recursal/Fanatic-Fandom huggingface dataset:
On The Move!

While Shack is checking the systems of the base something similar to a robot flies outside of the window. Them the base quakes but Shack doesn't want to know what's happening. Soon later a robotic voice from the roof tells Morph to don't move or he will kill him. Shack uses his jetpack to get on the roof where there is a black robot. He shoots the leg of the robot damaging it when W4sted says him to stop explaining that he created the robot and that he wanted to scare Morph with a line from Robocop. Then Shack looks at the robot and says that it's awesome. Then he asks if it works. W4sted (who is quite angry) says that it worked before someone shot his leg detaching it from the body. After talking about ED 209 (the black robot) W4sted says that R-5 is repaired. The captain is really happy and he tells Morph that he's gonna borrow his lab. Shack then runs to the lab and closes Morph outside locking the door. Inside there's Potatoes and the captain tell it that there's a birdy outside. Potatoes exit immediately to find it and Shack shuts the roof door. He begin to modify one of Morph's sensor drones.

Some time later the roof door opens and an helicopter version of the drone exits. He parks it on top of the Warden. The drone as a camera below it to scout the terrain from the sky.

Later in the day the survivors and an armed R-5 come out of W4sted's bunker. While W4sted gets on the General B, Morph and Shack get on the Warden. They begin their travel to find the Grey Suit. R-5 is left to guard the base and he's really disappointed about it.

They travel for the all day. When the sun set they create a camp. Morph for error made his tent blue and the others laugh about it. Before going to sleep they launch the modified drone.

Suddenly a scene from the camera of the drone shows what's seems the mobile base upside down on the bottom of a canyon.
Brij Mandal

## Cheesy Factor

Very cheaply done animation with bland visuals. The main problems is the stolen concept of 20th Century Fox and stolen music from Sony Pictures Home Entertainent.

In Hindi

ब्लैंड विजुअल्स के साथ बहुत सस्ते में एनिमेशन। मुख्य समस्या 20वीं सेंचुरी फॉक्स की चोरी की अवधारणा और सोनी पिक्चर्स होम एंटरटेनेंट से चुराया गया संगीत है।
Getting Started

Whether you are simply new to Destria or completely new to Larping, we try to make getting into the game easy.

### **Step One: Learn the Basics**

The two primary sets of information you should look at to understand the game are the in-play descriptions of the world and the out-of-play mechanics of the game system. You should look at the overviews for each Study, Favored Skills, and Race to see how those choices will affect what abilities your character could have access to. Also, read through the Common Knowledge section to learn about the various societies and get an idea of what place you would like your character to fill within Destria. \*For any questions about game terminology, please check the Dictionary.

### **Step Two: Begin Character Creation**

Once you have decided on the basics like what Race, Studies, and Favored Skills you are interested in, you should take a look at the Character Creation page for an explanation on how to purchase the various Skills and Feats your character will need. Once you have an idea of how you want to spend your experience points, you can then begin creating your character online through the character engine.

### **Step Three: Finalize Your Character Concept**

Looking beyond the statistics, you now need to turn your character into a 3D person. Your character will need to interact with the other characters of the world so he/she needs a personal history, a personal style and a personality. To add definition to your character concept you should create a character background and put together a costume. Upon approval of your submitted background, you will gain access to the Lore tied to your home region.

### **Step Four: Get Prepared for Your First event**

Here are some tips to help you get to and through your first event:

* Event Cost
* What to Bring
* From Check-in to Check-out
* The Tavern
Voyages

**Race** Water Primal; **Tier** 1; **Initial Cost** Free

### Description

This feat allows a character to sap a target’s strength and combat power. The tagline “Weaken Five” must be called as the packet is thrown. The target’s strength will be reduced first, followed by his/her attribute levels until he/she is calling five less damage. This effect can reduce a creature’s damage to zero but no lower. If the attack is unsuccessful, the feat is still spent.

If a creature is targeted by multiple weaken effects, the greater reduction would be applied but they do not stack. If five minutes ends or the target reaches dying or dead status the effect will dissipate. The effect can also be removed with a “Cure Metabolic” or “Cure All” effect.
Recuperation and Refocusing

A character begins the event with a specific number of feats Focused. The number of study feats a character can have Focused is equal to his/her level with a max of 15. A character can only Focus feats he/she has purchased with experience points and can only focus a feat as many times as he/she has it purchased. After a feat has been used, the character must Recuperate in order to have that feat back in memory and be able to use it again.

Recuperating restores all Focused feats. Also, if the character has the Armor skill and is wearing armor, all his/her armor points are restored. When a character begins to Recuperate, all active bonuses, shields or other beneficial effects that last for one Recuperation dissipate. The act of Recuperation takes one full minute of uninterrupted meditation. A character who is Recuperating cannot move, speak, activate a feat or item, be the target of an effect, or lose any hit points. If interrupted, the character must begin the full sixty second count over again.

Refocusing allows a character to change the feats he/she has in memory. Refocusing is almost exactly the same process as Recuperating except that it requires five minutes. When a character begins to Refocus, all beneficial effects with a Recuperation duration dissipate. The same restrictions apply concerning the interruption of the character's concentration.

The Racial Feats a character has are available after every Recuperation but cannot be Refocused or in any way be replaced by a study feat.
Air Primal

**Air Primals** were the principle people of the Airverse and are distinguished by the white light emanating from their eyes. The wandering tribes of the Airverse are found most on the Tempest Plains but, as is their nature, can really be found anywhere. They are excellent horsemen, though the flying horses from their own Verse have all been destroyed in their unending conflict with the Ebon Empire. They do have a few towns constructed on the Tempest Plains but they are shared and serve as shelter for any tribe who passes through, with very few people actually establishing a permanent dwelling.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
Fey

**Fey** are believed to be native to the Commonverse but that has never been successfully proven. All that is known about them is that they were first documented in records shortly after the Rending and have as many diverse magical abilities as they have forms. Satyrs, Dryads Nyads, Nymphs, Brownies, Gremlins, Redcaps, and Sprites of all varieties are only a few of the specific creatures that are all identified as Fey. They are found across the whole of the Commonverse but generally have no established society.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.

## Common Fey

**Dryads** are the embodiments of different plants, but have a humanoid shape, interact and communicate with other races.

**Manimals** are like Dryads but embody the aspects of a totem natural creature.

**Sprites** are small winged Fey who usually have a tie to an element or type of magic, like Ice Sprites or Light Sprites.

**Satyrs** are creatures with goat legs and the torso of a humanoid. They are guardians of nature who fiercely defend the plants and other natural creatures in their territory.

**Wild Brownies** are tiny humanoids who enjoy riddles and practical jokes. They are one of the few Fey who will live in groups and generally spread chaos through any village or traveling group who has the misfortune of crossing paths with them.

**House Brownies** have the same basic physical appearance as Wild Brownies but do dress differently. They do not live in groups but instead choose a dwelling to dedicate themselves to. They are usually more helpful than harmful unless the other denizens of the home upset them.

**Red Caps** are vicious, violent Fey drawn to conflict and bloodshed. They generally have no loyalties and are prone to switch sides during any fight, especially if it would prolong the combat.

**Sidhe** are winged Fey the average size and shape of most humans. They consider themselves to be Fey royalty, often establishing a territory and attempting to make the other Fey in the area conform to their rule.
Strength Boost

### Description

This feat allows a character to increase his/her strength by four additional points.

Strength increases damage in both hands with any weapon and can be used in other strength contests. A character with six points of strength may break Snares, a character with eight points of strength may break Gags, and a character with ten points may break Binds. These effects take six, eight, or ten seconds, respectively, to break and the character must perform the verbal count “Breaking one, Breaking two, Breaking three...” Certain items may also be broken depending on their material. You may find that information HERE.

This bonus cannot be stacked with any other Strength Bonus effect but does stack with permanent strength points from the Strength Skill. If a second strength bonus is placed on the character, the higher of the two bonuses will remain and the lesser will be dispelled. The bonus will last until the target reaches dying or dead status or until the target begins to Recuperate. It can also be dispelled by the "Disrupt Bonus" effect.
Victory

**Race** Human; **Tier** 5; **Initial Cost** Free

### Description

This feat allows the character to ignore minor wounds and continue fighting longer then he/she usually should. This feat provides twenty additional hit points. These points are the first points lost before damage reaches the character’s regular hit points. Any points remaining will dissipate when the character begins to Recuperate. These additional hit points do not change the character's maximum hit points so they cannot be regained through a healing effect and are not included when calculating the points returned for a "Heal Half" effect. This bonus cannot be stacked with any other health bonus. If a second bonus is placed on the character, the higher of the two bonuses will remain and the lesser will be dispelled. This bonus can be removed by a "Disrupt Bonus" effect.
Tracking

The **Tracking** skill allows a tracker the ability to identify and follow trails.

## Description

Plot will inform the a character in the event that he/she comes across a trail that can be followed with the tracking skill. General travel does not produce a trail as most individuals follow common paths and the high traffic makes his/her steps hard to distinguish.

A dice roll will determine how well the tracker manages to read each trail. When a tracker is attempting to find a trail, he/she must make a roll on a ten sided dice to determine if he/she is able to follow the trail.

#### Roll Results:

* 1 **::** Lose the trail completely
* 2-6 **::** Temporarily lose the trail (may reroll in 5 minutes)
* 7 **::** Successfully follow the trail
* 8 **::** Distinguish party size
* 9 **::** Distinguish party size and creature type
* 10 **::** Distinguish the exact number of individuals and their races
Tinkering (Feat)

**Race** Gnome; **Tier** 1; **Initial Cost** Free

### Description

This feat allows the character to sense a trap before reaching it. When a character comes within sight of a trap, he/she will sense that there is one in the area but will not know exactly where it is or what type of trap it is. All traps are required to have some visual indication of their existence. A character with this feat would be able to identify what type of trap is set up when he/she sees it but will only be able to attempt to disarm the trap if he/she possesses the appropriate level of Trap Making.

This effect will dissipate if the character activates an additional feat of the same type, reaches dying or dead status or when he/she begins to Recuperate.
Sense Traps

### Description

This feat allows the character to sense a trap before reaching it. When a character comes within sight of a trap, he/she will sense that there is one in the area but will not know exactly where it is or what type of trap it is. All traps are required to have some visual indication of their existence. A character with this feat would be able to identify what type of trap is set up when he/she sees it but will only be able to attempt to disarm the trap if he/she possesses the appropriate level of Trap Making.

This effect will dissipate if the character activates an additional feat of the same type, reaches dying or dead status or when he/she begins to Recuperate.
The Dying Process

A character begins the game at his/her maximum number of health points. When a character is attacked, he/she will usually subtract the damage received from his/her armor point total first. When all armor points are lost or if the character is damaged by an attack that penetrates his/her armor, the character subtracts the damage from his/her health points.

Physical armor points are restored completely every time the character recuperates but health points can only be regained through some form of healing either from a feat or item. If a character looses all his/her health points, the character falls into unconsciousness and begins to bleed to death from the substantial wounds he/she has received. At this point the character is at Dying Status and should kneel or lay on the ground. A character typically remains at dying status for one minute (some abilities in game effect this count) so he/she should begin counting as soon as the last point of health is lost.

A dying character can be restored to health by any feat or item effect that heals health points. However, if a character does not receive the necessary aid before reaching his/her one minute count, the character is at Dead Status. A character generally remains at dead status for five minutes unless under a special effect. Some healing effects can revive a dead character but if the character is not healed, his/her body turns to dust and the character must be resurrected. At this point, the character leaves all his/her possessions that are not contained in a pouch or pocket, or otherwise bound to the character, at the spot where he/she has been kneeling/lying. The character must then go out of play and find a plot member.

*Generally followed by The Resurrection Process.*
Death

**Race** Blurr; **Tier** 5; **Initial Cost** Free

### Description

This feat allows the character to generate a barrier that prevents the target from regaining any health points for the duration of a clash from any source. Cure effects do affect the target normally. Heal affects can be used by the character but have no effect if the character is the target. Drain affects cannot be activated for the duration of the disrupt.

The effect will dissipate after one minute, if the character becomes unconscious, or reaches dead status. If the character reaches dying status the effect remains until the minute duration has expired.

This feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Disrupt ability, or Any ability.
Blurr

**Blurrs** were the principle people of the Darkverse and are distinguished by the black shadowy magic that emanates from around their eyes. On the Commonverse, they are most concentrated around Craven Hollow but are also prevalent in the Scarlet Keys. The townships in Craven Hollow are generally run by whoever can enforce their will over the area, much like the bandit or pirate camps in the Scarlet Keys.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
Dwarf

**Dwarves** are one of the races native to the Commonverse and are distinguished by their short statures and full beards. The majority of them live within the Symprath Heights and, as they are a very private people, most outsiders know very little of their culture. What is known is that they are ruled by a monarchy and titles are carried through the bloodlines. A strict hierarchy, based on the prestige of each family's status, governs their social behavior. While Gnomes may be known for their ingenuity and brilliant creations, Dwarves are known for their beautiful craftsmanship.

## Half Races

The races can produce viable offspring of mixed blood, but there is always one race that dominates in appearance and magic. (You may claim a heritage of mixed blood but you must choose one race who's appearance requirements you follow and who's feats you receive.)

## Sub-Races

Sub-races also exist and can be played. The cultures and certain aspects of their appearance may differ from the race they stemmed from but the abilities are the same. However, these races are restricted and you must have permission by a Staff member prior to character creation to play one.
Staffs/Spears

The **Staff and Spears** aptitude allows a character to use staffs or spears 43" to 62" in length.

## Description

The first time the skill is purchased the character gains the ability to use any staff or spear, which has a base damage of three. Every consecutive purchase adds one point of damage when using a staff or spear. Two hands must be used to defend or attack with a spear or staff so shields and off-hand weapons cannot be used while wielding a staff or spear. Weapon Bonuses, Strength Bonuses, Damage Bonuses and Tagline Bonuses can all be applied to this type of attack.

For more safety and construction information please see our Weapon Regulation page.
War

**Race** Human; **Tier** 10; **Initial Cost** Free

### Description

This feat allows the character to do five additional damage with his/her next five consecutive attacks. The attacks can be made against any number of different creatures. If the attacks are unsuccessful, the feat is still spent. Loss of a weapon will not end the effect but if the character drops to dying or dead status or if the character chooses to activate another feat before all five attacks are made, the effect will be interrupted. This bonus cannot be stacked with any other Damage bonus but can be used with Strength, Tagline, or Weapon bonuses. This bonus can be used with any form of basic attack including spell aptitude but beyond other bonuses, it cannot be used with another feat effect, such as a Drain, Pain or Elemental damage feat.

If a second damage bonus is placed on the character, the higher of the two bonuses will remain and the lesser will be dispelled. This bonus could also be affected by the "Disrupt Bonus" effect.
Beauty

**Race** Elf; **Tier** 5; **Initial Cost** Free

### Description

This feat causes one target to view the character as his/her best friend. The character does not gain total control over the target and cannot force the target to do something he/she would not normally do. The character is simply considered the most beloved and most trusted individual the target has ever known. The character activating this feat must call the tagline “Charm” as the feat is delivered. If the delivery is unsuccessful, the feat has no effect but is still spent.

If the character makes any hostile action toward the target, the effect will be broken. After five minutes or if the target reaches dying or dead status the effect will dissipate. The effect can also be removed with a "Cure Mental" or “Cure All” effect.

This feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Mental ability, or Any ability.
Monetary Milestones

The money characters get at events represents what they earn above and beyond their general occupation. To reflect the profits a character makes from their general occupations that can be used for something beyond the necessities, we have some common costs that may be covered. These monetary milestones represent what people can afford around various stages in their life. These are primarily ways to add depth to character's lives and their roleplay so what they can be used for is somewhat limited. However, we encourage players to personalize the flavor of them according to what would best suit their characters.

Once a month, at first level, a character can afford to barter passage with a caravan or on a sailing vessel. The roleplay to procure passage must still be performed and travel times still apply to all trips.

At fifth level, a character can afford to purchase and pay for the upkeep on a mode of personal transportation. Depending on where a character purchases it and uses it for, it can be either a horse with optional cart, a small river barge, or a personal sailboat. Again the roleplay to attain any of these private transportation features is still required before your character may claim them as an asset. These are not large enough to transport more than one or two people but they do cut travel time in half when they can be used. Personal transportation cannot be used to produce a profit from anyone except other characters.

At tenth level, a character may purchase and maintain a small home. It can be a cabin in the woods, a nice home in a city or a small farm. No keeps or castles are allowed. Where your home is located depends on the roleplay you perform to acquire it. Being a homeowner does offer you some standing in town or territory where you live. Homes cannot be used to produce a profit from anyone except other characters. Also, if a character's home is away from Portcullis, the travel time does still apply.

At fifteenth level, your character is capable of holding the controlling interest in a business venture that will earn you an additional five Scholars every event. It could be a shop, a fishing boat, a shipping company, a stable, a forge or any other profitable industry of your choice. What business you own and where it is located is up to your character to arrange however it will not be as large as a franchise or global business. Also, please note that you may buy and sell goods and services in game at any level. If you create a business of some kind in game prior to level fifteen, this milestone simply represents the expanded reach of your current business which is bringing in new customers during the downtime and earning you the additional five Scholar profit.

Again, to reiterate, these are milestones that define what a character could afford to purchase at the specified levels. Your character will not automatically be awarded anything. Every available benefit listed must be earned through roleplay.
Moon

**Race** Fey; **Tier** 1; **Initial Cost** Free

### Description

This feat allows the character make a creature glow and prevents it from using any concealing effects for the duration of the clash. Concealing effects include any ability with the “Hide” or Invisibility” type. The character activating this feat must call the tagline “Disrupt Hiding” as the packet is thrown. If the spell packet fails to make contact with another creature, the feat has no effect but is still spent.

As a packet delivered ability, this attack will affect any target even if the packet is caught on a weapon or shield. A Disrupt Hiding can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Disrupt ability or Any ability.
Studies

A character chooses two studies at level 1, one study at level 10 and one study at level 15. The studies chosen determine what feats a character may have access to purchasing.

A character may focus one study feat per level up to a maximum of ten. Each feat can be purchased a maximum of three times, with the second and third purchases costing a bit more than the first. Feat tier determines feat cost. In order to purchase a new feat for the first time, you must have the feats below it in study. However, the number of lower tier feats does not limit subsequent purchases. In other words, to purchase a third tier feat for the first time, you would need to spend eight experience on it and already have at least one purchase of the first and second tier feats. If you wanted to buy an additional usage of the third tier feat, you would still only need one usage of the first and second tier feats. Progression through a study is not related to the progression of any other study.

When you select a study that has abilities that can target other individuals/creatures, you will be able to choose from the delivery methods of melee attack, ranged attack or spell. All of the adjustable feats of that study will utilize that chosen method. Abilities with Activation or Performance delivery method are not adjusted and may or may not require a verbal depending on the feat. Despite this versatility, you may still only select each study once.

 2
 3
 4
 5

* Arcanist
* Bard
* Brigand
* Brute
* Decomposer
* Guardian
* Mauler
* Mentalist
* Mover
* Reanimator
* Restorer
* Shadow
* Shaman
* Shifter
* Sorcery
* Tactician
Light

**Race** Seraph; **Tier** 5; **Initial Cost** Free

### Description

This feat allows the character to produce a dart of light. The character must call the tagline “Twenty Light” as the packet is thrown. If the packet misses, the feat has no effect but is still spent.

Strength, Damage, Weapon and Tagline Bonuses cannot be used to enhance this feat.

This feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Damaging ability, an Elemental attack, or Any ability.
Safe Travels

**Race** Astral; **Tier** 1; **Initial Cost** Free

### Description

This feat allows the character to teleport a short distance. The tagline “Teleport” must be called after the character activates the feat
and as he/she crosses his/her arms over his /her head or puts on a yellow headband. The character may then take up to ten normal
steps in any direction. When the character reaches the predetermined spot where he/she wishes to end the teleport, he/she must again
announce “Teleport” and drop his/her crossed arms or remove the headband. The character must move from the beginning to the
ending destination as quickly and safely as possible. Nothing may affect the character during the transition nor can he/she activate any
feats, communicate with any other characters, change destinations, or use any items.

A character cannot teleport into anywhere he/she cannot see into or into any sealed location. However if there is an opening at least a
hand’s breadth large in a wall or window the character can see into, he/she can enter at that spot. (This may require that the player
needs to go through another entrance OOP but the character’s steps should only be counted up to and then from the other side of the
opening.)

A character affected by an "Anchor" effect, may not activate this feat. All teleports must end on a solid surface capable of supporting
the character.
Learning

**Race** Astral; **Tier** 10; **Initial Cost** Free

### Description

This feat allows the character to generate a weapon of pure energy. The melee aptitude the character has the highest level in will determine what type of weapon is produced. If the character has no melee aptitudes, the feat will generate a dagger. The dagger does a base damage of four. All aptitude levels and points of strength will apply to the created weapon as they do to a physical weapon. The character must have an appropriately sized and safety approved phys rep available.

The weapon can be used like any typical weapon and also emits a faint glow so it can be alternatively be used as a light source. A glow stick or something that emits a similar amount of light can represent the light produced but it is not the clear focused light of a flashlight so if a flashlight is used, something must be employed to muffle and diffuse the beam. This light is generated perpetually for the duration of the weapon's existence and cannot be turned off without ending the effect, however it can be hidden. The weapon will also allow the character to call the Magic tagline.

Because the weapon is made of pure energy held by the character's will, it cannot be shattered or disarmed however if the character is disrupted or if the weapon leaves the character’s hand for any other reason, the magic dissipates. Also, if the caster reaches unconscious, dying or dead status the effect will dissipate. Otherwise the weapon will remain until the character begins to Recuperate.
Moonlight Productions

## Cheesy Factor

It's obvious that they didn't had too much of a budget to begin with. The 2nd half was actually the only needed part of the logo, so why there's the stolen footage at the beginning really about? Can be obviously for aesthetics, but the disc player animation doesn't make half of the sense the concept of what this logo conveys. The logo's animation also suffers from choppy movements, with the jingle that plays with it also sounding similar to some PC videogame logo from the 90s.

#### In Hmong

Nws yog tseeb hais tias lawv tsis muaj ntau heev ntawm ib cov nyiaj yuav pib nrog. Lub 2nd ib nrab yog ua tau lub xwb yuav tsum yog ib feem ntawm lub logo, li ntawd, yog vim li cas yog cov uas raug nyiag lawm footage thaum pib tiag tiag txog? Yuav ua tau obviously rau kom zoo nkauj, tab sis lub disc neeg uas ua ntawv animation tsis ua ib nrab ntawm cov kev txiav txim zoo hauv lub tswvyim ntawm dab tsi no logo qhia. Lub logo lub animation kuj suffers los ntawm dej ntas taw, nrog rau cov jingle uas plays nrog nws kuj sounding zoo xws li cov ib co PC videogame logo los ntawm lub 90s.
Valor

**Race** Dwarf; **Tier** 5; **Initial Cost** Free

### Description

This feat allows a character to negate an elemental attack that would normally have affected him/her. The elemental attack can be the result of any type of attack that has a number associated with a damage type such as “Ten Fire” or “Twenty Light.” The tagline “Negate Elemental” must be called clearly when the packet makes contact with the character.

Blockable taglines include: Magic, Fire, Ice, Lightning, Acid, Light and Darkness.
Destria LARP Wikia

## Welcome to the Destria LARP Wikia

Welcome to Destria, a world rife with magic, adventure, glory and gold! Heroes, villains, monsters and more wander these lands and now is your opportunity to choose which you will become.

This Live Action Role Playing game based in central North Carolina allows players to create fictional characters who live, love, and fight within a world of medieval fantasy. Often compared to improvisational acting, larps allow you to guide your character on epic adventures where your actions and decisions determine your fate. We invite all peoples, experienced larpers or new, to join us in combat, companionship and the creation of a unique sporting experience.

**Join the adventure. Create your own story. Become a legend.**

* Serious Offenses
* Code of Courtesy
* Event Costs
* Volunteering
* What to Bring
* From Check-in to Check-out
* Spell Casting
* Recuperation and Refocusing
* Player vs. Player Conflict
* The Dying Process
* The Resurrection Process
* Tavern
* Crafting
 Character Information
 * Character Planning
* Character Creation
* Respending
* Character Progression
* Monetary Milestones
* Merit Points
* Armor Rules
* Items
* Scroll Scribing
* Cabin Protections
* Forums
* Test RP Forums
* Character Planning Excel

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Gossip

The **Gossip** skill allows a character to monitor and manipulate the rumor mill.

## Description

Gossips can access rumors through the website that their character could not typically learn. This skill also allows the character to start rumors which will be transmitted through the website to other characters. A Manipulator will be able to anonymously add up to five rumors to the rumor lists every month. The character may choose to spread the rumor to everyone or only to certain circles.
Earth

**Race** Earth Primal; **Tier** 10; **Initial Cost** Free

### Description

This feat allows the character to produce an orb of corrosive acid. The character must call the tagline “Thirty Acid” as the packet is thrown. If the packet misses, the feat has no effect but is still spent.

Strength, Damage, Weapon and Tagline Bonuses cannot be used to enhance this feat.

This feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Damaging ability, an Elemental attack, or Any ability.
Protection

**Race** Dwarf; **Tier** 10; **Initial Cost** Free

### Description

This feat allows the character to turn his/her skin into thick leather, providing thirty extra armor points. Any points remaining dissipate when the character begins to Recuperate and do not return when the character finishes Recuperating as his/her other armor does. However, the feat will once again be Focused and the spell can be recast. If the character reaches dying or dead status the bonus will dissipate. This bonus cannot be stacked with any other armor bonus. If a second bonus is placed on the character, the higher of the two bonuses will remain and the lesser will be dispelled.

This effect can also be dispelled by a "Disrupt Bonus" effect.
Mining (Feat)

**Race** Earth Primal; **Tier** 1; **Initial Cost** Free

### Description

This feat allows the character to intuitively feel when creatures or items are hiding from his/her normal senses. If a character comes within sight of a creature hidden or invisible creature with his/her arms crossed over his/her chest or wearing a blue headband, the character should say “Sense Hidden.” If the creature responds by saying, “Yes,” the character will know that someone is concealed in the area but will not know where specifically he/she is hidden.

If a character encounters hidden object, he/she will be able to feel it when touched.

This effect will dissipate if the character activates an additional feat of the same type, reaches dying or dead status or when he/she begins to Recuperate.
Small Weapons

The **Small Weapons** aptitude allows a character to use weapons 21" to 30" in length.

## Description

Small weapons include all edged or blunt weapons of the appropriate length. The first time the skill is purchased the character gains the ability to use any small weapon, which has a base damage of four. Every consecutive purchase adds one point of damage when using a small weapon. These points are not divided between hands but are applied universally. However, you can not use one weapon in each hand without additionally purchasing the Two Weapon Combat skill. A small weapon can be used in conjunction with a shield if the character has the first level Armor feat. Weapon Bonuses, Strength Bonuses, Damage Bonuses and Tagline Bonuses can all be applied to this type of attack.

For more safety and construction information please see our Weapon Regulation page.
Knockout

### Description

This feat allows a character to knockout a target with one attack. The tagline "Knockout" must be called as the feat is delivered. An unconscious creature cannot move, attack, block or defend him/herself from a killing blow and is completely oblivious to his/her surroundings. If the attack is unsuccessful, the feat is still spent.

If the five minute count ends or the target reaches dying or dead status the effect will dissipate. The effect can also be removed with a "Cure Metabolic" or "Cure All" effect.

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Spell, a Metabolic ability, or Any ability.

#### **Ranged Delivery**

As a ranged attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Ranged Attack, a Metabolic ability, or Any ability.

#### **Melee Delivery**

As a melee attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Melee Attack, a Metabolic ability, or Any ability.
Major Historical Events

### **The Rending**

In the 715th Cycle, eight rifts were torn in the veil that separates the verses. Each rift opened a gateway from the Comonverse to each of the other known verses. There are also recorded testimonies, though nothing officially documented, that a wave of magical force blasted from the rifts as they were torn changing the landscape of the Commonverse around each portal to reflect the Verse on the other side. This theory is accepted by some as the explanation for the environmental similarities between the areas on the Commnverse and the other Verses. Though some believe the changes were caused by the same force that created the rifts, others believe that it was a magical backlash from the damage that was done. Either way, the areas surrounding each rift are certainly the most ideal for the peoples of that respective Verse.

### **The Great War**

Shortly after the Rending, the peoples of the newly discovered Verses began to make contact with the races of the Commonverse. At first there were diplomatic meetings exchanging history, lore and information about the different features of the realms. Then in most cases trade and travel opened between the different peoples but eventually, in every case violence broke out between the verses. The violence escalated as each race was accused of trying to invade. Peace lasted the longest between the Seraphs and the Humans in the area of the Lightverse rift but even that only lasted ten cycles. The fiercest forces were the fiends who seemed to be involved in the conflicts around every rift in some way and Scorsha the leader of their army wielded devastating magics that had never been encountered before.

### **The Sealing**

Roughly 195 cycles after the Rending peace talks began among some of the warring races but it was clear that as long as the rifts were open, the threat of invasion and takeover would prove too paranoing for any lasting truce. Champions from each race, except the Fiends, were chosen to seek out a way to heal the damaged Veil. The band was eventually successful. Exactly 200 cycles after the Rending, the champions performed a highly complicated ritual the details of which were never disclosed to any but the thirteen. After the Sealing, the champions could not be found and many believe they were consumed by the ritual. However, most believe the champions experienced some kind of ascension granting them immortality and a magic equivalent to the power Scorsha possess. Their legends have grown and they are now known to most races as the Archons.
Balance

**Race** Elf; **Tier** 10; **Initial Cost** Free

### Description

This feat allows a character to double all the health points he/she would earn from a healing spell or alchemical solution up to the character's maximum health points. If the character can regain health points in a non-standard fashion, this feat has no impact on that process. Drain effects are not considered healing effects. This bonus cannot be stacked with any other health bonus. If a second bonus is placed on the character, the higher of the two bonuses will remain and the lesser will be dispelled. This bonus will also be dispelled if the character reaches dead status and can be dispelled by a "Disrupt Bonus.
Healing

**Race** Seraph; **Tier** 10; **Initial Cost** Free

### Description

This feat heals up to thirty lost health points of the character or another living creature. The tagline “Heal 30” must be called as the packet is thrown. A target cannot receive more than his/her maximum hit points from a feat. If the character grants a target more points then he/she can use, the feat is still considered spent. If the delivery misses the target, the feat is still spent but has no effect. If the feat is used on a creature that is dying, it will bring the target back to the number of hit points granted by the feat or his/her maximum, if it is less than the intended amount. If the feat is used on a creature that is not living, a creature at full health, a dead creature, or undead creature, the feat has no effect.

A target that is affected by a "Disrupt Healing" effect gains no health points from this ability.
Akbar Arts

Akbar Arts was an Indian film company founded in the 1980's by director and producer Akbar Khan. The company released only one movie: *Haadsaa*, in 1983*.*

## Cheesy Factor

Seriously? Why did they steal the Star Wars theme for an unknown reason? We don't know if 20th Century Fox sued them because the movie's opening theme is from India.﻿

#### In Hindi

गंभीरता से? वे एक अज्ञात कारण के लिए स्टार वार्स विषय क्यों चुराया? यदि २० वीं सेंचुरी फॉक्स उन्हें मुकदमा दायर कर दिया है क्योंकि फिल्म के उद्घाटन विषय भारत से है हम नहीं जानते।

#### In Urdu

سنجیدگی سے؟ وہ ایک نامعلوم وجہ کے لئے سٹار وار موضوع کیوں چرایا؟ ہمیں نہیں معلوم کہ فلم کے کھلنے موضوع کو بھارت کی طرف سے ہے کیونکہ ۲۰تھ صدی فوکس ان پر مقدمہ نہیں ہے تو میں کیا.

## Stolen other sources

Stolen music from *Star Wars*(theme).

*स्टार वार्स* (विषय) से संगीत चोरी।

*سٹار وار* (تھیم) سے موسیقی سے چوری.
Williams Street Productions

Williams Street Productions, LLC is a production sub-arm of Cartoon Network established in 1994 first under the name of *Ghost Planet Industries* to produce animated shows for the young-adult audience *Williams Street West* so that Matt Harrigan could work for Viacom International and Williams Street without having to return to Atlanta constantly, closing its doors after he stopped working for Viacom. All its shows are currently aired on Adult Swim.

## Cheesy Factor

Sound and drawing quality is bad, though this is deliberate. Also, this is way **off the freaking charts!** The logo stole **five seconds** of the Mark V`II` Limited logo! In fact, this logo existed after Mark V`II` is defunct in 1982, so it's unknown if Mark V`II` sued them or not. No, Mark V`II` didn't sue them, but **Universal Television will!**
Disrupt

### Description

This feat allows a character to make a single attack that will end any ongoing feat requiring concentration and prevent the target from activating any other feat for ten seconds. The tagline “Disrupt” must be called as the feat is delivered. Affected feats include those with the "Transform," "Hide" or "Invisibility" taglines or any feat with a "Concentration" or "Performance" duration. If the attack is unsuccessful, the feat is still spent but has no effect.

If the target reaches dying or dead status the effect will dissipate.

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Spell, a Disrupt ability, or Any ability.

#### **Ranged Delivery**

As a ranged attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Ranged Attack, a Disrupt ability, or Any ability.

#### **Melee Delivery**

As a melee attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Melee Attack, a Disrupt ability, or Any ability.
Curse

### Description

This feat allows the character infect the target with a curse that makes him/her take double damage from every wound. Every single point of damage the target takes from any source, is doubled for five minutes. The tagline "Curse" must be called as the feat is delivered. If the attack is unsuccessful, the feat is still spent but has no effect.

If the target reaches dying or dead status the effect will dissipate. The effect can also be removed with a "Save" or "Revive" effect.

#### **Spell Delivery**

As a spell, this feat will affect any target even if the packet is caught on a weapon or shield. It can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Spell, or Any ability.

#### **Ranged Delivery**

As a ranged attack this feat, can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Ranged Attack, or Any ability.

#### **Melee Delivery**

As a melee attack, this feat can be physically dodged or diffused by any Evade, Negate or Shield effect that can target a Melee Attack, or Any ability.
What to Bring

For those of you new to Larping, or if this will be your first Destria event, here are some things to keep in mind and some recommendations about what to bring.

**Please note:**

* The cabins at our usual site (Umstead) do not have power.
* You will at some point, most likely, be running.
* You will be in the woods.
* We play in all types of weather.
* There are showers that you should visit at least once over the course of the weekend.

**General Gear Suggestions:**

* Pencil
* Flashlight and/or lantern
* Pillow
* Bedding (a sleeping bag or blankets of some kind)
* Bugspray and/or sunscreen
* Common clothes for going off-site
* Towel and washcloth
* Soap and shampoo
* Showershoes
* Shoes appropriate for the woods
* Costuming appropriate for the weather
* Makeup and face wipes
* Belt
* Pouch
* Loot box/bag
* Cabin decorations
* Snacks and drinks
* Weapons/Shields/Spell Packets (First through third event newbies may borrow these from Plot if necessary.)
* Money for food

Past your first event you may also want to add the following items to your list:

* Item tags
* Scholars tags
* Item phys reps
* Quick Reference Cards
* Recipes/Schematics/Rituals
Vijayshri Pictures

## Cheesy Factor

### 2003

Really lazy concept, all they ever did was stole two logos (Revolution Studios and Columbia) and had a black background with a red font with the name of the company.

### 2012

Bland and really cheap animation, and also stole THX theme.

In Hindi

### 2003

वास्तव में आलसी अवधारणा, उन्होंने कभी भी दो लोगो (क्रांति स्टूडियो और कोलंबिया) चुरा लिया था और कंपनी के नाम के साथ एक लाल फ़ॉन्ट के साथ एक काली पृष्ठभूमि थी।

### 2012

ब्लैंड और वास्तव में सस्ते एनीमेशन, और THX थीम भी चुरा ली।