recursal/Fanatic-Fandom huggingface dataset:
Leonin

The Leonin are a race of anthropomorphic lions that thrive on sharpening their emotions into a weapon of surgical precision. Quick to temper, an angry Leonin is a dangerous enemy, and a powerful friend. The firstborn of Anora's children, the Leonin accept their nature, and surrender themselves to it when faced with adversity.

## Game Statistics

### Ability Score Increase

Your Strength score increases by 2, and your Constitution score increases by 1.

### Age

Leonin mature a little faster than humans, reaching Adulthood around age 14. They age noticeably faster and rarely live longer than 70 years.

### Alignment

Leonin inherit Anora's passion, tending towards chaotic alignments.

### Size

Leonin are taller and heavier than humans, standing a little over 6 feet tall and averaging around 220 pounds. Your size is Medium.

### Darkvision

Thanks to your bestial senses, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

### Menacing

You gain proficiency in the Intimidation skill.

### Relentless Endurance

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.

### Savage Attacks

When you score a critical hit with a melee weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

### Desert Born

Your race is naturally adept at living in hot weather, allowing you to tolerate temperatures as high as 140 degrees Fahrenheit.

## Naming Convention

Leonin naming conventions consist of a singular given name followed by a family name in the form of a title. As a result of utilizing family titles, many unrelated Leonin share a family name, leading to an overabundance of ‘Fangs’, ‘Claws’, and ‘Roars’.

Family titles are passed down matrilineally, with adult male Leonin typically being represented by a mononym until they find a mate. In the case of same-sex pairings, the family title of the elder partner is adopted instead.

Leonin names vary in length. Female Leonin tend to have short, soft names, while male Leonin have longer, more elegant names. With both sexes, hissing sounds and rolled r’s are common features.

### Female Name Examples

Carmen, Yuri, Rosa, Vero, Rena, Camila, Rela, Sasha, Tara, Marie, Ara, Krys, Sara, Valerie.

### Male Name Examples

Amaranto, Geronimo, Andre, Riel, Luis, Bertrand, Rodriguez, Lorenzo, Alvarado, Berro, Farone, Zacarias, Ricardo, Darius.

### Family Title Examples

The Fang, The Claw, The Roar, The Pounce, The Gold, The Mane, The Shadow, The Stalk, The Bold, The Terror.
Baalgor

While the dwarves can create the strongest crafts, the Baalgor are well known for the complex machinery they create. Aesthetically, Baalgor are small humanoids with gray or green skin, and some even have small horns.

## Game Statistics

#### Age

Baalgor are a short-lived race, reaching adulthood at 10 and living up to 50 years.

#### Alignment

Baalgor are generally good aligned and light-hearted. Even the tricksters amongst the Baalgor prefer harmless pranks over vicious schemes.

#### Size

Baalgor are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small

#### Baalgor Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

#### Tinkerer

You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

Clockwork Toy: This toy is a c1ockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The prestidigitation cantrip is a good baseline for such effects.

#### Subrace Options

You are able to choose between Quickfoot Baalgor and Horned Baalgor.

## Subrace: Quickfoot Baalgor

Quickfoot Baalgor have a knack for stealth, and are generally smaller than their horned kin.

#### Nimble Escape

You can take the Disengage or Hide action as a bonus action on each of your turns.

## Subrace: Horned Baalgor

Horned Baalgor are less nimble than their kin, requiring innovative strides in prosthetic research to keep up.

#### Integrated Tool

Choose one tool you’re proficient with. This tool is integrated onto your person, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Hummingbird Bat

*Hummingbird Bat*

**Tiny beast**

## Description

A tiny flying bat-like creature with a long suckling mouth like a hummingbird.

## Habitat

Found in the sky of the desert west of camp.

## Statistics

HP *1~2*

Immunity: ?

Resitance: ?

Vulnerability: ?

## Attacks/Abilities

**Blood Drain - +5 to hit. 1d4+3 piercing. The stirge attaches to the target While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5, 1d4 + 3, hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.**
ThunderClan/Battle moves

ThunderClan cats are known to be head-on and aggressive in battle. They have great body awareness, making the most of the undergrowth in their cluttered territory to learn how to anticipate where an enemy may be coming from. They are able to use their strength and weight to their advantage against lighter or less-balanced opponents.

## Common moves

These six moves are well-known in all five Clans and is referred to as the "common moves". These are the skills that are taught first to new apprentices.
**Note**: The codes displayed are **case sensitive**.

**Back Kick**: Turn around quickly and smoothly, then last out with your hind legs.
* Code:{{Battle|BK}}

**Forepaw Slash**: Rear up onto your hind legs, and swipe quickly with your front paws.
* Code: {{Battle|FS}}

**Half-Turn Belly Rake**: Dive underneath your opponent, then turn and rake their belly with your claws.
* Code: {{Battle|HTBR}}

 **Pin Down**: Charge head-on to your opponent and knock them to the ground and hold them there.
* Code: {{Battle|PDC}}

**Tail Yank**: Grab your opponent's tail and yank it with force to send them crashing down.
* Code: {{Battle|TY}}

**Upright Lock**: Rear up and bring your body weight crashing down on your opponent, winding them.
* Code: {{Battle|UL}}

## Specialist moves

These moves are specific to ThunderClan, and play to ThunderClan cats' strengths. New apprentices don't learn these skills for a while, as they are generally more advanced.
**Note**: The codes displayed are **case sensitive**.

**Belly Batter**: Duck fast underneath your enemy, then twist so that you're on your back. If you're fast enough, you should be halfway out from under your enemy, so you don't give them time to swipe at you from above. Then, kick out at their exposed belly with your hind legs, throwing them off-balance and giving them some nasty injuries.
* Code: {{Battle|BB}}

**Belly Explosion**: While your enemy has you pinned down, play limp for a while, making sure to dodge any blows. When they're least expecting it, summon all your energy into one burst and explode from the ground, temporarily winding your enemy and gaining the upper ground.
* Code: {{Battle|BE}}

**Flank Charge**: Use your body weight to catch your enemies off balance. Charge at your opponent with force and knock them off their paws. Repeat again and again until your enemy is too winded to heave themselves up, or they are slow with their movements. Then you can stop the charges to get in some good blows!
* Code: {{Battle|FC}}

**Lightning Strike**: Spring and land on your enemy and give them a few quick blows, then quickly retreat back into the undergrowth or shadows. While they're temporarily distracted, attack them again from another angle. Repeat over and over until your enemy surrenders!
* Code: {{Battle|LST}}

Don't forget that these moves are specialised for ThunderClan. Other Clans have different strengths, and some of these moves might not work so well against them! It's always a good idea to check the page of the Clan that you are battling against so you know what not to use against them!
Aelf

The Aelves are a race of pointy-eared and sharp-featured humanoids that are constantly discriminated against due to their physical resemblance to Humans. However, what seperates Aelves from the other races is their gracefulness. All Aelvenkind, regardless of ancestry, are highly tuned to the world around them. In addition, the Aelves are the longest-lived of the mortal races, a factor amplified by their natural recovery.

## Game Statistics

#### Age

The longest-lived of the mortal races, Aelves reach adulthood at the age of 20, an can live up to two centuries.

#### Alignment

Aelves are the most varied with regards to alignment among the mortal races.

#### Size

Aelves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

#### Darkvision

Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

#### Keen Senses

You have proficiency in the Perception skill.

#### Tranquil Mind

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

#### Aelvish Recovery

When you roll a Hit Die to regain hit points, the amount of hit points regained is equal to the die roll plus twice your Constitution modifier (minimum of +0 from CON).

#### Weapon Training

You have proficiency with the longsword, shortsword, shortbow, and longbow.

#### Subrace Options

You are able to choose between Sun Aelf and Moon Aelf.

## Subrace: Sun Aelf

Sun Aelves, easily distinguished by their light skin color, are the most magically adept of the mortal races.

#### Magically Adept

You know one cantrip of your choice from the wizard list. Intelligence is your spellcasting ability for it.

## Subrace: Moon Aelf

Moon Aelves are quick and stealthy combatants, easily distinguished by their dark skin color.

#### Mask of the Wild

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Yenwang

The Yenwang are a race of sapient primeapes that consider themselves to be Grimm's favorite children. The Yenwang value wisdom above all other virtues, with a culture centered on the refinement of ones own mind and body.

## Game Statistics

#### Ability Score Increase

Your Strength score increases by 2, and your Wisdom score increases by 1.

#### Age

Yenwang reach Adulthood at age 12 and live up to 60 years.

#### Alignment

Yenwang come from a culture that praises self-discipline, and therefore tend to either Lawful or Neutral alignments.

#### Size

Yenwang are between 5 and 6 feet tall and weigh between 130 and 220 pounds. Your size is Medium.

#### Master of Mobility

You gain advantage on any skill check made with regards to three-dimentional movement, e.g. climbing and jumping.

#### Long-Limbed

When you make a melee Attack on Your Turn, your reach for it is 5 feet greater than normal.

#### Surprise Attack

If you Surprise a creature and hit it with an Attack on your first turn in Combat, the Attack deals an extra 2d6 damage to it. You can use this trait only once per Combat

## Naming Convention

Oriental style names. Surname first, given name second.

**Male Yenwang Names:** An, Ang, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Son. Wen

**Female Yenwang Names:**(female) Bai, Chao, Chichi, Jia, Lei, Mei, Qiao, Shui, Tai

**Yenwang Surnames:**Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan
Missions

## Disturb The Dead

Status: Second Attempt Pending

Lead Historian Avara Brightpaw claims that the records indicate that a mausoleum for a prominent human should be located somewhere northwest of camp. You have orders to investigate this, as perhaps it may hold some insights into the monstrosities that have taken over the surfacelands.

## Rustle Through The Ruins

Status: Incomplete

A supply group recently disappeared enroute to an expedition at a ruined settlement northeast of the outpost. You are tasked to deliver 50 pounds of preserved food to the expedition force located there.

## Runestones for a Human

Status: Incomplete

Zara Burnbright runs the runeforge at the outpost, and has requested your squad to travel to the jagged peaks in the south, a cluster of mountains towards the south that are distinctively different from the other mountains in the range. Ancient human texts Zara owns claims that there may be bluestone crystals that she can use to better outfit the Groundsguard. She is offering 25gp per crystal you are able to find.

## Let's Get Mapping

Status: Partially Complete

A cave with a natural water pool has been found west of camp.
Living Icicle

Monster Name - *Living Icicle*

Creature Type - *Elemental*

## Description

An icicle that detached itself from the ceiling and begun to float mid-air. Cold air swirls around it.

## Habitats

Encountered in Ryder's Mausoleum to the west of camp, among many other icicles created by magical cold.

## Statistics

Health: *19~30*

Immunity: ?

Resitance: ?

Vulnerability: Fire

## Attacks/Abilites

*Death Rattle:* Explodes when destroyed. *Adjacent targets* must make a DC 10 Dex save, taking 1d8 *slashing* damage on a failed save, or half on a successful one.

## Notes

* Probably actually a mephit, but *Living Icicle* sounds 'cooler'.
Combat Actions

This section provides new action options for combat.

#### Disarm

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attack wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack toll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

#### Overrun

When a creature tries to move through a hostile creature's speace, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest it can move through the hostile creature's space once this turn.

#### Shove Aside

With this option, a creature [can use] the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

#### Tumble

A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

## Hitting Cover

**Note: This rule enables unintentional friendly fire.**

When a ranged attack misses a target that has cover, you can use this rule will determine whether the cover was struck by the attack.

First, determine whether the attack roll would have hit the protected target without the cover. If the attack falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.
Elephant Snake

*Elephant Snake*

Creature Type - *Monstrosity*

## Description

A quadrupedal creature with the head of a snake and two long whiskers. Its thick legs end in large, clawed feet.

## Statistics

HP *61~69*

Immunity: ?

Resitance: ?

Vulnerability: ?

## Attacks/Abilities

**Poison Spit - +3 to hit, target must make a DC 11 Con saving throw, taking 4d8 poison damage on a failure, and half damage on a success.**

**Claw - +4 to hit**
Caracol

These small felines pack more fury than their small size implies. The Caracol are an individualistic race, priding themselves on their own achievements, which some may say were achieved through sheer luck.

## Game Statistics

#### Age

A Caracol reaches adulthood at the age of 10 and generally live up to 50 years.

#### Alignment

Caracols tend to favor the rights of individuals, and thus tend away from lawful alignments.

#### Size

Caracol average about 3 feet tall and weigh about 40 pounds. Your size is small.

#### Darkvision

Thanks to your feline senses, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

#### Lucky

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

#### Nimble

You can move through the space of any creature that is of a size larger than yours.

#### Subrace Options

You are able to choose between a Caracol Brave or Tough.

## Subrace: Brave

As a Caracol Brave, you can easily sneak your way in and out of trouble.

#### Naturally Brave

You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

## Subrace: Tough

As a Caracol Tough, you are hardier than the average Caracol and have some resistance to poison.

#### Tough Resistance

You have advantage on saving throws against poison and diseases, and you have resistance to poison damage.

## Naming Convention

Arabic and Egyptian names (feel free to put your own twist). Only married Caracol have a surname. The surname is typically a combination of both partners names, occasionally they will collaborate to come up with an entirely unique name together.
Eyeless Monstrosity

Eyeless Monstrosity, Aka *Phil, Blink Gree, The Unseeing*.

Creature Type - **Monstrosity**

## Description

An eyeless creature somewhat resembling both a lizard and a dog, with a stinger for a tail.

## Statistics

HP *Over 25?*

Initiative: Has advantage, +6.

AC: 16-19

Speed: 40ft.

Immunity: ?

Resistance: Bludgeoning. Piercing. (Potentially more)

Vulnerability: ?

Note: Not resistant/vulnerable to Psychic damage.

## Attacks/Abilities

*Frightful Presence - Each creature of the creature's choice* **must succeed on a DC***??* **(less than 18)****Wisdom saving throw or become Frightened***. If a creature's saving throw is successful, the creature is immune to the creature's Frightful Presence for the immediate future.*

**Multiattack - The creatures makes one bite and one stinger attack.**

**Bite +6 - If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.**

**Stinger +6 - The target must make a DC 15 Constitution saving throw, taking 18 (4d8) poison damage and be poisoned on a failed save, or half as much damage on a successful one.**

**Teleport (Recharge 5-6) - Unknown range.**
Fear and Horror

#### Fear

When adventurers confront threats thay have no hope of overcoming, you can call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened for 1 minute. The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful save.

#### Horror

Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurers see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.

In such a situation, you can call on characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a short-term or long-term form of madness that you choose or determine randomly, as detailed in chapter 8, "Running the Game."
Encumbrance

The rule for lifting an carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5, "Equipment."

If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your speed drops by 10.

If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Karth (World)

Karth is the world in which this campaign is set. Here is the current map (contribution by Wiffle) of the surfacelands.

* Camp
	+ Desert

## Basse's Map

Each hex is 6 miles (roughly 1 watch worth of travel time in current terrain conditions).

Note that the camp is located in a desert valley with mountains nearby to all directions except for north. This allows for slightly easier directional navigation, however, the lack of other known points of reference make drifting off course partially or entirely still possible.

## Zhan's Map

The map to the bottom right was created by Zhan during the Let's Get Mapping mission. As above, each hex is approximately 6 miles across. Note that clock directionality is determined by both the edges and corners of each hex.

There are four 'special' tiles:

Town, located at the centre.

Peppa Pig, representing the Eyeless Monstrosity's location during the mission, southwest of town.

Cave, containing a source of water, southwest of town and west of Peppa Pig.

Elephant Lizard, representing a group of Elephant Snakes, northeast of town.
Bullfrog

Bullfrog, aka Bull Worm, aka Bartholomew

**Huge** **Not** **Monstrosity**

## Description

A massive worm that tunnels through the sand, with a mouth 10ft in diameter.

## Habitats

Encountered in the desert just southeast of camp.

## Statistics

HP *Over 10?*

Initiative: -2

AC: Over 15

Speed: ?

Immunity: ?

Resistance: Slashing (Potentially more)

Vulnerability: ?

## Attacks/Abilities

*Burrow - Creatures in the area must make a* **DC 10 Dex save or fall prone.**

**Bite - +6 to hit, 2d6+3 Piercing. The target is grappled, escape DC 15. Until this grapple ends, the target is restrained, and this creature can't bite another target.**

**Swallow - On bitten target, must be medium or smaller creature.**

**Bodyslam - +6 to hit. A creature hit by this attack must succeed on a DC15 Strength save or be knocked back 10 feet and fall prone. On a success, the creature is only knocked back 5 feet. A creature of large size or larger is only knocked back 5 feet on a failure, and is unaffected on a success.**
Healing

These optional rules make it harder for adventurers to recover from injury, reducing the amount of time players can spend adventuring before rest is required.

#### Healer's Kit Dependency

A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds.

#### Slow Natural Healing

Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.

This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns.
Note: Hit Dice are regained prior to being spent at the end of a long rest. This ensures healing is always possible at the end of a long rest.

### Sleeping in Armor

Sleeping in light armour has no adverse effect on the wearer, but sleeping in medium or heavy armour makes it difficult to fully recover during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your [maximum] Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn't reduce your exhaustion level.
Ersine

The Ersine are a gigantic race of anthropomorphic bears that are as kind as they are deadly. Largely considered by the other races as gentle giants, the Ersine make for a formidable fighter.

Among the mortal races, the Ersine are generally the kindest. It is not uncommon for an Ersine to intervene on the side of Good whenever they see injustice, and may even intervene if a human is the victim of the injustice. Even so, these gentle souls are not afraid to take up arms against what they consider to be evil.

## Game Statistics

#### Ability Score Increase

Your Constitution score increases by 2, and your Strength score increases by 1.

#### Age

Ersine have lifespans comparable to humans. They enter Adulthood in their late teens and usually live less than a century.

#### Alignment

Ersine generally are good-natured people and tend towards Good alignments.

#### Size

Ersine are between 11 and 12 feet tall and weigh about 500 pounds. Your size is Large.

#### Giant Build

You count as one size smaller when determining the effects of size on weapons.

#### Giant's Endurance

You can focus yourself to occasionally shrug off injury. When you take damage, you can use your Reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a Long Rest.

#### Instincts of the Protector

Your natural instincts compell you to aid an ally in need. On your turn, you can use your bonus action to move up to your movement speed towards an ally.

#### Arctic Born

Your fur makes you naturally adapted to cold weather. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Human

Humanity is a nearly extinct race that fought a war against the gods, and destroying the surfacelands in the process. Humanity is unique in comparison to the other races, in so far as they are unable to internally channel magic. Instead, the only magic available to humans comes from magic items, which humanity has grown accustomed to. Almost all races look down on humans, categorizing humans as the personification of evil.

## Game Statistics

#### Ability Score Increase

Your Intelligence score increases by 2, and two other Ability Scores of your choice increase by 1.

#### Age

Humans enter Adulthood in their late teens and usually live less than a century.

#### Alignment

Due to the oppression of their race, Humans tend to stay away from Lawful alignments.

#### Size

Humans 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

#### Magic Nullification

Humans are unable to utilize magic. You are unable to cast spells regardless of any feat or class ability you acquire.

In addition you have advantage on saving throws against spells and other magical effects.

#### Curse of the Sinner

You bear a curse shared by all of humanity.

#### Adept Innovator

You are able to attune to an additional magic item. (New max attunement number of 4) In additon, you may attempt to cast a spell using a spell scroll even without your class having the ability to cast that spell. Intelligence is used as the Spellcasting Attribute when attempting such a feat.

#### Supernatural Speed

Your reflexes and agility allow you to move with a burst of speed. When you move on Your Turn in Combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns
Highrise Items Wiki

## Welcome!

Welcome to the Highrise Items wiki! This is a basic catalog items from the popular IOS game Highrise!\*

\*lPlease note that as of the writing of this welcome, this wiki is being run by a single person. Therefore, all information isn't edited by anyone else. Please keep that in mind when citing this wiki, as errors are possible. If you have any questions or corrections, message @InkyPlyr2 on Highrise!

## What is the Highrise Items Wiki for?

Highrise items are one of the most fun parts of the game, and with a wide variety of value and designs, it's important to be able to categorize them to the best of human capability!

## Latest activity

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

File:Placeholder
Dwarf

The sturdiest of the Smooth Skins, Dwarves are known for their devoutness to the gods and their skilled craftsmanship. While smaller than most other races, Dwarves are an equal match for even the most martial of the other races.

## Game Statistics

#### Age

A long lived race, Dwarves reach adulthood at the age of 20, an can live up to 150.

#### Alignment

Most Dwarves share an alignment with the god or archon they feel the closest connection to.

#### Size

Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

#### Superior Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

#### Dwarven Resilience

You have advantage on saving throws against poisons and diseases, and you have resistance against poison damage.

#### Craftsman

You gain proficiency with an artisan's tool of your choice.

#### Dwarven Combat Training

You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer

#### Subrace Options

You are able to choose between Stout Dwarf and Great Dwarf.

## Subrace: Stout Dwarf

As a stout dwarf, you have keen senses, deep intuition, and remarkable resilience.

#### Dwarven Toughness

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

## Subrace: Great Dwarf

As a great dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration.

#### Dwarven Armor Training

You have proficiency with light and medium armor.
NeptuneLike

NeptuneLike — игрок MXMC.

## Информация об игроке

### История

Присоединился к серверу в 2017 году под ником tamerlan56. Позже сменил ник на tamerlan10, а потом на NeptuneLand. Под ником NeptuneLand построил студию новостей BBC. 4 июня 2018 года выложил первый выпуск новостей. Через некоторое время было открыто подразделение BBC на режиме Mars, где был снят один выпуск. Получил привилегию Legend от Nightmare в качестве компенсации за то, что был забанен без причины.
Air Propulsor

**Air Propulsor** is an unlikely quirk which deals with manipulating moving air compounds to use for different reasons.

Air Propulsor, however, can't eliminate air, so there's always going to be air flowing back to where it is taken from.

It starts with quite a long range, but not much power to be classified as particularly violent. It's generally a good idea for users of this quirk to invest their time training the strength of the wind, as to improve their defensive and offensive maneuvers.

## Oxo-Master

A Great Rare mutation of Air Propulsor, only known to exist through one person, the user can isolate and eliminate oxygen, as well as create devastating winds on the scale of a small hurricane.
Unlikely Quirks

**Unlikely Quirks** are a kind of quirk that's a bit rare. Not many people have them, and they often are tailored for one, seemingly minor, but all the most important job.

All quirks in this category have combat use in some form, unlike their common counterparts, so there's no clear cut distinction between a fighting quirk and a support quirk, as they can do both.

You have a 30% chance to get one of this category.

There are three different types of quirks that fall under this category: **Transportation, Illusion,** and **Conjuration**

Like all non-utility quirks, there's a certain catch to each one!
Rare Quirks

**Rare Quirks** are quirks that are known to be powerful and are somewhat well-known throughout the world, with only some households having access to one of these.

While the powerful aspect is true, users of them also suffer a lot more through the over-use of their quirk, or have a short range initially, so either gadgets have to be gotten to mitigate or remove those problems, or, for some, simply training your body enough will lessen these effects.

You have a 10% chance of gaining a quirk in this category.

Two different types of rare quirks exist: **Destruction and Restoration**

Destruction types consist of making and manipulating chemical reactions and/or pure elements.

While Restoration types heal themselves and/or heal others.
Great Rare Quirks

**Great Rare Quirks** are extremely powerful or versatile quirks that only a certain bloodline even has, or are rumored to be exclusive to just one person. Enough documentation exists to just BARELY have the tech to control these powers.

The users of these quirks are either barely even heard of, or were extremely high up in society.

All quirks in this category involve manipulation of an extremely common element, force, or body to violent or helpful degrees.

You have a 4% chance of getting one of these quirks normally.
List Of Quirks

In this world, most people are born with a special power, nicknamed a quirk. At first, it started as a one-of-a-kind mutation where someone developed gills, but eventually the powers became an ability rather than something to be afraid of.

One thing to note is that many quirks aren't completely tied to only the body of the user, and nothing else. Some can ONLY be used with weapons; others can be used to create projectiles and/or constructs.

However, the opposite is true as well. Some quirks actually restrict the user's access to certain objects in exchange for gaining something else.
Spiori

**spiori** — игрок MXMC.

## Информация об игроке

### История

Точно неизвестно, когда впервые зашёл на сервер, где-то в пределах 2015-2016 годов. В то время spiori не мог сменить скин, поэтому он нашёл скин визера в толстовке, у которого был этот ник. Почти всегда играл на креативе, где он строил и рпшил. Через некоторое время стал хелпером, которого потом сняли. Играл на сервере до самого конца. Хорошо помнит Ylitka, Lionelius, Nightmare, Alexgrist и свою лучшую подругу Alinka, которая куда-то пропала.
Weapons

Weapons are essential tools that help boost a person's performance. Since your quirk manifests on your weapon, you'll need to make sure you have a good one before getting into a fight. They can be extremely helpful for both good and evil.

All officially registered and graduated Heroes are handed one of their choice by law, and often students do get their own provided.

However, the villain group the player has the option to play in have a massive weapon stockpile of their own and are willing to share with their fellow members.

The sheer commonplace nature of weapons is due to ancient practices dating back to the shinobi days in Japan, AND that many quirk users struggle with fighting hand-to-hand.

There are some quirk users that physically can't use any weapon because they'll destroy them on contact. In the case of Super Stockpile (And it's Mutated Counterpart, One For All), they never needed them in the first place because the quirks themselves were THAT strong, although some One For All users still kept using their weapon of choice.

## List Of Weapons

Each weapon can be used by a certain type of quirk user! Each quirk has at least 2 types of weapons they can't use, with rare exceptions.

## List Of Unique Weapons

These are one of a kind and don't work for mostly everyone like the others do, or you simply are not allowed to as another quirk.

Utility and Quirkless players share between this pool, and have access to the above:

Players with the Dollhouse quirk are allowed to use puppetry of up to three weapons.
What is Digi-Idle?

Digi-Idle is a virtual pet which can grow and develop into the stronger pet.

As time goes by, your partner will age up and able to get stronger by training.

Your partner can also get stronger by consuming items that you hunted in the digital world together.

You will have to treat him like a real pet. You need to feed and hunt for the food for your partner.

You can also meet and fight with your friend across the devices.

When your partner’s power meets the requirement, you can choose which line do you want him to evolve into.

There is no ending of the app. When you feel like your partner reaches the top of the power cap, you can make him reincarnate back to the egg and restart all over with higher power cap. In meaning, you can try all of the evolution lines and your power will be higher.

As the user closes the app and comes back, this app saves and loads the state automatically.
Starkov7

**starkov7** — игрок и бывший модератор нового MXMC .

## Информация об игроке

### История

Присоединился к серверу в 2016 году , но не играл. Начал играть с 2017 года с ником ZPoint. В начале 2018 года купил привилегию Lord. Играл на Creative Skyblock, Creative и так же в другие режимы. Не был особо активным в комьюнити. Играл до закрытия оригинального сервера (Начало 2021).

В 2022 узнал об открытии сервера и зашёл под ником starkov7. Некоторое время был модератором, но был снят. Сделал скин для YoMaker'а, которые используются, как стандартный скин сервера.
Ultra Rare Quirks

**Ultra Rare Quirks** are singularity quirks that ONLY occur in one person at any time. That is simply because these are quirks that are made completely artificially and were never supposed to exist.

The quirks themselves have enough potent power to destroy an entire city if all of it were released at once. As such, all medical equipment reading these quirks will explode on scanning, simply due to the sheer presence of them.

There is only a 1% chance to get a quirk from this category, and rightfully so.

Only four Ultra Rare Quirks Exist:
Head Bulb

**Head Bulb** is a quirk which is, a bit odd. That being, your head glows. It's really handy for night-time situations, and whenever you're trying to read something!

Don't worry though, it doesn't increase the temperature of your head, so you can't get any injuries from it being on all the time!

But what if you are alone and someone is trying to pick a fight with you? What can you do about that?

Well, it's HIGHLY advised to build your character's core stats more than any quirk stat.

One other thing to note is that, if someone collects enough materials and makes the person having this quirk a form of, deposit for them to store the light energy somewhere else, it can be really good!

Once they do get this gadget, it can be plugged in to a head launcher, used to empower your weapon with new skills, OR create their own mechanical body suit ala Iron Man!
Common Quirks

**Common Quirks** are, simply put, often seen quirks that probably a lot of the people have. As such, there's a good chance that they'll be quite ready to be a driving force in the world!

With some help of course!

Overall, you have a 50% chance of getting one.

There are some quirks in this category that are good at combat naturally, but they often come with gimmicks that you'll have to sort out, either by using it enough times to the point where you don't get any drawbacks, or by getting the right gear. There's only about two combat quirks here that don't require either or.

The other type, are simply utility quirks. But they aren't useless. In fact, unlike most people with quirks, you don't have to constantly worry about your quirk backfiring or you being incompatible with certain gear, because they never will affect you! The effects are always there or can be toggled at will. Sure, you don't get the same flashiness everyone else has.. but.. you get to be a tech guy! Who doesn't wanna make gadgets? Tell me!

So, some people with common quirks are actually vital to society!
Legendary Powers

**Legendary Powers** are actually rather strange. Some of them are quirks, some of them aren't. But they are unbelievably rare regardless, and have special properties others don't have.

One For All is one of those examples. You can't roll it, rather, you have to earn it. Once you reach a certain point in your training, and gained enough favor with \*\*Hero Or Villain here\*\* you can eat the hair to gain the ability, in which you have it until you re-roll OR give it to another player. Being granted One For All by another player is the only way a quirked user can get it. It grants immeasurable amp-ING power to the user.

All For One, however, is a once-in-a-lifetime quirk. Only certain players even get the event indicating that they HAVE All For One when they first join, but it's so powerful that it has to be that RNG based. It lets you steal other people's quirks permanently, up to 5, until you give one to someone.

Nothing else at the moment! Hence why no list!
Zero Gravity

**Zero Gravity** is a Great Rare quirk capable of altering gravity on anything the user touches.

This can be used for transportation, combat, and training multiplier applications. However, the user, when using the quirk too much, has to puke.

The puking can be mitigated by repeated use, and eliminated if specialized gear is made.

### Zero Space:

Zero Space is an Ultra Rare mutation of Zero Gravity, which only occurs if one ingests a material affected by the Metamora'ii fusion technique.

The user can now manipulate without having to touch anything, making this version extremely dangerous.
Awes0mium

## LocalCheeser

**Awes0mium** — игрок MXMC.

## Информация об игроке

### История

Зашёл на сервер в 2018 году под ником Herobrain322. Больше всего играл на режиме Mars и немного на Stalker A. Был забанен на MXMC за то, что вступил в СКПРФ. Вернулся на сервер после его открытия в 2021 году уже под ником AntiLopOchka, а в 2022 — под ником LocalCheeser. В 2023 купил привилегию Hero и сменил ник на Awes0mium.
LoZZ

**LoZZ** — игрок MXMC.

## Информация об игроке

Начал играть на сервере в 2018 году после того, как его пригласил destroke. Единственное, что он построил — ресторан. Любил общаться и участвовать в рп Roland. Из игроков MXMC знает Awes0mium, mibux, XxX\_Fluig\_XxX, jumper, OguzokCheck.

### Прошлые ники

1. danilifilippi17
2. danilifilippi
3. danil
4. danil\_123
5. danil\_228
My Hero ROBLOX Wiki

## ***Welcome to the Wiki!***

Welcome to the wiki. We’re a collaborative community that documents all sorts of information for the game. We'll try our best to update as frequently as possible.

## ***What kind of game is My Hero?***

My Hero is a fantastic MMORPG with elements from the anime Boku No Hero Academia made by Physicity. Become a hero or villain, Explore the world, Fight your enemies, Conquer the world.
DaSSeR

## Информация о игроке

Довольно старый игрок сервера MXMC, помнит его старое название DenisCraft, играл на сервере около 2-х или 3-х лет ещё при администрации Alexgirst и emrikgo, перестал любить администрацию когда на место Алексея (emrikgo) пришёл игрок Nightmare, о котором и понятия не имел кроме как "Какой-то игрок, которого видел всего несколько раз в табе". Трижды лишался привилегии Hero и возвращал её бесплатно при письменном обращении к создателю сервера Alexgirst (это было сложно, так как я не мог доказать того, что раньше имел эту привилегию). Очень много обвинялся в краже ника у DaSSaR, но отрицал это, так как не имел никакого представления об этом игроке во время первого года игры, после чего был поражён, что такой человек реально существует. Привилегию купил в тот же год. Имел один твинк из-за бана основного аккаунта (не помню по какой причине, но точно не из-за нарушения правил, скорее всего из-за взлома сервера или прихоти какого-то администратора). Уже не помнит всей истории сервера, но точно помнит, что строил город с другом, которого встретил на том же сервере. Иногда пользовался "схемой" (модификация на игру, позволяющая скачивать постройки с интернета и строить их, видя "фантом" этой постройки в игре. Так же имеется автопостройка схемы, когда ты просто летаешь, а мод ставит блоки за тебя). Идею строительства города позаимствовал у игрока под ником ROSTCityCreator2. Из-за неполноценного лаунчера игры имел лишь три скина при любых попытках его изменить — Соник на OptiFine и скин Стива или Алекс на других версиях. Использовал читы на Creative 1.12.2, как бы они там и были бесполезны и не давали особой выгоды кроме изменения цвета в названии вещей. Реальное имя игрока - Александр, возраст с момента первого захода на сервер - 9 лет, на момент 2020 года - 14. На сервере не имел особой важности и был обычным игроком, хоть и с самым первым донатом. Очень скучает по данному серверу и желает вернуться обратно, но осознаёт что сервер окончательно "умер".
YoMaker

**YoMaker** — тех. админ MXMC.

## Информация об игроке

YoMaker никогда не имел опыта игры на старых серверах MXMC или DeniSCraft, однако стал техническим администратором нового MXMC, так как является хорошим другом Андрея и он знает, что он обладает нужными навыками для этой должности. На сервере YoMaker ответственен за разработку игровых режимов, обеспечение стабильности работы и поддержание сайта. Кроме того, он старается активно общаться с игроками, чтобы быть в курсе их мнения и запросов.
Форум MXMC

Форум MXMC - сайт, где можно общаться с игроками MXMC на разные темы, подать заявку на хелпера или модератора, просмотреть все варны, муты, кики и баны и т.п.

## Информация

Это сайт, где игроки MXMC общаются на разные темы.

## Категории тем

На данный момент на этом форуме есть следующие категории:

* Пожелания и замечания
* Работа серверов
* Предложения и пожелания
* Лаунчер
* Жалобы на игроков
* Баги на серверах
* Заявки на должности
* Omnia+
* StalkerA
* Ваши постройки и арты на сервере
* Форумные игры
* Создаём и делимся фото, рисунками, анимациями