recursal/Fanatic-Fandom huggingface dataset:
Rzesza Niemiecka

**Rzesza Niemiecka** (III Rzesza, Nazistowskie Niemcy) - nazistowskie państwo w Europie.

## Polityka

### Inni Politycy

Konrad Adenauer, Wilhelm Pieck, Hermann Göering, Heinrich Himmler

## Geografia

### Graniczy z

Polska, Czechosłowacja, Austria, Szwajcaria, Francja, Luksemburg, Belgia, Holandia, Dania, Litwa (1936) Polska, Słowacja, Węgry, Jugosławia, Państwo Włoskie, Szwajcaria, Francja, Luksemburg, Belgia, Holandia i Dania (1939)

## Polityka

Niemcy są krajem nazistowskim. III Rzeszą rządzi Adolf Hitler. Niemcy mają trzy partie: NSDAP, Zentrum i KPD. W NSDAP oprócz Hitlera mogą rządzić Hermann Göering lub Heinrich Himmler. Przywódcą Zentrum jest Konrad Adenauer, a KPD Wilhelm Pieck. Niemcy są liderem frakcji Oś.

## Armia

Rzesza w 1936 zaczyna z 30 dywizjami, z czego 24 to piechota, 1 to piechota zmotoryzowana, 1 to piechota górska, kolejna jedna dywizja to kawaleria i ostatnie 3 to lekkie czołgi. Armia jest w pełni wyposażona.

## Geografia

Stolicą Rzeszy jest Berlin. Inne duże miasta to Monachium i Frankfurt. W 1936 Rzesza graniczy z 10 państwami - Polską, Czechosłowacją, Austrią, Szwajcarią, Francją, Luksemburgiem, Belgią, Holandią, Danią i Litwą. W 1939 Niemcy nie graniczą już z Czechosłowacją i Austrią. Zamiast tego graniczą z Słowacją, Węgrami, Jugosławią i Państwem Włoskim.

### Regiony

Rzesza kontroluje 21 regionów. Dwa z nich są zdemilitaryzowane, jeden z nich oddzielony jest od reszty. W trzech z nich są duże miasta. Regiony III Rzeszy to: Szlezwik-Holsztajn, Hanower, Wesser-Ems, Westfalia, Nadrenia, Nadmozelia, Wirtembergia, Hesja, Frankonia, Oberbayern, Niederbayern, Turyngia, Saksonia, Brandenburgia, Meklemburgia, Ostmark, Dolny Śląsk, Górny Śląsk, Pomorze, Pomorze Tylne i Prusy Wschodnie.

## Inne

 Komunizm
 Bez Powiązań
 Demokracja

County tagiem III Rzeszy jest GER.
Hearts of Iron IV Wiki

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Bad Eyes

Your hero’s eyes just aren’t what they used to be. With glasses, there’s no penalty and the Hindrance is only Minor. Should he lose his glasses (generally a 50% chance when he’s wounded, or no chance with a “nerd-strap”), he suffers a –2 penalty to any Trait roll made to shoot or Notice something more than 5” (10 yards) distant.

In low-tech settings where the hero cannot wear glasses, Bad Eyes is a Major Hindrance. He must subtract 2 from Trait rolls made to attack or notice things 5” or more away.
Dog

The stats below are for large attack dogs, such as Rottweilers and Doberman Pinschers, as well as wolves, hyenas, and the like.

### Special Abilities

* **Bite**: Str+d4.
* **Fleet-Footed**: Roll a d10 when running instead of a d6.

* **Go for the Throat**: Dogs instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.

* **Size –1**: Dogs are relatively small.
Chiyoko Furuhara

Chiyoko Furuhara (not to be confused with the Fukuhara family) is a Danganronpa OC, and was the very first Danganronpa OC I've made.

## Biology

Chiyoko is an average height, chubby, and incredibly pale girl. She has short, curly, dirty-ish blonde hair, with long pieces of hair lining her face. Her bangs are the kind that's both sideswept and along the face. She has dark brown eyes, and freckles all over her body. Her default expression is a somewhat shy look without much emotion.

The one outfit she is always seen in is a white turtleneck sweater covered up with a brown floral dress. She wears black shorts underneath her dress. She wears a green ribbon in her hair with a daisy pin attached to the knot. Chiyoko wears brown ankle boots.

## Personality

Chiyoko, at first glance, seems to be amazingly shy. She never talks, at least not much more than a couple words spoken slowly. She heavily prefers the quiet of plants, and even seems to speak a little more when she thinks she's alone with nature. Despite how hard it is for her to open up to someone, and how shy she is, she is truly a kind-hearted person. Even when she fully trusts someone, she still remains quiet and fairly awkward, but it's clear she does her best.

When she's stressed, she tends to get a bit stubborn, and--a bit ironically to her usual behavior--may even raise her voice depending on the situation.

## History

Chiyoko has been neglected by her family for just about her entire life. It seemed to happen almost immediately after she'd learned to talk. As a toddler, she'd seemed to show signs of struggle in learning how to talk properly, and would always be a bit too loud. Just when the young Chiyoko thought she'd gotten the hang of it, her parents had turned against her. They would constantly tell her to 'shut up and be quiet' every time she managed to get a syllable out. That same behavior ended up passing onto her siblings, leaving her learning to just stay silent.

As a result of her speech issues combined with the abuse leaving her quiet, she would frequently be teased and/or bullied in school. (wip)
Rich

Whether the individual was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most. Rich heroes start with three times the normal starting funds for the setting. If a regular income is appropriate for this setting, the hero receives the modern day equivalent of a $150,000 annual salary.

## Filthy Rich

This character is very wealthy. He has five times the starting funds for the setting and, if appropriate, a yearly income of around $500,000.

Wealthier characters should have a very complete background as well. This needs to be worked out with the GM, and comes with many more assets as well as onerous responsibilities.
Outsider

In a society made up of only a few types of people, your hero isn’t one of them. An Indian in a Western town, an alien in a sci-fi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples of outsiders. Locals are likely to raise prices on the Outsider, ignore pleas for help, and generally treat him as if he’s of a lower class than the rest of their society.

In addition to the roleplaying effects above, your hero’s Charisma suffers a –2 modifier among all but his own people.
Command Presence

A booming voice, effective commands, natural charisma, or simple training results in a much more effective combat element. At the center of

that element is the officer in command. A hero with this Edge has a “command radius” of 10” instead of the usual 5”.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Core Narrative 6

The earths resources are depleting, and the government begins the early stages of dimensional experiments. They go through trial and error to complete the inter-dimensional travel mechanism. They successfully complete the mechanism, but tear in the inter-dimensional universe causes all the worlds to go awry.
Branded

The character was caught committing acts of piracy at some point in the past. He escaped the noose but received a brand on his face labeling him a pirate. He suffers –2 Charisma among nonpirates. Any vessel he is on that is boarded by privateers is thoroughly searched and the cargo manifest scrutinized. If the character is caught committing an act of piracy by authorities such as the Spanish Guild or the British East India Company, he is summarily executed.
Inspire

Leaders with exceptional reputations and experience in battle inspire the soldiers around them. They add +2 to Spirit rolls when recovering from being Shaken (this includes the original +1 bonus for the Command Edge).

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Arrogant

Your hero doesn’t think he’s the best—he knows he is. Whatever it is—swordsmanship, kung fu, running—few compare to his skills and he flaunts it every chance he gets.

Winning just isn’t enough for your hero. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk.

Arrogant heroes always look for the “boss” in battle, attacking lesser minions only if they get in the way.
Seasick

problem. The character must make a Vigor check each time he boards a ship. On a success, the character manages to control his sickness. With a failure he suffers a –2 penalty to all trait rolls until he spends an hour on dry land.

Woe betide the character when caught in a storm! He must make a Vigor roll at the start of each round until the storm abates or his sickness kicks in. He still rolls if already suffering seasickness—a failed Vigor roll increases the penalty to –4.
Maihime Tendou

### ***Okatana***

**Rakuen: Amatsumikaboshi** (楽園らくえん・天津甕星あまつみかぼし, *Paradise: August Star of Heaven*?)

### **Family**

**Shuuichi Tendou** (Biological Father)
**Konomi Kazehaya** (Biological Mother)
Nanae Origami (Surrogate Mother)
Kazuyuki Yanagi (Adoptive Brother)
Tagitsuhime (Host)

## First Appearance

### **Light Novel**

Volume 01

**Maihime Tendou** (天道 舞姫, *Tendō Maihime*?) is an important recurring character in the *Valkyries and Blade Dancers* series. She is a *Toji* affiliated with the Special Sword Administration Bureau and is known as the "Strongest Toji" due to holding the much coveted ranked No. 1, making her the top-ranked *Toji* and the most powerful of the Singles. She is the leader of the strongest squad offered by the Special Sword Administration Bureau, Team Amaterasu.

## Notes

1. ↑ 1.0 1.1 It is later revealed in Chapter 26 that Maihime's parents are nothing but names on a paper as they do not exist in any shape or form.

## References

content
1. ↑ Web Novel: Chapter 14
2. ↑ Web Novel: Chaper 26
3. ↑ 3.0 3.1 Web Novel: Chapter 10
Tactician

The leader has a natural grasp of small unit tactics and can frequently take advantage of a rapidly changing situation.

At the beginning of a fight and before any Action Cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one Action Card. These are kept separate from his regular Action Cards and are not placed back into the deck until used or the combat ends (including Jokers!). At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their Action Card for the round in place of the one dealt them. This allows Extras to operate independently of Wild Card characters for one round if they receive their own card.

Only one character per encounter may use this Edge.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Ancillary Narrative 3

Jimmy and Choo are good friends that work as custodians at the governments headquarters. They work with a small group of people that include a woman in her early 20’s named Brooke who is the office manager, and twins Andres and Alvin. Jimmy is trying to woo the supply girl, a 25 year old beauty named Shay. They have been friends for a long time but Jimmy final decides to invite her to get some dinner. A co-worker named Tony hears this through the grapevine and becomes jealous. He too likes Shay and thinks he should be with her. He tries to bully his way into the top suitor by bad mouthing jimmy and the rest of the sanitation department causing a rift between Shay and the group. They must figure a way to prove that Tony is a lying, conniving, evil person that only cares about one thing. Eventually they dig hack into his computer and find some rather interesting content. This is of course only one of a few. I have a vision of this becoming a series of at least 6 or 7 season in which they all get into different shenanigans and grow with one another.
Jack-of-All-Trades

Through advanced schooling, book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your hero has a talent for picking up skills on the fly. There is little he can’t figure out given a little time and a dash of luck.

Any time he makes an unskilled roll for a Smartsbased skill, he may do so at d4 instead of the usual d4–2.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Brawny

Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.
Common Bond

This Edge signifies a special link between close companions—such as a typical party. It doesn’t matter whether or not the characters get along perfectly or not, they’ve just formed a close and common bond during heir epic adventures.

A character with this Edge may freely give his Bennies to any other Wild Card he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
The Maelstrom

> ***The Maelstrom is a place that shouldn’t have to exist. It emerged from a necessity the average citizen cannot comprehend, and should they learn of its existence it would shake them to their very core. As king, it is your job to protect them from the shadows and secrets that would rob them of what little security they have.***
> ― Os[source],
>
>

Maelsotrms are winds that have been trapped away from the sky and are used to torture or contain someone(s). There are two known maelstroms, one in Death Valley and one in a crater where Arella was housed. They slowly kill the person(s) by sweeping layers off of their skin, like dust. The one in which Arella was housed in was made with 12 broken winds. Os is the one to have broken them and created the maelstrom. The other maelstrom was created by Raiden and the Stormers.

1. ↑ 1.0 1.1 Arella
2. ↑ Raiden
Dodge

Some crafty types know how to get out of harm’s way. This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their ranged attack rolls when targeting them (even in close combat).

Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well (when allowed).

## Edge

### Required edge

Dodge

As above but attackers subtract 2 from their attack rolls, and the character adds +2 to evade area effect weapons when allowed.
Drake

Drakes are non-flying dragons with animal intelligence (rather than the more human-like sentience of true dragons). They are much more aggressive in direct combat than their distant cousins, however.

### Special Abilities

* **Armor +4**: Scaly hide.

* **Claws/Bite**: Str+d8.

* **Fear**: Drakes are frightening creatures to behold.

* **Fiery Breath**: Drakes breathe fire using the Cone Template. Every target within this cone may make an Agility roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and must check to see if they catch fire (see Fire). A drake may not attack with its claws or bite in the round it breathes fire.

* **Large**: Attackers add +2 to their attack rolls when attacking a drake due to its large size.

* **Size +5**: Drakes are over 20’ long from snout to tail, and weigh in at over 3000 pounds.

* **Tail Lash**: A drake can sweep all opponents in its rear facing in a 3” long by 6” wide rectangle. This is a standard Fighting attack, and damage is equal to the creature’s Strength –2.
Obese

Particularly large people often have great difficulty in dangerous physical situations. Those who carry their weight well have the Brawny Edge. Those who don’t handle it very well are Obese. A character cannot be both Brawny and Obese.

An Obese hero adds 1 to his Toughness, but his Pace is decreased by 1 and his running die is a d4. Obese characters may also have difficulty finding armor or clothing that fits, squeezing into tight spaces, or even riding in confined spaces such as coach airplane seats or compact cars.
Bubblz

Bubblz is the animated counterpart of Scum Gum. She is voiced by Alexandra Ryan.

## Official Website Bio

The last to have expired and therefore the youngest of the group, Bubblz is in a constant struggle to catch up with her peers. The freshman of the group, Bubblz may be a bit slow, but that doesn't stop her from jumping into the gang's adventures head first! And feet first. Especially since she forgets which is which. Hey, she's round!

## Personality

She is an interpretation of Scum Gum. She likes to listen to Cheezy and Pips, but that went well, and they burst out laughing.

## Trivia

* She is instinctively attracted to coins and other shiny objects.
* Her size has the tendency to change variously.

## Toy Gallery

Scum Gum toysScum Gum (Rare)Scum Gum (Common)Scum Gum (Ultra Rare)
Arcane Resistance

This individual is particularly resistant to magic (including psionics, weird science, etc.), whether by nature or by heritage. He acts as if he had 2 points of Armor when hit by damage-causing arcane powers, and adds +2 to his Trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.

 Improved Arcane Resistance

As above but Armor and resistance are increased to 4.
Natural Leader

This Edge signifies a special link between a leader and his men. With it, he may share his Bennies with any troops under his command.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Danger Sense

Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Close Fighting

This Edge is for skilled knife-fighters such as the doreen, who pride themselves on defeating their opponents up close and personal.

Close fighters move inside most weapons’ reach, adding a bonus to his Parry equal to the enemy weapon’s Reach +1 for that particular foe. No bonus is granted if the foe is unarmed or using a knife or other small weapon.

## Improved Close Fighting

Close fighters train to go for vital areas and weak spots for quick and lethal kills. The attacker adds a bonus to his Fighting roll equal to his enemy’s Reach +1.
Ship’s Carpenter

The character may use his knowledge of carpentry to repair damage to a ship without taking it to a dry dock. The ship must still be careened, however (see page 37).

Repairing each wound requires a successful Repair roll, takes 1d4 days, and requires a half cargo space worth of timber per wound. With a failure the time and materials are ruined. With a raise, the time is halved. A number of crew equal to the ship’s base Toughness are required. Time can be halved with double the crew, or time is doubled every time that number is halved.

Critical wounds require a successful Repair (–2) roll and take 1d6 days to fix.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Pacifist

Your hero absolutely despises violence. Minor pacifism means he only fights when given no other choice, and never allows the killing of prisoners or other defenseless victims.

Major Pacifists won’t fight living characters under any circumstances. They may defend themselves, but won’t do anything to permanently harm sentient, living creatures. Note that undeniably evil creatures, undead, demons, and the like are fair game. A Major Pacifist might also fight with nonlethal methods, such as with his fists. Such characters only do so when obviously threatened, however.
One Leg

With a prosthetic, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. Without a prosthetic, the character’s Pace is 2 and he can never run. He also suffers –2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a –2 penalty to his Swimming skill (and Pace).
First Strike

Once per turn the hero (if not Shaken) gets a free Fighting attack against a single foe who moves adjacent to him. This automatically interrupts the opponent’s action and does not cost the hero his action if he is on Hold or has not yet acted this round.

## Edge

### Required edge

First Strike

As above but the hero may make one free attack against each and every foe who moves adjacent to him.
Leader of Men

Command comes easy to this commander. Those under his command work like a well-oiled machine when he’s in charge.

Allies under the leader’s command roll a d10 as the Wild Die instead of a d6 when making group rolls.

 ***Leadership edge***

*This edge apply only to a number of subordinates within 5” (the “command radius”), and are not cumulative with the same Edge from other leaders.*

*Subordinates may benefit from different Leadership Edges by the same or different leaders.*
Academy Graduate

Your character went through Sandhurst, St. Cyr, West Point, or the Kriegsakademie, making him a member of a special club within the army leadership. Academy-trained officers get +2 Charisma for all dealings with headquarters and staff officers of their own service behind the front lines, but not the field officers out in the trenches. The hero can also ignore any Rank requirement for Leadership Edges.

Enlisted men are suspicious of junior officers from the “old boys’ club.” Academy Graduate lieutenants get a −2 Charisma penalty when dealing with enlisted troops, until they reach the rank of Captain. Troops obey orders sullenly, move slowly, and show only as much respect as required to avoid the stockade.
Dragon

Dragons are firebreathing monsters that bring doom and despair to the villages they ravage. Such creatures should not be fought lightly as they are more than a match for even a party of experienced adventurers. These beasts are quite intelligent as well, and use all of their advantages when confronted by would-be dragonslayers.

### Special Abilities

* **Armor +4**: Scaly hide.

* **Claws/Bite**: Str+d8.

* **Fear –2**: Anyone who sees a mighty dragon must make a Fear check at –2.
* **Fiery Breath**: Dragons breathe fire using the Cone Template. Every target within this cone may make an Agility roll at –2 to avoid the attack. Those who fail suffer 2d10 damage and must check to see if they catch fire. A dragon may not attack with its claws or bite in the round it breathes fire.
* **Flight**: Dragons have a Flying Pace of 24” and Climb 0.
* **Hardy**: The creature does not suffer a wound from being Shaken twice.
* **Huge**: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
* **Improved Frenzy**: If a dragon does not use its Fiery Breath ability, it may make two Fighting attacks with no penalty.
* **Level Headed**: Act on best of two cards.
* **Size +8**: Dragons are massive creatures. This version is over 40’ long from nose to tail, and weighs well over 30,000 pounds.
* **Tail Lash**: The dragon can sweep all opponents in its rear facing in a 3” long by 6” wide square. This is a standard Fighting attack, and damage is equal to the dragon’s Strength –2.
Okatana

***Okatana*** (御刀, *Honourable Sword(s)*?) are special weapons only used by *Toji*.

## Overview

*Okatana* are special weapons, usually in the shape of a *nihontō* (Japanese sword), utilized by *Toji*. It is the only known weapon that can harm the malicious entities known as *aradama* and is also the item in which *Toji* draw their powers from via an ethereal connection with the Netherworld. Using the *okatana*, *Toji* can utilize abilities such as *utsushi*, *jin'i*, *Hachimanriki*, *kongoushin*, and *soumatou*, among others. *Okatana* are specifically administered by the three specially created organizations, Special Sword Administration Bureau (Japanese), Bundesschwertdienst (Isenbergian), and Magical Blades Legislation Authority (United States).

*Okatana* are categorized between whether or not they are manufactured or natural in origin; natural *okatana* are far stronger than manufactured ones, with countries essentially likening them to national treasures and weapons of mass destruction depending on the capabilities of its chosen wielder.

Certain *okatana* are known to vibrate when near each other; this has so far, only been observed by Chidori and Kogarasumaru.

### Rank

*Okatana*, like *Toji*, are classified in accordance with a "rank" (位列, *iretsu*?) depending on their history. From weakest to strongest, the ranks are **Rumor-class** (噂級, *Son-kyū*?), **Story-class** (講談級, *Kōdan-kyū*?), **Fairy-class** (妖精級, *Yōsei-kyū*?), **Legend-class** (伝説級, *Densetsu-kyū*?), and **Mythological-class** (神話級, *Shinwa-kyū*?). Generally, Rumor-class *okatana* refers to newly forged ones that currently have no master and to *okatana* that has currently bonded with one master, Story-class *okatana* refers to those currently in use by a student in any one *Toji* education institution and/or to *okatana* which has a record of being owned by three masters, Fairy-class *okatana* refers to those currently used by a *Toji* on active duty and/or those that have had at least five different masters, Legend-class *okatana* refers to those with histories of at least five hundred years (these will mostly refer to *okatana* that have been passed down within a single family instead of being returned to a sword administration such as the Nenekiri Maruyama of the Ichinose clan), and Mythological-class *okatana* refers to those that carries the same name as mythological weapons. The highest class a manufactured *okatana* can reach is Legend-class as the fifth rank of Mythological-class is almost exclusively reserved for naturally sourced *okatana* such as the Kusanagi-no-Tsurugi and Joyeuse.

## Notes

1. ↑ When channeling the power of the deceased Ichikishimahime, the sword temporarily reached mythological-class.

## References

1. ↑ 1.0 1.1 1.2 Web Novel: Chapter 2
2. ↑ Web Novel: Chapter 5
3. ↑ Web Novel: Chapter 9
4. ↑ 4.0 4.1 4.2 Web Novel: Chapter 10
5. ↑ 5.0 5.1 5.2 Chapter 16
6. ↑ 6.0 6.1 6.2 6.3 6.4 Web Novel: Chapter 1
7. ↑ Web Novel: Chapter 13
8. ↑ Web Novel: Chapter 26
9. ↑ Web Novel: Chapter 15
10. ↑ Web Novel: Chapter 7
11. ↑ 11.0 11.1 Web Novel: Chapter 3
12. ↑ Web Novel: Chapter 44
13. ↑ Web Novel: Chaper VII
Soul Drain

Spellcasters, mentalists, and other arcane types in dire need of Power Points may use this Edge to drain energy from their own souls. To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved).
Arcane Background (50 Fathoms)

## Arcane Background

There is only one type of Arcane Background available to player characters in Caribdus: Magic. Such characters are called elemental mages, and must choose a single element—earth,fire, water, or air—to serve.

Mages’ power comes from the bound spirits of these raw elements. Their spells are limited and specialized, however, so young wizards must choose carefully. Water wizards can quench a crew’s thirst and heal their wounds. Fire mages excel at pure destruction. Earth mages are defensive in nature and handy to have along when exploring the Thousand Isles. Wind wizards serve utilitarian purposes, keeping ships moving when becalmed or slowing foes. See pages 50 through 54 for a list of available spells.

Mages can master more than one element with time and patience. See the Elemental Mastery Edge for more information.
Boarder

Many captains instill courage in their men by offering additional rewards to the first man to board an enemy vessel. Few survive to claim their prize. Through skill and luck the character has survived dozens of boarding actions and feels empowered by the adrenaline rush.

All Climbing and Throwing rolls involving ropes are made at +2. Anytime he is the first allied character to board an enemy vessel he receives a Benny.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Sidekick

A character who triumphs over evil time and time again becomes an inspiration to others. Eventually, one of these young crusaders may attempt to join the hero in his epic quests.

The hero gains a Novice Rank sidekick. The sidekick is a Wild Card, gains experience as usual, and has abilities that complement or mimic his hero’s.

The player character should control his sidekick just like any other ally. Of course, the sidekick may occasionally cause trouble (by getting captured, running into danger when he’s not supposed to, etc.). The player should be prepared for his “Edge”to occasionally become a “Hindrance.”

If the sidekick dies, he isn’t replaced unless the hero chooses this Edge again.
Beast Master

Animals like your hero, and won’t attack him unless he attacks them first or they are enraged for some reason. His “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically a dog, wolf, or raptor, though the GM may allow other companions if it fits the setting.

The beast is an Extra (not a Wild Card). If it should be killed, the hero finds a replacement in 2d6 days.
Luck

The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!)

He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.

## Great Luck

The player draws two extra Bennies instead of one at the start of each session.
Gadgeteer

These mechanical gurus are so technically savvy they can quickly build a machine to handle nearly any situation.

Once per game session, a gadgeteer can create a “jury-rigged” device from spare parts. The device functions just like any other Weird Science device, and uses any power available to Weird Scientists in that setting (though this is still subject to Rank restrictions). It has half the inventor’s Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the gizmo.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Fanatic

Your hero believes so strongly in his country, King, philosophy, or religion that he’ll do almost anything for it, and often tries to persuade or convert those who don’t subscribe to his beliefs into doing so. Fanaticism motivates troops on both sides, from avid Frenchmen willing to die to liberate Alsace from the Hun, to Germans fighting to preserve Teutonic kultur, to Ottoman soldiers waging jihad against the British. If your character is ordered to do something that serves or is motivated by his beliefs, he must do it, however foolish or dangerous it might be. His attitude among friendly troops may be disadvantageous depending on the situation, and the War Master may apply a −2 Charisma modifier when appropriate.
Phobia

Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance, and 4 if the fear is a Major Phobia.

Phobias shouldn’t be too obvious—everyone should be afraid of vampires, for example, so it’s not a phobia—it’s common sense. Instead, the phobia usually centers on some random element the mind focused on during whatever encounter caused such a fright. Remember, phobias are irrational fears.
Dirty Fighter

There is no honor among thieves, and Caribdus has more than its fair share of scurvy dogs. Those with this Edge will do anything to win out in a fight.

This scoundrel is particularly good at tricks. He adds +2 to all Trick maneuver rolls.

## Really Dirty Fighter

The knave is extremely skilled in tactical deceit. By describing the trick and spending a Benny, he may automatically get the drop on any single opponent.
Bull

Bulls are usually only aggressive toward humans when enraged. Of course, if you’re looking up the statistics here, it’s probably already seeing red.

### Special Abilities

* **Horns**: Str+d6.

* **Gore**: Bulls charge maneuver to gore their opponents with their long horns. If they can move at least 6” before attacking, they add +4 to their damage total.

* **Size +2**: Bulls are large creatures
Frenzy

Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed. This allows them to make an extra Fighting attack per round at a –2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 penalty is subtracted from all attacks.

A character armed with two weapons still only makes one extra attack.

## Edge

### Required edge

Frenzy

Requirements: Veteran, Frenzy As above but the character may ignore the –2 Frenzy penalty.
Kraken Bone Sword & Armor

Kraken who served in the Kraken Navy were equipped with enchanted bone swords and armor. A character with this Edge still retains his gear from his service, or perhaps inherited it from a fallen companion or relative.

The kraken bone sword and armor are formed from the skeletons of long-dead sea beasts called leviathans. The blade is a “long sword” that does Str+d10 damage and weighs only four pounds. The armor forms a rib cage and “bracers” along the arms. It offers +3 Armor and weighs only 15 pounds. The sword does only d6 damage in the hands of a non-kraken, and the armor offers only +1 protection. Neither are considered magical when worn by other races.
Investigator

Investigators have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man Was Not Meant to Know in the dark of night. Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Holy/Unholy Warrior

Acolytes, clerics, paladins, holy slayers, and other avatars of the gods are frequently tasked with battling the forces of evil in the mortal world. This Edge gives them a slight advantage against such foes.

As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge.

Repulsing evil costs 1 Power Point and has a range of the character’s Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead.

A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses good creatures, such as angels, paladins, or good characters with Arcane Background (Miracles).

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Bullet Magnet

Some soldiers are just in the wrong place at the wrong time. This character makes a habit of it. This unfortunate soul is hit by accidental fire (using the Innocent Bystander rules) on a 1–2 for single-shot weapons, and a 1–3 for shotguns or full-auto fire. He’s also hit on a 1–2 under Heavy Fire (see page 34).
Mentalist

Mentalists are masters of mind control and psionics. Some are pulp heroes, others are trained in secret government academies to root out traitors. Their frequent toying with human minds gives them a +2 on any opposed Psionics roll, whether they are using their powers against a foe or are trying to defend against a rival Mentalist.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Musketeer

Some characters have a natural affinity with firearms, or have trained for years to load quickly even while under fire.

Characters with this Edge can reload a firearm in a single action. They may walk while reloading, but may not run. The Edge does not apply to cannon, only to personal arms.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Cat

This is an ordinary house cat, the sort that might be a familiar for a spellcaster, a Beast Master’s animal friend, or an alternate form for the shape change power.

### Special Abilities

* Acrobat: +2 to Agility rolls to perform acrobatic maneuvers; +1 to Parry if unencumbered.

* **Bite/Claw**: Str.

* **Low Light Vision**: Cats ignore penalties for Dim and Dark lighting.

* **Size –2**: Cats are typically less than a foot high.

* **Small**: Attackers subtract 2 from their attacks to hit.
Noble

Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge. This gives the hero several Edges for the price of one, but the responsibilities more than offset the additional perks. Nobles often have troops under their control, as well as land, a family home, and other assets. All of this must be determined by the GM, and balanced by the grave responsibilities the character faces.

As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep, and even a magical sword he inherited from his father. But he also has an entire region to manage, criminals to judge, justice to mete out, and a jealous neighbor who covets his lands and constantly plots against him at court.
Wizard

Wizards range from young apprentices to frighteningly powerful supreme sorcerers. They are often physically weak, however, and rarely have the divine powers or healing abilities of priestly spellcasters. What they lack in spiritual favor, however, they more than make up for inutility and eldritch might.

Wizards tend to learn their craft in formalized institutions or under the tutelage of experienced masters. Each raise a Wizard gets on his Spellcasting roll reduces the cost of the spell by 1 Power Point. The Wizard must have the points available to cast the spell in the first place before rolling.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Oś

**Oś** (Oś Berlin - Rzym - Tokio) - frakcja której liderem jest Rzesza Niemiecka.

## Oś Berlin - Rzym - Tokio

### Inne Ważne Państwa

Państwo Włoskie, Japonia (Państwa te mogą stworzyć własną frakcję)

### Pozostali Członkowie

Wszystkie państwa MOGĄ dołączyć do Osi, ale nie muszą: Węgry, Bułgaria, Mengjiang, Mandżuria, Syjam, Francja Vichy (może nie powstać), Chorwacja (również może nie powstać), Słowacja (również, chociaż w 1939 istnieje), Rumunia, Hiszpania (możliwe), Jugosławia (jako marionetka) oraz państwo którym steruje gracz też może dołączyć.

## Rok 1936

We frakcji jest tylko jeden członek - Rzesza Niemiecka. Oś będzie zyskiwać nowych sojuszników później.

## Rok 1939

W sojuszu jest trzech członków czyli: Rzesza Niemiecka, Państwo Włoskie oraz Słowacja. Osi może dołączyć Japonia, Rumunia oraz Węgry.

### Ważne Kraje

* III Rzesza,
* Włochy,
* Japonia,

### Reszta Państw

* Węgry,
* Rumunia,
* Bułgaria,
* Syjam,
* Hiszpania (nie w celach historycznych),
* państwo którym steruje gracz może również być krajem członkowskim osi.

#### Państwa Marionetki

* Mengjiang
* Mandżuria,
* Chorwacja,
* Jugosławia,
All Thumbs

Some people just aren’t good with modern devices. Characters with this drawback suffer a –2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die (regardless of his Wild Die) means the device is broken. The damage usually requires a Repair roll at –2 and 1d6 hours to fix.
Alienist

These doctors specialize in handling the criminally insane and healing the mind through the use of mesmerism or the recently developed technique of psychoanalysis. Their understanding of the fragility of the human mind can be of great use to unstable Rippers. Dr. Seward is one of Van Helsing’s original vampire slayers, and an alienist of considerable skill. A few alienists have disciplined themselves to the point where they can affect their surroundings through sheer willpower. These people are known as “sensitives” or “psychics.”
Adept

Adepts are holy warriors who have trained themselves to be living weapons. Some do so to be ultimate warriors; others do it in the service of a cause or deity.

As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action.

In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: *boost/lower trait, deflection, healing, smite,* or *speed*. The Adept must have the power to begin with, and this does not allow him to activate more than one power in a round.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Delusional

Your hero believes something that is considered quite strange by everyone else. Minor Delusions are harmless or the character generally keeps it to himself (the government puts sedatives in soft drinks, dogs can talk, we’re all just characters in some bizarre game, etc.).

With a Major Delusion, he expresses his view on the situation frequently and it can occasionally lead to danger (the government is run by aliens, hospitals are deadly, I’m allergic to armor, zombies are my friends).
Ripping Pyschosis

Rippertech has degraded your character’s sense of right and wrong and he or she has just recovered from a psychotic episode. Your character begins play with a common Rippertech implant from the list on page 26. You gain the Benefits of the Rippertech, but must take all Side Effects and the full Reason modifier. You do not gain any of the Additional Benefits.

Remember, this makes another bout of psychosis far more likely. See the Setting Rules chapter for more information on Reason loss and Ripping Psychosis.
Power Surge

This Edge is for those characters with Arcane Backgrounds. When dealt a Joker, the character recovers 2d6 Power Points. He may not exceed his usual limit.

 ***Wild Card edge***

*This Edge work only when the character is dealt a Joker during combat.*

*The Edge’s effects are in addition to the usual effects of being dealt a Joker.*
Throwing

## Throwing

### Setting

Deluxe

Throwing governs all sorts of thrown weapons, from hand
grenades to knives, axes, and spears. Throwing works just like
the Shooting skill, and uses all the same modifiers, including
those for Range. The Rate of Fire of a thrown attack is 1 per
hand, so a human character could throw two items at once
(one with each hand), suffering the usual multi-action and
off-hand penalties (see page 75).
Mr. Fix It

The inventor adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.

 ***Professional edge***

*Bonuses to the same Trait from different Professional Edges do not stack.*
Cowboy

Gunslingers, card sharps, lawmen, and other folks from the fading frontier sometimes make their way into the ranks of the Rippers in search of adventure. The most famous Ripper cowboy was Quincy Morris, an amateur vampire slayer and one of Van Helsing’s first recruits. Morris was cut down in 1876 during an unsuccessful attempt to destroy Count Dracula, but others of his ilk have joined the struggle.
Trademark Weapon

The hero knows one unique weapon (*Excalibur, Old Betsy, Sting*) like the back of his hand. When using that weapon, he adds +1 to his Fighting, Shooting, or Throwing rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.

## Edge

### Required edge

Trademark Weapon

As above but the bonus when using the weapon increases to +2.
Giant Killer

The bigger they are, the harder they are to kill. At least for most. But your hero knows how to find the weak points in massive creatures. Your hero does +1d6 damage when attacking creatures three sizes or more larger than himself. An ogre (Size +3) with this ability, for example, gains the bonus only against creatures of Size +6 or greater. A human Giant Killer (Size 0), can claim the bonus against the ogre, however.
Bilge Rat

Scuttling around in the bowels of the ship doesn’t suit every sailor, but this character has learned to adjust to the cramped conditions below deck.

The character no longer suffers the –2 penalty when fighting below decks (see page 36). If the weapon has a Reach value the –2 penalty applies as normal.

## Edge

### Required edge

Bilge Rat

The character can use any weapon below decks without incurring the –2 penalty for fighting in cramped conditions.
Gambling

Gambling is useful from the saloons of the Old West to the barracks of most armies. Here’s a quick way to simulate abouta half-hour of gambling without having to roll for every single toss of the dice or hand of cards.

First have everyone agree on the stakes, such as $10,10 gold coins, etc. Now have everyone in the game make a Gambling roll. The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times the stake, and so on. If there’s an odd man left in the middle, he breaks even.

***Example:** Kali rolls highest with a 10 and Yuri rolls lowest with a 4. The difference is 6, so Yuri pays Kali 6 x the stake of $10, or $60.*

* Cheating: A character who cheats adds +2 to his roll. The GM may raise or lower this modifier depending on the particulars of the game or the method of cheating. If the player ever rolls a 1 on his skill die (regardless of his Wild Die), he’s caught. The consequences of this depend on the setting, but are usually quite harsh.