デ ー ト · ア · バ レ ッ ト 3, *Dēto A Baretto 3*) est la 3ème histoire parallèle de *Date A Live Fragment*. Il est écrit par Yuichiro Higashide sous la supervision de Tachibana. L'artiste principal est NOCO.

## Personnages

* Kurumi Tokisaki
* Hibiki Higoromo
* Reine Blanche
* Rinemu Kirari
* Mizuha Banouin
* Kareha Banouin
* Yuri Sagakure
* Oka Miyafuji
* Haraka Kagarike
* Ariadne Foxtrot
* Maya Yukishiro
* Carte À Jouer
* Yui Sagakure
Curse

Cursing at other Beings and emitting large amounts of negative energies spawn a Curse, a Spirit of misfortune. These spirits rarely live longer than the Being they infest, but some are kept artificially alive through Magic. The sole existence of a curse is to perform an energy flux that is associated with the 'luck' of a being, resulting in misfortune for the being. The stronger the curse, the more effect it takes on the persona.

Curses are referenced as the Terrors. Their devastating power has lead to many catastrophes and are used as a weapon in rare occasions.
Equilibrium

The law and balance of the Equilibrium is a vital part of The Universe and anything beyond. It is in it's smallest explanation the balance of forces and energies. Whenever a creation or a destruction is done, it echoes in the Universe, supposedly resulting in a counter-reaction. If such a counter-reaction cannot happen, or one side of the Equilibrium causes a massive imbalance, energy is lost into a void. This void, once strong enough on it's own, will swallow existence as it is known.
Insanity

Insanity is a mental disease that removes the ability to perceive reality. A person that is insane is unpredictable, dislocated from time and space on a mental level. They act in a fashion that is unusual for a *normal* person and their actions are often out of place, erratic and sometimes aggressive.

Insanity is a common flaw found in Jester, after they learned that imperfection is an omnipresent mannerism in the Universe and that it is impervious to change.

## Characteristics

A character inflicted with Insanity starts to go mad. They fall into illogical patterns and change them in random intervals. This can happen as often as each breath takes time, or it can remain with days of no noticeable change.
How to Faith

Faith represents the strength of one's belief, the closeness to the chosen divine domain and the insight into the religious practices and aims of the god. It is expressed by the Faith stat, a supernatural attribute that in tandem with the skills Prayer and Creation serves as a means of invoking one's deity for the purpose of spellcraft or general assistance. As opposed to the Magic stat Faith grants a different boon at each tier that is also dependent on the chosen divine domain. The spells are usually drawn from a common list though some domains may grant access to stronger spells that represent the deity's specific influence.
Ezkwa

> *Everything that is not whole shall become wholesome.*
> ~The Universal Law by Ezkwa.
>
>

## The Nurturing Seed

Ezkwa, *(in the old tongue known as Skv)*, is the Goddess of Nature and the ways nature retains existence. As many people believe, it is Ezkwa's Universal Law that made the Universe heal from injuries and allow even simple Beings and the lands itself to regain strength. Many people following the belief of naturalism, that nature is the purest essence of the Universe, are all followers of Ezkwa.

## Appearance

Ezkwa is a persona known as a dryad, a creature resembling nature. The skin is bark from the belly area to the feet as well as on the arms. The chest, back and hair is covered in leafs and the eyes are large gemstones. Whatever skin is visible is a dark blue to purplish tint. When the war drums call and the Gods enter war, Ezkwa turns into a massive world-tree beast out of ironbark.

## Living Seed

   People carry seeds with them in order to praise Ezkwa with new life. Though these are normal seeds, sometimes Ezkwa gives the faithful servants a seed with divine energies flowing through it. This seed is a Living Seed, a true symbol of nature and Ezkwa. This seed can be planted into the soil to cleanse it from all pollution or into the body of a dead to create a world-tree.

## Other Names in Association

* (The name is pronounced 'S-kwa')
* Skv (pronounced Skwa) *(in old tongue)*
* Mother Nature
* The Dryad
Minerva Riddell

Initialement nommée Alice Riddell, **Minerva Ridell** est une sorcière britannique et l'antagoniste principal de Date AST Like. Elle était un membre de grade 2 du Special Sorcery Service et Deus Ex Machina.

## Apparence

Miverva a de courts cheveux blonds, la peau tannée et un corps mature. Elle est également l'une des plus grands membres du SSS. Elle n'a presque jamais été vue sans CR-Unit.

## Personnalité

Minerva est une femme impitoyable qui voulait être la plus forte dans SSS. Elle a un complexe de supériorité, pensant qu'elle est bien au-dessus de tous les autres membres et c'est la raison qui a fait défier Artemisia. Son but était de la surpasser parce qu'Artemisia était célèbre et aimée.

Elle peut être très violente, avoir recours à blesser les autres quand elle ne peut pas avoir ce qu'elle veut. Elle est également une pédophile qui a admis avoir violé et assassiné un enfant une fois. Entre autres, elle est aussi très traître, disposée à trahir n'importe qui aussi longtemps qu'elle peut atteindre ses buts. Enfin, elle est persistante et n'admettra pas la défaite jusqu'à son dernier souffle.

## Arrière-plan

Minerva était l'une des nombreuses filles qui a été admis dans SSS pour devenir une sorcière. Elle est une sorcière talentueuse qui a excellé dans tous les types de combat. Elle croit qu'elle est la plus forte femme vivante en raison de sa compétence. Cependant, cela a changé quand elle a rencontré Artemisia Bell Ashcroft. Artemisia et elle étaient sur le même peloton avec Cecile O'Brien, Leonora Sears et Ashley Sinclair.

Artemisia la bat dans chaque évaluation et elle était plus populaire qu'elle. Elles ont respecté et aimé Artemisia alors qu'elles craignaient Minerva. À un moment indéterminé, elle a violé et tué un enfant. Dans une occasion après leur mission, Minerva tente d'attaquer Artemisia afin qu'elle puisse la vaincre et l'humilier en public. Artemisia a gagné plus tard, mais Minerva est devenu tellement furieuse qu'elle a décidé de tuer Leonora et Ashley à la place. Cela a poussé Artemisia à devenir violente et lui a frappé le visage, lui donnant une cicatrice laide. Cela a scellé la haine dans son cœur, promettant de tuer Artemisia et ses amis.

## Capacités

### Sorcière

Equipements & Armes:

* Combat Wiring Unit
* Combat Realizer Unit (CR-Unit)

## Relations

### Artemisia Bell Ashcroft

Minerva méprise Artemisia pour être le no°1 dans le SSS, un titre qu'elle a estimé lui appartenir. Néanmoins, elle était toujours disposée à voler une unité de la série Ashcroft dans une tentative d'obtenir plus de puissance.
Karma

> *Accumulated energies gather more of the similar.*
> ~The Universal Law by Karma.
>
>

## Justice in Balance

For Karma, *(in the old tongue known as Kaa)*, The Universe is a peculiar piece that requires intricate work of balance. The teachings of Equilibrium manifested in Karma's mind. She formed punishment and reward for those that work in ways that benefit from one or the other. Throughout the course of time, Karma became the symbol of natural justice, solely for the fact that she let her Universal Law become such a peculiar piece for people.

## Appearance

Her appearance is an enigma, a mirror of the karmic energies collected by the viewer. If your life was prosperous and you did well in helping people, Karma is an extravagant person dressed fine and rich with silks and gems. On the contrary, having a life of death, decay and being anti-social, you'll see a person with no value on her, clothes ragged and torn, the skin blemished with bruises and scars.
At war, Karma is a female knight, wrapped in violet armor that is laced, its holes filled with thorns. As her weapon of choice, Karma wields an arming sword and a parrying dagger.

## Lotus Brooch

   Jewelry is often a gift for many men and women that live in balance with their actions. The greatest gift for a follower of Karma is a brooch resembling three lotus blossoms that are on a three armed cross. It is often made of expensive gems, but there are more crude ones, each and every single one resembling the overall karmic balance of the person obtaining it.

## Other Names in Association

* Kaa *(in old tongue)*
* Waging Balance
Soulmaw

Whenever a Being murders another, a Soul is released. Many people use this to become more powerful, as they defile their nature and devour the Soul of their victim. Though not inducing a sense of taste, this phenomena will increase the thirst for more Souls. The addiction and the mutations following the continuous consumption of Souls is known as Soulmaw.

Those that dwell in the act of soul consumption become beasts in time. Those are known as Souleaters and are feral beasts hunting down the living for their Souls.

## Characteristics

The addiction becomes obvious when the person becomes more agitated and erratic in fighting. Whenever a Being with a Soul is slain, the addicted persona strives to receive the earned Soul first.

Throughout the increase of need for Souls, the person becomes more aggressive and seeks opportunities to fight people. This aggression increases to the point that the person is irrational and antisocial in behavior.

At a later point, a Soulmaw fully turns into a Souleater by losing all rationality, becoming a feral beast that hunts for its now one and only nourishment, Souls.

## Rules

Eating a total of 10 Souls of Beings more powerful than a Human (basically anything but human) is the first step to become addicted. The character has to roll a Constitution check against 2 for the 10th Soul and each third Soul in succession. Should the character succeed, the person does not get addicted yet.

Once addicted, a character has to roll against composure (WIS+CHA) against 2 every time the character encounters a free Soul. When the composure does not succeed, the character will do whatever it takes to eat the Soul. Again, a Constitution check is needed for each third Soul consumed. The difficulty for both the composure as well as the CON roll increase by one for each lost CON roll.

If a character comes to the point that the composure and CON roll are on the difficulty of 8, the character permanently becomes a Souleater, losing all sense of rationality. At this point, the character becomes unplayable.
Nightmare

The strongest powers inside and outside the Universe are Gods and the Spirit guides known as Dreams and Nightmares. Unlike Beings, spirits are absolute in their predisposition. In their nature, spirits try to balance the powers that affect the Equilibrium. In their powers, Nightmares affect beings in a primal way. Within a trance-like state of sleep in a Being, Nightmares induce subconscious patterns and shape the mind towards destruction. How little these images are to the Being, they can portray the future however the Being may understand it.

As Spirit Guides of War, Nightmares induce destructive rage amongst many Beings.
Ur

*"The serpent slew the drake. Its black blood made the grounds fertile and the abundant meat provided a rich feast to the slitherer. His vigilance protected him. His eyes were set on the ground, wherein the evil was entombed, the very ground which nurtured and served his people. It drew from the stone, it drew from the soil and it drew from the meat. Soon it would combat the ursurper and cleanse the evil from the land."* - The prophecy Ur, I, Verse 3

## Insight from Logic

Ur the Prophet was a chosen of the God Kaios. He is believed to have been a Magus of the human race, master of the Arcana and native to the world of Natalis. He has been the subject of much speculation and rumor has it, that he is still residing on Natalis while others are of the opinion that he has indeed been the first Magus, who was allowed to ascend through his service to Kaios. Others, still are of the opinion that he has indeed died and his soul been wiped from the face of the Universe. The Church of Ur, which is located in Mandrealis , his supposed birthplace and residence, holds the opinion that he did indeed ascend and become one of Kaios's personal servants.

All this, however, is mere speculation as the only evidence of Ur's existence are the followers he left behind, which eventually blossomed into a cult and reformed as the Church of Ur, when Mandrealis achieved the status of a city and the tomes that contain his prophecies, along with several paintings that have been preserved through the ages. The former contain about fifteen hundred pages worth of more or less vague predictions, some of which are written in poetic metre, some of which are written in prose. The latter, while seemingly random scribbles of large caverns created by an aging madman, have been made into relics and are worshipped in the largest temples of mandrealis, where they have been replicated in large mosaics that adorn the ground of the churches that have been erected in Ur's name. The city itself is designed in a way that is derived from an underlying geometric design that is recurrent in all of his paintings and shows up time and time again in varying positions.
Shadow

> *The body carrying all is infinite. There is nothing that can leave without permission of the Gods.*
> ~The Universal Law by Shadow.
>
>

## The Father of Strength

Shadow, *(in the old tongue known as Rra)*, is the God born along with his sister Light at the same moment. As her exact counterpart, all that is Shadow is the opposite of Light. He is the strength, where she is the weakness. He is the father and she is the mother. With his strength, Shadow conquered the will of the Souls that he found and decided to enslave them for his benefit and the benefit of all. Along with Light, they decided to let the Universe be governed by day and night, another contrary of each other.

The Father resides in Nyx, the Throne of Shadow.

## Appearance

There is no accurate depiction of Shadow. In many variations, it is clear that Shadow is a man of massive stature in any way, with pitch black skin. Despite that fact, his appearance varies in each culture, often having more than two arms or multiple heads. When approaching a Being in person, Shadow is an animal of strength, most often a bear or a wolf, speaking telepathically to the being. In war, Shadow is a man with six arms, each holding a massive warhammer, while wearing a massive plate armor made out of onyx.

## Miel's Star

   The Star of Miel is a necklace worn by all that are behind the terms *the strong govern the weak*, the ground principle of Shadow's belief.

## Other names in association

* Rra *(in old tongue)*
* The Father
* The Night

## Morals and Ethics

For many, Shadow is not a man of scripture. He distributes duelist rules from time to time. His teachings are taught through acting.

* Strength is a gift and should be used.
* The strong govern the weak.
* Obey the strongest or become the strongest.
* Oppression is a challenge to overpower.
* Fight first, talk later.

## Tests of Faith

There are simple ways to receive acknowledgement from Shadow, with these being milestones to achieve:

* **Enslavement**: Enslave a person of *close to equal* strength or overcome the slavery from an oppressor.
* **Rite of Brotherhood**: Form a companionship with equally powerful brethren under the same cause.
* **Written in Blood**: Slay a comrade in arms to achieve power.
* **Forge Chains**: Become an owner of multiple slaves and/or trade them.
* **Manslaughter**: *The King is dead. Long live the King!* Become the strongest of a land and reign in your liking.
Natalis

Natalis is the last known planet to be across the worlds across the Universe that has not fallen under complete control of one of the Gods. The Beings that live on this planet are usually without any faithful bond, though some cults controlled by the Gods begin to receive larger influence. Natalis is supposed to be the key to the Purgatory and the world of the exiled. The Beings living on Natalis are upon a revolution towards faith and technology.

## Geography

The surface of Natalis is roughly 40% covered in ocean. The planet is covered by four continents, each ranging different in size and shape. The continents are called Scale, Boreal, Serpent's Tongue and Tundra.

## Scale

The largest continent of the planet, stretching across most of the North of Natalis. It's climate is consisting of hot summers with many droughts drifting across the mainland, while the winters offer little cold. In rare occasions, a winter may bring in snow to the coastal lines and more shallow parts of the land, but that would not last longer than weeks.
The continent is stretched with mountain ranges of rich of ores and minerals in their deeper layers. Some flatlands are scattered in the center, with trees and growth.

## Boreal

Dark green, lush lands. These are the flatlands of Boreal. The continent, though very large, shows little diversity in it. Most of the land is covered in forests or meadows. Lakes and rivers slither their way into the green, though hardly disturb the calm and warm climate of the lands.

## Serpent's Tongue

A massive stretch of desert lands, slithering between Boreal and Scale and splitting the ocean apart, Serpent's Tongue is nothing but a melting pot of grinding sands. The climate is harsh, with no rain, heavy sandstorms and high temperatures raging across the lands. Life is scarce, but has survived the environment many times before.

## Tundra

In the south of Natalis, there is nothing but water and ice. The ice has gathered and grown over eons, forming an island of ice in the oceans as large as the continents together. Very low temperatures are residing, the closer one travels to Tundra's center. It is unbelievable to hear rumors of people living in such dreaded climates.
Frozen Time

*For the Ethereal purposes, this is not a pocket-dimension. The rules of the Ethereal apply here.*

Though not entirely a place itself, this field among the sands of the Ethereal desert known as the Grounds, this place is absent of passage of time. People entering these fields rarely return back into their own time, losing themselves to a vortex. Beings that are not capable of moving in time lose their ability to move on their own altogether while entering the Frozen Time.

Rumors mumble that some powerful Beings are capable to use this field to detach themselves of time and bend it to their wills. Such power is rumored to be used by The Deathwatch.
Sprites

Sprites are Spirits of nature. They resemble the balance of the Equilibrium by creating lesser Beings, plants and other Creations to heal the damage that has been done to the Universe. A Sprite rarely takes shape, though they can be seen in the Ethereal as little fairies, floating in areas where the energies of the Ethereal seem to disappear into an unknown void.

Referred to as Summoners of Nature, Sprites are often misconceived as magical beings, rather than spirits.
Date A Live : Épisode 10

**L'esprit du feu (Ifreet)** **(**炎の精霊 (イフリート), Honō no Seirei (Ifurīto)**)** est le 10ème épisode de l'adaptation animée de *Date A Live*.

## Synopsis

Kurumi Tokisaki et Kotori ont commencées à se battre après une courte conversation. Kurumi utilisé l'une de ses capacités qui est sa septième balle, *Zayin*, pour immobiliser Kotori, crée des copies d'elle-même, et tire sur Kotori plusieurs fois. Kotori est tombée après le dernier tir de Kurumi, mais l'aptitude de guérison de Kotori lui permet de ne pas mourir et de guérir de ses blessures. Choquée, Kurumi a envoyé ses copies pour tuer Shido, mais il a été poussé par Kotori et les copies ont été tués.

Au plus fort du combat, Kurumi a utilisé l'une de ses capacités pour inhiber Kotori, mais il n'a fonctionné que pendant un certain temps. Kotori a utilisé son arme pour tirer sur *Zafkiel*, l'ange de Kurumi. Effrayée, Kurumi a appelé ses copies pour la protéger. Shido se tient immédiatement devant Kurumi pour la protéger, sachant que Kotori n'est plus elle-même car il a essayé de la raisonner afin qu'elle ne tue personne. Après que le coup de feu a été lancé, Kotori a soudainement repris conscience et a changé la direction du tir : Kurumi a été sauvée.

Shido se réveilla à bord du Fraxinus après avoir eu un rêve d'un événement datant d'il y a 5 ans. Il est allé rencontrer Kotori pour avoir des information sur ses pouvoirs puis a été calmé par Reine. Il les a laissées avec désespoir pour rencontrer Mana et Origami à l'hôpital après en avoir entendu, de Reine, sur l'état de Kotori. Incapable de retrouver Mana, Shido a rencontré a sa place Origami, qui a essayé de se rapprocher de lui. Avant que Shido quitte la chambre de Origami tard dans la soirée, elle lui a dit de son intention de tuer l'Esprit de Feu pour venger la mort de ses parents il y a cinq ans et qui est la raison pour laquelle elle a rejoint l'AST.

## Personnages par ordre d'apparition

* Kotori Itsuka
* Shido Itsuka
* Kurumi Tokisaki
* Mana Takamiya
* Origami Tobiichi
* Tohka Yatogami
* Yoshino
* Reine Murasame

## Notes

### Différence Entre le Light Novel et l'Animé

* Dans le light novel, la Kurumi originale a eu sa main gauche et 25% de *Zafkiel* détruit par *Camael*. Mais dans l'anime, Kurumi n'a pas eu la main envoyée au loin.
Human

Humans are the most notable species across the Universe. Their diversity, individuality and appearance are ranging in further dimensions than most beings do (though Demons have a high tendency to show little to no similar appearance amongst one another as well). In their creation, Gods and other powerful beings need little to no energy on their own behalf. It is the simple transfer of a Soul from the Ethereal into the Earthen, while forcing a form on it.

This species is often referred to as the foot soldier, due to the masses a normal population can provide, while little experience already makes them a formidable force.

## Appearance

A human is in it's simplest form, a bipedal figure with arms and legs, both ending in hands and feet, a large torso containing all the vital organs and a head as the central nervous system. Females and males of this species show different sexual organs and sometimes different basic behavior. Hair is often a nuisance to the individual being, though the head remains covered by it in most cases.

## Characteristics

Humans are the most individual species. They are not bound to sin or virtue and therefore are open to development. There is no apparent effect to a human disturbing the balance of their inner balance of sin and virtue.
However, there is a thing that humans have shown to prone for and that is their narcissism. Humans tend to act on behalf of their own well-being over the well-being of others, as well as hurt their own kind for benefit.
Syle

> *On this body of all, there are living and unliving pieces.*
> ~The Universal Law by Syle
>
>

## The Mask of Honor

Syle, *(in the old tongue written as Sil)*, is an obscure God or Goddess. Throughout the Universe, Syle served as a supportive figure to it's brother Shadow. Even when Syle did not come to terms with Shadow's wish to enslave all Souls, it remained on the side of those that want to regulate and govern the Universe, rather than let anarchy or chaos rule every day.

Residing in The Just Heaven, Syle provides shelter to the honorable.

## Appearance

Though there are many various depictions of Syle, there are no real clues about the actual appearance or the gender of the God. Syle itself is more known as an Aura or a mask, rather a living figure. Even in war, Syle decides to be worn as a mask, rather than fighting itself.

## Symbols

While worshipers of Syle do not have a distinct symbol to identify their faith and beliefs towards the God, many warriors and Magi alike wear masks to emphasize their belief of honor in battle. Some of these warriors are also known to wear Miel's Star, a symbol dedicated to Shadow.

## Other Names in Association

* Sil *(in old tongue)*
* Most Honorable Warrior
* The Duelist

## Morals and Ethics

* A promise shall be kept and not spoken in vain.
* Governed by the wise, you obey their advice.
* Dishonoring you and your ancestors cannot be cleansed. You may call for absolution.
Behavior

Behavior is a rule for NPCs that explains the way NPCs act and work. Some are known to attack on sight, while others keep distance and only attack when they are threatened or pushed into a corner. All these instances of behavior is quickly formed into small tags that NPCs abide with.

## Territory

A creature or person that is **territorial** is threatened by simply trespassing its area of territory. They attack quickly depending on the state of their aggression or are further threatened by enemy actions.

Other states depending on the territory are **nomadic**, which makes the area of territory for the creature their belongings or family. A character that is **non-territorial** does not care about the whereabouts of a creature to their proximity, unless they feel cornered or otherwise threatened by being too close to others.

## Aggression

There are three simple states for aggression; **aggressive**, **defensive** and **passive**.

Aggressive is the state of aggression where the target is easily threatened and/or attacks immediately on sight.

Defensive means that a creature only attacks when threatened, but rarely goes into the offensive if the threats are not posed directly at the creature itself. It will only grow immediately aggressive when the well-being of itself or family is in danger.

Passive creatures are avoiding combat whenever they can and only fight back when they are cornered or their closest family is in danger.

## Cleverness

Creatures and people have different levels of intelligence and the way they can apply different tactics. These levels are **intelligent**, **clever**, **simple-minded** and **dumb**.

Intelligent Beings can form complex structures of thought in battle, apply basic tactics and become creative in their mindset.

Clever creatures and people are more creative than actually intelligent. They can attack in surprise and create diversions, hindrances and ambushes.

Simple-minded refers to any feral behavior, simplest of group tactics and basic hunting actions.

Dumb means that the creature is unable to think beyond the present structure. They can only comprehend what they see, hear, smell and taste, and act accordingly.
Enkilla

> *Laws are absolute. They are untouchable by others.*
> ~The Universal Law by Enkilla.
>
>

## Keeper of Rules

Enkilla, *(in the old tongue known as Mkh)*, is more of a judge than anything else. This God is strict know-it-all about rules, laws and contracts that are done. No other Being will take rules more seriously than Enkilla. This disciplined God of judgement rose an empire that grounded down laws to the point that they know the *legal grey-zone* and how to deal with it.

## Appearance

The God of Judgement, Keeper of Rules, is a large, ashen-skinned man wielding a hammer and a book, covering himself in a dark robe and wearing a blindfold in similar color to his skin. In war, the robe is replaced by an armor of stone and iron, similar how a prison cell is made, and a warhammer inscribed with the Universal Law.

## Blind Scales

Judges have a hammer to call the verdict, men carry a blindfold and merchants wield scales. All of them are symbols that in single pieces mean nothing, but together are all that Enkilla is; the crushing weight of justice (like a hammer), the blindness towards agenda (the blindfold) and the scale to weigh the evidence in favor or against the convict.

## Other Names in Association

* Mkh (old tongue, pronounced Meekah)
* Justice Incarnate
* The Lawful Judgement
Domain of Fortune

Fortuna and those that follow her are blessed with luck. Fortune favors the ability of a person to let chance take a different route, as well as increase the chance of finding important information. In order for the abilities to channel properly, a follower of Fortuna requires an Old Lucky Coin.

## Domain Spells

 2
 3

Fortunate Event

*Passive*

The wielder of the Old Lucky Coin is blessed with the ability to push chance more than once. A character can chose to reroll any type of roll of their own. This can be done (1/3 of Faith Attribute, rounded down, minimum 1) [1-5 = 1; 6-8 = 2; 9-10 = 3] per day. The character may chose which of the two rolls she wants to keep.

Coin Armor

*Passive*

The Old Lucky Coin is such a stable piece of metal that it can block blows of almost any material. Whenever an enemy successfully hits the character, roll 1d20. If the result is 20, the attack will automatically go against the Mental Monitor. If the result is 1, the attack will automatically go against the Physical Monitor. Both results are independent whether the attack actually goes through the Armor Rating or not. Any result other than 1 or 20 apply the usual attack rules.
Magi

Any Being born with the power to use Magic, rather than being trained in it for a long time, are referred as Magi. They are very powerful beings and some of the most formidable individuals of their species. Not only are they born with the sight of both Earthen and Ethereal, their will is bending the energies around them. If untrained, many Magi never learn that they have these powers, neglecting their potential and nodding their *gifts* off as something extraordinary. However, if a Magi trains themselves, they are quick to ascend to the higher tiers. Should their powers grow too fast, Spectres usually judge over the being, but more commonly are they visited by members of The Eyes of the Veiled or The Archivists.
How to Character Progression

Throughout the story/campaign, it is crucial for character development to increase the abilities and skills of the characters. Not only can a character ascend, there are more ways to enhance skills. There are multiple paths for a character progression to take.

Characters earn Soul Points and Experience Points throughout the story, which can be used in the various ways that are listed below.

## Ascension

Ascension is the growth of the Soul. It enhances the abilities through the natural improvement of the Soul. These abilities grow with the cost of Soul Points.

For more information, check the Ascension page.

## Skills

Skills are only enhanced through Experience Points. To increase a skill, it costs (New Level X 2) in Experience Points. The time it takes to learn the skill is the New Level in days, while the Learning roll reduces the time to learn by successes in hours per day.

## Body Modding

There are various technological advances in the recent years. The creation of electricity, complex machinery to transport things, equipment to help people in their everyday work, as well as medical equipment. Another medical advancement is the replacement of organs and appendages with machinery. Though very crude looking, these machines are able to perform better than the replaced organ.

For a list of possible Body Mods and their costs, check the Body Modding page.

## Soul Modding

Though very risky and almost impossible to come by, some arcane masters allow a subtle adjustment to the Soul. Some alter the abilities of the user by adjusting the Limits from Skills, others adjust the stats from Talents and Detriments or even add or remove some of those.

For a list of Soul Mods that can be purchased and how they are learned/acquired, check the Soul Modding page.

## Talents and Detriments

As in Character Creation, Beings have Talents and Detriments that they can obtain and use. Although the costs during Creation costs Talent Points, after Creation they cost Soul Points.

5 Soul Points are equivalent to 1 Talent Point.

The costs for Talents is equal to double the Talent Points. The costs to remove Detriments is three times the Talent Points.

## Equipment

Of course, not everything can be bought from the start and there is always the chance for a character to obtain something stronger than the starting equipment.

If your character requires more equipment, she can do so by buying things from the Arms and Armor, Arcane Equipment and the Adventuring Gear pages.
Yufar

For many Beings, the name Yufar means an expert tailor. The craftsmanship of a Yufar is beyond standard and the name is a symbol of luxury expertise. The origin of the name is an old man that received divine enlightenment by Tether. The God wished for a robe of the fines materials and of most beautiful embroidery. Yufar, who was a master of his trade, accepted the challenge of the God and began sewing, only to find himself desperate of finding the cloth and materials worthy of a divine Being.

This search became an herculean task for the old man. He made sewing needles specifically for this robe, made finest silk threads out of the rarest silk he could find and employed fifty Magi only for the creation of a divine cloth. He even sacrificed parts of his body and mind, traveling to the Ethereal and drawing sand from the very soil of the spirit realm.

In the end, Yufar made what is known as the Varisora Robe, presenting it to Tether. Though very pleased with the produced robe, the Weaver of Bonds only wanted to test the craftsmanship of the man. The God granted Yufar immortality.

Since then, Yufar travels alongside Tether and repairs the Universe whenever needed. His knowledge of tailoring was passed down to worshipers of Tether, who in return strife to become just as magnificent as Yufar himself.
Niamh

Though it is commonly known that Jester suffer from Insanity, there are cases that are considered mad for even their own brethren. One such example is Niamh, the Grotesque Artist. She entitled herself as the revolutionary mistress to wage war against the Gods. She grew very influential amongst her race and rallied many skilled men and women. The growth of the grouping did not go unnoticed and the Gods took actions against these rebels.

As Niamh was known to build powerful weapons against many Beings, the Gods were careful to approach the Jester. During a particular fight they were able to capture her and a few comrades and sealed her off, unable to perform an execution on her.

For eons, her sarcophagus was cast into the Earthen into the earth of a planet. As parts of Natalis became prospects of mining, the sarcophagus was uncovered and with it the powers that kept it in place. A group of undead rose and defended the place.

It was a small group of sellswords that uncovered the sarcophagus and opened it. The Jester was uncovered and freed, allowing the monster to roam the world once more. She was quickly fought off a night later.

To be recorded by The Eyes of the Veiled, the sellswords Alexander Oakhaven, Olof Ragnarsson and Synthia Beauguard were approached by The Deathwatch upon successfully defeating Niamh.
Ethrealis

The Ethrealis is a lesser Being. It is a parasite infesting a Being through direct blood transmission or injection of pure Ethrealis. Since blood transmissions between Beings can turn lethal, especially between Beings of different species, it is highly recommended to extract Ethrealis. This lesser being is capable of shifting between the planes, being partially in the Earthen and Ethereal at all times. This allows a trained being to remove parts of their own Soul to create a Soulweapon.
Domain of Logic

Logic is inherent in all things, as Kaios says and his domain is testament to this sentiment. His powers elevate the concept of non-interference to an entirely new level, providing the worshipper with both the lucidity of Kaios's insight and the ability to utilize the powers of the divine domain, which include mostly mind-affecting spells as well powers of divination.

## Powers

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Divine Insight

*Active*

The god of logic grants his followers insights that goes beyond what normal mortals might comprehend. You can use Divine Insight up to two times your Faith attribute per day. Each time you make a simple Prayer Check and add the result as bonus dice to any one Intelligence-based check you make thereafter. The skill grants its bonus only once and both of the checks (Prayer and Intelligence) are treated as a single action.

Cunning Target

*Passive*

Cunning Target allows you to use your Intelligence instead of your Dexterity for dodge checks.

Wondrous Revelation

*Passive*

Whenever you score more than four successes on any knowledge check regarding an opponent you face in direct combat you gain a +2 dice pool modifier against him for the remainder of your encounter. To use this ability you must activate divine insight. Wondrous Revelation is usable up to your Faith attribute times per day.

Cunning Adversary
*Passive*
Cunning Adversary allows you to substitute your Dexterity attribute for your Intelligence attribute on Combat Skills.

Mental Recovery
*Active*
As a Standard Action you shrug off any mind-affecting ability or stun damage that is currently affecting your person. To use this ability you perform a Prayer Check. You add the result as bonus dice onto any single Willpower (Wisdom + Intelligence) check to remove a mental condition that is currently affecting your character. These include: Feared, Awed, Dazed, Charmed, Intimidated, Insane. Alternatively, if you are not currently affected by a mind-affecting ability, you recover your succeses in stun damage. Mental Recovery is a Complex Action that can be used up to your Faith attribute in times per day.

Temporeal Stasis
*Active*
*DC: 4 or Target Willpower (Wisdom + Intelligence)*
You exempt yourself or another from the events of the mortal world in a brief temporeal stasis that prevents any damage taken but also doesn't allow the affected to take any action until the stasis has passed.
The Archivists

The Archivists is an Ethereal Manifest that acts as the keepers of knowledge across the Universe. They write down major events, store formulas and scientific theories and work on the wonders of Magic. Whenever an Archivist appears, history is bound to be written.

## Culture

While those that serve the conservation of knowledge are rarely showing social behavior, life on the manifested planet is docile. Arcanis is a peaceful, academic planet, where Magic governs the development of Beings lives. Those that are extraordinarily gifted with the power of Magic attend the Arcana Academia, while others are more prone to act on behalf of the Archivists.

## Deities

First and foremost, Xul is worshiped for the gift of Magic to the Universe. Along with it, many Magi that have been chosen by Xul itself as avatars are governing the Archivists and their actions.
List of Practical Skill Rolls

This list consists of skill rolls that can be done by characters to enhance the immersion and the ability to perceive the world as the players see fit.

## Theoretical Knowledge

A player may ask the GM whether they'd be able to perform certain tasks from skill rolls. The GM will answer according to the Base Level of the Skill that would be used. Specializations and Modifications are not taken into consideration of the answer of the GM. It is open for the GM to answer or not.

## Substitute Rolls

Some skills may act as substitute for other skills. These depend on the situation and applicability of said skills. Be creative. Some examples of these substitutions include:

* Acrobatics substitutes Climbing whenever the area may be used as Parkour platforms.
* Escape Artist substitutes Dodge in defense that includes grappling.

MORE TO FOLLOW
Children

Before the Universe was shaped by the gods, anything close to be in existence lived in the Purgatory. The simple existence within this area requires strength beyond comprehension. Supposedly, the gods originated from the Purgatory, born from the Soul of a being. This species of beings is capable of creating any kind of object, though there are no traces left of their existence. According to the gods and The Compendium of Nazra, a great plague caused by a Spirit killed them off.

The city of Envyara is named after the mother of the gods.
Angel

Once Souls were discovered by the Gods, they forged armies to settle their unbreakable dispute. The first and most powerful soldiers to be created were the Angels. Their loyalty towards their creators forged their strength. Their insight into the nature of Beings has brought them a sense of justice in a time of peace, revealing their selfless behavior towards others.

As Virtuous Immortals, Angels acquire more power through virtue and draw their strength from it.

## Appearance

Angels are large figures. Wings adorn their bodies, as well as patterns of feathers across their whole body. Mostly lacking legs, an Angel's body usually ends in a scaled tail, which serves to keep the Being upright. Born Angels are asexual and therefore lack any defining physical traits, while Beings ascending towards the angelic form keep their gender and the accompanied anatomical differences.

## Characteristics

Loyalty, kindness and selfless. Those are the traits of an Angel. However, Battlehunger is a disorder amongst Angels that is a lust for killing, created by a blinding sense of (in)justice.
The Smitherine

The Smitherine is an omnipresent (most often non-religious) foundation created by blacksmiths on planets. The grouping is first and foremost founded on the need of a proper message network amongst blacksmiths, as well as giving outsiders an opportunity to receive proper training by blacksmiths that have the time to educate, rather than crafting.

## Culture

Blacksmiths are very individual in their lifestyles, therefore making it hard to establish specific set of traditions and customs for them. Of course, like any other trade, blacksmiths usually pass their knowledge down to their children, creating individual family businesses. In larger cities, such families often join together in guilds, from which point on they usually have a strict code of conduct apt for their surroundings.

## Deities

If the blacksmiths are religious, they are believing in one of three Gods or more; Alqeera, which is the Anvil that forges with the smiths hand in hand, Gral, the Foundation that creates the strongest furnace, and Mar'iel, the Hammer that invigorates the strength of the smiths.

While very rare to be seen, some blacksmiths focus their trade in war, often associating their work with other Gods, such as Shadow or Sanguine.
Ghosts

Ghosts occur in various shapes and forms, but they usually derive from the same origin. A Being that has recently died discharges energies into the environment and into the Universe. These energies, if strong enough, can be absorbed by a roaming, free Soul. The result is a Spirit with similar patterns than the being that originated the energies.

Ghosts may be referred to as the Returned, because of the supposed revival of the dead.
Science

*"And did the gods invent gunpowder? No, we did. We are mapping the stars and enabling feats beyond what was previously thought possible. We are the gods of this era, we usher in an age of Man!"*- Sixtus Asher

## On Natalis

The advancement of science in recent days has shown to be both curse and blessing for the inhabitants of Natalis. As Man began to settle into the city, the proximity and community gave rise to new technologies, aimed at improving the lifestyle and bringing comfort to the citydwellers. While it is still at an infant stage, its partial compatability with magic has spurned the progress and caused a surge in rapid developement, when the first pact of magi and scientists was formed on the premise of co-operation for the greater good of mankind. The transfer of raw energy has enabled scientists to transform the output of steam engines into flashier and more powerful forms of energy with the help of the Tharisium Coil. With these achievements foreboding a new era of wealth and prosperity to the people in the quickly gowing settlements.

Current developments in scientific research beckon a new era for the planet of Natalis. On the continent Scale in the city of Mandrealis, Man first conquered the sky with the help of balloons and - soon enough - the first blimps that enabled travel in never befor envisioned proportions. Simultaneously the track for the first steam-powered locomotive, called the Lancer has pierced the vast verdance of Boreal, connecting the icy South to the more habitable Western and Northern regions. While technologically still far beyond Scale which has the advantage of large coal and ore deposists, aiding in the continents industrial developement, Boreal is still notable for its advancements in the field of overland transportation and logging industry spurned by its extensive forests and vast, deep forests, which have remained largely unexplored all throughout the era of Man.