recursal/Fanatic-Fandom huggingface dataset:
Skill School: Culture

## Summary

Culture skills represent the awareness of how to interact within a culture. This can include how to be polite, make deals, tell stories, what is taboo etc. Culture skills include the following.

### Cultural Specialist

For every two ranks in Culture this character has, they may specify a *Preferred Culture*. This character gains proficiency in the corresponding language and may add +3 to their Culture checks in that culture.

## Cultures

Racial Cultures

* Atlantid Lore
* Azrex Lore
* Camboa Lore
* Duo-Fu Lore
* Frosk Lore
* Gnoman Lore
* Grork Lore
* Huntaur Lore
* Kymerlian Lore
* Meowi Lore
* Nagu Lore
* Saarassinid Lore
* Sika Lore

### Upbringing Cultures

* Nomad Lore
* Pirate Lore
* Underworld Lore

### Free Cultural Learning

Each character is entitled to a single background culture. When making culture checks they use their character level as their skill.

## Techniques

### Antagonistic Faux Pas

 Action
 Duration
 Range
 Effect
Patera

## Summary

   Patera is the Gnoman word that refers to the whole world. The world of Patera is a bowl-shaped world

 with a great sea (the Medipaterian Sea) in the centre and a ring of impassable mountains at the edges.

## Major Continents

### Asu

Asu is the greater eastern continent in the northern hemisphere. The name comes from an old word meaning light referring to the sunrise. Asu is populated largely by the Duo-Fu race, though Camboa and Sika are also present.

### Ereb

Ereb is the greater western continent in the northern hemisphere. The name comes from an old word meaning dark referring to the sunset. Ereb is the most diverse continent in Patera, home to the Grorks, Gnomans and Frosk as well as lesser races such as giants.

### Alkebulan

Alkebulan is one of the two southern continents. The vast majority of Alkebulan is uninhabited, however along its largest river is the Kymerlian kingdom which claims dominion over the region. Duskward from the Knile, Alkebulan extends into sandy deserts with a number of small oases populated by Pengouins.

### The New World

The New World is a large continent in the south eastern corner of Patera. The main intelligent race in the New World are the Azrex, a sentient species of reptilian humanoids.

## Celestial Mechanics

Patera has a single sun which remains in the same location but is periodically eclipsed by one of two moons. In the northern hemisphere, this is the slow-moving and larger moon Phobos, whose curious orbit means that the night in Patera accounts for around half the day. In the southern hemisphere, the day-night cycle is determined by the second smaller moon Deimos. The second moon has much swifter cycle leading to a shorter day night cycle in the southern hemisphere than in the northern.

The shadows of the moon do not cover the entire hemispheres leaving a sliver of constant daylight. The Gnoman and Kymerlian capital lie within this region. The rest is largely part of the Medipaterian sea, called the burning Sea.
Race: Camboa

## Summary

Camboa live in the jungles of the New World, especially in the tree tops. They are naturally fantastic climbers, able to wrap their serpentine bodies around branches and trunks to move around, and even 'leap' from branch to branch. They are also accomplished swimmers, allowing them to navigate the broad rivers of the jungles, though they can not breathe under water or swim well under water, they can swim across the surface.

## Physical Appearance

Camboa are a race of small Lamia-like Gnomanoids with a Gnomanoid upper torso and head, and the lower half of a snake.

## Lineage: Temple

 Bayon
 Preah Vihear

## Trait Summary

 Default Flaws
 Racial Traits
* Serpent Ancestry
* Scaled Hide
 Cultural Traits
* Gods of the Rivers and the Rain
* Omen of the Monsoon
* The Wrath of Rahu
* Tree-Sleeper
* Warrior of the Jungle

## Default Traits

### Tree Snake

 Effects
* +D6 to *Climb* checks to climb trees, ropes, pillars, and other non-flat objects,
* *Small Constriction* & *Small Bite,*
* *Tremorsense*,

## Cultural Traits

### Child of the Jungle

 Effects
If this character has more ranks in *Jungle Lore* than their level, they may instead re-roll a failed *Jungle Lore* check once per day.
Sample Character: Frosk Stormbringer

## Description

The stormbringer lies somewhere between lightning mage and berserker. Always ready to go toe-to-toe with an opponent using their Light Hammers, the stormbringer can charge up their weapon to rain serious damage on an unsuspecting opponent only to loose a hammer if range is needed. Once injured the stormbringer can become *Enraged* further adding to their damage while using their magic to deflect missile weapons.

## Basics

### Defences

 Resistance
 Health
11 - Vitality
 Morale
 Mana

### Special

 Permeable Skin
Dries out in dry environments.

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Deep Reserves
 Simple and Swift

### Traits

 Terrifying Leap
 Instinctual Swimmer
Skill School: Constriction

## Summary

Constriction is when an animal wraps itself around you and squeezes, for example, as a Python or Gorilla.

## Rules

### Constriction

Constriction attacks require the target to be grappled.

**Suffocate:** Targets with no stamina must make a *Fortitude* save or become unconscious.

## Techniques

### Constrict

 Action
 Duration
 Range
 Effect

## Techniques

### Restraining Constriction

 Action
 Duration
 Range
 Effect
Martial Skills

## Summary

Martial Skills cover all forms of weapon and fitness training with a view to combat. Martial focused characters tend to be more physically robust and agile than other characters relying on their physical prowess to overcome their enemies.

Martial Skills include the following:

### Unarmed Combat

* Improvised Weapons
* Pugilism
* Wrestling

### Fighting Style

* Assassination
* Brawling
* Dirty Fighting
* Dual Wielding
* Formation Fighting
* Hunting
* Massive Weapons
* Mounted Combat
* Rage

### Martial Training

* Battle Discipline
* Bravado
* Endurance
* Mobility
* Sixth Sense

## Actions

### Regular Attack

 Action
 Duration
 Range
 Effect

## Techniques

### Off-Hand Strike

 Action
 Duration
 Range
 Effect

### Precise Strike

 Action
 Duration
 Range
 Effect
Qi Skills

## Summary

Qi skills rely on sensing the general flow of the universe and finding harmony between that flow and the user. The rules for Qi skills are probably some of the most complicated and difficult to use, so beware.

To summarize, Qi skills are heavily technique dependent, where each technique may add or remove a state from the character performing a technique or the target of the technique. Chaining techniques in different orders may have very different outcomes. Additionally Qi skills are divided into Ying (defensive) and Yang (offensive). Often high level techniques will require the use of low level techniques of the opposite type prior to use.

## Rules

### Techniques

For every six ranks a character has in Qi skills, they gain a bonus Technique which must be chosen from one of the Qi skills.

### Qi

Many Qi Techniques generate or require Qi to use.

* A character may not generate more than 3 Qi.
* If a character does not use Qi, it will dissipate within a minute.

## Qi Martial Arts

#### Elemental Qi

* Absorption Combat: Way of the Pillar (Fortitude)
* Aerial Combat: Way of the Wind (Agility)
* Power Combat: Way of the Impact (Strength)
* Precision Combat: Way of the Storm (Dexterity)
* Redirection Combat: Way of the Stream (Mettle)
* Wild Combat: Way of the Flames (Fervour)

### Qi Training

* Way of the Earth
* Way of the Heavens

### Armed Combat

* Way of Steel
* Way of the Dragon

### Qi Faith Arts

* Way of Harmony
* Way of Chaos

## Actions

### Focus Qi

 Cost
 Action
 Duration
 Range
 Effect

## Talents

### Cycle of the Elements

 Effect
* Air => Fire => Water => Lightning => Earth => Force => Air

## Techniques

### Combo Attack

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Qi Shout

 Cost
 Qi Cost
 Duration
 Range
 Effect
* This character adds +D4 to the damage of one of the attacks generated using the technique.
* This character adds +D4 to an attack roll.
* Add a *Fizzle Dice* to an opponent's save.
Race: Sika

## Physical Appearance

The Sika are a tall, lithe bipedal Gnomanoids of the southern Asu isles.

Sika are characterised by a fine coat of usually brown and white spotted fur that covers their backs and legs and a short tail, and two-toed cloven feet. They have short snouts with wet noses, and males of the species have antlers.

The Sika are able to leap gracefully as the sprint.

## Lineages: Virtues

The seven Virtues of the Sika are a sacred guidance to their way of life - unobtainable in perfection, but always the objects of reverence and pursuit. Although all virtues are considered important beyond measure, each Sika usually has one guiding virtue that they have dedicated their life to perfecting. Each virtue awards access to a specific technique.

The *faith gain* associated with a virtue may be role play based. it will be up to the Arbiter to decide if a specific action counts.

## Trait Summary

 Default Flaws
 Racial Traits
* Calm Mind
* Deer Ancestors
* Hardened Hooves
* Leaping Sprint
 Cultural Traits
* Dojo Disciple
* Inner Mastery
* Lord of the Wood
* Way of the Warrior

## Default Traits

### Perfected Virtue

 Effect
* +1 Characteristic score associated with their *Virtue*
* Gain +1 Faith on completing an action based on *Virtue*
* Gain access to a *Bonus Technique* based on *Virtue*

## Cultural Traits

### Child of the Woods

 Effects
If this character has more ranks in *Woodland Lore* than their level, they may instead re-roll a failed *Woodland Lore* check once per day.
Gnoman Empire

## Culture

'*Gnome wasn't built in a day*'

- popular adage

'Who built Gnome?' the main character of a popular Gnoman children's play asks of a wise old owl. 'Was it the Emperor?' he asks, imagining the Gnoman Emperor standing short before the senate. 'No,' answers the owl. 'Was it the Legions?' asks the child, imagining the Gnoman legions marching across the battlefields in which none could be counted among their peer, but still, 'no,' answers the owl. 'Was it the gods?' asks the child, sure that he had got it right this time - for who could be more powerful than the gods? But still, 'no,' answers the owl. 'Tell me then, who built Gnome?'

"It was the engineers.'

This popular children's play is more than a simple satirical jest on the Gnoman tendency to take things literally (engineers literally did *build* Gnome), but it demonstrates a core aspect of Gnoman culture - the statue of engineers, placed above legions, emperors and, at times, even the gods themselves. For Gnoman culture is a combination of formal exactitude and the desire to see all *just so*, as well one of tinkering, discovering, and trying things out. So obsessed are the Gnomans with this exactitude that towns and even cities have been dismantled and re-erected only a mile down the road, in order to enforce upon reality that which creates a better pattern on the map, and places the city in some *optima* with regards to the course of rivers, mountains, fertility, roads, and aqueducts.

This culture of top-down engineering has permeated almost every aspect of Imperial Gnome, including the military - with it's cohort structure of five *centuriae*, consisting of 100 men.

## History

### Origin

The capital of the Gnoman Empire, the eponymous Gnome was famously founded by the twin Gnomes, Gnomulus and Gnemus. As infants the two gnomes were purportedly suckled by a she-wolf (suspected by some to be a shapechanger of some kind). When picking the site of their new capital, the two brothers had a dispute over which hill the City should be built on, with Gnomulus claiming superiority of decision due to seeing more 'divine birds'.

This led to a physical fight where Gnomulus killed Gnemus and threw his remains into a cavernous hole. While certain 'radical' academics have put forward theories that Gnemus survived this encounter, these specious contentions ought be ignored by all but the most conspiratorial minds.

### List of Notable Rulers

* Gnomulus
* Septimus
* Titus
* Mechus
* Arcanus

## Places of Note

* Gnome
* Gnaples
* Alba Longa (birthplace of Gnomulus and Gnemus)
Skill School: Suiniformia

## Summary

Suiniformia is a clade incorporating numerous pig and pig-like relatives including boars, swine, dolphins and hippopotamuses.

## Actions

### Swine Snout

 Action
 Morph Cost
 Duration
 Range
 Effect

## Talents

### Aquasonics

 Effect
* Dolphin form
* Killer Whale form

## Techniques

### Ambulocetus Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Ambulocetus* form, this character gains.
* +2 Strength
* Large Size
* 30 ft Base Speed & 40 ft Swim Speed
* +8 Stamina
* *Large Bite*
* +3 *Resistance* against all damage types

### Boar Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Boar Form*, this character gains:
* +1 Strength, +2 Fortitude, -2 Agility (replacing racial bonuses)
* Large Size
* 30 ft Base Speed
* +8 Stamina
* *Large Bite* & *Large Gore*
* +3 *Resistance* against all damage types
* *Improved Olfaction*

### Boar Tusks

 Action
 Morph Cost
 Duration
 Range
 Effect

### Dolphin Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Dolphin Form*, this character gains:
* +1 Fortitude (replacing racial bonuses)
* Medium Size
* 50 ft Swim Speed
* *Small Bite*
* +1 *Resistance* against all damage types
* *Echolocation*

### Grork Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Grork Form*, this character gains:
* Medium Size

Each character only has access to a singular form of Grork and as such this ability may not be used to impersonate specific Grork.

### Hippopotamus Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Hippopotamus Form*, this character gains:
* +3 Strength, +4 Fortitude, -3 Agility (replacing racial bonuses)
* Giant Size
* 30 ft Base Speed, 20 ft Swim Speed
* +12 Stamina
* *Giant Bite* & *Giant Gore*
* +4 *Resistance* against all damage types
* *Improved Olfaction*

### Killer Whale Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Killer Whale Form*, this character gains:
* +1 Strength, +2 Fortitude (replacing racial bonuses)
* Large Size
* 40 ft Swim Speed
* +8 Stamina
* *Large Bite*
* +3 *Resistance* against all damage types
* *Echolocation*

### Pygmy Hog Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Swine Form*, this character gains:
* +1 Fortitude (replacing racial bonuses)
* Small Size
* 30 ft Base Speed
* *Small Bite* & *Small Gore*
* +2 *Resistance* against all damage types
* *Improved Olfaction*

### Tursiops Skull

 Action
 Morph Cost
 Duration
 Range
 Effect
Race: Kymerlian

## General Information

Kymerlians are a race of minor shapeshifters. They are gnomanoids, taller than Duo-Fu or Grork but still not reaching the heights of Giants. In place of a gnome-like head, each Kymerlian bears the head of an animal.

## Lineages: Forms

Kymerlian Lineages concern their *animal forms*. Each Kymerlian must pick a Lineage. This choice defines that character's default head, as well as their default trait ("Shapeshifter") and flaw ("Animal Instincts"). In addition, each Kymerlian may pick a maximum of one (1) Racial Trait from the extra racial trait pool. This racial trait is *not* a bonus trait, and costs one trait point as would picking a Kymerlian trait.

All checks against a *Kymerlian's Animal Instinct* are TS = 14.

## Trait Summary

 Default Flaws
 Racial Traits
* Morphing Tissue
* Stable Form
* Unstable Form
 Cultural Traits
* Conscripted
* Daughter of the Dunes
* Son of the Sands
* Tongue of the Sphinx

## Default Traits

### Flaw: Animal Instincts

 Requirements
 Effects

## Cultural Traits

### Son of the Sand

 Effects
If this character has more ranks in *Desert Lore* than their level, they may instead re-roll a failed *Desert Lore* check once per day.
Ideas

## Big TODO List

* Combo-Arcane
* Skulduggery
* Timber Wolf
* Environmental Hazards
* Earthquakes
* Wind

## Bestiary Groupings

Unicorns, Lammasu, Pegasus, Hippogryph, Owlbear, Basilisk, Dragon, Manticore, Cerberus, Phoenix, Sphynx,

## Holding Place of Lots of Ideas

Rules for plants, plant-creatures, plant companions and Leshen.

* Triffid companion?
* Grippli Penguin Avalanche
* Buckler & Dagger?
* Black Blood Potion??
* Choose/create a relatively rare metal that inhibits mana use/generation
	+ a Shrapnelbomb talent using this metal that inhibits spellcasting
	+ Rules for weapons/sword/arrows made of this metal to inhibit spellcasting
* Arcane Calligraphy/Rune-writing/Scripting
* Totems & Talismans - A skill school to faith as arcane tools are to magic. Related to the Meowi cultural talent.
* Magnetic Shield
	+ Magnetism technique. Reaction,. Creates magnetic field around the caster (Talent - may cast on allies). When attacked, enemies must pass a strength save to break through the field, else their weapon is repelled backwards with high force, potentially flying from their hands.
* Electron Shield
	+ lightning technique. Reaction. Creates a shell of lightning around the caster (Talent - may cast on allies). When they are attacked, enemies must pass a strength save to break through the shell, else the weapon 'bounces' backwards with high force, potentially flying from their hands.

## Sample Character

Bards

* Grippli Banjo
* Grork Drummer
* Meowi Sea Shanty Bard
* Gnoman Legion Musician

Druid

* Swarm Monster
* Forest Hermit
* Stormy Sea Druid
* Tree Druid
* Chaos Druid!!

Ranger

* Archer
* Dual-wielding
* Master Tracker

Templar

* Cavalry Lancer
* Death Knight
* Defender of the Meek

Wizard

* FIRE MAGE!! BURN! BURN!
* The Master of Elements
* Illusionist
* Necromancer
Race: Meowi

## General Information

Meowi are cat-like humanoids which live on an archipelago.

## Lineage: Animal Totems

Each Meowi chooses an Animal Guardian, a spirit they believe guides and watches over them during their life, and will lead them into the next world in the after life. The animal guardian is a personal choice, usually based on dreams experienced during early life where it is thought the Animal guardian will reveal itself to the Meowi. It is possible for anon-meowi to receive an Animal guardian, if they are immersed in meowi Culture and an Animal guardian reveals itself to them in a dream. Meowi often keep wooden carvings, or totems, of their animal guardian on their person, sometimes as pendants or bracelets, and sometimes carve them on the bows of their ships. These animal guardians grant Meowi access to a single faith school technique that can be used with the character's level rather than Skill School ranks. These techniques incur a normal faith cost, and are available as long as the character remains at least Adherent.

## Trait Summary

 Default Flaws
 Racial Traits
* Feline Roots
* Pounce
* Sheathed Claws
 Cultural Traits
* Sea Gods
* Spear Fishing
* Stormheart
* Totem Bearer
* Wayfinder

## Racial Traits

### Sheathed Claws

 Effect
In addition, this character is proficient at *Claws* and may use their character level as skill ranks for the purpose of fulfilling requirements for *Talents* and *Techniques*.
If this character has more ranks in *Claw* than their level, they may instead re-roll a failed *Claw* check once per day.

## Cultural Traits

### Stormheart

 Requirements
 Effect

### Wayfinder

 Effect
If this character has more ranks in *Sea Lore* than their level, they may instead re-roll a failed *Sea Lore* check once per day.

## Todo

### Tapu Carver

 Requirements
 Effect
Skill School: Divine Assault

## Summary

Divine Assault is using the power of the gods to smite one's enemies. These techniques are all about channelling holy energy, whether through a weapon or whether through direct power.

## Actions

### Divine Blow

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Divine Aim

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Javelin

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Weapon

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Whirlwind

 Action
 Favour Cost
 Duration
 Range
 Effect

### Repel Foe

 Action
 Favour Cost
 Duration
 Range
 Effect

### Sanctuary of Assault

 Action
 Favour Cost
 Duration
 Range
 Effect

### Smite

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Lightning

## Summary

Lightning magic harnesses the electrical power of storms to burn and immobilize enemies.

## Actions

### Spark

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Chain Lightning

 Action
 Mana Cost
 Duration
 Range
 Effect

### Charged Weapon

 Action
 Mana Cost
 Duration
 Range
 Effect

### Eat the Storm

 Action
 Mana Cost
 Duration
 Range
 Effect

### Electrocute

 Action
 Mana Cost
 Duration
 Range
 Effect

### Electroreception

 Action
 Mana Cost
 Duration
 Range
 Effect

### Lightning Bolt

 Action
 Mana Cost
 Duration
 Range
 Effect

### Static Field

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Sparks

 Action
 Mana Cost
 Duration
 Range
 Effect

### Zap

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Explosives

## Rules

### Underwater Explosives

With the use of specialised materials, explosives can be used underwater. This usually requires the explosive charge to be packed into a water-tight container, such as a barrel soaked in pitch. This barrel can be lodged under water or weighted down with something heavy, such as a rock. A fuse is then led to the surface within a rubber or leather hose, where it can be lit.

However, this is an artform and people unskilled with underwater explosives are likely to get quantities and shapes incorrect.

* All damage from underwater explosives are reduced by two die-types (D6->D3 etc).

 Quick Table

## Actions

### Blasting Putty

 Action
 Item Cost
 Duration
 Range
 Effect

### Firebanger

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Concussion Mine

 Action
 Item Cost
 Duration
 Range
 Effect

### Doomsday Device

 Action
 Item Cost
 Duration
 Range
 Effect

### Doorbuster

 Action
 Item Cost
 Duration
 Range
 Effect

### Launch Plate

 Action
 Item Cost
 Duration
 Range
 Effect

### Lockbuster

 Action
 Item Cost
 Duration
 Range
 Effect

### Shaped Charge, Large

 Action
 Item Cost
 Duration
 Range
 Effect

### Shaped Charge, Small

 Action
 Item Cost
 Duration
 Range
 Effect

### Trip Mine

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Flight

## Summary

Flight is the ability to move through the air without contact with the ground. Flight may only be taken by creatures that posses a natural ability to fly, or gain the ability through biological or magical means. Flight via means of technological systems is rather considered *piloting.*

Flight rules are covered here.

## Actions

### Glide

 Cost
 Action
 Duration
 Range
 Effect

## Techniques

### Barrel Roll

 Action
 Duration
 Range
 Effect

### Carpet Bomb

 Action
 Duration
 Range
 Effect

### Death from Above

 Action
 Duration
 Range
 Effect

### Dive Bomb

 Action
 Duration
 Range
 Effect

### Fly-by

 Action
 Duration
 Range
 Effect

### Hover

 Action
 Duration
 Range
 Effect

### Vertical Takeoff

 Action
 Duration
 Range
 Effect
Skill School: Arcane Powder

### Special

This character may carry a number of Activate Powder whose combined cost does not exceed this character’s Arcane Powder ranks.

## Summary

Powder Magic is a particularly strange affair. Due to the nature of gunpowder manufacture, small amounts of aether are trapped in gunpowder particles, giving it a profoundly magical quality. Powder can be activated by a knowledgeable arcane user to bind it to all other gunpowder in existence. This allows minor changes in gunpowder in one location affect gunpowder elsewhere as if the two were entangled somehow. This is referred to by skeptics as 'Spooky Action at a Distance'.

## Rules

### Powder Addiction

* Each day a *Powder* user must imbibe a single *Apostle* of powder.
* If this is not done, this character may not use any *Arcane Powder* techniques or talents.

### Powder Usage

Powder is consumed in the use of many *Arcane Powder* techniques.

* *Powder* must be activated prior to use (see Activate Powder)
* A user must have two hands free to ignite the *Activated Powder* to complete the casting ritual.

## Actions

### Activate Powder

 Action
 Mana Cost
 Duration
 Range
 Effect

### Powder Spark

 Action
 Powder Cost
 Duration
 Range
 Effect

## Techniques

### Barrage

 Action
 Powder Cost
 Duration
 Range
 Effect

### Burn Powder

 Action
 Powder Cost
 Duration
 Range
 Effect

### Extend Flight

 Action
 Powder Cost
 Duration
 Range
 Effect

### Nullify Powder

 Action
 Powder Cost
 Duration
 Range
 Effect

### Premature Detonation

 Action
 Powder Cost
 Duration
 Range
 Effect

### Stabilize Flight

 Action
 Powder Cost
 Duration
 Range
 Effect

### Throw Shot

 Action
 Powder Cost
 Duration
 Range
 Effect

### Throw Volley

 Action
 Powder Cost
 Duration
 Range
 Effect

###
Skill School: Water

## Summary

Water magic concerns the manipulation of water and liquids.

## Actions

### Coalesce Dew

 Action
 Mana Cost
 Duration
 Range
 Effect

### Quench

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Crashing Waves

 Action
 Mana Cost
 Duration
 Range
 Effect

### Drench

 Action
 Mana Cost
 Duration
 Range
 Effect

### Drown

 Action
 Mana Cost
 Duration
 Range
 Effect

### Liquid Vortex

 Action
 Mana Cost
 Duration
 Range
 Effect

### Manipulate Tides

 Action
 Mana Cost
 Duration
 Range
 Effect

### Torrent of Water

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Water

 Action
 Mana Cost
 Duration
 Range
 Effect

### Waterbreathing

 Action
 Mana Cost
 Duration
 Range
 Effect

### Waterwalking

 Action
 Mana Cost
 Duration
 Range
 Effect
Bestiary: Nurikabe

## Description

*Nurikabe are animate spirits that resemble giant blocks of stone. They block people's passage.*

### Encounter Suggestions

Nurikabe are found alone or in groups. They are mischievous creatures which attempt to block the passage of people, especially those who have offended them in some way. If it is physically attacked, it may choose to fall over on nearby creatures.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

### Special

 Extending Form
 Knock Knock

## Construction

### Characteristics

 Fortitude
 +4

### Skills

 Endurance | Martial
 Shadow Magic | Arcane
 Space Magic | Arcane
Skill School: Polymorph

## Summary

Polymorph magic transforms materials into other materials (mostly Aether).

 Quick Table

## Actions

### Cosmetic Alterations

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Bestial Adaptation

 Action
 Mana Cost
 Duration
 Range
 Effect

### Disguise Object

 Action
 Mana Cost
 Duration
 Range
 Effect

### Doppleganger

 Action
 Mana Cost
 Duration
 Range
 Effect

### Fabricated Adaptation

 Action
 Mana Cost
 Duration
 Range
 Effect

### Transform Tool

 Action
 Mana Cost
 Duration
 Range
 Effect

### Twisted Hand

 Action
 Mana Cost
 Duration
 Range
 Effect

## Hybrid Techniques

### Bone Form

 Action
 Mana Cost
 Duration
 Range
 Effect

### Stone Form

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Elixirs

## Summary

Elixirs are biologically active compounds used to augment characters.

## Rules

Elixirs are small beverages which contain a variety of ingredients and produce a bio-active effect.

### Drinking

Drinking an *Elixir* requires a *Regular Action*. A character may not imbibe an *Elixir* more than once per minute without inducing *Nausea.*

## Actions

### Disable Elixir

 Action
 Item Cost
 Duration
 Range
 Effect

### Tonic

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Accelerant

 Action
 Item Cost
 Duration
 Range
 Effect

### Coagulant

 Action
 Item Cost
 Duration
 Range
 Effect

### Draught of Slumber

 Action
 Item Cost
 Duration
 Range
 Effect

### Elixir of Vigour

 Action
 Item Cost
 Duration
 Range
 Effect

### Elixir of Virtue

 Action
 Item Cost
 Duration
 Range
 Effect

### Elixir of Wakefulness

 Action
 Item Cost
 Duration
 Range
 Effect

### Restorative Draught

 Action
 Item Cost
 Duration
 Range
 Effect

### Truth Draught

 Action
 Item Cost
 Duration
 Range
 Effect
Rakshasa

## Description

A Rakshasa is a terrible creature native to Phobos. The Rakshasa are a species with many varient depending on the environment upon which their lineage originates, but all take the form of a large Chimera with the lower half of a giant snake, usually either a Python for those Rakshasa from the jungles of Phobos, and the top half of a cross between a man and a large cat, usually either a tiger or lion. Rakshasa have humanoid upper-bodies covered with fur, and large hands somewhere between that of a man's and a Cats, equally adept and wielding the large scimitar's Rakshasa are known to use, and dealing devastating damage with claws of their own. The head of the Rakshasa resembles that of a cat, usually a lion or a tiger.

Rakshasa are intelligent, but universally filled with malice. They are highly territorial and highly solitary, and only seem to come into contact for long enough to mate. They patrol and mark large territories and are usually \*tolerant\* of Major races within their territory, though will often stalk down and scare, maim, or kill trespasses just to ensure they don't get \*too\* comfortable. Villages and towns within a Rakshasa's territory are expected to provide tribute, either in animal for slaughter, gold, or other valuables such as jewellery and animal skins.

## Basics

### Attacks

 Medium Bite
 Scimitar (Dual-wield)

### Defences

 Resistance
 Vitality
 Morale
Skill School: Curses

## Summary

Curses are typically long-lasting afflictions that can be placed on adversaries. Curses can be incredibly powerful, but generally have subtle-long lasting effects, and are not necessarily good in combat.

### Curse Components

A character with ranks in Curses knows a number of Curse elements equal to their ranks. Curse elements include: Conditions, Symptoms and Cures.

## Actions

### Identify Curse

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Bestow Curse

 Action
 Item Cost
 Duration
 Range
 Effect

### Find Link

 Action
 Favour Cost
 Duration
 Range
 Effect

### Malicious Effigy

 Action
 Item Cost
 Duration
 Range
 Effect

### Temporary Curse

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Flesh

## Summary

Flesh Magic concerns the manipulation of flesh.

## Actions

### Sense Flesh

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Breach Hide

 Action
 Mana Cost
 Duration
 Range
 Effect

### Marionette Caper

 Action
 Mana Cost
 Duration
 Range
 Effect

### Muscle Spasm

 Action
 Mana Cost
 Duration
 Range
 Effect

### Paralyse Flesh

 Action
 Mana Cost
 Duration
 Range
 Effect

### Puppet Master

 Action
 Mana Cost
 Duration
 Range
 Effect

### Rend Flesh

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Flesh

 Action
 Mana Cost
 Duration
 Range
 Effect

### Zombie Shuffle

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Earth

## Summary

Earth magic concerns the manipulation of earth, soil, clay and stone.

## Actions

### Sense Stone

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Earthen Shackles

 Action
 Mana Cost
 Duration
 Range
 Effect

### Earthquake

 Action
 Mana Cost
 Duration
 Range
 Effect

### Fists of Stone

 Action
 Mana Cost
 Duration
 Range
 Effect

### Hail of Stones

 Action
 Mana Cost
 Duration
 Range
 Effect

### Impaling Spike

 Action
 Mana Cost
 Duration
 Range
 Effect

### Mould Stone

 Action
 Mana Cost
 Duration
 Range
 Effect

### Pillar of Earth

 Action
 Mana Cost
 Duration
 Range
 Effect

### Rockmelding

 Action
 Mana Cost
 Duration
 Range
 Effect

### Shield of Spikes

 Action
 Mana Cost
 Duration
 Range
 Effect

### Stone Coat

 Action
 Mana Cost
 Duration
 Range
 Effect

### Stonebolt

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Stone

 Action
 Mana Cost
 Duration
 Range
 Effect
Material: Bronze

### Crafting Rules

Unlike other metals, Bronze has a relatively low melting point and thus does not require a furnace to cast making producing much easier.

* Bronze weapons have the following effects:
	+ Damage *Die-Type* reduced by 1.
	+ Bronze is not sufficiently strong to craft long-bladed weapons or metal-hafted weapons

* Bronze armour has the following effects:
	+ *Resistance* reduced by 1.
Skill School: Disguise

## Summary

Disguise is the skill of remaining unseen while in plain sight. The general rules for stealth are covered here: Stealth.

### False Identities

For each two ranks in *False Identity* this character has, they may generate a *False Identity* including backstory, personality and connections. When using a *False Identity*, this character gains +4 *Cover*.

## Actions

### Disguise Self

 Action
 Duration
 Range
 Effect

## Techniques

### Coded Language

 Action
 Duration
 Range
 Effect

### Hasty Disguise

 Action
 Duration
 Range
 Effect

### Mimic Sound

 Action
 Duration
 Range
 Effect

### Seamless Coverup

 Action
 Duration
 Range
 Effect

### Study Face

 Action
 Duration
 Range
 Effect
Bestiary: Gnemlin Sneaker

## Description

Gnemlin Sneakers are a basic Gnemlin, likely to be found throughout the Gnemlin empire and in various surface outposts dwelling in caves and ruins connected to the labyrinthine underground.

### Encounter Suggestions

Gnemlin Sneakers are generally fearful, and rely on overwhelming numbers and ranged hit-and-run tactics to whittle down a foe without coming into melee combat. On any given turn, a Gnemlin Sneaker should be concerned with first ensuring it is not within melee range of an opponent, and then attacking with it's short-bow. When any individual Gnemlin receives counter-fire, they will quickly seek cover and hide, then look for a different approach, hoping their enemy switches target to another. With Traps around, Sneakers will attempt to lure their enemies into traps by remaining nearby. Typically a Gnemlin Sneaker turn should consist of a mobile attack, moving from cover to cover, and firing.

When forced into close-combat, Gnemlins rely on their Spear in attempt to keep distance and look for the first chance to run away.

## Basics

### Defence

 Resistance
 Vitality
 Morale

### Equipment

 Dagger
 Longspear

### Special

 Symbiosis
 Blind and Scared
* Each time this character takes damage, they lose 1 *Morale*

## Construction

### Characteristics

 Fortitude
 +0
Music Instruments

## Music Instruments

### Special

Talents and Techniques here are applicable to Musical Instruments

## Summary

Musical Instruments are a broad category of devices designed to produce sound.

This includes the following:

* Keyboard Instruments
* Percussion Instruments
* String Instruments
* Vocal Instruments
* Wind Instruments

## Actions

### Street Performance

 Action
 Song Point
 Duration
 Range
 Effect
Interrogation Rules

## Summary

Interrogations should be a good combination of role-playing and roll-playing. Players should be encouraged to describe the methods used in their interrogation. 'Well described' methods should be rewarded with bonuses, desultory efforts with penalties (+/- D4 is a good rule of thumb).

All interrogation checks should be made by the Arbiter (unless you have a cool group) as successes and failures should not be apparent.

## Rules

### Cracking Score

The goal of an interrogation is to crack the discipline of the Interrogated character. This is represented by a Cracking Score. This is determines as:

* 8+
* Relevant Characteristic (Mettle/Wit)

OR

* Morale

### Interrogation Difficulty

Each time the interrogator tries to drag something from the interrogated character they must make an Interrogation check against the following Target Score.

* 14+
* (Speechcraft Skill Ranks + Level)/2 - rounded down
* Relevant Characteristic (Mettle/Wit)

### Interrogation Check

To perform a Interrogation check, the Interrogator must choose an interrogation method (see below) and make the following check:

* D20+
* (Speechcraft/Interrogation Skill Ranks + Level)/2 - rounded down
* Relevant Characteristic (Wit)

If a check is successful, the target's *Cracking Score* is reduced by D4 and they reveal some bit of information. If the check fails, the *Cracking Score* goes up by 1 instead and the Interrogated character may give the Interrogator a false piece of information.

### Cracking

If the Cracking Score is reduced to zero, the Interrogated character will give up any and all information, including admitting false information.

## Interrogation Methods

Interrogation is a fine art, involving suggestions, threats, promises and deals. Each time an Interrogator attempts to interrogate a target, they must choose a method of Interrogation. If it fails, it may not be used again.

* Bribery
* Deception
* Flattery
* Threats
* Torture

### Bribery

*Bribery is the process of offering goods, services and favours in return for information.*

### Deception

*Deception is the process of misleading the target into believing something, usually that the interviewer is on 'their side'.*

Each time a deception fails, further deceptions suffer a reduction in success likelihood (-3).

### Flattery

*Flattery is simply giving praise.*

When using Flattery, the player may use their Speechcraft skills in place of an Interrogation check.

### Threats

*Threats are implied violence.*

A target who is threatened automatically reduces the *Posture* of the target.

### Torture

*Torture is violence.*

Torture inflicts *Stamina* and *Vitality* damage. A target who is tortured automatically reduces the *Posture* of the target.
Skill School: Caniformia

## Summary

Caniformia are species of carnivores ranging from badgers and dogs to the largest of bears.

## Actions

### Bloodhound

 Requirements
 Action
 Duration
 Range
 Effect

## Techniques

### Badger Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Badger Form*, this character gains:
* +1 Dexterity, +1 Agility (replacing racial bonuses)
* Small Size
* 30 ft Base Speed & 10 ft Burrow Speed
* *Small Claws*
* +1 *Resistance* against all damage types

### Bestial Claws

 Action
 Morph Cost
 Duration
 Range
 Effect

### Dog Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Dog Form*, this character gains:
* +1 Strength (replacing racial bonuses)
* Small Size
* 40 ft Base Speed
* *Small Bite*
* +4 Stamina
* +1 *Resistance* against all damage types

### Duo-Fu Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Duo-Fu* Form, this character gains:
* Medium Size

Each character only has access to a singular form of *Duo-Fu* and as such this ability may not be used to impersonate specific *Duo-Fu*.

### Giant Bear Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Giant Bear Form*, this character gains:
* +4 Strength, +1 Fortitude, -2 Agility (replacing racial bonuses)
* Giant Size
* 40 ft Base Speed
* +12 Stamina
* *Giant Claws* & *Giant Bite*
* +4 *Resistance* against all damage types

### Otter Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Otter Form*, this character gains:
* -1 Strength, +1 Dexterity, +2 Agility (replacing racial bonuses)
* Small Size
* 30 ft Base Speed & 30 ft Swim Speed
* +4 Stamina
* *Small Bite*
* +1 *Resistance* against all damage types
* *Shaggy Coat*

### Shaggy Coat

 Action
 Duration
 Range
 Effect

### Skunk Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Skunk Form*, this character gains:
* -1 Strength, +1 Dexterity (replacing racial bonuses)
* Small Size
* 30 ft Base Speed
* +4 Stamina
* *Small Claws*
* +1 *Resistance* against all damage types
* *Skunk Spray*

### Small Bear Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Small Bear Form*, this character gains:
* +3 Strength, -1 Agility (replacing racial bonuses)
* Large Size
* 40 ft Base Speed
* +8 Stamina
* *Large Claws* & *Large Bite*
* +3 *Resistance* against all damage types

### Wolf Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Wolf Form*, this character gains:
* +2 Strength (replacing racial bonuses)
* Medium Size
* 50 ft Base Speed
* +4 Stamina
* *Medium Bite*
* +2 *Resistance* against all damage types

## Special

### Skunk Spray

 Action
 Duration
 Range
 Effect
Skill School: Way of the Pillar

## Summary

Techniques of the Way of the Earth are slow and devastating relying on applying force in an irresistible way.

## Techniques

### As Stiff as Stone

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Beneath the Avalanche

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Curled Claw

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Gathering Stones

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Iron Skull

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Python Grasp

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Rising Crag

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Rolling Boulder

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Stance of the Pillar

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Meteor Returns Home

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Mountain Falls

 Cost
 Qi Type
 Duration
 Range
 Effect

### The Stone Breaks the Hand

 Cost
 Qi Cost
 Duration
 Range
 Effect
Skill School: Mutagens

## Summary

Mutagens are powerful biological agents which when ingested generate significant (though transient) changes in an individual.

## Rules

### Crafting a Mutagen

Mutagens work like other crafted items except they often rely on the combination of several effects.

* A mutagen may contain any number of different mutagen techniques but no more than half this character's ranks in Mutagens (fractions round up).
* A basic mutagen costs one crafted item after which a character may add other effects.
* The mutagen takes a full turn to ingest after which it lasts a number of hours equal to the character's Mutagen ranks.

### Mutagen Side-Effects

In addition to the benefits of the Mutagen, Mutagens invariably have side-effects, usually affecting the mind of the user.

 4
 5+

## Actions

### Brew Mutagen

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Adaptive Mutation

 Action
 Item Cost
 Duration
 Range
 Effect

### Acid Blood Mutagen

 Action
 Item Cost
 Duration
 Range
 Effect

### Brutish Mutagen

 Action
 Item Cost
 Duration
 Range
 Effect

### Mutagenase

 Action
 Item Cost
 Duration
 Range
 Effect

### Nighteye Mutagen

 Action
 Item Cost
 Duration
 Range
 Effect

### Thickskin Mutagen

 Action
 Item Cost
 Duration
 Range
 Effect

### Trollblood Mutagen

 Action
 Item Cost
 Duration
 Range
 Effect

### Twitching Mutagen

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Battle Discipline

## Summary

Battle Discipline is learned through combat. It is the discipline to continue despite overwhelming odds and fight in a formation as only one part of a whole unit.

## Actions

### Settle Fear

 Action
 Duration
 Range
 Effect

## Talents

### Restore Discipline, Improved

 Effect
* The target must not be deafened
* This character must have the ability to speak

## Techniques

### Dead-eyed Stare

 Action
 Duration
 Range
 Effect

### Restore Discipline

 Action
 Duration
 Range
 Effect

### Soldier On

 Action
 Duration
 Range
 Effect

### Steady Comrade

 Action
 Duration
 Range
 Effect
* The target must not be deafened
* This character must have the ability to speak
Skill School: Cosmos

## Summary

Understanding the Cosmos is different from religion. Here adherents try to understand the greater functioning of the universe and the gods within that greatness.

### Cosmic Mind

This character may take bonus techniques from *Reality* spells, *Destiny* or *Will* *Faith Skills* and *Qi Skills*.

## Actions

### Identify Reality

 Action
 Duration
 Range
 Effect
Skill School: Arcane Tomes

## Summary

The use of Arcane Tomes can greatly increase a character's repertoire of spells. However, having access to spells and being able to use them effectively are two separate concepts and such spellcasters often find themselves exposed on the battlefield.

## Rules

Characters with ranks in *Arcane Tomes* may scribe spells they have access to into the Tome. They may then use the Tome to cast the spell as normal, though they must have immediate access to the Tome (i.e. in their hands or held aloft). Casting a spell from a *Tome* is inefficient and requires an additional 2 *Mana* on top of the spell’s usual costs. A character may not cast a spell from a *Tome* which has a skill requirement higher than this character's *Arcane Tome* ranks.

## Actions

### Scribe Spell

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Burn Page

 Action
 Mana Cost
 Duration
 Range
 Effect

### Interpret Spell

 Action
 Mana Cost
 Duration
 Range
 Effect

### Prepare Spells

 Action
 Mana Cost
 Duration
 Range
 Effect

### Quick Study

 Action
 Mana Cost
 Duration
 Range
 Effect

### Scribe Scroll

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Shadow

## Summary

Shadow magic concerns the purging and destruction of light as well as hiding objects from light. Shadow Magic can be used to blind or confuse enemies but has few direct forms of attack.

## Actions

### Hide Visage

 Action
 Mana Cost
 Duration
 Range
 Effect

### Twist Shadow

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Deep Shadows

 Action
 Mana Cost
 Duration
 Range
 Effect

### Invisibility

 Action
 Mana Cost
 Duration
 Range
 Effect

### Shadow Net

 Action
 Mana Cost
 Duration
 Range
 Effect

### Sphere of Darkness

 Action
 Mana Cost
 Duration
 Range
 Effect

### Umbral Gloom

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Shadows

 Action
 Mana Cost
 Duration
 Range
 Effect

### Zone of Invisibility

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Balanced Blade

## Summary

Balanced blades are long-bladed weapons made predominantly from metal. Unlike other bladed weapon, balanced blades are designed with a balance point near the hilt. This gives the user considerable control and makes them perfectly suited for defensive styles of combat involving numerous parries and counter-thrusts.

## Techniques

### Blade-Shield

 Action
 Duration
 Range
 Effect

### Cross-Guard Disarm

 Action
 Duration
 Range
 Effect

### Fluid Motions

 Action
 Duration
 Range
 Effect

### Hilt Strike

 Action
 Duration
 Range
 Effect

### Lunging Thrust

 Action
 Duration
 Range
 Effect

### Overhead Strike

 Action
 Duration
 Range
 Effect

### Reverse Grip

 Action
 Duration
 Range
 Effect

### Riposte

 Action
 Duration
 Range
 Effect

### Storm of Strikes

 Action
 Duration
 Range
 Effect
Race: Pengouin

## Summary

The Pengouin are a group of nomadic tribes which travel between the various oases in the *Alkebulan* deserts.

## Physical Appearance

The Pengouin are small plump gnomanoids, roughly the same size as a *Gnoman*. They have longer than average necks and carry much of their weight near their feet. Pengouins have very short legs making them very slow but they make up for this with a natural ability to swim. Pengouin are covered in very fine black and white feathers.

## Trait Summary

 Default Flaws
 Racial Traits
 Cultural Traits

## Cultural Traits

### Son of the Sand

 Effects
If this character has more ranks in *Desert Lore* than their level, they may instead re-roll a failed *Desert Lore* check once per day.

###
Skill School: Chiroformia

## Quick Table

Each character only has access to a singular form of *Svalbat a*nd as such this ability may not be used to impersonate specific *Svalbat*.

### Thermoregulation

 Action
 Morph Cost
 Duration
 Range
 Effect

### Vulcanops Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Vulcanops Form*, this character gains:
* +4 Strength, -2 Dexterity, +2 Agility (replacing racial bonuses)
* Giant Size
* 20 ft Base Speed, 50 ft Flight Speed
* +12 Stamina
* *Giant Bite* & *Giant Claws*
* +3 *Resistance* against all damage types
* *Echolocation*

## Special

### Bloodmeal

 Action
 Duration
 Range
 Effect