recursal/Fanatic-Fandom huggingface dataset:
Avenger

* **Disadvantages:** Devotion (see below).

Something very important has been taken away from you, and now your life is totally devoted to taking revenge on the creatures that caused you so much suffering. The avenger is a warrior obsessed with hunting and killing a specific type of enemy. Against this enemy, they have great advantages in combat - in addition to good knowledge of their habits, weaknesses, languages ​​and other characteristics of their kind.

The choice of the enemy must be made during the creation of the character, with the approval of the DM. It can be any creature of any specific species, but not groups or types. For example, you can have goblins as your chosen enemy, but not goblinoids in general (does not include hobgoblins and bugbears also, in this case); you can choose red dragons, but not dragons in general; and it can also choose zombies, but not undead as a whole.

Some possible choices for elected enemies: dwarves, bugbears, dragons, elves, skeletons, goblins, halflings, hobgoblins, lycanthropes, minotaurs, ogres, orcs, troglodytes, vampires, zombies and so on. Virtually all races can be adopted, with one and notable exception: it is not allowed to choose “humans” as the chosen enemy. But you are allowed to choose any of the character classes: barbarians, amazons, gladiators, rogues, storm mages, paladins of Valkaria or any other.

**Devotion (-1 point):** your life is devoted to taking revenge on your Enemy. Whenever you deviate from this goal, you suffer a -1 penalty on all stats.

**Enhanced Critical (Enemy):** When you make a critical hit against your Enemy, your Strength or Firepower is tripled (instead of doubled).

**Restrained Anger:** you live for your vengeance. By spending one move and 5 MP, you can channel your anger against an opponent, receiving Strength + 2 and Ability + 2. This effect lasts for a number of turns equal to your Strength (after receiving the adjustment).

**Supernatural Sense (Enemy):** your enemy can escape, but they cannot hide from you. The avenger can always perceive the presence of an Enemy, even through walls, disguises or invisibility.
Moreau Rabbit’s Heir (1-4 Points)

Often overpowered by the Heirs of the Fox due to their short stature, the Heirs of the Rabbit are the most curious of the twelve heirs, being the most excited to discover the mysteries that surround Moreania and Beyond. Although small, their large rabbit ears make them look taller. Skin tones range from albino white to black, passing through light or dark brown. Some usually show spots in contrast to the skin tone, except in cases of albino. The nose is small and always moving.

As much as they are cunning and agile, the Heirs of the Rabbit are shy towards other people. Once they gain confidence, they are very curious about the subject in which they are interested in. From science to the exploration of ruins, from magic to nature, their interest extends through even the most diverse of areas. They usually inhabit the colorful kingdom of Laughton, where the opportunities for discovery are much more attractive than in the rest of the continent, although they are not disinterested in it either.

**• Ability +1.**

• **Special Senses**. Moreau’s Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Stealth (1 Point).** Thanks to their ancestors, who were prey to larger hunters, Heirs of the Rabbit are excellent at hiding and sneaking, receiving a +1 bonus to any Crime tests, cumulative with any other bonuses they have;

**• Natural Dexterity (1 Point)**. Heirs of the Rabbit are very agile, carrying out sagacious adventures to escape danger. They receive a +2 bonus for chase, dodge and escape situations.

**• Smell for News (1 Point).** Curiosity killed the cat, not the rabbit. Whenever the Heir of the Rabbit is involved in any research, exploration or investigation, they are more motivated and become immune to the Panic spell or similar effects.
Synthesis Campaign

Synthesis is Anika's highly elitist hardcore RP campaign which has been hosted twice so far. Synthesis 1 was a complete failure, because a whole bunch of unreliable K'ringelords were allowed to join, and they ruined the campaign by going inactive and quitting. Synthesis 2 had less than half the number of players as Synthesis 1, but it was generally regarded as a success due to the high quality RP and the lack of unreliable quitters. Synthesis 3 was hosted in mid to late 2023.

The distinguishing features of Synthesis are as follows:

* Biweekly sessions
* Elitism (reliable players only)
* Zero tolerance for metagaming
* Extensive galaxy balancing
* External RP focus
* Acceptance of different RP styles
Black Hat

* **Skill Set:** Crime.

Duelist, gunman, throat cutter, shooter, bandit, murderer. "Good people" give many names to those who live by the law of blood and fear. But the tough guys on the border call these criminals black hats.

Not all are bloodthirsty who kill as easily as if it was a sip of mead - just the majority. Either way, be it out of greed, bloodlust, lack of opportunity or even a yearning for justice, the black hat denies the law along with civilization. Pirates and gunmen already act outside the law, but the black hat abandons all illusions of camaraderie or honor, pity or redemption, to embrace the raw reality: one must kill or die.

Some black hats are really worthy of the name, robbing caravans, killing guards and murdering for money. Others are relentless vigilantes, who kill bandits while forced to flee the law.

Still others are just duelists, testing their skills against any opponents - good or bad. No matter where they come from: when they arrive in the city, everyone locks themselves in, the tavern empties and the shop closes. And when there are two of them... Well, the city is too small for both.

**Bullet in the Back**: you never understood this story of "fighting clean". Your first attack in combat is always an automatic critical strike.

**Freeze Hell**: you can cast the Panic spell, for the normal cost in MP, even without having the Black Magic advantage. If you get this advantage, you pay half the normal MP cost to cast this spell.

**Hard-Hearted**: you've seen things in this life that would make a man's soul leave their body. You are immune to elemental spells (spirit).
Ally-Army (2 points)

The hero has a large battalion as an Ally. This can be built by you, but the DM will give final approval. It will be done with 4 points, but may belong to different scales according to the Patron's power. Allied Armies are not available at all times, needing to be gathered and organized in advance: 1d6 multiplied by the scale to which they belong (hours for Ningen, days for Sugoi, weeks for Kyodai and months for Kami). Allied Armies are unable to act without being under Command Ally.
Arlo Parks Wiki

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Getting Started | How to Contribute | Guides | All Help articles

"**Black Dog**" is a song by Arlo Parks, released on May 4, 2020. It is titled after Winston Churchill's metaphor for depression.> Read more...

"I take a jump off the fire escape
To make the black dog go away
At least I know that you are trying
But that's what makes it terrifying

Let's go to the corner store and buy some fruit
I would do anything to get you out your room
Just take your medicine and eat some food
I would do anything to get you out your room
It's so cruel what your mind can do for no reason"

**Kylie Minogue, Billie Eilish and Arlo Parks land 2024 Brit Award nominations: see the full list - Yahoo Lifestyle UK - - 2024/01/24 20:12**

Kylie Minogue, Billie Eilish and Arlo Parks land 2024 Brit Award nominations: see the full list  Yahoo Lifestyle UKRaye Breaks Record For Most BRIT Award Nominations In A Single Year  StereogumBrit Aw...

**The Bill Ryder-Jones song that healed Arlo Parks - Far Out Magazine - - 2024/01/23 07:00**

The Bill Ryder-Jones song that healed Arlo Parks  Far Out Magazine...

**Mitski Expands 2024 Tour With Support From Ethel Cain, Laufey, Arlo Parks and More - Variety - - 2024/01/16 08:00**

Mitski Expands 2024 Tour With Support From Ethel Cain, Laufey, Arlo Parks and More  Variety...

**Skindred, Arlo Parks and Young Fathers among nominees for Best Alternative Music Act at the 2024 MOBO Awards - Louder - - 2023/12/14 08:00**

Skindred, Arlo Parks and Young Fathers among nominees for Best Alternative Music Act at the 2024 MOBO Awards  Louder...

**'My Soft Machine' by Arlo Parks - The Reflector - The Reflector Online - - 2023/12/13 08:00**

'My Soft Machine' by Arlo Parks - The Reflector  The Reflector Online...

**Arlo Parks appears on cover of Alternative Press Winter 2023 Issue - Alternative Press - - 2023/12/07 08:00**

Arlo Parks appears on cover of Alternative Press Winter 2023 Issue  Alternative Press...

**ALBUM REVIEW: ARLO PARKS "MY SOFT MACHINE" - A BOOK OF MAGAZINE - - 2023/12/03 08:00**

ALBUM REVIEW: ARLO PARKS "MY SOFT MACHINE"  A BOOK OF MAGAZINE...

**Arlo Parks Announces 'My Soft Machine' Deluxe, Shares "Jasmine" | Exclaim! - Exclaim! - - 2023/11/08 08:00**

Arlo Parks Announces 'My Soft Machine' Deluxe, Shares "Jasmine" | Exclaim!  Exclaim!...

**Song Stories: Arlo Parks on Solange’s song “Cranes In The Sky” - The Key @ XPN - - 2023/11/04 07:00**

Song Stories: Arlo Parks on Solange’s song “Cranes In The Sky”  The Key @ XPN...

**Arlo Parks: Tiny Desk Concert - GPB News - - 2023/11/01 07:00**

Arlo Parks: Tiny Desk Concert  GPB News...

***Collapsed in Sunbeams*** is Arlo Parks debut studio album, released in January 2021. It consists of twelve tracks.> Read more...

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Allihannah

The Goddess of Nature represents the goodness inherent in the natural world, the purity of plants and animals. Even predatory animals are considered pure, innocent - because they kill only to survive, unlike monsters and civilized beings. The main deity of the Druids, Allihanna is also worshiped by barbarian peoples. These worship different faces of this goddess, who can manifest herself as a majestic animal (different for each cult) or a chimerical creature with many heads.

**Beliefs and Goals.** To revere the beings of nature. Protect wildlife. Promote harmony between nature and civilization. Fight monsters, undead and other creatures that disturb the natural balance.

**Devotees.** Dahllan, elves, sylphs, barbarians, hunters, druids.

**Sacred Symbol.** For barbarians and other animal worshipers, the symbol corresponds to the respective animal. For others, a small tree.

**Preferred weapon.** Staff
Arcane Archer

* **Race:** Elf or Half-Elf

* **Extras:** ability to cast spells.

In the heyday of Lenorien's towers towering over the landscape of Lamnor and the elves were still a proud and haughty race, being an arcane archer was a great honor. Only members of the high nobility could assume this role, which required long and arduous training. Arcane archers were the commanders of the elven troops during the Infinite War against the hobgoblins.

But these days, when Lenórienn is just a fond memory and the elves are scattered and disorganized, arcane archers are very rare. Few survived the massacre, and even fewer emerged later - as there is no longer an elven community where they can train their art. Due to their rarity, those that still exist are highly respected by most members of the race, and seen as a portrait of Elven pride.

One of the greatest heroes in Lamnor's history and one of Lenórienn's founders, Lariandhas Arianathanor was an extraordinary arcane archer. Countless legends and songs narrate his extraordinary achievements and his sad end, poisoned by a lover thanks to the vile machinations of his rivals at the elven court. Lariandhas is so important among arcane archers that, legend has it, he will return from the dead and be responsible for shooting the arrow of fire that will kill Thwor Ironfist, the General of the Black Alliance.

**Arcane Arrow:** Whenever a spell requires an Ability-based test or requirement (for example, having Ability greater than the target's Resistance), you add your Firepower to your Ability. So, if you have ABI 3 and FP 4, your effective Spell Ability will be 7.

**Magic Projectiles:** there is magic in your shots. All of your ranged attacks are considered magical.

**Long Shot:** your skill with your ranged weapon is legendary. You have twice the firing range, and the first ranged attack you make against each opponent in combat ignores their Ability.
Green Eyes

## Single by Arlo Parks featuring Clairo

"**Green Eyes**" is a song by Arlo Parks featuring Clairo. It was released through Transgressive Records on October 20, 2020, accompanied with its music video. It serves as Parks' fourth single and seventh track from her debut studio album, *Collapsed in Sunbeams*. It was co-written with Alessandro Buccellatil, Claire Cottrill, Gianluca Buccellati, produced by Buccellati.

## Composition

Parks shared that she was inspired by Frank Ocean's "Futura Free", as well as other artists with "that dreamy, nostalgic pop music". She added of wanting to "approach this topic of self-acceptance and self-discovery, plus people's parents not accepting them and the idea of sexuality.

## Music video

Directed by Louis Bhose, it depicts Parks reflecting upon a past relationship.

## Lyrics

[Verse 1]

Summer in my eyelids, eatin' rice and beans

Paintin' Kaia's bedroom, think she wanted green

But the weather puts you on my mind

Dragonfruit and peaches in the wine

Kissin' circles underneath your eyes

[Pre-Chorus]

Of course I know why we lasted two months

Could not hold my hand in public

Felt their eyes judgin' our love and baying' for blood

I could never blame you darlin' (Oh, oh, oh, oh)

[Chorus]

Some of these folks wanna make you cry

But you gotta trust how you feel insi-i-i-ide

And shine, and shi-ine, yeah, yeah, yeah

[Verse 2]

I wish that your parents had been kinder to you

They made you hate what you were out of habit

Remember when they caught us makin' out after school

Your dad said he felt like he'd lost you

[Pre-Chorus]

So I know why we lasted two months

Could not hold my hand in public

Felt their eyes judgin' our love and baying' for blood

I could never blame you darlin' (Oh, oh, oh, oh)

[Chorus]

Some of these folks wanna make you cry (Oh, oh)

But you gotta trust how you feel insi-i-i-ide

And shine, and shi-ine, yeah, yeah, yeah

Some of these folks wanna make you cry (Oh, oh)

But you gotta trust how you feel insi-i-i-ide (Oh, oh, oh)

And shine (Oh, oh), and shi-ine (Oh, oh), yeah, yeah, yeah

[Outro]

Doo, doo, doo, doo

Doo, doo, doo, doo-doo-doo

Doo, doo, doo, doo

Doo, doo, doo, doo-doo
Antipaladin

### **Requirements:**

* **Race:** Youkai (Angel, Chosen of the Gods, Demon, Elemental, Eye-creature, Fairy, Lefeu, Lefou, Lycanthrope, Half-Abyssal, Half-Celestial, Half-Dryad, Half-Eiradaan, Oni, Pollution-creature, Qareen)

* **Advantages:** Immortal

* **Disadvantages:** Devotion (see below)

The antipaladin is a demon created by evil gods to destroy a paladin - or, better yet, corrupt them in the name of evil. Its cursed existence is aimed solely at this goal. They can never die: if destroyed, they will be recreated by the same dark power that commands them.

When the antipaladin finally manages to destroy the paladin they’re hunting, their mission ends and they burst into flames. So, in order to cheat that fate, they often prefer only to chase and torment their eternal enemy, rather than to kill him.

**Devotion (-1 point):** you exist to fight a specific paladin. Whenever you deviate from that goal, you suffer a -1 penalty on all stats.

**Enhanced Critical (White Magic):** When you make a critical hit against an opponent capable of casting white magic, your Strength or Firepower is tripled (instead of doubled).

**Antipaladin Spells:** you can cast the Healing for the Dead and Detect Good spells (reverse version of Detect Evil), for the normal cost in MP, even without any magical advantage. If you get this advantage, you pay half the normal cost to cast these spells.

**Supernatural Sense (Target Paladin):** you automatically perceive the presence of your target paladin within 1 km, even through walls, disguises or invisibility.
Moreau Bear’s Heir (1-4 Points)

Tall and vigorous, Heirs of the Bear are absurdly hairy, being very confused with monsters by foreigners. Thanks to this “obstacle”, they prefer to wear more open clothes that do not disturb them, such as robes, ponchos, thongs and petticoats. They like to use belts to keep their belongings, and any props that call attention apart from gray, brown or black fur.

The Heirs of the Bear are known for their constant mood swings, which for them is somewhat normal. At the same time, they may be laughing and joking with their colleagues, and they suddenly become blinded by useless reasons, often involving food. Luckily for him, his high vigor protects him from greater tragedies, despite not being aware of the tragedies he can cause with his unstable mood.

**• Resistance +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Bear Hug (1 Point)**. Heirs of the Bear, as well as their ancestors, are known for their famous hug, with extraordinary strength. Although not necessarily strong, some heirs are capable of this feat, using their bodies for strength. When performing Strength checks, Bear Heirs receive a +2 bonus.

**• Extra Hit Points (1 Point)**. The Heirs of the Bear's vigor and will to live is strong enough to withstand much damage, gaining the Extra Health Points advantage.

**• Natural Survival (1 Point).** Considered the most primitive of the heirs, bears can easily survive in a wild environment by getting everything they need in it. They can choose a Survival skill specialization to receive a +1 bonus on their tests.
Academic

* **Extras:** ability to cast spells

The academic is a magician who is far from being an adventurer - instead of accumulating power to cast spells, they prefer to dedicate themselves to the theoretical study of arcane arts. The academic is devoted to writing and preserving books and scrolls about spells, important spellcasters, supernatural creatures, arcane mysteries, etc. The academic tries to learn and discover new spells even if they are not able to cast them - for him, it does not matter. Their great goal is to accumulate knowledge, which they do with as much devotion as the clerics of Tanna-Toh. The bigger your library, the greater your satisfaction.

Some academics are generous, spreading the accumulated knowledge to all interested parties (many become instructors at Arcane Academy, or have their own schools); others are inmates and paranoid, moving away from society and protecting their books from “nosy”. Wealthier academics often hire groups of adventurers to investigate legends, rescue lost items, or capture rare monsters; those with less resources personally accompany these adventurers, offering their own knowledge in exchange for help in finding the information they are looking for.

**Superior Collection:** you spent years in libraries looking through old volumes, and that time was not wasted. You are given three extra spells.

**Arcane Library:** you have access to magic tomes that allow you to learn any magic at the cost of 1 EXP. You must still meet any spell requirements.

**Intensive Study:** your dedication to studies is rewarded with an ease for arcane learning. You pay 1 EXP to learn two spells, instead of just one.
Arcane Trickster

* **Extras:** ability to cast spells.

These astute adventurers combine the versatility of magic with the stealth and trickery of rogues, being generally practitioners of magic who venerate Hyninn, the God of Thieves.

As expected, most cheaters come from Ahlen, the infamous Kingdom of Intrigue - but they can occur in almost any part of the Kingdom. In Wynlla, for example, their versatile skill set is used in games of intrigue and espionage between rival wizards.

In the Kingdom there is an informal secret society composed only of arcane cheaters - the Hackletraktaloom Loyal Fraternity. Except for the fact that the group has nothing fraternal or loyal, nothing is very certain about it. Its objectives are unknown, its members are not easily identified, and anyone questioned about it denies its existence until death. Once a year they meet in an unknown place (obviously), where they play tricks on each other and participate in a big contest, in which each participant tries to explain what it is or who was the Hackletraktaloom that gives name to the society (once that they don't even know what the hell that means).

**Flank:** you know how to take advantage of your enemies' distraction to deliver deadly stabs. When you attack a target that is engaged in combat with an ally of yours, your attack ignores the target's Ability.

**Illusionist Master:** You receive the illusion, advanced illusion and total illusion spells. In addition, you spend half the normal MP cost to cast these spells.

**Distant Skill:** You can spend 1 MP to use the following Crime skill specializations up to 10m away: Traps, Burglary, Pickpocket.
Orc (0 points)

Currently, the Black Alliance employs several other races that work in the most diverse roles necessary for the maintenance of armies. Together with ogres and troglodytes, orcs are the most common.

An orc is a hideous creature, similar to a combination of man and animal. They vary widely in appearance because they tend to mate with many other creatures, but almost all have grayish-green skin, pointed ears, red eyes, sharp lower fangs and snouts instead of nose.

**• Strength +3.** Orcs respect and cultivate only strength.

**• Infravision**. Underground creatures and nocturnal habits, orcs are able to see perfectly in the most forms of  total darkness.

**• Uncultured, Monstrous, Bad Fame.** For their hideous appearance, orcs are feared and shunned. In addition, they have a very limited intellect. They are almost always interested in only two things: violence and metal.

**• Prohibited Advantages**. Orcs can never buy schools of magic, Expanded Memory, Genius or Harmless Appearance.
Archer

* **Advantages:** Multiple Shot.

The archer is a warrior specializing in the use of the bow and arrow - the most common long-range weapon in medieval worlds. Many adopt this weapon because they lack the strength (or the courage!) necessary to wield a sword or fight hand-to-hand. Others choose it because it is quiet and sneaky, ideal for hunting or ambushes.

The bow is the elves' traditional weapon, the archer being the most common adventurer among them. Humans also use archers in the ranks of their armies, pouring deadly showers of arrows at their enemies. On the other hand, races like the minotaurs consider this weapon a coward, and never use it. Ogres, bugbears, orcs and other races with great physical strength also despise the bow.

Although the best bows and arrows require specific materials (special woods, feathers of certain birds, etc.), it is possible to manufacture a simple bow with relative ease, and using only natural materials (branches, vines, etc.), if necessary.

**Improvised Bow:** in situations where other adventurers would be unarmed, you can manufacture an improvised bow with some ease (just 1d6 hours) and have an inexhaustible supply of arrows (you are never subject to Limited Ammo, even if this is the norm in the campaign) .

**Bulletstorm:** you spend half the MP to use the Multiple Shot advantage (rounded up). Therefore, every two attacks cost 1 MP.

**Long Shot:** your skill with your ranged weapon is legendary. You have twice the firing range, and the first ranged attack you make against each opponent in combat ignores their Ability stat.
Half-Dragon (4 points)

Dragons are monsters of incredible virility. They take on humanoid forms (among others) to mate with members of different races and species. Due to the power of their blood, their children will almost always be half-dragons, beings who inherit part of the elemental power of the great reptiles. Near their lairs, practically everything that moves will be a little dragon.

Half-dragons result from the union between a dragon and a human or semi-human woman (crosses between men and dragons do not produce descendants). Pregnancy is normal, and the baby seems to belong entirely to the mother's race - in fact, if the true nature of the father is not known, it will be impossible to identify anything different in the child.

A half-dragon never develops wings, scales or the like. Their appearance can be totally normal, even attractive by the standards of beauty of their race. The differences are interior: he will have above average abilities and an affinity for magic. So far, nothing that can identify you as a half-dragon. The problem is that when the young son of the village seamstress survives a fire without suffering anything, perhaps his real father had red scales …

**• Arcane.** A half-dragon has a strong affinity for magic.

**• Invulnerability.** A half-dragon is invulnerable to damage caused by the element attached to its dragon parent: cold (for a white dragon), electric (blue), chemical (green or marine), fire (red) or Black Magic (for a black half-dragon).
Adept

The adept is a rustic spellcaster who offers advice and wisdom lessons to those who seek him. It is found in the vicinity of tribes or small villages, especially when there is no temple or tower of wizards nearby. In remote locations, a single supporter can serve residents of various communities, who sometimes travel days for an appointment.

Usually, supporters are highly respected - sometimes even feared - by peasants and farmers. The fact that they live in isolation, in caves or huts in the forests, as well as their mystical nature and the aura of mystery that they insist on creating, feed fantastic stories about their habits and powers. Many of these “legends” are used by mothers to educate their children.

Inhabitants of large cities, on the other hand, do not take supporters very seriously - after all, these people have contact with magicians and clerics with much more impressive powers. They see fans as scammers or, at best, old senile... Which is often a big mistake.

**Adept Spells:** You can choose three white spells and cast them, at the normal cost in MP, even without having the White Magic advantage. You must still meet any other spell requirements. If you get this advantage, you will only spend half the MP to cast them.
Halfling (1 point)

Its name comes from “half of something” - a name suitable for little creatures that do not exceed 90 cm in height, exactly half of a human being.

Also known as hobbits or just "little ones", halflings have as their second most striking physical characteristic the densely hair covered feet, although not all sub-races have this peculiarity. Almost all of them like comfort and good food, and it is quite rare that they decide to be adventurous.

**• Ability +1, Firepower +1.** Halflings are light, smart, lucky and skilled with projectile weapons, their favorite "sport". Whenever possible, a halfling prefers to fight at a distance.

**• Aptitude for Crime.** For halflings, the Crime skill costs only 1 point.

**• Special Model.** Halflings may not wear clothes, weapons or equipment made for humans.
Hellaron (2 points)

The biggest obstacle for those looking for Helladarion is in the location of the artifact. The Cave of Knowledge is in Yuden, a nation of tyrannical and militaristic tradition. In the past, Yuden sought to maintain control of information, and this mentality is still very much present. Conflicts between the Church of Tanna-toh and local military factions are constant: while clerics want to answer questions, Yuden's patrols make it difficult to access the cave. For this reason, the Helladarion commissioned the clergy to carry out a special project: the Hellaron. A group of humanoid constructs mentally linked to the artifact, acting as emissaries. Although there are still a small number, the Hellarons travel the Kingdom exercising the authority of the high priest, providing answers to those in need - and accumulating more memories.

A group of heroes can go to the Church and hire a Hellaron for an expedition, as a provider of information and divine magical support. It costs T $ 500 a day, or 20% of all the treasure obtained, whichever is greater. The construct has good defensive capabilities and does not need to be protected. However, if it is destroyed, the heroes must bear the cost of T $ 3,000.

**• +1 Resistance, Magic Resistance.** Hellarons are constructs designed to withstand the rigor of the most dangerous adventures.

**• Paralysis.** Only if directly attacked, Hellaron can use its powers to paralyze opponents.

• **White Magic.** Due to their divine origin, hellarons are also able to use magic. They receive White Magic for free.

**• Loyal and Neutral.** A hellaron will defend or assist contractors, if necessary, but will not take sides in disputes that are not part of the mission. They all have the Honesty Code of Honor, in addition to Asimov's 1st and 2nd Laws.

**• Telepathy.** In addition to the normal benefits of the advantage and following the same rules, hellarons are able to communicate with Helladarion itself in search of answers or knowledge at any time.
Too Good

## Single by Arlo Parks

"**Too Good**" is a song by Arlo Parks, released as seventh single and third track from her debut studio album, *Collapsed in Sunbeams* (2021). The accompanying music video was directed by the duo Bedroom.

## Background

Over Genius, Parks said of the song, "I did this one with Paul Epworth in one of our first days of sessions. I showed him all the music that I was obsessed with at the time, from '70s Zambian psychedelic rock to MF DOOM and the hip-hop that I love via Tame Impala and big '90s throwback pop by TLC. From there, it was a whirlwind. Paul started playing this drumbeat, and then I was just running around for ages singing into mics and going off to do stuff on the guitar. I love some of the little details, like the bump on someone's wrist and getting to name-drop Thom Yorke. It feels truly me."

## Lyrics

[Intro]

Why'd we make the simplest things so hard?

[Verse 1]

I brought you breakfast, then you stared at your rings

The air was fragrant and thick with our silence

I held my breath as something deep inside pinched

I touched the bump on your wrist you were born with

[Pre-Chorus]

Watching you tryna push away

It hurts when you see it coming

You're too proud to tell me that you care

Watching you tryna push away

It hurts when you see it coming

Never use your words to show you care

[Chorus]

I think you know it

Too cool to show it

Babe you're so good, you're too good to be true

I think you know it

Too cool to show it

Babe you're so good, you're too good to be true

[Post-Chorus]

Oh-oh-oh

Why'd we make the simplest things so hard?

[Verse 2]

I let my pain out through the way that I sit

And start to pick at the rips in my Nikes

You quote Thom Yorke and lean in for a quick kiss

But still you just won't admit that you like me

[Pre-Chorus 2]

Watching you lower both your eyes

It hurts when you know it's over

Still too stubborn to show that you care

Watching you lower both your eyes

It hurts when you know it's over

I feel like you never really cared

[Chorus]

I think you know it

Too cool to show it

Babe you're so good, you're too good to be true

I think you know it

Too cool to show it

Babe you're so good, you're too good to be true

I think you know it (Oh)

Too cool to show it

Babe you're so good, you're too good to be true

I think you know it

Too cool to show it

Babe you're so good, you're too good to be true

[Post-Chorus]

Oh-oh-oh

Why'd we make the simplest things so hard?

Oh-oh-oh

Why'd we make the simplest things so hard?

[Outro]

Oh-oh-oh

Sunspots in your eyes, dark green

You still mean the world to me

Oh-oh-oh

Why'd we make the simplest things so hard?

Why'd we make the simplest things so hard?

## References

1. ↑ Shaffer, Claire (8 July 2021). "Arlo Parks Shares Poetic Video for 'Too Good'". *Rolling Stone*.
Half-Orc (0 points)

An orc is a hideous creature, similar to a combination of man and animal. They vary widely in appearance, because they tend to mate with many other creatures, but almost all have gray-green skin, pointed ears, red eyes, sharp lower fangs and snouts instead of nose. Orcs form wild tribes and often attack other races; they are enemies of almost all people.

While this is rare, sometimes an orc tribe establishes peaceful relations with humans - such as business partners or war allies. This type of relationship is very unstable and delicate, but it favors the appearance of half-orcs. A half-orc is born from the crossing of an orc with another humanoid creature. This almost always happens between orcs and humans, goblins and hobgoblins.

The appearance of a half-orc is only slightly better than a pure orc, but on human lands they can still pose as “big, ugly humans”. Unlike half-elves, half-orcs are generally disgusted with their own origin and do not want to "belong" anywhere.

**• Strength +1.** Half-orcs inherit the physical strength of their monstrous parents, so they are strong and brutal.

**• Infravision**. Orcs are nocturnal and underground. Therefore, half-orcs see in the dark.

**• Bad Fame.** Many people find it revolting to imagine how a half-orc came into this world.

**• Prohibited Advantages.** Half-orcs are not exactly stupid, but they are never brilliant. They cannot buy Genius or Expanded Memory.
Sea Elf (1 point)

Arton's underwater wonders are endless, but none compare to sea elves.

While the human race predominates on dry land and the elves lost their kingdom in Arton-South, in the sea we can find vast kingdoms dominated by their underwater cousins.

Sea elves have the same pointed ears (often with rays, like fins, as well as in the hands and feet) and almond-shaped eyes of the counterparts on the surface, but the similarities end there. The skin is pearly or blue-gray, like dolphins. When they are in the water, they breathe through their nostrils and expel water through six gill slits in the back. On dry land, these cracks close and they can breathe normally.

• **Amphibian**. Sea elves have all the bonuses and disadvantages related to this unique advantage.

**• Alternative Form**. Every sea elf is capable of transforming himself into some aquatic creature. Most take the form of dolphins or otters; however, certain elves - especially those of a cruel nature - can take monstrous forms. A transformed sea elf can come out of the water in the second form (if able to do so) but cannot change until it returns to the water.
Aggelus (2 points)

Aggelus, also known as celestials, are creatures that inhabit the higher planes. They are rare on the Material Plane, but very frequent in some Kingdoms of the Gods. Its appearance is like a normal creature, but with more beautiful and imposing features. Most celestials are benign (but not all). Not all are humanoid in shape; there are also bears, lions, unicorns and many other celestial beings.

Aggelus who visit the Material Plan make voluntary journeys, through spells, magic portals or natural abilities. Others are summoned (or captured) by powerful spellcasters or supernatural phenomena.

**• Good Fame.** Aggelus are always recognized as benevolent or sacred (even if this is not always the case).

**• Special Senses.** Every aggelus has Infravision, Keen Sight and See the Invisible.

**• Invulnerability: Electric and Sonic.** Aggelus are resistant to these energies originating from the clouds.

**• Flight Aptitude.** Many aggelus have wings, so you can buy the Flight advantage for just 1 point.

**• Aptitude for White Magic.** Aggelus can buy the White Magic advantage for just 1 point.

**• Planar Teleportation.** An aggelus can use this spell freely, for its normal MP cost, except when it is attached to the native plan itself by its Curse (see below).

**• Curse.** Any aggelus destroyed outside its original plan is banned back, and cannot return for some time - from 30 days to 1000 years, at the DM's choice. An aggelus destroyed in its original plane disappears forever, and cannot be resurrected (except with a Wish).

**• Vulnerability: Fire.** Aggelus are vulnerable to the flames of hell.
Artificer

The craftsman is an expert in the manufacture of weapons, armor and magical accessories.

In general, craftsmen do not participate in adventures. They are usually experienced or retired spellcasters, who have already had their share of dangerous missions. Now they prefer to use their talent to make magic items for personal use, for people of confidence or simply for business purposes. It is common for them to be very wealthy and hire groups of adventurers to fetch the rare materials they need. However, the most audacious are willing to travel with heroes to where the greatest secrets of forging and engineering lie.

An interesting partnership is formed between craftsmen and golems - the first is in charge of repairing the second, which in turn protects the first. On the other hand, some powerful craftsmen are golems who prefer not to depend on others for repair.

**Arcane Golem:** If you are a Golem, you can become a caster by purchasing the White Magic, Elemental Magic and Black Magic advantages at the normal cost in points.

**Mechanical Magic:** Whenever you cast a spell on a construct (which can be yourself), you pay only half the normal MP cost.

**Master Craftsman:** you pay half the normal cost of EXP to craft weapons, armor and magical accessories.

**Golem Master:** you don't need to make Skill checks to restore constructs. Plus, you work faster, repairing 1 HP in 10 minutes or any amount of HP in 8 hours.
Moreau Hyena’s Heir (1-4 Points)

Unlike their ancestors, who seem to “laugh” all the time, the Heirs of the Hyena are very sober and calm. Their appearance is very close to the animal that they originated from: gray, brown or black spots cover their body, the main one being a large spot on their face, which many call "mask", which contrasts with their shiny white teeth. Their ears are small and round, and their voice is dry, harsh, and unpleasant to most heirs.

The Heirs of the Hyena are natural traders. They use what they call “street wisdom”, being good merchants and sycophants among the most vile members. They are often accused of being avaricious and greedy, defending themselves dishonorably and claiming that trade and the manufacture of goods is the boundary between animals and humans. They do not usually act directly in combat, but when they do, they prefer stealthy strategies or any method that would end a combat quickly.

**• Ability +1**.

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Bargain (1 Point)**. Hyena's heirs are skilled traders, managing to buy and sell at the best prices. Heirs receive +1 for Bluff (Manipulation) checks, which is cumulative with any other skill bonuses, for situations involving trade.

**• Danger Presence (1 Point)**. Hyenas know when they are in danger, either cornering or preparing to attack if necessary. Hyena's heirs receive a +1 bonus to Skill checks in situations that involve a surprise attack, not cumulative with any other bonuses.

**• Extreme Survival (1 Point)**. Hyena's heirs are able to withstand the most basic deprivations such as eating, drinking, breathing and sleeping much longer than a normal human. To calculate how long a Hyena Heir can be without one of these deprivations, consider that they have 2 more Resistance points.
Assassin

* **Skill Set:** Crime.

The killers are experts in poisons, disguises, burglary, demolition and other espionage activities - but, unlike spies, they use their knowledge to kill rather than acquire information. Some, honored, offer their victims a chance to fight; others prefer to eliminate their targets quickly and cleanly, with a sharp arrow or fulminating poison, and still others, cruel, make their victims agonize for long hours...

Hiring the services of a murderer is always risky. Due to the high price they charge, only the rich use their services frequently. Some assassins change sides when clinking gold, turning against their contractors, while others follow strict codes of honor, such as "always keep a contract".

**Poisoned Weapon:** all your attacks are considered poisonous, as if delivered by a poisonous magic weapon (whenever the attack is a critical hit, in addition to taking damage, the victim must succeed on a Resistance check. If they fail, they will be poisoned, losing 2 HP per turn until it heals (with magic or antidote) or dies. Constructs, undead and creatures with Extra Armor or Invulnerability (chemical) are immune to this effect).

**Deadly Attack:** you know how to catch your targets off guard. When performing a concentrated attack, in addition to causing increased damage (Strenght or Firepower +1 per round of concentration) you ignore the target's Ability.

**Coup de Grace:** when you deal damage against a helpless target, they must make a Resistance check. If they fail, their HP drops to zero. If successful, they only take normal damage.
Finntroll (0 points)

Noble trolls, or finntrolls, are a relatively unknown race that inhabits the underworld and that builds magnificent cities in the dark depths of Arton, where there is neither light nor heat. Arrogant, all finntrolls believe they are superior to everyone else and never try to hide that kind of thinking. They cultivate a presumption capable of rivaling the proudest Elven rulers of the past.

The tall and slender appearance, with slightly elongated neck, combined with very light skin with apparent bluish veins, give them the appearance of the undead. However, these are unique living beings, an evolved version of the common trolls that inhabit forests and caves. Hence the second name "noble troll". Half-plant, half-human creatures, yet they never accept that as true.

• **+1 resistance**. Finntrolls are very resistant.

• **Bad Fame**. Finntrolls are arrogant, self-centered and naturally evil. And everyone who knows them knows this (they don't even care to hide).

• **Aptitude for Unholy Magic**. Magical beings by nature, for the finntrolls, the Black Magic school costs only 1 point.

• **Infravision and Magic Resistance**. Underground beings, finntrolls are able to see the heat of things in the dark, in addition to being "hard" against magic.

• **Weak point**. Finntrolls hate the light. If they are exposed to sunlight, they suffer -1 in all stats, spend twice as much MP to use perks and spells and do not regenerate. A finntroll can spend 1 point to cancel each of the three solar weaknesses separately.

• **Vegetable Body**. Finntrolls have Regeneration, unless they are attacked with fire or chemical damage (but not poison) and have Vulnerability to these damage types. They are also immune to poison, sleep and paralysis effects and are never considered surprised or defenseless.

• **Insane: Megalomaniac**. A finntroll always believes that he is superior to everything and everyone.
Moreau Owl’s Heir (1-4 Points)

Unique descendants of the birds, the Heirs of the Owl took the wisdom that this bird denotes forward. Their beauty is solemn, as if they were always serious, although it is not a rule. The eyes are always huge and expressive, showing the watchful eye of the owl. The hair, in fact several white feathers with black tips resembling wigs, are short and "glued" to the head. The horn shapes that sometimes appear are curious.

A curious habit of the Heirs of the Owl is to be always walking with canes, even though they don't really need them. It may be eccentric for some, but it is a habit shared by the vast majority of the owl's heirs. Although the bird of prey is small, the height of its heirs is varied, however, it does not have the powerful strength of the Heirs of the Lion or Buffalo or the vigor of the Heirs of the Crocodile and the Bear. They are very reserved, although they enjoy good company.

**• Ability +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Look around (1 Point)**. Owls are able to rotate their head completely, 360º. Although the Heirs of the Owl do not have this ability, their vision is still extremely sharp. In addition to the normal Special Senses, Heirs of the Owl also receives Blindsight.

**• Small Flight (1 Point)**. Owl’s Heir, although they cannot fly, can leap over long distances, as if they were actually flying. Heirs of the Owl can perform jumps over a distance equal to their Ability x30 m.

**• Owl wisdom (1 Point)**. Owls above all are wise, always pondering their decisions and advice. They receive a +1 bonus on specialization tests that involve perception (such as Crime traps) and knowledge (some Science and Medicine specializations)
Arena (1 point)

You have your own fighting arena, or you know how to fight better on a certain type of terrain or condition. You gain Ability +2 when you are in your Arena, only in combat situations. It is worth remembering that when someone makes a formal challenge to a duel, the one who has been challenged has the right to choose the location of the combat.

The Arena is chosen by the player, but always with DM approval. Here are some suggestions:

• Water (beach, boats, rain, water surface, underwater).

• Sky (aerial combat; it is valid only when your opponent is also flying).

• Cities (streets, roofs, top of buildings, rooms, corridors, stairs).

• Badlands (deserts, forests, mountains, swamps, plains, glaciers...).

• Underground (caves, dungeons, sewers).

• A single place in the world (probably its base of operations) and neighborhoods.
Golem (3 points)

Golems are artificial magical creatures, built by great wizards, clerics or scientists from different materials.

The use of powerful magic in the manufacture of these constructs allows them to present an impressive variety of types, shapes and powers. Most resemble great warriors in metallic armor, but with shapes so different that no human could be inside. Others are made of bones, making them look like undead. Some are made of glass or crystal, while others can be made of wood or clay.

**• Immunity.** Constructs never need to sleep, eat or drink. They are immune to all poisons, diseases, spells that affect the mind - usually elemental school (spirit) spells - and any others that only work against living creatures. Golems are still tremendously resistant to magic. They have Extra Armor against all spells that do damage, and are automatically successful on Resistance checks against any other spells.

**• Camouflage.** Many golems are of the "living statue" type, made to look like sculptures of metal, wood or stone. They manage to pass themselves off as common sculptures or mix with the environment, such as gargoyles or statues guarding portals. Golems make Stealth checks as if they have the skill.

**• Monstrous.** Once revealed, golems are horrible and frightening creatures.

**• Repairs.** Constructs never recover Hit Points - either with rest, or through healing, magic, potions or magic items. They can be repaired by someone with the Machines skill: a successful Ability +1 roll restores 1 HP in half an hour. In case of failure, a new attempt will consume another half hour. At the discretion of the DM, the repair can take 8 hours without testing. Constructs cannot be resurrected, but they never really die: a construct that reaches 0 HP will be destroyed, but it can still be repaired with the Machines skill. A construct does not receive Experience Points on an adventure during which it died.

**• Magic.** Constructs can use and recover Spell Points in normal ways (with rest or items), but cannot acquire White, Elemental or Black Magic.