recursal/Fanatic-Fandom huggingface dataset:
Jae Hyun

**Jae Hyun** is a female student that attends Blossom Academy.

She is played by Gi.

## Personality

Jae is more like a Non-chalant person mixed with a Lively, funny person. It's pretty rare for her to be shy due to that she likes to talk a lot about art and drawing and sometimes music. She also has a love for food especially shrimp fried rice and octopus so if you ever want to get on her good side or you want to somehow bribe her.

## Backstory

Jae Hyun was born into a pretty normal family though she was the one taking care of everyone and herself most the time. She was bullied throughout middle school by a couple of girls who were just jealous about her long hair. Jae ended up having enough punching one of the girls square in the face. She got in big trouble, but they never really picked on her too much after that.

## Reputation

it's okay though she can get talked about a bit she's usually nowhere in gossip or drama not one bit
Adachi Shigemori

Artist source unknown. :(

**Adachi Shigemori** is a male student that attends Blossom Academy.

He is played by V. and created by V.

## Appearance

Adachi has black hair and grey eyes, and pale skin. He's usually wearing a loose uniform that's buttoned incorrectly, and out of school he usually wears basic clothes like t-shirt and black sweatpants. He does have a beauty mark.

## Personality

His persona is a loner, which causes him to run away and call the police at a murder scene. But his self defense is invincible, so any attempt to kill him will get you apprehended.

Adachi is blunt and is unaware of most things he does and spends most of his time napping. He excels in physical and intellect, so some of the things he does gets brushed off. Of course, though, his reputation comes from the helping he does, but is subtracted by the rude stuff he says.

He's awfully stubborn as well and is unaware if he teases or annoys you.

## Official Description

"Adachi is a guy who is usually found dozing off in class and wearing loose and buttoned incorrectly clothes and has a pretty decent reputation but is more on the bad side. Usually, he’s blunt and isn’t afraid to do anything, but is unaware if he does anything bad.

He’s usually helping out other clubs or people by carrying stuff and spends most of his time napping in the gym after school, not doing his club activities at all and not being kicked out.

Sometimes Adachi might tease you or annoy you, but he doesn’t know what’s going on at all until you tell him and is pretty stubborn."

## Reputation

His reputation is 2.

**Feared:** -15

**Liked:** 0

**Respected**: 19

## Topics

**Positive**

* Cats
* Justice
* Money
* Sports
* Solitude
* Video games
* Solitude

**Negative**

* Gossip
* Occult
* Reading
* School

**Neutral**

* Anime
* Art
* Cooking
* Cosplay
* Drama
* Family
* Friends
* Gardening
* Martial Arts
* Memes/Jokes
* Music, Nature
* Photography
* Science

## Trivia

\* Adachi has never really gotten in trouble for sleeping in class when the teacher is teaching. The teachers ask him a question and wake him up and he just solves it ad goes back to sleep like it was nothing.

1. Adachi's voice claim is Enner Alouette (JP) https://youtu.be/zc1hQrRyt20
2. He is a third year!
Scoop

**US Voice Actor:** Alan Marriott (2001-2009), David Menkin (2010-2011), Rob Rackstraw (singing voice in "Fix it Up"; 2006)

**Scoop** is a yellow backhoe digger and the unspoken leader of Bob's machines. He has a habit of making jokes, and assists Bob in being in charge whenever extra help is needed.
Stepney

**Stepney**, named after a district in London, is a "Bluebell" tank engine who works on a Sudrian branch line neighbouring the Skarloey Railway, also known as the "Bluebell Railway". His friendly, enthusiastic attitude makes him a welcome visitor on Sir Topham Hatt's railway.

## Bio

Stepney is a bubbly, honest and humble chap who is always buzzing with enthusiasm and eager to please. Even if an engine might not like him at first, his personality wins them over. After being saved from scrap by Rusty and the Bluebell Railway, he now runs his own branch line, but loves visiting and helping out the engines on Sir Topham Hatt's railway. Stepney can often feel down if he feels like he hasn't got enough work to do, but he's still high spirited, keen to see fair play and always game for more work.
Rosie

**UK/US Voice Actor:** Nicola Stapleton (2017-2020)

**Rosie** is a lively little tomboy tank engine who works as both a shunting engine and a mixed-traffic engine.

## Bio

Rosie is an energetic, fun and free-spirited tank engine! She works as both a shunting engine and a mixed-traffic engine and loves to race just as much as she loves to be Really Useful.
Developers Wiki

**Welcome to the Developers Wiki!**
We're a (fairly new) community that helps people get into programming.

We have plenty of articles about concepts, tutorials, and languages.

## Important articles

Variables

Functions

Pointers

* Rules of this wiki
* Getting Started
* How to Contribute
* Guides
* All Help articles

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

Rose Pilgrim is a Human-only Background. If a Low Kingdoms start in chosen, they will begin play in a local church; otherwise they'll be a member of a mission. Either way, they gain a small amount of local Reputation.

They start with the following items:

* Rough-spun tunic
* Wooden sandals
* Pilgrim's cloak
* Prayerbook of Meditation
* Wooden holy symbol
* A club
* Pressed wafers

Their recommended Attributes are Endurance, Willpower, and Charisma. Their recommended Skills are Religious Lore, First Aid, and Channeling.
Pointers

A pointer is an instance that points to the address of a variable in memory. Not all high level languages provide support for pointers, but some do, e.g. C/C++ and Golang. In this article, the C syntax for pointers will be used.

### Examples

A pointer is defined using the asterisk (\*) symbol. The pointer's value is the address of another variable, which you can find using the ampersand (&) symbol.

```
int num = 10;
int\* ptr = &num;

```

To access the content the pointer points to, use the asterisk symbol again.

```
printf("%d", \*ptr);

```

Pointers can be useful when it comes to Arrays. If you assign the pointer to the first element of the array, you can increment and decrement the pointer to find the next/previous element in the Array.

```
int arr[5] = {1, 2, 3, 4, 5};
int\* ptr = &arr[0];

printf("%d %d", \*ptr, \*(ptr+3));

```
Emily

**UK/US Voice Actor:** Jules de Jongh (US; 2009-2020; UK; 2016)

**Emily** is an emerald green tender engine who works on the North Western Railway and is the railway's number 12 engine. She works mostly on the main line. She has her own set of coaches and is Sodor's safety engine.

## Bio

Emily is a beautiful engine with shiny paintwork and gleaming brass fittings. She is a kind and caring engine, even if she can be a little bit bossy at times. Emily is also known to be a hard worker and will do her best to help her friends. Besides, there's no one quite like Emily after all!
Duke

**Railway:** Mid Sodor Railway (formerly), Skarloey Railway

**Duke**, named after the Duke of Sodor, is an orange-brown narrow gauge tank-tender engine, who is widely respected and considered a hero amongst all the engines. He is also one of the oldest engines on Sodor.

## Bio

As one of the oldest of the narrow gauge engines and the most experienced, Duke enjoys teaching the others the proper way to do things. He often talks about the "good old days" when rules and regulations were obeyed. Despite his "head teacher" attitude, he is gentle and kind to younger engines, but maintains his authority at all times.
James

**Other Voice Actors:** Susan Roman (2000; *Thomas and the Magic Railroad*)

**James** is a red mixed-traffic tender engine who works on the North Western Railway and is the railway's number 5 engine. He usually works on the main line. He is proud of his red paintwork, but tends to be vain, boastful, and overconfident, and does not like getting dirty.

## Bio

James is a medium-sized engine. His six driving wheels are not as big as Gordon's and not as small as Thomas'. He has a fine scarlet coat and brass dome and likes to think of himself as a Really Splendid Engine. This can occasionally lead to high-falutin' ideas about the sort of work suitable for such a noble creature. Invariably, they land James in trouble. Even so, James is a hard worker and a Really Useful Engine.
Percy

**Other Voice Actors:** Linda Ballantyne (2000; *Thomas and the Magic Railroad*)

**Percy** is a small green saddle tank engine who works on the North Western Railway and is the railway's number 6 engine. He is Thomas' best friend. Percy's favourite job is pulling the mail train and he works on Thomas' branch line as a goods engine.

## Bio

Percy is the junior member of the principal team of engines. He is a happy little chap who's normally quite happy puffing around the yard with no particular desire for adventure in the great world outside. Percy enjoys pulling the mail train, especially with his best friend Thomas. He is always keen to oblige, a fact of which the other engines are apt to take advantage. However, Percy is a clever little engine and puts a smile on the face of everyone he meets.
Spencer

**US Voice Actor:** Glenn Wrage (2009-2018)

**Spencer** is a silver streamlined tender engine from the Mainland who is privately owned by the Duke and Duchess of Boxford. He is also Gordon's cousin and arch-rival.

## Bio

Spencer is a shiny silver engine. He is the private engine of the Duke and Duchess of Boxford and one of the fastest engines to ever visit Sodor. Spencer has a high opinion of himself and is rather arrogant and snobbish. He never heeds the advice of other engines and his pompous attitude often gets him into trouble. Spencer does have a kinder side to him when he realizes his mistakes, and like all engines, Spencer wants to be Really Useful.
Variables

Variables are pieces of data stored in memory which can be changed (hence the name).

### Examples

The following examples will initialise a string variable "myVar" with the value "Hello, World!".

* In JavaScript, variables can be defined with `var` or `let`, however it is advised to use `let`:

```
let myVar = "Hello, World!";

```

* In Python, variables are defined with the equals sign:

```
myVar = "Hello, World!"

```

* In C, variables are defined by their type (note that in C a string is an array of characters):

```
char myVar[] = "Hello, World!";

```

* In Java, variables are defined similarly to C:

```
String myVar = "Hello, World!";

```
Travis

**US Voice Actor:** Alan Marriott (2001-2009), David Menkin (2010-2011)

**Travis** is a turquoise tractor who belongs to Farmer Pickles and is often seen pulling a wooden trailer. He helps out Bob and the team when they need it and keeps an eye on Spud the Scarecrow. Travis is very careful and has never whined about a job.
Function

A function is a block of code that can be repeated by calling the function.

### Examples

These examples will define a function to print "Hello, World!" to the console.

* JavaScript

```
function myFunc() {
 console.log("Hello, World!");
}

```

* Python

```
def my\_func() {
    print("Hello, World!")
}

```

* C

```
void myFunc() {
 printf("Hello, world!\n");
}

```

* Java (Methods)

```
public class Main {
 static void myMethod() {
 System.out.println("Hello, World!");
 }
}

```
Types

A "type" shows what type of data is in a variable.

### Typing

Most programming languages are considered to have "dynamic typing" or "static typing". In the same way, most programming languages are considered to be "strictly typed" or "loosely typed".

#### Static/Dynamic typing

A programming language with static typing would check types at compile time (when the program is being compiled) and a programming language with dynamic typing would check types at runtime (when the program is being executed). For example, a dynamically typed language would not throw a type error until being run (if at all). A static typed language would stop compilation for a type error (e.g. "1" + 1) to be fixed by the user (however sometimes it is fixed by the compiler automatically).

#### Strict/Loose typing

A strictly typed programming language would need you to explicitly show the type of the variable at its definition, while a loosely typed programming language would usually be able to identify the type on its own.
List of WTCL Winners

This is an entire list of WTCL winners.

## List

1. 1987: TBA
2. 1988: TBA
3. 1989: TBA
4. 1990: TBA
5. 1991: TBA
6. 1992: TBA
7. 1993: TBA
8. 1994: TBA
9. 1995: TBA
10. 1996: TBA
11. 1997: TBA
12. 1998: TBA
13. 1999: TBA
14. 2000: TBA
15. 2001:  Flash Nilsson (1)
16. 2002:  Flash Nilsson (2)
17. 2003:  Flash Nilsson (3)
18. 2004:  Max Schnell (1)
19. 2005:  Long Ge (1)
20. 2006:  Frosty Winterbumper (1)
21. 2007:  Max Schnell (2)
22. 2008:  Long Ge (2)
23. 2009:  Max Schnell (3)
24. 2010:  Memo Rojas (1)
25. 2011:  Pyotr Racinov (1)
26. 2012:  Max Schnell (4)
27. 2013:  Max Schnell (5)
28. 2014:  Vitaly Petrov (1)
29. 2015:  Vitaly Petrov (2)
30. 2016:  Max Schnell (5)
31. 2017:  Frosty Winterbumper (2)
32. 2018:  Long Ge (3)
33. 2019:  Memo Rojas (2)
36. 2020:  Vitaly Petrov (3)
37. 2021:  Pyotr Racinov (2)
38. 2022:  Long Ge (4)
39. 2023: TBA
2023 World Torque Champion League

The 2023 World Torque Champion League season is the 37th season of the WTCL.

## Racers

1. Max Schnell (GER) #2
2. Kimmi Clutchkönnen (FIN) #7
4. Frosty Winterbumper (AUS) #10
5. Vitaly Petrov (RUS) #11
6. Memo Rojas (MEX) #13
7. Pyotr Racinov (RUS) #14
8. Danny Ricartdo (AUS) #15
9. Nico Crossberg (GER) #16
10. Jack Grayson (CAN) #19
11. Robert Pistons (CAN) #26
12. Max Van Der Meer (NED) #29
13. Flash Nilsson (SWE) #35
14. Carlos Martínez (SPA) #38
16. Jarik Roadrev (NED) #71
17. Carteri Bottas (FIN) #77
18. Bronius Grigonis (LIT) #79
20. Long Ge (CHI) #90
21. Hank Melvin (NED) #102

## Race Winners

1. Porto Corsa — TBA
2. Singapore — TBA
3. Berlin — TBA
4. Marseille — TBA
5. Sakhir — TBA
6. Chicago — TBA
7. Athens — TBA
8. Wellington — TBA
9. Bangkok — TBA
10. Valencia — TBA
11. Moscow — TBA
12. Toronto — TBA
13. Kuala Lumpur — TBA
14. Dakar — TBA
15. Helsinki — TBA
16. Tokyo — TBA
Diesel

**UK/US Voice Actor:** Kerry Shale (UK: 2010-2021; US: 2015-2021)

**"Devious" Diesel** is a sinister black diesel shunter who has an oily, devious, scheming and malicious nature and holds a grudge against the steam engines.

## Bio

"Devious Diesel", as he is referred to by the other engines, is always bad news when he is around. He believes that he is superior to the steam engines as he is "modern" and "revolutionary". Diesel is often known to play tricks on the other engines but this, more often than not, backfires on him. Oily, scheming and ever-ready to stir up trouble in the shed, his characteristic smirk is a sure sign that someone, somewhere is in for a bit of trouble.
Henry

**Other Voice Actors:** Kevin Frank (2000; *Thomas and the Magic Railroad*)

**Henry** is a green mixed-traffic tender engine who works on the North Western Railway and is the railway's number 3 engine. He works on the main line and usually pulls a special fish train called "The Flying Kipper".

## Bio

Henry is a long, fast engine. He has a thoroughbred look, and like all thoroughbreds, tends to be somewhat highly strung and prone to illness. Henry works on the main line with Gordon and James. Unlike those two, however, Henry is a much kinder engine, even if he can fall ill sometimes. But no matter what, Henry is a very determined engine, and sympathetically driven, he'll give any engine a run for its money.
Saburo Akiyama

**Saburo Akiyama** is a male student that attends Blossom Academy.

He is played by Ronni.

## Appearance

Usually wears his jacket like a bandolier, also wears glasses just like his brother. He rarely wears his prized pocket watch but keeps it with him all the time.

## Personality

He's addicted to video games (most likely yakuza) but he isn't scared to try new things. He looks harsh at times, but under that he's just a spoiled and positive person. Much like his brother, he doesn't give a damn on how others think about him.

## Official Description

After his successful mother divorced his indebted father, the two brothers Akio and Saburo got separated to each individual parent. Saburo grew up with everything, while Akio got the opposite. both of them were close until the age of 12 where Saburo witnessed his own brother stealing his prized pocket watch from him, they haven't talked to each other ever since. Saburo enrolled in the same school Akio is currently attending at so he could atleast try to fix things between them.

## Reputation

\*LIKED/DISLIKED/RESPECTED COMING SOON\*

His default reputation is +46.

## Trivia

* He has a brother who attends Blossom Academy.
* He likes Coffee, Video games, and dogs
* He dislikes crowbars and sand
* He currently works as a assistant for the sushi maker in town
Iron Doom Deserter

Iron Doom Deserter is a Pigman-only Background. They begin with a criminal reputation among the Iron Doom empire, but with an excellent set of equipment.

They start with the following items:

* An Iron musket and some ironshot
* Steel serrated dagger
* Hard leather armour
* Hard leather boots
* A stained hide cloak
* Some military rations

Their recommended Attributes are Dexterity, Endurance, and Willpower. Their recommended Skills are Firearms, Hand Load, and Move Silently.
Combat maneuvers

Your chance to successfully execute a combat maneuver is determined by your rank in the Maneuvers Skill and your own attributes - either Strength or Dexterity, depending on the maneuver.

* **Maneuver Attack** is equal to the attacker's skill + attribute, and is added to 1d20 to determine success.
* **Maneuver Defence** equals 8 + the defender's skill + attribute, and serves as the target number.

## Strength Maneuvers

* **Bull Rush:** Move directly towards a target, as if lunging, to force them backward 2 spaces.
* **Drag:** Move and attempt to pull your target along with you.
* **Push:** While adjacent to a target, attempt to shove them away from you. Less effective than the bullrush.

## Dexterity Maneuvers

* **Disarm:** Attempt to knock the weapon from your opponent's hands.
* **Feint:** Leave your opponent flat-footed.
* **Trip:** Attempt to knock down your opponent.
Basic needs

In addition to health, your character must worry about Hunger, Thirst, and Fatigue. Hunger, thirst, and fatigue all increase whenever Time Passes in game - triggered by changing maps, or passing time by any other means, such as resting or making camp. They will NOT be increased while exploring or fighting on a map, except under special circumstances, such as extreme heat.

### Hunger

Eat food to not get this. **Starvation** inflicts severe Attribute damage to Strength, Dexterity, and Endurance whenever Time Passes.

### Thirst

Drink liquid to not get this. Most towns have wells, and plenty of early maps have streams and rivers to drink from, making this mostly a non-issue until you start exploring the desert. Still, **Dehydration** is no joke, as each tick reduces your maximum Health by 1/3; the third tick means death.

### Fatigue

Sleep each night to not get this. The best place to sleep is a comfortable bed, but you can also sleep when you camp; a bedroll is ideal, but even the cold hard ground will serve in a pinch. **Exhaustion** inflicts minor Attribute damage to Endurance, and later to Strength and Dexterity, if allowed to accumulate.

## Temperature

It's bad to get too hot or too cold, as determined by the temperature meter. Usually you adopt the ambient temperature of your surroundings, but certain effects (such as fire or cold damage) will change your temperature as well. The breakpoints are as follows:

### Endure Elements

The Endure Elements perk reduces the negative effects of temperature by 1 rank towards the middle; for example, at 76-100 heat, you would suffer the tier 1 debuff instead, as though heat was only 51 to 75. The 'deathly' ranks still confer death as usual.

### Resistances

* **Immunity** to heat or cold damage also confers immunity to the negative effects of overheating or freezing, respectively.
* **Resistance** grants a percent chance, equal to the associated damage reduction, to ignore negative effects each time they would be applied. It can even resist death from extreme temperatures. It also resists change in temperature in the associated direction; eg cold resistance reduces negative temperature damage, but not positive.
* **Vulnerability** multiplies temperature changes in the associated direction. For example, cold vulnerability increases the value of negative temperature changes by 50%.

### Recovery

Your temperature will change gradually to match your environment. If you are freezing, standing near a warm fire (by making camp, for example) will warm you up; if you are overheating, you can douse yourself in cold liquid.
Gunslinger

Gunslinger is a Background. Their starting gun makes them a force of terror until they run out of ammo.

They start with the following items:

* Rusted revolver
* Some magnum pistol ammunition
* Wasteland duster
* Desert walker's boots
* Desert clothes
* A desert ration

Their recommended Attributes are Dexterity, Endurance, and Charisma. Their recommended Skills are Leadership, Firearms, and Hand Load.
Attribute damage

A temporary reduction to one of your six principal Attributes. It heals in the same way as hit point damage, by resting or the application of First Aid. While this penalty affects all your derived stats, such as damage or maximum hit points, it is not considered for the purposes of qualifying for Perks or for skill caps.

### Attribute drain

Attribute drain is a permanent reduction to the associated attribute. It lowers skill caps, and may disqualify you from acquiring perks, though it does not cause you to lose perks you already have.
Dung Follower

Dung Follower is a Pigman-only Background. They begin as a member of the Dung Followers in the swamplands, and are consequently hated by nearly everyone.

They start with the following items:

* Filthy rags
* Treated leather sandals
* A spellbook of Bloodflies
* A gnarled staff of oak

Their recommended Attributes are Endurance, Intellect, and Willpower. Their recommended Skills are Blood Magic, Bushcraft, and Herbalism.
Clothes

Clothes are worn under armour. They rarely provide stats, but characters will typically guess your faction association based on your clothing, and it may affect your Reputation.

### Modifications

* **Thick:** Grants additional warmth.
* **Filthy:** Nearly everyone will like you less. Clean your clothes at camp.
* **Loose:** Fits any anatomy, but is not considered 'kempt' and may arouse suspicion in certain quarters.
Mutant

Mutant is a starting Species. Mutants are creatures modified by radioactive and magical energies; their physiology varies wildly, and they can consequently be found anywhere in the world. Mutants are highly resistant to harm from radiation, and thus are often found mining nightstone or near the Abyssal Sea.

## Mutant Features

Player mutants may choose any number of mutations when they begin the game, though all mutants have the traits Mutant Form and Flesh Brain.

## Mutant Start Options

Mutants can choose the unique Deep Sea Diver and Nightstone Miner backgrounds.
Non-combat mechanics

## Lockpicking

Requires lockpicks and the Open Lock skill. Every lock has a tier, which in concert with your skill determines your chance to open it successfully; failure breaks a lockpick. As long as you have spare lockpicks, you can keep trying. Using a masterwork lockpick set lets you treat any lock as one tier lower.

Attempting to open a lock causes time to pass.

## Traps

A wary adventurer will always notice traps before stepping on them, but bypassing a trap is a different matter entirely. Any interaction with a trap risks setting it off, but higher skill ranks make this less likely. It is also possible to fail to disarm a trap *without* setting it off, in which case you are free to try again.

Note that attempting to disarm a trap causes time to pass.

The following table gives the chance to successfully disarm a trap of the given complexity. Failure has a given chance to set off the trap, with more complex traps being more prone to accidental triggering.

### Light Touch

The Light Touch perk reduces your chance of accidentally triggering a trap by 25.
Wretch

Wretch is a Background. They begin with minimal health in the Wretched Corpse Pile, surrounded by gore and cultists, making this a very unpleasant start.

They get no equipment.

Their recommended Attributes are Dexterity, Endurance, and Willpower. Their recommended Skills are Dodging, Move Silently, and Disarm Traps.
Armour

Armour pieces occupy slots on the head, hands, body, feet, and shoulders. They typically modify your Armour Class (AC) and/or dodge value (DV). Some heavier armours confer penalties to accuracy and move speed, and will typically make it more difficult (or even impossible!) to move silently.

## Cloaks

### Modifications

* **Stained:** Darkens the cloak, making you more able to hide in shadows.

## Headgear

 **Hornhelm** | 1
 **Deep diver's helm** | 2
Materials

Weapons, armour, clothes, and ammunition can be made from special materials. This lists universal effects of these materials. Naturally, not all items can be made from all materials.

### Adamant

A nearly unbreakable metal mined from the core of the world. The art of working adamant is long lost; any object made of it, therefore, is irreplaceable. It will not melt or freeze regardless of temperature and never breaks.

 **If forged into a weapon** | Adamant weapons ignore 50% of AC but have their accuracy penalty doubled.

### Ice

Certain magical means permit equipment to be made from ice, though it is rarely very durable.

 **If forged into a weapon** | Ice weapons inflict bonus cold damage equal to their base damage. They also freeze the wielder for 1 cold damage/round when wielded (2 if wielded in both hands) unless wearing gloves.
Pigman

Pigman is a starting Species. Pigmen live in settlements scattered across the lowlands, and many have organized into tribes, but they can be found as pilgrims or mendicants anywhere in the world.

## Pigman Features

Pigmen start with the following physical traits: Tusks, Pigfur, Humanoid Form, Flesh Brain.

## Pigman Start Options

Pigmen can choose from the unique Bloodretch Deserter, Iron Doom Deserter, Stonegrave Pilgrim, and Dung Follower backgrounds.
Maneuvers

Governs both your ability to execute and defend against combat maneuvers. Executing a maneuver requires rolling 1d20 and adding both your Maneuvers skill and the associated attribute bonus; the target number is the opponent's maneuver defence, equal to 8+their Maneuvers skill+their own attribute bonus.
Character Creation

## Species

This will determine your physiology and gives you a choice of special backgrounds.

* Human
* Pigman
* Mutant
* Synthetic

## Background

Your background determines your starting equipment and choice of starting locations, and in some cases may affect your initial reputation.

## Attributes and Skills

Your background provides a default spread of Attributes and Skills, but you can adjust them as you please before choosing your start.
Deep Sea Diver

Deep Sea Diver is a Mutant-only Background. Deep Sea Divers always begin at the edge of the Abyssal Sea, far to the southern edge of the map, making this one of the more dangerous options.

They start with the following items:

* Loose woolen tunic
* Deep diver's suit
* Deep diver's helmet
* Steel spear
* Large leather sack
* Oxygen tank
* Some fried abyssal shrimp

Their recommended Attributes are Dexterity, Endurance, and Willpower. Their recommended Skills are Swimming, Portering, and Polearms.
Prisoner

Prisoner is a Background. Prisoners begin imprisoned (and usually enslaved) by their chosen starting faction, and consequently they have a very poor Reputation with that faction. They also start with very little in the way of equipment, making this a very difficult background.

They start with the following items:

* Prisoner's rags
* Prisoner's collar
* Thin crust of bread

Their recommended Attributes are Strength, Endurance, and Willpower. Their recommended Skills are Open Lock, Move Silently, and Unarmed.
Stonegrave Pilgrim

Stonegrave Pilgrim is a Pigman-only Background. They have with an invaluable Wolf companion and minor shadow magic ability.

They begin play with the following items:

* Thick hide clothes
* Hide boots
* Spellbook of Shadowbolt
* Wooden hornhelm
* Some pickled toad
* A light crossbow and some bolts

Their recommended Attributes are Strength, Endurance, and Intellect. Their recommended Skills are Shadow Arts, Crossbows, and Animal Handling.
Arlene Plunkett

**Arlene Plunkett** is Brady Plunkett's older sister.

## Overview

Arlene is a seventeen-year-old girl with blonde hair which she normally wears tied into some form of bizarre topknot. She usually dresses in pink, and wears a pair of oversized earrings. She is an extremely self-absorbed young woman who cares little for anything other than her appearance and her boyfriend, a fellow named Bobby Bankroll.

Arlene doesn’t seem to care much for her siblings, and often actively tries to get Brady into trouble by telling their father about his monster-related activities.
Camping

You can set up a camp almost anywhere (if you try to do it in a city or residence, its occupants might hassle you). The presence of enemies prohibits you from camping, but you can make camp while suffering from deleterious effects such as poison or disease, or while in inclement weather. Setting up your camp passes time.

While in 'camp mode', you can move around freely in the vicinity and can choose from the following camp options. Straying too far will prompt you to pack up your camp.

## Resting

Resting passes time and heals hit points and attribute damage (but not drain). It also cures fatigue. If you are staying at an inn, you can use the bed for the most restful sleep possible; otherwise you are 'roughing it', but you'll have a better time if you pack a bedroll and tent.

Health and fatigue are both refreshed to a limit. 'Heals to' indicates what percent of your maximum health you will be raised to, but no higher; and fatigue is reduced to the given percentage if it is higher. Thus, resting under particular conditions will never restore your condition fully. The exception is attribute damage, which can be fully cured by repeatedly resting.

### Hardy Sleeper

The Hardy Sleeper perk causes you to treat any sleeping condition as one tier better; for example, sleeping in a tent with a bedroll is just as good as staying at an inn.

## Cooking

You'll have better results with better Cooking skill, but any character can make food to survive in this fashion. Food you cook in camp is eaten immediately and grants special buffs that last until their nutritional benefits wear off; permanent food (that occupies space in your inventory) provides only nutritional benefit and is much more generalized.

Recipe ingredients must be gathered from your surroundings. The 'Herbalism' skill determines what spices and vegetables are available, and 'Bushcraft' finds game. If you can access the required ingredients and have the necessary 'Cooking' skill and tools, the recipe will appear.

 Bushmeat Stew
 Fried Potato and Carrots
Conjurations (skill)

Determines which spells of the Conjurations school you can memorize and your chance to cast them successfully.

Conjurations spells manifest objects or materials into being.

The following table gives the chance to successfully cast a Conjurations spell of each tier (I through V) at each skill level. An empty entry means you're not skilled enough to cast spells of that rank. Values greater than 100 provide a buffer against miscast chance (such as from wearing heavy armour).
Movement types

The usual movement type is walking, but creatures move differently according to their limbs and level of injury or exhaustion!

### Movement speed

At the default movement speed of 100%, moves take as long as any other action. Reduced speed makes movement take proportionately longer, and vice versa.

## Movement types

### Walking

Popular among creatures with legs. The most common movement type.

### Crawling

Any creature can crawl at will; creatures without legs might be forced to. 50% move speed on land, but greatly improves stealth.

### Flying

Move without touching the ground. Flying starts at 50% speed, but moving repeatedly in the same direction increases speed by 10% per move, up to 200%. A flying creature has a natural +4 bonus to DV against melee attacks, reduced to +2 against Reach attacks, and no bonus against ranged attacks.

### Swimming

Move through the water. Actual movement speed depends on the creature's level in the Swimming skill. Creatures with low skill also suffer a penalty to attacks while in the water.
Squire

Squire is a Human-only Background. Squires begin with a list of errands for their local knight, and some initial Reputation in the Low Kingdoms.

They start with the following items:

* Cloth tunic
* Hard leather boots
* Hard leather armour
* Steel shortsword
* Wooden roundshield
* Some squire's rations

Their recommended Attributes are Strength, Dexterity, and Endurance. Their recommended Skills are Swords, Shields, and Personability.
Passing time

In game terms, 'Time Passes' under the following conditions:

* You transition between maps.
* You set up camp.
* You rest.
* You wait.

When time passes, the following things happen:

* Active conditions with limited durations are resolved; e.g., the effects of bleeding and poison run their course. This can kill you, so make sure you're not bleeding out before passing time!
* Buffs and debuffs with limited duration expire.
* You accumulate hunger, thirst, and (unless you're resting) fatigue.
* Your temperature normalizes to your surroundings.
艾米莉亚

姓名：艾米莉亚·密比弗斯

性别：女

身高：113

年龄：8

种族：人类

身份：密比弗斯家族收养的孤儿之一

出生地：斯卡忒维边陲

性格：沉默寡言，面部表情极其稀少，会长时间抱着什么东西盯着眼前的一点虚空发呆。有人叫她时会有所反应，但是回应仅限于抬头的动作。如果有人问她问题她会用自己的方式回答，这种回答通常会很不讨喜。她想向别人主动表达什么的时候通常是盯着那个人的方向看（有时还是错的），很少会主动开口说什么。终于开口说出来的话也是断断续续断句错误，所以跟她交流相当费劲。但是只要一有人问她那双“眼睛”又看到了什么，她会流利顺畅事无巨细地汇报她看到的一切，无一错漏。很依赖自己的监护人，只有在监护人身边才会去学习盲文阅读书籍。害怕听见女孩的哭泣和叫喊声，听到时会下意识把自己抱成一团。嗅觉听觉相当敏锐，可以记住熟悉的人的脚步声和气味。

人物经历：天生双目失明，一双眼睛中满是一片没有光芒的混沌。但她拥有一个只有混血才能隐约看见的，看起来像是个巨大眼球的“眼睛”。这只眼球能无视一切障碍和距离，“看到”这个世界包括已死之人灵魂在内的，所有拥有思维的生物的灵魂，平等地“俯瞰”着这个世界本身。

因为目盲或者已经不可考的原因，她带着一身血渍和还未脱落的脐带被扔在一个斯卡忒维边陲小镇的黑诊所门口，被一个以小孩为主，专做皮肉生意的小型地方组织捡回。在一岁时就以初见雏形的优异外貌让她被带到了组织头领面前，被分配了较为优越的喂养环境。

在三岁时被一个地精和人类的混血工匠发现她的特殊之处，简单逼问之后组织便明白了她的价值。于是组织首领开始亲自“教育”她，用训狗的方式利用饥饿和疼痛训练她使用那只眼球并详细汇报她看到的一切，让她总结出了辨认灵魂种族和能力的方法。通过她这只情报仿佛全视全能的眼球，这个小组织一跃成为斯卡忒维西部的霸主。

而这不知休止的扩张引起了掌控整个西大陆的家族，密比弗斯家族的注意。尤其是派去的初级魔术师人间蒸发后，刚刚接任密比弗斯的新任家主对这个小组织产生了没来由的浓厚兴趣。他带着人亲自来了一趟斯卡忒维，调查清楚了这里的情况后以绝对的武力扫平了这片区域，敲打完斯卡忒维的官员后带着她和一个小男孩离开，剩下的受害者发放救济后解散。

等带她回到密比弗斯主家后，她被带到了专为孤儿培养建立的部门，接受了新的监护人后开启了新的生活。
Human

Human is a starting Species. Humans dwell mainly in the Low Kingdoms of Man, a series of warring city-states in the lowlands, though pilgrims and mendicants can be found anywhere in the world.

## Human Features

Humans start with the following physical traits: Humanoid Form, Flesh Brain.

## Human Start Options

Humans can choose from the unique Squire and Rose Pilgrim backgrounds.
Perambulant

Perambulant is a Background. Perambulants are wanderers, often aimless.

They start with the following items:

* Quarterstaff
* Traveler's padded cloak
* Soft leather boots
* Traveler's clothes
* Hide sack
* A faction-dependent Ration

Their recommended Attributes are 5 in each, and their recommended starting skills are Portering, First Aid, and Polearms.
Special effects

### Regeneration

While active, restores 1d4+1 hit points each turn. Suppressed for 1 turn if hit points are reduced to zero and for +1 turns upon suffering a wound.

### Stimulant

Restores 10 fatigue per point; then after time passes, inflicts +15 fatigue per point. For each point, there is a 50% chance to remember a random forgotten spell.
Oliver

**UK/US Voice Actor:** Joe Mills (2014-2017)

**Oliver** is a green Great Western tank engine who works on the North Western Railway and is the railway's number 11 engine. He works with Duck on his branch line and has a brake van named Toad.

## Bio

Oliver is a Great Western tank engine. Along with his brake van Toad, Oliver was saved from scrap by Douglas, to whom he is very grateful. He was given a new coat of green paint and now proudly works on Duck's branch line. The Troublesome Trucks used to play tricks on Oliver until he taught S.C. Ruffey a lesson.
德斯忒尼斯

## 人物简介

姓名：德斯忒尼斯

性别：女

身高：173

年龄：不可考

种族：类精灵族

身份：一个销声匿迹多年的精灵吟游诗人，在整片大陆都有不错的名声

出生地：神诞之地

性格：脾气超好的老好人，不会拒绝任何人的合理请求，听到不合理的会温言教育，身上常常散发着浓郁的母性光辉。口才十分了得，能轻松说服罪大恶极的嫌犯主动回归执法部门，让无情的浪子回头是岸。但她并不这么做，问她原因，她总会笑眯眯地说：“我尊重他们的所有选择，包括自己无法承担的部分。”

人物经历：实为？？？？号世界的世界树，根系连接着宇宙本质，枝杈触摸着宇宙法则，是上古时期的唯一神，开天辟地创生万物的创世神，现代世界之脊之一，支撑着整个天空。

在世界混沌之初，祂望着空无一物，只存在无声生命，无法交流的世界，决定仿照自己的思维，制造更高级的生命陪伴自己——于是龙，精灵和大气生物诞生了。他们仰着头，冲上天空，为自己的诞生而欢呼，庞大的身体遮蔽了整片天空。祂沉默着注视着唯一没有动作的精灵，看着他毫无喜悦的脸，发出了疑问。

*——“你不开心吗？”*

*——“我很开心，但是有些担心世界的未来。万一未来全是这样的大家伙，世界被撑破就不好了。”*

*——“不用担心，有我在，而且你看，你的同族也没有担忧。”*

*——“那您变成我们的样子看一看，也就明白了我的担忧从何处来了。”*

于是在精灵们笑声里，巨龙的欢呼声中，大气生物的鸣叫声中，他们的神化为了精灵的模样，以她的身份留在了他们身边。

她向他们传授知识，撒播文明，制定道德。同时，她理解了那个精灵的担忧，于是她给每个种族定下约定，成年后的他们必须化成与精灵一族外形相似的人形。在一切都欣欣向荣时，她提出创造新的，更多地种族。作为创造过多生命的代价，她需要陷入长时间的沉睡。

*——“您不要我们了吗？我们有哪里做的不对吗？”*

*——“世界需要新的种族。”*

她在一片悲声中睡去，期盼着醒来后世界的模样。荒草淹没了她的身体，苔藓爬上了她的脸庞。

最终，难以用时间去计量的岁月匆促而过，她在一片战场上睁开了眼睛。她看到那个眼熟的精灵屠杀巨龙，将大气生物的身体充作王座，唇齿间吞噬着族人的血肉，手里提着染血的长弓，在空荡的族地等着她的到来。

*——“为什么？”*

*——“没有种族能拒绝永生。”*

祂第一次感觉到了愤怒，也是第一次动手杀了祂的孩子。精灵始终不闪不避，在生命的最后对他的神明轻声道：“这就是力量的代价，寿命的悖论，我究竟是不是当年的那个精灵，就连我自己都不再清楚了。而这份诅咒，任何人，包括您，都无法逃开。”

祂开始追寻死亡。

这不是一件易事，祂是世界的支柱，祂死了这个世界也会崩塌损毁。所以祂需要新的力量和祂一同撑起世界，或者找出让世界独立于祂生存的方法。

这件事急不得。于是祂开始重新创物，将幸存的生命聚集起来，根据灵魂的坚实程度划定肉体生命的上限。再创造新的，曾不存在于世的生命，锁死了他们的能力上限后，祂看了看空荡的精灵族地，龙之谷与云之巅，最终叹了口气，创造了他们的新生——被锁死了上限，限定了肉体寿命的崭新种族看着精灵模样的创世神，发出了懵懂的呜咽。

她踏上了前往异世界，调查宇宙的旅途。

在旅行的间隙，她常常化作吟游诗人，弹唱那些几乎没人记得的故事。偶尔她也会怀疑自己做的对还是错，但每次都很快释然。

既然我让我的孩子承受了灵魂的寿命，她想，那我也不例外嘛。
Debilitations

A debilitation is a semi-permanent negative effect, such as a disease, wound, scar, or similar affliction.

## General

### Frostbite

A possible side-effect of freezing temperatures. Frostbite can affect and disable any limb. It has no effects until it reaches stage 3, at which point it inflicts a tier of pain and discolours the limb. Its final stages wither the limb, and it can spread across the body is the affected part is not amputated.
Attributes

Every creature has these six principal Attributes, including the player character. These attributes rarely change, even for the player. They determine the maximum rank you can attain in their associated Skills, and modify other stats as well.

 **Endurance** | Hit points; resistance to hunger, thirst, and fatigue
 **Willpower** | Resistance to mind-altering effects
 **Charisma** |  | Tradecraft, Personability, Riding, Intimidation, Leadership

## Testing attributes

Attributes also serve as saving throws, eg to resist poison or bleeding. The chance of success on an attribute test equals 25% + 5% per attribute point, with a capped stat granting a 75% chance of success. Tests can also have a *difficulty modifier,* which is added to the stat when it is tested; eg a poison with potency -2 tests Endurance as though it were 2 points lower.
Gravedigger

Gravedigger is a Background. Gravediggers always start in a graveyard and have a small positive Reputation with their faction.

They start with the following items:

* Shovel
* Gravedigger's clothes
* Rawhide boots
* Spellbook of Unearth Wretch
* Some rat jerky

Their recommended attributes are Strength, Endurance, and Intellect. Their recommended skills are Necromancy, Medicine, and Herbalism.
Black Fire

* < Blackfire, New Oath of Eternal Glory >
* Rarity: Divine
* Maximum Capacity: 100,000

* This black coffin can store any dead, or living, humanoid-type creature.
* It can also store Souls, including damaged Souls. Even if the Soul is nearly destroyed, and only a fragment of it remains, it can still be stored inside Blackfire, allowing them to undergo a second rebirth.
* Lux Von Kaizer can choose to transform anything inside Blackfire into Higher-Undead, Fairies, Nymphs, Elementals, or Celestials. However, the higher the rating of the Creature, the higher the price is needed to make the transformation a success.
* If Lux Von Kaizer doesn't wish to spend any resources on the rebirth of the creatures stored inside Blackfire, they will still undergo a transformation, but the results will be completely random.
* Rates of transformation for each creature are as follows.
	+ (Higher Undead - 60%)
	+ (Fairies / Demons - 20%)
	+ (Nymphs - 10%)
	+ (Elementals - 5%)
	+ (Celestial - 1%)
* You can offer Beast Cores as a sacrifice in order to increase the rarity of the Creature you want to transform. The Rarer the Beast Core, the higher the chances for your desired Creature to transform into an Apex Being.
* If your Creature transformed into a Vampire, and you have sacrificed a Beast Core with high rarity, there is a chance that the Vampire will transform into a Vampire Lord.
* All creatures that have undergone their transformation inside Blackfire will always be loyal to Lux Von Kaizer.
* Each creature that Lux Von Kaizer transforms has a 35% chance to obtain the ability to evolve. This will allow them to become stronger and surpass their current forms, once certain requirements are met.
* If any of the creatures you own die in battle, you can revive them by offering Blackfire a number of Beast Cores depending on their rank. The stronger the Creature, the higher that offering will be.
* This item is Soulbound to Lux Von Kaizer
缄默之地

缄默之地，位于梵塔希亚的西北大陆，也被称为‘禁地’，是不独属于任何一个种族的区域。

四面环海，气候偏冷，常年无居民居住。

缄默之地是混乱战争后卡俄斯封印混沌的地方，整体由封漠边界，秘林裂隙和深港三个区域组成。

### **秘林裂隙**

缄默之地的中部地区。混沌战争在梵塔历160年由卡俄斯封印混沌作为终结，秘林裂隙则是当年大封的所在之地，也是梵塔希亚最为重要的腹地。

缄默会自梵塔历160年开始便驻扎于此以守护大封，确保封印的安全以及防止混沌生灵的出现为祸世间。

### **封漠边界**

位处缄默之地的最北方，沙漠地区。定期会有小部分缄默会的守灵者巡逻以确保边界的安全。

### **深港**

位处缄默之地的最南方，也是缄默会的驻地。深港作为缄默之地的港口，也负责运送和输入物资进入缄默之地。
Gear

This category is for miscellaneous useful items, such as tools and backpacks.

## Bags

Your bag determines your maximum carry slots (your maximum carry weight is determined by the Portering skill instead). You can equip one backpack and carry up to 3 additional bags.

## Alchemical and medical items

### Curatives

* **Bandages:** Light, easily carried in abundance. Used to stop bleeding.
* **Antidote:** Each poison has its own antidote, effective only against that type of poison.

### Drugs

* **Black coffee:** Provides a brief stimulant effect.

## Magical items

### Holy items

These items are commonly carried or used by members of the Holy Order of the Rose.

* **Holy symbol:** A carved symbol depicting the holy miracle of the Rose. Can be made from wood, silver, or truesilver. Divine power cannot be channeled without one.
* **Holy water flask:** Holy water can be thrown, in which case it inflicts 2d4+10 damage to undead creatures plus splash damage. It can also be used to coat a weapon or ammunition, it which case it inflicts +1 damage to undead for as long as the coating lasts.

### Spell tools

* **Magic ink:** An expensive substance made through alchemy, required to create magic scrolls.
* **Parchment:** An appropriate medium for spells, if used with magic ink.
* **Spell scrolls:** Spells trapped in paper via magic ink. Can be invoked by reading, which expends the scroll. See Spellcasting.
* **Spell staves:** Memorized spells can be stored in staves, allowing you to cast them while the staff is wielded. Wooden staves can hold 1 spell, elderwood staves 2, and starmetal staves 3.

## Light sources

Light is crucial when exploring the deep places of the earth. It's also very useful at night.

* **Torch:** Provides light up to 3 spaces. The simplest form of light, easily created but just as easily extinguished.
* **Lantern:** Burns oil to stay alight. Provides light up to 4 spaces, and lasts much longer than a torch.
* **Hooded lantern:** Like a lantern, but provides light only up to 3 spaces. However, the flame is much more difficult to extinguish, even in poor weather.

## Miscellaneous

### Cooking implements

* The following items are used in cooking: fry pot, stew pot.

### Special equipment

* **Oyxgen tank:** in concert with a helmet or rebreather, allows breathing in airless environments, such as the Abyssal Sea. Vulnerable to puncturing.
* **Prisoner's collar:** an iron collar that can't be removed without lockpicking or some means of breaking iron. Marks you as a prisoner, so best removed if possible.

### Thieves' tools

* **Lockpicks:** Used to open locks. Carry plenty, as they might break.
* **Masterwork lockpick set:** The special picks stored in this set are excellent at opening locks, but are lost forever if broken!
Nightstone Miner

Nightstone Miner is a Mutant-only Background. Miners begin somewhere deep in the nightstone mines near the edge of the map, making this a particularly dangerous option.

They start with the following items:

* Rags
* An iron pickaxe
* A lantern and some lantern oil
* A miner's pack

Their recommended Attributes are Strength, Endurance, and Willpower. Their recommended Skills are Caving, First Aid, and Bludgeons.
Weapons

## General item tags

* **Heavy:** Requires at least 5 points of Strength to wield, or suffer a penalty to accuracy.
* **Very Heavy:** Requires at least 8 points of Strength to wield, or suffer a penalty to accuracy.

## Ranged weapons

Bows and crossbows use easily-crafted arrows and bolts as ammunition. Crossbows are easier to use, but require slow and cumbersome reloads, while a skilled archer can fire rapidly.

## Melee weapons

### Melee weapon tags

* **Double:** Can be used to make paired attacks (as though dual-wielding weapons).
* **Light:** Can be wielded in the offhand to make paired attacks.
* **Critical:** Inflicts bonus damage (based on your Dexterity and weapon skill) with critical hits.
* **Penetrates:** Ignores up to 4 points of AC.

### Modifications

* **Serrated:** Inflicts bonus bleeding damage. Can only be applied to slashing weapons.

## Firearms

Firearm attacks penetrate 50% of AC. They also cannot be dodged or blocked by shields (without special perks).

### Firearm tags

* **Capacity:** How many rounds can be loaded at once.
* **Long Range:** Attacks are accurate to unusually long ranges.
* **Ext. Range:** Extended-range attacks are accurate to even further.
* **Feed mechanism:** Cylinder, tube, magazine. Cylinder magazines can be fed 1 round at a time or reloaded via a special feed clip. Tube magazines must be fed 1 round at a time. Any type of magazine is reloaded as a single action, but ammunition is stored separately per magazine.
* **Action:** Single, double, pump/bolt, semi-auto, burstfire, selectfire, or automatic. Single-pull and pump/bolt action weapons require an additional action to cycle. A semi-automatic or double-action weapon doesn't. Burstfire weapons fire in pulses of 3, automatic weapons in bursts of 5, and selectfire weapons can switch between.
* **Cone:** Fires in a blast that counts as an area-of-effect attack and thus can't be dodged, though it is affected by perks that resist AOEs. Unlike other firearms, cone-firing weapons check 150% of AC and can be blocked by shields.