recursal/Fanatic-Fandom huggingface dataset:
Strigoi

The modern legend of the vampire, all the way back to Stoker's *Dracula*, is based on encounters with Strigoi. An expansion of the Shadower class, Strigoi become unimaginably stronger by night. In the daylight, however, they are the weakest Djinn. In order to maintain their Essence, Strigoi must drink human blood every so often. This can be done without killing the human, although Strigoi have a habit of sucking their victims dry.

## Overview

Role: DPS

Speed: 20 ft in sunlight, 40 ft in darkness. Passing into a patch of sunlight mid-run cuts your movement for the whole turn to 20 ft. Similarly, running into a patch of darkness increases your speed for the turn to 40 ft.

Ability Up: STR

Ability Down: CHA

EC:

## Health

Hit Dice: 1d6 per level

Total Health: Level + total STR + total MOX. Total health pool is halved in the sunlight and doubled in the darkness. For example, a base of 30 would be 15 in daylight and 60 in the dark.

At Higher Levels: +2d4 per level

## Magic

Magic Source: Hybrid

School of Magic: Vampirism

Mana: Level + total INT + total ESS. Mana pool is halved in the sunlight and doubled in the darkness. For example, a base of 30 would be 15 in daylight and 60 in the dark.

At Higher Levels: +1d10 per level

Spellcasting Ability: FIN

Spell Save DC: 5 + Level + ESS Modifier

## Aspects

Night Owl: Take advantage on all saving throws made in the dark and disadvantage on all saving throws made in the sunlight. Mana halves in sunlight and doubles in the darkness. When you step into the darkness, your current health/mana doubles. When stepping into light, your current health/mana halves.

There Will be Blood: Strigoi can regain health by drinking the blood of humans or animals, although it is not necessary for them to survive or function properly. Drinking blood can stave off the need to shift for another 12 hours. Draining a human adult of blood results in regaining 3d6 health, and adds 1 to all 6 ability scores for an hour.

Darkvision: Strigoi can see perfectly in the dark as if it were daytime.
Shaman

Masters of destruction magic, the Krel advances from the Deva base class. Closely resembling the classical interpretation of the devil, Krel normally manifest as tall, thin creatures with red leathery skin. They are known for their ability to inspire fear in those around them, and many magicians utilize them as guards.

## Overview

Role: DPS

Speed: 30 ft

Ability Up: ESS

Ability Down: STR

## Health

Hit Dice: 1d4 per level

Total Health: 12 + total STR + total MOX

At Higher Levels: + 2d4 per level

## Magic

Magic Source: Incidental

School of Magic: Destruction

Mana: 5 + total INT + total ESS

At Higher Levels: +1d8 per level

Spellcasting Ability: ESS

Spell Save DC: 5 + Level + ESS Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Fear: When making eye contact outside combat, you can choose to initiate a MOX battle. If you win, the target is left Afraid.
Terran

Masters of destruction magic, the Krel advances from the Deva base class. Closely resembling the classical interpretation of the devil, Krel normally manifest as tall, thin creatures with red leathery skin. They are known for their ability to inspire fear in those around them, and many magicians utilize them as guards.

## Overview

Role: DPS

Speed: 30 ft

Ability Up: ESS

Ability Down: STR

## Health

Hit Dice: 1d4 per level

Total Health: 12 + total STR + total MOX

At Higher Levels: + 2d4 per level

## Magic

Magic Source: Incidental

School of Magic: Destruction

Mana: 5 + total INT + total ESS

At Higher Levels: +1d8 per level

Spellcasting Ability: ESS

Spell Save DC: 5 + Level + ESS Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Fear: When making eye contact outside combat, you can choose to initiate a MOX battle. If you win, the target is left Afraid.
Combat

## Overview

Combat is similar but not identical to Dungeons and Dragons 5e. Each turn consists of an amount of movement equal to your speed (ex 30 ft), an action, and an after action.

## Initiative

At the beginning of combat, all parties roll for initiative to determine turn order, similar to 5e. Your initiative modifier is your speed/10. For instance, a speed of 40 gives a +4 on initiative.

## Actions

Not all demons will have an after action every turn, and some may never have one. Most spells will be considered an action, and it will be noted in the spell description if it is not. Some spells may be cast as an after action, which will also be noted in the description. Most after actions will come from Bonecharms or the Aspects of different classes. An action can be taken at any time during the turn in relation to movement, but after action must occur at the end of the turn.

## Mana

Each demon has a certain number of mana points. To cast a spell, the demon expends the number of MP equal to the spell level. To cast a level 3 spell, spend 3 MP, and etc. Mana points are fully refilled after a long rest. Shifting into a form other than your default form also costs mana points. See the shifting page for details. Mana points can also be regained by drinking mana potions.

## Movement

Movement is where things become considerably different than DnD. Speed indicates the number of feet you can move that turn, but there are no such things as opportunity attacks. You are encouraged to be constantly moving around the room and teaming up with different teammates for different combos. In larger battles you will mostly find yourselves in an arena of sorts, so movement will be essential to avoid getting cornered and isolated. Movement can be taken before or after the action, or split up around it, but before the after action.

## Attacking

Attacking is again similar to DnD 5e. Each character has an Essence Class, which is the number an attacker needs to beat to damage their essence (to hit). Roll 1d20 + your spell modifier for your to hit roll. If it connects, then roll the attack damage. If an attack does not hit, the caster can still use an after action and their movement.

## Fleeing

One of the most important parts of being a demon is recognizing when you're outgunned. Regardless of what their masters have instructed them to do, demons will generally find a way to run from a fight they clearly won't win. If you wish to run from a fight, do so, knowing what your master will do to you if you can't complete your objective. Additionally, if you surrender and lay down your arms, opposing demons may choose to spare you, but this is rare.
Katarazor cz.14

Oponeczek: To ty go znasz?

Sobek: Pewnie. 6 dni temu zostałem przez niego opętany. To właśnie Marika mnie próbowała uratować przed nim!

Oponeczek: A jak się pojawił?

Sobek: Musiałem robić kartkówkę (w sobotę) dla tej wiedźmy Madanny. Nagle przez kilka sekund wszystko się zmieniało i pojawił się Kracjusz.

Oponeczek zapisał wszystko w notatniku.

Oponeczek: Już. Możliwe że chociaż Koński Zabójca będzie coś wiedział.

## U Teo Vafidisa

Teo: Witam. Co chcecie?

Opona: Czy znasz może (pokazuje mu kartke z Kracjuszem)......Kracjusza Stonogiego?

Teo miał przerażoną twarz. Chochla spadła mu z ręki. W głowie miał słowa Opony.

Teo: Nie.........Nie mów więcej tego imienia..............

Teo podniósł chochle.

Opona: Teo, jestem pewien że coś wiesz...........

Teo: Em........

Opona: MÓW!

Teo: No dobra dobra! Ale to co usłyszycie jest prawdziwe......
Dawn and War to the Outline

***Dawn and War to the Outline*** is an upcoming American computer-animated feature film produced by 20th Century Fox, Chernin Entertainment and TSG Entertainment. In this film, directed by Peter Sohn "Dawn and War to the Outline previously directs for Extinct from the American film and Back to the Outback from the Australian animated film.

 Screenplay by
* Arthur Qwak
* Steve Martino
 Story by
* Klay Hall
* Steve Martino
 Produced by
 Starring
* Judy Greer
* Richard Overall
* Scott Caan
* Bill Bailey
* Sandra Dickinson
* Carlos Alazraqui
* Jimmi Simpson
* Tom Wilkinson
* Joe Murray
* Robert De Niro
 Edited by
 Music by
 Production
companies
* Chernin Entertainment
 Distributed by
 Release dates
 Running time
 Country
 Language
 Budget
 Box office

## Synopsis

[Will be worked on when the film is done]

## Voice Cast:

* Danny McBride as Mason, a courageous golden ant.
	+ McBride voices Shamus, a Magellanic penguin
		- Laraine Newman as young Mason
* Judy Greer as Lara, a curious spicy ant who is Mason's sister.
	+ Cheryl Chase as young Lara
* Richard Overall as Bill, an ocean green ant who is Mason's brother.
* Scott Caan as Nevada, a vivid orange ant who is Mason's secondary brother.
* Bill Bailey as Harold, a brown ant who is Mason's father.
* Sandra Dickinson as Lucy, a red ant who is Mason's mother.
* Carlos Alazraqui as Tuggle, a timid, irritable, self-obsessed male thorny devil.
	+ Alazraqui also voices the Narrator at the beginning of the film.
* Jimmi Simpson as Diego, a treasure-hoarding Rüppell's vulture.
* Tom Wilkinson as Dr. Grants, a 85-year-old old human and the CEO of Reapply Squats, a job passed down through his family for twenty-five generations.
	+ Wilkinson voices Wemple, a male American alligator; Razor, a male hyrax.
* Joe Murray as Julian, a frilled-neck lizard.
* Robert De Niro as Alfur, a frilled-neck lizard.
* Joe Pesci as Crater, a frilled-neck lizard.
* Temuera Morrison as Richard, a nefarious, deceptive, power-hungry great white shark.
* Rihanna as a female mallard duck.
* Rick Jones as a platypus
* Jason Segel and Jeffery Morgan Dean as the Ants
* ImDomYouFool as Kenny, a dung beetle.
* Alan Keane as Fresh 56, a dung beetle.
* Clancy Brown as a police officer

Other additional voices in the film include Scott Menville, Aaron Massey, Kari Walghren, Charlie Heaton, and Adam Long.
Augur

Description and new picture here.

## Overview

Speed: 20 ft

Ability Down: MOX

EC: 2 + total FIN + total CHA

## Health

Total Health: 12 + total STR + total MOX

On Level Up: +1d4 per level

## Magic

Magic Source: Hybrid

Total Mana: 3 + total INT + total ESS

On Level Up: +1d6 per level

Spellcasting Ability: INT

Spell Save DC: 5 + Level + INT Modifier

## Aspects

Darkvision: See perfectly at night as if it were daytime.

## Spells

The Augur practices Hybrid magic.

 2
 3

## Class Tree

At level 4, the Augur advances into one of its subclasses.

Shaman
Illusionist
Class System

At level 1, select one of the 6 base classes to begin your adventure. During levels 1-3 as that class, your spells will be selected from a spell pool which corresponds to the magic type of your selected base class. At level 4, you will select a school of magic to pursue and advance to the subclass of your choice.

### Classes

Succubus
Tracker
Templar
Aquamancer
Terran
Breezer
Ghoul
Nightstalker
Necromancer
Shaman
Illusionist
Spells

## Incidental

Incidental magic draws energy from the Other Place and uses this energy to affect the physical world. The Deva and Arcane clases utilize incidental spells.

## Elemental

Elemental magic draws energy from one's connection to the physical world and outputs the energy as natural manifestations. The Sprite class utilizes elemental spells.

## Hybrid

Hybrid magic draws energy from connections to both the Other Place and the material world. The Shadower and Augur classes utilize hybrid spells.

## Requip

Requip magic draws energy from one's connection to the physical world and outputs the energy as material manifestations. The Forger class utilizes reuqip spells.

## Rune

Rune magic draws energy from the consumption of magical runes. All classes can utilize rune spells.
Vampuppet

Vampuppets, more formally known as Vampire Servants, are half-vampires that are enslaved by a Strigoi.

## Creation

The process of Porphyriation can only be performed by a Strigoi outside of combat, as it is a lengthy process. The Strigoi must drink the blood of the human subject and then they must drink its blood in exchange. This can be done forcefully. A Vampuppet must take a long rest after the process is complete. This process can only be performed on humans, although they can be of any age.

## Abilities

Vampuppets always have 30 HP and 30 Mana total. They have access to any spells the Strigoi that created them knows, up to level 3. They take their own turn in battle. They can only be controlled in battle by the Strigoi as long as they retain concentration. If concentration is lost, the Vampuppet will merely act on its own in the way it determines would be of most help to its master. They are still partially human, and are essentially vessels that the Strigoi has injected its essence into. They have an aversion to sunlight but are not outright harmed by it. Vampuppets can continue to go about their daily lives when not needed, and be called from anywhere by their master.
Shifting

Each demon has a default form and a true form. A default form is seen on every plane and is the same across a whole subclass. A true form is unique to each demon and can only change from a major life event. Most demons have the same true form their entire lives. Demons are only able to recognize each other by seeing each other's true forms. It is immensely painful for demons to be trapped in a physical form of any kind, as the Other Place is not a material plane. Shifting grants a short release from the pain, but does consume mana. A shift consumes the number of mana points consistent with the level of the life form they have shifted to. Your form is an indicator of only what you look like, not what you can do. A demon in the form of a rat can still wield a longsword, etc.

### Rules

You do not need to roll anything to transform back to your default form.You do not need to roll for a shift to a form of your current level or lower. To roll for a shift above your current level, roll 1d6 for your base roll. The modifier is determined by subtracting the level of the desired form from your own level. Add these two together. For instance, you roll a 5. Your level 4 character attempts to take a human form (level 7). The 5 is added to the -3, resulting in a 2. This indicates that you appear as a human at only the 1st and 2nd plane. In order to do this, you must also expend that level's number of mana points - in this case, 7. Above that you appear in your true form, which would allow others to identify you.

 2
 3
 4
 5
 6
 7

Any form that doesn't seem to fit into a category is categorized by the GM's discretion.
Demonic Hierarchy

Demons are generally divided into 5 categories based on their power. Each of these categories can be further divided up to indicate their strengths and weaknesses. All PC's will play as Djinn in the interest of balance, as all Foliots are inherently weaker than Djinn in every way, and so on. There exist higher beings than Marids that cannot be classified, but again these are unlikely to ever be seen by the PC's.

 Foliot
 Djinn
 Afrit
 Marid
Breezer

Masters of destruction magic, the Krel advances from the Deva base class. Closely resembling the classical interpretation of the devil, Krel normally manifest as tall, thin creatures with red leathery skin. They are known for their ability to inspire fear in those around them, and many magicians utilize them as guards.

## Overview

Role: DPS

Speed: 30 ft

Ability Up: ESS

Ability Down: STR

## Health

Hit Dice: 1d4 per level

Total Health: 12 + total STR + total MOX

At Higher Levels: + 2d4 per level

## Magic

Magic Source: Incidental

School of Magic: Destruction

Mana: 5 + total INT + total ESS

At Higher Levels: +1d8 per level

Spellcasting Ability: ESS

Spell Save DC: 5 + Level + ESS Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Fear: When making eye contact outside combat, you can choose to initiate a MOX battle. If you win, the target is left Afraid.
Succubus

Succubi utilize creation magic, expanding on their foundations when they advance from the Deva base class. Succubi have been known through many cultures for their ability to seduce humans (and ocasionally other demons) but their charm extends beyond this. They are sometimes able to compel humans to perform tasks against their will while fully conscious, a trait extremely useful in infiltration. Succubi can take male or female forms with no problem; demons have no gender.

## Overview

Role: Support

Speed: 30 ft

Ability Up: CHA

Ability Down: STR

EC: 2 + total FIN + total CHA

## Health

Health On Class Advancement: +5

On Level Up: +1d6 per level

## Magic

School of Magic: Creation

Mana On Class Advancement: +4

On Level Up: +1d8 per level

Spellcasting Ability: CHA

Spell Save DC: 2 + Level + CHA Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Sweet Little Lies: When speaking to anyone, take advantage on all CHA rolls, including CHA-based skills.

Inception: Once per day, you may roll a CHA check. Upon rolling a 16 or higher, you may seduce a human into doing one thing. They will believe it was their own idea.

## Class Tree

The Succubus advances from the Deva at level 4.

**Succubus**
Tracker
Ghoul

Ghouls, the undead path of the Shadower base class, are infamous for their love of human flesh. Despite the unspoken rules against eating commoners, ghouls will devour any sleeping creature they encounter While other demons find the ghoulish craving for humans disgusting, no one complains when a magician is consumed. Ghouls rely on humans as a source of strength, but their appetite makes it much harder to gain the trust of strangers.

## Overview

Role: DPS/Tank/Support

Speed: 30 ft

Ability Up: ESS

Ability Down: CHA

EC:

## Health

Hit Dice: 1d4 per level

Total Health: 12 + total STR + total MOX

At Higher Levels: +1d4 per level

## Magic

Magic Source: Hybrid

School of Magic: Undead

Mana: 13 + total INT + total ESS

At Higher Levels: +1d6 per level

Spellcasting Ability: ESS

Spell Save DC: 6 + Level + ESS Modifier

## Aspects

Feast: Eating a human body gives you advantage on all saving throws for the next 6 hours. If any human sees you, however, you permanently gain disadvantage on all CHA checks against them. Furthermore, if the human consumed is a commoner, any demons who witness this act will distrust you.

Death is for the Dying: When you have lost all your hit points, do not make saving throws. You will remain alive but unconscious until healed or impaled through the head, upon which time you will die permanently. You can survive another demon eating up to 50% of your essence, at which point you will die permanently.
Prophet

Prophets are connected to the timeless nature of The Other Place and get glimpses of the future at random intervals. Advancing from an Augur, a Prophet sees many possible scenarios, which often does not actually help in selecting a course of action. Greedy Magicians often believe they can stay a step ahead of their enemies with a good Prophet in their garrison. Prophets are beefy but slow, and they tend to focus their energy absorbing blows for their allies.

## Overview

Role: Tank

Speed: 20 ft

Ability Up: INT

Ability Down: MOX

## Health

Hit Dice: 1d8 per level

Total Health: 16 + total STR + total MOX

At Higher Levels: +2d6 per level

## Magic

Magic Source: Hybrid

School of Magic: Psychic

Mana: Level + total INT + total ESS

At Higher Levels: +1d12 per level

Spellcasting Ability: INT

Spell Save DC: 5 + Level + INT Modifier

## Aspects

Visionary: Every time you take a long rest, you have a vision of a possible future of an upcoming event. What you see and how detailed it is will be to the GM's discretion.

Warden: You may expend 7 mana points once per long rest to shield an ally from any attack.
Krel

Masters of destruction magic, the Krel advance from the Deva base class. These normally manifest as tall, thin, red creatures resembling the devil. They are known for their ability to inspire fear in those around them and many magicians utilise them as guards.

## Overview

Role: DPS

Speed: 20 ft

Ability Up: ESS

Ability Down: STR

EC: 3 + total FIN + total CHA

## Health

Health On Class Advancement: +4

On Level Up: +1d6 per level

## Magic

School of Magic: Destruction

Mana On Class Advancement: +3

At Higher Levels: +2d8 per level

Spellcasting Ability: ESS

Spell Save DC: 3 + Level + ESS Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Fear: When making eye contact outside combat, you can choose to initiate a MOX battle. If you win, the target is left Afraid.

The Violence: Krel are by nature very violent. When falling below 1/3 health, make a DC 10 INT save. Upon failure, become enraged. Every turn from then on you must make an attack towards an enemy.

## Class Tree

The Krel advances from the Deva at level 4.

Succubus
Tracker
David Henrie

Nationality
 Gender
 Pronouns
 Occupation
 Years active
 Known for
 Children
 Relatives

**David Clayton Henrie** (born July 11, 1989) is American voice actor, writer and director. He is noted for playing Ted Mosby's future son Luke in *How I Met Your Mother*, Justin Russo in *Wizards of Waverly Place*, and Bradley Smith in *Katie and Penny*.

## Trivia

* His birthday is on July 11th is exactly the same birthday as Candace Flynn from Phineas and Ferb.
Templar

Masters of destruction magic, the Krel advances from the Deva base class. Closely resembling the classical interpretation of the devil, Krel normally manifest as tall, thin creatures with red leathery skin. They are known for their ability to inspire fear in those around them, and many magicians utilize them as guards.

## Overview

Role: DPS

Speed: 30 ft

Ability Up: ESS

Ability Down: STR

## Health

Hit Dice: 1d4 per level

Total Health: 12 + total STR + total MOX

At Higher Levels: + 2d4 per level

## Magic

Magic Source: Incidental

School of Magic: Destruction

Mana: 5 + total INT + total ESS

At Higher Levels: +1d8 per level

Spellcasting Ability: ESS

Spell Save DC: 5 + Level + ESS Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Fear: When making eye contact outside combat, you can choose to initiate a MOX battle. If you win, the target is left Afraid.
Forger

Description and new picture here.

## Overview

Speed: 30 ft

Ability Down: INT

EC: 5 + total FIN + total CHA

## Health

Total Health: 15 + total STR + total MOX

On Level Up: +1d6 per level

## Magic

Magic Source: Requip

Total Mana: 1 + total INT + total ESS

On Level Up: +1d4 per level

Spellcasting Ability: STR

Spell Save DC: 3 + Level + STR Modifier

## Aspects

Precious Forging: As your level increases, the quality of material forged increases as well.

 2
 3

## Spells

The Forger practices Requip magic.

 2
 3

## Class Tree

At level 4, the Forger advances into its subclass.
Rune Spells

Rune spells can only be used by consuming runes. Consume a level 1 rune to learn a level 1 rune spell of your choice. Consume a level 2 rune to learn a level 2 rune spell of your choice, and so on. Any rune spell can be learned by any class, allowing for a little more customization of your role in the group. Rune spells consume a number of mana points equal to the spell level.
Shadower

Description and new picture here.

## Overview

Speed: 30 ft

Ability Down: CHA

EC: 2 + total FIN + total CHA

## Health

Total Health: 12 + total STR + total MOX

On Level Up: +1d4 per level

## Magic

Magic Source: Hybrid

Total Mana: 2 + total INT + total ESS

On Level Up: +1d6 per level

Spellcasting Ability: FIN

Spell Save DC: 5 + Level + MOX Modifier

## Aspects

Darkvision: See perfectly at night as if it were daytime.

## Spells

The Shadower practices Hybrid magic.

 2
 3

## Class Tree

At level 4, the Shadower advances into one of its subclasses.

Ghoul
Nightstalker
Necromancer
Aquamancer

Masters of destruction magic, the Krel advances from the Deva base class. Closely resembling the classical interpretation of the devil, Krel normally manifest as tall, thin creatures with red leathery skin. They are known for their ability to inspire fear in those around them, and many magicians utilize them as guards.

## Overview

Role: DPS

Speed: 30 ft

Ability Up: ESS

Ability Down: STR

## Health

Hit Dice: 1d4 per level

Total Health: 12 + total STR + total MOX

At Higher Levels: + 2d4 per level

## Magic

Magic Source: Incidental

School of Magic: Destruction

Mana: 5 + total INT + total ESS

At Higher Levels: +1d8 per level

Spellcasting Ability: ESS

Spell Save DC: 5 + Level + ESS Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Fear: When making eye contact outside combat, you can choose to initiate a MOX battle. If you win, the target is left Afraid.
Bella theme song

Bella Bella Bella

You’re the only one

You’re ready for adventure

You’re ready for some fun

Here’s a girl named Bella

She’s ready for some fun

She’s ready for adventure

She knows how it is done

She has a lovely mother

She has her brother Bob

She has her cat Gatita

She’s ready for some fun

Bella Bella Bella

You’re the only one

You’re ready for adventure

You’re ready for some fun
Deva

Devas are a class of Djinn that utilize Incidental magic - that is, magic that depends on reaching into the ether and summoning power from The Other Place. There are three subclasses of Deva - the Krel, the Succubus, and the Tracker. They are so named because of their popularity with the Hindu magicians of Ancient India, and each trades in one of the three schools of Indian Magic: Destruction, Creation, and Preservation, respectively. The commonly used names for these classes are now what the British colloquially named them after their invasion of India, and their old names are mostly forgotten.

## Overview

Speed: 30 ft

Ability Down: STR

EC: 3 + total FIN + total CHA

## Health

Total Health: 12 + total STR + total MOX

On Level Up: +1d4 per level

## Magic

Magic Source: Incidental

Total Mana: 5 + total INT + total ESS

On Level Up: +2d4 per level

Spellcasting Ability: CHA

Spell Save DC: 4 + Level + CHA Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

## Spells

The Deva practices Incidental magic.

 2
 3

## Class Tree

At level 4, the Deva advances into one of its subclasses.

Succubus
Tracker
Nightstalker

Nightstalkers are invisible by nature and are deathly afraid of being seen. They advance from an Augur who has hidden themselves away from the world for so long that they dare not re-enter it. They are intelligent creatures, and while hidden, they will usually emit a dark smoke to let their allies know where they are.

## Overview

Role: DPS

Speed: 40 ft

Ability Up: FIN

Ability Down: CHA

EC:

## Health

Hit Dice: 1d6 per level

Total Health: 1 + total STR+ total MOX

At Higher Levels: +2d4 per level

## Magic

Magic Source: Hybrid

School of Magic: Shadow

Mana: Level + total INT + total ESS

At Higher Levels: +1d8 per level

Spellcasting Ability: FIN

Spell Save DC: 6 + Level + ESS Modifier

## Aspects

Silent Steps: Nightstalkers cannot be detected against their will by any means other than a spell.

See No Evil: Nighstalkers do not require mana points to become invisible or become visible again.

Form Over Function: If a Nightstalker makes eye contact with another individual, it must make a MOX saving throw of DC 10. Upon failure, the Nightstalker must revert to its default form and become invisible.

Darkvision: Nightstalkers can see perfectly in the dark as if it were daytime.
Tracker

Masters of preservation magic, the Tracker advances from the Deva base class. A Tracker is a rather weak type of Djinn for battle, but very useful as a scout. They prefer to take the form of dogs or wolves and can smell better than the most well-trained K9 units. Their sense of smell is so heightened that they can smell odors on other planes, something that beings who see on the higher planes cannot always do. They are quick and nimble but will go down in direct combat after just a few hits.

## Overview

Role: Support

Speed: 40 ft

Ability Up: FIN

Ability Down: STR

EC: 2 + total FIN + total CHA

## Health

Health On Class Advancement: +4

On Level Up: +1d6 per level

## Magic

School of Magic: Preservation

Mana On Class Advancement: +5

On Level Up: +2d6 per level

Spellcasting Ability: FIN

Spell Save DC: 3 + Level + FIN Modifier

## Aspects

Karma: Whenever you perform a selfless act, you gain karma. A selfish act loses karma. The more Karma you have, the higher modifier you get for luck rolls, and vice versa. Other classes cannot have modifiers for luck rolls. Karma gain/loss is left to the GM's discretion.

Twinkle Toes: Stay light on your feet. When an enemy makes a melee attack that hits, make a DC 12 FIN check to dodge it and move 5 ft in any direction.

Nosy: Trackers can smell odors emitted from higher planes than they can see. Your passive perception when smelling is Sight +2. Take advantage on all checks related to smells.

## Class Tree

The Tracker advances from the Deva at level 4.

Succubus
**Tracker**
Illusionist

## Overview

Invisibility, perfect illusions, and perfect mimicry are just the tip of the iceberg for a powerful Illusionist. They are typically pranksters and enjoy watching their teammates squirm, even when in a pinch. They are usually avoided by most Magicians due to their tendency to goof off during missions, but an Illusionist is a necessity to any group of Djinn attempting a heist, kidnapping, or covert infiltration.

Ability Up: CHA

Ability Down: MOX

## Health

Hit Dice: 1d6 x level

Total Health: 12 + total STR + total MOX

At Higher Levels: + 2d6 per level

## Magic

Magic Source: Hybrid Energy

School of Magic: Illusion

Mana: total INT + total ESS + additional per level

At Higher Levels: +1d12 per level

Spellcasting Ability: FIN

Spell Save DC: 5 + Level + FIN Mod

## Aspects

True Sight: The nature of performing illusion magic has taught you to see beyond what your eyes tell you. Take +2 on Sight. This also allows you to completely see through minor illusions.

Mimic: An illusionist can turn itself into a perfect mimic of any human, including voice, feeling, mannerisms, and even odor. This transformation is still susceptible to the rules of Planes and Sight, but it will be able to fool any human who is not accompanied by a demon. You must have seen whoever you are transforming into in person, and you do not gain their memories, just behavioral habits.

## Spells

Role: Support

For the first 3 levels, a Djinn is classified into a Base Class, in this case simply as an Augur. The Djinn will pick spells from the pool of Hybrid spells until level 4, when it will learn a specific spell at each level once it solidifies its subclass.

### Level 1

Pick 2 spells from the following:

Shade

Rot

Confusion

Will-o-wisp

### Level 2

Pick 1 spell from the following, and an additional level 1 spell.

Psycho Knife

Daybreak

Detect Magic

Familiar

### Level 3

Pick 1 spell from the following, and an additional level 2 spell.

Craft Bonecharm

Fear

Telepathy

Darkness
Planes

There are seven planes of existence. Each being can see up through different planes depending on their level. All commoners should be assumed to see only the first plane while magicians can be assumed to see the first 3. Sight is an indicator of the highest plane that a being can see.

A being will only be identified by another as itself if the other being can see at a higher plane than it has tranformed to. If a demon is disguised on the 5th plane and your PC can only see to the 5th plane, they will not notice anything out of the ordinary. Sight is determined by your current level +ESS modifier. Because of the Visionary Aspect, Illusionists are exempt from this rule, and their sight is determined by current level +ESS modifier +2.
Arcane

Description and picture here.

## Overview

Speed: 40 ft

Ability Down: FIN

EC: 2 + total FIN + total CHA

## Health

Total Health: 15 + total STR + total MOX

On Level Up: +1d8 per level

## Magic

Magic Source: Incidental

Total Mana: 3 + total INT + total ESS

On Level Up: +1d6 per level

Spellcasting Ability: ESS

Spell Save DC: 3 + Level + ESS Modifier

## Aspects

Repair: While resting undisturbed, recover 15 hit points per hour.

## Spells

The Arcane practices Incidental magic.

 2
 3

## Class Tree

At level 4, the Arcane advances into one of its subclasses.

Templar
Soldier

**Soldier** is one of the playable classes featured in the alpha and beta in Zenith: Across Worlds. The class includes military style archetypes that include police and futuristic space fighters.

## Features

Players who choose Soldier for their class often dress in clothes that are styled after modern, semi-modern and futuristic military uniforms and use attack tactics generally found in the military. Additionally, each player is offered a set of dog tags and a corresponding adjustable chain.

## Class Item

### Item Requirement

The Soldier's class item requirement for the class bonus is wearing a tactical vest naturally around one's torso.

### Class Bonus

The class bonus of a player correctly wearing the item requirement is increased equipment efficiency. This boost mostly works to decrease a Soldier's equipment weight and speed, allowing them to reload faster and overheat less. Therefore, players of the Soldier class are encouraged to use more mechanical, modern forms of attack (i.e., firearms).

## Notable Players

* Shadow
* Lane
Robbers

## The Robbers

### Dislike(s)

The Sherriff's soldiers, farm work (Pelje excluded), washing day, Mattis/Lovis (when they're angry), Borka's Robber (formerly)

## Physical description

### Age

20-50 (excluding Noddle Pete & possibly Pelje)

### Hair

Black, brown, red, blonde.

**The Robbers** are nine characters (10, counting Noddle-Pete) in the show *Ronja the Robber's Daughter.* They rob wealthy merchants passing through the forest.

## Biography

The Robbers' first appearance was in Born in The Storm. They are shown riding through the forest on horses, chasing a carriage. When they rob, they go on horseback and wear monster masks as they chase after or ambush carriages holding wealthy merchants and people.

They include (from left to right):

* Fjosok - dark hair, red bandanna
* Tjorm - big nose & teddy bear (hair seen behind Joen)
* Joen - horned helmet, blue tunic
* Knotas - blue tattoos, 'glasses', overweight
* Jutis - helmet covering eyes
* Labbas - lutist with 'glasses' (not seen robbing)
* Sturkis - red tunic
* Tjegge - striped pants
* Lill Klippen - green tunic
* Noddle-Pete - old man (not seen in image)
* Pelje - 'gardener' with leather cap (not seen in image)
* Turre - red haired shawmist (not seen in image) (not seen robbing)
ForTemplateCreating

*The MMO*
*Her Conflict*
*New Player*
*Convergence of the Halves*
Template:Cafe pour les Courageux
*Add Them to the List*
Template:Together, They Fight
Template:Deprivation
Template:The Reason in Silence
Template:Arcane Linker

Template:Clash of the ShopsCHAP
Template:The Gun Fires
Template:Enemy
Template:To Choose Your Fall
Template:Blind
Template:Flower
Template:We, the Deceivers
Template:Cursed Hope
Template:Fragment of Light
Template:No Name
Template:A Memory Ago
Template:Graying Atmosphere
Template:Zenith's Guardians
Template:Willow and Water
Template:Figuring it Out
Knight

**Knight** is one of the playable classes featured in the alpha and beta of the game Zenith: Across Worlds. Including the typical fantasy MMO archetype of a medieval European knight, the class is moderately populated.

## Features

Players who choose Knight for their class during basic character customization don their avatars in suits of armor with inspiration from those often seen during the European medieval or dark ages. In casual occasions, they may be seen in either light armor sets or traditional leather clothes styled by those also worn by the knights. As a result of this preference, although they are not limited to, most players like to make use of fantasy-styled weapons, such as swords, spears, or bows.

## Class Item

### Item Requirement

The Knight class's item is a medieval breastplate, which must be worn in the way it is meant to be worn, on the torso, in order for players of the class to receive the class bonus. Because of this and because of how much a breastplate influences their look and equipment, players of the Knight class are one of the most likely to follow their class archetype.

### Class Bonus

Wearing a medieval breastplate the correct way, players of the Knight class receive two significant bonuses: increased strength and increased stamina. These two physical boosts may grant Knights an advantage in battle, but what they also do is encourage Knights to carry more weight and do so for longer. In effect, they often wear heavier or more pieces of armor than most players.

## Notable Players

* Rayde
* Momo (alpha)
* Gia
* Rhihorn
* Kaleb
* Leonidas
Outlaw

**Outlaw** is one of the playable classes featured in the alpha and beta of the game Zenith: Across Worlds. The class promotes the crime/illegal lifestyle, including the classic archetypes of a cowboy, a bandit and a buccaneer.

## Features

Players who choose Outlaw for their class during basic character customization often wear light equipment that are inspired by old world pirates or western bandits. Because they spend time breaking the laws of Zenith, a considerable amount of them wear agile clothing that generates little to no sound and some cover their faces with masks. However, the other half of Outlaw players wear extravagant clothing, both to show off their stolen wealth and to take pride in romantic seafaring/western archetype.

## Class Item

### Item Requirement

The Outlaw class's item requirement is a large bandanna/decorated cloth that must be worn on either the player's head, or neck. What often happens is that outlaws either wear it around their neck if they adhere to the western bandit archetype, or around their head/under their hat if they adhere to the seafaring pirate archetype. Because they can easily wear a jacket or a hat, Outlaw players can mostly hide their class item under their clothing. Because of this, they can more easily deviate from their archetype and wear clothes that do not match their class.

### Class Bonus

If players of the Outlaw class do wear their bandanna correctly, then they gain two bonuses: slightly increased loot drops and increased stolen loot. Because the latter bonus is said to be much more significant than the the former, this encourages Outlaw players to steal from players and NPCs. If the item the Outlaw steals is a weapon or another piece of equipment rather than loot, then the equipment's stats are slightly raised to compensate.
Terminology

A list of terms and definitions that are spoken by the characters, common gamer vocabulary mostly seen in role-playing massively-multiplayer video games.

## Terms

* VR: virtual reality

* IRL: in real life/reality

* HUD: heads-up display

* AI/COM/NPC(s): computer controlled/non-player character

* AVATAR/CHAR: player character

* REGEN: regeneration

* HP: health (points)

* XP: experience (points)

* RPG: role-playing game

* MMO: massively multiplayer online

* PvP: player versus player

* PvE: player versus environment

* GM: game maker

* OP: over-powered

* AoE: area of effect

* DPS: damage per second

* CO-OP: (team) cooperation

* Alpha (Test/Run): An early version of a software product that may or may not contain all of the features that are planned for the final version. Typically, the playing through of the alpha is the first stage of software testing, often performed only by users within the organization developing the software.

* Beta (Test/Run): A version of a software product that may or may not contain all of the features that are planned for the final version. Typically, the playing through of the beta is the last stage of software testing before release to the public, often performed by a limited number of external users.
Disney's The Holiday Movie of the Frosty the Snowman (2003 Film)

## Transcript

* Disney's The Holiday Movie of the Frosty the Snowman (2003 Film)/Transcript

## Cast

* Larry Groce as the Narrator, the main narrator of the film
* Wayne Allwine as Frosty
* Tom Kenny as Timothy Charlie "Timmy" Millerson, an 10-year-old boy who is Pepe and Miriam's younger son.
* Daran Norris as Pepe Millerson, who is Timmy and Dave's father, Miriam's husband and the Mayor of Dimmville.
* Susanne Blakeslee as Miriam Millerson, who is Timmy and Dave's mother and Pepe's wife.
* Diedrich Bader as Dave Millerson, an 17-year-old teenager who is Timmy's older brother and Pepe and Miriam's eldest son.
* Tara Strong as Katie Hitman, a 10-year-old girl who is Danny's younger sister, Timmy's girlfriend, and Mr. and Mrs. Hitman's daughter.
* Candi Milo as Evelyn Hitman, an 16-year-old teenage girl who is Katie's older sister.
* Kath Soucie as Mrs. Hitman, who is Evelyn and Katie's mother and Timmy's mother-in-law.
* Maurice LaMarche as Mr. Hitman, who is Evelyn and Katie's father, Timmy's father-in-law and Pepe's best friend.
Demon's Gate Wiki

## Welcome to the Demon's Gate Wiki

This is the info for an original Tabletop RPG created by Nirav Gandhi and Nikhil Gandhi, based mostly on The Bartimaeus Trilogy by Johnathan Stroud with heavy influence from the Dishonored game franchise. Elements of many other franchises make appearances, including Harry Potter, Overwatch, The Legend of Zelda, the Witcher, Fallout, and The Elder Scrolls. This game is currently still in production and I'll be running my first test with a group of friends in the coming months. Everything in this wiki is subject to heavy change - consider this game to be in early access.
Logistica Inteligente 4 Wiki

## Actividad reciente

Tabla comparativa donde se documenten en general los distintos softwares estadísticos: CRM, ERP, MRP, EDI, B2B, B2C, WMS, TMS. Y su aplicación práctica dentro del sistema de gestión logística (¿en qué áreas se aplican? Pueden ser almacén, producción, contabilidad etc).

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. Encuentra videos sobre tu tema en la videoteca de Fandom.

Archivo:Placeholder
CRM

# Qué es Customer Relationship Management. CRM Definicion.

Customer Relationship Management o CRM es un término que se usa en el ámbito del marketing. Este término traducido al castellano significa Gestión de Relaciones con Clientes, pero así explicado tampoco nos aclara las dudas sobre su significado, por lo que en este artículo tratamos de definir CRM y ver sus funciones y características.

## ¿Qué significa CRM?

En el ámbito del marketing, CRM se define como una estrategia orientada a la satisfacción y fidelización del cliente, por lo que a veces también es denominado Customer Service Management (Gestión de Servicio al Cliente). Esta tendencia se incluye dentro del Marketing relacional, el cual se centra en las relaciones con el cliente para conocer sus necesidades con el objetivo final de fidelizarlo.

El concepto CRM también se aplica a aquellos software que les sirven a las empresas para administrar sus relaciones con los clientes.

En este vídeo se puede conocer más en detalle qué es Customer Relationship Management y cómo funciona un software CRM.

## ¿Qué es un software CRM?

Es una herramienta informática interna de la empresa, la cual sirve para administrar una base de datos con la información de la gestión de ventas, clientes...

Un sistema CRM sirve para que todas las conversaciones de los clientes estén en una zona común, ya sean e-mails, reuniones o llamadas y así tener la información organizada.

## Los Características de un Sistema CRM

Es imprescindible que un sistema CRM cuente con las siguientes características:

* Que sea personalizado, es decir, que la empresa lo adapte a sus necesidades para que su manejo sea más fácil y sencillo.
* Que sea adaptable. De esta manera podremos acceder a nuestro sistema de información más rapidamente y en cualquier lugar.
* Que sea rápido e intuitivo. Es importante que la interfaz sea intuitiva para trabajar con mayor fluidez.
* Que facilite la comunicación interna de la empresa. Todos los datos, movimientos y actividades quedarán registrados puediendo acceder a ellos los empleados que tengan acceso.

Existen también sistemas ERP que se centran más en el ambito de las finanzas y análisis de ingresos. Algunos ERP integran un CRM, pasando a denominarse sistemas ERP-CRM.

## Ventajas y Beneficios de un CRM

El mayor beneficio de un CRM es que proporciona una atención personalizada con el cliente, de esta manera ayuda a la fidelización de clientes y las empresas pueden conocer mejor sus necesidades y expectativas.

Un CRM ayuda a segmentar el mercado, por ello hace más fácil poder realizar estrategias de marketing con mayor eficacia y aumentar sus ingresos.

La herramienta CRM ayuda a que toda la información este integrada y organizada para que no se pierda información.
Katarazor cz.13

Kracjusz przejął władze nad światem.

Oponeczek się obudził........

Oponeczek: Co?! Co to było?!

## U Francisa

Francis: Te zniszczone dzbany wynieście do potoku Rzepeckiego!

Oponeczek: Panie! mam ważną sprawę Znasz może niebieskiego trójkąta?

Francis się wkurzył.

Francis: Nie zawracaj mi głowy!

## U Sobka

Sobek: Madannę przynajmniej zwolniono......

Opona wszedł do wymiaru.

Sobek: O! Opona! Ty tutaj? xD

Opona: Musisz mi pomóc.

Opona wyjął kartkę i narysował niebieski trójkąt.

Opona: Znasz go?

Sobek: ................Kracjusz