recursal/Fanatic-Fandom huggingface dataset:
Sighthounds

((Unlike many other species that also value family and kinship, Dogs are that all exclusive; those who bring an interesting tale in good cheer are welcome to share the table. They don't hold grudges, they don't tend to feud meaningfully; ultimately, by the end of the day, a Dog is at peace with the world in their place in it…

Though this peace is due to their knack for loyalty, if not competence. Frankly a Dog means well, but there usually others that can do it better, whatever it is.

Dogs do know how to have fun; most bawdy bardic lore or games of chance and sport come from some old dog, or at least are preserved within their oral tradition.))

## Anatomy and Physiology

The typical sighthound is a four-limbed, mammalian bipedal Feralian of average to large size.
Sleepwalker

A character with the Flaw of Sleepwalker is one that tends to unconsciously wander while sleeping.

## Flaw Effects

* Anytime the character falls Asleep, they must succeed on a roll of Body vs 3. If they fail the roll, the character will move at their striding speed in a random direction, turning anytime they run into an obstacle, until they wake up or are roused from sleep. Time spent sleepwalking does not count as restful sleep.

## Experience Triggers

* The character is lost, fatigued, or put in a dangerous situation because of their sleepwalking.
Wealth

Whether given, stolen, or earned a person with Wealth has access to a large amount of money that they can use at their disposal.

## Gift Effects

* Upon taking this gift, declare what your source of money is. If you are at that source, you may either exhaust this gift for 24 hours to claim 50D or exhaust the gift for the rest of the chapter to claim 500D. If this gift is taken multiple times, you may multiply the amount of money you can take x2 for each time the gift is taken.
* \* If taken at the beginning of the game, the character with it may start the game with two rare items or one Extraordinary one.
Weasels

((Weasels are notoriously difficult to pin down, both literally and metaphorically with generalities — aside from the mercurial nature and scrappy demeanor shared by all mustelids. They exhibit both of these qualities to a higher degree than their related species, badgers and otters, and much second be said about weasels has to do with them as agents of chaos.

It is said that to know weasel for a week is to know seven weasels. One day the weasel can be vapid, easily distracted, and restless, the next day the same weasel can latch onto a subject or task and pursue it hell-been in relentless to the point of exhaustion, only to spend the third day unconscious in recovery.

Most weasels with any pretense of class tend to live as eccentric, unfettered dandies are more bohemian, illicit lifestyles – often illegal or unethical.))

## Anatomy and Physiology

The typical weasel is an four-limbed, mammalian bipedal Feralian of small size.
Spaniels

((Unlike many other species that also value family and kinship, Dogs are that all exclusive; those who bring an interesting tale in good cheer are welcome to share the table. They don't hold grudges, they don't tend to feud meaningfully; ultimately, by the end of the day, a Dog is at peace with the world in their place in it…

Though this peace is due to their knack for loyalty, if not competence. Frankly a Dog means well, but there usually others that can do it better, whatever it is.

Dogs do know how to have fun; most bawdy bardic lore or games of chance and sport come from some old dog, or at least are preserved within their oral tradition.))

## Anatomy and Physiology

The typical spaniel is a four-limbed, mammalian bipedal Feralian of average to large size.
Weaver

A weaver is a crafter who uses gathers fibers from raw materials and processes them into fabric and other materials. Weavers often work closely with fullers, who help make their wool-based fabrics softer and more valuable, and with tailors, who purchase materials from them. A skilled weaver, capable of making large, ornate pieces, may even make their fortune selling their extravagant wares to the nobility.

## Roles and Duties

* Processing raw fibers gathered from plants or animals into fabrics
Staff Grapple

A staff technique that allows a combatant to close in on their opponent and wrap their staff around them to pin the opponent against their own body.

## Gift Effects

* If you have a readied weapon with the "Staff" descriptor, as an attack action you may exhaust this gift perform a grappling attack.
	+ Roll your Body and Fighting vs. your target's defense. If you succeed, you inflict Dmg +0 and your target becomes Grappled.
Squire

A squire is an attendant to a knight, who hopes to eventually become a knight themself. It is the duty of a squire to bear the shield and armor of their knight and to learn about the code of chivalry, the rules of heraldry, horsemanship, weapon proficiency, courtly etiquette, music, and dancing.

## Roles and Duties

* Carrying the shield and armor of the knight they serve
* Learning about the code of chivalry, the rules of heraldry, horsemanship, weapon proficiency, courtly etiquette, music, and dancing.
Sudden Draw

The element of surprise can be a key factor in battle. So can an extra weapon you've been carrying out of sight from prying eyes. You've developed your ability to draw your weapons quickly, allowing you to capitalize on these factors.

## Gift Effects

* During someone else's turn, you may exhaust this gift to Interrupt and ready a weapon.
Spines

Spines are hard, needle-like structures found on the bodies of some animals and Feralians. Spines evolved as a kind of natural defense, deterring predators from attacking the creatures that possessed them with pain. Some creatures also use them to inject venom. Unlike quills, spines are not barbed and they do not normally detach from the body.
Secrets of Air Magic

A master of air magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Observation.
* If you are dressed in a yellow robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Air" descriptors
Tailor

A tailor is a craftsman who makes their living making or altering clothes. Tailors are found in many towns and in almost all cities. The most skilled tailors can generally expect to deal with the nobility and other people of high society. In some cases, a notable tailor may even be hired by royalty to work exclusively for them.

## Roles and Duties

* Sewing refined cloth materials into clothes, bedding, or other goods
Signature Item

You have especially unique item, perhaps a weapon inherited from a famous ancestor, a trinket you picked up from someone who saved your life, or even a special creature you encountered and befriended in the wild.

## Gift Effects

* You begin the game with a unique item of your choice. The item should be something that is singularly unique in the world - there may be other things that are similar, but none quite like yours. The item itself could be a special weapon, item, trinket, or even an animal, but it should tie to your character's backstory in some way. The item and any special stats or effects will be decided by the Game Host, though they are heavily encouraged to take your input into account.
Shaky Hands

A character with the Flaw of Shaky Hands is one that has difficult keeping their hands steady. This can make it difficult to do task that require fine precision.

## Flaw Effects

* The character suffers a d12 penalty to any roll that requires the character to hold something steady, such as when aiming a weapon, sewing something, or picking a lock.

## Experience Triggers

* The character fails a task because their hands are shaking too badly.
Young

A character with the Flaw of Young is one that is underaged. They are smaller than adults of their Species, have less experience in the world, and restricted from things that are considered to be adult in nature in certain parts of the world.

## Flaw Effects

* If the character is under the age of 14:
	+ They will start the game with a trait spread of 1d8, 3d6, and 2d4, 6 Skill Marks (max 3 per skill), and 1 Gift of Choice in addition to their starting Gifts and their 3 Species and Career Gifts.
	+ They will start the game with 4 flaws in addition to this one.
	+ Their Size Gift will be reduced to two sizes below what would be considered normal for their species.
	+ The character will face a d12 penalty to persuade anyone who does not also have the **Young** flaw.
	+ The character is likely to be barred from most establishments unless accompanied by an adult and barred from adult establishments entirely.

* If the character is under the age of 18:
	+ They will start the game with a trait spread of 1d8, 4d6, and 1d4, 8 Skill Marks (max 3 per skill), and 2 Gifts of Choice in addition to their starting Gifts and their 3 Species and Career Gifts.
	+ They will start the game with 3 flaws in addition to this one.
	+ Their Size Gift will be reduced to one size below what would be considered normal for their species.
	+ The character will face a d8 penalty to persuade anyone who does not also have the **Young** flaw.
	+ The character is likely to be barred from adult establishments entirely.

## Experience Triggers

* The character is restricted from doing something because of their age.
Squids

## Appearance

### Eye Colors

Green, Grey, Orange, Red, Teal, White, Yellow

### Distinctive Traits

* Disc-Like Suckers
* Siphon
* Visceral Hump

## Abilities

### Primary Senses

* Smell
* Spot

### Natural Weapons

* Beak
* Ink
* Tentacles

### Natural Gifts

* Camouflage
* Extra Two Hands
* Gills

### Species Skills

* Deceit
* Observation
* Swimming

## Environment

### Native Homelands

Akoma, Avalon, Calabria, Govorya, Hesperia, Hinoda, Peruana, Torresia

## Anatomy and Physiology

The typical squid is an ten-limbed, aquatic Feralian of small to large size.
Team Player

Why struggle to make something decent alone when a team can make something excellent together? A team player understands that everyone needs help sometimes and has a knack for knowing the best way to offer it.

## Gift Effects

* If you successfully assist someone else in a task, you grant them a bonus d12 instead of a d8.
Shipwright

A shipwright is a specialized carpenter, trained in building boats and other seafaring vessels. Shipwrights are generally considered to be master craftsmen who require great knowledge of mathematics, design, and science in addition to their carpentry skills. With the high demand for ships for military use, travel, and trading, anyone who attains the status of a shipwright has a future nearly guaranteed to be profitable.

## Roles and Duties

* Processing raw wood into building materials suitable for making ships
* Assembling building materials into ships
Terriers

((Unlike many other species that also value family and kinship, Dogs are that all exclusive; those who bring an interesting tale in good cheer are welcome to share the table. They don't hold grudges, they don't tend to feud meaningfully; ultimately, by the end of the day, a Dog is at peace with the world in their place in it…

Though this peace is due to their knack for loyalty, if not competence. Frankly a Dog means well, but there usually others that can do it better, whatever it is.

Dogs do know how to have fun; most bawdy bardic lore or games of chance and sport come from some old dog, or at least are preserved within their oral tradition.))

## Anatomy and Physiology

The typical terrier is a four-limbed, mammalian bipedal Feralian of slight to large size.
Star Clout

### Descriptors

Air Magic, Combat, Earth Magic, Fire Magic, Manifold, Skill, Star Magic, Supernatural, Water Magic

### Requires

* Create Air
* Create Earth
* Create Fire
* Create Stardust
* Create Water
* Elemental Apprentice
* Insider with the Dunwasser Academy
* Move Element
* Mystic of Elementalism
* Secrets of Star Magic
* A teacher or book w/ the Gift

### Refresh

Chapter

An experienced practitioner of Star magic may develop the ability to shape and alter the power of their elemental Star spells, even after they've been cast. This skill is believed by many to be a distinguishing mark of a wizard with a truly well-developed ability to control and understand their magic.

## Gift Effects

* Gain +1 Mark to Academics. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you are casting a spell with the "Air", "Earth", "Fire", "Star", or "Water" descriptor, you may exhaust this gift to claim a bonus 2d8 with your casting dice.
* If you are casting a spell with the "Air", "Earth", "Fire", "Star", or "Water" descriptor that targets a group or area, you may exhaust this gift to exclude anyone of your choosing from the attack.
* You may buy this Gift multiple times. If you do, each Gift give you +1 Mark and a new Exhaustion, but you may only use one Clout per roll.
Secrets of Black Magic

A master of black magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Deceit.
* If you are dressed in a black robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Theurgic" descriptors
Slow Healing

A character with the Flaw of Slow Healing is one that takes an unusually long time to heal from wounds or illnesses. Those with the flaw may find themselves bedridden for long periods of time with even simple illnesses.

## Flaw Effects

* All gains to the character's healing quota are halved.

## Experience Triggers

* The character has to miss an event that is important to them because they are healing from a wound or illness.
Sylph's Charm

## Effects

* If the user has the gift of Bind Sylph, as a Rally action, the user may wake the Sylph and summon it from the talisman.
	+ The elemental will manifest in a space within Near range of the user.
	+ The elemental will act under its own will, though the user may issue it commands by using Rally actions.
		- If the elemental is within Near range of the user, they may order it back into the talisman with a Rally action, rebinding it.
	+ If the elemental is Hurt or Injured upon being rebound, the elemental will not respond to calls to come out of the talisman again until it has fully healed at the normal rate. (Resting within the talisman counts as a nice bed and a square meal.)
	+ If the elemental is not rebound within eight hours of being released, the user must roll their Speed die vs the Elemental's Speed die.
		- If the elemental succeeds, they will become unbound and leave to find a new place to become dormant. The Sylph may be rebound if the user tracks it down and wins another contest with it.
		- As long as the user does not botch the roll, the talisman will revert back into a Sapphire Charm. If the roll is botched, however, the charm will crack and become unusable until it is repaired.
Whaler

A whaler is a specialized fisherman who hunts whales. Whalers require special ships, which generally must be designed specifically for catching and processing whales, and equipment, including weapons capable of taking down such large, aquatic beasts. Though whale catches are generally rare, the meat and materials they provide are plentiful enough to entice a few people into following this career path.
Scribe

A scribe is a person who copies documents and manuscripts for a living. In areas where literacy is an uncommon and valuable skill, a skilled calligrapher can make a living in nearly any church, court, or college, however in Calabria the position is beginning to fall out of favor due to Marcel Gensfleisch's advent of the printing press.
Secrets of Earth Magic

A master of earth magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Digging.
* If you are dressed in a Amber robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Earth" descriptors
Wandmaker

A wandmaker is a craftsman who specializes in making wizard's tools. Though wands are the most common form of tool, this title is also used for craftsmen that make staves or other specialized tools. Due to the rare items necessary for their craft, most wandmakers spend much more time traveling the world and seeking out the needed materials than they actually spend crafting, though some lucky few have enough financial backing to pay other adventure-seekers to do this for them.

## Roles and Duties

* Gathering materials suitable for wandmaking
* Crafting wands, staffs, talismans, and other magical tools from raw and refined materials
Secrets of Star Magic

### Descriptors

Air Magic, Combat, Earth Magic, Fire Magic, Skill, Star Magic, Supernatural, Water Magic

### Requires

* Create Air
* Create Earth
* Create Fire
* Create Stardust
* Create Water
* Elemental Apprentice
* Insider with the Dunwasser Academy
* Mystic of Elementalism
* A teacher or book w/ the Gift

### Refresh

Passive

A master of star magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Academics
* If you are dressed in a starry robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle", "Magic" and "Air", "Earth", "Fire", "Water" or "Star" descriptors
Speed

Speed is a Trait that represents a character's reflexes, ability to move, and overall processing speed.

## Uses for Speed

#### Rolls

* Climbing
* Evasion
* Shooting
* Swimming
* Throwing
* Transport

## Gifts that Improve Speed

* Improved Trait: Speed (Increases the Speed trait by one die size)

## Flaws that Damage Speed

* Klutz (d12 Penalty to all Speed rolls))
* Lame (d12 Penalty to all Speed rolls based on using the legs))
* Missing Arm(s) (d8 Penalty to all Speed rolls based on using the arms))
* Old (d8 Penalty to all Speed rolls))
Toxic Secretion

Some Feralians have specially structured cells, capable of producing toxins that they can secrete through their skin. Unlike a venom or a poison, these toxins are potent enough to sicken other creatures through even mild contact with the skin. This makes the idea of doing hand to hand combat with Feralians that have this trait a dangerous one indeed.

## Gift Effects

* As a ready action, you may exhaust this gift to secrete toxins.
	+ Roll your Species and Presence vs 3.
	+ If you succeed, you are Secreting Toxin for the rest of the scene.
	+ If anyone comes into physical contact with you they must roll their Body and Endurance vs the highest scoring die from your roll.
	+ If they are unsuccessful, they become Sick.
Seahorses

## Appearance

### Scale Colors

Black, Blue, Brown, Cream, Grey, Orange, Red, White, Yellow

### Distinctive Traits

* Bony Plates
* Large Eyes
* Long Snout
* Pouch (Male Only)

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Gifts

* Adrenaline Rush
* Piscian
* Prehensile Tail

### Species Skills

* Evasion
* Observation
* Swimming

## Environment

### Native Homelands

Akoma, Calabria, Govorya, Hesperia, Hinoda, Peruana, Torresia

## Anatomy and Physiology

The typical seagull is a two-limbed, ichthyic Feralian of small size.
Tail

A tail is a part of an animal's body that consists of an extension of the spinal column that protrudes beyond the hind end of the animal, as well as the meat and skin, feathers, scales, or fur that covers it. While many animals have tails that are useful for communicating, moving quickly, grabbing things, or keeping balance, few are useful as offensive tools. To be useful as a weapon, a tail must be flexible and either thin enough to use as a whip or sturdy enough to be used as a club.
Tarantulas

A race of spiders native to every continent except Notosia. Tarantulas are the largest Feralian spiders still alive today. They often live as pariahs, outcast from towns and cities by those who see their forms and associate them too strongly with their distant feral cousins, the Tarantella. Few tarantulas truly seem to have a problem with this however and many have chosen to seek out solitary lives as hermits or hunters, producing nearly everything they need with their webs and materials gathered from the wilderness.

## Anatomy and Physiology

The typical tarantula is an eight-limbed, arthropodian quadrupedal Feralian of small to slight size.
Wildebeest

((It's all too easy to dismiss the Wildebeest is just another inhabit of Akoma. Their appearance is hardly as exotic as some of the other folk to be found there. But just as so many others, the Wildebeests are a hard-working, resilient people, making up a large share of the population in all regions.

Wildebeests abide by the customs of their place. In cities, they work as stevedores and builders. In the open lands they are farmers and miners. They can grow restless when cooped up on ships or in small places for too long. Most feel it's always better to be out in the open air.))

## Anatomy and Physiology

The typical wildebeest is a four-limbed, mammalian bipedal Feralian of giant size.
Scary Fighter

Many unexperienced combatants enter the battlegrounds of the world unsuspecting the fear they may experience in response to the fight around them. A scary fighter is one who knows how to capitalize on their fear to their greatest advantage.

## Gift Effects

* If you make an attack against an Afraid or Terrified target, before rolling your attack dice, you may exhaust this gift to claim a bonus d12 to hit.
Strength

Through training and repeated physical exertion one can learn to withstand great physical pressure and to exert great physical force.

## Gift Effects

* Increase the amount of weight you're capable of carrying by 1.5 times.
* If you are performing a roll that relies on your strength - including attacks and counters with natural, melee, and thrown weapons - you may claim a bonus d8 with the roll.
Tanner

A tanner is a craftsman who makes their living processing animal skins to produce furs and leathers suitable for crafting. This is usually done by soaking the hides in water to clean and soften them, working animal brains or feces into the skin either by kneading or beating with sticks, and tanning the hide using tannins derived from tree bark and certain plant leaves. Understandably, though cities welcome the products of their work, tanners are expected to work on the outskirts of towns or out in the wilderness.

## Roles and Duties

* Processing animal skins into furs and leathers
Wolpertingers

### Feather Colors

Black, Blue, Brown, Cream, Green, Grey, Orange, Purple, Red, Teal, White, Yellow

### Fur Colors

Black, Brown, Cream, Grey, Orange, Red, White

### Distinctive Traits

* Cleft Lips
* Large Feet
* Long Ears
* Long Wings
* Pointed Horn

## Abilities

### Primary Senses

* Listen
* Small

### Natural Weapons

* Claws
* Horns
* Teeth

### Natural Gifts

* Adrenaline Rush
* Fast Mover
* Flight

### Species Skills

* Jumping
* Observation
* Supernatural

## Anatomy and Physiology

The typical wolpertinger is a six-limbed, mammalian bipedal Feralian of average size.
Vice

A character with the Flaw of Vice is one that is addicted to an act or substance. This addiction is chemical, whether to the substance itself or to the hormones released upon carrying out the act, and failing to satisfy it regularly will lead to cravings and eventuall withdrawal sickness. These symptoms are often so severe that people choose to succumb to their addiction rather than go through the effort of trying to give it up.

## Flaw Effects

* Upon taking this flaw, the player must declare what it is that the character is addicted to.
* The character must satisfy their addiction at least once every 24 hours. Otherwise, they will face a d8 penalty to all rolls until the craving has been satisfied. This penalty will increase by one die size for each day the character goes without their vice. If the character goes longer than three days, they will also become Sick. Should they survive the sickness, it can be assumed that their addiction is cured and this Flaw may be removed.

## Experience Triggers

* The character fails to complete an important task because they're suffering from cravings or withdrawal sickness.
Strategist

A strategist is an academic soldier responsible for formulating and implementing high-level plans in military conflicts. A strategist must have a strong understanding of the battleground, their own forces and equipment, their enemies' forces and equipment, and the art of war.

## Notable Practitioners

* Changqing Wu was a Zhonggese general notable for authoring the Sūnzǐ bīngfǎ, a treatise on military strategy that revolutionized military strategy throughout Hinoda.
Tiny Size

Tiny Feralians are some of the smallest people around, standing no larger than two feet in height. The world just isn't built for their size, and without some skill and creativity, many of them find life to be a struggle even in towns built for small folks.

## Gift Effects

* You can only see and reach half the distance of people of Average Size.
	+ Anything within 2 feet is considered Close
	+ Anything between 2 feet and 4 feet is at Reach
	+ Anything between 4 feet and 6 feet is Near
	+ Anything between 6 feet and 16 feet is Short
	+ Anything between 16 feet and 46 feet is Medium
	+ Anything between 46 feet and 126 feet is Long
	+ Anything between 126 and 314 feet is Very Long
	+ Anything between 314 and 1,250 feet is Extreme
	+ Anything between 1,250 and 3,750 feet is Far
	+ Anything between 3,750 feet and 13,750 feet is Horizon.
* You may claim a d12 bonus to your evasion rolls and to any roll in a situation where your size would help you.
* You suffer a d12 penalty to your soak rolls and to any roll in a situation where your size would cause problems for you.
* The ideal armor and equipment for you costs and weighs 1/2 as much as average-sized armor.
* You may wear and use tiny or small armor and equipment.
	+ If you wear small armor, the soak dice of the armor is decreased by one die size since it doesn't fit you properly.
	+ If you use small weapons, they become Awkward.
* You can carry 5 pounds of weight per die size of your Body dice (ie. d4=5, d6=10, etc.) before you are Burdened, 10 pounds of weight per die size of your Body dice before you are Overburdened, and 20 pounds of weight per die size of your Body dice before you are Overburdened.
Thaumaturgy Apprentice

A thaumaturgy apprentice is someone who studies the ways of latent magic - the magical energy that lays dormant throughout the world.

Originally developed by Kyndraigar the Shadow Magus and detailed in the book Thamauturgoria, many consider this to be the purest form of magic. Even so, potential wizards often overlook thaumaturgy as an option when choosing a path to pursue, dismissing it due to the humble nature of the many utilitarian thaumaturgical spells and their general lack of offensive power. In truth, however, it is wizards that have both the most to gain from learning thaumaturgy and the most to gain from it. Those who master the skill of manipulating latent magic can not only use it to strengthen any spells they cast, but to turn the magical power of opposing wizards back against them.

## Gift Effects

* If you take the Guard action, you may also call forth a supernatural light. If you do, everything within Near range of you will be illuminated as if it was daylight. This will last until you end a turn without taking the Guard action.
* If you take the Guard action, you may also call forth a supernatural shield. You and all of your allies within Near range of you gain good Cover. All of your allies within Short range of you gain minor Cover.
* When you take this gift, you also gain the Gifts Misfortune and Silence at no additional experience cost.
Salmon Leap

Just as the salmon climb the waterfalls during their great migrations, an atavist with the gift of **Salmon Leap** can jump to great heights and across vast distances.

## Gift Effects

* As a stunt, you may exhaust this gift to leap a great distance.
	+ Declare a point within Medium range that you will attempt to jump to.
	+ Then move up to your Sprint in a straight line, roll your Body and Jumping dice vs 3 and add your Stride to the number of successes. The total number of successes is the number of feet you move with your jump.
	+ This leap may also cross multiple altitudes. If you want to do so, you may sacrifice 2 feet of your leap to gain one foot of altitude or 1 foot to lower your altitude by one foot.
	+ If your landing spot is below you and your salmon leap distance can reach it, you will not take falling damage. Otherwise, you will take 1d6 vs 4 damage, Penetrating for every 3 feet you fall. If your leap overshoots your target, you must sacrifice your forward movement for altitude.
	+ If you smack into a ceiling or other barrier, your movement stops at the point where you hit the barrier, and you fall to the ground, take 1d6 vs 4 damage, Penetrating for every 3 feet you fall, and become Knocked Down.
Spendthrift

A character with the Flaw of Spendthrift is one that is bad at handling money. When an opportunity they think is good comes up, they'll be sold on it, even it costs more than they can afford. This reckless spending and failure to think their purchases through can often put Spendthrifts in very hard spots once their money runs out.

## Flaw Effects

* If the character sells an Uncommon, Rare, or Extraordinary item they will receive only 10% of the value instead of the standard 25%.
* The character also suffers a d12 penalty on all rolls to resist being pursuaded to buy an item, to negotiate prices on items, to inquire about fair deals, or to deceive someone about or resist being deceived about an item's monetary worth.

## Experience Triggers

* The character doesn't have enough money for something they need because they have mishandled their finances.
Squeamish

A character with the Flaw of Squeamish is one that is easily disgusted by blood, vomit, bodily fluids or other gross things. Being around the things that disgust them can cause a squeamish character to experience physical symptoms such as lightheadedness or nausea as they are overcome with disgust.

## Flaw Effects

* Anytime the character is exposed to something that generally be considered gross, they must succeed on a roll of Mind vs 3 or be sent Reeling.

## Experience Triggers

* The character or someone or something they care about is harmed because they were busy trying not to vomit.
Seduction

A person skilled in Seduction is well-versed in the ways of romance, lust, and temptation and knows how to use them to their advantage.

## Gift Effects

* You may claim a bonus d12 when making rolls to inquire about someone's notions of love or lust, to gossip about the availability of eligible suitors, to negotiate a romantic or carnal rendevous, or to deceive someone who has romantic feelings for you.
Second Throw

When combat breaks out, the ability to ready oneself and one's weapons can make the difference between mounting a successful defense or falling to one's enemies. A quick-draw is someone with a practiced ability to draw their weapons quickly.

## Gift Effects

* If you have just resolved a thrown attack, and you have another weapon that may be thrown on your person, you may immediately exhaust this Gift to ready the weapon and perform a second throwing attack.
Troop Leader

Despite the desires of any leader, no peace lasts forever. Troop leaders have learned the necessary skills to effectively lead groups of followers into combat and warfare.

## Gift Effects

* As a Rally action, you may exhaust this gift to remove the Afraid condition from multiple targets.
	+ Declare the group you will try to Rally.
	+ Roll your Will and Leadership. You may only rally as many target's as the highest die showing and the closest targets have priority.
	+ Each ally resists with flat 3 plus any range penalty dice.
	+ If you succeed against over the ally's resistance, you may negate the Afraid condition on that ally.
* This gift does not benefit from True Leader or other rally boosting effects.
Zebras

((When visitors return from a trip to Akoma, they are eager to speak of the exotic striped patterns of the Zebras that they had seen. A breed apart from Horses and other ungulates, zebras are far more hot-tempered in their hooved cousins, is not wise to threaten or insult one.))

## Anatomy and Physiology

The typical zebra is a four-limbed, mammalian bipedal Feralian of large size. They have large ears, tufted tails, and highly-contrasting striped coats.

Like other equines, zebras have non-cloven hooves at the end of each foot, long limbs, and horizontal pupils. Aside from their distinctive pelts, zebras can also be distinguished from their cousins the horses and the donkeys by their more rounded ear shapes and longer tufts on their tails.

The standard fur color of zebras is a bright white or cream broken by irregular black stripes that run all over the body and through the dorsal mane and a black tipped muzzle, feet, and tail. These stripes may be either thin or broad, and some individuals also have less distinct grey stripes running between the main ones. This black can sometimes fade to a dark brown in individuals that spend a lot of time in the sun.

There are several unusual color patterns seen in zebras, including:

* Abdunism: Where the stripes are unusually broad making the zebra appear more black than white, sometimes being solid black on the body.
* Broken Striped: Where the stripe patterns become more irregular than normal making the zebra appear spotted.
* Erythryism: Where the zebra's stripes appear to be orange or red rather than black.
* Leucism: Where the zebra's stripes appear to be cream or a light tan rather than black.
* Sparse Striped: Where the zebra has stripes only along it's head and upper back, erthyrism, where the stripes appear red.

In all cases, these traits are rare and tend to run in families.
Zhuques

## Anatomy and Physiology

The typical zhuque is a six-limbed, avian bipedal Feralian of large size.

Like other Ignids, zhuques have a long forked tail, a long neck, large wings, and a crest of feathers on their heads. Zhuques can be distinguished from their cousins the phoenixes by their six-limbed build and the smaller, rounded shape of their wings.

The standard color of zhuques is a dark red, commonly with bright orange, or yellow markings on the face, head crest, chest, wings, and tail.

There are several other unusual color patterns seen in zhuques, including:

* Leucism: Where all of the zhuques fathers appear to be a light cream.
* Melanism: Where all of the zhuques feathers appear to be a dark grey or brown instead of red.
* Mottling: Where the zhuque displays dark brown or grey mottling around the edges of their feathers. This typically develops as a Zhuque ages and seeing a young zhuque with those markings is incredibly unusual.

In all cases, these traits are rare and tend to run in families.
Yapoks

## Anatomy and Physiology

The typical yapok is a five-limbed, mammalian bipedal Feralian of average size.

Like other Didelphids, yapoks have long whiskers, a pointed snout, rounded ears, and short legs. Yapoks can be distinguished from their cousins the opossums by their shorter fur, dark faces, and webbed feet.

The standard fur color of yapoks is a light brown with a dark brown mask, large, rounded patches of darker brown fur and a cream or white underbelly.

There are several unusual color patterns seen in yapoks, including:

* Abdunism: Where the dark brown patches of the Yapok's fur cover the majority of their body.
* Leucism: Where the yapok's fur is cream with faint tan patches where the dark patches would normally be.

In all cases, these traits are rare and tend to run in families.
Sexton

A sexton is a church offical charged with maintaining the church property. Large churches my employ a dozen or more sextons at a time, each with an assigned section or job, while a small church might have only one on staff, responsible for all minor duties. It's not uncommon for very small churches to forego hiring a gravedigger, assigning the duty to the sexton instead.

## Roles and Duties

* Performing regular cleaning of the church buildings
* Performing small building repairs (painting, drywall/plaster work, etc.)
* Ordering, receiving, and stocking supplies and equipment for the church
* Maintaining the church grounds
* Performing the functions of a gravedigger if one is unavailable
Survivor: Panama

***Survivor: Panama*** also informally known as ***Survivor: Isle of Secrets*** is the fifth and final installment of *Survivor*.

## Twists

* **Hidden Immunity Idol:** A Hidden Immunity Idol is hidden at each camp, giving a castaway immunity at Tribal Council if played after the votes are cast. The Final 5 is the last time they can be used.
* **Isle of Secrets:** After an Immunity Challenge, players may banish a player from the rival tribe to Exile Island. This island, entirely separate from the existing camps, will force the banished player to fend for him/herself until the upcoming Immunity Challenge (unless stated otherwise). The player would not be left in despair, for he/she will be given clues to a Hidden Immunity Idol that is hidden somewhere on the island.

## Trivia

**Halftime Show:** A user name Pattie sang for the group in the finale
Survivor: Fiji

***Survivor: Fiji*** is the first installment of *Survivor*.

## Twists

* **Hidden Immunity Idol:** A Hidden Immunity Idol is hidden at each camp, giving a castaway immunity at Tribal Council if played after the votes are cast. The Final 5 is the last time they can be used.
* **Double Tribal Council:** On Day 19, only one tribe would win immunity, and the other two would go to separate tribal councils.
* **Tribe Expansion:** On Day 14, the two tribes, Moto and Ravu were shuffled, introducing a third tribe, Lera.
	+ **Hidden Immunity Idol:** `The Hidden Immunity Idol is hidden at each tribe's camp.`
	+ **Double Tribal Council:** `On Day 19, only one tribe would secure immunity, and the remaining two tribes, would go to separate tribal councils.`
	+ **Tribe Expansion:** `On Day 14, Moto and Ravu were both shuffed, introducing a third tribe, Lera.`

## Trivia

`This was the first ever season of Sunset Survivor.`
Kittygurl1023

**kittygurl1023** is a contestant from *The Amazon*.

## Survivor

### Amazon

In Survivor: The Amazon Nat proved to be a strong competitor early on by helping her tribe win the first few immunity challenges. Despite her loudmouthed personality and hotheaded nature, she quickly moved into a power position by aligning closely with Cranium72 and KimSpradIinn, forming a final-3 alliance. This alliance proved its loyalty to one another with all three ladies actively campaigning to get Hamsterrules1234 out. With the help of CchI0e, the women (lead by Nat) blindsided Hamster.

After being known as the leader of the majority, Nat didn't try to keep quiet anymore and would pick fights with those who weren't in the majority (mostly XxJosesunmorex and Singer9161). Soon after the last episode, Nat felt it was necessary to blindside Kim, who she felt stood a good chance in getting her out in Jury. With the help of CchI0e and Cranium72, the women thought up a plan to blindside Kim, and Nat managed to throw away Singer's vote by pretending to be after him. However, Kim would soon win immunity, and the women had to redo their plan, making it an easy blindside and getting Nico out.

After controlling multiple tribal councils, Kriszkross came together with Kim and got Singer to flip to their side, where they would begin scheming Natalie's demise. After a careful plan, Nat was blindsided by Kris and Kim, becoming the 1st member of the jury, and her elimination marked merge for both tribes.

Because of her strong prejury influence, Nat was awarded notable post-finale.
Caramoan

***Survivor: Panama*** also informally known as ***Survivor: Isle of Secrets*** is the fifth and final installment of *Survivor*.

## Twists

* **Hidden Immunity Idol:** A Hidden Immunity Idol is hidden at each camp, giving a castaway immunity at Tribal Council if played after the votes are cast. The Final 5 is the last time they can be used.
* **Isle of Secrets:** After an Immunity Challenge, players may banish a player from the rival tribe to Exile Island. This island, entirely separate from the existing camps, will force the banished player to fend for him/herself until the upcoming Immunity Challenge (unless stated otherwise). The player would not be left in despair, for he/she will be given clues to a Hidden Immunity Idol that is hidden somewhere on the island.
MariPlayz4

**MariPlayz4** is a contestant from *The Amazon*.

## Survivor

### The Amazon

In the start of Survivor Amazon, Mari started off making many alliances. One of them being with Nick and Tomas. At the 1st elimination one of her alliance member Tomas was blindsided leaving Nick and Mari on the outs. Mari thought something was up, luckily enough Mari found out about an alliance of Will, Kelly, Mati, Edith, Tony, and Vynce. At the 2nd tribal Mari only had Nicks vote but in result was voted of in a 6-2 vote.
Itz Dxannie

**Itz\_Dxannie** is a contestant from *Fiji*.

## Survivor

### Fiji

Dante was one of the twenty castaways selected to participate on Survivor: Fiji. Placed on the Ravu tribe, Dante didn't come to the session and failed to send a list, giving him a self-vote. Some thought he would be the correct vote because he failed to even show up, but any votes cast against him were wiped off the table due to Queen and Fred’s ongoing feud. Queen was voted out, and he survived the first tribal council.

His tribe never went to tribal council until the swap, when he was swapped over to the Moto tribe. After (yet again) failing to send a voting list, Dante received ANOTHER self-vote. Moto won the first swap challenge, but lost the second. Dante received another self-vote, although Nate and Anon (in the minority) could have used this to their advantage, Nate knew Anon would flip and threw his vote to Aero, sending Nate packing.

At the merge, it was the last straw for Malcolm and he expelled Dante for inactivity. He left the server, and failed to vote for a winner, he is considered to be the worst player in Sunset Survivor history. He placed 12th.
Natehoward12345

**natehoward12345** is a contestant from *Fiji*.

## Survivor

### Fiji

He started on Moto. He found common ground with Gabe, and they quickly became friends! He barely contributed to the physical aspect of the game, but his tribe was surprisingly good. As time went by, the majority alliance "Random Votes" invited him in order to use him, later in the game. He lost the challenge for his tribe

Nate was one of the twenty castaways selected to participate on Survivor: Fiji. Beginning the game on the Moto tribe, Nate was worried that he would be an early boot due to the fact that this was his first longterm. He found an ally in Gabe due to the common fact that this was both of their first longterm. Gabe relayed the information to his alliance, Random Votes, and Nate was invited into the majority. During the first challenge, Nate sat out, cheering on his tribe. They won the challenge, and Nate was spared from visiting tribal council. At the second challenge, Nate was forced to compete as he sat out at the last challenge. He failed to complete the obstacle course, and his tribe was sent to tribal council. Back at camp, Nate was worried that Jayden, the Random Votes alliance target, had an idol. He wanted to split it between Jayden and Jackson, but none of the alliance listened to him. He ultimately went with the plan and voted with the majority for Jayden, sending him home in an 8-1-1 vote.

In the next episode, Nate was prompted by Liam to blindside Drago. Gabe told Nate that he felt hesitant, wondering if they should tell Drago. Nate also felt apprehensive about the plan, but managed to convince Gabe that telling Drago would not be a good idea. They threw the challenge along with Liam and Anon, and Moto lost, sending them to another tribal council. Back at camp, Nate made Drago feel very comfy with how the vote was going to be Jackson, and that they were completely safe until the swap, which everyone knew was happening after tribal council. At tribal council, Nate went along with the plan and Drago was sent packing in a 5-2-1 vote.

At the swap, Nate stayed on Moto, now in a minority along with fellow original Moto member, Anon. He could tell that Anon was sucking up to the Ravu’s to get in with them and survive the swap. Nate knew he was going to be voted out if he didn’t win immunity. Fortunately, the new Moto tribe won immunity and Nate didn’t have to visit tribal council. The next round was a double tribal. Two tribes would lose and vote out a member. After the dominant Lera tribe won immunity, Nate was seemingly on the outs. Although he did everything in his power to try and get them to vote for Aero, it was in vein as he was voted out in a 3-1-1 vote. He placed 14th.
ChxrryVynce

**ChxrryVynce** is a contestant from *The Amazon*.

## Trivia

* Vynce is the only person on the Amazon to get a GFX Redo
* Vynce is the only person who had to pay for their GFX
* Vynce is the first Selva to get out on Merge
* Vynce is the only person on Selva who found an Idol
* Vynce is the only male who found an Idol on the Amazon
* Vynce is the only person who played an Idol on the Amazon
* Vynce is the only person who successfully played an Idol on the Amazon and negated 5 votes
* Vynce Idoled out KimSpradIinn with 2 votes
* Vynce is tied with the most votes in the season alongside Edith
Niorblank

**niorblank** is a contestant from *Fiji*.

## Survivor

### Fiji

Aero was one of the twenty contestants selected to participate of Survivor: Fiji. Beginning the game on the Ravu tribe, Aero created a strong bond with Queen and trusted her. After she told him to vote for Fred, he did so, however Queen was ultimately blindsided in a 4-3-1-1-1 vote, leaving Aero on the outs. However, Ravu won every single pre-swap challenge after this, keeping Aero in the game.

At the swap, Aero was switched to Moto, in the majority with Dante and Tommy. However, Anon and Nate had a plan, knowing Dante would self-vote, to vote for Dante. However, Tommy convinced Anon to vote with them to vote out Nate in a 3-1-1 vote. After that, the tribe merged!

After the merge, Aero, like most of the tribe, got caught in the charade that Susan and Anon were a "power couple" that needed to be broken up. The original plan was to split the vote, but after Anon won immunity, everybody piled their votes on Susan. After Susan player her legacy advantage, Keegan was voted out. Susan played an idol again, and Fred was voted out. However, after this, as expected, Aero walked from the game due to personal issues. He placed 9th.
DragoBreeder

**DragoBreeder** `is a contestant from` *Fiji*.

## Survivor

### Fiji

`Starting off in the Moto tribe, Drago was very much in the majority. He was never in danger, for being extremely calm and innocent. At the first challenge, they guaranteed immunity. At the next immunity challenge, he showed his physical abilities, solely completing the obstacle course for Moto, unfortunately they lost. Drago went along with the split vote plan, sending Peter home, with an idol on his pocket. However back at camp, things got a little shaky with him and Jackson. When Moto lost the challenge, he was really comfortable, Drago led the charge and directed his alliance which way to vote. However, he got too comfortable and he ended up being bamboozled.`
CchI0e

**cchI0e** is a contestant from *The Amazon*.

Fan Favorite Chloe was one of the most dominant strategic and social workforces this season. Extremely short-tempered and fiery player. She proved time and time again that she will not be on the bottom. In a heartbreaking finale which in Mati cuts her chances of winning Survivor *The Amazon*.

## Trivia

* Chloe didn't receive a single vote at any tribal council besides a Self Vote and Mati's sole vote.
* Chloe controversially single handily made fellow contestant ***Cranium72*** walk from the game.
* Chloe beat ***Vynce*** in fan favorite by 2 votes.
* Chloe was "cancelled" at the end of Episode 12, from her controversial feud with contestant ***Daniel.***