recursal/Fanatic-Fandom huggingface dataset:
Athletics

**Example Specializations:** Running, Swimming, Climbing

**Governing Characteristics:** Endurance, Strength

Athletics represents a character’s ability to perform physically taxing activities, often under stress or with little to no preparation. Your GM may ask you to test Athletics when you try to accomplish tasks like the following:

* Jumping a particularly long distance through brute strength
* Walking a long distance without stopping
* Lifting a heavy object
* Climbing up the side of a cliff
Evade

**Characters may not acquire specializations for this skill.**

**Governing Characteristics:** Agility

Evade measures a character’s ability to escape from observed, impending danger through the use of fluid movement and quick reaction times. This skill is most often used to defend against attacks in combat, or to avoid other physical dangers. Your GM may ask you to test Evade when you try to accomplish tasks like the following:

* Duck beneath an incoming spell
* Dodge a sword swing
* Avoid falling debris
* Stay out of reach of multiple attackers
Amber Davis

**Amber Davis** one of the main characters in *Amberjack.*

## Appearance

### Body

Amber is a young adult woman. They have peach skin, round eyes and long wavy light brown hair.

### Clothing

Haunt seem to have a very flexible wardrobe that is mostly spooky and cryptid themed. She is mostly seen wearing a viridian green sweater, dark brown pants and black shoes.
Holding Breath

In certain situations it might be necessary for a character to hold their breath, such as when diving, or running through a cloud of volcanic gasses.

Characters can **hold their breath for 12 seconds** (2 rounds in combat) **per Endurance Bonus** they have. This duration is doubled if the character does nothing but hold their breath (no action or movement allowed).

For every round beyond the character’s Endurance Bonus holding their breath, the character gains a temporary level of fatigue until they die or regains access to fresh air, after which the temporary fatigue is removed at a rate of 1 level per round.
Hidden

The character is hidden from enemies and moving stealthily. Characters must spend 2 meters of their movement for the round for each 1 meter that they actually move while hidden, and cannot Dash. Enemies cannot attempt to defend themselves against the attacks of hidden characters, but attacking causes a character to lose this condition immediately afterwards.

If a hidden character would enter line of sight of at least one character from whom they have not previously hidden, they must make a Stealth test opposed by that character’s Observe. On success, or if they achieve more degrees of success, they remain hidden. Otherwise that character becomes aware of them.
Lucky Numbers

A character has a number of **Lucky Numbers** equal to their **Luck bonus**, and a number of **Unlucky numbers** equal to five minus their **Luck bonus**. These numbers determine when they **critically succeed or critically fail**, and are determined at character creation.

**Lucky Numbers = Lck. B.**

**Unlucky Numbers = 5 - Lck. B.**

If a character’s Luck bonus drops by one or more, then change one or more of their existing Lucky numbers (player’s choice as to which ones) into Unlucky numbers so that their total number of Lucky/Unlucky numbers remains the same.

### Critical Success and Critical Failure

Sometimes a character succeeds or fails a test in particularly spectacular ways. Such dramatic successes, or abysmal failures, are referred to as **Critical Successes** or **Critical Failures**.

If a character rolls one of their Lucky Numbers then the test is considered a **critical success** (regardless of the target number), and the character is awarded 1 extra Luck Point for that session (this can exceed the character’s max Luck Point value).

If the character rolls one of their Unlucky Numbers then the test is a **critical failure** (regardless of the target number), and the character loses 1 Luck Point for that session(if the character has no remaining Luck Points, they burn 1 Luck).

A critical failure is an abysmal, terrible failure. GMs should punish characters with circumstantially appropriate effects whenever they roll critical failures. Though in the case of particularly easy tests, a critical failure might simply represent the fact that the character managed to fail “normally” despite all of their advantages.
Luck

**Luck ( Lck )** measures a character’s good fortune: how often events tend to go their way.

The **Luck Bonus ( Lck. B. )** is a value equal to the tens digit of the Luck score.

*Ex.: A character with a Luck Score of 31 has a Luck Bonus of 3.*

**Attributes determined by the Luck Characteristic are:**

* Lucky Numbers
* Unlucky Numbers

**Luck** can be **burned**, meaning that a character may choose, at any time, to permanently reduce their Luck characteristic score by one or more points in order to benefit from a number of different effects (beware that Luck burned this way never regenerates naturally):

* **Burn 1 Luck:** Add 1 degree of success to a successful test; this can be done multiple times for a given test.
* **Burn 3 Luck:** Re-roll a failed test; this may only be done once for a given test.
* **Burn 5 Luck;** Negate the effects of a critical failure; this must be done immediately after the test is rolled.
* **Burn 10 Luck:** Ignore the effects of a wound (though they still take the damage). Alternatively, and with GM permission, this can be used to allow a character to survive death at great cost (they are removed from play until the end of the encounter instead). Some GMs may not want players to have the ability to extend the life of a character this way, depending on the tone of a campaign.
Phantomcat of Meowloween

## Lyrics

Ding dong

Blanket ghosts filled their baskets

As I sneaked out on my tippy toes

Roaming the back roads

With your neighbour's jerky in between my teeth

I skipped across the street

Thinking about the feast featuring my new treat

A light shined on me

(Out of his body, his ninth life flew out)

(Hurried home to his humans)

Hooman, can't you hear my meows?

I'll scratch up your couch

Attend to me now

You can even smell my paws

(He became a Gato ghost on Halloween)

Tu tuna na-natto To-toy oy-oy? oy oyster sauce

Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3

Tiger the American Short brought me Greenies

Felix the Rex got me Wellness Core

Kibbles I purrfer

Sherlock the Ragdoll has canned food for struvite

Thanks, my bladder's fine

(A healthy feline)

Here comes Kinako the Scottish Fold

With her imported Churu paste

What an exotic taste

(The stuff we all crave)

Yet I still get excited

When my hooman buys that good old Kirkland brand

Every day, refills my bowl left on the patio

Since that night years ago

(Upon the clouds, the moon, he mews)

(Announcing to his humans)

Tonight I'll poo in your garden

And bring you dead rodents

Knock off your philodendrons

Come pet me in heaven

(He's the phantomcat of meowloween)

Tu tuna na-natto

To-toy oy-oy? oy oyster sauce

Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3 Σ:3
Moonshadow

The character possesses a simple form of innate shadow magic. This power may be activated once a day with the use of the Cast Magic action. The character becomes Invisible for 1 minute (10 rounds). This invisibility is broken if the character makes an attack while benefiting from the power.

But unlike normal invisibility, it reforms at the beginning of the next round, as long as the invisibility still has at least 1 round of duration left.
Combat

**Structured Time** is used to handle time-sensitive events in which every second counts and the exact order of actions is crucial.The largest unit of structured time is called an **encounter**. An Encounter represents an entire sequence of dramatic events that make up a unified “block” of structured time that may be contained within sections of narrative time, or followed up by another encounter. Encounters focused on a particular combat scene are known as Combat Encounters.

Encounters are broken down into Rounds.
Stamina Points

A character’s **Stamina Point ( SP )** maximum is equal their **Endurance bonus**, though it may be modified in other ways. When characters reach zero SP they gain a level of the Fatigued condition.

A character may still spend or lose SP even if they have none remaining, but each time they do so they gain a level of fatigue.

A character regains all of their lost SP after a long rest, and regains only 1 SP after a short rest.

**Stamina Points ( SP ) = End. B.**

### Spending Stamina Points

Characters may spend Stamina Points for the following effects, but cannot do more than 1 effect per round (**Beware, a character cannot use both Luck and SP to modify the result of a single test**).
Dart Thrower

**Level 5 (500 XP)**

**Requirements:** Agility (40); Combat Style (Apprentice)

The character increases their damage with all thrown weapons by their Agility bonus. Additionally, whenever the character makes a ranged attack with a thrown dagger or throwing star, they may choose to make this attack at a -10 penalty and expend another thrown weapon of the same type in order to cause two hits on a successful hit instead of just one.
Attack of Opportunity

This **reaction** allows a character to take advantage of an opening to make **a melee attack** (This still follows the rules of a max of 2 attacks per round) against an opponent when they are vulnerable.

Attacks of opportunity are resolved before the action they are being made in reaction to is resolved. Any character may use a reaction to an Attack of Opportunity without interrupting their current action, but they must be able to see to their target.

This reaction may be triggered by the following:

* **Retreat:** When an opponent moves out of the character’s melee range without taking the disengage action.
* **Approach:** When an opponent moves closer to the character within their melee range (such as from 3 meters away to 2 meters away against a 3m range weapon).
* **Spellcast:** When an opponent casts a spell within their melee range (unless the spell counts as a melee attack).
* **Standing Up:** When a prone character stands up within their melee range without using the Arise action.
* **Ranged Attack**: When an opponent makes a ranged attack or reloads a weapon within their melee engagement range.
* **Ready:** When an opponent readies a weapon, reloads a weapon, or drinks a potion within their melee range. If the opponent does so as a free action, it does not allow for an attack of opportunity.
(Reachman) Fury of the Old Gods

The witch-men of the reach are blessed by the Old Gods with a righteous fury towards any and all invaders, and will not helm until every last one of them are dead at their feet. Any social interaction test except Intimidation with people not sympathetic with the Reachmen suffers a -10 penalty as they are surrounded by rumors and superstitions. However, the Reachmen gain a +10 bonus to all Combat Style tests made while in Frenzy or using the All- Out Attack action as they fight with the fervor of the Old Gods themselves.
(Bosmer) Beast Tongue

Bosmer can speak to, and understand the speech of, animals. How exactly this functions is left to the GM’s discretion, though it is recommended the GM call for a Perception test when the Bosmer encounters the speech of an unfamiliar animal to determine if they can understand it and communicate back.
Skills

**Skills** are a set of categories and associated ranks that reflect a character’s **ability to perform certain actions**. The ranks reflect the character’s experience, training, and overall ability to perform these various actions. Skills are either **trained**, or **untrained**.

Each trained skill has a corresponding **Skill Rank**, which has an associated value **from 0 to 5**, which reflects how capable the character is at utilizing that skill.

### Skill List and Governing Characteristics

Each skill has one or more **Governing Characteristics**: a set of characteristics that reflect the different ways that a character can utilize a single skill.

### Skill Specialization

Trained skills can also have accompanying **Specializations**, which represent areas of concentration and focus in a character’s training and experience with that skill. A character may take as many specializations as their **rank** in a given skill. When making a skill test in the listed area of specialization, the character gains a +10 bonus to the test. **A character may not benefit from more than one specialization bonus on a single test.**
Argonian

## Province

Argonians (Saxhleel, or People of the Root in their native language of Jel) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often refer to them as "lizards" or the "Lizard Folk" instead, especially when meaning to be derogatory. They are known as the foremost experts in guerrilla warfare throughout Tamriel, a reputation brought upon them by defending their borders from enemies for countless centuries.They have a connection to the Hist, a race of sentient trees.

Agile and cunning, they possess natural immunity to poison and disease, a trait that serves them well in their treacherous homeland. Argonians are swift swimmers and can breathe underwater. They are also naturally adept spellcasters and excel in the art of stealth.

Foreign racial categorization labels them as "beasts", or "Betmeri", as opposed to the humanoid races of Mer and Men. The Argonians' alien nature is often commented on; they are called strange, expressionless, reserved peoples, slow to trust and hard to know. This is a sentiment shared even by lukiul, or "assimilated" Argonians, who were raised far away from the Hist and often have significant trouble fully understanding the emotions, body language, or motivations of their estranged brethren.

While most of Tamriel refers to them as the "Argonians", many Argonians prefer the term "Saxhleel" when referring to their kind; "Argonian" is an Imperial term. Some Argonians opt to take on a more Cyrodiilicized name outside of Black Marsh. Taking on Imperial dress, name, and customs makes things easier for Argonians in Cyrodiil.

According to the First Era Scholar Brendan the Persistent, "[t]he Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people".

### Traits

* Disease Resistance (75%)
* Immunity (Poison)
* Amphibious
* (Argonian) Inscrutable

To get more in depth information about Argonian Lore, like History, Society and Politics, click here.
Perception

**Perception ( Prc )** measures a character’s physical awareness, as well as the accuracy of their “gut instincts” and intuition.

The **Perception Bonus ( Prc. B. )** is a value equal to the tens digit of the Perception score.

*Ex.: A character with a Perception Score of 27 has a Perception Bonus of 2.*

**Attributes influenced by the Perception Characteristic:**

* Initiative Rating

**Skills whose Governing Characteristic is Perception:**

* Investigate
* Logic
* Navigate
* Observe
* Stealth
* Survival
Mob Mentality

## Analysis

Check out the song analysis by u/StuffyEvil on the Mili Subreddit (here)!!

Lyrics:

Phoe

Hela

Le dish han tre

Phoe

Iii...

Le homines lunam (ne Luna)

Hruochou phoe (hruochou phoe)

Pugna elga (elga)

Mir tre monguo

Iiii...

Le homines lunam

Croboles

Pugna aeto

Fretos mueve

Komplecxa equa

Inish llefasa ta boutescu

Luna plaes momento

Marvolo ergo
Size

Tamriel is home to creatures of many shapes and sizes. A character’s **Size** Category reflects their physical size and affects them in a number of critical ways. All roughly human sized characters are Standard size, but some characters can be larger or smaller.

There are 7 different size categories:

* **Puny:** This category is reserved for the smallest of creatures like kwama foragers, rats, or mice.
* **Tiny:** This category includes smaller characters like cats or large cave rats.
* **Small:** This category includes everything ranging from quadrupeds like wolves to smaller bipeds like goblins.
* **Standard:** Standard sized characters fall fairly close to the average size for man or mer.
* **Large:** This category includes characters that are substantially larger than average, including quadrupeds like horses and larger bipeds like trolls.
* **Huge:** This category includes very large characters such asgiants or larger dwemer constructs.
* **Enormous:** This category is reserved for extremely large characters, like dragons.

**Size Hit Test Modifiers**
 Tiny
 Small
 Standard
 Large
 Huge
 Enormous
Assassinate

**Level 4 ( 400 XP )**

**Requirements:** Agility (40) - (35) if Stealth (Adept); Stealth(Journeyman); Sneak Attack

The character can cause only the damage from Sneak Attack to ignore any AR of the hit location they are hitting if they are attacking with a one handed weapon that has the Exploit Weakness quality.
Fear and Horror

When a character is confronted by such a frightening event or adversary they must take a **Fear Test**. There are two types of fear tests: **Panic** and **Horror** tests.

Fear tests are Willpower tests that use a special notation, either **Panic (+/- X)** or **Horror (+/- X)**, where X is the bonus or penalty applied to the test. If the character fails the test, they succumb to the effects of fear.

### Panic Test

Your GM may call on you to make a **Panic Test** when you are **confronted by frightening sights**. This is represented by the **Panic (+/- X)** notation, which is simply a Willpower test with a +/- X modifier.

**If in combat** a character fails a fear test they must immediately roll a D100 on the table below. The effects listed are applied immediately to the character.

**If in a non-combat situation** the character fails a fear test, the character becomes unnerved and suffers a **-20 penalty** to any tests that requires concentration on their part. **This penalty lasts while the character remains in the vicinity of the object of their fear**.

Characters may be able to shake off some of the effects of fear after the initial shock has worn off. The table below will specify certain cases where a character can make a Willpower test when it is their next turn to “snap out” of this fear. “Snapping out” of the fear always happens at the end of their turn.

**Panic Test Table**
 31 - 60
 61 - 90
 91 - 95
 96 - 100

### Horror Test

Your GM may call on you to make a **Horror Test** when you are confronted by supernatural terrors. This is represented by the Horror (+/- X) notation, which is simply a Willpower test with a +/- X modifier. In general, horror tests with any sort of penalty should be reserved for the most terrifying monsters and mind melting terrors.

**If in combat** a character fails a fear test they must immediately roll a D100 on the table below. The effects listed are applied immediately to the character.

**If in a non-combat** **situation** the character fails a fear test, the character becomes unnerved and suffers a -20 penalty to any tests that requires concentration on their part. This penalty lasts while the character remains in the vicinity of the object of their fear. Characters may be able to shake off some of the effects of fear after the initial shock has worn off. The table below will specify certain cases where a character can make a Willpower test when it is their next turn to “snap out” of this fear. “Snapping out” of the fear always happens at the end of their turn.

If this succeeds then they regain their senses, shrug off the effects and may act normally from then on. If they fail this test, the effect continues and they may try again when it is their next turn.

**Horror Test Table**
 41 - 60
 61 - 80
 81 - 90
 91 - 95
 96 - 99
 100
Profession

**Governing Characteristics:** Varies by Profession

Profession [Field] represents the character’s formal or informal training and experience in a specific profession. It is used to perform work related tasks, or to reference specialized knowledge that someone trained in that profession might have. The following table contains a list of common fields and their governing characteristics. Feel free to invent your own with GM permission.
Birthsigns

In Tamriel, a **birthsign** is the constellation under which a person is born. Each bestows upon those born under it unique magical powers - either passive or active - and may be perceived as either a "blessing" or a "curse".

When rolling to determine your character's birthsign, start choosing between the three major constellation groups, beeing **the Warrior, Mage, or Thief** and then **roll a D5** on the appropriate table (if you don't have a D5 at hand, jus use a D10/2 (rounded up).

   There is a chance during this step that the character will receive the Star-Cursed version of a sign instead, reflecting the threatening presence of the **Serpent sign** at the time of their birth.

Bonuses granted by birthsigns that modify attributes, like HP, always apply even if the base characteristics that govern that attribute change.

Below, there are the tables for the three Constellation Groups: **The Warrior, The Mage and the Thief**

**The Warrior Table**

**The Mage Table**

**The Tief Table**
Blademaster

**Level 5 (500 XP)**

**Requirements:** Strength, Agility (40); Combat Style (Apprentice)

The character has learned to change their method of attack with longswords.

When making a Combat Style (Strength) test while wielding a longsword in two hands, the character can choose to grab the blade of the sword and attack with the pommel. Attacking in this way replaces the Slashing quality of the weapon with the Crushing quality equal to half the character’s Strength Bonus, rounded up.

When making a Combat Style (Agility) test while wielding a longsword in two hands, the character can use one hand to grip half way up the blade to make their attacks more precise. Attacking in this way gives the longsword the Exploit Weakness quality, but reduces its reach by 1 meter.
Pruridge

## Description:

Pruridge is a large city with lots of hustle and bustle. There are loud large buildings in the centre, still alive with the roar of people. There is a sign that announces that we have arrived in the Burnzone. Trip finds a map that shows that the city is split into three zones. Razfur, a zone we cant enter due to it being company training facilities. Ayell, the area is filled with sports taverns and shops. Bocaddy, full of amphitheatres and event spaces.

### Locations:

The Pit Stop

The Mysterium

The Lucky Lady
Paper Bouquet

Paper Bouquet is the opening song for the anime The Executioner and the Way of Life.

## Lyrics

Laykarf dunon a hethkka ja

Dullun katre n'a sol solle flare-esta

Sae que ja ton tonnu hanja

Ju va lerhen n'a

Loop through a silky ribbon, my pretender

Hide a scarlet letter

Manuals in hand

We paint the world a bit redder

Bury my new friend, means to an end

Decomposing sailor shirts

Button down jackets, pleated skirts

Dress up

In the mirror I am cinderella

Too late to reborn

If the future needs a billion samples of flowers

I'm your reaper

I've no colour
So the least I can do for you is endure
I'm here in familiar dark

Though sometimes I wonder

Where is my resetter?

Faster than the speed of light

Shining bright, falling into our eyes

We are sapphires

Laying on sand
The world now tastes a bit saltier

Forward, marching forward

Looking back, my path traces out a red line

Is the future set in place?

Is it not too late?

Too late to be a good girl today?

Bury my new friend, means to an end

Decomposing sailor shirts

Button down jackets, pleated skirts

Dress up

In the gutter I am snow white
Sopping wet, swallowing spikes

Then you whispered

In my ears so softly only I can hear

What strange words
It all matters

Every drop of tear, every cowardly dream
So we ripped out pages of the scriptures

Folded a billion paper flowers
And painted them every colour

Every piece we made is my treasure
We walked down the aisle unexplored
We walked down the aisle unexplored
Remaining strangers

Laykarf dunon a hethkka ja
Dullun katre n'a sol solle flare-esta

Sae que ja ton tonnu hanja

Vive tan uthe lirhay meme

Laykarf dunon a hethkka ja

Dullun katre n'a sol solle flare-esta
Sae que ja ton tonnu hanja

Ju va lerhen n'a
God of War

**Level 6 (800 XP)**

**Requirements:** Strength, Agility (50) - (45) if Combat Style (Expert); Combat Style, Evade (Adept); Brawler; Gladiator

When the character passes a Combat Style or Evade skill test made while within melee range of two or more opponents (and made against those opponents) they can choose to take the number of degrees of success that they rolled, or take a number equal to the corresponding skill rank instead.

Note: The Brawler talent only applies to the rolled DoS.
Amberjack Wiki

**Welcome to the Amberjack Wiki!**

This Wiki is dedicated to Amberjack, a YouTube/ Instagram web series. The show is created by Hibernaut with the help of a bunch of their friends. The show is about Amber Davis, Jack Carlile and the mysteries they encounter as they go monster hunting.

## Main Characters

Amber DavisJack CarlileJade BlackElliot AndersonLemmyLenora
## Supporting Cast

Winnie DayThis is a very dumb and poorly made Wiki about the Amberjack show that you can help build and expand on. This Wiki was made for fun and 'cause Lyra thought it would be funny (at least for now lol) so it's not gonna be the best. Wikis like this one depend on you hooks fishing up and adding some funky new content. Feel free to make new articles to help get some more Amberjack info here. Even if you don't wanna help that's totallly fine! Thanks for reading all of that either way wormies.

Contributing

Rules of this wiki

Getting Started

How to Contribute

Guides

All Help articles
Diseased (Condition)

Diseases are contracted from contact with diseased peoples or animals, or other creatures that are otherwise filthy, such as skeevers or mudcrabs. Sometimes diseases can be caught as the result of traps, poisons, or environmental effects, such as Corprus.

Diseases are contracted after a failed Endurance test, after an encounter with a disease carrier. Diseases **are contracted as stage one**, but can progress to different stages. The farther along the stage of the Disease, the harder it is to cure and treat.

#### Common Diseases

**Common Diseases** are caught most often from traps, poisons, or from fighting Diseased animals or people. Common Diseases often start out relatively minor, but some progress severely. Common Diseases are often spread through contact or bodily fluids, preventing them from breaking out into full blown plagues.

Common Diseases bear **mild social stigma**, which can escalate to disgust and suspicion if it is allowed to develop into later stages. Given the ease of treating Common Diseases, only the truly destitute and unfaithful are afflicted with what is seen as their just due.

All Common Diseases can be cured by using Cure Disease spell or potion. Any Common Disease may also be cured by sincere repentance and piousness at a shrine to one of the Eight and One (how this may work is left to the GM discretion).

In alternative, they can be treated with Profession: Medicine at +0.

Infected animals typically ignore the effects of the Common Diseases they carry.

**Disease Stage Effects**
 /
Mysticism

**Example Specializations:** Telekinesis, Detection, Spell Creation

**Governing Characteristics:** Willpower

This skill influences the use of spells from the school of Mysticism. As a school, Mysticism is a rather obscure discipline focused on manipulating magicka itself to produce a number of exotic effects. Your GM may ask you to test Mysticism when you try to accomplish tasks like the following:

* Cast a Mysticism spell
* Identify the effects of Mysticism magic
Elliot Anderson

**Elliot Anderson** one of the main characters in *Amberjack.*

## Appearance

### Body

Elliot is a young adult man. He has brown skin and round eyes that is blue in the left pupil and brown in the right pupil. He also has short curly black hair,

### Clothing

He is mostly seen wearing his cobalt blue hoodie but is in some occasions also seen wearing Jack's orange t-shirt with white cuffs and collar.
Enchant

**Example Specializations:** Destruction Enchantments, Enchanting Weapons, Creating Scrolls

**Governing Characteristics:** Intelligence

Enchanting is the arcane art of creating enchanted items by binding the energy contained within soul gems to another physical object. Your GM may ask you to test Enchant when you try to accomplish tasks like the following:

* Create an enchanted item
* Identify the effects of an enchantment
* Learn how to use a mysterious
Necromancy

**Governing Characteristics:** Intelligence

Necromancy is the study and art of raising the dead. While it is not traditionally recognized as a school of magic, it functions similarly and thus is treated as one for all rules purposes, including talents. Your GM may call upon you to test Necromancy when:

* Casting Necromancy spells.
* Performing Necromancy rituals.
* Identifying undead and reciting undead lore.
* Using Black Soul Gems while Enchanting.
Jumping

A character may decide to make an Acrobatics test to jump over or up to an obstacle, either horizontally or vertically. This can represent either completely clearing the obstacle, or just jumping high enough to grab it with both hands, depending on what the GM feels is appropriate.

If the character does not spend several seconds running or otherwise preparing (approximately a round) before the jump then they suffer a -10 penalty to the test.

When jumping **vertically**, **each meter they wish to jump beyond the firs**t imposes a **-20** penalty on the test.

When jumping **horizontally, each meter they wish to jump beyond the first** imposes a **-10** penalty on the test.

Critical Failure results in the character tumbling to the ground.
Stealth

**Example Specializations**: Camouflage, Shadowing, Infiltration

**Governing Characteristics;** Agility, Perception

Stealth is a measure of a character’s ability to remain unnoticed in a variety of settings and environments through the employment of specific techniques. This test can be opposed by an Observe test when appropriate. Your GM may ask you to test Stealth when you try to accomplish tasks like the following:

* Shadowing someone through a marketplace
* Sneaking up on an enemy camp
* Camouflaging yourself in the undergrowth
* Sneaking past a sleeping monster
Dunmer

## Province

The Dunmer, also called Dark Elves or the archaic Moriche, are the ash-skinned, typically red-eyed elven peoples of Morrowind. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". "Dark" is variously interpreted as meaning "dark-skinned", "gloomy", and "ill-favored by fate", with the Dunmer and their national identity embracing these various connotations with enthusiasm. Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.

Dunmer distrust and are treated distrustfully by other races. They are often called proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity according to at least one account, although Dunmer culture itself makes no reference to this. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.

### Other

* During character creation, Dunmer characters may choose to begin with the Destruction skill trained to Novice rank for free.

If you want to find more in-depth Lore about Dunmer Culture, History, and Society, visit this page here.
Champion

**Level 6 (800 XP)**

**Requirements:** Strength, Agility (50) - (45) if Combat Style or Evade (Expert); Combat Style, Evade (Adept); Duelist; Exploit Advantage

When the character passes a Combat Style or Evade skill test made while within melee range of only one opponent (and made against that opponent) they can choose to take the number of degrees of success that they rolled, or take a number equal to the corresponding skill rank instead.

Note: The Duelist talent only applies to the rolled DoS.
Mara's Gift

This character can speak the word of the divines for an hour in order to remove a single wound and all of its effects (not including lost limbs) from themselves. This also restores an amount of HP equal to the amount of damage dealt to cause the wound.

The character may choose to burn 2D6 Luck in order to allow this power to also restore lost limbs. The character must remain still for the entire duration while they perform the ritual. This power can only be used once until after the character’s next long rest.
Armor

There are many styles and types of armor that the people of Tamriel use to defend themselves. This section provides rules for the use of worn armor.

### Armor Class

Determines how much of the character body part is covered by armor: the larger the amount, the heavier the armor piece is going to be. There are three classes:

**Armor Classes**
 Partial Armor
 Full Armor
As a result it typically offers improved protection at the cost of increased weight.

### Armor Rating

A given piece of armor protects a single hit location on a character’s body.

A piece of armor’s **Armor Rating (AR)** is a measure of how much protection it offers to that hit location: any physical attack that strikes that hit location has its damage reduced by its AR. Some armors also have additional AR values that protect against other damage types (such as magic AR).

### Armor Quality

The overall quality with which a piece of armor is crafted can have a dramatic impact on how effective it is in combat. The following table details what each quality level does to the profile.

**Armor Quality**
 Common
 Superior

**Armor Weight Class**
 Light
 Medium
 Heavy
 Super-Heavy
 Crippling

### Armor Qualities

Many armor pieces possess special rules, known as **Armor Qualities**, that represent specific effects, or certain differences between armor types.

Here's a full list of the common Armor Qualities:

* Damaged (x)
* Magic
* Natural Armor
Blessed Word

The character may begin speaking the word of the divines through the use of the Cast Magic action. This has the effect of creating a circle with a radius equal to their Willpower bonus in meters. Characters with the Undead or Undying traits must flee the circle and no characters with those traits may willingly enter it unless they can pass a -40 Willpower test (which may only be attempted once per round).

The circle follows the character, but only remains as long as they continue to speak the words and take the Cast Magic action each turn, and it can be sustained for at most 1 minute (10 rounds). This power can only be used once until after the character’s next long rest.
Burning (x)

The target is engulfed in flames, with the intensity of the fire determined by a number X. If a second instance of burning is inflicted on a character, simply combine the two X values. A burning character must **pass a Willpower test with a -20 penalty at the beginning of a turn in order to attempt any action other than putting out the fire**.

**At the start of the burning character’s turn, they suffer a single hit of X fire damage** to the appropriate hit location (body is the default). Then increase X by 1. A burning character can **attempt to extinguish the flames** on their turn by spending 1 action point and making an Agility test with a +20 bonus, and a -10 penalty for every point of the X value beyond 1. The burning character becomes prone and, if the test succeeds, loses the burning condition.
Gladiator

**Level 5 (500 XP)**

**Requirements:** Strength, Agility (45) - (40) if Combat Style (Adept); Combat Style, Evade (Journeyman); Brawler

If the character is the target of a melee attack while within the melee range of at least two opponents, then they make a free defensive reaction against that attack, but only once per round.
Ingredients

The potential power of any potion or poison is limited by the strength of the ingredients used to create it. **Alchemical Ingredients have two primary attributes: their strength, and depth**.

#### Ingredient Strength

The Strength of an ingredient determines the amount of stored magicka within it. The **cost of the effect** an alchemist wishes to create with those ingredients **is limited by the strength** of those ingredients.

Higher quality ingredients have higher strength values, allowing for more powerful effects to be stored.

#### Ingredient Depth

The Depth of an ingredient determines the complexity and power of effects it can be used to produce. **Effects** created with this ingredient **may** **not** **have an** **Ingredient Level (IL)** **above** **this value**.

#### Ingredient Quality

Higher quality ingredients have higher strength, allowing for more powerful effects. The following table lists the various quality levels and costs of alchemical ingredients of any given type, and their corresponding strength and depth values.

#### Gathering Ingredients

Anyone with a cursory knowledge of Alchemy can identify the most common ingredients, but more skilled alchemists know where to look for higher quality ingredients. To search for ingredients of any type, a character must make an Alchemy skill test for every four hours they spend searching (a maximum of 2 tests per day of downtime spent gathering). Compare their degrees of success (DoS) to the table below to determine what they find.

A character **may also choose to “downgrade” a resul**t to a lower roll. If a character rolls a critical success when gathering ingredients, they count as having rolled the highest possible degrees of success (DoS) for their target number.

**Gathering Ingredients Rolls**
 6-7
 8
 9
 10

#### Ubiquitous Ingredients

1. Clouded Funnel Cap
2. Ashen Remains
3. Hanging Moss
4. Blue Mountain Flower
5. Summer Bolete Cap
6. Bergamot Seeds
7. Steel-Blue Entoloma
8. Viper's Bugloss Leaves
9. Cairn Bolete Cap
10. Wist Stalk Caps
11. Bonemeal
12. Purple Mountain Flower
13. Red Mountain Flower
14. Snowberries
Restoration

**Example Specializations:** Healing, Wards, Fortification, Spell Creation

**Governing Characteristics:** Willpower

This skill influences the use of spells from the school of Restoration. Restoration is focused on healing and restoring targets, and harming the undead. Your GM may ask you to test Restoration when you try to accomplish tasks like the following:

* Cast a Restoration spell
* Identify the effects of Restoration magic
Slowfall

*Maybe you did not watch your step. Maybe you got carried away with your levitation spells. Keep this handy so you have time to rectify your mistake before you splatter all over the ground.*

### Spell Effect

The next time the caster falls within 1 minute they may ignore up to the first [SS] meters when calculating their distance for fall damage. May be cast as a reaction if the character falls.

### Spell Attributes

* Upkeep
* Reaction
Retiarius

**Level 5 (500 XP)**

**Requirements:** Agility (40); Combat Style (Apprentice)

If the character successfully entangles an enemy with a net, he can spend a Stamina point to confer an additional -20 penalty to all attempts to escape the net.

While attacking an entangled enemy of the same size category as the character or lower with a Trident, he count their WT as 1 lower for the purpose of wounds.

Should the attack inflict a wound, the enemy gains the Bleeding (1d4+Material Modifier) condition regardless of the shock test.

Additionally, any Trident the character wields gains the Thrown (5/10/20) quality, and should a thrown attack hit the target, the attack counts as having the Entangling quality, except it can be blocked, and inflicts damage as normal.
Executuoner

**Level 5 (500 XP)**

**Requirements:** Strength (40); Combat Style (Apprentice)

The character increases the bonus from All Out Attacks to +30, and adds 1d4 to their Strength bonus for the purpose of the Splitting/Slashing quality when All Out Attacking with great axes and scimitars. Additionally, this character’s foes suffer a -20 penalty to Shock tests made because of wounds inflicted by greataxes and scimitars.
Personality

**Personality ( Prs )** measures a character’s natural charisma, presence, expressiveness, and social abilities.

The **Personality Bonus ( Prs. B. )** is a value equal to the tens digit of the Personality score.

*Ex.: A character with a Personality Score of 29 has a Personality Bonus of 2.*

**Skills whose Governig Characteristic is Personality are:**

* Command
* Commerce
* Deceive
* Persuade
Poisons

Alchemists can also create **poisons** which can be applied to weapons in order to give one’s weapon an extra bite.

This requires a single unit of  ingredients, 1 hour, and an Alchemy test to create (see the Alchemical Creation page for a detailed explanation). Poisons can be applied to weapons using the Ready Weapon action, and last for 1 minute (10 rounds) or 3 successful hits with the weapon/ammo.

Here's a list of possible poisons a character might be able to brew:

* Blind Poison
* Burden Poison
* Calm Poison
* Damage (Characteristic) Poison
* Damage Health Poison
* Drain Magicka Poison
* Elemental Weakness (Fire; Frost; Shock; Poison) Poison
* Fatigue Poison
* Frenzy Poison
* Paralyze Poison
* Silence Poison
* Weakness to Magic Poison
Red Legion Throw

**Level 5 (500 XP)**

**Requirements:** Strength, Agility (40); Combat Style (Apprentice)

When a character throws a Javelin and successfully causes damage to the target (after mitigation), the target location (either a limb or the body) is **Speared**. A **Speared** hit location is treated as crippled until the Javelin is removed, which can be done as either a Free action once per turn inflicting the Bleeding (1d4 + javelin material modifier) condition, or as a Secondary action requiring a Strength test, which if successful removes the spear without causing further harm.

If the Javelin is blocked instead the shield is **Speared**. A **speared** shield requires the wielder spend one Stamina point in order to even attempt to block with the added weight of the javelin. Removing the javelin from the shield requires the character to make a Strength test as a secondary action.
Frenzied

The character is flung into an uncontrollable rage. Frenzied characters gain the following rules:

* Must attempt to attack the nearest enemy in melee combat each turn if able. May only make All Out Attacks.
* If not in range of the nearest enemy, must move towards that enemy. May not attempt to flee the fight.
* Increase Wound Treshold by 3, and Str.B. by 1.
* Suffer a -20 penalty to all skill tests based on anything except Strength, Agility, or Endurance.
* Gains an extra SP, which can exceed their SP maximum.
* Immune to the effects of the stunned condition, fear, and passive wound effects.

Once the encounter has ended, the character snaps out of their frenzied state and loses 2 SP (this cannot kill them). **The character can also test Willpower at a -20 as an action during combat to attempt to snap out of frenzy**, which ends the condition.
Rain of Steel

**Level 5 (500 XP)**

**Requirements:** Agility (40); Combat Style (Apprentice)

When wielding a sling the character can spend either an Action or a Stamina Point to prepare a Rain of Steel as they load the sling with 1d6+4 bullets and wind up momentum.

Maintaining momentum is a free action. On the first attack the character makes with the Rain of Steel, the attack gains an Area of Effect of 3 meters.

Additionally, if the Rain of Steel is performed from Hiding, the buzzing sound of the cluster of bullets inflicts a +20 Panic test to all enemies who can hear it.
Entangling

Attacks with this weapon cannot be parried or blocked. Instead of dealing damage, a successful attack with this weapon forces the opponent to make a Strength or Agility test. If they fail, they suffer a -20 penalty to all combat tests as they become entangled. They can use an action to repeat the test and free themselves on success.

If this effect was applied by a melee attack, then if the target character leaves the melee ranged of the Entangling weapon then the character wielding the weapon must choose to either let go of their weapon (maintaining the effect on the target), or keep their weapon (removing the effect from the target).
Calm Poison

**Cost:** 3 x Ingredient Level (IL)

Affected target must make a Willpower test with a 30 - (10 x IL) modifier or be **calmed** for 1.5 x IL minutes.

A **calmed** character loses the will to fight. While calmed, they cannot willingly attack any character unless that character attacks them first, at which point they snap out of the effect.

Note: If a character while under this spell’s effect is struck by a Frenzy effect, than this spell effect is immediately nullified
Alicia Lewis

### Relatives

Keira Spencer (Sister)Carisa Lewis (Daughter)Alice Lewis (Granddaughter)Isla Lewis (great-grandaughter)Paisley Lewis (great-Granddaughter)

## Physical description

### Eye color

Brown

Alicia Lewis is a Protagonist of the VIP series.

## Biography

### Background

Alicia Lewis, is the matriarch of the Lewis Family. She was born in the 16th century, and was the most powerful of her time. She created the ancient witches talisman, that gave her and her coven, immortal life.

Even though she is immortal her spouse was not. All Lewis' that have the talisman live forever.

Alicia was 488 when she had given birth to Carisa Lewis She was exited to have a newly born, as it would keep the family name and not cut off the bloodline, it would also keep it pure.

in 2001, Alicia was exited to hear that daughter. Carisa had just delivered a neworn baby Alice Lewis

## Appearance

Alicia Has long grey hair, that is kept behind her back. "No distractions, only focus."

She has Dark wood Brown eyes.

Alicia always has always loved the colour red. specifically blood red. she is mostly seen wearing a red Cardigan.
Slash and Stash

**Level 3 (300 XP)**

**Requirements:** Agility (35)

After a character deals damage to an enemy, he can spend a Stamina point to roll Subterfuge against the enemy’s Observe in order to grab something that is on said enemy’s person, such as a potion hanging off his belt or a coin pouch. The desired item has to be within reach and not stashed anywhere that would require extensive effort to acquire, such as inside a backpack.
Proned

The character is prone, and every 1 meter that they move while prone costs 2 meters of their movement for the round.

They also suffer a -20 penalty to all combat related tests, and count any full armor they are wearing as partial (to represent that it is easier for characters to take advantage of gaps in their defenses while they are down).

Dropping prone costs no movement, but standing up requires that a character spend movement equal to half of their base Speed. If the character does not have this much movement left over to use, then they cannot get up unless they take the Arise action.