recursal/Fanatic-Fandom huggingface dataset:
Artist*

**Artist\***

**Use:** Unskilled
use penalized. Macro skill

**Sample limitations:** Painting,
sculpting, fashion, music, writing, dance choreography, flower arrangement

**Sample specializations:** Specific
field within a limitation (writing poetry, composing music, watercolor painting,
etc.), forgery

This
skill gives its user the ability to create a work of art. “Art” is a broadly
defined category but for this skill generally refers to designing, arranging or
creating something which provokes a response from observers. Tastes vary and
not all artists will produce works for the same reason; some may want to
entertain and please, others shock, still others may try to communicate a
message with their work. Some categories that fit this definition of art do not
fall under the *artist* skill.
While dance choreography falls under this skill, the actual application of the
artist’s work is done instead with the *dance*
*skill. Similarly, forms of art which*
involve speaking, singing and anything else which involves performing for an
audience are covered by the *performance*
art *skill. Creating a work of art generally*
does not involve making an *artist* skill
check against a difficulty number. Because perception of art can be very
subjective, when a character creates a work the player generates an *artist* skill
total and that value is then used to gauge the effectiveness of the work however
seems most appropriate. A painting intended to invoke feelings of anger in the
observer could use the *artist* skill
value like the *taunt* skill,
while a song meant to convey a message and convince people of something could
use the *artist* skill
value like the *persuasion* skill.
As a general guideline, “good” or at least “effective” artwork should have a
skill total of at least 15. The amount of time involved in creating a work can
vary, anywhere from a few days to years. The *artist*
*skill can also be used to judge other*
works of art, perhaps to determine a monetary value, to detect a forgery or to gain
a better appreciation of the artist’s talent (or lack thereof.) The difficulty
of judging another piece of art is usually equal to the *artist* skill
value of the piece though gamemasters may adjust the difficulty of the task
depending on circumstances using the Difficulty Number Scale. Producing a
forgery of a piece of art will use the *artist*
*skill.*
Conjured Fireball

**Conjured Fireball**

Skill: *conjuration/fire 20*

Backlash: 19

Difficulty: 6

Effect Value: 18

Bonus Number to: effect

Range: 7 (25 meters)

Duration: 5 (10 seconds)

Cast Time: 18 (one hour)

Manipulation: control, speed, state

This is an impressed spell. The conjuring must be done
near an open flame, although the fire may be as small as a pair of candles. The
spell may be released within a round, the magician uttering a cast word of his
choosing and mimicking the shaping of a ball of flame through motions of his
hands. The fireball has a burst radius of 10 meters and anyone not dis-believing
(with a *Mind* or *willpower* total 18 or higher) takes the effect
value as damage.
Blood Oath

**Blood Oath**

Community Rating: 10

Difficulty: 16

Range: self

Duration: until fulfilled

Ritual Length: 14 (10 minutes)

Effect: aids individual in exchange for the
performance of a deed

Attainment Rating: 21

When a blood oath is sworn it must be done in full
sincerity. The priest vows to accomplish some mighty dead, and asks the gods to
aid him in his quest. If successful, the priest gains advantages dependent upon
his level of success. A *Minimal* or *Good* success allows the priest
to *inspire* himself once per adventure. A *Superior* success allows him
to inspire the entire party once per adventure. A *Spectacular* success has
the same effect as a *Superior* one, but also gives the priest a free *up*
*once per adventure. The advantages are gained so long as the priest*
continues to actively pursue the fulfillment of his oath. Only one *blood*
oath *may be held by an individual at any given time.*
Enhance Horse

**Enhance Horse**

Skill: *alteration/earthly 19*

Backlash: 19

Difficulty: 14

Effect Value: 19

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 16 (25 minutes)

Manipulation: control

Enhance horse
adds to a horse's speed limit value, *Dexterity* and *Toughness.* To cast
the spell, the mage needs three hairs from the target horse's mane. While
casting the spell, the mage braids the hairs and ties them into a strong knot.
Compare the spell's effect value to the horse's *Dexterity* or *Toughness*
*(whichever is higher). Add the result points to both attributes. Read the*
result points on the Power Push Table and add it to the speed limit. The spell
leaves the horse ravenously hungry when it wears off. If the horse is given
sufficient food, the spell can be safely cast repeatedly.

Horse

DEXTERITY 9

Dodge 10, running 11, unarmed combat 10

STRENGTH 13

TOUGHNESS 10

PERCEPTION 6

MIND 3

Willpower 8

CHARISMA 3

SPIRIT 3

Natural Tools: hooves, damage value STR+2/15; speed
value, 11
Animal Rage

**Animal Rage**

Community Rating: 8

Difficulty: 11

Range: touch

Duration: result points +5

Effect: allows character to go into an animal rage

Attainment Rating:16

To invoke this prayer, the focus character must find
an animal, enrage it, touch it, and then pray for the miracle. If the miracle
is granted, the miracle worker can store the animal's rage within himself, thus
delaying the effect of the miracle for up to 24 hours.

Once the rage is activated, the character acts as
though an "up" result is in effect. Opponents receive a +3 to attacks
against the character, as his rage makes him act without thought to his own
safety. Once invoked, the character must make a *faith* roll. The result
points achieved +5 is how long the animal rage stays in effect. After the
miracle fades, the character must generate a *Toughness* total against a
difficulty of his *Toughness* +4. If he fails the check, he suffers shock
damage equal to his *Toughness.*
Detect Deception

**Detect Deception**

Community Rating: 8

Difficulty: 11

Range: 7 (25 meters)

Duration: 18 (one hour)

Effect: allows cleric to tell if a person is knowingly
speaking a lie

Attainment Rating: 16

Once cast, the cleric can detect the telling of an
intentional lie by anyone within range. This miracle will not reveal unknowing
lies, unintentional inaccuracies, or lies contained within written material.
Dark Cloud

**Dark Cloud**

Skill: *alteration/Darkness 20*

Backlash: 17

Difficulty: 14

Effect Value: 20

Bonus Number to: effect

Range: 2 (2.5 meters)

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: duration

This focused spell must be cast in some source of
darkness (magical or natural). The mage circles the recipient (or turns in
place if he is the target) while chanting words of power relating

To storms. The darkness condenses over the recipient's
head, forming a black cloud that is barely visible when the casting is
complete. The spell resists the effects of darkness spells with a casting total
less than the effect value of the dark cloud. The recipient controls the
duration of the spell.
Abrasion

**Abrasion**

Skill: *alteration/darkness 15*

Backlash: 18

Difficulty: 14

Effect Value: 15

Bonus Number to: duration

Range: 6 (15 meters)

Duration: 10 (100 seconds>

Cast Time: 3 (four seconds)

Manipulation: duration

This focused spell causes the affected target to
become violently angered at an individual who has slightly irritated her (i.e.
bumped into her, spilled some ale on her skirt, disagreed with her in a
discussion, etc.). Compare the spell's effect to the target's *Mind* or *willpower,*
*reading the result points on the Power Push Table.*

Add seven and read the final result points on the
Interrogation column of the Interaction Results Table. If the result is equal
to the target's attitude, they fight. For the duration of the spell, reduce her
base attitude toward everyone around her two steps. Abrasion is used to start
tavern brawls. Multiple targets are possible with the usual one-on-many
penalties. To cast abrasion, the mage pricks himself with a needle or tack in
the buttocks, while pointing at his target(s).
Flowing Shapes

**Flowing Shapes**

Skill: *alteration/time 20*

Backlash: 18

Difficulty: 15

Effect Value: 32

Bonus Number to: duration

Range: self

Duration: 18 (1 hour)

Cast Time: 9 (1 minute)

Manipulation: duration, cast time

The mage conjures an element of change by casting this
spell. The caster then binds this pattern of change into his body. This spell
allows a mage to assume the form of any living creature. If the mage's greatest
physical attribute is 14 or less, this pattern can be successfully placed onto
the mage. Once the caster has successfully cast this spell, he can physically change
his body to resemble that of any other living thing. *As* a
transformation, the attributes of the new creature must not differ from the
target's original attributes by more than the result points of the spell.

The caster gains the mundane benefits associated with the new body, such as wings for
flight, gills for breathing water, fur for keeping warm, etc. The caster does
not gain any mystical abilities associated with a creature, such as a faeries' magic or a demon's power. A
mage cannot use this spell to take the shape of a specific person or creature.
While under the effects of the spell, the mage can change form at will. To
change form, the mage must concentrate, and visualize
the new form to be taken. It takes the body 10 seconds to complete the transformation.
Barrier

Barrier

Skill: apportation/inanimate forces 14

Backlash: 16

Difficulty: 10

Effect Value: 19

Bonus Number to: Duration

Range: 7 (25 meters)

Duration: 9 (1 minute)

Cast Time: 5 (10 seconds)

Manipulation: none

Barrier is a focused spell, which creates a translucent wall of force. The caster need only concentrate on gathering the forces to construct the wall, then will it to appear. The wall has an area of 25 square meters, and will usually appear as a 5 meter by 5 meter square. The mage can, however, shape it in any form he wishes within the 25 square meters. The mage also controls the duration of the barrier. The wall has a Toughness equal to its Effect Value and follows the rules for cover and concelment
Gain Sense

**Gain Sense**

Skill: *alteration/living forces 18*

Backlash: 18

Difficulty: 14

Effect Value: 18

Bonus Number to: duration

Range: touch

Duration: 18 (one hour)

Cast Time: 12 (four minutes)

Manipulation: cast time

This is a focused spell. A useful and versatile spell
for the magician who desires the vision of a hawk or the smell of a hound. The
spell requires that some part of the creature whose sense is to be gained must
be dried and ground into a fine powder during the casting of the spell. The
caster (and the target cannot perform any other actions during the casting of
the spell and she must concentrate on assuming the sense desired. After the
spell has been cast, the mage may use the effect value as a bonus number to any
*Perception* roll that the target makes which directly uses this sense as
a mechanism.

Example: A mage with the bonus sense of smell (from a
hound) can use the effect value as a bonus number for a *find* or *tracking*
*skill roll. The nose of a hound would obviously not help her* Perception *based*
skill of *language,* however.
Insect Swarm

Insect Swarm

Axiom Level: 12

Skill: conjuration/earthly 15

Backlash: 14

Difficulty: 14

Effect Value: 19

Bonus Number to: Effect

Range: 12 (250 meters)

Duration: 12 (2.5 minutes)

Cast Time: 6 (15 seconds)

Manipulation: range

This spell causes a creeping mass of biting insects to come into existence. The mage must spend the cast time stamping their feet and waving their hands as if swatting insects. The mage then merely points in the direction he wishes the insect swarm to start. The insects proceed in a spherical mass approximately four meters in radius. The mage controls the movement of the swarm. Any living being inside the swarm takes damage equal to the Effect Value from the bites and stings every round they remain within the cloud. This damage ignores any armor the victim is wearing, as the insects will crawl under any protection. The spell can also be directed against nearby plant life, devastating crops. The insects disperse when the duration ends or when the caster wills them to dissipate.
Control Lycanthropy

**Control Lycanthropy**

Skill: *alteration/enchanted 22*

Backlash: 16

Difficulty: 10

Effect Value: 27

Bonus Number to: duration

Range: 8 (40 meters)

Duration: 25 (one day)

Cast Time: 5 (10 seconds)

Manipulation: duration

*Control lycanthropy* forces a werewolf to revert to human form. To cast, the mage commands,
''Wolf to man." The spell affects the werewolf’s *Dexterity, Strength,*
Toughness, Mind *and* Charisma. *Compare the spell's effect value to*
the attribute that undergoes the greatest change between the two forms.
Usually, the largest attribute change is *Mind.* The spell succeeds if the
result points equal or exceed the attribute difference.
Change to Falcon

**Change to Falcon**

Skill: *alteration/folk* 22

Backlash: 14

Difficulty: 5

Effect Value: 24

Bonus Number to: duration

Range: touch

Duration: 25 (one day)

Cast Time: 9 (one minute)

Manipulation: control, state, cast time

This simple spell is of great help when hopelessly
lost in the forest. The caster takes a lock of human hair and mixes it with
falcon feathers. He then touches the target, who will physically transform into
a falcon, but retain his *Perception, Mind, Charisma* and *Spirit* attributes.

**Falcon**

DEXTERITY 10

Dodge 11, flight 13, maneuver 11, stealth 11, unarmed
combat 12

STRENGTH 5

TOUGHNESS 6

Natural Tools: wings, speed value 10; beak, damage valueSTR+2/7;
claws, damage value S1R+3/8
Cure Disease

**Cure**
Disease

Community Rating: 8

Difficulty: see below

Range: touch

Duration: NA

Ritual Length: 18 (one hour)

Effect: cures a disease

*Cure disease* destroys
an infection or affliction that is ravaging the target character. The target is
cured but is not healed of any damage caused by the disease. The character must
regain her strength over time or receive additional healing from another
medical, magical or miraculous source. The type of disease to be cured
determines the difficulty of the miracle, some examples are provided below. The
Difficulty Number Scale and the provided difficulty numbers can be used to
judge difficulties for other diseases. Both the *focus* and *faith* total
must beat the difficulty for the miracle to be successful.

**DISEASE**
DIFFICULTY CHART

**Disease**
Difficulty

24-hour cold bug           8

Influenza (flu)                         10

Pneumonia
12

Drug addiction
15

Cancer                                     18

Alzheimer’s                 25
Language*

**Language\***

**Use:** Cannot be
used unskilled though linguistics can be used in its place. Macro skill.

**Sample limitations:** English,
French, Gaelic, Norse

**Sample specializations:** reading,
writing, archaic, formal

*Language* gives the
character the ability to speak another language (characters do not need the
skill for their native language.) It can be taken multiple times to represent
the ability to speak several additional languages. As a macro skill, *language* skill
checks usually only have to be made once per conversation, players do not have
to roll every time their character says or hears something in a foreign
language.

To
speed play even further, gamemasters may wish to assume that a character’s base
*language* skill
value represents the character’s normal level of fluency in the language and
skill checks are only required when the character needs to communicate “above
her level”. The following charts can be used to gauge a character’s fluency and
the difficulty numbers for communicating at a certain level of fluency:
Calm

**Calm**

Community Rating: 10

Difficulty: *willpower* or *Mind* of target

Range: voice

Duration: performance

Effect: rids target of violent emotions

*Calm* eliminates
any violent or extreme emotions of the target, replacing them with a tranquil
state. The effect total of the miracle is compared to the target’s *Mind* or
*willpower* skill. On a *good* or better success level, the target is
calm and peaceful and will remain that way for the duration of the miracle. On
a *minimal* or *average* success the target is also calmed, but can
be easily provoked into extreme emotions again even while the miracle is in
effect. If the calmed character is attacked, the miracle immediately stops
working regardless of the success level. During this time the target may be reasoned
with, or communicated with by characters other than the characters that
performed the miracle (who are busy performing the miracle). The miracle may
not be performed on a target that perceives the *focus* character as an
immediate threat or danger.
Cloaking Performance

**Cloaking Performance**

Difficulty: 15

Effect Value: 15

Bonus Number to: effect

Duration: Performance + 3 rounds

Performance Time: 5 (10 seconds)

Cloaking Performance causes the target(s) to completely ignore the Bard. The Bard is not invisible, however she blends in and the target's brain will ignore her. In addition to hiding from more than 1 target through multi action, the Bard can add additional friends to her cloak. Each additional friend raises the difficulty by 2. Targets that are actively searching or watching such as an alert guard raise the difficulty by 2. The effect value of the spell must exceed the target's *Mind*for the spell to be successful. *Cloaking Performance* can be disbelieved by generating a *Mind* total equal to the effect value
Land Vehicles

**Land Vehicles**

**Use:** May be
used as a macro skill.

**Sample specializations:** chariot,
wagon, carriage, sled

This skill reflects a
character’s ability to operate, pilot and make minor repairs to all types of
wheeled, or sled based Vehicles. The difficulty of any particular driving task
is determined by the gamemaster using the difficulty Number Scale. The *land vehicles* skill is also used to
increase a vehicle’s speed beyond its normal capabilities. This is accomplished
with a speed push similar to the type characters can do with their own movement
rates. All vehicles have a *speed value* that is essentially the same as a character’s
limit value. It is not the maximum possible speed of the vehicle, just the
maximum speed possible without putting stress on the vehicle’s structure. The
rules for speed pushes can be found in Chapter Four. The macro use of this
skill is handled with the same rules that apply to the macro movements of
characters in the “Timed movement” sidebar. In vehicle combat, a driver’s *land vehicles* skill is used in
place of combat skills such as *dodge* and *maneuver*. In the case of a vehicle
being attacked by someone using *melee weapons* or *unarmed combat* while the vehicle is
in motion, the pilot’s *land*
vehicles *skill*
substitutes for the normal defensive skill values. Animal-drawn land vehicles
are normally controlled with this skill instead of *beast riding* since being attached
to the vehicle restricts the animal’s free movement. Under appropriate
circumstances, gamemasters may allow characters to use *beast riding* in place of *land vehicles*.
Sparkle

Sparkle, Sparkle the cat - аниматроник Rose's Pizzeria Palace. Это чёрная кошка. Носит розовый бант. Есть белое пятно на мордочке. Внешне отличается своими розовыми шортами. Бэк-вокалистка в группе "Розочка и её друзья". Необходимо надеть маску чтобы избавится от неё. Иногда может ломать систему камер. Чтобы это предотвратить нужно одеть маску когда она стоит в восточнои коридоре.

 **Вид аниматроника**
 **Пол**
 **Появление**
 **Время появления**
 **Особенности**
 **Интелект**
 **Разум**

## Локации

Сцена - Столовая - Кухня- Кладовка - Восточный холл - Офис

## Факты

* Она один из аниматроников который носит одежду. Вторые - Девочка с шариками и Тигра.
* Когда она находится на кухне можно услышать скрежет.
Dispel Magic Fire

**Dispel Magic Fire**

Axiom Level: 9

Skill: *alteration/ inanimate forces 19*

Backlash: 14

Difficulty: 8

Effect Value: 30

Bonus Number to: effect

Range: 15 (1 kilometer)

Duration: 0 (1 second)

Cast Time: 9 (1 minute)

Manipulation: control, duration, state

A very specific magical dispel, this spell can be
directed only at magical fires. If cast successfully, the mage compares the
result value of the spell to the casting total generated by the caster of the
magical fire. If the effect value is the higher of the two, then the magical
fire disappears. Although the duration of the spell is only one second, its
speed is almost instantaneous. However, the spill only affects *magical* fire;
not fire created by magic and maintained by normal means.
Call Animals

**Call**
Animals

Community Rating: 8

Difficulty: 11

Range: 14 ()

Duration: 20 (two hours)

Effect: summons animals within range

This miracle allows the *focus* character to
attract animals to his location. If so desired, the character can specify the
type of animal he wishes to attract. If the miracle is successful, all animals
or all animals of the desired type will make their way towards the character at
their normal rate of movement. Intelligent animals may resist the summons if
the *faith* total of the miracle does not exceed their *Spirit* attribute.
Control over the summoned animals is not provided by the miracle, nor does it
provide any special means of communicating with the animals.
Know Impressed Spells

Know Impressed Spells

Axiom Level: 9

Skill: divination/magic 13

Backlash: 12

Difficulty: 8

Effect Value: 25

Bonus Number to: Effect

Range: 8 (40 meters)

Duration: 4 (6 seconds)

Cast Time: 3 (4 seconds)

Manipulation: range, state, cast time

By concentrating on the target, the caster may determine what spells they have impressed into their minds, if any. Compare the Effect Value to the target’s conjuration magic value on the General Success chart. Minimal: The mage knows how many spells the target has impressed. Average: The mage can detect the magic skill of the impressed spell (conjuration, divination, apportation or alteration.) Good: The mage can detect the Arcane Knowledge of the spell. Superior: The mage can detect the pattern of the spell and can make a scholar (magic) check to identify the spell. If the mage already knows the specific spell pattern he knows which spell it is automatically (without generating a scholar total.) Spectacular: The mage knows the range, duration, and Effect Value of the impressed spells.
Insulting Performance

**Insulting Performance**

Difficulty: 16

Effect Value: 14

Bonus Number to: effect

Duration: Performance +1 Round

Performance Time: 5 (10 seconds)

This performance insults the target causing extreem lack of confidence and sometimes irrational rage. Compare the effect value of the Bardic magic to the victim's *Charisma.*Read the result through the Power Push Table. Find the final result points on the General Success column. *Minimal*success results in the victim to become stymied from the insult. *Average*success causes him to be to take the insult so personaly he becomes unskilled. *Good*success causes him to loose so much confidence he will suffer a setback trying to prove his worth. A *Superior*result causes the target to make an unskilled unarmed attack on the bard. *Spectacular*causes the target to fall to their knees weeping for the duration. Results last for each round that the performance is in effect.*Confusing performance* can be disbelieved by generating a *Mind*total equal to the effect value. Confusing performance counts as a Taunt.
Arcane Knowledges

**Arcane Knowledges**

**Use:** Must be combined
with a magic skill (*alteration magic, apportation*
magic, divination magic, conjuration magic*.)*
Cannot be used unskilled

**Sample specializations:** None.

The arcane knowledges
are a type of subskill used in conjunction with the four magic skills to determine
the types of spells a character can learn and cast with her magic skills. They
are also used in the creation of new spells designed by player characters. The
various types of arcane knowledges and how they are used are described in
Chapter Ten.
Inspire

**Inspire**

Community Rating: 8

Difficulty: 14

Range: voice

Duration: NA

Effect: removes shock and KO conditions

Attainment Rating: 19

This prayer allows a priest to call upon the power of
his faith to inspire himself and his companions. When successfully invoked, the
miracle allows all of the priest's companions who can hear his voice to remove
all of their shock and KO conditions as though they received first aid. In
addition, the priest and each of his companions can draw one card from the
Drama Deck and add it to their hands.
Blessing Vow

**Blessing**
Vow

Community Rating: 6

Difficulty: 15

Range: voice

Duration: until vow is broken

Ritual Length: 18 (one hour)

Effect: adds success levels to one attribute for one
character.

In this ritual, the blessed agrees to uphold an
institution, or virtues important to the mythos, for as long as he shall live.
In exchange, the blessed receives an increase in one chosen attribute equal to the
number of success levels achieved by the blessing for as long as he maintains
the vow. Unlike the *bless* miracle, this is an actual increase in the
attribute so all values derived from the attribute are affected by the
blessing. A character may only have one *blessing vow* on him at one time.
A *blessing vow* is only given to characters that have proven themselves
worthy to spiritual leaders and the community.
Flight spell

Flight

Skill: apportation/inanimate forces 13

Backlash: 8

Difficulty: 8

Effect Value: 13

Bonus Number to: Duration

Range: Touch

Duration: 18 (one hour)

Cast Time: 5 (10 seconds)

Manipulation: control

This focused spell is an alternative to the Avian spell fly in the first volume, and has been designed to duplicate that spell almost exactly. The only difference is that no feather is needed to invoke the spell; the caster merely wills control of the Inanimate Forces onto the target. The speed of flight is equal to the Effect Value.
Gain Language

**Gain Language**

Skill: *divination/folk 16*

Backlash: 13

Difficulty: 11

Effect Value: 18

Bonus Number to: effect

Range: self

Duration: 16 (25 minutes)

Cast Time: 6 (15 seconds)

Manipulation: duration

The mage must touch the lips of the speaker whose
language he wishes to gain. At the same time he begins to parrot the speech to
the best of his ability. Compare the spell's effect value to the caster's *Perception.*
*Read the result points on the Power Push Table. The spell's result modifier*
is +7. Add the final result points to the caster's *Perception* for use
with the language skill only (if unskilled, the caster receives the language
skill for spell's duration). This spell can be used for any kindred languages.
Glue

**Glue**

Skill: *conjuration/inanimate forces 16*

Difficulty: 13

Effect Value: 18

Bonus Number to: effect

Range: 5 (10 meters)

Duration: 15 (16 minutes)

Cast Time: 5 (10 seconds)

Manipulation: control

This is a focused spell. The *glue* spell
conjures the inanimate forces that hold objects (or people) together. The spell
produces a sticky film that forms over a 10 meter surface area, centering on
the target point of the caster's choosing. Anything that comes in contact with
an object covered with *glue* must make a *Strength* roll exceeding
the effect value of the spell to break free. For each attempt at breaking free
from the spell's effect, a creature will suffer two shock points of fatigue. To
cast this spell, the magician must have a small amount of pine sap and a coin.
While casting the spell, the mage applies the sap to the coin and then presses
her thumb firmly against the sticky surface. This spell is illusory, and a *Mind*
*or* willpower *total of 17 is necessary to disbelieve its effect.*
Evidence Analysis

**Evidence Analysis**

**Use:** Macro
skill.

**Sample specializations:** Clue
analysis, physical evidence, forensic evidence, researched evidence, deductive
reasoning, puzzle solving, forgeries

The
*evidence analysis* skill
measures a character’s ability to analyze physical evidence and deduce
information about events that occurred in the past. A detective might be able
to look at a room and guess how many people have been in it recently, for
example, or she might be able to look at an object and determine something
about where it was made. The skill may also be used to solve puzzles of both
the physical and mental kind. The evidence must first be detected, either
through the *find* skill,
player characters roleplaying a search or by being rather obvious, such as a
corpse in the middle of a room. Evidence may also be gathered by research
(another use of the *find* skill),
questioning witnesses or from analyzing the efforts of other investigators. The
difficulty of an *evidence analysis* skill
check is usually determined by the gamemaster using the Difficulty Number Scale,
taking into consideration the nature of the question(s) being asked and the
actual course of events that the character is attempting to deduce. In some
cases, an attribute or skill of another character may determine the difficulty.
For example, figuring out a riddle left at a crime scene might have a
difficulty equal to the *Perception*
*attribute, or a skill such as* scholar(riddles)*,*
of the person who left the riddle behind. Some example difficulty numbers are
provided in the following chart:

**EVIDENCE ANALYSIS CHART**

**Physical evidence Difficulty**

Object
is familiar or evidence is fairly clear (a knife at a murder scene, lock picks
near an open door) 8

Object
is somewhat familiar or evidence is only partly clear (a bloodstain near a
closet where a body is hidden) 10

Evidence
is reasonably obscure (water stains on a carpet forming a faint trail from the
door to the window) 12

Evidence
is unusual or not obviously related (Window sill is cold indicating that
someone opened it recently) 15

The
success level of the *evidence analysis* check
should be used to gauge how much useful information the character receives from
analyzing the evidence. If the character receives *minimal* or *average* success,
she can identify all of the objects or physical evidence by generic type:

A
weapon, rope, a poison, or blood for example. If she gets a *good* success,
she knows precise information on the origin of the object, substance, or
evidence, and specific information on its type. If she gets a *superior* success,
she knows to what use all of the objects in the room were put. With a *spectacular* success
she can accurately reconstruct events from the evidence, fitting in all the evidence
to the explanation. Good players may be able to discover this information on
their own through roleplaying and solid induction. The gamemaster can encourage
such behavior by feeding them a quality level of information at a time when
they are on the right track.
Captivate

**Captivate**

Community Rating: 10

Difficulty: 14

Range: voice

Duration: performance

Effect: Cleric's words command the undivided attention
of the target

Attainment Rating: 19

To cast this miracle, the cleric must speak without
interruption for a full round. He then compares his faith total to the *Mind* or
*willpower* of the target. On an *Average* or better success the
miracle takes effect. If successful, the target will be enthra1led by the
cleric's words, and be unable to take any action save listen to him. The effects
of the miracle will last as long as the cleric is able to speak without
interruption, but if the target is attacked, the miracle will be immediately
dispelled.
Blood Curse

**Blood Curse**

Community Rating: 17

Difficulty: 20

Range: unlimited

Duration: permanent

Ritual Length: 23 (twelve hours)

Effect: calls down the vengeance of the gods upon
mortal enemies

Attainment Rating: 25

When a *blood curse* is invoked, the gods pour
down their wrath upon the subject of the curse. If the reason for invoking the
curse is good, such as betrayal, murder, or personal injury, the subject of the
curse is inflicted with a *setback* once per act. If the reason for
invoking the curse is poor, such as a bad deal, an insult, or an argument, the
subject has a *stymie* inflicted upon him for one scene per adventure. The
curse is broken if the invoking priest is slain, or through the *dispel curse*
*miracle. Record* the faith *total achieved when invoking this miracle.*
Faith Armor

**Faith Armor**

Community Rating: 11

Difficulty: 17

Range: touch

Duration: 25 (one day)

Ritual length: 18 (one hour)

Effect: protects the faithful from harm

Attainment Rating: 22

*Faith armor* allows
the faithful to greatly increase their resistance to physical damage from
one-specific type of attack (bullets, blades, poisons and blunt weapons are
among the possible choices). When a character is hit by the chosen weapon in
combat, *the faith* total of the ritual is measured against the *faith* of
the person who hit them. If the blessed character's total is higher, the damage
is reduced by the number of result points. If the *faith* total of the enemy is higher, then the miracle is dispelled
and has no further effect. A character may have only one type of Faith Armor at
a time.
Fields of Death

**Fields of Death**

Skill: *apportation/darkness* 21

Backlash: 14

Difficulty: 11

Effect Value: 15

Bonus Number to: duration

Range: 12 (250 meters)

Duration: 32 (one month)

Cast Time: 14 (10 minutes)

Manipulation: cast time, duration, control

This focused spell of darkness causes an area of land
to become incapable of sustaining plant life. Once cast, it slowly kills all
plant life existing in the zone and prevents any new vegetation from growing
for the duration of the spell. It attacks all plants with the spell's effect
value every round for the duration. The spell cannot kill animal life, but any
small creatures living within the area of effect usually die or move away from
lack of food. The zone is disk shaped, 500 meters in diameter with a height of
25 meters.

The height is divided in half at ground level,
creating one cylinder 12-1/2 meters below the ground and one 121/2 meters above
the ground. Fields of death may only be cast at night. The mage walks the
circumference of the area that the spell is to deaden and then journeys to the
center of the circle. There he plucks some native vegetation from the ground
and crumples it. He raises his arms high and then lowers them toward the ground
as if to pull the night sky down with them. Darkness falls from the sky and
settles within the parameters thus set by the mage.
Dispel Magic

**Dispel Magic**

Skill: *alteration/magic 20*

Backlash: 18

Difficulty: 6

Effect Value: 29

Bonus Number to: effect

Range: 9 (60 meters)

Duration: 5 (10 seconds)

Cast Time: 3 (four seconds)

Manipulation: state, duration

The magician must concentrate when casting this spell,
envisioning the pattern that he plans to disrupt with this spell. The caster
must know the arcane knowledge of the spell she is dispelling. If she does not
know the pattern skill and knowledge of the target spell effect, the caster
suffers a10 bonus modifier when casting this spell. She must gesture to draw
the pattern she envisions, and then aloud commands the pattern to break.

Dispel *magic* works through the principle of
definition. The casting mage is copies the pattern of the spell effect closely
enough to invoke the principle of definition and dispel the spell. Compare the
effect value of dispel magic to the casting total of the target caster.

This spell affects one target.
Focus

**Focus**

**Use:** Cannot be
used unskilled.

**Sample specializations:** None.

The
*focus* skill
represents a character’s ability to tap into the spiritual energies of a
religious belief system and somewhat reliably create “miracles” with that
energy. It is not used alone however; miracles are not possible without the *faith* skill
also being involved (though in some cases miracles can occur without needing
the *focus* skill.)
The complete rules for performing miracles can be found in Chapter Eleven. *Focus* is an unusual
skill in that it cannot normally be taught to another character. In most belief
systems, the ability to perform miracles is seen as a gift or a blessing, not
something that can simply be learned like any other ability. Players who wish
to have their characters acquire the *focus*
*skill during gameplay will need*

to
discuss the matter with their gamemaster and determine how, and if, the
character can get the skill.
Blight

**Blight**

Community Rating: 12

Difficulty: 18

Range: sight

Duration: 38 (one year and a day)

Ritual Length: 29 (one week)

Effect: ruins land

Attainment Rating: 23

*Blight* greatly
reduces the aridity of land. Crop yields, or plant growth, in blighted fields
fall according to the success level of the miracle. *Minimal* success
reduces the yield by 10 percent, while *Average* success
reduces yields by 25 percent, stunting the growth of most plants and killing
some. Good success stunts about half of the plants, killing an additional 10
percent. *Superior* success stunts half and kills half, while *Spectacular*
*success kills every plant growing in the blighted soil. The ritual must be*
performed within sight of the field to be blighted.
Empyreal Judgment

**Empyreal Judgment**

Community Rating: 12

Difficulty. 17

Range: see below

Duration: 5 (10 seconds)

Effect: pillar of fire attacks enemies

Attainment Rating: 22

In the midst of battle, a faithful Templar may pray to
God for aid in destroying His enemies. If the miracle is successful, a column
of fire will descend from the sky, washing over the ground in an area
determined by the success level. Any faithful Christians in the fire's area of
effect will be *inspired.* Unbelievers will take spiritual damage equal to
the *Faith* value of the invoking Templar. Plants and animals will not be
affected by the fire. The area of effect is determined as follows:

*Minimum:* The
miracle can affect anyone target;

*Average:* The
miracle can affect a radius of five meters;

*Good:* The
miracle can affect a radius of 10 meters;

*Superior:* The
miracle can affect a radius of 20 meters;

*Spectacular:* The
miracle can affect a radius of 50 meters.
Despair Performance

**Despair Performance**

Difficulty: 17

Effect Value: 12

Bonus Number to: effect

Duration: Performance + 3 rounds

Performance Time: 5 (10 seconds)

*Despair performance* causes the target to suffer from deep despair. Compare the *effect*total of the performance to the *mind or willpower*of the victim. On a Minimal or *Average*success,the victim will be *stymied*for the duration of the performance. On a Good success, the above occurs, and one *setback*is inflicted on the victim in the next hour. On a *Supe*rior success, the victim suffers a *fatigue result in addition to the above. A Spectacular success the target suffers*the above and will be so obsessed with despair that they suffer a – 6 to all rolls.*Despair performance* can be disbelieved by generating a *Mind*total equal to the effect value.
Combat Ineptitude

**Combat Ineptitude**

Difficulty: 16

Duration: Performance

Performance Time: 5 (10 seconds)

Combat Ineptitude causes a level of ineptitude in the villains combat skills. All combat skills used by the villains receive a penalty to any combat attack or defense skill I.E.  *Dodge, Maneuver, Melee Weapons, Missile Weapons*, and *Unarmed combat*

How much the skillis penalized depends on the amount of success. *Minimal or Average*success imposes a penalty of -1, *Good or* *Superior*-2, and *Spectacular*-3.
Ice Bolt

**Ice Bolt**

Skill: *alteration/water 16*

Backlash: 15

Difficulty. 9

Effect Value: 15

Bonus Number to: effect

Range: 6 (I5 meters)

Duration: 6 (15 seconds)

Cast Time: 3 (four seconds)

Manipulation: range

The caster pours a stream of water through his open
fist while invoking the pattern of the spell. The water freezes into a long
spear, which the mage must immediately hurl at the chosen target.

Due to the nature of the magic, the caster has a +5
bonus to his *apportation* attack roll if the attack roll is higher than
the target's *Dexterity or dodge,* then he effect total equals the damage
inflicted. After the duration lapses, the bolt reverts to normal, fragile ice.
Communicate with Animal Spirit

T

**Communicate**
with Animal Spirit

Community Rating: 12

Difficulty: 12

Range: voice

Duration: performance

Ritual Length: 14 (10 minutes)

Effect: speak to the spirits of animals

The spirit of an animal is considered to be more intelligent
than the animal that houses it. While seeing things from the perspective of
their animal host, the spirits can equal human intelligence.

If no animal is
visible or otherwise obviously present, the difficulty is increased by +3. *Minimal*
*success means that only a pidgin version of communication is possible with*
the spirit, *average* success gives the miracle worker rudimentary
understanding the spirit’s language, *good* or *superior* results
give the skill user complete understanding of the spirit’s language, and *spectacular*
*success allows the user to speak and understand the spirit with no*
penalties. The character communicates with the spirit as part of the ritual so
he may perform it and communicate at the same time without penalty.
Introspection

**Introspection**

Community Rating: 10

Difficulty: 15

Range: 5 (10 meters)

Duration: 18 (one hour)

Ritual Length: 14 (10 minutes)

Effect: Protects against harmful miracles

Attainment Rating: 20

The *introspection* miracle allow the caster to
protect himself from the effects of
harmful miracles. The caster withdraws into himself, using his *Spirit* to
ward off harmful miracles. The caster generates a *faith*
*total and reads the result points on the Power Push*

Table. The result is added to the difficulty numbers of
any harmful miracles used against him.
Curse Ritual

**Curse Ritual**

Community Rating: 12

Difficulty: 14

Range: Sight

Duration: 18 (one day)

Ritual Length: 18 (one hour)

Effect: additional difficulty of all tasks

Attainment Rating: 19

A *curse* directs the ire of the gods to a single
individual. He or she suffers a +1 to the difficulty of all actions for the
next day.

A curse is removed when a priest of the target's
religion, or a friendly religion, invokes a *dispel curse* miracle on the
target. No more than one curse may be placed on a victim by the same priest,
although multiple priests may place multiple curses on the same victim.
Modifiers to difficulty from multiple curses are cumulative. When a curse is
invoked, the *faith* total of the curse should be noted.
Armor of Faith

**Armor of Faith**

Community Rating: 12

Difficulty, 13

Range: self

Duration: 24 (12 hours)

Effect: increases *Toughness* of cleric's
garments

Attainment Rating: 18

Calling upon their God, the priest touches his
vestments. If the miracle is successful, the garments provide TOU+4 protection
for the duration of the miracle. The cleric suffers no *fatigue* penalty
as a result, nor is his *Dexterity* affected.
Blood Brothers

**Blood Brothers**

Community Rating: 14

Difficulty: 10

Range: touch

Duration: permanent

Ritual Length: 19 (two hours)

Effect: binds the thoughts of two individuals together

Attainment Rating: 15

When two individuals are bound as blood brothers,
their spirits are irrevocably tied together. Each individual gains the ability
to sense the emotional state of the other being. If one is in danger, the other
knows, and vice versa. A blood brother also gains a +5 bonus to *tracking* when
attempting to locate the other brother. If one brother is killed, the other
immediately goes into a berserker fury.
Interaction Results

**INTERACTION RESULTS TABLE**

**Result Points Intimidate/Test...Taunt/ Trick ...........Interrogate....................Charm/ Persuade.......Maneuver**

S                          Stymied              Stymied                    Enemy                              Loyal                        Fatigued

1                          Stymied              Stymied                     Enemy                             Friendly                    Fatigued

2                          Stymied              Stymied                     Enemy                             Friendly                    Fatigued

3                          Stymied              Stymied                     Hostile                             Neutral                     Fatigued

4                          Stymied              Stymied                     Hostile                             Neutral                     Fatigued

5                          Unskilled            Unskilled                    Hostile                             Neutral                     Stymied

6                          Unskilled            Unskilled                    Hostile                             Neutral                     Stymied

7                          Unskilled            Unskilled                    Neutral                             Hostile                     Stymied

8                          Unskilled            Unskilled                    Neutral                             Hostile                     Stymied

9                          Unskilled            Unskilled                    Neutral                             Hostile                     Stymied

10                        Setback              Setback                     Neutral                             Hostile                     Unskilled

11                        Setback              Setback                     Neutral                             Hostile                     Unskilled

12                        Setback              Setback                     Friendly                            Enemy                     Unskilled

13                        Setback              Setback                     Friendly                            Enemy                     Unskilled

14                        Setback              Setback                     Friendly                            Enemy                    +1 Unskilled

15                        Break Up/           Setback                     Loyal                                Enemy             +1 Setback/ Fatigued

+2                       Player’s Call        Player’s Call              Loyal                                Enemy               +1 Player’s Call
Exorcism

**Exorcism**

Community Rating: 15

Difficulty: 13

Range: voice

Duration: NA

Ritual Length: 29 (one week)

Effect: drives possessing spirits out of the target’s
body

An *exorcism* pits the *faith* of the
character performing the ritual against the *faith* or *Spirit* attribute
of the creature possessing the target’s body. Spirits may possess objects as
well as people (see *communicate with spirits* miracles above.) The end of
the ritual triggers a use of the Dramatic Skill Resolution rules (see Chapter Four.)
Most exorcisms require steps A, B and C while particularly powerful entities by
also require step D. Characters who supported the *focus* character in
performing the miracle may continue to aid him during the Dramatic Skill
Resolution but they must make a new *faith* check against the Community Rating
every time the *focus* character attempts one of the steps in the Dramatic
Skill Resolution. Every time the appropriate letters come up, the *focus* character
generates a new *faith* total against a difficulty equal to the *faith* or
*Spirit* attribute of the possessing entity. When the exorcist completes the
required steps, the entity is driven out of the target’s body and it cannot
return. During **every** round of the Dramatic Skill Resolution the possessing
entity may make a spiritual attack on the *focus* character or on anyone
supporting the *focus* character. The spirit generates a *faith* or *Spirit*
*total against the* faith *of the person it is attacking with positive*
result points being read as spiritual damage. Supporters who are knocked
unconscious or who lose their *faith* skill because of spiritual wound
damage may no longer aid the *focus* character. If the *focus* character
is knocked unconscious by spiritual damage or loses his *faith* skill
because of spiritual wound damage, the exorcism is a failure and the possessing
spirit remains in the target’s body.