recursal/Fanatic-Fandom huggingface dataset:
Sugihara

**Sugihara** is a character in Mineko's Night Market. Initially found at The Caves, she can be persuaded to move into one of the Village's empty lots.

## The Caves

Sugihara requests you to find 5 Machine Parts for her Degarbagifier before she will move into the Village. The parts are found in these locations:

* The Caves
* The Gardens
* The Dock
* The Dark Forest
* The Birch Forest

After you retrieve the parts, she will fix the Degarbagifier and move to the Village.

## The Village

Sugihara asks for materials to help build a house. She needs:

* 25 Wood
* 25 Paper

## Night Market

Sugihara runs the Degarbagifier Booth at the Night Market. It allows Mineko to recycle failed Crafted Items into Resources. Resources received from the machine are not necessarily the same as the ones used to craft the item.
Bleach Wiki:Character Template (Fourth Division)

## Syntax

```
{{Bleach Wiki:Character Template (Fourth Division)

}}
```

All fields other than "name" aren't required for intended performance. Areas left blank are coded to not appear. This way, this template can be used for both characters AND userpages. Also, please do not attempt to add more information then necessary. Do not add nonsense like "thirsty" to the status even if the character constantly complains that he is thirsty. Leave it blank so it does not appear.
Gray Hairball

the Gray Hairball

The **Gray Hairball** is a craftable resource in Mineko's Night Market game. It can be bought at the Night Market on Saturday or sold. It is used to make various craftable items in Mineko's room.

## Description

*"A Gray Hairball. Nothing rhymes with orange hairballs."*

## Craftable Items

* Yokai Face Zipper (5 Gray Hairball)
* Hank the Hunk Tote (7 Gray Hairball)
* Family Windsock (5 Gray Hairball)
* Tent (8 Gray Hairball)
* Raccoon Bedroll (8 Gray Hairball)

## See Also

* Black Hairball
* Gold Hairball
* Orange Hairball
* White Hairball
Emerald

the Emerald

The **Emerald** is a resource in Mineko's Night Market game. It can be obtained with the Pick Axe at the Mines location. It can be used as a craftable in Mineko's Room to craft various objects. It can also be sold at Bobo's Mom's store or at the Night Market on Saturday.

## Description

*"An Emerald. So shiny and green, like a really expensive frog."*
Wood

Wood

**Wood** is a resource in Mineko's Night Market. It can be obtained with the Wood Axe at the Dark Forest. It can be used as a craftable in Mineko's Room to craft various objects. It can also be sold at Bobo's Mom's store or at the Night Market on Saturday.

## Description

*"Wood. Used for building and crafting."*

## Crafting

Wood is used in 30 crafting recipes. The total number of Wood needed to craft all items is 233.

### Flower Craftbench

* Box Flowers (5 Wood)
* Little Zen Garden (4 Wood)
* Garden Fountain (5 Wood)
* The Nikko Temple Flowers (5 Wood)
* Small Fishing Pond (8 Wood)
* Frog Bog (6 Wood)

### Paper Craftbench

* Lantern (4 Wood)
* Sakura Fan (6 Wood)
* Paper Plane Talisman (2 Wood)
* Bug Diorama (8 Wood)

### Wood Craftbench

* Window (6 Wood)
* Mailbox (6 Wood)
* Planter Box (14 Wood)
* Baseball Bat (10 Wood)
* Recycling Box (14 Wood)
* Ant Farm (6 Wood)
* Shop Sign (12 Wood)
* Work Desk (18 Wood)
* Tree House (20 Wood)
* Yokai Hunter Sign (10 Wood)
* Mori Necklace (8 Wood)
* Concert Stage (14 Wood)

### Art Craftbench

* Sumi-e Flower Painting (4 Wood)
* Upcycled Art (4 Wood)
* Pop Art Bottle Painting (4 Wood)
* Cubism Cat Painting (4 Wood)
* Scroll Sky Painting (6 Wood)
* Yokai Painting (6 Wood)
* Band Sign (10 Wood)
* Family Portrait (4 Wood)

## Quests

* 50 Woods are requested by Dad to help open his Ramen Shop
TV Brasília

**TV Brasília**, afiliada à Rede TV e pertencente ao grupo Diários dos Associados, controlador do Correio Braziliense, no ar Desde de 21 de abril de 1960.

## História

A TV Brasília, é a mais tradicional emissora da capital da República. Foi inaugurada no mesmo dia em que o país passou a conviver, oficialmente, com sua nova capital: 21 de abril de 1960. Seus repórteres testemunharam todas as crises ocorridas na cidade, as de caráter local e aquelas que afetaram profundamente a vida do brasileiro. É, portanto, uma televisão que, tem história e fez história. Por trás, a TV Brasília tem um grande segredo: pertence aos Diários Associados, que tem investimentos em vários estados e é um dos maiores grupos de comunicação do Brasil. No Distrito Federal, além de TV e a Rádio, tem o conceituado Correio Braziliense. Filiada à Rede TV!, a primeira emissora HD digital do Brasil, a TV Brasília oferece programação que mescla produções locais com entretenimento, esporte, noticiário e séries nacionais.
Food Museum

The **Night Market Food Museum** is a location in Mineko's Night Market. It is one of four museums in the Village. It is located on the northeast side of the village, alongside the other museums. It is run by Tamura.

## Unlocking

The Food Museum is unlocked automatically early in the game. The player will receive mail on the day of the first Night Market announcing that the museum is open.

## Donations

The museum requires 20 donations to open. 39 items in total can be donated. Note that only food from the Night Market can be donated to the Food Museum; for example, you cannot donate food items bought from the General Store.

Progress on a museum's collection can be checked on the Collections tab of the Journal.

* Black Sesame Creepy Crepe
* Catcakes
* Catfish Taiyaki
* Chocolate Box
* Cucumber Shaved Ice
* Fried Crab Legs
* Karate Candy
* Kitton Candy
* Ladybug Dango
* Mt Fugu Special Ramen
* Natto-on-a-stick
* Nikko Custard
* Octo Candy
* Plane Taiyaki
* Raccoon Doughnut
* Riceball-on-a-stick
* Ring Candy
* Rockin' Rolls
* Saffron Fried Rice Balls
* Sakura Gelatin
* Seafood Ramen
* Space Rocks Candy
* Speedo Ageru Gum
* Spicy Catfish Ramen
* Steamed Bowlcut Bun
* Sumo-man Gummies
* Ultra Sour Persimmon Candy
* Wagyu Beef Ramen
* Wasabi Choco Sticks
* Wasabi Potato Whirl
* Yakisoba Dog

## Achievements

Donating all food items to the museum unlocks the Food Museum: Complete! achievement.

## See Also

* Fishing Museum
* Flower Museum
* Gem Museum
Anti Mils Wiki

**Welcome to the Anti Mils Wiki!**
personal lore characters/worldbuilding

We're a collaborative community website about Anti Mils that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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

*Need help building out this community?*

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

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

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

Blue Dye

**Blue Dye** is a craftable resource in Mineko's Night Market. It can be made by squeezing a Blue Fin Tuna obtained from the Dock. It can be used to craft at the crafting table in Mineko's room.

## Crafting

Blue Dye is used in 8 crafting recipes. The total number of Blue Dye needed to craft all items is 20.

### Paper Craftbench

* Paper Plane Talisman (1 Blue Dye)
* Bug Diorama (5 Blue Dye)

### Art Craftbench

* Pop Art Bottle Painting (3 Blue Dye)
* Scroll Sky Painting (2 Blue Dye)
* Band Sign (3 Blue Dye)

### Pottery Craftbench

* Dutch Oven (3 Blue Dye)
* Ceramic Bowls (2 Blue Dye)

## See Also

* Brown Dye
* Black Dye
* Pink Dye
* Rainbow Dye
* Red Dye
Mikira

Template:Quotes

* 1600
* 1450

## History

Mikira’s story so far is unknown to others, including her own crew. She was born and raised in the inner-city slums of a wealthy and once known coastal city. Growing up with six siblings and two unloving parents, it was an unhealthy environment. Mikira’s family barely had any history, only moving from slum to slum whenever they smelled trouble or responsibility nearby, practically being ghosts of society. A group of people that were completely unknown from others. Mikira doesn’t even know her surname or the history of her family.

With an unhealthy environment, the family was also dysfunctional. Her parents were rather abusive and didn’t tolerate their children having to gain passion for anything. The parents raised their children as cold-hearted criminals at an early age, and would often use them to scavenge up any leftover coins in the city, or even pickpocket people for money in order for food. Already at an early age, Mikira was taught to deceive people for money or steal from the common people and that money was their only priority.

Mikira wasn’t raised as a traditional summer elf, so having to watch others indulge the beauty of the sea was something she was left out on. She grew so attached to the sea, and having been told not to grow attached to things made her rebel more. It ultimately led up to her parents ultimately abandoning her alone once they caught word of her interests, which was the last time she ever saw her family. Having to live on her own at the age of twelve, she’s adapted her parent’s lifestyle of stealing and deceiving, the money she stole and from what others earned was only used for food and materials, materials to build her first ever ship. Mikira finally felt free and wanted to experience the beautiful sea as she always wanted.

She eventually jumped job to job, working hours to days for money before ending up as a well-known young ship carpenter, just at the age of nineteen. A year later, she was able to use all her stolen money, plus earned money to build her first ever ship, The Blackpowder. Ever since that day, she was eager to set off to venture and sail away from her hometown, wanting to restart her life finally free, away from the responsibilities and away from the government. All of her money, and the years of blood, sweat, and tears went into building The Blackpowder, and now it was finally up to her to make the decisions for her future. The ship carpenter that the city once knew had mysteriously disappeared overnight.
Brute

In the Nexus there exists a formidable group known as the Brutes. These mighty beings are deeply connected to nature in ways that go beyond the ordinary, drawing upon the raw power of the Nexus itself to become champions of balance and guardians of the wild.

You must have a Vigor of at least 14 to make it your secondary class.

# Advancement Level 1

### Naturally Resilient

While unarmed you gain a natural armor from your connection to nature. This could be a covering of twigs, bark, etcetera. Your AC is 10 + Vigor as long as you don't don armor. While unarmored, whenever you are under half health you regain 1 hp per round.

### Bark Bulwark

You fashion your special brute weapons out of bark and twine. This is usually the classic sword and board but there are brutes who have used 2 shields as their weapons of choice. The shield you make for yourself gives you +3 to AC instead of +2.  You also gain the ability to slam an enemy with your shield. When doing so the enemy must make a vigor saving throw equal to 8 + your strength modifier causing them to have disadvantage on their next attack.

Additionally, if you instead use two shields you can attempt to stun the enemy instead.
Mage

## Mages

Mages of the Nexus are studied practitioners of magic who's knowledge of the arcane spans much further than its counterparts in the arcane sphere. Mages manifest their magics from many different places. Whether it be blood magic, arcane, slag magic or even some lower tiered holy magics. Mages are the most flexible casters and thus have found a comfortable position in the land of Nexus.

You must have a mind of at least 12 to make it your secondary class.

## Advancement Level 1

### Spellcasting

 As a student of arcane magic, you have a tome containing sorceries that show the first studies of your true power. This tome contains all the spells you know and once scribed within the book they become fixed within your mind. The magical properties of the book and ink bind it to yourself. If the book were to be destroyed you may still cast spells but over time you begin to forget the information bound to you. Roll 1d4 at the start of every day until you have re-scribed your spells and lose an amount of spells based on the roll. A backup tome may be made to prevent this from happening.

You gain knowledge of 4 sorceries in the first circle and 6 sorceries in the second circle.

### Learning New Sorceries

  Learning a new sorcery is as simple as scribing it within your book. A spell requires 2 ounces of scribing ink and at least one sheet of paper. Some more complex spells may require more resources.

  Different professions closely guard the secrets of their magics unlike the arcane. If you find a spell of a type other than arcane it cost double the resources to scribe as you decipher the interworking of a spell.

You have a certain amount of attunement slots determined by your level and mind. For every level you take in this profession, you gain 1 attunement slot. Starting at 16 mind, you gain one additional attunement slot per level. Whenever your mind score increases by 2, the number of attunement slots you gain per level goes up by an additional 1 (18 = 3/level, 20 = 4/level, etc).

You may also cast a sorcery that you do not have attuned for double the normal mana cost.

### Mana Sense

You gain an intuitive sense of the ambient magical mana in your surroundings within 15ft. This ability allows you to discern the presence of magical anomalies or fluctuations, potentially alerting you to hidden traps, magical wards, or the lingering effects of recent spellcasting.

Some spells require a Save to mitigate some or all of the effects of a spell. To determine the Save required it is:

10 + mind level

Some spells require you to surpass an AC. To determine your to hit:

roll a d20 + mind level

### Focus

As a practitioner of the arcane you also gain access to focus. Focus is gained from casting spells. At advancement level 1 you are still figuring out ways to harness your focus. For every 10 mana you spend you gain 1 level in focus to a max of 10. Focus resets on a long rest.

2 focus = +1 to dc and to hit

4 focus = +2 to dc and to hit

6 focus = +3 to dc and to hit

8 focus = +4 to dc and to hit

10 focus = +5 to dc and to hit
Shaman

You must have a Wisdom of at least 16 to make it your secondary class.

# Advancement Level 1

### Totemic Warrior

As an action you may summon a totem within 30 ft of you. Each totem has its own unique effects but it can be combined with another totem to gain additional effects, possibly changing the initial effects.

1. \*\*Stone Totem (Defender):\*\*

    - \_Base Effect:\_ Summons a sturdy stone totem that provides a defensive aura. As a bonus action you may grant an ally resistance on the next attack the suffer before the start of your next turn.

1. \*\*Fire Totem (DPS - Damage Per Second):\*\*

    - \_Base Effect:\_ Conjures a flame-infused totem that deals continuous fire damage to enemies within its area of effect. As a bonus action you may deal 1d6 damage to every creature of your choice within 10 ft of the totem

3. \*\*Wind Totem (Support):\*\*

    - \_Base Effect:\_ The totem makes you feel lighter on your feet. Grant allies within 30 ft of the totem an additional 15 ft of movement

\*\*Combos:\*\*

1. \*\*Stone + Fire Combo (Magma Totem):\*\*

    - The Stone Totem's stability enhances the Fire Totem's flames, turning it into a Magma Totem. This totem spews molten lava, dealing area-of-effect damage over time while providing a defensive aura that reduces incoming damage. As an action you may use this combo to do 2d6 damage to every creature of your choice within 15 ft of the totem. After the attack you may use a bonus action you may grant an ally within range of the totem to manifest the rocks onto their armor granting +2 to their AC until the start of your next turn.

2. \*\*Fire + Wind Combo (Inferno Totem):\*\*

    - The Wind Totem fans the flames of the Fire Totem, transforming it into an Inferno Totem. This totem creates a blazing whirlwind that damages enemies over time and bolsters your allies combat capabilities. At the start of your turn any creature of your choice within 30 ft catches flame. On their next turn if they don't put out the fire (requiring an action) they take 1d4 damage. Additionally, you can target 1 ally within range of the totem as a bonus action and grant them an extra attack.

3. \*\*Wind + Stone Combo (Gale Totem):\*\*

    - The Wind Totem's agility combines with the Stone Totem's stability, creating a Gale Totem. This totem generates a protective barrier of swirling wind that not only reduces damage but also deflects incoming projectiles and boosts the movement speed of allies. You create a 30 ft diameter dome. Any ranged attacks that are made against a creature within the dome is at disadvantage. Additionally, if an ally starts their turn in the dome their movement speed is doubled.
Rogue

Rogues place in The Nexus is far more secretive and secluded than a lot of the other professions. They've always had a place behind the scenes and between the shadows. Rogues prefer to use smaller quicker weapons in favor of agility and finesse. While most attribute them to thieves, that couldn't be further from the bigger picture. Spies and even secret operatives during the first war became crucial to winning. Their skillset is one of demand rising in roles others could not fulfil.

Must have a Dexterity of at least 14 to make it your secondary class

# Advancement Level 1

### Nonverbal Communication

Whether it be an artifact of the war or pure necessity every rogue has been taught how to use hand signs and signals to convey information or have silent conversations. It can even help their allies plan what to do in a quiet environment without being caught. It can also be used with other rogues to get into places or information a normal person could not have.

### Dead Silent

When moving during stealth your movement speed is unrestricted. However if you move half of your movement instead you gain advantage on stealth checks. While not moving and stealthing gain advantage on listening perception checks.

### Adrenaline

As a rogue you gain the use of adrenaline. You gain adrenaline in 2 ways. While remaining covert during combat you gain 2 adrenaline per turn as you wait for the perfect time to strike. Either after being seen or if you were unable to be covert before the battle started you gain 1 adrenaline per turn. During this time if you don't make an attack or have an attack made against you, you instead lose one adrenaline. You lose all adrenaline after combat ends

#### Venomous Strike

2 Adrenaline (Can only be use while hiding)

You coat you weapon with a thick poison. Your next attack that hits does an additional 2d6 poison damage.

#### Smoke Bomb

2 Adrenaline (Can only be used when not hiding)

You throw a pot containing dust, some sort of igniter that smokes, or something similar. If it breaks line of sight you may immediately reposition and attempt to hide. If you succeed remove 2 adrenaline. If you fail gain an additional adrenaline next round.
Druid

Druids refused to take part of the great war until the problem spilled over into the natural world. As soon as the war became about territory the druids created The Grove. Some druids poisoned the land around them, forcing settlers to leave or die. Others took matters into their own hands, directly destroying resources and bringing the balance of nature unlike any other upon the invaders.

You must have a Wisdom of at least 16 to make it your secondary class.

# Advancement Level 1

### Balance

As a druid you are directly connected to the balance of nature. Unlike others you understand that the natural balance of the world consists of preservation and destruction. As important as creating sanctuaries for wild life and flora, so too are things like forest fires.

Any time a creature scores a critical hit or critical miss, you may use your reaction to immediately grant another creature within 30ft of you the exact opposite on their next roll. Additionally, you gain 2 spells. 1 of which must be used to preserve or protect, while the other must destroy or harm.

### Spellcasting

Wisdom is your spellcasting ability. You gain 2 spells and 1 attunement slot per level of druid. Your spells do not require mana to cast, instead whenever you cast a destruction or harm related spell you may only cast a preservation or healing spell before casting another destruction or harm spell and vice versa.

### Fluent in Flora

You also gain the ability to speak with plants. They can understand you but cannot respond. You may read their general feelings, tell if they need anything, or grant you and your followers passage through an area as long as the plant trusts you.
Kin Within the Nexus

### Society and Culture:

Kin society in Nexus is incredibly diverse, with countless kingdoms, city-states, and tribes spread across the continents. Their cultures range from highly structured monarchies and mage-dominated academies to nomadic tribes and secluded, mystical enclaves. This diversity is a testament to their adaptability, as kin are known for their ability to assimilate and thrive in various environments and social structures.

### Magic:

Kin in Nexus are not inherently magical like some of the other races, such as elves or dwarves. However, their deep curiosity and adaptability have led many Kin to become skilled practitioners of magic. Some of the most powerful mages and wizards in Nexus history have been Kin, known for their innovation and willingness to push the boundaries of magical knowledge.

### Conflict:

Kin have played a pivotal role in many of Nexus's historical conflicts. Their ambition and willingness to explore uncharted territories have led to both great discoveries and epic battles. Throughout history, Kin heroes have emerged to confront dark forces, unravel ancient mysteries, and forge alliances with other races.

### Relationships with Other Races:

Kin in Nexus have a complex relationship with the other races of the world. They are often seen as diplomatic intermediaries due to their ability to relate to a wide range of cultures and perspectives. While there have been conflicts and tensions, Kin have also forged deep alliances with elves, dwarves, gnomes, and various other races, strengthening their position as a pivotal race in the world of Nexus.

In the world of Nexus, Kin are known for their adaptability, ambition, and enduring spirit. They continue to shape the course of history, leaving an indelible mark on a world brimming with magic, mystery, and adventure.
Witch

In the mystical realm of the Nexus, where magic flowed like rivers and enchanted forests whispered ancient secrets, there existed a sisterhood of witches who held the balance of the world's magic within their hands. These witches, known simply as "The Coven," were the guardians of the Nexus, tasked with preserving the delicate harmony between light and darkness, good and evil.

You must have a mind and wisdom of at least 12 to make it your secondary class.

## Advancement Level 1

### Magic Focus

Choose your specialization at level 1. You still must complete the challenges associated with you specialization to gain it but you may begin working towards it at advancement level 1. Your choices are Enchantress, Curseweaver, and Eventide witches.

### Dark Balance

Unlike most other spellcasters your spells require you to be bound to some sort of otherworldly force willing to give power in return for your servitude. This grants you the ability to cast specialized witch spells without the use of mana. These spells are weaker and require knowledge and training with them for them to be useful.

You gain knowledge of 2 sorceries in the first circle and 3 sorceries in the second circle.

You have a certain amount of attunement slots determined by your level. For every level you take in this profession, you gain 1 attunement slot.

Additionally, your spells require only materials. This could be poppets, hex bags, specialized runes, or something similar. The exact cost will be detailed in your Witch Spells page

### Soul Magic

You also learn 4 pieces of innate magic. You may cast these at will. You also gain one dark school of focus.
The Black Rifles

The Black Rifles is a small yet prominent crew based in Castonshire. The crew originated back in 1571, at The Isles of Crimson Mist, where Mikira recruited her first crewmate, Hayate Shimizu.

The name "The Black Rifles" does come from the very rifle weapon, though the crew barely uses guns.

## Jolly Roger

Their Jolly Roger emblem consists of a skull that resembles to have Mikira's hair and her sharp teeth. There is a red streak that goes down the right side of the face and eye, that also resembles Mikira's right-eye scar, causing her to be blind in one eye. On the right would be three symbols consisting of an arrow and a star. The reason of why there is three because it is considered to be a lucky number, and is usually associated with success and good fortune.

This Jolly Roger is seen to be on the ship's sail and is embedded on Mikira's plated armor. Mikira would usually have this emblem shown about Caston as well, in the government building and her office, as to show their territory.
Spells

## WIP

There are 3 parts to most sorceries/incantations. Somatic (hand gestures), Verbal, and Material. For each one of these a sorcery/incantation has it adds a single action cost. A sorcery/incantation with all three takes 3 actions to cast. If a sorcery/incantation goes against the basic rules it will be detailed in its description

### Circles of Magic

Although most magics are not locked behind any one specific hurdle, their are circles of magic. These circles dictate the power level of the caster. Gaining access to new circles is usually a long and difficult task, many not even reaching the second circle. These circles usually have a chosen few to watch over the circle they are chosen to guard, called The Observers. Any misuse of power is directly seen by them and action is taken as they see fit.

### The First Circle

Sorceries and incantations that reside in the first circle are wide spread and the least guarded. The power that the first circle grants doesn't warrant high levels of enforcement according to The Observers. They are granted access to all who take the time to learn them. Those chosen to overlook the first circle are usually trainees of The Observers

### The Second Circle

The Second Circle is when the Observers begin to highly enforce their rules. Although most spells of the second circle still hold relatively low power it is still highly important to make sure no one abuses its power.
Dancer

After the great war people sought entertainment out as a means to cope with the war. Some dancers even began to show the struggles of the war in their arts. But, as with many things in the nexus the large amount of emotion and creativity welled up into its own magical force on par with others. Dancers started to become impressive swordsmen and eventually began venturing out on their own showing their prowess. Impossible to pin down and unmatched footwork made dancers explode throughout the nexus.

You must have a dexterity and charisma of at least 12 to make it your secondary class.

# Advancement Level 1

### Allegro

Armor in any form is just in the way of your elegant movements. As long as you are not wearing armor your AC equals your charisma stat.

Additionally you are impossible to pin down. If a creature attempts to grapple you, you may instead use your performance skill to avoid being grappled.

### Bladedancing

You also gain the ability to use weapons in tandem with your dancing. You may use any weapon without the heavy property. If you are using 1 one handed weapon you gain +5ft of movement. If you are using 2 one handed weapons instead remove the penalty of dual wielding.

### Inspiration

As a practitioner of the Arts you gain inspiration. Inspiration is gained when you or your allies preform impressive feats. And when enemies fumble you will make sure your allies take advantage of it. Whenever you or an ally scores a critical hit/critical success, reduces an enemy to 0 hit points, or an enemy rolls a critical fail. The GM may also grant you inspiration whenever you or an ally do something "cool" (GM discretion). After a full or Long rest lose all unexpended uses of inspiration. At Advancement level 1 you have a maximum amount of inspiration equal to 1+charisma modifier. As a bonus action you may grant an ally inspiration. Inspiration grants an ally an additional 1d6+charisma mod to their next roll. This additional dice can be used on any one roll, but afterwards (whether it passes or fails) the dice is expended.
Ancestry

## Humans

In the world of The Nexus, "Humans" is an all-encompassing term that refers to a diverse range of sentient beings, including Kin, Elves, Gnomes, and Dwarves. Despite their distinct physical and cultural differences, all these ancestries share common traits and characteristics that make them part of the broader human category in this fantastical realm.

* Kin
* Elves
* Gnomes
* Dwarves

## Exotic

In the world of The Nexus, "Exotic" is an all-encompassing term that encompasses a diverse array of unique and otherworldly ancestries, including Celestrians, Draconians, Duskrin, Lumanari, Orcs, and Umbrans. These extraordinary beings possess distinctive physical attributes, cultural practices, and often, supernatural abilities that set them apart from the more common Humans.

* Celestrians
* Draconians
* Duskrin
* Luminari
* Orcs
* Umbrans

## Abnormal

Placeholder

* Goblins
Artist

You must have a dexterity and charisma of at least 12 to make it your secondary class.

# Advancement Level 1

### The world is your canvas

During the course of 1 minute, you may paint a rudimentary tool or item and have it manifest Infront of you. At your GM's  discretion and as long as it is worth less than 50 times your level in Royals, less than 3 feet in length, and less than 10 pounds.

Creating things requires Mythic Paint. Mythic paint requires 2 ounces of ink and different dyes for your color. The amount created from this gives you 10 uses to for creation. Any ability that you use uses mythic paint. Unless the ability states otherwise it only uses 1 use of paint.

Additionally, you may use 1 use of paint in place of spell components under 50 Royals.

### Smudge

You may touch a creature and cause them to appear blurry as an action. For the next minute any creature that relies on normal vision has disadvantage on attack rolls against that target. You must concentrate on this as if it were a spell.

### Self portrait

As an action, you may paint a duplicate of yourself. The duplicate is made of paint and is immune to damage. It can only move 30 ft away from you before splashing into a puddle of paint. It can squeeze through holes as small as 5 inches wide. As a bonus action on your turn you can move the duplicate its movement speed in any direction you can see. As a reaction at any time (including before taking damage) you may teleport to your duplicate. If you teleport to avoid damage, the enemy strikes the paint causing it to collapse. If the attack is within 5ft the creature must make a vigor saving throw or be blinded until the start of its next turn.

### Inspiration

As a practitioner of the Arts you gain inspiration. Inspiration is gained when you or your allies preform impressive feats. And when enemies fumble you will make sure your allies take advantage of it. Whenever you or an ally scores a critical hit/critical success, reduces an enemy to 0 hit points, or an enemy rolls a critical fail. The GM may also grant you inspiration whenever you or an ally do something "cool" (GM discretion). After a full or Long rest lose all unexpended uses of inspiration. At Advancement level 1 you have a maximum amount of inspiration equal to 1+charisma modifier. As a bonus action you may grant an ally inspiration. Inspiration grants an ally an additional 1d6+charisma mod to their next roll. This additional dice can be used on any one roll, but afterwards (whether it passes or fails) the dice is expended.
Mineko

**Mineko** is the titular protagonist and the player character of *Mineko's Night Market*. She is a young curious girl who has recently arrived at her new home on a struggling Japanese-inspired island situated at the base of Mount Fugu. She tends to uncover the mysteries of the town, contribute to its revival, and engage in various activities, jobs, and quests.
Ranger

In the realm of The Nexus, where specialization often defines one's mastery, Rangers emerged as the embodiment of versatility, adhering to the saying that a Jack of all trades is oftentimes better than a master of one. These agile and adaptable individuals pride themselves on not confining their skills to a single domain but rather cultivating a diverse array of abilities for any conceivable situation.

You must have at least 3 stats at 12 to make it your secondary class.

# Advancement Level 1

### Quick Study

As a ranger your skillset is always ready to change when duty calls. You gain different abilities based on the company you keep. While within 10ft of an ally you gain different abilities.

\*\*Arcane\*\*: While within range of an arcane profession, you may imbue your weapon with an element that the arcane ally can cast. While imbued weapon does 1d6 extra damage of the chosen type.

\*\*Charm\*\*: While within range of a charm profession, you may use your reaction whenever another creature rolls their inspiration die and allow them to roll 2 and take the highest roll

\*\*Holy\*\*: While within range of a holy profession, you may use your reaction to add 1d6 to the healing.

\*\*Nature\*\*: While within range of a nature profession, you may gain 1d4 on any attack roll you make while outside

\*\*Physical\*\*: While within range of a physical profession, any time they make an attack you may make an attack as a reaction against the same target.

### Jack of all trades

Any weapon you pick up is deadly in your hands. You gain basic training in all weapons. You may also choose three weapons to gain intermediate training in.

Additionally, instead of adrenaline your training with other professions have left you with even more versatility. At the end of a long rest you may choose any other classes 7th stat, provided you can train with them for at least an hour.

If you train with a spellcasting class you also gain the same spellcasting that the class you are training with has. Pick half of their spells to become spells for yourself. You keep any rules from the classes spellcasting or other 7th stat rules
Kin

In the world of Nexus, Kin hold a special place in the realm of ancestries and civilizations that populate this fantastical realm. Their history is rich and diverse, shaped by millennia of history, conflict, and cultural evolution.

* **Age**. Kin reach adulthood in their late teens and live less than a century.

* **Alignment**. Kin tend toward no particular alignment. The best and the worst are found among them.

* **Size**. Kin vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

* **Speed**. Your base walking speed is 30 feet.

* **Languages**. You can speak, read, and write Common and one extra language of your choice. Kin typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orcish curses, Elvish musical expressions, Dwarvish military phrases, and so on.

## Highlander (Aelari Kin)

Highlander communities thrive in mountainous regions and rugged terrain. They have a proud warrior tradition, valuing honor, strength, and their ancestral ties to the mountains.

**Mountain Dweller.** You have resistance to cold and fire damage from environmental factors

**Highland Craftsmanship.** You gain an additional +2 to any craft check.

## Seafarers (Marin Kin)

Seafaring communities of Marin Kin live along coastlines and on islands. They have a rich maritime culture, with a deep respect for the sea and its bounty. They are known for their seafaring skills and love of adventure.

**Call of the Sea.** You gain a swimming speed equal to your walking speed.

**Iron Lungs.** You can hold your breath for up to 3 minutes instead of the normal 1 .

**Born Navigator.** You gain an additional +2 to geography check.

## Nomads (Vagabond Kin)

Vagabond Kin roam the world in caravans, trading and exploring. They value freedom and self-sufficiency, often acting as intermediaries between different cultures and ancestries.

## City Dwellers (Metropoli Kin)

Metropoli Kin thrive in bustling cities, where they engage in trade, politics, and the arts. They are known for their cosmopolitan outlook and often serve as bridges between different ancestries and cultures.

## Mystics (Arcanum Kin)

Arcanum Kin often gather in arcane academies or enigmatic hidden societies. They are known for their fascination with magic and the pursuit of arcane knowledge.
Minstrel

You must have a charisma of at least 14 to make it your secondary class.

# Advancement Level 1

### Background Music

During any rest you may roll a d6 + your charisma modifier and give allies that can hear you while resting temporary hit points to the total rolled.

Additionally, you may also add a d6 to any performance check you make while using an instrument.

### Inspiring Surge

As a single action you may start a performance. During this performance you may use a single action to choose 1 ally within 60 ft of you and give them one benefit.

- On their turn an ally may move half of their movement speed without spending an action or add half their movement speed when using the move action

- Until the end of their next turn the target gets +1 to their AC

This performance lasts until you stop concentrating on it as if it were a spell.

### Inspiration

As a practitioner of the Arts you gain inspiration. Inspiration is gained when you or your allies preform impressive feats. And when enemies fumble you will make sure your allies take advantage of it. Whenever you or an ally scores a critical hit/critical success, reduces an enemy to 0 hit points, or an enemy rolls a critical fail. The GM may also grant you inspiration whenever you or an ally do something "cool" (GM discretion). After a full or Long rest lose all unexpended uses of inspiration. At Advancement level 1 you have a maximum amount of inspiration equal to 1+charisma modifier. As a bonus action you may grant an ally inspiration. Inspiration grants an ally an additional 1d6+charisma mod to their next roll. This additional dice can be used on any one roll, but afterwards (whether it passes or fails) the dice is expended.
Rainbow Dye

Rainbow Dye

**Rainbow Dye** is a craftable resource in the Mineko's Night Market game. It can be made by squeezing a Rainbow Trout, obtained from the Dock. It can be used to craft at the crafting table in Mineko's room.

The Rainbow Trout is an uncommon fish and can be hard to obtain by fishing. It can sometimes be bought on Saturday at the Night Market for quick crafting.

## Description

*"Rainbow Dye. Includes all the colours of a, well, rainbow."*

## Crafting

Rainbow Dye is used in 5 crafting recipes. The total number of Rainbow Dye needed to craft all items is 9.

### Art Craftbench

* Cubism Cat Painting (2 Rainbow Dye)
* Yokai Painting (2 Rainbow Dye)
* Family Portrait (1 Rainbow Dye)

## See Also

* Black Dye
* Blue Dye
* Brown Dye
* Pink Dye
* Red Dye
Elves Within the Nexus

### Origins:

Elves in Nexus believe that they were born from the first rays of the morning sun, created by the goddess of nature and beauty, Sylvaneth. According to elven legend, Sylvaneth breathed life into the ancient forests, and from those breaths, the elves emerged. As such, they often refer to themselves as the "Children of Sylvaneth," and their existence is intrinsically tied to the lush, enchanted woodlands that dot Nexus.

### Society and Culture:

Elven society is characterized by its deep reverence for nature, artistry, and a harmonious way of life. They are known for their close-knit communities within the heart of pristine forests, where they build elegant treehouses and living sanctuaries. Elven culture places a high value on art, music, and storytelling, which they view as ways to express their connection to the natural world and their rich history.

### Magic:

Elves have a natural affinity for magic, particularly nature-based and elemental magic. They are renowned for their skilled druids, who can commune with the spirits of the forests and wield the forces of nature to protect their realms. Elven mages are also respected for their ability to manipulate the natural world and weave spells that enhance the beauty and vitality of their lands.

### Conflict:

While elves prefer a tranquil existence, they are not immune to the conflicts of Nexus. Throughout history, there have been elven heroes who defended their forests against encroaching darkness and external threats.

### Relationships with Other Races:

Elves in Nexus share a particularly close bond with the natural world and, as such, have a deep affinity for races like dwarves and gnomes who also value the earth's riches. They have a respectful but somewhat distant relationship with humans, often acting as advisers and guardians of the wilderness. Elves are known for their long memory and patience, making them valuable allies in times of need.

In the world of Nexus, elves are the living embodiment of the enchanting and timeless beauty of the natural world. Their ancient wisdom, magic, and deep connection to the forests make them a race of grace and wonder, enriching the world with their presence.
Stats

Most of what you can do is boiled down to these 6\* stats. Vigor, Strength, Dexterity, Mind, Charisma, Wisdom.

To determine stats you have a pool of points to allocate towards your score. The base starting stat is 6. The table below is a quick reference for how many points it cost to get to a certain stat. You have a total pool of **34 points**. Stats **may not exceed 16**. If you'd rather use the recommended layout for your stats it is **16, 14, 12, 10, 10, 8.** What each stat measures is determined below on each stat.

Point Cost
 8
 9
 10
 11
 12
 13
 14
 15
 16

### Vigor

Vigor is a measure of resilience. Vigor determines your characters hit die.

Vigor is useful on all professions, but warrior, pugilist, and templars will want a higher vigor

### Strength

Strength is a measure of physical capabilities and usually measures the damage with related weapons.

### Dexterity

Dexterity is a measure of quickness and coordination. It also measures damage with related weapons.

### Mind

Mind is a measure of endurance in spellcasting and determines your mental fortitude

### WIP

Charisma

(-2) 6 =

(-1) 8 = -1

(+0) 10

(+1) 12

(+2) 14

(+3) 16

(+4) 18

(+6) 20

Wisdom

(+0) 10

(+1) 12

(+2) 14

(+3) 16

(+4) 18

(+6) 20

7th stat depends on class

*Know where you're headed?*

* Ancestry
* Professions
* Spells
* Skills
* Specializations
* The World of The Nexus
The People

## Who Are They

The people of The Nexus are most often broken down into three categories. Human, Exotic, and abnormal.

### Humans

The category of humans is wide. These humans are known for their intelligence, adaptability, and capacity for both cooperation and conflict. They exhibit a wide spectrum of magical abilities, physical attributes, and cultural practices that reflect their unique origins and histories. Despite their differences, they often coexist in a world marked by magic, mythical creatures, and ancient lore, contributing to a rich world of civilizations and societies within The Nexus.

### Exotic

The category of the exotic is more defined. They are creatures the did not inhabit the world before The First War. The Exotic races often play pivotal roles in the world of The Nexus, with their unique perspectives, conflicts, and contributions shaping the world's destiny alongside the more familiar humanoid races.

### Abnormal

Abnormal beings can encompass a wide range of other creatures as well that don't fit neatly into the categories of Humans, Exotic races, or more conventional beings. These Abnormal creatures often add an element of unpredictability and whimsy to The Nexus, making the world even more diverse and intriguing.
Professions

## Arcane

The Arcane is a diverse group of spellcasters skilled in various forms of magic, including mages, conjurers, evokers, and witches. They harness the mystical forces of the universe to wield powerful spells and manipulate reality to their advantage.

* Conjurer
* Evoker
* Mage
* Witch

## Charm

The Charm is a group of charismatic and expressive individuals who captivate audiences with their persuasive and performative talents. This eclectic ensemble includes Artists, who create visual masterpieces; Minstrels, who enchant with music and storytelling; Poets, who weave words into enchanting verses; and Dancers, whose graceful movements convey emotion and storytelling. They possess the art of charming and enthralling, leaving a lasting impression on those who experience their craft.

* Artist
* Dancer
* Minstrel
* Poet

## Holy

The Holy is a group of individuals touched by divine powers, each serving a unique purpose. It encompasses Clerics, who act as intermediaries between mortals and the divine; Priests, who lead religious ceremonies and offer guidance; Templars, holy warriors dedicated to protecting their faith; and Necromancers, who command spiritual energies for specific purposes. Together, they wield the divine and sacred in various ways, upholding their beliefs and pursuing their respective callings.

* Cleric
* Priest
* Templar
* Necromancer

## Nature

The Nature is a dedicated group of individuals who serve as protectors of the natural world. This diverse assembly includes Beast Masters, who forge deep connections with animals; Brutes, defenders of wilderness through strength; Druids, who commune with nature's magic; and Shamans, spiritual guides in tune with the earth's energies. Together, they safeguard the environment and its creatures, maintaining the balance between humanity and the wild.

* Beast Master
* Brute
* Druid
* Shaman

## Otherworldly

The Otherworldly is a mysterious assembly of individuals who possess unusual and supernatural abilities. This enigmatic group encompasses Mystics, who tap into mystical energies, Demon Hunters, who combat malevolent entities, and Revenants, who return from the afterlife. Together, they navigate the paranormal and protect the mundane world from the uncanny.

* Demon Hunter
* Mystic
* Revenant

## Physical

The Physical is a formidable collective of skilled combatants and physical practitioners. This group comprises Warriors, masters of martial combat; Pugilists, experts in hand-to-hand combat; Rogues, agile and cunning thieves and spies; and Rangers, adept at survival and ranged combat. They excel in the arts of strength, agility, and stealth, making them formidable adversaries in various physical challenges and conflicts.

* Pugilist
* Ranger
* Rogue
* Warrior
Diesel 10

**Other Voice Actors:** Neil Crone (2000; *Thomas and the Magic Railroad*)

**Diesel 10** is an evil diesel engine with an excavator claw arm, which he has named "**Pinchy**" who does not like steam engines. He once had two sidekicks named Splatter and Dodge, but they eventually turned on him. He primarily works on Sodor collecting scrap metal from the trackside.

## Official Description

*Diesel 10 is a renegade diesel engine on the Island of Sodor who is 10 out of 10 for brutal strength and devious deeds, and is out to destroy the harmony of Sir Topham Hatt's Railway.*