recursal/Fanatic-Fandom huggingface dataset:
The Bereaved

A missing or dead loved one sees you descending into the dark in desperate search of the one you need to find.

Take +1 to any stat, then take any 1 of the following:

* 1 Nightmare Item
* 1 restricted Companion
* 2 General Skills
* 1 Special Item
* 1 Vow-type Pact

Also take 1 Bond, but it must only be used to identify your loved one. Whenever you take a Nightmare Item, including during the game or as part of the list above, the GM takes 1 Calamity Token.

Each time your Forbidden Knowledge reaches or passes a multiple of 10, you gain a small lead to the whereabouts of your loved one. When this happens, you may also choose to take a small mark, quality or quirk that reflects the way in which Xurua has changed you.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[-1] In For A Penny** - When things are going well in an otherwise bad situation, and you have no unassociated points of Forbidden Knowledge: a complication develops that throws your success into doubt. You may also activate this ability as if it had a cost of (0), but if you do the GM takes 1 Fortune Token.

**[-2] In For A Pound** - When things are going badly or you are in danger, and you have no unassociated points of Forbidden Knowledge: a complication develops that turns your situation from bad to worse. You may also activate this ability as if it had a cost of (0), but if you do the GM takes 2 Fortune Tokens.

**[5] Don’t Turn Back Now** - If you have found your loved one: A terrible situation occurs. If you and your loved one manage to survive, the GM takes 5 Fortune Tokens.
Culture

People that inhabit the general area of upper Asher. The people are incredibly diverse, being a cultural centre of many species, mainly types of Human and Avurne. People identifying under the culture of Jeong, Praes and Xurua may also be found in these areas, leading to a cultural mix.

### Sychia

***Sychian, Avurian (Archaic)***

People inhabiting the Luxis peninsula, under the Ariasae of Sychia (successor state of the 1st Avurian Empire. Pure Avurne tend to be in this area, as species mixing is prohibited and Sychia is, to put it mildly, a conservative ethnostate.

### Xurua

**Xuruan**

People inhabiting the regions of lower Asher (Xurua, Eberica, Encan). Generally, these peoples are under direct or indirect rule from Xurua proper.

### Praes

***Praes, Human (Controversial but generally accepted)***

Generally considered the epicentre for human activity and population. Praes humans inhabit the island controlled by the Guild of the Enlightened, as well as the Pier regions (under the Republic of Galliya, Kingdom of Pavos, etc).

### Jeong

**Jeong**

People inhabiting the regions of what is now the Majun and Gahan-Namseok. Humans.

### Eden

**Eden**

Avurne (generally) inhabiting the nation of Eden (west of Majun, east of the Republic).

### Araviel

***Araviellian, Lasrian (Offensive but true)***

People in the region of modern-day Araviel.

### Omogna

**Ona, Hymn**

People in the regions of Kara-Heim, Akhu-Nim and the Harrows

### Booa

***Booan, Boo (Archaic)***

People living in the lands of Eberica and the modern-day Kingdom of Boo.

### Factoris

***Factorite***

People living in the lands of Factoris. This is (probably) a huge culture group so there’s no way in hell I’m going to cover all of this wtf. Also I’m not covering dwarves or daanvi - the list is already long enough without them
Thick vs. Big Neck

Thick vs. Big neck was an animation same as Sejla meets Bendee 2002, but being one day older.

"*This is my fanmade animation of eddsworlds' Thick vs Thin animation in 2003-2002*" -The Creator

"M*ade in Pivot. Published this to mark my return.*" -The Creator

Next: Sejla meets Bendee 2002

Previous: Halloween special 2023

Existing Previous: Newgrounds poop: Real drawing
Survivor

Survivor is a specific skill, but it functions differently. The Survivor skill does not have any learning opportunities or skill points. Rather, when overcoming a harsh and difficult challenge, a Survivor level is granted.

> 1: You may choose any Survivor trait from the selection below.
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> 4: You may choose any Survivor trait from the selection below.
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> 7: You may choose any Survivor trait from the selection below.
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> 10: You may choose any Survivor trait from the selection below.
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## Traits

[Immunity] You will not receive Pestilence from eating rotten/mouldy food

[Acclimation] Harsh temperatures will not affect you

[Final Resistance] If you, at any point, receive fatal damage, bring your Dying to 9 instead (only occurs once per Rest)

[Steeled Rest] Interrupted rests will count as Uninterrupted and Incomplete rests will count as Interrupted

[Steeled Fasting] Interrupted meals will count as Uninterrupted and Incomplete meals will count as Interrupted

[Steeled Wear] Interrupted activity will count as Uninterrupted and Incomplete activity will count as Interrupted
Secret (song)

“**Secret**” is song by Canadian singer-songwriter Francesco Yates, released October 12, 2018 by FY Records, was written by Ina Solla, Alexander Zeekley, Robbie Jones, Max Martin. Alternative synth-pop influences electronic rock.

## Background

Francesco released the first EP Francesco Yates on September 11 , 2015. From a sexy show in which they performed in the central square of Vancouver. About everything, synth-pop hit "Call", pop ballad "When I Found You", funk jam "Better To Be Loved" and rock song "Change The Channel", don't get a Michael Jackson's concert.

Night regimen after a disability infection.

## Composition

"Secret" is alternative synth-pop influences electronic rock, including Jimi Hendrix, Sharon Van Etten and Shawn Mendes, playing an 80's synthesizer and the sound of singing in a dark cave, inspired by the movie "School of Rock", clapping at the Los Angeles Arena at night. Recorded at Noble Street Studios in Toronto.

## Music video

The music video was released on November 6, 2018 on Vimeo and YouTube. Retro woman from the 1960s goes to Los Angeles by car, nice to meet a fish on a water napkin, as a result of a modern house in the style of the 1950s, Yates wore a light blue dress and mesh boots, similar to Ella Fitzgerald, it will scare away from a dog in a forest area of California.

## Lyrics

Hmm, hmm

How get weight it only worst

Get back in the rehab again

Put your hand into saline

My mind to time you charge

These nights out of city

Just went to the car

Take me hurt to the rhyme

I got it your dirty little secret

Your dirty little secret

Your dirty little secret, oh

Hardest lover, I can't want it cheating out of dirty little secret, so

I got it your dirty little secret

Your dirty little secret

Your dirty little secret, oh

Hardest lover, I can't want it cheating out of dirty little secret, so

Hmm, hmm, oh, yeah

Do you lose my joker cards

But girl to erase did mean it

I save your diamonds of the clouds

Can't gimme for the offense

Yeah, those girls leave again

I got it your dirty little secret

Your dirty little secret

Your dirty little secret, oh

Hardest lover, I can't want it cheating out of dirty little secret, so

I got it your dirty little secret

Your dirty little secret

Your dirty little secret, oh

Hardest lover, I can't want it cheating out of dirty little secret, so

Na, na, na, come it done

Hold it that glory of the somewhere

Need to burn our flowers in garden

Got the spice, running out the streets

Na, na, na, come it done

Bikes riding out of LA

Tryna see for the creation, won't open a new chord

Open a new chord

Open a new chord

Yeah, I won't open a new chord

I got it your dirty little secret

Your dirty little secret

Your dirty little secret, oh

Hardest lover, I can't want it cheating out of dirty little secret, so

I got it your dirty little secret

Your dirty little secret

Your dirty little secret, oh

Hardest lover, I can't want it cheating out of dirty little secret, so

I got it your dirty little secret
Kiss Kiss (album)

“**Kiss Kiss**” is a first studio album by Canadian singer-songwriter and actor Francesco Yates, released December 1, 2017 by Atlantic Records and FY Records.

## Composition and lyrics

The genre of the album incorporates honey R&B as well as influences from synth-pop and funk described as "...Ocean Vibes with 80s". In a second teaser trailer for the album, Timberlake said that the album has a number of influences. "It's meant to be listen outside even more than inside, I believe. You talk about those, like, Sweden-base guitars and that sound that feels like heritage. That is me exercising my love for where I came from." NME described most of the album's first half is "glitter sweet-pop," while Glamour stated the music is funk-soul. Ahead of the album release, Yates hosted a listening session with music industry insiders and members of the press. Audacity commented the album features pop, R&B and electronic tracks.

## Tracklist

1. "Bittersweet Story"
2. "Call"
3. "I Don't Feel Like Pretend"
4. "Better To Be Loved"
5. "Kiss Kiss" (ft. Kacey Musgraves)
6. "When I Found You"
7. "Power"
8. "Because Like Woman"
9. "Remembering About This"
10. "Chocolate Dessert"
11. "God Say Honeymoon"
12. "Free You Deserve"
13. "Nobody Like You"
14. "Divorce"
15. "Waves"
16. "We Not A Guidance"
You Will Be Lonely (album)

“**You Will Be Lonely**” is third studio album by Canadian singer Francesco Yates, released November 10, 2023 by FY Records. Francesco used to become a dance-pop and electro record in the style of melancholy and heaven. The singles that have become always include "Late Night Love", "Dive", "Yellow Cake", "No Money" together with Crash! and also the single "Survive Me" with Tyga. Francesco completed the work in 2020 after the release of the second studio album "Hurt (album)" and the most healing EP "Superbad" and projects.

## Background

In 2020, Francesco released the second EP "Superbad", and an action-packed short film called. The EP's style is R&B, electro-funk and soul. Also, back in September 2020, they released the nu-electro single "Late Night Love" and a fragment was published on Francesco's Facebook channel.

Francesco who released the second studio album Hurt on November 6, 2020 by the label FY. In January 2021, he released a collaboration with AJ McLean and ATCK "Don't Call Me Back". Then on February 14, they released the trap ballad "Dive" because of COVID-19.

Francesco chose the release of the musical reality show Press Play at Home broadcast on The Recording Academy. From June 2022, he released his single "Jimi", similar to the famous guitarist, singer and songwriter Jimi Hendrix. In July, he published on Twitter that he would be presenting for an interview with the Backstreet Boys on the American and Canadian leg of their DNA tour.

Francesco released his songs "THUNDERBOMB" and "CHANEL" on April 14, 2023 and May 5, 2023 in tune.

## Composition

You Will Be Lonely is a pop, electropop and synthpop album with elements of electronic music, dance-pop, new wave, and R&B.  The songs were recorded with a live band.  Canadian Beats described the album's opening song "Ones" as a "dark, soulful ballad". In it, the singer "exposes her joys over the simplest and sweetest piano melodies," and her voice remains in the spotlight. The title track has been described by critics as bizarre, representing a collage of forgotten club men of the 1980s and 1990s.  "I'm a Dancer" is a mid—tempo composition in which Yates reflects on life and selfish self-love. Intense vocals are accompanied by juicy synthesizers and powerful drums. The critic praised the lyrics as similar to those she wrote for Upbeat Disco (2008), but at the same time "acutely frank".
Eternal Branch

*“There is but a singular quality that is inevitably correct about Heaven; it is eternal.” - Vi Yuvi*

The eternal branch concerns itself with continuance and preservation, living a life in stasis over disarray.

### Type II

At any instance, you may choose to have an unimpeded Rest where your Sleep, Inactivity, Delight and Nourishment values are all 12. All Rests become like this until your Lullaby reaches a multiple of 10.
If an ally has ended their story, gain the same amount of Forbidden Knowledge their new character gains.
If you are about to die, except through Lullaby 100, you may choose to survive the ordeal completely unscathed and achieve sole victory.
The Undesirable

You are made to descend, by others who find it easier to simply remove you from view.

Take 1 Nightmare Item, then take 1 of the following:

* 1 Specific Skills
* 1 restricted Companion
* 1 Expertise
* 3 General Skills

You cannot take Special Items in character creation, unless they are integrated into your body or being; anything external was taken from you. Talk to your GM to decide what it was about you or what you did that made the people in power decide to put you out of sight and out of mind.

Once during the adventure, when you would take points of an Attribute for the first time (except Damage or Lullaby), you may reveal a scar or other relevant sign of injury, and declare yourself invulnerable to that Attribute due to prior exposure, experience or experimentation. After this, your maximum value of that Attribute becomes 0.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[1] Unjust Retribution** - Select 1 of the following, within Arm range:

* 1 Nightmare Item
* Everything within a 1ft x 1ft x 1ft cube, except any Nightmare Items

Remove that selection from existence, banishing it to another time. Any sentient being you target must either be entirely a Nightmare Item (Nightmare Items bonded to a sentient being cannot be targeted) or be contained entirely within the selected space.

**[X] That Shivering Darkness** - You are more conscious of what lies beneath than most. Choose an Attribute you have, then select a target within Spear range. That target takes (2X) points of that Attribute, then you take Lullaby (4X).

**[7] Axiom of Infinity** - Learn any combination of Combat Techniques and Mystical Branches with a maximum total cost of Forbidden Knowledge 9. Then, become feared and hated, proportionate to the cost of the Combat Techniques and Mystical Branches you learned.
Pulp Wiki

**Welcome to the Pulp Wiki!**
A wiki for pulp novels, stories and comics of the 1920s, 30s, and 40s

We're a collaborative community website about Pulp that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Pyro

Pyro is a specific skill.

> 1: You can make your surroundings warm temporarily, for up to 1 minute
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> 4: Negative heat effects aren't as affective against you
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> 7: Embrace the fire. Immediately gain Stove 3
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> 10: TBD
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#### **STOVE**

Gain 1 when you take the fire into yourself. You cannot take Glacial, or be cold. You can make an attack, spewing burning coals from your charred jaw:

*[F,d20] Ignite. [Spear, Sear 2|Sear 4]*

When you use Ignite, reduce Stove by 1 to a minimum of 1. When you use Ignite, you may make multiple Ignite attacks at once up to your Stove (maximum 3) against targets within range, but reduce Stove by 1 to a minimum of 1 for each attack, as above. Once per day, if you have not used Ignite in the last 24 hours, gain 1 Stove when you rest, then take Sear=[Stove-1].
The Miracle Worker

As a scientist or theologian, you descend in search of a shining hope, an impossible wonder in the midst of a sea of ruin.

Take any 1 of the following:

* 1 Expertise
* 3 Skills
* 2 Special Items
* 1 independent Companion
* 1 restricted Companion and 1 Skill

You may also take 1 of the following:

* 1 “Lifeline” Special Item, and +1 to any stat
* 1 “Lifeline” Special Item with additional range

You may also take 1 of the following:

* 1 “Analyst’s Eyes” Special Item
* 1 “Alice Glass” Special Item
* 1 “Med-Pack” Special Item

The first time you purchase a Mystical Branch using Forbidden Knowledge, it costs 1 Forbidden Knowledge less than it normally would. Combat Techniques always costs 1 Forbidden Knowledge more than it normally would. Talk to the GM to decide what problem you are trying to solve and what solution you are hoping to find. You may create your own, or pick 1 of the following:

* Climatologic: You search for a way to avert ecological disaster.
* Epidemiologic: You search for a way to end a devastating disease.
* Polemologic: You search for a way to end a long and terrible war.
* Teleologic: You search for a structure in the universe, an indication of extrinsic purpose.
* Thanatologic: You search for a cure for death, a way to avoid the end.
* Thaumatologic: You search for the secret writings, a way to develop true magic.
* Theologic: You search for word from the divine to provide guidance in dark times.

Whenever you gain substantial new information related to your problem, take Forbidden Knowledge 1.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[-2] Corrupted Learning** - If you are in possession of a Miracle Item: dismantle and permanently destroy it.

**[3] Discover** - Gain perfect knowledge of the current location of something that would address the problem you came here to solve. It’s likely that this solution has problems or drawbacks, though, and there’s no guarantee that it’ll be easy for you to get to.

**[5] Blessing** - Gain perfect knowledge of the current location of something exceptional, likely a Miracle Item, that would address the problem you came here to solve. There’s no guarantee that it’ll be easy to get to, however. Also, your Hopeful becomes 10, and take +2 Will.
The Haunted

A dread urge or hollow call pulls at you. You can't say why, but you feel its grip around your heart; it is irresistible and inevitable. You've always known, after all, that this is where you belong.

Take 1 Nightmare Item, then take any 1 of the following:

* An upgrade to your Nightmare Item
* 1 Bond, 1 General Skill, and +1 to any stat
* 1 Attribute, and your minimum possible value of that Attribute becomes 1 (Consult the GM for options.)

You may also take any 1 of the following:

* 2 General Skills
* 1 Special Item

Any Connections or Bonds you take in character creation must be used for negative relationships. Up to 3 times during character creation, you may take +1 to any stat (to a maximum of 18), but each time you do, the GM takes 1 Beckoning Token. Talk to the GM to decide what it was that calls to you. You may decide to have partial or minimal knowledge of its form or intention, or for it to be formless or have no discernible intent. Decide what form the call takes - it may be visible or invisible, come in the form of a sensation or intrusive thought, or anything else you can think of. Any time you experience a similar sensation, or see or hear or otherwise experience something similar to the call, you feel the call, then your Terror (if any) becomes 0, and cannot increase beyond 0 for the next in-game day or until your next Rest.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[0] The Growing Urge** - The GM takes 1 Beckoning Token, then pick 1 of the following:

* Gain Hopeful 2 (you may spend this immediately)
* Heal Dying 1, Broken 3, Wound 3, Bruise 6 or Bleed 6
* Add -5 to one roll made by a being within Throw range

**[0] Just A Little Further** - When you feel the call: you must pay Forbidden Knowledge 1. If you cannot, pick one of the following:

* Immediately renew your search for the source of the calling. If you do not, take Convulse equal to the total number of times you have felt the call, including this time.
* The GM takes 1 Calamity Token, 1 Recompense Token or 1 Compulsion Token.

**[0] The Source** - When you find the source of the calling: you must pay Forbidden Knowledge 5. If you cannot, your story ends. If you can pay, however, you may choose to no longer feel the call, then you may pick one of the following:

* Learn any combination of Techniques and Branches with a maximum total cost of Forbidden Knowledge 5.
* Select up to 5 targets in Xurua. They begin to feel the call.
Survive Me

“**Survive Me**” is song by Canadian singer Francesco Yates and American rapper Tyga, released September 22, 2023 by FY Records. Hip-hop trap influences alternative R&B.

## Composition

"Survive Me" is alternative R&B and hip hop trap, the song combines styles such as hip hop and alternative pop in the chorus. "Survive Me" is written in the key of D major with a tempo of 80 beats per minute. Yates' vocal range extends from the low note of F♯3 to the high note of E5.

## Background

On March 21, 2023, we recorded with a friend at MH Studios Toronto in the central region of Toronto, the elementary answer is only double ideas for recording a song. But the released album Hurt in November 2020.

## Music video

Music video released on October 3, 2023 and directed by Jacqueline Williams, was shot in Saskatoon train station, the guy reads nonsense on his girlfriend's phone, goes home on the train to the city.

## Lyrics

Sliced you fed with horseradish ah-yeah-yeah

And you are brave and loved at bedtime, so know it

And tolerant relatives of the attic about the edge

And he praises the dying souls, the cradle and the plaid

And time shoals are not feline forces snapped to love

And she didn't give her friend's knees, but demanded that she just believe

Under this devil effect to those who will not see by fire

You twisted the chat terribly sweetly.

We maliciously carry ourselves as a family, surround

They took what they needed, they took what they needed, help him

And rather, I wouldn't be able to do it with the same

Ragga, bless us, we're picking nose today

So if something is scared of the midnight

Where time takes to you

He leaves you and brings you

"Life to gone you"

So if something is scared of the midnight

Where time takes to you

He leaves you and brings you

"Life to gone you"

My wild horse, frisky hips

Love wins, killed the announcer

Nevertheless, I was just now and theologian

Germs alone will be these queens

My wild horse, frisky hips

Love wins, killed the announcer

Nevertheless, I was just now and theologian

Germs alone will be these queens

Brother roars, evening floats, on

Ruined again, building houses

Who, if not strange? Who ran away from me?

A ghost flies, she knows Chris (Hey)

Let me open my mouth

You're closer now, do you hear?

Understand in thought

It's a surprise more, hey

Everyone has left here, the flames are not burning, ah

To be in the role of crooked people, ah

To live a day with you

I'm a doctor Howl

So if something is scared of the midnight

Where time takes to you

He leaves you and brings you

"Life to gone you"

So if something is scared of the midnight

Where time takes to you

He leaves you and brings you

"Life to gone you"

My wild horse, frisky hips

Love wins, killed the announcer

Nevertheless, I was just now and theologian

Germs alone will be these queens

My wild horse, frisky hips

Love wins, killed the announcer

Nevertheless, I was just now and theologian

Germs alone will be these queens
No Money

“**No Money**” is a song by Canadian singer Francesco Yates and American rapper Crash, released July 21, 2023 by FY Records. Bubblegum pop about world dollars.

## Background

On July 19, 2023 through social networks today, teases new song "No Money" we're all at once charging for us with Atlanta's rapper.

## Lyrics

Oh, woah, oh, nah

(Bet you that's the end)

When that sweet fading honeymoon

We're drunk you lose night to me

Cured will connected into computer

Say it help, get me back in 2020

Take call me official, brings to February

Sick just stay now: 3+6=9

I will down the neck to throat

Stay the same

Where do you get her vegetable cans

You can often clean the windows in the soap

Do you understand that there are few feelings in the case?

But they can't turn me on, like does too no money

'Cause you and I

Was the only coming for you

Bet you that's the end, yeah

Call you off only deep love

Said she pumped up her body through gym

Then broke the safe in the city bank

Will for you it snow on April 14

Such magical music instead of without words, oh no, mama

I'm very scared bring back in snowy February

I wanted to never hurt

Where do you get her vegetable cans

You can often clean the windows in the soap

Do you understand that there are few feelings in the case?

But they can't turn me on, like does too no money

I will down the neck to throat

Stay the same

I'm very scared bring back in snowy February

I wanted to never hurt

Get no money
Techniques and Branches

***Note:** So with regard to Darksun, there are these things named "Arts" and "Masteries". I personally think they're pretty cool, but some of their flavour is made for The Lowest Place, not Xurua. I also don't know much about them yet sooooooo maybe this'll change soon but for now it's like this.*

## Combat Techniques

Combat Techniques are the essences of one's skill with weapons. Each Technique has a Foundation and 3 levels of Variation: Primis, Centrum and Finalis. You start off with the Foundation, but unlocking a level of Variation costs Forbidden Knowledge 3. Variations are mutually exclusive. Here are all of the Techniques

* One-Handed Technique
* Two-Handed Technique
* Ranged Technique
* Shield Technique

## Mystical Branches

Mystical Branches are pathways in which Anima manifests. Each branch is categorised into 3 types and a Foundation level. You may use all the Foundation spells at any given time. You may purchase a spell with Forbidden Knowledge (costs are in accordance to the Type level. For example, a Type I spell costs 1 Forbidden Knowledge). You cannot purchase a spell from a Type if you do not know any spells from the previous Type. Here are all of the Branches:

* Prophetic Branch
* Twilight Branch
* Serene Branch
* Eternal Branch
Rests

## Sleep

Once per day you may do ONE of the following:

Stress = Will
If you have no Stress, heal 1 Unstable.
Stress = Will / 2, rounding down
If you have no Stress, roll Will, and heal 1 Unstable on success.
1 Stress

## Meals

You may do ONE of the following:

Bleed = Guile
If you have no Bleed, heal 1 Wound.
Bleed = Guile / 2, rounding down
If you have no Bleed, roll Guile, and heal 1 Wound on success.
1 Bleed

Note: The following feature isn't in *Darksun*, but I personally wanted to add it in due to the fact that the world's campaign isn't exactly going to be forgiving when it comes to food, and the effects that different monsters will have can scale well with it.

1 Meal is equivalent to 4 Nourishment. Lose Stress = ( Delight / 4 ) - 2.

## Activity

You may do ONE of the following:

Bruise = Forceful
If you have no Bruise, heal 1 Broken.
Bruise = Forceful / 2
If you have no Bruise, roll Forceful, and heal 1 Broken on success.
1 Bruise
Food

Food plays an important role, providing benefits to your health but requiring you to eat regularly. Each piece of food has 3 modifiers: Nourishment, Delight and Lifetime.

* *name of food* (Nourishment, Delight) (Lifetime)

* Bread (2,0) (2/7)

Nourishment measures the amount you've eaten; Delight helps deal with Stress, both of which occur during a Rest. Lifetime shows when the food will expire. During expeditions, the ‘Lifetime’ value will be important, so make sure to pay attention to your stocks. Usually, 1 Meal consists of 4 Nourishment.

## List of Known Foods and Grade I Recipes

If you happen to eat food that requires cooking (e.g. Raw rice), it is treated as rotten/mouldy on a coin toss.

Be resourceful. There are many ways to make food but also make sure to plan ahead for any longer expeditions. Food can go rotten/mouldy, but it can also be stolen or left behind.
Traits

Traits are now unused - this page is an archive of a previous mechanic.

## Darksun Traits

* **STEADFAST** Will +1. Pick 1 of the following:
	+ Ignore the negative modifier applied by Broken.
	+ If you would be physically moved by an adversary, you may make that adversary roll against your Will. On failure, they cannot move you.
* **BRIGHT-EYED** Will +1. Pick 1 of the following:
	+ You may spend Hopeful without being affected by Terror.
	+ Once, if your story would end (except if you have Lullaby 100), you may choose to have it continue instead. The manner in which this happens is at the GM's discretion.
* **POWERHOUSE** Forceful +1. Pick 1 of the following:
	+ When you land a blunt physical attack, deal an additional Bruise 1.
	+ When an ally within Throw range would take a Hit or Crit, you can pay Hopeful 1: get them out of the way. They instead take no damage.
* **ADORING** Forceful +1. Pick 1 of the following:
	+ Once per day you may select a nearby ally. That ally's Stress is reduced by 1.
	+ Any time you make an attack that would kill a target, you may choose for that target to survive, defeated.
* **NIGHTMARISH** Guile +1. Pick 1 of the following:
	+ When you land a psychological attack, deal an additional Stress 1.
	+ If you wish to, you may always appear to be a threat, even if you are not.
* **SIMPERING** Guile +1. Pick 1 of the following:
	+ When you attempt to backstab or betray someone, you may choose to have that attempt be entirely undetected until the moment it happens. If you do, the GM takes one Betrayal Token.
	+ When a lie or deception of yours would ordinarily be found out, you can pay Hopeful 1: instead, it is not, and if someone made an accusation against you to cause this, they are made to look unreasonable and foolish as a result

## SL Traits

These are traits made specifically for this campaign (either by the GM or the players themselves).

* **IDEALIST** Will +1. Pick 1 of the following:
	+ Ignore the negative modifier applied by Unstable.
	+ Once per day, if your Stress is less than 4, an attack that would inflict Stress is nullified.
The Jester

You honestly couldn't say why you've ended up here. Perhaps even the uncaring universe occasionally plays a wild card.

Take any 2 of the following:

* 1 Nightmare Item, and -1 in any stat
* 1 Special Item, and +1 in any stat
* 2 General Skills and 1 Connection
* 2 Forbidden Knowledge (unassociated, lose this if your story ends)
* 1 restricted Companion
* +2 to any stat
* 1 Pact

When you take Special Items, Nightmare Items and Miracle Items, you may choose from the full list, even those that are ordinarily exclusive to other Classes. Each time you do, the GM takes 1 Mystery Token. You may also take one of the following features, or create your own. You may use your feature once per day, but if you do, take an extra Lullaby X at the end of the day, where X is the number of consecutive days where you have used your feature (minimum 2).

* Multitudinous Jester: You appear as though “overlaid” with several copies of yourself for no more than ten seconds, or until you make an attack. When you make a physical attack, you may force the target to roll twice and take the lower result. You may act as if you have multiple extra limbs.
* Probabilistic Jester: You appear as though you are only “maybe” in the space you are currently occupying for no more than ten seconds, or until you have to roll against an attack or effect. When you have to roll against a physical attack or other physical effect, you may roll twice and take the higher result. You may act as if you are actually anywhere within Spear range of your position.
* Nameless Jester: You appear as though you are a different person for no more than one hour, or until you choose not to. If you wish to mimic a specific person, you must have seen the aspects of that person that you wish to mimic, such as face or voice. You cannot alter your size or broad anatomical structure, and any changes are purely visual.
* Grim Jester: You appear as though you and the space you occupy are “decaying” for no more than one minute, or until you make an attack. When you make a non-physical attack, you may force the target to roll twice and take the lower result. Your touch causes things to slowly fall apart or “worsen”.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[0] Unknown Factor** - If the GM has no Mystery Tokens, and has not spent one within the last 24 hours in-game: heal Stress/Bruise/Bleed 3, then the GM takes 1 Mystery Token.

**[X+1] Copycat** - Choose any Class Ability from a Class that no other player is currently using, where the cost to use that ability is Forbidden Knowledge X. Activate that ability, then the GM takes 1 Mystery Token. Once you have used an ability in this way, you cannot use it again.

**[3] Certainty** - Collapse the probabilities. Make any one attack a guaranteed, unblockable crit.
The Pursued

Running from a relentless pursuer, you find yourself turning to the narrowest, most suffocating, most shadowed hiding-place... And yet, they're following you even here. You just know it.

Take any 1 of the following:

* 1 Nightmare Item
* 1 Special Item and +1 to any stat
* 1 Specific Skill

You may also take 1 additional Special Item.

Discuss the nature of your pursuer with your GM. It may be known or unknown to you, physical or nonphysical, sentient or otherwise. Also decide the reason for its pursuit of you - again, this could be known or unknown to you. You may also choose an identifying factor that makes your pursuer’s approach known to you; you may create your own, or pick 1 of the following:

* Dreadful Approach: Shivers run down your spine, you feel cold and clammy.
* Ominous Approach: Birds flock, the light grows sickly, the ringing of bells is heard.
* Ticking Approach: Time appears to slow and your movements feel sluggish.
* Darkening Approach: Lights dim, shadows visibly grow, noises grow quieter.
* Glaring Approach: You feel a searching gaze hunting for you, and drawing closer.

When you meet people who seem sympathetic to your plight: you may choose to receive guaranteed food and shelter. If you do, the GM takes 1 Betrayal Token.

Once per day, when you Rest, also take Hopeful 1.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[0] Imperfect Evasion** - When you are being hunted, or are otherwise under threat of being discovered by a hostile force: successfully hide yourself for 5 minutes or until the threat has passed, whichever comes first, then the GM takes 1 Tracking Token.

**[1] Surrender** - When you feel as though you have absolutely no options remaining: your pursuer finally catches up with you, decimates the surrounding area (if it is strong enough to do so) and, if it does, ends you in the process.

**[10-X] Hard-Fought Victory** - Confront your pursuer, when X is equal to your Inevitable.
The Invaded

They arose from the depths and killed everything. Now you have no choice but to return, down where it came from, to the Home Country and to the birthplace of your oppressors.

Take +2 to any stat, then take any 1 of the following:

* 1 Nightmare Item, bound or linked to you in some way
* 1 Attribute, and your minimum possible value of that Attribute becomes 1 (Consult the GM for options.)
* 1 independent Companion
* 1 promise-type Pact

You may also take 4 Connections or 2 Bonds. When you assign Connections or Bonds to negative relationships involving a Xuruan individual, take Forbidden Knowledge 1 for each Connection and 2 for each Bond, with unassociated (lose this if your story ends, only usable during the adventure).

You may also take 1 Special Item, left by a Xuruan soldier. You may take a scar or other mark of injury sustained during the invasion.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[-1] Abject Terror** - Once, when you come face to face with or are under threat from a person, place or faction with whom you have a Connection or Bond: take Terror 10. Your fear is plainly visible.

**[1] What Now?** - Once, if you had at least 1 Bond or Connection at the start of your journey, but now have no unassigned Bonds or Connections, and the targets of all your assigned Bonds and Connections have been defeated or destroyed: reduce the Damage of 1 target within touch (including yourself) to 0.

**[5] Nemesis** - Once, when you encounter a person, place or faction with whom you have a Connection or Bond: your Terror becomes 0. Until an hour after the encounter ends, the target of your Connection or Bond cannot directly or indirectly (except through their allies) affect you with an attack or other effect unless you wish it to happen. During the same time, whenever you inflict points of an Attribute to that target, double the points inflicted. If the target is defeated or destroyed during this time, your Hopeful becomes 10. If the target survives or escapes such that they may return to full strength, take Lullaby 50.
The Treasure Hunter

You thought you'd find unimaginable treasure down here in the dark. Even if you were right, you couldn't have imagined the cost.

Take any 1 of the following:

* 1 Special Item
* 2 General Skills

You may also take 2 of the following (you may select the same option twice):

* 1 Special Item and 1 General Skill
* 1 independent Companion
* 1 restricted Companion and a +1 to any stat

When you gain a Nightmare Item during the adventure, take Treasure 3. When you would spend Forbidden Knowledge during the adventure in order to use an ability, or for something transactional such as learning a Combat Technique or Mystical Branch, you may spend Treasure instead, at a rate of 2 points of Treasure to each point of Forbidden Knowledge. Every time you do, the GM takes 1 Recompense Token for each point of Forbidden Knowledge thus substituted.

If your story ends, you may gain Forbidden Knowledge 1 (Lose this if your story ends, if you reach Forbidden Knowledge 10 while in possession of this Forbidden Knowledge nothing happens, you can only use this Forbidden Knowledge to purchase options that cost Forbidden Knowledge 3 or less) for every 2 points of Treasure you had when your story ended, but if you do, and you create a new character, that new character cannot be a Treasure Hunter.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[0] Riches!** - When you acquire any form of wealth or glory: you may gain Treasure 1, or Treasure 2 if you were selfish, greedy or foolish in the process. The GM then takes an equivalent number of Recompense Tokens.

**[2] What’s Due** - When a negative side effect of something you did, intentionally or otherwise, would affect you: avoid that effect, then gain Treasure 1. The GM then takes 1 Recompense Token.

**[X] Paid For in Blood** - Choose a target within Throw, and spend Treasure X. Both you and that target take Dying X, then the GM must spend as many Recompense Tokens as possible up to a maximum of X, and the resultant effect applies to both you and the target. If the target’s story ends before this effect has fully resolved, you may choose a new target within range and finish resolving the effect with that new target in mind.
Nightmare Items

Nightmare Items are often extremely powerful and versatile objects with major drawbacks. Many things considered “magical” or otherwise supernatural fit into this category. Nightmare Items can be cursed, eldritch, malevolent, inexplicable, seemingly purposeless, or simply painful to use.

They are rarer still than Special Items, and may bind or link with a character, even being integrated into the character’s body in some way. Nightmare Items are very specific and personal, and can often form a major part of a character’s identity and journey. In character creation, feel free to discuss ideas you have for Nightmare Items with your GM. You are not limited to the list of suggestions provided, and you can even request adjustments be made to one of the listed objects to better suit your adventurer. Nightmare Items do not have to be simple physical objects either - they can also take the form of special powers, abstract concepts or even companions.

The GM may suggest that you could not be told the specifics of a Nightmare Item’s function or cost. Keeping at least some aspects of your Nightmare Item a secret (even from yourself!) is recommended, as this often injects a sense of uncertainty or chaos whenever it is used.
The Devotee

You enter the grand Necropolis, despite any misgivings, for the sake of a solemn and iron duty.

Take any 1 of the following:

* 1 single-use Miracle Item with a specific purpose that you may or may not know
* 2 Special Items
* 1 single-use Nightmare Item with a specific purpose that you may or may not know, and 1 Special Item
* 1 restricted Companion with a specific goal that you may or may not know, 1 Special Item and a +1 to any stat
* 1 independent Companion with a specific goal that you may or may not know, and a +1 to any stat

Then take any 1 of the following:

* 1 Specific Skill and 1 Connection
* 2 General Skills and 1 Connection
* 1 Expertise
* +1 to any stat, then +1 to any other stat
* 1 Oath-type Pact

Whenever you take a Miracle Item, including during the game or as part of the list above, the GM takes 3 Calamity Tokens. Whenever you take a Nightmare Item or independent Companion, including during the game or as part of the list above, the GM takes 2 Calamity Tokens. Whenever you take a restricted Companion, including during the game or as part of the list above, the GM takes 1 Calamity Token.

Talk to the GM to choose the duty you must complete in Xurua. If your duty becomes impossible to complete: each time you take Lullaby, take Inertia 1.

During the adventure, you may spend Forbidden Knowledge to use the following abilities:

**[0] Unbroken Oath** - When misfortune or malevolence would threaten your ability to complete the duty: Gain Indomitable 1, Armoured 1 and Juggernaut 1 for 5 minutes or until the danger is passed, whichever comes first. Then, the GM takes 1 Calamity Token. This ability cannot be used in response to the GM spending a Calamity Token.

**[1] Solemn Respite** - When the GM would spend a Token: that Token does nothing, and the GM cannot spend a Token with the same name for 1 in-game day, or until the next time you Rest, whichever comes first.

**[5] Completion** - At any time after you have completed the duty: the GM loses all Tokens. Then, if you are in relative safety (or the next time you are in relative safety, if you are currently in danger), choose up to 4 allies. They each take +1 to any stat of their choosing, and gain Hopeful equal to the number of allies chosen. Then retire your character, ending their story how you see fit.
Items

*Following is an excerpt from Corin’s Darksun. (Not bothering to replace any of the wordings/phrases since it’s a good thing to note anyway)*

There are four general classes of obtainable object in Darksun: Items, Special Items, Nightmare Items, and Miracle Items, each rarer and more valuable than the last.

Any object that can be considered “ordinary”, common and non-complex falls into the broad category of Items. Items include things such as knives, ball bearings, rope, magnifying glasses, matches, etc. They are commonplace and uncomplicated, although this does not mean that they are necessarily easy to come by in the Lowest Place. In character creation, you can take any number of Items, as long as it would be reasonable for your character to possess them and be able to carry them.

Other types of items:

* Special Items
* Nightmare Items
* Miracle Items
Cooking

Cooking is a specific skill.

> 1: When making food, add +1 delight to each food that you make.
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> 4: When making food, add +1 nourishment to each food that you make.
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> 7: When making food and exactly one ingredient is rotten/mouldy, the finished food will not be rotten/mouldy.
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> 10: You may salvage food if they are rotten or mouldy (Coin toss. On success, remove the rotten/mouldy modifier. On failure, remove the food).
>
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You may make Complex recipes. Complex recipes can be made if your Cooking skill meets the recipe's requirements.
Special Items

Anything more complex than a simple pistol or hand crossbow is considered to be a Special Item. This can include more advanced weaponry such as modern rifles or small, simple robots, but can also include items that have minor, relatively simple extra abilities, such as a rifle that can teleport bullets through walls or a plasma sword. Special Items are more difficult to come by than ordinary Items, especially given that in character creation you can work with the GM to create a Special Item specific to your character, and those found in the course of normal gameplay will likely not be tailored so precisely to your adventurer. Most things with futuristic technology are classed as Special Items, as while they are often powerful they are generally explainable.
Race

I don’t need to explain what a human is.

A taller humanoid with an extra pair of arms extending just below the usual pair. They tend to live longer than humans.

There are two types of Avurne:

**Pure** - With a pale texture and eyes more capable in the dark than most, these beings are weak when their skin is exposed to sunlight.

**Half/Mixed** - These Avurne look more akin to humans, with fairer skin and less practical qualities purer Avurne exhibit, yet still have the 4 arms indicative of the Avurne species.

Generally speaking, they look similar to humans, compared to other species in the setting. An Avurne, whether pure or mixed, can get away with disguising themselves as human, obviously taking into account the concealment of their extra arms.

### Dwarves

*Dwarven*

Smaller humans that have developed such a structure due to prolonged exposure and living inside areas such as caverns and internal grounds.

### Mekanics

*Mekanic*

Physical creations made by elder civilisations. These living machinery expire at a similar rate to humans.

Identified only by the notion of being constructed of inorganic material, Mekanics come in different forms.

### Daan-ves

*Daanvi, Elven (Archaic), Elfen (Archaic, also offensive)*

An old species identified by a slim, almost bone-like figure in its size. An increased audio sensitivity and faster movement allows it to differentiate itself from the other species, yet the Daan-ves do not tend to be the brightest bunch.

### Hymns

*Hymnic, Avurne (Archaic, also Offensive and incorrect but like)*

A sister species to the Avurne, Hymns split off from the genetic tree thousands of years prior. Not much is known about them, except for their agility and isolationist inclination.
Twilight Branch

“*When the day ends, does the sun depart? It is but the coexistence of night and day that we as the children of the Godling seek to retake our place as rulers of this wretched world.” - Elohm Xuruha Vantehr*

The twilight branch concerns itself with following the flow of day and night, light and dark.

### Type III

[W] Abyssal Eyes [Touch, Inflict Atere’s curse]