recursal/Fanatic-Fandom huggingface dataset:
The Square's wife

The Square's wife is a character in the Third Incarnation, and is a cube. Before her death, she was the wife of The Square. She is the first mentioned sufferer of Adimensia in LIFE.

### Personality

The Square's wife's personality is unknown.

### Backstory

The Square's wife was the wife to a veteran in the Euclidean war, The Square. She had a son with him, before eventually dissolving due to Adimensia as the Triangle denied the Square's request for aid.

### Relationships

* The Square's wife had a husband.
* The Square's wife had a son.
Adimensia

Adimensia is an illness in the Third Incarnation. It is first mentioned in Post 4.

It has been designated as a contained, rare disease by The Council.

### Transmission

Adimensia has been portrayed as a disease that spreads primarily through direct contact, with an abnormally high infection rate. It has been described as exclusively transmissible by contact, and proper containment was established as successful by The Council. The on ly case of transmission seen so far has been between The Square and his wife.

### Origin

The origin of Adimensia is unknown. It was first referenced by The Square, who looked for spare dimensions to treat The Square's wife.

### Symptoms

The symptoms of Adimensia are largely unknown, although it has been known to be deadly, as infected individuals "dissolve" without treatment.

### Treatment

Adimensia has been shown to be treatable, although the treatment is currently unknown. It has been shown to require spare dimensions such as the ones assigned by The Office.

### Known Victims

* The Square's wife
* The Square
* The Square's son

### Speculation

1. ↑ @mr.schizoid\_showcase on Instagram - [1]
2. ↑ Third Incarnation, Post 4 - [2]
3. ↑ Third Incarnation, Post 7 - [3]
Kapitel 4 (Staffel 2)

**Kapitel 4** ist die vierte Episode der zweiten Staffel von Tell Me A Story.

## Zusammenfassung

Ashley Rose Pruitt findet wieder die Muße, Musik zu machen während die anderen ihre aufblühende Verbindung zu Beau Morris bemerken. Simone Garland bittet Jackson Pruitt um Hilfe, die Wahrheit hinter dem Vermögen ihres Vaters und hinter Veronicas Tricksereien herauszufinden. Olivia befragt Tucker zu seinen Motiven, was schmerzhafte Erinnerungen für beide hervorruft. Unterdessen entwickelt sich Susies Nacht mit Kyle problematischer als sie dachte.

## Cast

### Hauptdarsteller

* Paul Wesley als Tucker Reed
* Odette Annable als Maddie Pruitt
* Danielle Campbell als Olivia Moon
* Eka Darville als Beau Morris
* Matt Lauria als Jackson Pruitt
* Natalie Alyn Lind als Ashley Rose Pruitt
* Ashley Madekwe als Simone Garland
* Carrie-Anne Moss als Rebecca Pruitt

### Nebendarsteller

* Kathryn Prescott als Susie
* Casey Thomas Brown als Kyle Verafield
* Garcelle Beauvais als Veronica Garland
* Julia Campbell als Cora Covington
* Evan Parke als Ken Morris
Davi Santos

**Davi Santos** ist ein brasilienaischer Darsteller. In Tell Me A Story verkörperte er die Rolle des Gabe Perez.

## Filmografie

* 2010: The Support Group
* 2010: Bemvindo
* 2012: The Cure
* 2012: Chasing 8s
* 2012: How to Rock
* 2012-2013: Mr. Box Office
* 2013: Apartment 23
* 2013: Lone Prophet
* 2013: Densely Hollow
* 2014: Amongst
* 2014: Week Night Stands
* 2014: Switched at Birth
* 2014: Mystery Girls
* 2014: Preface to Being Jaded
* 2015: Chasing Life
* 2015: In the Deep
* 2015: Power Rangers Dino Charge Halloween
* 2015-2016: Power Rangers Dino Charge
* 2016: America Adrift
* 2017: Kirby Buckets
* 2017: Something Like Summer
* 2017: The Man from Earth: Holocene
* 2017: Will & Grace
* 2017: Margaux in America
* 2017: Law & Order True Crime
* 2018: Devout
* 2018-2019: Tell Me A Story
* 2019: Polaroid
* 2019: 47 Meters Down: Uncaged
Kapitel 10 (Staffel 1)

**Kapitel 10** ist die zehnte Episode der ersten Staffel von Tell Me A Story.

## Zusammenfassung

Hannah stellt sich Katrina in einem alles entscheidenden Showdown, um Gabe zu befreien. Aus Angst vor Josh, den nichts mehr hält, reißt sich Kayla von Tim los. Die Polizei versucht derweil Colleen zu retten. Jordan ist indes am Ende mit seinen Kräften.

## Cast

### Hauptdarsteller

* James Wolk als Jordan Evans
* Billy Magnussen als Nick Sullivan
* Dania Ramirez als Hannah Perez
* Danielle Campbell als Kayla Powell
* Dorian Crossmond Missick als Sam Reynolds
* Davi Santos als Gabe Perez
* Sam Jaeger als Tim Powell
* Kim Cattrall als Colleen Powell

### Nebendarsteller

* Becki Newton als Katrina Thorn
* Spencer Grammer als Beth Miller
* Debra Monk als Esther Thorn
* Kurt Yaeger als Terry Mitchell
* Tom Lipinski als Bruce
* James Martinez als Olsen
* Simone Missick als Marianna Reynolds
Kapitel 5 (Staffel 2)

**Kapitel 5** ist die fünfte Episode der zweiten Staffel von Tell Me A Story.

## Zusammenfassung

Ashley's Instinkt sagt ihr, dass sie noch nicht außer Gefahr ist und Beau ergreift Maßnahmen, damit sie sich sicher fühlt. Simone und Jackson besuchen einen eleganten Ball, um Veronica zu konfrontieren. In der Zwischenzeit hat Tucker das Gefühl, dass seine Beziehung zu Maddie wieder in Ordnung ist. Diese hat allerdings noch ihre Zweifel. Olivia beginnt, ihren Entführer zu verstehen.

## Cast

### Hauptdarsteller

* Paul Wesley als Tucker Reed
* Odette Annable als Maddie Pruitt
* Danielle Campbell als Olivia Moon
* Eka Darville als Beau Morris
* Matt Lauria als Jackson Pruitt
* Natalie Alyn Lind als Ashley Rose Pruitt
* Ashley Madekwe als Simone Garland
* Carrie-Anne Moss als Rebecca Pruitt

### Nebendarsteller

* Casey Thomas Brown als Kyle Verafield
* Harry Shum Jr. als Brendan Park
* Garcelle Beauvais als Veronica Garland
* Christopher Meyer als Derek Garland
* Caleb Castille als Ron Garland
* Julia Campbell als Cora Covington
* Evan Parke als Ken Morris
* Felisha Terrell als Gwen Roberts
Swordsman

## Level Features

### Level 0

Should you make Swordsman your first class, you are granted the following features:

* Your initial Hit Points are 3d6 (or 8) + your Vitality modifier.
* Your initial Mana Points are d8 (or 4) + your Spirit modifier.
* Your saving throws are in Agility and Spirit.

### Level 1

At first level, the swordsman gains the following:

* You are now proficient with Medium Armor, Simple Weapons and One-Handed Weapons.
* Gain the Swashbuckler perk.

### Level 3

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.

### Level 6

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.

### Level 8

* Your hit points increase by d6 + your vitality modifier.

### Level 9

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.
* Your agility increases by 1 (max 20).

### Level 12

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.

### Level 16

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.

### Level 20

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.

### Level 23

* Your hit points increase by 2d6 + your vitality modifier.
* Your agility increases by 1 (max 20).

### Level 26

* Your hit points increase by 3d6 + your vitality modifier.

### Level 29

* Your hit points increase by 2d6 + your vitality modifier.

### Level 31

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.

### Level 34

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your spirit modifier.

### Level 37

* Your hit points increase by 2d6 + your vitality modifier.
Conditions

## Auto-Life

* A creature with auto-life will automatically be revived as though the Life spell had been cast upon them as a reaction.
* Auto-life will wear off after a short or long rest, or once they have died and come back to life.

## Blinded

* A blinded creature cannot see and automatically fails ability checks that require sight.
* A blinded creature has disadvantage on all attack rolls.

## Confusion

* A confused creature will randomly attack any party member or creature, typically by rolling for random attacks.
* Confusion will be broken once the confused creature takes any type of bludgeoning, slashing or piercing damage.

## Invisible

* An invisible creature cannot be detected visually. All detection rolls against an invisible creature have disadvantage, and an invisible creature passes all stealth rolls automatically.
* An invisible creature has advantage on all attack rolls.

## Petrified

* A petrified creature is turned to stone and can take no actions or reactions.
* A petrified creature is immune to all forms of physical damage.
* A petrified creature automatically fails all saving throws.

## Poisoned

* A poisoned character takes 1d4 poison damage at the beginning of each of their turns (every 6 seconds).
* Poison cannot cause a character's hit points to drop below zero.
* The poison effect wears off once the poisoned character's hit points have dropped to 1.

## Reflect

* Any elemental spell, poison spell or white magic spell that hits a reflected creature will instead be cast upon the original caster.
* One spell cannot be reflected twice.

## Regenerating

* A regenerating character gains 1d4 hit points at the beginning of each of their turns (every 6 seconds).

## Silenced

* A silenced creature cannot cast any spells that require MP.

## Sleeping

* A sleeping creature is prone and automatically fails all saving throws.
* A sleeping creature takes no actions, bonus actions, free actions or reactions.
* A sleeping creature is woken up by any bludgeoning, piercing or slashing damage.

## Troubled

* When a troubled creature takes damage, all creatures within a 10 foot radius take 1d4 trouble damage.
Special Spells

* Action Surge
* Aim
* All Magic
* Annoy
* Armor Break
* Auto-Reload
* Blazing Bullets
* Blinding Blade
* Blizzard Shot
* Cleave
* Confusion Shot
* Counter
* Counter Shot
* Cover
* Cunning Action
* Delay Attack
* Delay Buster
* Demi Blade
* Demi Shot
* Dispel Shot
* Doomgun
* Double Shot
* Doublecast
* Elemental Blade
* Excalibur
* Extra Attack
* First Strike
* Flame Blade
* Focus
* Ice Brand
* Killshot
* Liquid Steel
* Lucky Shot
* Magic Shot
* Mental Break
* Minus Strike
* Mock
* MP Shot
* Mug
* Nailgun
* On The Level
* Plant Item
* Potshot
* Power Break
* Protect-B
* Protect-P
* Protect-S
* Quick Dodge
* Return Magic
* Shotgun Blast
* Silencing Strike
* Spare Change
* Spirit Break
* Steal
* Thunder Blade
* Thunder Shot
* Trigger Happy
* Trouble Shot
* Water Shot
* Zombie Attack
Blue Mage

## Level Features

### Level 0

Should you make Blue Mage your first class, you are granted the following features:

* Your initial Hit Points are 2d6 (or 5) + your Vitality modifier.
* Your initial Mana Points are 2d6 (or 5) + your Intellect modifier.
* Your saving throws are in Intellect and Luck.

### Level 1

At first level, the blue mage gains the following:

* You are now proficient with Light Armor, Medium Armor, Swords and Staffs.
* Gain the Mystic perk.
* Learn Lancet.
* You have a spell bank of 2.

### Level 2

* Your mana points increase by d6 + your intellect modifier.

### Level 5

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by 2d8 + your intellect modifier.

### Level 11

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 17

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 23

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 28

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 30

* Learn Poisana.
* Learn Stona.

### Level 31

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 33

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 37

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.
Kapitel 2 (Staffel 1)

**Kapitel 2** ist die zweite Episode der ersten Staffel von Tell Me A Story.

## Zusammenfassung

Jordan hilft der Polizei, einen der Juwelendiebe zu lokalisieren während Eddie erkennt, dass die Dinge schlimmer stehen als er dachte.

## Cast

### Hauptdarsteller

* James Wolk als Jordan Evans
* Billy Magnussen als Nick Sullivan
* Dania Ramirez als Hannah Perez
* Danielle Campbell als Kayla Powell
* Dorian Crossmond Missick als Sam Reynolds
* Sam Jaeger als Tim Powell
* Davi Santos als Gabe Perez
* Michael Raymond-James als Mitch Longo
* Zabryna Guevara als Renee Garcia
* Paul Wesley als Eddie Longo
* Kim Cattrall als Colleen Powell

### Nebendarsteller

* Rarmian Newton als Ethan Davies
* Paulina Singer als Laney Reed
* Spencer Grammer als Beth Miller
* Luke Guldan als Billy
* Tonya Glanz als Shelley Longo
* Justine Cotsonas als Carla
* James Martinez als Olsen
* Jennifer Ikeda als Rita
* Sanjit De Silva als Mark
* Dan Amboyer als Blake
* Sydney James Harcourt als Lance
Kapitel 3 (Staffel 2)

**Kapitel 3** ist die dritte Episode der zweiten Staffel von Tell Me A Story.

## Zusammenfassung

Eine anonyme Lieferung stürzt Ashley ins Chaos, während Rebecca, Beau und die Nashville Polizei nach Antworten suchen. Währenddessen bringen Simones tief-verwurzelte Familienprobleme sie und Jackson näher zusammen. Tucker hält eine verängstigte Olivia weiter als Geisel und verbirgt sein Geheimnis vor Maddie.

## Cast

### Hauptdarsteller

* Paul Wesley als Tucker Reed
* Odette Annable als Maddie Pruitt
* Danielle Campbell als Olivia Moon
* Eka Darville als Beau Morris
* Matt Lauria als Jackson Pruitt
* Natalie Alyn Lind als Ashley Rose Pruitt
* Ashley Madekwe als Simone Garland
* Carrie-Anne Moss als Rebecca Pruitt

### Nebendarsteller

* Kathryn Prescott als Susie
* Harry Shum Jr. als Brendan Park
* Casey Thomas Brown als Kyle Verafield
* Garcelle Beauvais als Veronica Garland
* Christopher Meyer als Derek Garland
* Caleb Castille als Ron Garland
* Evan Parke als Ken Morris
* Felisha Terrell als Gwen Roberts
Weapons

## Weapon Properties

### Proficiency

Proficiency with a category of weapon is required to be able to use it effectively. If you make an Attack roll using a weapon with which you lack proficiency, you do not add your Proficiency Bonus to the Attack roll.

### Reloading

This weapon uses ammunition and has to reload every set amount of turns. Reloading requires a full action.

### Honed

This weapon is honed and has a bonus to attack rolls and damage rolls tied to it.

### Light

This weapon is ideal for dual wielding. Any character can dual wield using two light weapons. If you are not proficient in dual wielding, the off-handed weapon is used as a bonus action at the cost of not adding your Proficiency Bonus to your Attack roll.

### Glowing

This weapon glows when unholstered. This creates dim lighting within a 10 foot radius.

### Status

This weapon has a status effect tied to it. Upon a successful attack, target creature must roll a Vitality saving throw DC 10. Upon failure, they are inflicted by the status effect.

### Thrown

This weapon can be thrown as an ordinary attack. The first number in the range is the maximum distance without having disadvantage; the second number in the range is the maximum distance with disadvantage.

### Reach

This weapon adds 5 feet to your weapon's reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.

### Two-Handed

This weapon requires use of both hands to wield it.

### Versatile

This weapon can be used either one- or two-handed.

### Special

This weapon has special properties attached to it.
Fishing Frenzy Wiki

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Circle colleagues

The Circle colleagues were the Triangle's colleagues in the Third Incarnation in The Office. They were put on trial for the crime of Possession with the Intent to Distribute. All three are dead.

### Backstory

Not much is known about the Circles prior to the events of the Third Incarnation. All three were charged with Possession with the Intent to Distribute (as they were set up by the Triangle). Two were killed by firing squad, and one committed suicide.

### Speculation

1. ↑ 1.0 1.1 Third Incarnation, Post 4 - [1]
2. ↑ 2.0 2.1 Third Incarnation, Post 7 - [2]
Introduction to the World

**The Blood War**

The Sunlit Earth is dead, conquered by the forces of Chaos. What was once a garden of peace and plenty is now a barren plain of constant change. No system or category matters anymore. There is no time, no space. Directions no longer exist. Things disappear when you cease to look at them.

This state of the world is a result of a bitter Blood War between the forces of Hell and the Abyss - Law and Chaos clashing. The demons of Chaos once lived beyond the sky, while the devils lived in Hell at the centre of the earth. Mortals lived on the surface between the two extremes until the demons conquered their world. When pure Chaos took hold, the survivors were forced to flee underground, closer to Hell.

**Entrails of the Earth**

The tunnels under the earth are often referred to as *the ‘Trails*, an ironic abbreviation of the word *entrails.* The ‘Trails are dark and incredibly hostile to the former surface-dwellers. Hardly anything grows in these places where life was not meant to reach - creases into the rock and narrow pathways carved out by hypogean rivers.

What few creatures you’ll find down here are patient, blind opportunists. While you struggle to find your way in the dark, they don’t need to see to know where you are. The creature arches its back, and remains perfectly still in anticipation of that one fateful leap. If it can seize the moment, your flesh will feed it for a month of near-hibernation.

**The City**

Our story begins in the year 6412 of the Age of Sapience, two millennia after mortalkind was driven underground. The majority of the former surface-dwellers’ dwindling numbers are concentrated into cities, protected warrens of tunnels in the stone. One such place is the city-state of Zwll, a prosperous settlement yet troubled by the infighting of its cooped-up inhabitants. We find humans here, and the genasi who once ruled them, but also less common folk such as myconids and even a few young dragons.

Zwll is ruled by democracy, though it still bears signs of the old mage-aristocracy. Magic is highly praised as the mark of the upper classes, and absolutely necessary to grow food in the dark. The ultimate ruler of the city is the Prince Tectonic, a noble earth elemental, but his grip on power is tenuous at best. Between criminal syndicates, infernal ambassadors, and magus-ministers, the city is in a constant struggle as its inhabitants fight to see their interests represented.
TP-40/29

## Lore

The TP-40, which started production in 929, is a portable 40mm Anti Armor Gun. Even if it cant penetrate thick or angled armor plates, it's very effective when placed in ambush positions thanks to its high rate of fire. It is light enough to be mounted on the CDk-2 Chassis and many divisions have adopted them as a maneuverable ambush and flanking vehicle.

## Trivia

* It can be seen in the maps "Helsin Fields" and "Lochan".
* It was the first Anti-Tank gun to be added.
Thesian Equipments

Thesia is a modern and industrialized country. At the start of the Silanian War, the Thesian forces had time to prepare themselves and their combat capabilities were quite impressive, unlike those of its enemy.

Here a list of the Thesian Army equipments:

## Vehicles

#### Tanks and Combat Vehicles:

* Armored Car AC-40
* Armored Car AC-25
* Heavy Cruiser Tank BM-3A1
* Medium Tank BM-2
* Light Tank LV-A2

#### Artillery:

* Anti-aircraft Gun MC-20
* Self-propelled Anti-aircraft Gun Canus MC-20
* R-75T Recoilles Rifle

#### Aircrafts:

* Fighter AB.28
* Attacker CKI-33
* Interceptor Pageas A-12

Machine Guns:

* K.2G Diripiat

## Infantry Weapons

#### Long Guns:

* Service Rifle Waitte Mk.II
* Service Rifle Waitte Mk.III
* Light Machine Gun Berlog M-31
* Submachine Gun Automedian Calantir Mk.I
* Shotgun V916 Lautus

#### Handguns:

* Automatic Pistol Calantir Mienatura M.1
* Carabin Pistol Calantir Mienatura M.1 Dr

#### Grenades:

* Fragmentation Grenade Stiffs APG
* Anti-tank Grenade 80mm Antiarmgrantane
White Mage

## Level Features

### Level 0

Should you make White Mage your first class, you are granted the following features:

* Your initial Hit Points are 2d6 (or 5) + your Vitality modifier.
* Your initial Mana Points are 2d6 (or 5) + your Spirit modifier.
* Your saving throws are in Spirit and Agility.

### Level 1

At first level, the white mage gains the following:

* You are now proficient with Light Armor, Simple Weapons and Mage Staves.
* You now have the Healer perk.
* Learn Cure.

### Level 2

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 6

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 8

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 9

* Learn Pray.
* Learn Stona.

### Level 14

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 16

* Your mana points increase by d12 + your spirit modifier.

### Level 19

* Learn Protect-S.
* Learn Haste.

### Level 21

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 22

* Your mana points increase by d12 + your spirit modifier.

### Level 26

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.
* Your spirit increases by 1 (max 20).

### Level 28

* Your mana points increase by 2d12 + your spirit modifier.

### Level 30

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 35

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 39

* Your mana points increase by 2d6 + your spirit modifier.
SP-40 Bushka

This SPG has been praised by Virskaian tankers because of it's mounted gun and excellent cross-terrain abilities that allow crews to position the vehicles in points never possible before. The only disadvantage of this vehicle is it's lack of a closed hull, the gunner and loader are very exposed and they're an easy target for flanking infantry and planes. The CDk-2 Chassis hosts a very powerful engine, and it's the chassis of choice by many other vehicles thanks to its modularity.

## Lore

#### In the Silanian War

Outclassed by newer SPGs, the SP-40 was reliable enough to be stationed in defense roles. During the first weeks of the war, when modern Virskaian vehicles were sparse or in production, it served its purpose well but wasn't low profile enough to engage in ambushes.

It was an easy target for Thesian planes, which strafed it often.

## Trivia

* It was modeled by Flaum, with Vel and Slippy making later edits.
* It can be found in the "Helsin Fields" map.
Copycat

Repeat the last action to have occurred in the turn order. For attack rolls or spell rolls, roll the exact same dice as though the exact same turn had occurred, but with yourself in the place of the previous creature in the turn order.

Ignore all MP requirements or item requirements from the previous turn. Nothing is lost or subtracted besides the cost of casting Copycat.
Ability Scores

* **Athletics**
	+ Your ability to perform extreme labor, such as pushing or pulling heavy objects.
* **Climbing**
	+ Your ability to scale rock faces, ropes, or other traditionally difficult surfaces for climbing.
* **Intimidation**
	+ Your ability to cause fear in others.

### Agility

Represents your ability to be swift and dexterous. Includes the following:

* **Acrobatics**
	+ Your ability to perform dexterous maneuvers such as flips and tumbles, or mitigating the damages of landings.
* **Lockpicking**
	+ Your ability to unlock a lock while using a lockpick.
* **Piloting**
	+ Your ability to pilot any kind of land or flying vehicle.
* **Animal Handling**
	+ Your ability to interact with, ride or otherwise handle a live animal.
* **Sleight of Hand**
	+ Your ability to pick pockets, tie ropes, construct small objects or have your hands go unnoticed.
* **Sneaking**
	+ Your ability to go undetected while hiding.
* **Swimming**
	+ Your ability to cross from one end of a body of water to another.

### Vitality

Represents your state of physical health and bodily functions. Includes the following:

* **Perception**
	+ Your ability to notice objects, people, or landmarks of notice, as well as search for sneaking enemies.
* **Survival**
	+ Your ability to hunt for food, gather supplies and otherwise prepare the materials necessary for surviving.
* **Willpower**
	+ Your ability to withstand pain, torture, or trauma.

### Intellect

Represents your mental proficiency and connection with destructive magic. Includes the following:

* **History**
	+ Your understanding of world affairs and lore.
* **Insight**
	+ Your ability to read into meaning or determine whether someone is speaking the truth.
* **Investigation**
	+ Your ability to find a specific piece of information, object, creature or landmark you are intentionally seeking.
* **Magic**
	+ Your understanding of the magical properties of items or locations.
* **Mechanics**
	+ Your understanding of engines, machines, or general physics and engineering.
* **Medicine**
	+ Your understanding of how medical treatment is applied.

### Spirit

Represents your charismatic proficiency and connection with healing magic. Includes the following:

* **Charm**
	+ Your ability to cause somebody to like you.
* **Deception**
	+ Your ability to cause somebody to believe what you are saying.
* **Performance**
	+ Your ability to create an appealing song, dance, or otherwise performance.
* **Persuasion**
	+ Your ability to convince someone to align with your way of thinking.

### Luck

Represents how fortunate you are. Includes the following:

* **Gambling**
	+ Your ability to win at games of chance.
Thief

## Level Features

### Level 0

Should you make Thief your first class, you are granted the following features:

* Your initial Hit Points are 2d6 (or 5) + your Vitality modifier.
* Your initial Mana Points are d4 (or 2) + your Intelligence modifier.
* Your saving throws are in Agility and Luck.

### Level 1

At first level, the thief gains the following:

* You are now proficient with Medium Armor, Simple Weapons and Small Blades.
* The Sneak Attack perk.

### Level 3

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 5

* Your Sneak Attack damage improves to 2d6.

### Level 6

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 7

* Your movement speed increases by 10 feet.

### Level 8

* Gain Expertise in 1 skill of your choice.

### Level 10

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.
* Your Agility increases by 1 (max 20).

### Level 11

* Your Sneak Attack damage improves to 3d6.

### Level 13

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 16

* Your sneak attack damage improves to 4d6.

### Level 17

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 20

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 21

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 22

* Your sneak attack damage improves to 5d6.

### Level 23

* Gain Expertise in 1 skill of your choice.

### Level 24

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.
* Your Dexterity increases by 1 (max 20).

### Level 26

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 27

* Your sneak attack damage improves to 6d6.

### Level 28

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 29

* Learn Absorb HP.
* Learn Absorb MP.

### Level 31

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 33

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 37

* Your hit points increase by 2d6 + your vitality modifier.
Title List

## Level Listings

#### This level list will be edited over time, please watch this space for more information

Level 1 - Rookie Fisher

Level 5 - Learning Fisher

Level 10 - Newbie Fisher

Level 15 - Alright Fisher

Level 20 - Decent Fisher

Level 30 - Good Fisher

Level 40 - Great Fisher

Level 50 - Experienced Fisher

Level 60 - Angler

Level 70 - OK Angler

Level 80 - Amazing Angler

Level 90 - Astonishing Angler

Level 100 - Fishing Master

Level 125 - Professional Angler

Level 150 - Master Angler

Level 175 - Premier Fisher

Level 200 - Angling God

Level 225 - Mighty Angler

Level 250 - Fishing Maniac

Level 300 - My Life is Fishing

Level 400 - Fishing 24/7

Level 500 - Superior Angler

Level 750 - Angling Overlord

Level 1000 - Fishing Tyrant

Level 1250 - Royal Angler

Level 1500 - Guardian Angler

Level 2000 - Fishing Boss

Level 2500 - Elder Angler

Level 3000 - Legendary Angler

Level 4000 - Mythical Angler

Level 5000 - Fishing Mayhem

Level 7500 - Heavenly Angler

Level 10000 - Ahoy There Matey
Red Mage

## Level Features

### Level 0

Should you make Red Mage your first class, you are granted the following features:

* Your initial Hit Points are 2d6 (or 5) + your Vitality modifier.
* Your initial Mana Points are 2d6 (or 5) + your Spirit modifier.
* Your saving throws are in Spirit and Luck.

### Level 1

At first level, the red mage gains the following:

* You are now proficient with Light Armor, Medium Armor, Simple Weapons, Mage Staves and One-Handed Weapons.
* Gain the Jack of all Trades perk.

### Level 5

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by 2d8 + your spirit modifier.

### Level 11

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 17

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 23

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 28

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 31

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 33

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.

### Level 37

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your spirit modifier.
Diplomacy Checks

The Persuasion, Intimidation, Deception, and Insight skills have been changed slightly to make them more broadly accessible and more interesting in play.

The **Wisdom(Insight)** skill no longer exists. Charisma(Deception) has been replaced with **Wisdom(Deception)**. Deception is now a Wisdom skill, and is used both to deceive and to see through lies.

The Charisma(Intimidation) skill has been replaced with **Strength(Intimidation).** You could imagine someone being intimidating on account of their imposing figure, or by displaying great feats of strength.

>
>
> "Yes, I am going to the forbidden section of the archives."
>
>

> *Breaks table-leg in half while maintaining eye contact with the librarian.*
>
>

> "You got a problem with that?"
>
>

When trying to persuade, deceive, or intimidate an NPC, you must **try to win a skill contest** against them. Both of you use the skill that is relevant to the approach you selected. The same is true when trying to catch an NPC in a lie: roll a Deception contest. This approach requires you to not only consider your own strengths, but also to Investigate or deduce the strengths and weaknesses of the NPC. The tall and muscular city guard will be hard to intimidate, but you have studied him enough to know that he is easily swayed by others' opinions. He may be susceptible to persuasion.

Downtime activities often call for a **Diplomacy check**. Such situations require you to make a Persuasion, Intimidation, or Deception check (your choice).
FAQ's

### Welcome to the Frequently Asked Question section of the wiki, here you can see the most asked questions and the answers, this page is updated frequently to allow more frequent questions to be answered easier

Q: When will the game be released?

A: There is no set release date yet

Q: Will the game be free?

A: The game will be free on release, but 25 Robux during the Beta Period.

Q: Will there be testers?

A: Yes, join the discord server to find out more.

Q: How to become a helper?

A: Go to Community > Applications > Helper
Downtime System

**Introduction to Downtime**

Every 1st of the month will begin a server downtime cycle. This cycle will represent exactly one year of downtime in-game. A PC intending to use downtime must familiarise him/herself with these rules, submit a proposal, and then follow through appropriately in RP and Dice Channels. Submissions can be made in partial chunks, so that players can plan throughout the cycle. Activity's that require multiple Workweeks must be completed without being interrupted, but can carry on from the previous Turn into the next.

Downtime activities that give a number of days must be reconciled within our terminology. All downtime activities are measured in workweeks. Each cycle has exactly 50 workweeks.

Features like the Diviner’s Portent and the Lucky feat or Expertise and spells like Guidance, Bless and Enhance Ability may be used once per workweek of Downtime, i.e. a character may use ONE ability to enhance ONE downtime roll per week only.

Complications are narrative consequences for when things don't go entirely to plan. Each workweek requires one 1d100 roll. If the number ends with a 1 (11, 21, 31, etc), you will receive a complication. Complications might be purely flavourful, involve repaying some form of compensation, or become a narrative thread for multiple participants to work together to resolve.

Downtime options can be split into the following categories:

* Downtime Activities (found on the Downtime Activity List)
* Spells with a long casting time, such as *Druid Grove* and *Guards and Wards.*

**Downtime Project Proposal**

Downtime proposals should be submitted in the following format:

*[Downtime Title] ([D100]): [Weeks Completed/Weeks In Total], [Roll & Conclusion]*

A layout example (10/50):

* Work (38): [1/1], Athletics. Earned 50 GP
* Work (09): [1/1], Athletics. Earned 30 GP
* Work (17): [1/1], Athletics. Earned 10 GP
* Pitfighting (83): [1/1], Athletics:10. Acrobatics:13, Attack:7. Earned 25 GP
* Spell: Nystuls Magic Aura (11): [1/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (63): [2/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (30): [3/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (02): [4/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (91): [5/5] Masking Sword to appear nonmagical
Travel through the 'Trails

**Step-by-Step Travel**

Traveling from place to place in the ‘Trails is a slow and perilous endeavour. Most travel will be played out in a Quest. Whenever you move into a new hex, follow the steps below.

1. **Declare lamps.** People who wish to have their lamps burning while in this hex deduct 140 Lumes from their total. Their lamps are on for the entire week it takes to move through this hex.
2. **Roll for an encounter.** Roll a 1d6. On a 1, you encounter something. The DM determines what you run into using the DM encounter table. Encounters often have the potential to yield Lumes.
3. **Resolve the encounter.** If something was encountered, play it out.
4. **Search the hex.** While moving through a hex, you can search the area for points of interest. If you don’t want to do so, skip this step. If you’re searching, the DM rolls a guaranteed encounter using the DM encounter table. There’s a **2 in 6** chance you find **Minor Treasure** while searching the area, on top of the Lumes received from your encounter. There’s a **1 in 6** chance you are able to find or dig a **New Path** in your chosen direction.
5. **Decide direction.** When you’re ready to move on from your hex, the DM tells which adjacent hexes you can move into: North, northeast, southeast, south, southwest, northwest.
6. **Start over.** You move into your chosen hex, and start again from step 1. This process repeats until you reach your destination.

**Downtime Travel**

Travel takes a lot of time. When you enter a city after having travelled, you must use the Travel downtime activity a number of times equal to the amount of hexes you moved through before you can use any other downtime activity.

**New Paths**

When you discover a new path, you may decide the direction it leads to. New Paths cannot lead into a direction that already has a tunnel leading to it. The DM generates the rest of the tunnel using the tunnel generation tables. New paths are added to the world map once discovered.
Monk

## Level Features

### Level 0

Should you make Monk your first class, you are granted the following features:

* Your initial Hit Points are 2d6 (or 6) + your Vitality modifier.
* Your initial Mana Points are d8 (or 4) + your Intelligence modifier.
* Your saving throws are in Strength and Spirit.

### Level 1

At first level, the monk gains the following:

* You are now proficient with Light Armor, Simple Weapons and Claws.
* Gain the Hand-to-Hand perk.

### Level 4

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 7

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 10

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.
* Your Strength increases by 1 (max 20).

### Level 13

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 16

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 19

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 21

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 23

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 24

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.
* Your Strength increases by 1 (max 20).

### Level 27

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 29

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 31

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 34

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 38

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 39

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.
Black Mage

## Level Features

### Level 0

Should you make Black Mage your first class, you are granted the following features:

* Your initial Hit Points are 2d6 (or 5) + your Vitality modifier.
* Your initial Mana Points are 2d6 (or 5) + your Intellect modifier.
* Your saving throws are in Intellect and Vitality.

### Level 1

At first level, the black mage gains the following:

* You are now proficient with Light Armor, Simple Weapons and Mage Staves.
* You now have the Magician perk.
* Learn Fire.

### Level 5

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 6

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 10

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by 2d4 + your intellect modifier.
* Your Intellect increases by 1 (max 20).

### Level 11

* Learn Blizzara.
* Learn Thundara.

### Level 12

* Learn Watera.
* Learn Sleep.

### Level 13

* Learn Focus.
* Learn Silence.

### Level 16

* Your mana points increase by d12 + your intellect modifier.

### Level 18

* Learn Firaga.
* Learn Bio.

### Level 19

* Learn Blizzaga.
* Learn Thundaga.

### Level 20

* Learn Waterga.
* Learn Demi.

### Level 21

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.

### Level 22

* Your mana points increase by d12 + your intellect modifier.

### Level 26

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.
* Your Intellect increases by 1 (max 20).

### Level 28

* Your mana points increase by 2d12 + your intellect modifier.

### Level 30

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.
* Your Intellect increases by 1 (max 20).

### Level 35

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d8 + your intellect modifier.
* Your Intellect increases by 1 (max 20).

### Level 38

* Your mana points increase by 2d8 + your intellect modifier.
Knight

## Level Features

### Level 0

Should you make Knight your first class, you are granted the following features:

* Your initial Hit Points are 3d6 (or 9) + your Vitality modifier.
* Your initial Mana Points are d4 (or 2) + your Intelligence modifier.
* Your saving throws are in Strength and Vitality.

### Level 1

At first level, the knight gains the following:

* You are now proficient with Heavy Armor, Simple Weapons and Knight Weapons.
* Gain the Better Critical perk.

### Level 4

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 7

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 10

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.
* Your Strength increases by 1 (max 20).

### Level 13

* Your hit points increase by d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 16

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 19

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 21

* Your hit points increase by 2d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 23

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 24

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.
* Your Strength increases by 1 (max 20).

### Level 27

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 29

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 31

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 34

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 38

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.

### Level 39

* Your hit points increase by 3d6 + your vitality modifier.
* Your mana points increase by d4 + your intelligence modifier.