recursal/Fanatic-Fandom huggingface dataset:
Marvel Comics

> *"Excelsior!"*
>
>

### Marvel Teams

* Agents of Atlas
* Avengers
* Defenders
* Fantastic Four
* Heroes for Hire
* Inhumans
* Thunderbolts
* X-Force
* X-men

### Marvel Events & Misc.

* Marvel Horror
* Marvel Timeline ~ 1998-2012
* Ultimate Marvel
* What If?
* Young Marvel

### Marvel Characters

* Ant-Man
* Arcade
* Baron Zemo
* Beta Ray Bill
* Black Cat
* Black Panther
* Black Widow
* Blink
* Bullseye
* Cable
* Captain America
* Cloak & Dagger
* Conan the Barbarian
* Cyclops
* Daredevil
* Deadpool
* Doctor Octopus
* Domino
* Dormammu
* Dr. Nemesis
* Dr. Strange
* Ego the Living Planet
* Elektra
* Gambit
* Ghost Rider
* Green Goblin
* Hawkeye
* Howard the Duck
* The Incredible Hulk
* Hyperion
* Iron Man
* Juggernaut
* Kraven the Hunter
* Machine Man
* Magik
* Magneto
* Man-Thing
* Mockingbird
* Moon Knight
* Mysterio
* Namor
* Nick Fury
* Nightcrawler
* Nova
* Psylocke
* Punisher
* Sabretooth
* Sentry
* She-Hulk
* Shocker
* Shuma-Gorath
* Silver Surfer
* Sinister
* Spider-man
* Squirrel Girl
* Symbiotes
* Taskmaster
* Thanos
* Thor
* Victor Von Doom
* Vision & Scarlet Witch
* War Machine
* Wasp
* Wolverine
* X-23
Mack McGro

Mack **McGro** pojawia się w filmie Dzielny Mały Toster Ratuje Przyjaciół.

## **Rola**

Pan McGro to trochę otyły mężczyzna, współpracownik Roba i szef Jima Boba. Porywa on zwierzęta ( szympansa Sebastiana, węża Muragtroida, psa Alberto i kotkę Maisie oraz szczura Ratso). Chce jest sprzedać i je źle traktuje. Na koniec jednak zwierzęta zostają odnalezione, a Mack aresztowany przez policję.
By Writer

One of the best ways to find out what to read next is to look at what other books your favorite writer has created. In comics, writers are generally not tied to any one publisher. You can check Wikipedia or a similar database if you want to look up the complete works of a particular creator, and I encourage that you do. The following pages are only the most recommended works of some of /co/'s favorite (and least favorite) writers, and by no means the only books they've written.

* Alan Moore
* Brian K. Vaughan
* Brian Michael Bendis
* Ed Brubaker
* Frank Miller
* Garth Ennis
* Grant Morrison
* Greg Rucka
* J. M. DeMatteis
* Jack Kirby
* Mark Millar
* Neil Gaiman
* Paul Pope
* Peter Milligan
* Stan Lee
* Steranko
* Steve Gerber
* Warren Ellis
* Most Hated
Kinkaku

Kinkaku is T2 shihaisuru Purple Card.

From +0 to +1 -> 1x shihaisuru

From +1 to +2 -> 1x shihaisuru

From +2 to +3 -> 2x shihaisuru

From +3 to +4 -> 2x shihaisuru+ 1x kinkaku

From +4 to +5 -> 2x shihaisuru+ 2x kinkaku

From +5 to +6 -> 1x shihaisuru + 3x kinkaku

From +6 to +7 -> 4x kinkaku

From +7 to +8 -> 4x kinkaku

From +8 to +9 -> 4x kinkaku
Stab Sideways

Return to Coordination Abilities

## Description

You have two swords, why stab the same target, take advantage of the situation and maybe surprise the enemy.

Attack both squares to your side.

## Ranks

### Novice:

Without the aid of a full swing, it's hard to hit hard.

### Apprentice:

With practice, a quick jab can have some power after all.

### Intermediate:

Nothing much of note, but it is getting easier.

### Advanced:

Now the shock of your power stuns those we see it.

* Targets are stunned for 1 action on thier next turn.

### Master:

Stab sideways and two people will die, and if they don't die, they will cry.

* Targets are stunned for 2 turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
By Publisher

#### 2000 AD

A UK-based anthology series first released in 1977, spawning successful series such as Judge Dredd, Strontium Dog, and Sláine.

2000 AD focuses mainly on Science Fiction and Fantasy, with extensive world-building and thrilling action

#### Archie

A US publisher since 1939 based primarily on the antics of the inhabitants of the fictional city of Riverdale.

Briefly held the superhero imprints 'Mighty Comics' and 'Red Circle'

#### Dark Horse

A comic publisher since 1986, and one of the major publishers outside of the big two. Dark Horse has an emphasis on creator-led stories, and does not feature a shared universe between writers. Popular series include Frank Miller's Sin City, Mike Mignolia's Hellboy & the BPRD, and Sakai's Usaki Yojimbo.

#### DC

Along with Marvel Comics, DC comics is one of the "Big Two" comics publishers in America.

More information can be found on DC Comics' page

#### Eagle

A comics imprint that reprinted select 2000 AD material in the West from 1983

#### Epic

A comics imprint for Marvel's creative team, popular series included Jim Starlin's masterwork Dreadstar (well, part of it anyway), and adaptations of contemporary sci-fi/fantasy.

#### IDW

Another major publisher, IDW has comics about a variety of media from television and film, to cartoons, to video games and toys.

#### Image

A publisher founded by disgruntled Marvel writers and artists, Image has grown to enormous success, overtaking DC Comics at its peak, and providing a home for many creative projects. Popular series from Image include The Walking Dead, Spawn, Saga, Chew, Astro City, and many others.

#### Marvel

Along with DC Comics, Marvel comprises the "Big Two" comics publishers in America.

Formerly known as Timely Publications, and then Atlas Comics until approximately 1961. More information can be found on the Marvel Comics page

#### Quality Comics

A comics imprint active between 1982 and 1988 that reprinted select 2000 AD material in the West, such as 'Warrior.' Quality was also involved in printing comics such as 'Marvelman' (aka Miracleman) and 'V for Vendetta.'

#### Vertigo

An imprint of DC comics focusing on darker material that would not have been permissible under the comics code authority, such as crime, horror, and fantasy. Vertigo properties such as Hellblazer, Doom Patrol, and Swamp Thing have since returned to the main DC line, but Vertigo still exists as a creator-owned imprint with series such as Sandman, Suiciders, and American Vampire.

#### Wildstorm

An imprint of DC comics that temporarily was involved in Image. Wildstorm's properties now belong solely to DC.

there are many other publishers. If someone voices an interest in one I will try to add it
The Grid

Return to Home

## The Grid Itself

All combat in Odyssey of Fragile Age takes place on a square grid where each space represents 1 sq. meter. This is an approxitmate value of course and GMs are not beholden to that value. You can move any direction except diagonal but pay close attention to the way you are facing. All Player Characters and enemies have a cone of vision.
Human

## Stat Bonuses

+1 Strength

+1 Intelligence

+1 Wit

+1Charisma

-1 Coordination

-1Wisdom

## Appearance and Size

Most Greeks and Romans were around 5.5ft, a lot of the Celts and Germans were closer to 6ft. Most men were stockier. Females tended to be more slender but there were exceptions such as Sparta were women were expected to maintain great physique and be able to fight if need be. Appearances can vary wildly from clean shaven to beards. Braids or flowing hair. Eye color and skin color. More traditional Asian features might be rare but increasing trade with the Central Asian kingdoms could have brought in rarer traits to the area. Since this time period was a melting pot of different cultures, it's not unreasonable to assume lineage from a myriad of different sources.

## Armor and Weapon Limitations

### Armor

Head - No helms made for Minotuars, Satyrs or Cyclops.

Torso - No armor made for Minotuars.

Arms - No Restrictions.

Legs - No grives made for Satyrs, Lamia, or Centuars.

Hands - No Restrictions

Feet - No boots made for Satyrs or Centaurs.
Trap Avoidance

Return to Wit Abilities

## Description

Spending your life in the shadows changes the way your mind works. You see the arrow slits easier, you pass over the pressure plates as if they don't exist, traps are for lesser minds.

## Ranks

### Novice:

* You become immune to traps for 3 turns.

### Apprentice:

* you become immune to traps for 5 turns
* traps you pass over are marked for your allies

### Advanced:

* you become immune to traps for 10 turns

### Master:

* All your allies gain trap immunity to traps for 10 turns

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Nymph

## Stat Bonuses

+4 Intelligence

+4 Wisdom

+2 Charisma

-3 Vitality

-3 Strength

-2 Agility

-2 Wit

## Appearance and Size

Nymphs usually stand about 4-5ft tall and are without exception good looking. Despite the fact that they live forever, they always look like young women, slender and fair skinned. They can have any skin or eye color, even ones Humans can't have.

## Armor and Weapon Limitations

### Armor

Head - No helms made for Satyrs or Minotuars.

Torso - No armor made for Minotuars.

Arms - No Restrictions.

Legs - No grives made for Centuars or Satyrs.

Hands - No Restrictions.

Feet - No Restrictions.
Cyclops

## Stat Bonuses

+1 Vitality

+4 Strength

+2 Agility

-3 Intelligence

-3 Wisdom

-3 Wit

## Appearance and Size

Cyclops are roughly the size and shape of a large Human male but with the obvious difference of just one eye.

## Armor and Weapon Limitations

### Armor

Head - No helms made for Satyrs or Minotuars or Humans.

Torso - No armor made for Minotuars.

Arms - No Restrictions.

Legs - No grives made for Centuars or Satyrs.

Hands - No Restrictions.

Feet - No Restrictions.

### Weapon

Centaurs have no weapon restrictions. They do have a penalty when using ranged weapons. See penalties section for more info.

## Immunities:

Cyclops are immune to fear, intimidation and shame.
Aim Low

Return to Coordination Abilities

## Description

Aiming at the thigh or knee can several hobble someone.

While this move does not hurt that much, it can severely slow down a fleeing opponent.

## Ranks

### Novice:

A shot that can cripple a leg, at least a for a while.

* Target has 1/2 Mov for 6 Turns

### Apprentice:

There is a sweet spot on the leg, where two joints meet. If this spot is damaged in any way, even Pheidippides would be brought low.

* Target has 1/4 Mov for 10 Turns

### Intermediate:

Sure you can aim at the legs, but when the shot passes straight through them, who cares?

### Advanced:

Why settle for slowing down an enemy when you can stop them in thier tracks?

* Target is rooted for 3 Turns.

### Master:

It hurts like hell and roots them too. A potent combination.

* Target is rooted for 10 Turns
Gyser

Return to Intelligence Abilities

## Description

Use the force of water to lift yourself into the air. Without training however, you will find mobility a problem.

Grants flight prohibits moving for duration. Can cancel the ability prematurly at the start of next turn. This move can target the square your on or you can target another square.

## Ranks

### Novice:

The force of water pushes you up. But it can't last...

* Grants flight for 3 Turns
* Cant move while flight is active

### Apprentice:

It's a bit easier to do and lasts longer, there is still one problem though.

* Grants flight for 5 Turns
* Cant move while flight is active

### Intermediate:

Finnaly you learn to bend the geyser, freeing you up.

* Grants flight for 5 turns
* Can now move after activating.

### Advanced:

Why stop with moving, let the geyser do the work.

* Grants flight for 7 turns
* Movement is doubled while flying.

### Master:

Take to the skies for quite awhile.

* Grants flight for 10 turns
* Movement is doubled while flying
Skirmish

Return to Charisma Abilities

## Description

When you need your team to close the gap quickly it is best to encourage your allies.

Doubles the movement of the target.

## Ranks

### Apprentice:

* Target gets double movement for 6 turns.

### Advanced:

* Targets get triple movement for 6 turns

### Master:

* Can now target three allies
* Targets get triple movement for 10 turns

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Rakshasa

## Stat Bonuses

+4 Agility

+2 Intelligence

+3 Wit

-2 Strength

-5 Wisdom

-3 Charisma

## Appearance and Size

Rakshasa are catlike humanoids standing about 5.7ft-6.5ft tall and completely covered in fur. The fur can be of any color and pattern. They have claws that are retractble and their eyes are usually much larger than humans.

## Armor and Weapon Limitations

### Armor

Head - No helms made for Satyrs or Minotuars or Cyclops.

Torso - No armor made for Minotuars.

Arms - No Restrictions.

Legs - No grives made for Centuars or Satyrs.

Hands - No Restrictions.

Feet - No Restrictions.
Douse Lights

Return to Wit Abilities

## Description

Light is the assassins worst enemy, It has a nasty habit of seeping into places uninvited.

All lights in the current room or immediate area go out, has no effect on sun.

## Ranks

### Advanced:

* All enemies in room or area retreat 10 spaces

### Master:

* All enemies in room or area retreat 20 spaces

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Desert Siren

## Description

Some mistakenly think that all monsters are ugly, foul creatures that lurk in the darkest reaches of the world but that is simply not the case. In fact the far more dangerous creatures are the beautiful ones, for man is far more willing to strike down the ugly than than gorgeous. Espically if it takes the form a beautiful winged woman. The Desert Siren is a rare but dangerous man-eater that seldom makes the history books. Weaker than their Ocean cousins, these creates usually hunt in pairs. While people have claimed that male varieties must exist in order for reproduction, no corpses have ever been recorded some mages claim that the male humans before they are eaten are used for such purposes. Something akin to the Amazonian method of reproduction. A few brave ones have even ventured out in into the desert never to be seen again. Regardless, all versions of the species are treated with the utmost care, not due to their talons or fangs but their sweet, hypnotizing song. A few surviors have lived after hearing the song and they simply cannot describe its beuty in any terms that exist today. What they can describe however is that they lose control themselves and proceed to attack any of thier friends who are not also under the siren's sway. As far as anyone knows, females, even lesbians are not susceptible to the song and therefore are more likely to be sent to kill sirens. Men can resist the spell but are better served spreading wax in their ears before fighting them. For those who don't prepare, a possibly fun, guaranteed death will follow.

All Sirens, even the young are great flyers and will stay out of weapons range with one exception. They will defend their nests and young fiercely when threatened, therefore the Monster Hunters will target the nest to keep the Siren grounded.

## Regions

Dessert Sirens can be found in and around Egypt, Persia, Mesopotamia, Nubia, and North Africa.

## Stats

HP = 20

Mov = 10-15

Dam = 8

## Attacks

### Take Flight

roll 2+

The sphinx gets status effect Flight

### Siren's Song

roll 3+

Targets entire map

Only effects men, male characters must roll over 10 to resist the song. If they fail the roll. They must roll again. The second roll determines how many turns they receive the status effect controlled.

## Weaknesses

Sirens are weak to fire, Taking 1x.5 Dam.

Sirens are weak to bows, taking x1.5 Dam.
Hands of Hades

Return to Wisdom Abilities

## Description

The souls of the dead reach up from the earth and ensnare all who pass over them.

This ability targets an area of ground and any enemy who passes over it gets tangled.

## Ranks

### Novice:

* Target a 3x3 Square
* All enemies that pass though one of squares get tangled for 2 turns.

### Intermediate:

* All enemies that pass through one of the squares gets tangled for 4 turns

### Master:

* Target a 10x10 Square
* All enemies that pass through one of the squares gets tangled for 6 turns
Soothing Foam

Return to Intelligence Abilities

## Description

Water can crush man, earth, trees, buildings, and even mountains into nothing, but it can also heal and sustains all life. Hmmmmm

Removes harmful effects from target.

## Ranks

### Novice:

A small bit of water can do wonders.

* Target's negative effects are removed

### Apprentice:

You can't help them if you can't target them.

### Intermediate:

While you almost never miss, you wonder if you can do even more.

### Advanced:

With staff in hand your friends will to you when they are in dire need.

* You can now target 2 allies to remove effect.

### Master:

Now you will almost never miss and more and more people can be saved.

* You can now target 4 allies to remove effect.
Shadow Seeping

Return to Wit Abilities

## Description

Become a shadow and nothing physical can ever stop you. As you simply walk through objects and walls.

## Ranks

### Novice:

* You gain shadow seeping for 2 turns.
* Shadow seeping allows you to move through anything without penalty.

### Intermediate:

* Passing through enemies now lowers thier energy by 1 on their next turn, can only be used once per target.

### Master:

* Your whole party gains shadow seeping for 10 turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Surprise

Return to Wit Abilities

## Description

End your turn to create a trap for anyone who passes by you. You burst from the shadows to do massive damage.

## Ranks

### Novice:

* Ends your turn
* Any enemy that enters one of the 4 squares around you grants you a free, unblock able attack
* Ends your sneak

### Intermediate:

* Now you get two free attacks on targets.

### Advanced:

* You now target the diagonals around you.

### Master:

* Now you get three free attacks on targets.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Throw Weapon

Return to Strength Abilities

## Description

A risky but sometimes necessary action when your opponent is just out of reach. Luckily the force of your throw makes the weapon hit all the harder. Too bad you have to go retrive it eventually.

## Ranks

### Novice:

Unlike ranged attacks your weapon will stop on the target square. An action must be spend while over it to pick it up. Still, if an enemy is out of reach this might save your life.

* Weapon is dropped on target square

### Advanced:

The force of throw now sticks the target in place.

* The target is rooted for 3 turns.

### Master:

The damage and accuracy makes this a devastating technique.

* The target is rooted for 5 turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Calm

Return to Wisdom Abilities

## Description

A stunned enemy is easy to dispatch, a knocked out one easier but a calmed enemy does not require you to kill them at all.

## Ranks

### Novice:

Soothe the mind, let go of the rage and hate, in fact let go of everything

* Target is calmed for 3 turns

### Apprentice:

Let your spirit leave this battlefied and be at peace

* Target is calmed for 5 turns

### Intermediate:

Be the leaf, be the leaf

* Can now target 2 enemies

* Targets are calmed for 7 turns

### Advanced:

Why must we fight, can't we all just get along

* Can now target 3 enemies
* Targets are calmed for 9 turns

### Master:

Let the white dove soar!

* Can now target 4 enemies
* Targets are calmed for 12 turns

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Major Factions

## Empires

 Ptolemaic Egypt
 Carthage

The Mauryan Empire

## City States

 Syracuse
 Athens
 Eprius
 Sparta

## Tribal Confederations

Illyrian Tribes

Scythian tribes

Iberian Tribes

Italian Tribes

Scandinavian Tribes

Danish Tribes

Gallic Tribes

Germanic Tribes

Irish Tribes

Britannian Tribes

Pictish Tribes

## Non-Human Tribal Confederations

Scythian Centaur Horde

Central Greek Satyr Tribe

Scandinavian Ice giant Tribe

Amazonian Tribe

Hidden city of the Nymphs

Roaming Minotaur Horde

Cyclops tribe-Island of Mikropia

Orc Tribes of east Germania

Goblin tribes of North Francia

Hidden Village of the Lamia Hierarchs
Armor

Return to Home

Armor is a general term for any thing you wear during gameplay. Regardless of what type of character you are playing, you want to find the highest quality you can afford since armor will keep you alive. If your character is nude, you have zero armor durability so when you take a hit, your Health Points will go down.

## Armor Durability

Everything you can wear has a level of durability. Once it reaches that threshold it breaks and stops protecting your Health Points from damage. In order for it to continue to protect you, you must get it repaired. It's up to what piece of armor get damaged when you get hit.
Hurricane

Return to Strength Abilities

## Description

Spin around and attack everything within range. This attack hits every square around you so be careful!

## Ranks

### Intermediate:

The accuracy improves and so does the damage.

### Advanced:

It's now really hard to actually miss, at least a few targets.

### Master:

You have become a raging storm and can choose to advance or retreat while keeping the blood flying.

* If the square in front or behind you are free, you can move forward or back up to three squares and attack everything around you. Even hitting the same square multiple times if applicable.
* Every successful attack makes the target bleed (1/4 Dam of weapon) for 4 turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Cover Area

Return to Coordination Abilities

## Description

Designate an area, any who cross it will face your wrath.

Starting with a 3x3 grid, you shoot any enemies that cross one of those squares.

**Activating this ability will end your turn!**

## Ranks

### Novice:

Your grid is small but you can still hold a chokepoint if need be.

* Your grid is 3x3

* Any enemy (not ally) who touches one of the squares will grant a free attack on them. The attack can be defended. You get another attack on them if they touch another square.

### Apprentice:

Your accuracy is improved plus your grid has grown.

* Your grid is now 6x6

### Intermediate:

Your grid grows and grows.

* Your grid is now 9x9

### Master:

You can cover an entire battlefield now!

* Your grid is now 12x12

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Focused Draw

Return to Coordination Abilities

## Description

Drawing back too far lowers accuracy but can potential hit much harder.

## Cost & Skill Requirement

250XP

Coordination = 7

## Ranks

### Novice:

The shot is quite inaccurate but does pack a punch.

### Apprentice:

The accuracy is slightly better, slightly.

### Advanced:

It's almost as easy a standard shot now but with far more power.

### Master:

A well placed shot can easily kill a man.

* Target is stunned and loses their next turn.
Asclepius' Voice

Return to Wisdom Abilities

## Description

Even a dead god can communicate with man. One just needs to ask the right questions.

Can be used to recover some health of an ally but only once!

## Ranks

### Novice:

Loved by humans, hated by the gods for his power.

* Target will recover 1 die roll of health.
* Cannot be used on the same target more than once per battle.

### Apprentice:

So good at what he did that Hades domain lay empty.

### Intermediate:

Killed by Zeus for arrogance, born again to appease Apollo

* Target now recovers 2 dice rolls

### Advanced:

Now he lends his gifts to you. Do not squander them like so many before have.

### Master:

He can breath life back into a broken man or give him false hope.

* Target now recovers 3 dice rolls

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Rock Shot

Return to Intelligence Abilities

## Description

A nice hard chunk of earth can be a nice tool to use.

## Cost & Skill Requirement

Free

Intelligence =5

### Advanced:

Fire a large boulder and they if they are still standing they are sure to not recover soon.

* Target is stunned for 1 turn.

### Master:

The large boulder always makes it way to the target, it's on them to get out of the way.

* Target is stunned for 3 turns.
Invisible Enemies

Return to Wisdom Abilities

## Description

What better way to break up a formation than to cause the solider in the middle to attack any and everything.

## Ranks

### Novice:

A mad man sees what he sees.

* Target gets Delirium for 2 turns

### Apprentice:

A few moments of wild attacking won't do much.

* Target gets Delirium for 4 turns

### Intermediate:

Why not enrage the persons who see enemies everywhere.

* Target gets Delrium for 6 turns
* Target does x2 Dam

### Advanced:

Why not curse another to suffer the same fate.

* Can now target two enemies
* Targets get Delrium for 6 turns
* Targets do x2 Dam

### Master:

Let your enemies destroy themsevles, while you sip wine and watch

* Can now target three enemies
* Targets get Delrium for 10 turns
* Targets do x3 Dam
Song of Heroes' Triumph

Return to Charisma Abilities

## Description

A song that enliven the spirit, raise sunken hearts and renew the fighting.

Raises targets actions.

**Can only be used once per turn.**

## Ranks

### Novice:

* Target gets one extra action on their next turn

### Apprentice:

* Target gets two extra actions on their next turn

### Intermediate:

* Target gets three extra actions on their next turn

### Advanced:

* Target gets four extra actions on their next turn

### Master:

* Target gets five extra actions on their next turn
Wind Push

Return to Intelligence Abilities

## Description

A strong gust of wind can move mountains! Or maybe a couple of people.

Pushes the 3 squares in front of you back 4 squares.

## Cost & Skill Requirement

250XP

Intelligence = 6

## Ranks

### Novice:

A nice gentle breeze to keep people feeling good.

### Apprentice:

A sharper wind pushes the targets back 8 squares.

### Intermediate:

Adding some hail into the wind will surely do more damage.

### Master:

Your wind is now a tempest, that throws the targets back 16 squares.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Wrath of Poseidon

Return to Wisdom Abilities

## Description

One of the most fearsome gods, the earth shaker levels continents when he so chooses.

Starting from your square, the attack spreads out around you doing massive damage.

## Ranks

### Novice:

Poseidon knows a singular vengence and it is wise to avoid being the target of it

* Ability targets the squares around you, including the diagonals

### Apprentice:

Father of many beasts, ruler of Atlantis, terror of the Athenians.

* Targets everything within 3 squares of you

### Intermediate:

Let him lend you his power for a second and those that wronged you will perish

* Targets everything within 6 squares of you

### Advanced:

To behold a god's power is a stunning sight indeed

* Targets are stunned for 1 turn

### Master:

Watch as he rips the earth up, all at your behest

* Targets everything within 10 squares of you
* Targets are stunned for 3 turns

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Banish Summon

Return to Intelligence Abilities

## Description

A summon is weak copy of life, and as such can be cast back to the void with relative ease.

## Cost & Skill Requirement

350xp

Intelligence = 8

## Ranks

### Novice:

Almost anyone with a wand can send a summon back.

### Apprentice:

The banished summon cannot be resummoned for a least two turns

### Intermediate:

It's almost impossible for you to not banish.

### Advanced:

You can now target two summons to be banished.

### Master:

You can now banish summons who have the perk can't be banished with a roll of 10+
Water Fountain

Return to Intelligence Abilities

## Description

A gush of water spring from the earth and instantly freezes your target.

## Ranks

### Novice:

A couple of drops of water is quite the achievement, for a school boy!

* Target is frozen for 1 turn

### Apprentice:

Now a steady stream will immobilize them for a bit.

* Target is frozen for 2 turns.

### Intermediate:

A powerful stream erupts then freezes over, but you can still do better.

* Target is frozen for 4 turns.

### Advanced:

Now an entire area opens up and a geyser erupts from the depths.

* Ability now effects a 3x3 square
* All targets in area are frozen for 5 Turns

### Master:

Erupting from the earth and new pond is formed with a simple wave of the wand.

* Ability now effects a 6x6 square
* All targets in area are frozen for 6 Turns
Scissor Cut

Return to Coordination Abilities

## Description

A more damaging but less accurate one hit.

**You do not roll for the second hit, nor does the target get a defensive roll.**

## Cost & Skill Requirement

250XP

Coordination = 6

## Ranks

### Apprentice:

Let's focus on actually hitting the target now.

### Intermediate:

Blood begins to flow as the razors bear down.

* Target Bleeds for 1/2 Weapon Dam for 5 Turns.

### Advanced:

Power. Accuracy and Blood, what more does a duelist need?

* Target Bleeds for x1 Weapon Dam for 5 Turns.

### Master:

Two slices, well timed and two strips of your enemy fall away.

* Target Bleeds for x2 Weapon Dam for 5 Turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Rapid Shots

Return to Coordination Abilities

## Description

Fire three quick shots with increasing inaccracy in a straight row. After some practice, who knows what you can accomplish.

**If the first shots kill, the shots will continue onto the next target.**

## Ranks

### Novice:

You can loose three arrows sure, but they will never hit.

### Apprentice:

After spending a while practicing, more and more shots are finding their mark.

### Intermediate:

Why waste shots on a dying target, you are good enough to target diffrent beasts.

* You can now target up to three different enemies

### Advanced:

You hit hard and now you almost always hit.

### Master:

Three charkrams fly and three targets die.
Forward and Back

Return to Coordination Abilities

## Description

Why fret about the enemies at your sides? The enemy at your back is real threat.

You attack both the square in front and you behind. Only one roll is required. Both squares will get a defensive roll.

## Ranks

### Novice:

You thrust forward and back, and not much else.

### Advanced:

Now it's so powerful it catches the enemy off guard.

* Targets are stunned for 1 turn

### Master:

The trauma is so real, your enemy cannot believe it

* Targets are stunned for 3 turns

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Encumbrance

Return to Home

Encumbrance is your characters ability to carry things into combat without slowing down. You can easily calculate your total encumbrance by multiplying your strength stat by four. It should be noted that encumbrance only deals with your currently equppied armor and weapons. You can have unlimited amounts of things inside your inventory (baggage train). This helps by not slowing down the game while you juggle how much is in your inventory and leaves you free to customize what your brining into combat. You need to be careful though because you will be penalized for being over encumbered.

## Over Encumbrance

For every pound or point you go over your encumbrance limit, you lose one point of movement. Eventually you will not be able to move so you may want to weigh your options carefully. If you think you can afford the cost to movement then you can and should over encumber yourself so that you can use heavier armor or weapons.

Here is an example:

Strength = 5 (therefore Max Weight = 20)

Coordination = 7 (therefore Movement = 4)

You currently weight is 22

You can only move 2 until you remove your over over encumbrance

Again this might not matter to you so much but you will eventually run into monster or enemies that can run circles around you and unless you catch them, you will die. Keep that mind.
Rapid Cuts

Return to Strength Abilities

Sometimes ending a combat before it begins can be worth the risk.

A couple of quick, inaccurate stabs.

## Cost & Skill Requirement

250xp

Strength = 7

* If both are successful it causes bleeding for 5 turns equal to 1/4 Dam of weapon used.

### Intermediate:

The second stab does just as much damage as the first.

* If both are successful it causes bleeding for 5 turns equal to 1/2 Dam of weapon used.

### Master:

You have barely have to move to end your opponent.

* If both are successful it causes bleeding for 10 turns equal to Dam of weapon used.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Shield Bash

Return to Strength Abilities

## Description

As shields became metal, solders learned that a hearty bash could stop an enemy in their tracks.

**Must have a shield equipped to perform this ability.**

## Ranks

### Novice:

* Stuns target, they lose 1 action on thier next turn.

### Apprentice:

* Stuns target, they lose their next turn.

### Intermediate:

* Stuns target, they lose their next 2 turns.

### Advanced:

* Stuns target, they lose their next 3 turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Melt Armor

Return to Intelligence Abilities

## Description

Armor is forged in the heat of fire but with enough fire it will be undone.

This ability can only target armor and will not hurt direct health. It does more than average damage.

## Ranks

### Novice:

Not much better than a regular attack, early days my friend.

* Only affects armor.

### Apprentice:

That's a bit better, soon the flesh underneath the metal will be exposed.

* Only affects armor.

### Intermediate:

Turning up the heat will burn away the leather even faster.

* Only affects armor.

### Advanced:

Even soldiers in thier gleaming bronze will run in fear from you.

* Only affects armor.

### Master:

They might as well have come in the nude.

* Only affects armor.
Lunge

Return to Strength Abilities

## Description

Leaping forward to cover ground quickly

You move up to 2 squares forward and attack the next squares. The squares in front of you must be unoccupied.

## Cost & Skill Requirement

200XP

Strength = 6

## Ranks

### Novice:

When you just need to cover a bit more ground. Slighty lower accuracy then a standard slice.

### Apprentice:

It's now just as accurate as standard slice.

### Advanced:

If successful, the force of it will causes the target to lose an action.

* If success, target is stunned for 1 action.

### Master:

Now it does quite a bit of dam plus it stuns them completely.

* The target loses thier next turn.
Step by Step Guide

Return to Home

## Character Creation Guide

1. Pick your Species, this will influence everything from your Name to your Backstory.
2. Come up with your Name, Gender, Appearance, Backstory, Goal & Place of Origin
3. Choose your Alignment, this is the philosophy about life your character lives by.
4. Choose your starting Base Stats.
5. Apply your Species Specific Stats.
6. Pick Advantages/Disadvantages, apply any stat changes from these. Fill you any free Abilities.
7. Have your Game Master check your sheet for any discrepancies.
8. Try not to talk a lot about your character to your party members out of game as it will help you role-play more if that occurs in game.
Amazon

## Stat Bonuses

+1 Vitality

+2 Strength

+3 Agility

-2 Wisdom

-2 Wit

-3 Charisma

## Appearance and Size

Amazons reach an average height of 6.2ft and weigh as much as a stocky Human male. Since they require Human males to mate, their appearances vary as wildly as Humans.

## Armor and Weapon Limitations

### Armor

Head - No helms made for Minotuars, Satyrs or Cyclops.

Torso - No armor made for Minotuars.

Arms - No Restrictions.

Legs - No grives made for Satyrs, Lamia, or Centuars.

Hands - No Restrictions

Feet - No boots made for Satyrs or Centaurs.
Piercing Shot

Return to Coordination Abilities

## Description

A shot that will soar through flesh and armor, bone and sinew until the gods push it back to earth.

This shot will keep going forward, and hit everyone until its range runs out or it hits something more solid than a man.

## Ranks

### Novice:

The range is small, but the power is there. Too bad it's so inaccurate.

### Apprentice:

Everything is better but it's still hard to hit with.

### Intermediate:

Distant enemies are now within your grasp.

### Advanced:

The power, accuracy and range are now coming together, one last step and your enemies will bleed.

### Master:

The shot is easy, and the damage is absolute.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Stab

Return to Coordination Abilities

## Description

Why risk missing when you can just shove your javelin or bow directly into your target?

## Ranks

### Novice:

Don't take the risk of shooting when they are right there.

### Apprentice:

Only the fates will keep you from hitting your target.

### Intermediate:

While not a front line solider, enough practice can make a javelin as good as any spear.

### Advanced:

* Target bleeds for 3 turns 1/2 weapon Dam

### Master:

* Target bleeds for 3 turns x1 weapon Dam

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Abilities

Return to Home

### Strength Abilities:

Strength Abilities focus on melee combat and use of brute force to manipulate the world.

### Coordination Abilities:

Coordination Abilities focus on ranged combat and the ability to move one's person in various ways.

### Intelligence Abilities:

Intelligence Abilities focus on summoning and elemental magics, it also covers more intellectual pursuits.

### Wisdom Abilities:

Wisdom Abilities focus on illusion and faith magics, it also covers perception and foresight related skills.

### Wit Abilities:

Wit Abilities focus on more practical pursuits not all of which are illegal.

### Charisma Abilities:

Charisma Abilities focus on the art of conversation and manipulation, diction and oration.

###
Advantages / Disadvantages

Return to Home

## Advatanges vs. Disadvantages

The advantage/disadvantage system in Odyssey of a Fragile Age covering a series of traits your character can have. Advantages are permeant enhancements that will make your journey easier but beware. Every advantage has a positive value and must be off set with a disadvantage. You can take as many as want as long as you end up at under 10 points total. You can also choose to not have any advantages or disadvantages or only take disadvantages in order to spice up your backstory. We recommend you take at least a couple of them to spice up your character.

## Neutral

These do not add or subtract from your total as they give both positive and negative points in equal measure.

 Born at Dusk
Skeleton

Return to Intelligence Abilities

## Description

Smarter than a zombie but very brittle. It can be equipped either with a sword & shield or a bow.

## Cost & Skill Requirement

250XP

Intelligence = 6

## Ranks

### Novice:

Your Skeleton is wearing super light armor and has shoddy gear.

### Apprentice:

Your Skeleton is wearing light armor and has okay gear.

### Intermediate:

Your Skeleton is wearing medium armor and has decent gear.

### Advanced:

Your Skeleton is wearing medium heavy armor and has good gear.

### Master:

Your Skeleton is wearing heavy armor and has great gear.

## Leveling Up

### Level 1

Hp 5

Mov 5

### Level 2

Hp = 10

Mov = 7
Monsters

It should be noted that all monsters are malevolent

## Hybrids

Creatures that are made up of at least two different types of animals or monsters.

Sphinx

Siren

Harpies

Chimera

Crocatta

Griffin

Hippalectryon

Hippocampus

Hippogriff

Manticore

Ophiotaurus

## Elementals

Monster that are created with magic or are the off-spring of certain gods.

## Constructs

Artificial creatures created by humanoids or gods.

Stymphalian Birds

## Spectres

Non-corporeal creatures.

Taraxippi

## Undead

Any creature that was once living that has been reanimted.

Zombie

Skeleton

Mummy

Philinnion

## Aberrations

Creatures, usually animals that have been tampered with by the gods or man.

Python

Cerberus

Hydras

Phoenix

Unicorns

Karkinos

## Draconids

Any creature that is of or relating to dragons.

Amphisbaena

## Cursed Ones

Creatures that were once humonoids that have been cursed into monsters.

Arachne

## Colossi

Any creature whose size is immense, often serval time or hundreds of times larger than a typical man.

Giants

Gegeenes
Experience Points

Return to Home

## Earning XP

There are a multitude of different ways to earn XP in Odyssey of a Fragile Age. Defeating enemies, completing quests, special actions, etc. Enemies always have a base xp earned but this can be added to by the GM. Other than that however the GM has control over how much XP you earn for anything. Maybe for a really good move on your part or a hard roll, roleplaying well or strategic thinking. It's also not the GM's job to keep track for you, make sure to pay close attention when the GM is handing out XP as you don't want to miss any of it.

## Spending XP

You can spend XP either on individual abilties or on leveling up. The choice is yours. You can buy as many abilities as you want assuming you have the XP for it but eventually you will need to level up in order to have the stats required for certain abilities.
Lamia

## Stat Bonuses

+3 Agility

+2 Intelligence

+5 Charisma

+1 Wit

-4 Strength

-3 Wisdom

## Appearance and Size

Lamia usually stand about 5ft tall and are all gorgeous. They have the torso of Human females but instead of legs they have the body of a serpent. They can have have any skin color a Human can and the snake skin can have any color or pattern.

## Armor and Weapon/Mount Limitations

### Armor

Head - No helms made for Satyrs or Minotuars.

Torso - No armor made for Minotuars.

Arms - No Restrictions.

Legs - Lamia do not have legs.

Hands - No Restrictions.

Feet - Lamia do not have feet.

### Weapon

Lamia have no weapon restrictions. They cannot ride anything into battle.
Attack Forward

Return to Wisdom Abilities

## Description

A stab in the back from enemy is to be expected, but one from a friend? Never.

This ability forces the target to attack the square in front of it. The target square does not turn to face it but does get a defensive roll.

## Ranks

### Novice:

Force a man to kill for you... hmm this might have uses off the battlefield as well.

* Attack does x1 dam

### Apprentice:

It's the attack that is not expected that will turn the tide of battle

* Attack does x2 dam

### Intermediate:

Landing the spell is getting easier, if only landing the blow was controlled by you.

* Attack does x3 dam

### Advanced:

Maybe you can make it more accurate, maybe

* Attack does x4 dam
* Attacker gets +3 to roll

### Master:

One can never really trust one's friends can they?

* Attack does x5 dam
* Attacker gets +5 to roll

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Quick Stabs

Return to Coordination Abilities

## Description

Only fools think a single stab will lay a men low. In reality it takes many, many, stabs to do such a thing.

Stab four times. You roll for every stab.

## Ranks

### Novice:

You stab wildly and are likely to miss, but keep at it!

* If all four stabs hit, target gets x2 weapon, Bleeding Dam for 5 turns.

### Apprentice:

The accuracy is better, not by much.

* If all four stabs hit, target gets x3 weapon, Bleeding Dam for 5 turns.

### Intermediate:

The damage is better, and you might actually hit something!

* If all four stabs hit, target gets x4 weapon, Bleeding Dam for 5 turns.

### Advanced:

Blood is flowing, a river gushes from a million wounds.

* If all four stabs hit, target gets x5 weapon, Bleeding Dam for 5 turns.

### Master:

By speeding up the stabs by a fraction of a breath, you can stab one more time.

* Add one more stab roll.
* If all four out of the five stabs hit, target gets x6 weapon, Bleeding Dam for 5 turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Satyr

## Stat Bonuses

+1 Agility

+1 Wisdom

+3 Wit

+4 Charisma

-3 Strength

-2 Intelligence

## Appearance and Size

Satyrs stand only 4ft tall on average and have the legs of goats. They also have miniature goat horns protruding from the top of the forehead. They are extremely well endowed (make all your jokes now but thats how it is) and most are quite good looking, often featuring luscious locks of hair and pleasant facial features.

## Armor and Weapon Limitations

### Armor

Head - Helms made for Satyrs only.

Torso - No armor made for Minotuars.

Arms - No Restrictions.

Legs - Can only wear grieves made for Satyrs.

Hands - No Restrictions

Feet - Satyrs can not wear anything on their feet.

## Immunities:

Satyrs are immune to the effects of being drunk.
Fragile Age Wikia

## Welcome to the FragileAge Wikia

   This is the official wiki of Odyssey of a Fragile age, a tabletop role playing game set during a mythical version of the Hellenstic Period.
## Character Creation

Follow these links to learn how to create the character you will be adventuring with. Be careful however as most of these cannot be changed once you are finished.

## Combat

### Magic

###

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Fear

Return to Wisdom Abilities

## Description

Make the run from the demonic visions plaguing their eyes.

Target retreats 10 meters. Will always run strait backwards, even off of cliffs.

## Cost & Skill Requirement

250XP

Wisdom = 6

## Ranks

### Intermediate:

The target nows draws there weapon and hurts everything while retreating.

### Advanced:

The target now runs in any direction you want.

### Master:

The target is now no longer impeded by objects such as walls or obstacles.
Hack and Slash

Return to Coordination Abilities

## Cost & Skill Requirement

Free

Coordination = 6

* Target bleeds equal to 1/4 Weapon Dam for 3 Turns.

### Advanced:

The first hit will never miss, unless you are a fool or cursed or a cursed fool.

* Target bleeds equal to 1/2 Weapon Dam for 3 Turns.

### Master:

Now with two simple weapons in hand, you can take on armies!

* Target bleeds equal to x1 Weapon Dam for 3 Turns.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Gale

Return to Intelligence Abilities

## Description

Freezing rain and hearty winds can make even the fiercest grip go slack.

All targets caught in the blast will drop whatever they are holding.

## Cost & Skill Requirement

400xp, Int 9

* You target a 2x2 Square.
* Targets effected must spend an action to pick up weapon

* You target a 4x4 Square.

* You target a 6x6 Square.

* You target a 6x6 square but now it can move up to 5 spaces in any direction if you want.

### Master:

Be careful not to lose control as the gale erupts onto the battlefield.

* You target a 8x8 square and it can move up to 10 spaces in any direction.
Llerwyn

Llerwyn is a region in Vaerun, Nova.

A quiet region of outstanding natural beauty. The population comprises of a unique mix of people, from barbaric natives of The Frostreach, intelligent Junish, a high number of elves, and even the odd outcast or two from Whitespires. Travel and trade are difficult given the location, but Llerwyn is known as the birthplace of art. Llerwyn’s wealth and power derives almost entirely from this skill in producing world-renowned masterpieces. People often refer to art from Llerwyn as simply “Western Art”. Although mostly unknown, fey magic is ripe here and helps inspire the beauty of both nature and art.
Attack Diagonally

Return to Strength Abilities

## Description

When one finds themselves beset on all sides perhaps the real threats are just out of reach. But they sure wont expect this indirect attack. Maybe just maybe you can save someone who is beleaguered as well.

## Ranks

### Novice:

You can attack either diagonal in front of you without breaking engagement.

### Advanced:

The target is surprised by this and gets stunned.

* The target is stunned for 1 action on thier next turn.

### Master:

Its now almost impossible to miss.

* The target loses thier next turn.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Iseheim

Isaheim is a region in Galben, Nova.

A number of large beasts roam Isaheim, from polar bears, winter wolves and sabre-tooth tigers to mammoths and remorhazes. In this hostile environment, frost giants have built a a mighty fortress of ice called Kaltfesting high in the mountains. They occasionally raid other settlements, but most are too far away to warrant the effort. As such, they are largely unarmoured and have few weapons. Over time, darkness from Forgwyre has spread to a number of frost giants,leaving scars of black visible on their bodies and faces, corrupting their minds against their kind. They have built their own fortress called Sortfesting on the ground close to the Forgwyre boundary.