recursal/Fanatic-Fandom huggingface dataset:
Fighter

This is based off of Fighter from GM Guide V.05.

Type of Gift: Class

## Primary

Weapon of Choice: Grants an additional Gift slot that may ONLY have a weapon equipped in it.

## Level 1

Attacks of Opportunity: Whenever an enemy moves out of your attack range (5ft, unless specified otherwise. Max 10ft.), you may make an attack against them immediately. You may not do so again until you Roll to Dye.

Good Health I: HP +1

Link Available!

## Level 2

Requires: 10 XP

Signature Steel: The Gift slot granted by Weapon of Choice is treated as a second primary slot.

Good Health II: HP +2.

## Level 3

20 XP

Master-of-Arms: At any time, the Fighter is allowed to swap any weapon in a gift slot into their Weapon of Choice Gift slot for free. You may not do so again until you Roll to Dye.

Good Health III: HP +3.

Link Available!

## Level 4

30 XP

Opportunistic: A Fighter does not need to make a Special Action to perform an unconventional action along with an attack, so long as it's with their Weapon of Choice (e.g. slicing an opponent's leg to slow them, knocking someone off a ledge with a hammer, etc.).

Good Health IV: HP +4

## Level 5

40 XP

Double Attack: After you attack, you may choose to drop your Swing to attack again instantly. Your second attack is colorless. Good Health V: HP +5.

Link Available!
Black Knight

## Primary

Damage Pool: You have a Damage pool equal to Attribute Bonuses + 5. You can use this to deal damage to others. Only though skin touch. It will be refilled during rest. You may spend 3 XP or 1 Max HP or 1 Honor for a point to be added to the pool, can only be done during rest. You may also deplete your current health and act as if it is Damage Pool. Cannot be used on Paladins.

## Level 1

Cost: Gain from Knight

Unholy Power I: +1 Dmg to Alive Enemies

Gain one Spell Slot

## Level 2

Cost: 10 XP

Damage Power I: +3 to your Damage pool.

Gain one Spell Slot

## Level 3

Cost: 20 XP

Unholy Power I: +2 Dmg to Alive Enemies

Gain one Spell Slot

## Level 4

Cost: 30 XP

Damage Power II: +4 to your damage pool

Gain one Spell Slot

## Level 5

Cost: 40 XP

Unholy Power III: +6 Dmg to Alive enemies

Gain two Spell Slots

## Learnable Spells

* Damage Aura
* Damage Beam
* Eldritch Blast
* Unholy Shield
* Unholy Smite

* Unholy Sword
Healing Beam

Type: Spell, Healing;Holy

## Desc.

You can fire a beam of healing at someone.

## Level I

Heal amount: 2 HP. You may increase this amount with health from your healing pool.

Range: 10 Feet.

MP cost: 1

## Level II

Heal amount: 3 HP. You may increase this amount with health from your healing pool.

Range: 15

MP cost: 2

## Level III

You do one of the following:

* Increase the range by 5, the heal amount & MP cost by 1
* Decrease MP cost by 1 (only appliable if MP cost is >1.)
Protecting Aura

Type: Spell, Miscellaneous

Learned by: Defender, Paladin

## Level I

When activated you gain a +1 to all Rolls to dye, Duration: 5 Rounds. Free Action. MP Cost: 2

## Level II

You do one of the following:

* Increase Bonus to Rolls to Dye by 1, increase MP Cost by 1
* Increase Duration by 1 round, increase MP Cost by 1
* Decrease MP cost by 1(only if MP Cost is more than 1)
Scales

## Level 1

Natural Def I: -1 to all physical rolls to do

## Level 2

Cost: 20 XP

Natural Def II: -2 to all physical rolls to do

## Level 3

Cost: 40 XP

Natural Def Bonus I: -1 to all physical rolls to do

OR

[Insert Type] Scales I: Whenever someone in combat touches your scales, they take 1 (Poison, Fire, Holy, Unholy, Ice) Dmg.

Lv.4 60 XP

Natural Def III: -3 to all physical rolls

## Level 5

Cost: 80 XP

The abilty you picked from level 3 gets leveled up to level II..
Unholy Smite

Type: Ability, Spell, Unholy

Learned by, Black Knight

## Level I

You may deal additional damage up to or equal to your Black Knight Level but, that amount gets subtracted from your Damage Pool or HP.

MP Cost: 1

## Level II

You may deal additional damage up to or equal to your Black Knight Level +1 but, that amount gets subtracted from your Damage Pool or HP.

MP Cost: 2

## Level III

You do one of the following:

* Increase your additional damage and MP Cost by 1
* Decrease MP Cost by 1
Arlyn Henner

As a longtime confidante of Bazso Baz, Cache is the top enforcer of The Lampblacks. Beyond her harsh tact, she has a reputation for boundless resourcefulness, never appearing to be caught off guard.

### Appearance

* Lookalike: Rhea Seehorn
* Bulky frame.
* Long, black jacket.

### Developments

* s1 Stood guard during The Crew's meeting with Bazso.

### Notes

 Jacket somehow always conceals whatever weapon she needs.
Leaping Lizard Stance

Type: Gift, Metaphysical, Stance

This based off of what I've seen of the Leaping Lizard Stance from Thrilling Intent

## Primary

Lunge Bonus: When using Lounge, you can jump up to 10 additional feet

Flying hit Bonus: +2 to roll to dos to glaive attacks while mid-air

## Level 1

Cost: 10 XP or learn from a master

Lounge I: Jump up to 10 Feet in any direction.

Strike from above: You can Swing a glaive down while you are above the target as a free action.

## Level 2

Cost: 20 XP or win 5 fights where you were in the Leaping Lizard Stance for the majority of the time

Lounge II: Jump up to 15 Feet in any direction

Flying hit I: +1 to roll to dos to glaive attacks while mid-air

Link Available!

## Level 3

Cost: 30 XP or win 15 fights where you were in the Leaping Lizard Stance for the majority of the time

Lounge III: Jump up to 15 Feet in any direction.

Flying hit II: +2 to roll to dos to glaive attacks while mid-air

## Level 4

Cost: 40 XP or win 25 fights where you were in the Leaping Lizard Stance for the majority of the time

Lounge IV: Jump up to 20 Feet

Flying hit III: +3 to roll to dos to glaive attacks while mid-air

## Level 5

Cost: 50 XP or win 35 fights where you were in the Leaping Lizard Stance for the majority of the time

Lounge V: Jump up to 25 Feet

Flying hit IV: +4 to roll to dos to glaive attacks while mid-air

Link Available!
Six Towers

### Bio

This formerly prestigious district has faded over the centuries into a pale shadow of what it once was. The eponymous six towers were originally the grand residences of Doskvol's first noble families. All but two (Bowmore House and Rowan House) have been sold off and converted into cheap apartments or fallen into ruin and abandoned. The district has an empty, haunted feel, with many sprawling old buildings dark without power, broad stone streets cracked and buckled, and the fires of squatters crackling from overgrown lots.
Session 1

The Crew is tasked with their first score, which they prepare for and begin to undertake.

## Session 1

### Developments

* The Crew are meet Picket at The Lampblacks' warehouse, who coldly introduces them to Bazso Baz.
* Bazso calls on them to aid in their war against The Red Sashes by robbing a stash house of theirs in Six Towers.
* After some deliberation from Kobb Helker over payment (to Bazso's annoyance), they agree.
* Alvertos Pendelyn trains in preparation for the job.
* Kobb joins Al in a visit to The Splashing Meadow, where he attempts to convince owner & barkeep Pux Bolin to let him purchase the establishment.
* Mishal Cavige prepares his Goldsight in The Lair, piquing the curiosity of Al and Emel.
* Emel scouts out the stash, plotting a route of ingress.
* Al orders a drink at The Golden Plum
Daggers

type: Gift, Physical, Weapon

Weapon Spec I: +1 to a Roll to Dye/Do involving this weapon

Damage I: +1 to all dmg with this weapon

Weapon Spec II: +2 to a Roll to Dye/Do involving this weapon

Damage I: +1 to all dmg with this weapon

Damage II: +2 to all dmg with this weapon

Weapon Spec III: +3 to a Roll to Dye/Do involving this weapon

Damage II: +2 to all dmg with this weapon

Damage III: +3 to all dmg with this weapon

Weapon Spec I: +1 to a Roll to Dye/Do involving this weapon

Damage I: +1 to all dmg with this weapon

Weapon Spec II: +2 to a Roll to Dye/Do involving this weapon

Damage II: +2 to all dmg with this weapon

Weapon Spec III: +3 to a Roll to Dye/Do involving this weapon

Damage III: +3 to all dmg with this weapon

Drowning Stab I: Stab into the opponent, 1d6 Dmg, if they take a wound you pick the attribute they lose.

Lv. 2 10 XP

Drowning Stab II: Stab into the opponent, 2d6 Dmg, if they take a wound you pick the attribute they lose.
Unholy Sword

Type: Spell, Unholy;Enchant

Learned by: Black Knight

## Level I

Infuse your weapon temporary with Unholy energy. +2 to rolls to do/dye involving that weapon.

Duration: 3 rounds.

MP Cost: 1

## Level II

Do one of the following:

* +2 to rolls with the sword, +1 to MP Cost
* +1 round to duration, +1 to MP Cost
* -1 to MP Cost, only if MP Cost > 1
Damage Beam

Type: Spell, Unholy

Learned by: Black Knight

You fire a beam of damage at someone.

Spell Slot Cost: 1

## Level I

Dmg: 2 or a select amount from your Damage pool.

Range: 10 Feet.

MP Cost: 1

## Level II

Dmg: 3 or select amount from your Damage pool.

Range: 20 Feet(4)

MP Cost: 2

## Level III

You do one of the following:

* Increase your range by 5 feet(1), Increase your Dmg and MP Cost by 1.
* Decrease your MP Cost by 1, only if MP Cost is greater then 1
Rogue

This is based off of Rogue from GM Guide 5.0.

## Primary

Incredible Reflexes: When attacked, the Rogue can use their excellent reflexes to attempt a dodge. The Rogue drops their Swing (if they have it), and instead of rolling, all of their available colored dice, count as having rolled 6. The Rogue then drops one attribute of their choice and its associated colored dice. Incredible Reflexes does not count as a Dye roll, and it cannot be used to generate a Swing or restore an Attribute.

## Level 1

Cheap Move: Whenever the Rogue uses a Do roll against a Colorless opponent, they may add an additional 1d6 to their Swing. Drop your Swing after the Do roll.

Nimble Step I: Rogues gain +5 to movement speed.

## Level 2

Price: 10xp

Undetected Danger: Any opponent unaware of the Rogue’s presence counts as Colorless for the usage of Cheap Move.

Link Available!

## Level 3

Price: 20xp

Kick Them While They’re Down: When the Rogue succeeds on a Do roll against an opponent with a Cheap Move, the opponent cannot lock in a Swing from their failed Dye roll.

Nimble Step II: Rogues gain +10 to movement speed.

## Level 4

Price: 30xp

Hardcore Parkour: A Rogue does not need to make a Special Action to perform great acrobatic feats or maneuver around the environment as a part of an action.

Link Available!

## Level 5

Price: 40xp

Always Prepared: Before a roll, the Rogue can choose to roll 1d6 and lock it in as their Swing. This swing can be any color, even if its from an unavailable attribute. You may not use this again until you Roll to Dye.

Nimble Step III: Rogues gain +20 to movement speed.
Mage

## Primary

Magic Skill Bonus: +3 to all Rolls to Do when performing Magic.

## Level 1

Cost: Be born with it, Be taught, or discover innate ability

Gain two Spell Slots.

## Level 2

Cost: 10 XP

Magic Skill I: +1 to all Rolls to Do when performing Magic.

Gain one Spell Slot

## Level 3

Cost: 20 XP

Magic Damage I: +1 to all Dmg from Magic performed by you.

Gain one Spell Slot

## Level 4

Cost: 30 XP

Magic Skill II: +2 to all Rolls to Do when performing Magic.

Magic Damage II: +2 to all Dmg from Magic performed by you

Gain one Spell Slot

## Level 5

Cost: 40 XP

Magic Skill III: +3 to all Rolls to Do when performing Magic.

Magic Damage III: +3 to all Dmg from Magic performed by you

Gain two Spell Slot

## Learnable Spells

### Darkness

* Darkness Tendril
* Darkness Veil

### Earth

* Earth Blast
* Earth Golem

### Ice

* Freeze Limb
* Ice blast
* Ice Golem

### Fire

* Fire Blast

* Flame Pillar

### Water

* Water Blast
* Water Dragon
Glaives

A glaive is a Polearm with a blade with a large blade at the end mainly used for slashing, sometimes stabbing, but rarely if ever throwing. .All All Glaives have a range of 10(2).

## Wooden Glaive

### Level 1

Cost: 10 Gold

Speed I: +5 Speed when equipped

### Level 2

Cost: 20 Gold

Weapon Spec I: +1 to a Roll to Dye/Do involving this weapon

## Iron Glaive

### Level 1

Cost: 30 Gold

Weapon Spec I: +1 to a Roll to Dye/Do involving this weapon

Damage I: +1 to all dmg with this weapon

Speed I: +5 Speed when equipped

### Level 2

Cost: 40 Gold

Speed II: +10 Speed when equipped

## Steel Glaive

### Level 1

Cost: 50 Gold

Weapon Spec II: +2 to a Roll to Dye/Do involving this weapon

Damage I: +1 to all dmg with this weapon

Speed II: +10 Speed when equipped

### Level 2

Cost: 60 Gold

Damage II: +2 to all dmg with this weapon
Squire(ability)

This is based off a ability in GM Guide 0.5.

If you are looking for the class Squire here it is, Squire.

Learned by: Knight.

You may grant a willing person the Squire class. If you do so, they MUST select you as their Knight. Whenever your Squire embodies your Code of Honor, you may trigger Virtue’s Reward as if you were the one performing the honorable action.
Kobb Helker

Kobb grew up an orphan, collecting dropped clams at The Docks for dinner and selling any extra to buy protection from the bigger orphans. As he grew, he became a natural at valuing things at a glance, and built a network among the wretched of the city to earn enough to get by, spending any savings on luxury. Kobb is tired of scraping and scrounging. He is looking to take a big risk for a bigger score so he can live the high life.

## Kobb Helker

### Appearance

* Grimy, slim figure.
* Decent, yet mismatched suit.
* s3 Wooden front teeth.

### Vice

* Luxury: Indulging at The Centuralia Club.
	+ Harvale Brogan: Owner and manager of The Centuralia Club, on the border of Six Towers and Brightstone.

### Sly Associates

* Bryl, a drug dealer.
	+ Kobb knows Bryl as his window into the upper class, as no matter your wealth, everyone needs an escape. Bryl likes Kobb because he never expects a handout or a friend's discount.
* Bazso Baz, a gang leader.
	+ Kobb was forced to pay protection money to The Lampblacks. He resents Bazso for this, Bazso has no idea who he is.

### Beliefs

* s4 *The family you choose is more valuable than the family you were born to, whoever they were. This crew is my family and needs to be held together.*
* *-*

### Drives

* s4 *I deserve more than poverty, I must rise financially in this world so I can enjoy the finer things.*
Cloaks

## Thief’s Cloak

### Level 1

Price: 40 Gold

Stealth II: +2 on Stealth Rolls to do/dye

Thieving I: +1 to Roguery/Thievery/Stealing rolls to do/dye

### Level 2

Price: 60 Gold

Stealth III: +3 on Stealth Rolls to do/dye

Thieving II: +2 to Roguery/Thievery/Stealing rolls to do/dye

### Level 3

Price: 56 Gold

Stealth IV: +4 on Stealth Rolls to do/dye

Thieving III: +3 to Roguery/Thievery/Stealing rolls to do/dye

Link Available!

## Silk Cloak

### Level 1

13 Gold

Stealth I: +1 on Stealth Rolls to do/dye

### Level 2

Price: 17 Gold

Stealth II: +2 on Stealth Rolls to do/dye

### Level 3

Price: 30 Gold

Stealth III: +3 on Stealth Rolls to do/dye

Thieving I: +1 to Rougery/Thiefery/Stealing rolls to do/dye

Link Available!

## Mage’s Cloak

### Level 1

Price: 37 Gold

Magic Silk I: +1 on Magic Rolls to do/dye

### Level 2

Price: 54 Gold

Magic Silk II: +2 on Magic Rolls to do/dye

Stealth I: +1 on Stealth Rolls to do/dye

### Level 3

Price: 63 Gold

Magic Silk III: +3 on Magic Rolls to do/dye

Stealth II: +2 on Stealth Rolls to do/dye

Thieving I: +1 to Rougery/Thiefery/Stealing rolls to do/dye

Link Available!
Swords

Type: Gift, Physical, Weapon

Damage I: +1 to all dmg with this weapon

Weapon Spec I: +1 to a Roll to Do involving this weapon

Damage II: +2 to all dmg with this weapon

Weapon Spec I: +1 to a Roll to Do involving this weapon

Damage III: +3 to all dmg with this weapon

Damage III: +3 to all dmg with this weapon

Level 2 - 200 Gold

Weapon Spec II: +2 to a Roll to Do/Dye involving this weapon

Damage IV: +4 to all dmg with this weapon

Flaming Slash I: Slash with this sword and a slash shaped projectile is formed from flames, dispersing after 10 feet. Dmg: Dmg: 1d6

Damage II: +2 to all dmg with this weapon

Weapon Spec I: +1 to a Roll to Do involving this weapon

#### Level 2

Price: 10 XP

Flaming Slash II: Slash with this sword and a slash shaped projectile is formed from flames, dispersing after 15 feet. Dmg: 1d6

#### Level 3

Price: 20 XP

Flaming Slash III: Slash with this sword and a slash shaped projectile is formed from flames, dispersing after 15 feet. Dmg: 2d6

### Tactical Long Sword

#### Desc.

A bad steel Long sword that gets better as you pour XP into it.

#### Level 1

Price: 50 Gold

Damage I: +1 to all dmg with this weapon

#### Level 2

Price: 5 XP

Weapon Spec I: +1 to a Roll to Do involving this weapon

#### Level 3

Price: 10 XP

Damage II: +2 to all dmg with this weapon

#### Level 4

Price: 15 XP

Damage III: +3 to all dmg with this weapon

#### Level 5

Price: 30 XP

Weapon Spec II: +2 to a Roll to Do/Dye involving this weapon

Damage IV: +4 to all dmg with this weapon

## Short Swords

### Wooden Short Sword

#### Level 1

Price: 2 Gold

Weapon Spec I: +1 to a Roll to Do/Dye involving this weapon

Level 2

Price: 5 Gold

Damage I: +1 to all dmg with this weapon

### Iron Short Sword

#### Level 1

Price: 12 Gold

Weapon Spec II: +2 to a Roll to Do/Dye involving this weapon

Damage I: +1 to all dmg with this weapon

#### Level 2

Price: 63 Gold

Weapon Spec III: +3 to a Roll to Do/Dye involving this weapon

### Steel Short Sword

#### Level 1

Price: 180 Gold

Weapon Spec IV: +4 to a Roll to Do/Dye involving this weapon

Damage I: +1 to all dmg with this weapon

#### Level 2

Price: 250 Gold

Damage II: +2 to all dmg with this weapon

### Tactical Short Sword

#### Desc.

A bad steel short sword that gets better as you pour XP into it.

#### Level 1

Price: 50 Gold

Weapon Spec I: +1 to a Roll to Do involving this weapon

#### Level 2

Price: 5 XP

Damage I: +1 to all dmg with this weapon

#### Level 3

Price: 10 XP

Weapon Spec II: +2 to a Roll to Do/Dye involving this weapon

#### Level 4

Price: 15 XP

Weapon Spec III: +3 to a Roll to Do/Dye involving this weapon

#### Level 5

Price: 30 XP

Weapon Spec IV: +4 to a Roll to Do/Dye involving this weapon

Damage II +2 to all dmg with this weapon
Damage Pool

Type: Ability, Spell, Unholy;Damage

Learned by: Black Knights

You have a Damage pool equal to Attribute Bonuses + 5. You can use this to deal damage to others. Only though skin touch. It will be refilled during rest. You may spend 3 XP or 1 Max HP or 1 Honor for a point to be added to the pool, can only be done during rest. You may also deplete your current health and act as if it is Damage Pool. Cannot be used on Paladins.
Warlock

## Primary

Darkness Form: Your body becomes surrounded in darkness when in this form you also, -1 to all physical dmg rolls against you. +1 to all Rolls to do/dye. +1 to all Dmg you induce. While in this form you cannot be healed by white magic. You are immune to eldritch magic against you.

MP Cost: 4

Duration: 5 rounds

## Level 1

Cost: Be born with it, be taught by a master, or discover innate ability

Gain one spell slot

## Level 2

Cost: 10 XP

Gain one spell slot

## Level 3

Cost: 20 XP

Gain one spell slot

## Level 4

Cost: 30 XP

Gain two spell slot

## Level 5

Cost; 40 XP

Gain two spell slots

## Learnable Spells

### Fire

* Fire Blast

* Flame Pillar

### Unholy

* Eldritch Blast
* Summon Imp
* Hellfire
Sharp Fangs and/or Claws

## Level 1

Cost: Be born with it

Sharp: +1 to all rolls to do/die involving their claws and/or fangs.

## Level 2

cost: 8 XP

Sharp: +2 to all rolls to do/die involving their claws and/or fangs.

## Level 3

cost: 16 XP

Sharp: +3 to all rolls to do/die involving their claws and/or fangs.

## Level 4

Cost: 24 XP

Sharp: +4 to all rolls to do/die involving their claws and/or fangs.
Sanctuary

Ability, Spell

Target someone within [range] of yourself, they gain an extra colorless die on their rolls to dye. Till your next turn or the target performs an offensive action. The ueser may spend an additional MP to make the spelll last for an additional turn.

## Level I

Range: 15

MP cost: 1

## Level II

Range: 20

MP cost: 2

## Level III

Range: 25

Mp cost: 3
Poison Tail

## Level 1

Cost: Have one/Somehow in someway obtain one

Posioness I: Whenever your tail stabs into someone they take 1d6. Roll to do against the opponent to plosion them.

## Level 2

Cost: 10 XP

Posioness II: Whenever your tail stabs into someone they take 1d6 Poison Dmg. If you succeed they will 1 Dmg per turn

## Level 3

Cost: 20 XP

Posioness III: Whenever your tail stabs into someone they take 2d6 Poison Dmg. If you succeed they will 2 Dmg per turn

## Level 4

Cost: 30 XP

Posioness IV: Whenever your tail stabs into someone they take 2d6+4 Poison Dmg. If you succeed they will 2 Dmg per turn

## Desc.

You have a tail of varying length with a stinger on the end.
Armor

Type of Gift: Armor

## Leather Armor

### Level 1

Price: 20 Gold

Armored I: +1 to Roll to Dyes against Physical Threats

### Level 2

Price: 50 Gold

Dmg Absorb: -1 Dmg from Physical Threats

## Studded Leather Armor

### Level 1

Price: 40 Gold

Armored I: +1 to Roll to Dyes against Physical Threats

Link Available!

### Level 2

Price: 50 Gold

Dmg Absorb: -1 Dmg form Physical Threats

## Chainmail Armor

### Level 1

Price: 65 Gold

Armored II: +2 to Roll to Dyes against Physical Threats

Speed –I: -5 Speed

### Level 2

Price: 70 Gold

Dmg Absorb: -1 Dmg from Physical Threats

Speed 0: +0 Speed

## Ringmail Armor

### Level 1

Price: 65 Gold

Armored II: +2 to Roll to Dyes against Physical Threats

Link Available!

### Level 2

Price: 70 Gold

Dmg Absorb II: -2 Dmg form Physical Threats

## Iron Plate Armor

### Level 1

Price: 90 Gold

Dmg Absorb I: -1 Dmg from Physical Threats

Armored III: +3 to Roll to Dyes against Physical Threats

Speed –II: -10 Speed

### Level 2

Price: 92 Gold

Dmg Absorb II: -2 Dmg from Physical Threats

Speed -I: -5 Speed

## Steel Plate Armor

### Level 1

Price: 250 Gold

Dmg Absorb II: -2 Dmg from Physical Threats

Armored III: +3 to Roll to Dyes against Physical Threats

Speed –II: -10 Speed

### Level 2

Price: 251 Gold

Dmg Absorb IV: -4 Dmg form Physical Threats

Speed: -0 Speed
Gifts

Gifts are basically Items are anything a player can hold onto, Physical or Metaphysical, Sword or Memory, Other Examples.

## Physical

### Armor

* Leather Armor
* Studded Leather Armor
* Chainmail Armor
* Ringmail Armor
* Iron Plate Armor
* Steel Plate Armor

### Body Parts

* Eleven Blood
* Plosion Tail

### Shields

* Wooden Shield
* Iron Shield
* Steel Shield
* Tactical Shield

### Weapons

#### Glaives Swords

##### Long Swords

* Wooden Long Sword
* Iron Long Sword
* Steel Long Sword
* Flaming Sword
* Tactical Long Sword

##### Short Swords

* Wooden Short Sword
* Iron Short Sword
* Steel Short Sword
* Tactical Long Sword

## Metaphysical

### Classes

* Black Knight
* Defender
* Fighter
* Knight
* Investigator
* Paladin
* Pickpocket
* Rogue
* Squire

### Skills

* Arrow Throwing
* Spin Toss
Imp

Imps can be summoned with the Summon Imp Spell. Imps are usually manifested from nothing, all they know is to be loyal to their master. Sometimes you can find bands of then who ran away/masters died in imp villages.

## Imp Level 1

Attribute-Any-Any

HP: 5

Gift: any

Speed: 35(7)

Win: 1 XP

Size: 2x2(0.4)

## Imp Level 2

Attribute-Any-Any

HP: 8

Gift: Any

Speed: 35(7)

Win: 2 XP

Size: 2x2(0.4)
Windrose HomeBrew Wiki

**Welcome to the Windrose HomeBrew Wiki!**
This a wiki for all the Windrose HomeBrew I've made that anyone can use. I don't want anyone posting their stuff on here but you can create your own wiki and post it on r/windrosehomebrew.

Sorry I took this IRL. i haven't gotten around switching URLs/changing this one.

## Important articles

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

*Need help building out this community?*

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

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

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

This is based off a class in GM Guide 0.5.

## Primary

On my Honor: Once per rest, you may replace the result of one of your rolls with your Honor. You then lose 1 Honor.

## Level 1

Cost: Get from Squire

Code of Honor: Take note of the virtues by which you live your life. Spin them into a moral code that you intend to follow. Whenever you deviate from this code or betray your base virtues, you lose 1 honor. When you’ve lost all your honor, immediately take the Black Knight Class. Your Honor cannot exceed 20.

Virtue’s Reward: Whenever you embody your core virtues or exemplify your code of honor, gain 1 honor and take a +1 bonus on any relevant roll.

(if the module Duel Techs is active) Former Squire: +2 to dual tech rolls with your squire and you're former Knight. +1 to duel techs with Paladins, Knights, Black Knights and Squires.

## Level 2

Cost: XP 10

Squire: You may grant a willing person the Squire class. If you do so, they MUST select you as their Knight. Whenever your Squire embodies your Code of Honor, you may trigger Virtue’s Reward as if you were the one performing the honorable action.

Smite: You may lose up to your Knight level in Honor to deal an additional amount of damage equal to the Honor lost.

## Level 3

Cost: XP 20

Shield of Faith: Whenever you sustain damage you may instead subtract the damage from your Honor.

## Level 4

Cost: XP 30

Gallant Gusto: You may pay 1 Honor to negate the cost of a Special action.

## Level 5

Cost: XP 40

Paladin: Unlock the Paladin class.

## Desc.

You may have noticed that there were two entire classes nested within this class: Paladin and Black Knight.
Megamind

Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind is a candidate of the 1342 election for the democratic party. Megamind was :( a candidate of the 1342 election for the democratic party.

### Debate Answers

Megamind could be considered the most "off-topic" in terms of answering questions, yet he tells his truth, even if it's not relevant.

### Fate

After the second round of voting, after miraculously staying in the race due to a single delegate from Porqueyoming, he could only manage another four. Due to poor comebacks in multiple debates, his Relative Approval tanked, as well as his morale. Finally, along with four other candidates, Megamind dropped out from the race, however he believed he won the election since he got 5 delegate votes, and 5 is his fourth favorite number. He painted his house white in celebration, so he now lives in a white house (not to be confused with The White House). As of 1342, he is the only candidate to drop out forcibly due to lack of morale.
Chronomancer

Type: Gift, Metaphysical, Class, Magic

## Level 1

Gain two Spell Slots

Time Travel Nonsense: Whenever you talk about how time travel you sound like nonsense to non Chronomancer.

## Level 2

Cost: 10 XP

Magic Skill I: +1 to all Rolls to Do when performing Magic.

Gain one Spell Slot

## Level 3

Cost: 20 XP

Gain two spell slots

## Level 4

Cost: 30 XP

Magic Skill II: +2 to all Rolls to Do when performing Magic.

Gain one Spell Slot

## Level 5

Cost: 40 XP

Gain three Spell Slots

## Learnable Spells

### Ice

* Freeze Limb
* Ice blast
* Ice Golem

### Time

* Rewind
* Time Loop
Thief

Type: Gift, Class

## Level 1

Cost: Get from Pickpocket

Lift: Roll to do against your opponent, if you succeed steal one item from them

Escape: +5(1) speed when running away from an enemy.

Thievery Swing: +1 to all swings relating to Thievery.

## Level 2

Spin Toss: Throw a small bladed weapon at someone, It spins. Your opponent rolls to Dye and if they fail they take 2d4 sharp damage. The small bladed weapon then returns to you

## Level 3

Surprise Trade: You can attempt to trade. You do a trade roll to do+3 and the target does a mental roll to Dye. If you succeed you forced then to do a trade then benefits you.
The Culprit is You!

This is based off The Culprit is You from GM Guide 5.0

Type: Ability, Primary

Learned by: Investigator

Whenever the Investigator discovers the truth behind a crime, they may instantly learn the attributes, location, and motive of the culprit. If there is no culprit, the Investigator restores their attribute dice and HP to full.
Defender

Type: Gift, Class, Melee

## Primary

Shield at Arms: You have a extra Gift slot that can only be used for a shield.

Natural Def Bonus: -1 to all physical dmg rolls against you.

## Level 1

Cost: Use a shield 20 times

Castleing: Whenever an ally moves, that you are near, move with them

Jump in I: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 5 Feet

Gain one Spell Slot

## Level 2

Cost: 10 XP

Natural Def I: -1 to all physical dmg rolls against you.

Good Health I: +1 HP

## Level 3

Cost: 20 XP

Jump in II: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 10 Feet

Good Health II: +2 HP

One spell slot

## Level 4

Cost: 30 XP

Jump in III: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 15 Feet.

Natural Def II: -2 to all physical dmg rolls against you.

## Level 5

Cost: 60 XP

Jump in IV: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 20 Feet.

Natural Def III: -3 to all physical dmg rolls against you.

Good Health III: +3 HP

Gain one spell slot

## Learnable Spells

* Holy Shield
* Protecting Aura
Spoiler

Below is an example of hidden text, used to denote information unknown to The Crew and not explicitly stated within a session. As potential fiction, it's susceptible to changes based on what's specified in later sessions.
 This is the example, with a link to the Main Page over the prior word "example".

To reveal the text, simply click and drag over it.
The Fellowship Of Prosperity

The more well-connected and -funded of Doskvol know The Fellowship as the faith of The God Of Gold, whose worship is a path towards spiritual enlightenment through fiscal enrichment -- The more savvy know that said enrichment comes only to those atop The Fellowship's hierarchy.

The organization loosely breaks down into three groups: That top echelon of cynical grifters, loosing the purse strings of any aristocrats gullible enough to buy in; The majority of faithful acolytes, spreading The Fellowship's message in hopes of exponential growth and gains; And the cognizant few who realize, to some extent or another, that the faith has been perversely exploited.

### Members

* Mishal Cavige
	+ Son of the Cavige leadership.

### Allies

* The Compact Of The Forgotten Gods
	+ The core leadership pay lip service to the broader pantheon, providing support to the extent that it legitimizes the Fellowship's image as a religion.
	+ What few members have seen through The Fellowship's grift hold The Compact in esteem, given its historical ties to the true tenets.

### Enemies

* The Iruvian Consulate
	+ Influential members of The Consulate bear a grudge against The Fellowship for their swift indoctrination of Adelaide Phroaig, perceived as the squandering of a key prospect.
Flint

As Mishal's rival, Flint trades spirits out of a condemned manor in Six Towers. They distrust those who commune with spirits as equals, since they've always known ghosts to be vengeful and dangerous. They see Hulls as an imperfect solution.

### Appearance

* Lookalike: Kaitlyn Alexander.
* Black, buckled shoes.
* Slim, black slacks.
* White, poorly-tucked shirt. Sleeves rolled halfway up the forearm.
* Slimming, dark-green vest.
* Slightly messy hair.
Holy Weapon

Learned by: Paladins

## Level I

Infuse your weapon temporary with holy energy. +1 to rolls to do/dye involving that weapon.

MP cost: 1

## Level II

Infuse your weapon temporary with holy energy. +2 to rolls to do/dye involving that weapon.

MP cost: 2

## Level III

* increase your bonus to rolls involving that weapon and MP Costby 1
* Decrease your MP cost by 1(only if MP cost is more than 1).
Modules

These are some ideas for additional rules to use in a campaign that your GM may chose to use. Although sometimes gifts may have additional abilities if a module is active. Knight's ability Former Squire is a good example.

## Nat 1s & 20s

When you roll a 1 on a d20 when attacking take 1 Dmg even if your attack succeeds. When you roll a 20 on a d20 when deal 1d6 dmg to your opponent.

The following are based off modules from Modules v0.48.

## Starting Boost

At the end of your very first session, your full strength blooms! Each player chooses one of the following:

* Gain permanent +1 to one Attribute
* Gain +5 health
* Gain +10 Speed

## Dual Techs

Players may combine their actions and colors to perform a Dual Tech!

All participating players Roll to Do. They MUST all be different colors of Attribute. Their colors are then combined according to the following:

Note: They all are just whatever Player 1's color + Player 2's color is in real life. Also the combined color are used as regular attributes if an npc's number of attributes exceeds 3.

* Red Player + Blue Player = Action is Dyed Purple
* Blue Player + Yellow Player = Action is Dyed Green
* Yellow Player + Red Player = Action is Dyed Orange
* Red Player + Blue Player + Yellow Player = Action is Dyed Rainbow

Could be two colors if they are one the following combinations

* Green + Red
* Purple + Yellow
* Orange +Blue

The target rolls once in defense and must exceed ALL attacking rolls in order to successfully defend.

Examples: Attacking Purple players roll a 13 and 18. Defending Yellow player rolls a 15. The Purple attack lands. A

Attacking Green players roll a 9 and 11. Defending Red player rolls a 15. Red successfully defends.

Dual Techs are not immune to Clashes! Dual Tech colors will ALWAYS Clash with their “parent” colors; i.e. as follows:

* Purple will Clash with Red and Blue targets

* Green will Clash with Blue and Yellow targets
* Orange will Clash with Yellow and Red targets
* Rainbow will Clash with ALL colors!

Should the Dual Tech win the Clash, the player that rolled the highest will functionally be regarded as the initiator, while the lower rolls will be discarded and their players treated as if they were tagged to Assist N

Note: In the unlikely event a Dual Tech clashes with another Dual Tech, the highest individual roller wins the Clash for their team.

## Pass Turn

Whenever you Clash and win during a Conflict, you may choose an ally and grant them an immediate action. The tagged player may Roll to Do or Roll to Dye as they please. This action is effectively free; it does not consume the tagged player’s turn.
Session 4

### Developments

* Alvertos was harassed by the ghost of Noggs Comber, a member of his Leviathan crew who died under his management.
	+ Mishal Cavige, Emel and Kobb Helker return to the lair, with Mishal's Ghost Mind providing them the notice to prepare Emel's electroplasmic pistol rounds.
	+ The three breach the secret entrance to find the scuffle and ask Al's explanation.
	+ They attempt to communicate with Noggs, first by setting out a paper and pen. Noggs merely writes the word "broken".
	+ Mishal attunes to the ghost field in order to speak directly with her, which appears as mere muttering to the others.
	+ She bristles at his attempts to placate her and reveals that Al's obsession over the lost axe is causing her great discomfort.
* Emel decides to scout out The Golden Plum for Al's axe.
	+ He poses as a representative of The Severosi Consulate and probes Emeline Roselle about the conflict, to little avail.
	+ He then scouts out the perimeter of the building, scaling it to peek into the second story windows.
	+ When he knocks a brick down and alerts Emeline, she rushes out to the street with her rifle. He pounces on her to disrupt the shot, but still ends up taking a flesh wound before fleeing the scene.
	+ As a result of the altercation, Emeline concludes that Emel, Alvertos and Kobb are criminal associates.
* Mishal, Alvertos and Kobb visit Adelaide Phroaig to inquire about a buyer for the headpiece they stole from The Red Sashes.
	+ Mishal convinces her that it was acquired via an archeological expedition of The Fellowship, and she agrees to refer them to a museum curator
* On the gondola ride back to the lair, Crick reveals that The Red Sashes have been boxing out their operations in the canals, and occasionally harassing them.
	+ Kobb offers to wreak some havoc for The Sashes' canal presence, taking heat off of The Gondoliers.
	+ The Crew opts to infiltrate their boathouse next to The Red Sash Sword Academy and sabotage their shipping boats.
	+ Al and Emel scout out the site and determine when and where to strike.
	+ They decide to approach with Al rowing the boat (containing some of their gear) towards the boathouse dock, while the other 3 swim stealthily.
* Lord Scurlock's Estate works towards fulfilling his debt to Setarra.
Flaming Long Sword

Type: Gifts, Physical, Weapon; Enchanted

## Level 1

Price: 100 Gold

Flaming Slash I: Slash with this sword and a slash shaped projectile is formed from flames, dispersing after 10 feet. Dmg: Dmg: 1d6

Damage II: +2 to all dmg with this weapon

Weapon Spec I: +1 to a Roll to Do involving this weapon

## Level 2

Price: 10 XP

Flaming Slash II: Slash with this sword and a slash shaped projectile is formed from flames, dispersing after 15 feet. Dmg: 1d6

## Level 3

Price: 20 XP

Flaming Slash III: Slash with this sword and a slash shaped projectile is formed from flames, dispersing after 15 feet. Dmg: 2d6
Windrose Documents

These are not the original links. These are all the documents downloaded from Windrose's peatron and uploaded to my Neocites website.

## Up-to-Date

Getting Started v0.48

Core Rules v0.55

GM Guide v0.5

Modules v0.48

## Version 0.55

Core Rules

Patch Notes:

->Core Rules v0.55

(See earlier release for Modules/Getting Started/GM GUIDE)

Changelog from v0.5

->Revised the CRAP out of the rules for clarity.

->Modified the effects of a Clash.

## Version 0.5

Core Rules

GM Guide

Patch Notes

->Core Rules v0.5

->GM Guide v0.5

(See earlier release for Modules/Getting Started)

Changelog from v0.483

->Added new mechanics for aftercare, seals (negative gifts), proper execution and order for action.

->Added sections on creating and running NPCs, a few easy tips, a "spirit of the game" section and a section on following up with players.

Next in v0.51 and beyond

->Safety Tools

->Running Obstacles, Objects etc.

->Magic

->Updates to Modules

## Character Sheet and Get! Icons

These are character and Get! Icons used in the Windrose Everlasting show. I did not include it in up-to-date because I would not recommend using them rather use the Character sheet I made.

Character Sheet

Get! Icons

->Editable Character Sheet by Katartna (pdf by Zellenon)

->Gift Icons by Katartna

Hey! These were originally meant to be used in the show, but if you want to use an editable pdf version of the character sheet from Windrose Everlasting you can!

Furthermore if you want to use the Gift icons to add some style to your sheet from the show, they are also attached!

## Version v0.483

Core Rules v0.483

Getting Started v0.48

GM Guide v0.48

Modules v0.48

Includes

->Getting Started (Begin Here!!)

->Core Rules

->Modules

->GM Guide

Changelog from v0.482

->Clarified when attribute bonuses gained through levels apply to rolls

Next in v0.5

->NPC creation guide

->Detrimental Gifts

->Gaining Gifts from NPCs
Goldsight

A ritual performed by Mishal Cavige under the tutelage of Illacile Vale. Enables the user to see a vibrant glow over sources of gold, even through opaque objects. The user's eyes turn a radiant gold during the effect, which has a duration ranging from minutes to days based on the efficacy of the meditative period during which it is prepared. Over time, the user can gain an acuity with the sense to the extent that it triggers on increasingly abstract subjects, such as wealthy individuals or a soon-to-be profitable product.

### Appearances

* s1 Mishal employed the meditative technique in preparation for The Crew's first score, during which he triggered it to locate and obtain the lockbox they stole from The Red Sashes' stash house.
Compressed Air Manipulation

Type: Gift, Skill

## Level 1

Cost: 15 XP or Be taught by a master

Compressed Air Slash I: Slash with a sword and a slash shaped projectile is formed from compressed air, dispersing after 10 feet. Dealing 1d6 air dmg to anything it hits

### Level 2

Cost: 20 XP or Deal the finishing blow with a Compressed Air move 3 times

Windy Pain I: +1 to all dmg done by Compressed Air moves

Compressed Air Slash II: Slash with a sword and a slash shaped projectile is formed from compressed air, dispersing after 15 feet. Dealing 1db air dmg to anything it hits.

### Level 3

Cost: 30 XP or Witness a tornado

Compressed Air Slash III: Slash with a sword and a slash shaped projectile is formed from compressed air, dispersing after 20 feet. Dealing 2d6 air dmg to anything it hits.

Compressed Air Tornado I: You spin, creating a small tornado dealing 1d6 air damage to anyone within 5 feet.
Session 0

Session 0 actually comprises a handful of meetings and chats, covering the generation of The Crew and its members.

## Session 0

### Developments

* In the years before his disgrace, Alvertos Pendelyn attended a party while visiting his family in The Dosk, where he encountered Mishal Cavige among the The Fellowship Of Prosperity clergy in attendance.
	+ As the two bonded over drinks, Mishal tipped off Al that he was a mark of the grift, and that he shouldn't put stock in the words of The Fellowship.
* After being left bloodied by a gang of Red Sashes led by Brance Sevoy, a desperate Al exchanged his family property to passerby Kobb Helker for transport to Sawtooth and payment for his medical treatment.
Bazso Baz

### Bio

A gang leader. Perhaps a paramour pursuing your affections, or perhaps a former lover, now scorned?

As leader of The Lampblacks, Bazso has a deep fondness for the working class and advocates for them tirelessly. Respects hard work above all else.

### Appearance

* Lookalike: Jason Statham.
* Black, leather boots.
* Grey trousers.
* Brown, leather jacket buttoned over a black shirt.

### Developments

* s1 Tasked The Crew with raiding a warchest of The Red Sashes.
	+ Began to lose patience with Kobb during his attempts at haggling over payment.
* s3 Paid The Crew partially in Coin, partially in an Iruvian headpiece from the lockbox they stole.
	+ Ensured them that he would contact them again later with more work.
The Shattered Isles

### Bio

The Shattered Isles have wildly different climates due to magical forces left over from The Cataclysm. The “water” of The Void Sea seems to be composed of opaque black ink, but it’s possible to see constellations of shimmering stars far below the surface. The sun is a dim ember, providing only meager twilight at dawn and dusk; leaving the world in darkness otherwise. This was once a storybook fantasy world of magic and wonders, which

### Islands

* Akoros
* Severos
* Iruvia
* The Dagger Isles
* Skovlan
* Tycheros
The Jaguar

As a regular of The Centuralia Club, they prowl the decadent halls with purpose, finding release from their purportedly high-stakes career via the luxuries afforded within.

### Appearance

* Jaguar mask.
* Full-figured.
* Amber hair in pinned-up braids.
* Powder-blue shirt under a sharp, cobalt suit.
* Detailed, lemon tie.
* Pearlescent pocket watch.

### Notes

 “Before the cataclysm, the jaguar stalked jungles across the Dagger Isles and beyond. I’ve heard it said their name is tantamount to ‘one who kills in a single blow’. Inspirational, no?”
Bouldo Malik

### Bio

A Bluecoat. Perhaps a savvy officer that’s busted you many times, or perhaps an old friend who turned to the law instead of crime?

A Bluecoat officer (and Alvertos' cousin) in Doskvol. Marrying into the Penderyn family aided in his swift rise to the rank of sergeant, where he now sits comfortably without the need to handle much legwork. He is an occasional patron of The Centuralia Club, lusting for the sense of importance and power he feels within those storied walls.

### Appearance

* Lookalike: Nick Frost.
* Never seen wearing his cap.
* Large flask visibly sticking out of front pocket.
Mishal Cavige

Mishal was raised in Brightstone, son of the head of the church of The Forgotten God of Gold, a church that's built its congregation on being able to further enrich its most famed members, and to en-fame its most vulnerable, all while enriching itself. Despite the Church presenting itself as spiritual, it only exists for the higher-ups to scam the wealthy and vulnerable alike, with their doctrine consisting of snippets of archaic and forgotten lore strewn together. Mishal's spent most of his time growing up mingling and schmoozing with Duskvol's high society, mostly in attempts to convert them and their finances over. As of late, he's stumbled upon a sect within his family's church that has pieced together the bits of scripture into something tangible, and successfully invoked an underling of the true Forgotten God of Gold, much to his surprise. Through several sessions of communing, and a fair few hours of study, Mishal has acquired a crude understanding of the spiritual plane. Now, he seeks to increase his sphere of influence and resources to further his small sect's goals of invoking the true God of Gold his family has been appropriating and blaspheming for their personal gain.

## Mishal Cavige

### Appearance

* Clean cut.
* Mid 20s.
* Well put-together, with an odd air to him.
* Bowtie.
* Occasionally seen wearing his fine spirit mask on jobs, whose abstract design features a series of intricate geometric patterns.

### Vice

* Faith: Studying the God of Gold
	+ Ilacille: One of the only known cultists actively upkeeping The Temple Of The Forgotten Gods in Coalridge.

### Strange Associates

* Setarra, a demon.
	+ *Perhaps your partner in a dark endeavor, or perhaps an entity you once controlled, seeking vengeance?*
* Flint, a spirit trafficker.
	+ *Perhaps a good source for unusual arcane supplies, or perhaps a rival in the occult world of Duskwall?*

### Beliefs

* -
* -