recursal/Fanatic-Fandom huggingface dataset:
Cooking

The higher the cooking level the less likely you are able to burn your food. Also having a higher cooking rate makes it so you can cook even harder food.

Lv 1 Bread

Lv 1 Sardine

Lv 4 Apple Pie

Lv 4 Applebread

Lv 6 Anchovy

Lv 7 Herring ~Requires "Idol Song" completed

Lv 7 Artichoke Dip ~Requires "Elven Calamity" completed

Lv 10 Blue Eel

Lv 11 Banana Bread

Lv 13 Cherry Pie

Lv 14 Mackerel ~Requires "Makalamu Star" completed

Lv 17 Cherry Bread

Lv 19 Grove Trout ~Requires "Half a Mendment" completed

Lv 21 Corn on the Cob

Lv 22 Can add salt on products.

Lv 22 Trout

Lv 25 Cornbread

Lv 27 Nightleach Cake ~Requires "A Drop of Blood" completed

Lv 27 Nightleach Bread ~Requires "A Drop of Blood" completed

Lv 30 Salmon

Lv 30 Catfish ~Requires "Unshifting Sands" completed

Lv 31 Fruit Salad

Lv 33 Can add pepper to products

Lv 34 Dragon Lung Cake ~Requires "Dragon Reach" completed

Lv 36 Dragon Lung Bread ~Requires "Dragon Reach" completed

Lv 38 Bitter Upsider ~Requires "Fang of the Wyvern" completed

Lv 39 Tango Mango Fish ~Requires "Setback" completed

Lv 40 Lobster

Lv 40 Watermelon Dip ~Requires "A Cruel Fate" completed

Lv 42 Black Eel ~Requires "Dance of the Black Butterfly" completed

Lv 45 Rainbow Fin ~Requires "Rainbow Road" completed

Lv 48 Strawberry Pie

Lv 50 Tuna

Lv 51 Strawberry Bread

Lv 53 Delvanberry Pie ~Requires "An Elven Remedy" completed

Lv 53 Delvanberry Bread ~Requires "An Elven Remedy" completed

Lv 55 Ghostfish ~Requires "The Abandoned Mansion" completed

Lv 55 Ghostfish Sushi ~Requires "The Abandoned Mansion" completed

Lv 57 Can add sugar to products

Lv 58 Bitterbone ~Requires "A Black Cloudy Sky" completed

Lv 59 Can add cinnamon to products

Lv 62 Swordfish

Lv 64 Can add ginger to products

Lv 65 Dluppy ~Requires "An Unwarm Welcome" completed

Lv 67 Fish and Chips ~Requires "The Rough Exchange" completed

Lv 70 Leatherback Turtle ~Requires "Weighted on Scales" completed

Lv 71 Magic Dolphin ~Requires "The Decaying Blossom" completed

Lv 73 Bloodripper ~Requires "Straight from the Heart" completed

Lv 74 Pomegranate Cake ~Requires "Straight from the Heart" completed

Lv 74 Pomegranate Bread ~Requires "Straight from the Heart" completed

Lv 76 Tilapia ~Requires "The Decaying Blossom" completed

Lv 77 Angelfish ~Requires "The Dancing Light" completed

Lv 80 Octopus

Lv 81 Fried Calamari ~Requires "Marine Knot to U!" completed

Lv 82 Pufferfish ~Requires "A Black Cloudy Sky" completed

Lv 84 Crystaltongue ~Requires "The Decaying Blossom" completed

Lv 85 Arcane Jokerfish ~Requires "Arcane Catacombs" completed

Lv 87 Kellos Shark ~Requires "Intriguity" completed

Lv 89 Novagel Cake ~Requires "Heart of the Abyss" completed

Lv 90 Astral Urchin ~Requires "Heart of the Abyss" completed

Lv 92 Twilight Eel ~Requires "Stars in Twilight City" completed

Lv 94 Spectral Flounder ~Requires "The Final Quest" completed

Lv 97 Dragonheart Fish ~Requires "The Final Quest" completed

Lv 99 Majestic Cooking Halo
Бог

**Бог** (или **божество**, **идол**, общ. галакт. *halotarve*) — звание, присуждаемое достаточно могущественным и/или воспетым существам. За *богов* могут принимать Сущностей, Ирфиров, демонов, волшебников и пр.

**Боги**, в фатализме — высший естественный класс, обладающий всеми положительными качествами героев и магов. Также боги, в религии — предмет веры и поклонения.

Некоторые учёные, историки, волшебники считают, что существует отдельная раса богов, однако доказательств этому мало, но некоторые явления без этого предположения просто не объяснить.

## **Расы с богами**

### **Сущности**

Сущности сами по себе являются удивительными существами, жизнь которых сложно понять всем прочим живым существам. Для них был придуман термин - *супрамагические* - *более чем магические*. Возможно, они, в действительности бессмертны, в том смысле, что не стареют. Они питаются любыми видами химической и биологической энергии - являются, по сути, очень мощными и выгодными батарейками, а всю энергию могут расходовать совершенно различными способами. Естественно, многие существа называли их богами. Некоторым Сущностям нравится это звание и они намеренно его завоёвывают.

### **Ирфиры**

*См. заголовок **"Известные Прежние Боги"** в статье Прежние Боги*.

Второе название этой расы - Прежние Боги. Каждого из них считали богом, а их самих было много; боги песка, времени, камня, смерти, плодородия...

### **Демоны и ангелы**

Потомки Ирфиров или, на самом деле, просто слабейшие из Ирфиров - демоны (и их подвид - ангелы) часто почитались просто как демоны, однако их могли также провозглашать богами.

* **Аббадон** (бог отвергнутых)
* **Бафомет** (бог золота, правды, всего)
* **Сью** (бог лукавства)

## **Полубоги**

Т.н. полубоги мало чем отличаются от богов. Такое название дают могущественным существам, но не настолько, чтобы их можно было назвать богами. Порой, полубогами называют героев или, что чаще, супергероев.
Intelligence

Just like your personal intelligence might be numerically represented by an IQ score, this statistic represents your characters Intelligence. This is used for such things as the number of languages spoken, history, geography or magic. A score of 5 for Intelligence is considered average for a human, and corresponds to a 90 for an IQ Score. Consult the following comparison chart for an idea on what a particular Intelligence score means for your character.

 2
 3
 4
 5-10
 11-20
 21-30
 31-40
 41-50
 51-60

This statistic continues to a maximum of 100.

As mentioned, this statistic is also used to indicate how many languages can be known. It is always possible to choose to speak fewer languages than allowed due to the statistic. The table below breaks this down.

 9-16
 17-24
 25-32
 33-40
 41-48
 49-56

Each additional 8 points allows the character to know an additional language. Remember that languages are usually regional, but occasionally there are racial languages. Also Game Masters should make sure that a character must take time to learn a language. Just because the statistic allows it does not mean a character automatically knows it.

 Navigation

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* Character Creation
* Statistics
* Index
Kiyohide Teramoto

* Manga
* Anime

## **[Image Gallery]**

**Kiyohide Teramoto** (寺 (てら) 本 (もと) 清 (きよ) 秀 (ひで) , *Teramoto Kiyohide*) is a young member of the Amako Bushi. He, along with Katsumi and the other Amako bushis, joined the Awaji Island recapture operation in order to free their homeland from the Onis and was assigned to the same platoon as Musashi.

## Etymology

* The name **Kiyohide** means "clear, pure, clean" (清) (**kiyo**) and "excellent, outstanding" (秀) (**hide**).
* Kiyohide's surname **Teramoto** means "temple" (寺) (**tera**) and "base, root, origin, source" (本) (**moto**).
Index

Infinite Infinities RPG Wiki

Character Creation

* Background
* Party Affiliation
* Raison D'Etre
* Traits

Playing the Game

Advantage System

Combat

Statistics

* Strength
* Dexterity
* Stamina
* Intelligence
* Will
* Awareness

Races

* Human
* Elf
* Dwarf
* Dragon
* Fairy
* Gnome
* Vampire
* Werewolf
* Angel
* Demon
* Half-Breeds

Classes

Character Sheet

References:

* Armour
* Weapons
* Skills
* Abilities
* List of Metals
* Bestiary
Соответствие Майдаро-Тибитиша

**Соответствие Майдаро-Тибитиша** (или **соответствие звука-света**)— способ представления духовной материи, путём сопоставления звука разных частот определенным длинам волн в видимом спектре для определенной разумной расы. Этот метод был придуман абарганцами Майдаро и Тибитишем с Зиона для популяризации науки и более наглядного представления духов и их восприятия.

## **Коэффициент Майдаро-Тибитиша**

В зависимости от рассматриваемого духа и широты видимого спектра подбирается определенный коэффициент для каждой ситуации. В целом, метод сопоставления довольно прост:

1. От длины самой длинной видимой волны вычитается длина самой короткой. Получается коэффициент l в нанометрах.
2. Коэффициент l делится на частоту самого высокого звука в голосе духа. Получается коэффициент Майдаро-Тибитиша, коэффициент MT в нм/кГц.
3. Частота каждого звука умножается на MT, к этому произведению добавляется длина самой короткой видимой волны и получается длина фотонв, которой соответствует эта частота звука.

Для людского восприятия, и при условии, что в голосе духа имеется звук с самой высокой частотой (480 кГц), коэффициент Майдаро-Тибитиша будет равен примерно 0,75. Т.к. человеческая душа звучит в диапазоне 60-150 кГц, то, по этому соответствию, она имеет цвет от синего до зеленого.
Маг

**Маги** (в зависимости от рода знаний: **маги**, **антимаги** или **гении**, **безумцы**, общ. галакт. *narunve*), в фатализме — средний естественный класс, наряду с героями, отличающийся обширными знаниями в науке или магии и чудесными умениями.

Не каждый пользователь магии (волшебник) причисляется к данному классу, лишь сильнейшие из них.

## **Характеристика**

### **Общая характеристика**

**Маг** умён, порой, безумен, обладает хорошей реакцией и быстро соображает. Это позволяет ему добиваться своих целей куда быстрее и эффективнее, чем любому из неособых. Зачастую, как и героя, мага спасает везение, ведь не из всех ситуаций можно выйти лишь с помощью применения знаний.

### **Безумие и гениальность**

Вне зависимости от области знаний, маг обычно проявляет образ мышления сильно отличающийся от нормального для его расы. Это может быть принято за безумство или гениальности, но большинство магов называют это проклятием - они не могут быть понятыми не-магами, из-за чего они чаще всего отрекаются от общества и имеют на него мало влияния, участвую в глобальных событиях и влияя на пути героев, богов и судьбу мира.

### **Деятельность мага**

Магов, как и богов, не устраивают обычные (низкие) способы развлечений и большую часть своего времени они заняты поиском новых знаний и ощущений. Они могут вмешиваться в дела организаций и государств ради воплощения каких-то своих идей. Часто они выступают в качестве героев или злодеев, преследуемые своими понятными или непонятными целями.
Неособый

**Неособые** (также **миряне**, общ. галакт. *ubove*), в фатализме— низший естественный класс, к которому принадлежит большая часть разумных существ.

## **Характеристика**

### **Общая характеристика**

**Неособый** отличается тем, что не обладает достаточно большими знаниями, физическое силой и силой воли, чтобы зваться магом, героем или богом. Они, в противоположность героям, не могут достигать высот, подвергая себя большим рискам, идя напролом, и отдавая себя цели. В отличии от магов, они не слишком продвинуты в науке или магии, и их не зовут гениями или безумцами.

### **Неособый и магия**

Неособые могут добиваться успехов в магии, однако не погружаются в неё *слишком* глубоко, иначе они стали бы магами.

### **Деятельность неособого**

Неособая личность чаще всего выполняет свою важную, но неособо большую роль в обществе, работая на какой-либо работе и/или воспитывая детей. Большинство героев и магов рождаются у неособых родителей (в то же время, большинство детей неособых - неособые).
List of Metals

## Pure Metals

### Common Metals

* Gold
* Copper
* Lead
* Aluminium
* Mercury
* Silver
* Platinum
* Iridium
* Osmium
* Palladium
* Rhodium
* Ruthenium

### Rare Metals

* Antimony
* Arsenic
* Bismuth
* Cadmium
* Chromium
* Cobalt
* Indium
* Iron
* Manganese
* Molybdenum
* Nickel
* Rhenium
* Selenium
* Tantalum
* Tellurium
* Tin
* Titanium
* Tungsten
* Vanadium
* Zinc

## Alloys

Naturally occurring alloys include:

* Brass
* Bronze
* Pewter
* Osmiridium
* Electrum
* White Gold
* Silver-Mercury Amalgam
* Gold-Mercury Amalgam

## Navigation

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* Index
Werewolf

Werewolves live in packs like a wolf, but they have established buildings and communities. As a civilized species they enjoy their meat much the same as a human would. They have hunters, butchers and chefs. They do like to run in the wood with their pack and after their second maturity can shift between a wolf like form and a human like form at will. Their wolfen form is larger than a typical wolf, with higher shoulders. Their faces are not as long as a wolfs face, and their jaws are capable of dropping for larger bites. Their human form is usually closer to 7' tall, with hulking shoulders. They are exceptionally hairy by human standards, and their head hair is never longer than their wolfen form. Their faces are elongated enough to be unnerving, but not enough to be particularly noticeable. In their human form, their jaws are still capable of dropping. They are capable of talking in both forms. They reach first maturity around age 12. Until this time, they remain in the form they were born in, whether that is wolfen or human. At full moon, the werewolf shifts its form to its opposite until the next full moon at which time they shift again. Second maturity usually happens around 20 years old, at this time they can shift between forms at will. A werewolf's lifespan is relatively short, they do not usually live more than 35 years.

## Navigation

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Angel

Angels are creatures which look like humans with wings. Originally they came from a land called Heaven which has been lost to history and only remains as a memory of myth. Now, they live predominantly on the ground like most other creatures. They are hunted by some who believe their wings are made of magical feathers. In fact, the wings are not magical, they work like an ordinary birds wing. The wings are set behind the shoulder, the joints and musculature being housed in a second set of shoulder blades. Between the wing joint and the shoulder joint are the normal humanoid shoulder blades. The large amount of musculature required for the two sets of appendages cause the upper torso (more or less the shoulder region) to be larger than a typical humans. The thighs also are muscularly larger than a humans due to the strength required for take off and landing.

Angels are trigendered, so actually have 3 parents. But an angel child is born full grown, and relates to their parents as peers. They are born in a burst of light.

## Navigation

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Проклятая Саша

## Александра Карсед

Шатенка с желтыми глазами и славянской внешностью

**Александра Карсед** (**Проклятая Александра**, **Проклятая Саша**, англ. *Cursed Sasha*) — пассия Сью Файндзера, и, по слухам, бастардка Ричарда II.

## **Биография**

### **До Сью**

Саша родилась на Земле, в Англии, Уэльс, в 1398ом земному году, у своей бездомной матери, которую, как говорят, в один из приездов изнасиловал король, из-за чего дитя и прозвали проклятым. При этом, даже мать не знает, правда ли это, но завещает дочке сохранять целомудрие и не вступать в брак до 16 лет (в то время как Александра родилась у 14ти летней матери). Так или иначе, мама Саши умирает и в семь лет девочка остаётся сироткой.

Она зачастую вовлекается в преступную деятельность и даже балуется с тёмными силами, что однажды приводит её к шаману, который становится соединяющим звеном между Сашей и Сью.

### **С Сью**

На момент встречи, демону было 38 земных лет (~27 космических), а девочке 10 (~7 космических). Чтобы исправить это, Сью принял обличие юного мальчика и построил с Александрой дружбу. Он также укрыл её от налогов и осыпал золотом, которое она щедро тратила на благие дела.

### **Смерть**

В 1413ом земном году Саша умирает от какой-то болезни.

## **Интересные факты**

* Если Ричард II и зачал Сашу, то он на тот момент был довольно стар (30 лет).
Statistics

Statistics(Stats) are the mathematical representation of your character. There are a lot of them, but in time you will find they become second nature in regards to controlling your character. How the player roleplays their character gives the character their personality, but the Stats determine whether a character can accomplish any given activity.

## Basic Statistics

There are 6 basic Stats, these are used to determine the rest of the statistics for a character.

* Strength
* Dexterity
* Stamina
* Intelligence
* Will
* Awareness

## Navigation

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Nederfluffer

A luminescent silvery blue fish like creature. They vary in size from a couple inches to a couple of feet. Their faces are difficult to focus on, seeming to be a fish face, cat face, and human face all at the same time. They are intelligent and able to speak. They enjoy playing pranks on anyone and everyone.
Party Affiliation

Establishing a solid link between the party members is a fantastic way of understanding why you are with the people you are with. It provides you with a deeper understanding of who your character is, and it provides other players a deeper understanding of their characters. There is no requirement that your character has a relationship with any of the other characters though, as it is certainly plausible that your characters meet during the course of normal adventure. Whichever your choice, make it something you think about. Think about why your choosing what you are and the impact it had on your character.

Ideas for Party Affiliation:

* Sibling
* Parent
* Extended Family
* Childhood Friend
* Neighbour
* Co-worker
* Romantic Partner
* Employer
* Local Town Figure (postman, town crier, Mayor, etc...)
* Enemy
* Attempted Thief
* Debtor
* Attempted murderer

There are many options, both positive and negative. The trick here is to use your imagination to weave your party's characters backstories together.

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Raison D'Etre

Think about your motivations in life. Why do you go to work? Why do you go to school? Why is it important to get that new car or video game system? Understanding your character's motivations go a long way to understanding how you play your character, and why you choose to adventure. Following is a list of motivations. Again, this is completely optional, and is only provided to stimulate the imagination.

* Money
* Political Power
* Magical Power
* Greed
* Fame
* Protection
* Redemption
* Saviour

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Illuminati of Ussea

## Publicly available information

The Illuminati of Ussea, also known as the 'Ussean Illuminati 'or the 'Ussean Secret Service' is a twin-role domestic & foreign intelligence agency that operates independently above the executive powers of the Ussean Allfather & Commander-In-Chief of the United States of South-Eastern Asiatica.

They are responsible for deterring foreign infiltrators from sowing discord within Ussea, multi-state organised crime, and eliminating counter-religious secret societies.

1. Investigative High-Order
2. Protective High-Order
3. Counter-Insurgency and Black Operations
4. Secretive Diplomacy
5. Religious Doctrines
6. Ancient Archaeology
7. Assassinations approved the Allfather & Queen of Prophets

## Suspected Alliances

The Ussean Illuminati claims to maintain loyalty to no government--this including the very one that governs Ussea--it still maintains small, discrete & lukewarm relations with intelligence services with allies and non-enemies.

Though the Era of Colonization brought about heavy anti-western sentiments amongst the entirety of the continent of Asiatica, there are still rumours that the Illuminati of Ussea communicates and cooperates with the Illuminati of Kanata on an exclusive basis as part of a secret clause in their Declaration of Separation(see *'The Grand Excommunication of the Seven States and Churches of Asiatica'* ).

This, however, remains to be proven as the Illuminati operates under a shroud of secrecy and actively cleans up any spills of unwanted attention in media both digital and physical.
Awareness

This statistic represents how aware a character is of their surroundings as well as their intuition. This statistic does not represent how good your characters vision is. More accurately it represents those times when you see something out of the corner of your eye, or when you feel like you should look a particular direction just in time to see something coming at you.

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Stamina

This statistic represents the strength of your characters body workings. Predominantly the strength of the immune system, and heart. As such this statistic is important for your characters Hit Points (HP). It does not have a direct impact on the characters Life Points(LP). It will also be important if your character comes in contact with poisons, or requires endurance for anything.

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Fairy

Fairies are small winged creatures, usually no more than 2" however on rare occasions fairies can be found standing the height of an elf. It is unclear if this is due to a shape changing magic, or if these large fairies are naturally this size. Fairies tend to be aloof, and secretive about their culture. It is rumored that fairies never die, but in actuality, fairies are tied to particular seasons dying when the season ends and being reborn once again when the season returns. Fairies are innately magical.

## Navigation

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Gnome

Gnomes are lighthearted nature spirits. They look like a stereotypical garden gnome, and only stand about 6" to 1'6" tall. Their chief goals in life are the preservation of the natural world, and can be extremely hostile if the natural world is violated. They have an innate understanding of nature and can use nature in such a way as to almost assist magical without ever actually using magic, however gnomes can also wield magic. Their lifespans are shorter than the average human, rarely living longer than 80 years.

## Navigation

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Background

The background of your character is an integral part of who it is. Was your character a student? A carpenter? A Royal? An actor? The following list is meant as a tool and is entirely optional. Perhaps reviewing this list will trigger some ideas you hadn't thought of before. You can then evolve your background into a backstory.

* Actor
* Businessman
* Carpenter
* Musician
* Royal
* Sailor
* Student
* Troubedore

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Demon

Demons are tall bipedal creatures, commonly standing 8 feet tall. They have black ram horns, black leathery tails, and black leathery wings. Their skin is leathery and hairless, typically a crimson red, but does vary in shades. Their genitalia is large, both for males and females. They very much enjoy all forms of sexual activity, alcohol and drugs. It is a common misconception that they come from the land of the dead, they instead prefer intense heat, such as volcanic craters. They typically live without permanent dwellings, however there are some who have chosen to join colonies away from volcanoes, these have chosen to build permanent dwellings. Senior members of the race typically develop powerful innate magical prowess, but until seniority almost none develop this innate magic.

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Classes

#### Skills

Their are no skill bonuses for this class. This class is quite unique. Please refer to the class description for further details.

## Mage

### White Mage

#### Skills

* Focused Concentration
* First Aid
* Surgery
* Medicine
* Diagnosis
* Herbs
* Reading/Writing
* Lore: Arcana
* Charm
* Potions

### Black Mage

#### Skills

* Focused Concentration
* Rituals
* Reading/Writing
* Lore: Arcana
* Lore: Demons
* Potions
* Weapon: Staff

### Sorcerer

#### Skills

* Focused Concentration
* Heightened Intuition

### Spell Weaver

A Spell Weaver can be thought of as a Sorcerer who's focus is on converting the naturally occurring Sorcerer magic into a formula which can be practiced by those who do not intuitively know how to use magic.

#### Skills

* Focused Concentration
* Heightened Intuition
* Read/Write
* Herbology
* Astronomy
* Analytical Thinking

### Druid

#### Skills

* Focused Concentration
* Herbs
* Knowledge: Nature
* Lore: Nature
* Animal Handling
* Horseback Riding
* Animal Magnetism
* Reading/Writing
* Potions
* Weapon: Staff

## Rogue

### Thief

#### Skills

* Lockpicking
* Sleight of Hand
* Stealth
* Weapon: Dagger
* Weapon: Short Sword
* Armor: Leather
* Armor: Studded Leather
* Armor: Quilted
* Perception
* Bluff
* Disguise

### Ranger

#### Skills

* Weapon: Dagger
* Weapon: Short Sword
* Weapon: Bow
* Weapon: Crossbow
* Armor: Leather
* Armor: Studded Leather
* Armor: Quilted
* Armor: Chainmail
* Animal Handling
* Wilderness Survival
* Tracking
* First Aid
* Knowledge: Nature
* Herbs
* Lore: Nature
* Stealth
* Perception
* Camouflage
* Falconry

### Assassin

#### Skills

* Sharp Shooting
* Weapon: Blow Dart
* Weapon: Throwing Stars
* Weapon: Throwing Knives
* Weapon: Longsword
* Weapon: Short sword
* Weapon: Dagger
* Poison
* Weapon: Bow
* Weapon: Crossbow
* Antidote
* First Aid
* Battlefield Surgery
* Acrobatics
* Disguise
* Bluff
* Diplomacy
* Etiquette
* Perception
* Quick Draw (?)(This doesn't make sense if combat doesn't have minor actions)
* Insight (aka Sense Motive)

## Psion

### Telepath

#### Skills

* Insight
* Bluff
* Focused Concentration

-Telekinetic

  \_SKILLS\_

   Focused Concentration

-Clairvoyant

  \_SKILLS\_

   Insight

   Bluff

   Focused Concentration

   Decipher

   Empathy

## Super

(These classes are so varied that a set of recommended skills can not possibly be put together)

-Fey Creature

-Agile

-Brainy

-Muscled

## Navigation

* Infinite Infinities RPG Wiki
* Character Creation
* Index
Human

Humans are mammals with varying amounts of fur, called hair, covering their bodies. Culturally they tend to congregate into communities with a hierarchical government. Depending on the level of technology, these groups could be small, organized around a village elder, or large, organized around a senate. Governmental systems range from monarchical, to authoritarian, to democratic. As a species they tend to be thin skinned and sensitive to changes in the climate. They keep their body temperature level by wearing clothing and dwelling within structures which shelter them from nature.

 Physical Description

 Hair Colour
 Eye Colour
 Facial Ornamentation
 Gendering
 Diet
 Appendages
 Height￼
 Weight

## Senses

 87ft(26.5 metres)(almost 9 storeys)
 150ft(45.7 metres)(15 storeys)

 65ft(19.8 metres)(6.5 storeys)
 112ft(34 metres)(just over 11 storeys)
 Hearing

 Reproduction

Human females give birth to live young 9 months after insemination from a male, called a Father. The gender of the infant is unpredictable. In rare occasions the female, called a Mother, may give birth to two or three infants.

 Life Cycle

Humans are born unable to walk or speak. They generally begin walking around 1 year of age, and by two they are regularly making speech patterns. By the age of 13, their grasp on language has evolved enough to be able to carry on fluent conversations with most adult humans. A humans first maturity (aka puberty) usually begins between 8 and 12 years of age, their second usually occurring around 20. The average lifespan of a human is 90 years.

 Racial Statistic Modifiers

None

## Racial Skills

None

 Effects of Aging

**Note:** If the result of any of the adjustments is less than 1, then keep the statistic at 1. If the result of the operations is fractional, then round down.

 Navigation

* Infinite Infinities RPG Wiki
* Character Creation
* Races
* Index
Races

There are many different creatures which populate the worlds of roleplaying adventures. Following are 10 races of sentient creatures available to use as a player character.

* Human
* Elf
* Dwarf
* Dragon
* Fairy
* Gnome
* Vampire
* Werewolf
* Angel
* Demon
* Half-Breeds

## Navigation

* Infinite Infinities RPG Wiki
* Character Creation
* Index
Will

This statistic represents the strength of your characters mind. The strength of a characters mind determines how powerful they will be with magic and psychic abilities. Not everyone knows how to use magic or psychic abilities, but everyone has a certain latent ability. Regardless of knowledge of these abilities, everyone has a will power, and that will power is a defense against certain magic and psychic abilities.

 Navigation

* Infinite Infinities RPG Wiki
* Character Creation
* Statistics
* Index
Strength

This statistic represents your characters ability to lift and carry objects. This will often affect the amount of damage your character inflicts on an attack. Strength is also a contributing factor to your characters overall Life Points(LP). Each point in Strength represents an additional 12 pounds of Maximum Lift capacity. Carry Weight is how much your character can comfortably carry on their back/shoulders. It is half of the Maximum Lift. These weights should be noted on the character sheet.

Each additional point in Strength represents an additional 12 pounds of Maximum Lift. You cannot increase this statistic beyond 100 points.￼

 Navigation

* Infinite Infinities RPG Wiki
* Character Creation
* Statistics
* Index
The Brick

### Description

"It would look like some very old device, if it wasn't for its complete pristine appearance"

Reference to that old Nokia everyone had in the good old days. It was an once in a lifetime purchase, because it had the tendency of everlasting. This is one here was found still working, with 83% battery remaining and 42 missed calls from your mom.
Infinite Infinities RPG Wiki

## Welcome to the Infinite Infinities RPG

Within these pages you will find the rules, methodologies and ideas which make up the Infinite Infinities RPG.

## What is Infinite Infinities?

Infinite Infinities is a fantasy RPG meant to be played on a tabletop with dice, pencil and paper. It was written by Charlie Griffin, and inspired by the many already existing tabletop RPG's and video game RPG's. The intent was to create a system which has more similarities to the video game genre, while maintaining the playability of the tabletop genre.

As the name implies, this is a game where anything can happen. The rule set gives a distinct guideline to provide structure, but at the discretion of the Game Master (GM) there can be exceptions to anything!

The idea is that the GM can create any world to play with this system without having to follow pre-established ideas and lore. You will find the names of familiar races and classes, but the implementations and racial characteristics may not be what you expect. These are guidelines to help break the traditional mindset. The key component is that everyone have fun, and prepare to infinitely stretch the limits of your reality.

## How to Play

Infinite Infinities is a Table Top Role Playing Game. This implies that a group of people will gather around a table to play this game. The table will be used to roll dice, papers, maps, miniatures, cell phones, drinks, snacks, etc. Modern advances in technology have made it possible to play a Table Top RPG without a physical table, dice, papers, maps, miniatures, etc... So how you choose to play is entirely up to you in that regard.

The true key component is the Role Playing Game, or RPG for short. In Infinite Infinities, you take on the role of a fictional character. Likely, this will be a character you create, however it may be a character someone provides you to play. This character is defined by two things: the character sheet and the player. The character sheet illustrates aspects of the character such as how strong they are, what they look like, what race they are, and things they know how to do. It's the player, though, that brings the character to life by imbuing it with a personality and motivations.

But what do you do with this character? You go on an adventure in the collective imagination of the players at the table, orchestrated by the Game Master. The possibilities of what this adventure could be are endless and are affected by each person at the table. Playing Infinite Infinities is part cooperative storytelling and part statistic juggling. This statistic juggling is where the character sheets come in to play. On the character sheets are the statistics of each character, what they can do, what they are carrying, etc. But remember, in the realm of the imagination, anything is possible. So don't think of the character sheet as a limitation as much as it is a guideline or even a collection of historical facts.

Character Creation

Playing the Game

 Navigation

* Character Creation
* Index

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Orques

Les orques comme sont comme on l’a dit de la même origine que les gobelins, les hobgobelins et étonnamment les elfes même si cela les répugnent au plus au point. Les Orques considèrent la force physique et le combats comme étant les seules choses qui comptes. Pour cela il s’entrainent, se battent (entre eux et avec les autres) dès que possible pour montrer leur supériorité. La raison du plus fort est toujours la meilleurs, pour cela les Orques méprise pour la plupart la peur, la ruse et tout ce qui ne consiste pas à rentrer dans l’adversaire pour lui arracher ses entrailles à mains nue.

Les orques travaillent rarement; le travaille est l'apanage des faibles, quand les orques ne pillent pas tout simplement, ils ont des esclave pour toutes les tâches, souvent des gobelins qui recherchent chez leur cousins la protections, ne rechignant pas au tâches ingrates.

#### Description physique:

Les Orques sont grand, massif, pourvus d’une peau verte, d’oreilles pointus et de deux défense, dépassant de leur grande bouche. Il porte peu de vêtement et le minimum de protection, souvent en os voir en pierre, les orques fabriques leur propres équipement et souvent répugne à utiliser des produit manufacturé, il porte souvent des bijoux en os et métal, des boucle et bagues sur leur défense et des peintures de guerres.

#### Société:

La société Orques tourne autours du combats et de la destruction, on reconnaît un chef Orque a sa stature et au nombre de cicatrice qu’il porte. Les Orques possèdent de grande cité à l’est des grandes forêts du nord même si ce sont plus dee grand fort de bois qui intègre des hutte et des défenses simple mais efficace.

#### Relations et Amour:

Les Orques sont souvent bigame, les femelles commes les mâles se battent pour avoir le meilleur partenaire qui donnera l’enfant le plus fort. On voit malgré tout une grande fidélité dans les couples Orques leur complicité se voit sur le champs de bataille, c’est de plus la communauté ou l’homosexualité est la mieux accepté, l’amour est une batailles, et les couple du même sexe font souvent les plus valeureux personnage et dans la société il ont le rôle de parent de substitution lorsque les parent biologique sont mort au combats.

Pour ce qui est des autres peuples les orques les considèrent comme faible et sans honneur et n’attend que la possibilité de les écraser quand l’heure viendra, ils ont malgré tout une certaine affection pour la force des Nordiques.

#### Alignement et religion:

Les Orques se considèrent comme les fils et fille d’Inscensïa ils voient sa puissance dans la force brute de la nature et la loi de la jungle.

#### Bonus/Malus:

+2 en Force,

-1 en Intelligence,

+2 Const

-1 en Charisme.

Vision dans le noir. Les orques voient dans le noir à 15mètres.

#### Capacités raciale :

Terrifiant. Ceux qui ont ce trait racial gagnent un bonus racial de +4 à leurs tests d’Intimidation mais perdent -2 en Charisme

Férocité. Les orques peuvent rester conscients et continuer à se battre normalement quelques soit les blessure infligé si elle ne sont pas mortelle, même si leurs points de vie tombe à 0. À la fin du combats les dégats s’applique.
Dwarf

Dwarves are a stout race of mammals known for their strength and their beards. They have an appreciation of craftsmanship and pride themselves on their own craftsmanship, which is generally considered second to none. They are shorter than humans, standing between 3'6" and 4'6", and also stronger. Dwarves are known for living underground and so have an innate ability for navigation. Lore says that after years of living underground, they have absorbed enough iron that their bodies act as a compass. This same reasoning is used to account for their strength. Dwarves have a high fortitude and are known to enjoy hearty quantities of alcohol. Dwarves are remarkable in that the females also have facial hair. Female dwarves who more closely associate with other races may shave their faces, but in general this is considered dishonourable and few Dwarves would then choose to associate with them. Dwarves take great pride in their beards. It is considered to be a great punishment and tantamount to exile to force a Dwarf to shave off their beard. It is the highest form of dishonour, generally communicating they have been disowned by their family and clan. Dwarves also enjoy a long life span, generally living for around 250 years, but they are known to hold grudges their entire lives and generations.

 Physical Description

 Hair Colour
 Eye Colour
 Facial Ornamentation
 Gendering
 Diet
 Appendages
 Height￼
 Weight

## Senses

 Reproduction

Dwarven females give birth to live young 13 months after insemination from a male, called a Father. The gender of the infant is unpredictable, but is statistically more frequently male. In rare occasions the female, called a Mother, may give birth to two or three infants.

 Life Cycle

Dwarves are born unable to walk or speak. They generally begin walking around 1.5 years of age, and by 4 they are regularly making speech patterns. By the age of 25, their grasp on language has evolved enough to be able to carry on fluent conversations with most adult Dwarves. A Dwarfs first maturity (aka puberty) usually begins between 20 and 25 years of age, their second usually occurring around 55. The average lifespan of a Dwarf is 250 years.

 Racial Statistic Modifiers

+2 to Strength(STR), -2 to Dexterity(DEX), +2 to Stamina(STA), -1 to Intelligence(INT), -2 to Will(WIL), +1 to Awareness(AWA)

## Racial Skills

* Navigation
* Stone Crafting
* Metallurgy

 Effects of Aging

**Note:** If the result of any of the adjustments is less than 1, then keep the statistic at 1. If the result of the operations is fractional, then round down.

 Navigation

* Infinite Infinities RPG Wiki
* Character Creation
* Races
* Index
Фетидихтис

Вонючая рыба, или фетидихтис (Foetidichthys hebeo – «медлительная вонючая рыба») – обитатель болот Острова Черепа.

## Описание

Широкотелые медленные фетидихтисы из семейства карповых (Cyprinidae) могут преподнести хищникам очень неприятный сюрприз. Железы, расположенные вокруг ануса, вырабатывают химический «коктейль», который испускается, если рыба напугана. Молочное химическое облако отходов способно отпугнуть даже самого голодного хищника, например, акусоса, или удузавра. Также это вещество может прилипнуть к коже нападающего на некоторое время, что надолго отобьёт у нападающего желание охоты на фетидихтиса. По этой причине рыбы могут безо всякого страха селиться во всех водоёмах Острова Черепа, не опасаясь никаких хищников.

Размеры:

• Длина: 60 – 90 см
Vampire

Vampires are misunderstood. They have the appearance of a half human/half elf with unusually long canines and fingers. They however are not undead, and they do not create offspring when they feed. Procreation works the same for vampires as most other races. They are sensitive to the sun, however they have developed amulets to defend against it. They do feed on the blood of the living, some have more morality than others. Vampires are not immortal, and they can starve to death. Vampires experience a Blood Craze if they have not fed in 48 hours.

## Navigation

* Infinite Infinities RPG Wiki
* Character Creation
* Races
* Index
Demi-Elfe

Les demi-elfes sont le résultat d’une romance entre un elfe et un humain, il n’existe pas à notre connaissance de filiation elfique avec d’autre espèce. Le demi-elfe acquiert par sa naissance les caractéristiques de ses deux parents, les plus notables viennent bien évidemment de leur filiation elfique mais leur sang humain est rarement un désavantage. Les demi-elfes sont les orphelins de la société, des individus à la fois charismatiques et passionnés mais qui ne se sentent chez eux nulle part. De nombreux demi-elfes se lancent dans des carrières sociales avec une certaine facilité mais ils éprouvent souvent du mal à se cantonner à un seul métier. D’autres cherchent le bonheur en poursuivant des quêtes spirituelles ou en affinant leurs talents magiques innés, et d’autres encore baissent les bras et se résignent à vivre en ermites dans les contrées sauvages ou en misanthropes subsistant jour après jour en profitant des autres.

#### Description physique:

Les Demi-elfe ressemble a des humains, on reconnait leur parenté elfique à leurs yeux en amande souvent très clair, leurs oreille sont légèrement plus longue et pointu mais pas aussi étendu que les Elfes. leur affiliation à une race et l’autre varie mais ils semblent tous dotés d’une allure gracieuse de manière innée.

#### Bonus/Malus:

+1 Dex

+1 Intel

Vision nocturne. Les demi-elfes peuvent voir deux fois plus loin que les humains dans des conditions de faible éclairage.

Immunités elfiques. Les demi-elfes sont immunisés aux effets de sommeil magique et bénéficient d’un bonus racial de +2 aux jets de sauvegarde contre les sorts et les effets de type enchantement.

#### Capacités raciale :

Bien intégré : Beaucoup de demi-elfes sont très doués pour se fondre dans une communauté comme s’ils en étaient originaires. Ceux qui possèdent ce trait racial gagnent un bonus de +1 aux tests de Bluff, de Déguisement et Connaissances (folklore local).

Immunités elfiques. Les demi-elfes sont immunisés aux effets de sommeil magique et bénéficient d’un bonus racial de +2 aux jets de sauvegarde contre les sorts et les effets de type enchantement.

Esprit dual : L’ascendance mixte de certains demi-elfes leur permet de résister aux attaques mentales. Ceux qui possèdent ce trait racial gagnent un bonus de +2 aux jets de Volonté.
Wiki Libra-rpg

## Bienvenue sur le wiki de Libra-Rpg

Pour plus de simplicité au vu de la complexité de la création du Jeux de Rôle Libra je passe par ce wiki pour mettre en place les éléments qui le compose.

## Libra ?

Libra est un monde fantastique, un univers étendus dans lequel les joueurs (vous !) allez évoluer. Libra à pour but de laisser le plus de liberté possible aux joueurs au lieu de les emener dans des histoire toutes faites au développement linéaire.
Noxmuscus

Noxmuscus - прожорливые мухи Острова Черепа.

## Описание

Noxmuscus – прожорливые летающие хищники, однако для других мелких позвоночных особой опасности не представляют, за вычетом улиток-вампиров – их любимой добычи. Улитки-вампиры питаются соком нескольких видов деревьев, прячась среди их коры. Их крепкие завитые раковины защищают владельцев от многих хищников размером с осу, но Noxmuscus вооружён достаточно хорошо для охоты на них. Длинная, немного гнутая, но крепкая трубка защищает моллюска от осиной морды. Noxmuscus пытается извлечь жертву из раковины, переворачивая или сбрасывая с ветки вниз, чтобы можно было нанести удар хоботком по незащищённому входу в раковину и выпить сок улитки изнутри.
Création de personnage

## **Personnages**

### **Caractéristique :**

**Force (For) = Force physique et la capacité à donner un mouvement dans l’espace à des objets plus ou moins lourds. (Il faut pouvoir accorder force et constitution sinon en un coup de poings on peut casser des os et surtout les siens.)**

**Dextérité (Dex) = Habileté, Agilité, toutes actions nécessitant une très bonne maitrise de son corps et de la précision.**

**Constitution (Const) = Résistance physique, au coups, au élément à la fatigue.**

**Intelligence (Int) = Capacité de réflexion, savoirs et autres connaissance.**

**Esprit (Esp) = En lien avec l’intuition, le pressentiment et la magie et aussi la perception.**

**Charisme (Cha) = La beauté la capacité à charmer un auditoire et à marchander ainsi qu’à obtenir la confiance des gens.**

**Répartissez 6 points pour obtenir des Mod. de Carac. compris entre 0 (moyen) et +4 (très élevé). Puis, en utilisant la Table des Modificateurs de Caractéristiques, notez les valeurs de Carac. correspondantes (choisissez 3 scores pairs et 3 scores impairs sans dépasser 18).**

== **Calcul points de Vie :**
  ==

**Chaque joueur commence le jeux avec un nombre défini de point de vie (PV) lorsque ses points de vie tombe à zéro il tombe dans un coma et est sur le point de mourir sauf si il obtient rapidement un soin. Les points de vie représente aussi les blessures prisent en combats ou lors d’action dangereuse (saut de trop haut, poison, piège mécanique etc...).**

**On calcul les points de vie et son évolutions en lançant un ou plusieur d6 en fonction du score  [ (Mod For + Mod Const)/2 ] du personnage.**

< 0 = **d4**

**0 = d6**

**1;2 = 1d8**

**3;4 = d10**

> 4 **= d12**
Nordiques

Les nordiques vivent principalement dans les contrés contrées du nord de Libra, proches des terres gelés. C’est un peuple fier, rude et forts. Rarement considéré pour leur finess ou leurs intelligence. Les Nordiques sont très résistant au froid, et à la peur, qu’ils abhorrent.

Les nordique travaille et exporte du fer, du bronze qu’ils travaillent finement, et de l’alcool, Hydromel et bière.

Les Nordiques ont pour habitude de porter peu de vêtement, souvent le minimum pour cacher leurs attributs et souvent en peau d’animal (avec des poils de préférence)

#### Description physique:

Les nordiques sont un peu plus grand que la moyenne des humains, souvent blond. Ils sont plus musclé que la moyenne des humains aussi. Les Nordiques portent des tatouages, de lignes géométriques entremêlé qu’ils font grandir au fil de leur vie.

#### Société:

Les Nordiques sont un peuple personnage leur villages souvent peu étendu ou alors une agglomération de villages et sont dirigé comme des camps militaire organisé autours de la défense et du combat. Les dirigeant sont des chefs de guerre, choisis pour leur mérite et leur capacité militaire.

#### Relations et échange:

Les nordiques sont plutôt raciste et se mélange peu, ils ont malgré tout une certain respect pour les Orques et leur culte de la force. Ils ont quelques problème avec les Nains qu’il considèrent comme leurs concurrent.

#### Amours et sexualité :

Les nordiques n’ont pas de schéma amoureux souvent l’amour fait place à la sélection génétique pour faire de meilleur personnage. Sexuelement Ils sont violents et animals ce qui rebutent pas mal d’autre race à l'exception des Orques, Les femmes Orques qui le peuvent ont parfois un harem de personnage Nordiques.

#### Religion:

Les Nordiques vénèrent Crom; dieux des combats et Sixcyan, dieu du froid et de la rudesse.

#### Bonus/Malus:

+2 const,

+1 force,

-1 intelligence ,

+1 au jet de courage,

+ 2 de résistance au froid (jet de const)

#### Capacités raciale :

Alpha : Lorsqu’un Nordique combat un monstre, ou un animal ( Le niveau de conscience de la créature doit être inférieure à celle d’un Orc) il peut s’en faire un allié et devenir son maître. Pour cela la Nordique doit combattre le monstre seul, ne pas le tuer et ne peut invoquer cette capacité qu’une fois par créature. Le Nordique peut relacher la créature à tous moments sans risque qu’elle réattaque le groupe.

Attention ! si un Nordique se retrouve en situation de faiblesse (pv faible, emprise psychologique, magique etc...) alors qu’il est accompagné d’une créature, la créature peut échapper à son contrôle, selon le traitement qu’il auras fait subir à la créature, son caractère etc… la dîtes créature peut aider instinctivement mais aussi attaquer son maître pour reprendre sa domination ou tout simplement s’enfuir.

Instinct de survie : lorsqu’une attaque devrait amener le personnage à 0 PV, les DM qu’elle inflige sont divisés par 2 (minimum 1).