recursal/Fanatic-Fandom huggingface dataset:
Nagazaki Uchiha

## **Apariencia**

Con un tono de piel pálida y su cabello teñido de un tono grisáceo; viste con un suéter color negro siempre con la capucha arriba, un short corto mostrando sus tattoos, con pies descalzos y una Cruz en la espalda. Su protector de Konoha lo deja posar en su cuello, con tapa boca y glasses obscuros.

## **Personalidad**

Nagazaki es muy frío muy pocas veces demuestra sus sentimientos y no lo hace con cualquiera. Su humor es sarcástico y a la vez amenazador, Le gusta jugar con la mente de las personas usando su Mangekyo Sharingan, es discreto y preciso en hacer las cosas, más todavía si se trata de una batalla. A pesar que de pequeño era el peor alumno, al estar en Konoha se volvió el 2do Shinobi más fuerte de Konoha y el 3er Uchiha más poderoso.

## **Historia**

Nagazaki Uchiha Nació en una aldea oculta en las afueras del país del fuego, quedó huérfano al nacer ya que su madre murió en el parto y su padre desapareció hace 3 años. Nagazaki era uno de los peores alumnos de su academia, despreciado por ser diferente de los demás ya que tenía desde  su nacimiento el Sharingan... A los 16 años se fue de su aldea quedando a la deriva sin saber nada del mundo, junto a su mejor amigo... El cuál una noche decidió matarlo porque le estorbaba en su camino, y desde ése día despertó su Mangekyo Sharingan. Se encontró con un Shinobi de Konoha (Karazu Uchiha), le pidió que por favor lo entrenara para ser un buen shinobi. Karazu se dio cuenta que Nagazaki era portador del Mangekyo Sharingan y que su chakra era del mismo tipo (Raiton), tomó la decisión de entrenar a Nagazaki con la condición de que "Nunca use el Mangekyo para el mal". Nagazaki aceptó las condiciones, y se fue con Karazu a Konoha... Al pasar los años Nagazaki ya era parte de Konoha tenía el respeto de muchos Shinobis de la aldea incluso la Hokage admiraba las acciones de Nagazaki, al pasar los exámenes Chunnin, Se retiró de la aldea de Konoha quedándose con su HeadBand. Fue capturado por Karazu Cayendo en manos de Akatsuki, con un genjutsu queda su mente en blanco, lo llevan a un lugar secreto  y le hablan sobre el propósito de Akatsuki le explicaron todo lo referente a lo que quería lograr la Organización... A los 19 empezó su entrenamiento para despertar el «Rinnegan».

Luego de unos 4 años Nagazaki salió de Akatsuki por un tiempo, Karazu le dio la oportunidad de demostrar lo que podía hacer con su poder... Salió en busca de uno de los Bijuu(尾獣, Bijū) junto con Mitzuki que tenía también el Rinnegan, al transcurrir 3 semanas lograron capturar al Bijuu Shukaku así empezando a capturar a los demás Bijuu hasta cumplir su objetivo y lograr el Tsukuyomi.

## **Herramientas Ninja**

- Cruz de Raiton

- Kunais

- Shurikens

- Kunais en Cadenas
Magnificent Rack (Feat)

Your antlers are especially large, and the object of much envy from others of your kind.

**Prerequisites:** [Mo-Swe]

**Benefit:** The damage for your Gore natural attack increases by one die-size (to 2d6 for a Large Mo-Swe). Additionally, while you have antlers, you gain a +2 morale bonus to all Diplomacy and Intimidate checks against other Mo-Swe, but take a -2 penalty to Escape Artist checks when your rack is entangled by nets, branches, vines, etc.

**Special:** This feat cannot be taken more than once. It can be taken at any time of year, but one must allow sufficient time (about 3 to 5 weeks) for the old antlers to be shed and new, larger ones to replace them. This feat applies to every subsequent rack you grow.
Named Spirits

Named Spirits are manifestations of the spiritual essence or archetype of a given species of animal (for example, Raven or Coyote). A Named Spirit represents the entirety of the species for which he or she stands: a wolf is a wolf, but it is also Wolf. Named Spirits may possess individuals of their own species as avatars, but they tend to only do this rarely, and usually to only one animal at the time.

Similar to gods, Named Spirits are considered eternal and immortal beings, timeless inhabitants of the Spirit World, but with one important caveat: when the last member of a species dies, that species' Named Spirit dies with it.
Slip Through (Feat)

**Prerequisites:** [Taqriaqsuit], 10 HD

**Benefit:** A particularly powerful taqriaqsuit can slip through the barrier between planes, forcefully shifting their essence across. By using two daily uses of their ghost stride ability, a taqriaqsuit can plane shift between the material world and the spirit world. This only moves the taqriaqsuit and his equipment, no other creatures. The taqriaqsuit moves directly laterally, so they arrive exactly where their invisible, intangible essence was when they began the move.
Dōjutsu de Ranmaru

El **Dōjutsu de Ranmaru** es un Kekkei Genkai similar al Byakugan. Incluye visión penetrante, lo que altera los ojos con Kekkei Genkai, y una extensión de partículas de chakra único. Él tenía la habilidad de usar sus habilidades de visión para penetrar las paredes de su pequeña choza y ver el mundo exterior. También realizar un genjutsu (que crea sistemas circulatorios de chakra a objetos inanimados, haciendo que el enemigo ataque al señuelo) que puede engañar incluso el Byakugan. Esta capacidad no parece tener el rango del Byakugan, pero en realidad tiene la capacidad para hacer frente al dojutsu de los Hyūga.

A Ranmaru también le permite localizar y rastrear a los demás, mediante la detección de chakra, el chakra desde largas distancias, y los cambios de chakra de un individuo. También es capaz de sentir y saber la cantidad de personas que están presentes. Ranmaru ha demostrado tener una percepción y las facultades de análisis no muy diferentes al Sharingan, lo que significa que Ranmaru puede comprender todos los detalles que él ve para predecir el siguiente movimiento del oponente. Él ha contribuido principalmente a ayudar con esta capacidad a Raigay hacerlo formidable en la batalla, y podrían haberlo ayudado a convertirse en uno de los Siete Espadachines de la Niebla. También puede ver la propia fuerza de la vida, lo que le permitió determinar que Raiga, que había caído recientemente en la batalla, todavía estaba vivo. También fue capaz de transferir parte de su propia fuerza de vida a Raiga.

Esta línea de sangre no tiene un nombre mencionado, pero cuando se utiliza, los ojos brillan de color rojo.Ranmaru posee poderes que parecen ser la amplia mayoría de los Kekkei Genkai, que van desde la ilusión perfecta a dar una fuerza vital a los muertos, los cuales pueden volver a la vida.

## Curiosidades

* El Dōjutsu de Ranmaru posee similitud con el Ketsuryūgan, pero la diferencia entre ambos radica en que el Dōjutsu de Ranmaru colora solamente el iris de color rojo mientras que el Ketsuryūgan colora todo el globo ocular de dicho color.

**Fuente: NarutoWikiaOficial**
Practiced Disguise (Feat)

**Prerequisites:** [Huli Jing]

**Benefit:** You can select a number of set illusionary forms created with cloak of illusion equal to your charisma modifier. You can take 10 on the disguise check to create one of these illusions, and the DC to disbelieve the illusion increases by +1 per huli jing feat you possess. You cannot change the forms this feat applies to once they are selected.
All Kinds of Folks: Healer

## Introduction

Healer Folk: Healer folk are almost exclusively New World little folk. They are renowned for being great healers, medicine men, and teachers, and will often teach young humans the healing arts and the nature of various plants and herbs. Sometimes, they can even be asked to heal the sick or injured directly.

## Abilities

* **Spell-Like Abilities:** Healer folk can use the following spell-like abilities at will: Detect Poison, Diagnose Disease
* **Nature Healing:** Healer folk gain a +2 racial bonus to Heal checks, Heal is always a class skill for them, and they can give long term care and treat deadly wounds without any supplies, as long as they are in a natural environment.
* **Greatberry:** Healer folk can empower a fresh berry or fruit with great healing power and nutrition a number of times per day equal to their level, transforming it into a greatberry. A greatberry heals the eater 2 HP and is as filling and nourishing as a full day’s rations, regardless of the size of the creature. A greatberry is only usable for one hour after being picked.

## Examples

**Geow-lud-mo-sis-eg** are child-like little folk. They stand about eighteen inches tall and are known to be exceptional healers and doctors. The Natives have always known how to call on them for aid, by leaving an offering of food and tobacco at the door of the sick or injured one. The healers usually come in a group during the night, one healer accompanied by a handful of students. It was once forbidden to look upon the healers as they came to work, but in recent years the taboos have relaxed somewhat, and in some areas the healers may even openly speak with the tribe’s shaman or medicine man to consult about the patient’s condition.

**Bopoli** are highly secretive healer folk who live in the wilderness in small tribal groups. They avoid human contact as much as possible, subsisting off berries and the occasional bit of small game. When humans are nearby, they’re known to throw pebbles or pinecones to distract them with noises. Most tribes have a representative, known as Kowi Anukasha, who will meet with select humans from nearby tribes, usually shamans, medicine men, and spiritual leaders. The Kowi Anukasha will often share their knowledge of herbs and medicine with these humans, or even help them to prepare medicines of particular importance. Sometimes, the tribe will ‘kidnap’ a human child wandering in the woods and train him in the art of medicine and healing for three days before returning him to his tribe, to let him grow into a great healer.
All Kinds of Folks: Water

## Introduction

Water folk are some of the most alien of the little people, born to watery environments. They aren’t as human as many other kinds of little folk, sometimes with strange skin or inhuman features.

## Abilities

* **Spell-Like Abilities**: Water folk can use the following spell-like abilities at will: Ghost Sound, Touch of the Sea
* **Waterborne:** Water folk are creatures of the water. They can breathe water just as easily as air, and have a swim speed of 30 feet. As creatures with a swim speed, they have a +8 racial bonus to swim checks to perform a special action or avoid a hazard and can take 10 on swim checks, even when rushed or threatened.

## Examples

**Grindylows** are the most common european water folk. They are a somewhat dangerous sort, who dwell in swamps, lakes, and ponds, any area of fresh, still water. About 18 inches tall when standing, they have smooth, wet, green or blue skin, like a frog or a salamander, and long, gangly arms with long, webbed fingers. Grindylows are known to grab children from the shores of their waters and pull them in to play with them, using their touch of the sea spell-like ability to let the child swim freely with them. However, the spell can run out suddenly and it doesn’t allow them to breathe the water like the grindylows. Many young grindylows have difficulty understanding the concept of not being able to swim, or not being able to breathe the water, which leads to many tragic accidents and has led to their unpleasant reputation.

**Paakniwat** are a new world sort of water folk, reptilian humanoids standing a little shy of 16 inches. They have fine scales, like a fish, and webbed feet and hands. They are not pleasant creatures. They live in small villages in lakes and ponds, but their hunters spread out along rivers and streams until they come across suitable prey, which includes humans. When they find some, they use their ghost sound spell-like ability to imitate the sounds of a baby of whatever creature they target in distress, located in some reeds or somewhere similarly shielded from view. Then, when the target investigates, they pounce, attacking with poisoned arrows or a well-placed club. If they win, they’ll float the corpse back toward home, dragging it along from under the surface.
Trample (Feat)

You can crush those you overrun with deadly stomps.

**Prerequisites:** [Beast Touched], Improved Overrun

**Benefit:** When you make a successful overrun maneuver, you can choose to trample the target. If you choose to trample them, the target automatically takes damage equal to 1d6 plus one and half times your strength modifier as your stomp and crush them underfoot on the way past.
All Kinds of Folks: Warrior

## Introduction

Warrior folk are another new world sort of little folk. Fierce warriors, they can be dangerous enemies or helpful friends for a tribe to have. Trespassing into their territory can be extremely dangerous, and some types are known to hunt and eat humans.

## Abilities

* Spell-Like Abilities: Warrior folk can use the following spell-like abilities at will: Longshot, Gravity Bow
* Poison Use: Warrior folk are skilled with poison, and never risk accidentally poisoning themselves when applying it to weapons.
* Giant-Fighter: Warrior folk gain a +2 dodge bonus to AC against creatures of medium or larger size, as they are trained to fight such foes.

## Examples

**Awwakkule** are the traditional example of the little folk. They are strange creatures, with large bellies and heads, and short but strong limbs, standing about 18 inches tall. They have sharp teeth and are almost entirely carnivorous. They are fearsome warriors, and their lands are distinctly separate from the humans they live near. The two groups maintain a tenuous peace, as long as the humans don’t intrude on their land and offer the appropriate gifts and respect to the little folk. Those who don’t, learn why these truce is so important to the humans.

**Nunnehi** are a more benevolent kind of warrior folk that dwell beneath the green mountains. They resemble handsome natives only 20 inches tall. They appear more frequently to the humans near their homes, and maintain friendly relations. When called upon, they will even fight beside the humans in times of need, using their surprisingly powerful little bows and even putting poisons to good use. The nunnehi are one of the little folk groups who have come out of the mound more openly, formally allying with their human neighbors and walking freely among them in some villages.

**Hecesiiteihii** are a cruel sort of little people, known as cannibal dwarves. They are a little less than a foot and a half tall, resembling natives with darker skin tones and sharp teeth. They are a warrior people, believing that the only way for them to reach their good afterlife is to die in combat. They are aggressively territorial and any human who strays too close to their homes is fair game. They use poisoned arrows in hunting and battle, and are known to eat the humans they kill. They are usually spotted when carrying their kills back to their homes to feed those who don’t hunt, their women and children.
Grab (Feat)

You can seize hold of an enemy when you hit them.

**Prerequisites:** [Beast Touched], Improved Grapple, Natural Weapon (Fangs, Claws, or Slam)

**Benefit:** When you successfully hit an opponent of your size or smaller with a claw or bite attack, you can latch on and attempt to grab them. As a swift action that does not provoke an attack of opportunity, you can attempt to start a grapple with that creature.
Sancta Ursula ad Undecim Milia Virginum

*(= Saint Ursula and The Eleven Thousand Virgins)*

*Consists of Sancta Ursula(RL Saint Thomas), Sanctus Benedicti (RL Saint John), Sanctus Georgius (RL Jost Van Dyke), Sanctus Iacobus Iustus (Saint James the Just) (RL Culebra), Sanctus Paulus Tarsensis (Saint Paul of Tarsus) (RL Vieques) and hundreds of small and medium sized islands, cays and rocks in the ocean*

*Dominant culture: Maltese*

## History

Sancta Ursula was first colonized by the Dutch in 1657 and in 1672 sold to the Knights together with Sanctus Martinus.
In 1687 the Knights renamed the island to Sancta Ursula and made it into the capital of Sancta Ursula ad Undecim Milia Virginum (Saint Ursula and The Eleven Thousand Virgins). It was named after the legend that Columbus originally named the Virgin Islands for. This capital is used as a central hub from where the hundreds of small islands are administrated.

Sanctus Benedicti was an island colonized by the Knights themselves. They settled in 1703 and have held on to the island ever since. The same thing happened with Sanctus Iacobus Iustus, wich was first settled by the Spanish but abandoned in 1511 after a Carib revolt. It didn't get resettled until the Knights claimed the island in 1703. Before that it was used as a refuge for pirates but the Knights put a stop to that. Sanctus Paulus Tarsensis was claimed by the Spanish but eventually colonized by the Knights. The Spanish did some minimal protesting but eventually just ignored the matter.

## Points of Interest

* Sinus Cinnamomi (Cinnamon Bay), Sanctus Benedicti. There is a plantation here with a dwelling house, storage building, a sugar mill and a boiling house. They grow sugar cane, cinnamon and food on the plantation.
* Nova Valetta, Sancta Ursula. Originally named Taphus (Beer houses), this city was renamed after the old capital of the Knights on Malta. It is located on a very fine natural harbor. In 1687 this city became the administrative capital of the Virgin Islands.
* Castellum Villaret, Sancta Ursula. The fort that protects Nova Valetta, named after the Knight that captured Rhodes.
* Caelum Turrim (Sky Tower), Sancta Ursula. A tower overlooking the harbor of Nova Valetta and castellum Villaret. The Castellum is at sea level and while it is ideally placed to protect the harbor it doesn't have a good sight on incoming ships. That's what the tower is for, without it capturing the harbor would be a lot easier.
* Aquam Insulae, Sancta Ursula. An island best known for it's many ponds of fresh water, making it a popular stop for travelling ships.
* Sanctus Iacobus Iustus is a small archipelago consisting of the main island and 23 smaller islands. Although it has been colonized by the Knights, pirates still use the small islands from time to time.
* Sinus Sanctus Lux (Holy Light Bay), Sanctus Paulus Tarsensis. The second bioluminescent bay under control of the Knights where the bioluminescent water is harvested as well.

## Link Sites

* Nova Valetta
* Sinus Sanctus Lux
Calmecac Education (Feat)

**Prerequisites:** Mesoamerican Culture

**Benefit:** You were given the benefit of a formal education in a calmecac, one of Aztatlan's state-run religious schools. You can read and write Aztec. In addition, you gain the benefit of the Skill Focus feat on all Knowledge (Religion) checks regarding Mesovespuccian beliefs, practices, and deities.
Fox Illusionist (Feat)

**Prerequisites:** [Huli Jing], cha 15

**Benefit:** A number of times per day equal to your charisma modifier, you can use ghost sound as a spell-like ability with a caster level equal to your HD.

**Special:** If you have two or more huli jing feats, you can use silent image in place of ghost sound.

If you have three or more huli jing feats, you can use minor image in place of ghost sound.

If you have four or more huli jing feats, you can use major image in place of ghost sound.

If you have five or more huli jing feats, you can use hallucinatory terrain in place of ghost sound.

If you have six or more huli jing feats, you can use mirage arcana in place of ghost sound.

If you have seven or more huli jing feats, you can use permanent image in place of ghost sound.
Fra'Frances Kerfoot

Fra'Frances Kerfoot is a Knight of Obedience. Before she became a Knight she was betrothed to [Fra'Antonelo Cassar]. She is currently serving as a bodyguard and special agent to [Fra'Marie Auguste von Thurn und Taxis].

## Early Life

Frances Kerfoot was born on [Sanctae Mariae ad Nives] in 1726. Her parents are small plantation owners of English descent. She received a basic education, was thought to read and write and was often taken on hunting trips.

In 1747 her parents arranged for her to be engaged to [Antonelo Cassar], a young bodyguard to the [Grand Master] of the Knights Hospitaller. Cassar seemed pleased that he found such a descent wife to be, but didn't develop feelings for her. Frances on the other hand fell completely in love with her.
When Cassar took part in taking down an Inquisition plot and he received the chance at a sudden promotion he immediately took that chance and became a Knight of Justice. He tried to explain to Frances why this was the right thing to do but she flew in a rage kicked him in his privates and stormed off leaving him trying to catch his breath.

## Life as a Knight

She spent a few weeks in a terrible mood, snapping at everybody who came near and reacting violently at anything that bothered her. Eventually an agent of [Fra'Marie Auguste von Thurn und Taxis] tracked her down and offered her to become a Knight of Obedience in service of Marie Auguste. She needed some form of leverage against Cassar and having his former fiancé as her bodyguard would be a good start.
Frances agreed and was sworn in. She started training and it turned out she was surprisingly competent at fighting and shooting. Soon she started to follow Marie Auguste everywhere she went, and every time she met Cassar he seemed to be very uncomfortable around her. She loves that and uses it to mess with his head every chance she has.
But it soon became clear that she was capable of far more than just being a simple bodyguard. Marie Auguste started sending her on several special missions and she did all of them very competently. She is currently serving as bodyguard when she's on Sanctus Crux and as a special agent when the need arises.

## Personality

Frances used to be driven by a need to take revenge on Cassar, but as time went by she started to get over that. As she has become a Knight Hospitaller herself she partially understands his reasons for ending the engagement. She still dislikes him though and loves to make him feel uncomfortable.
She enjoys being an agent sent on missions for Marie Auguste and loves the political intrigue she is getting introduced to while serving as her bodyguard. She has taken a liking to Marie Auguste and agrees with her on women's rights, they both dislike the fact that men seem to feel they have the right to control women.
Summon Phantom (Feat)

You can actually call a specific spirit through your body to interact with the mortal world.

**Prerequisites:** [Coatl], 5 HD

**Benefit:** You can call a specific spirit to emerge from your mouth in place of your phantom body. This is a ritual that takes one minute, at the end of which, the spirit emerges from their mouth. The spirit to be summoned must be present on the spirit world, it cannot have passed Beyond. The Coatl must indicate a specific spirit with HD equal or less than the coatl's, and they must be willing to appear. The spirit then emerges from the coatl's mouth as with the phantom body ability. The spirit can speak normally and perceive things as though they were present. This spirit is not a physical being, merely a visible and audible projection, and cannot interact with physical objects or creatures. The spirit cannot cast spells or use any special abilities while projected like this. The spirit can make any Intelligence, Wisdom, or Charisma based skill or ability checks as normal (with the exception of Craft, Disguise, Heal, Profession, Survival, or Use Magic Device).
Hisatsinom

The Hisatsinom (known incorrectly in our own timeline as the Anasazi cliff-dwellers) are an urban culture, with fortified cliff cities and advanced infrastructure. Much like Dwarves in many classic fantasy settings, they're perfectly content to barricade themselves in their cities and ignore the rest of the world. They have strong defensive forces, but not much active military. There was a vague suggestion of drider soldiers, and I sort of tied it back to the skinwalker idea by suggesting enchanted monstrous spider exoskeletons that a warrior could climb into to give them the ability to walk up and down the sheer cliff faces and spin webs while they could still do their normal warrior stuff with their arms.

To fill the gap outside their cities and solve the problems of banditry by hungry apachean tribes, the Hisatsinom high priest struck a treaty with the Apachean tribes of the southwest. The treaty set up a framework to grant the Apachean tribes access to Hisatsinom cities and supplies, in exchange for service as a sort of mercenary military force. Like watch dogs, the Apachean tribes patrol the areas between the cities, keep the Web Below safe from bandits, and fight off or warn of threats that come too close to the cities. The exact details of the arrangements were of course left to the negotiations of the individual cities.

In the last fifty years, though, there's been something of a wrench in the works, in the form of the Great Basin tribes, driven south when the little folk nation drove them out. Banditry returned, the Apacheans didn't like the idea of new competition for their comfortable positions, and nobody really knew what to do with the refugees. In the years hence, the Hisatsinom have struggled to assimilate them, trying to shuffle and train them into a more serious military force, to try and use them as a front line to fight the advancing Mexica. Some are reluctant to arm and train these newcomers, fearing a shift in power, but this mistrust seems to make the problem worse than arming them did.
Colonie de Grand Guadeloupe

*Consists of Basse-Terre, Grande-Terre, Marie-Galante, La Désirade, Les Saintes*

*Dominant Culture: French*

## Short History

Discovered by Columbus in 1493, this island wasn't colonized until 1635 by the Compagnie des Îles de l'Amérique. They crushed the local population military and seized control over the island. In 1674 the island was formally made a part of the Kingdom of France.
Initially tobacco was farmed, but after the appearance of sugar cane on the Caribbean islands this soon shifted. The sugar plantations made Guadeloupe into a very profitable colony for the French crown.
The small islands nearby are named La Désirade, Les Saintes, and Marie-Galante and are under jurisdiction of Guadeloupe.

## Points of Interest

* The islands of Basse-Terre and Grande-Terre together make the largest island of Guadeloupe, they are separated by a narrow sea channel named Rivière Salée (Salt River).
* Gourbeyre, Basse-Terre. A village that houses the Fort Louis Delgres, a very important fortification for the French. It was considered impenetrable during earlier British attacks.
* La Grande Soufrière (Big Sulphur Outlet), active volcano on Basse-Terre.
* Baillif, Basse-Terre. A part of land given to the Dominican Monks.
* Fontaines Bouillantes, a village named after the hot springs that reportedly have therapeutic virtues.
* Les chutes du Carbet, a series of three waterfalls
* Le Moule, Haute-Terre. Main commercial port of Guadeloupe, stronghold of the colonial aristocracy.
* La Pointe des Châteaux, a peninsula that extends into the Atlantic Ocean well known for it's strong waves and winds.
* La Désirade, an island near Guadeloupe that serves as a leper colony.
* Rocher de la Vierge, Les Saintes archipel. A rock formation that resembles the Immaculate Conception.

## Notable Inhabitants

* Gabriel-Mathieu Francois D'ceus de Clieu, Governor of Guadeloupe.

## Link Sites

* La Moule
* La Pointe des Châteaux
* La Désirade