recursal/Fanatic-Fandom huggingface dataset:
Half Dryad (1 point)

Dryads are a special type of fairy, magically linked to forests and woods. Arton legends say that their souls are housed in ancient trees, millennia old. One of these creatures can never be destroyed - unless the tree that houses his soul is destroyed. As long as this tree exists, the dryad will always return from death. Dryads look like beautiful elves with greenish hair (which is why this unique advantage can be combined with Human, Elf or Half-Elf). They are solitary, avoiding as much as possible to engage in combat and never causing any kind of injury. But that does not make them harmless. And eventually, if she falls in love with an adventurer who crosses her domain, half-dryads may appear …

**• Aptitude for Elemental Magic**. Because they are creatures naturally linked to the elements, for half-dryads the Elemental Magic advantage costs only 1 point.

**• Paralysis**. Although much more limited than the powers of a pure dryad, a half dryad is able to cause plants and roots to trap a target, causing the same effects as the Paralysis advantage.

**• Allihanna's Blessings**. Half-dryads are able to use Allihanna's Weapon and Armor spells even without any magic school for the normal MP cost, or at half the cost if they acquire Elemental Magic.
Sky Elf (2 points)

Megalokk and Kallyadranoch clerics say there was a time when Hydora, the biggest and most powerful of Arton's blue dragons, fell in love with an elven maiden from the ancient city of Lenórienn.

She, immensely honored, accepted to leave her people and live forever as a companion of the dragon god. As blue dragons rarely touch the ground, living forever among the clouds, Hydora has given her wings. It was their children who gave rise to the winged elves sub-race. So rare that even in Valkaria records of the passing of one of them can be counted with the fingers of one hand!

Sky elves are almost identical to terrestrial relatives, except for the wings - which can be membranous like dragon wings or feathered. Fully open, they have a width equal to twice the height of the elf, which is the minimum space he needs to take off and fly, which they do all the time!

As they need very little to live, being able to feed on birds

and drinking water from the clouds, a celestial elf spends most of his life flying, something they do even in their sleep!

• **Ability +1.** Sky elves are nimble and appreciate speed and freedom.

• **Draconic Inheritance**. For the sky-elves, Elemental Magic costs only 1 point. However, to have access to this bonus, you must adopt any -1 point insanity.

• **Keen Sight**. Sky-elves have eyes that can see at long distances.

**• Attack + 1 with bow.** Hunters by nature, celestial elves are deadly with bows and arrows.

• **Flight.** A sky elf prevented from flying would be a creature as sad as a bird trapped in a cage. Most cannot even conceive of a cursed existence like this. They never need to do fatigue tests while flying and the maximum speed is always based on Ability.
Sulfure (1 point)

Also known as abyssals or infernals, a sulfure is any creature native to a plan or dimension of an evil nature - usually the kingdom of some evil god. These extraplanar beings visit Arton for different purposes, from collecting souls (which they use as food, energy source or currency) to treasure hunting, chasing fugitives and even simple and trivial things like "tourism".

Although most sulfures act as servants to a powerful lord, an evil monster-god or another patron, many are independent and have goals of their own. Many are adventurous, and some are not even evil.

• **Special senses.** Every sulfure has Infravision, Keen Sense of Smell and See the Invisible.

**• Invulnerability: Fire.** Sulfure are immune to fire damage.

**• Flight aptitude.** Many sulfures have wings, so they can buy the Flight advantage for only 1 point.

**• Aptitude for Black Magic.** Sulfure can buy the Black Magic advantage for 1 point.

• **Planar Teleportation.** A sulfure can use this spell freely, at its normal MP cost, except when it is attached to the native plane itself by its Curse (see below).

**• Bad Fame.** Sulfure are always recognized as dangerous and evil (even if not always the case).

**• Curse.** All sulfure destroyed outside their original plane is banned back, and cannot return for some time - from 30 days to 1000 years, at the DM's choice. A sulfure destroyed in its own plane of origin disappears forever, and cannot be resurrected (except with a Wish).

**• Vulnerability: Electric and Sonic.** Sulfures are vulnerable to the purity of light and wind.
Moreau Wolf’s Heir (1-4 Points)

With thought-provoking blue eyes, pointed ears and hairy tails, the Heirs of the Wolf are one of the Moreau's Heirs who do not have as many traces of their ancestors, although the wolf's head is as effective as those of other heirs. In addition to the aforementioned traits, men tend to grow thin beards and sideburns, and women generally have black lips. Some, both men and women, even have protruding canines.

The myth of the “lone wolf” does not exist among the Moreau of the wolf. Of all the heirs, they are the most likely to act in groups, and to act in what people need most. Their ancestors were the first to be domesticated by humans, and they are the closest to being friends with everyone around them. Their abilities are incredible, rivaled only by the selfish and independent spirit of the Heirs of the Cat. However, somewhat similar to the Heirs of the Lion, they always seek the leadership of the group.

**• Ability +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Team Spirit (1 Point).** Heirs of the Wolf are very fond of acting as a team, and work hard to show their colleagues that this is important. Heirs of the Wolf receive +1 on tests involving allies and joint actions (aid in skill checks, command of allies, effects of Partner advantage, etc.)

**• Unshakable Will (1 Point).** The will to act of the Heirs of the Wolf is enormous, not wearing out even one for a second. They receive a +1 bonus on Resistance checks that involve situations related to willpower (attempts at mind control, torture, among others).

**• Surveillance Area (1 Point)**. The Heirs of the Wolf like to walk in packs, being almost nomadic, and know the places they walk well, adapting to it quickly and accordingly. Choose a terrain (from the Arena advantage): Whenever the Heir to the Wolf is in one of these areas, you must choose one of their Stats to receive a +1 bonus. The effects end whenever he leaves the field, and the bonus cannot be exchanged until the next day.
Half-Zombie (-3 points)

Half-zombies are cursed creatures, which have certain characteristics of the undead, although they remain alive in all other aspects. This rare condition never happens naturally, occurring due to some unsuccessful ritual or any magical effect. The result is a creature anguished in the midst of an irreversible process that lives with death daily.

If the body of a half-zombie does not degrade like that of its undead counterparts, the same cannot be said of its memories. As time goes by, little by little these creatures forget everything that made them a living being, losing common habits like sleeping or talking to other people, giving up any dreams they had, restricting themselves to wandering around the world until they died for once.

**• Vengeful Power.** Due to the fact of being dead ... or so close to it that it makes no difference, a half-zombie can no longer control his body as well as he did when alive. Whenever he uses an advantage or power that spends MP, he takes 1 point of damage that cannot be avoided in any way.

**• Inability to Magic Heal.** Half-zombies cannot be healed with medicine, spells, potions or other magical healing items, either from the White school or Healing for the Dead, although they are also not harmed by these healing attempts (as with normal undead). They only recover normally with rest or advantages like Regeneration and Extra Energy.

**• Death Suits You.** You only die once, and half-zombies have already done so. You can continue to act when it reaches 0 HP. If you suffer Continuous Punishment, you remain acting normally by rolling any value, except 6, when you die definitively, and even Resurrection will not work - only a Wish can bring you back to that cursed existence.
Aristocrat

* **Skill Set:** Manipulation.

The aristocracy has a fundamental role in the functioning of the Kingdom. It is they who, through their diplomatic knowledge, make the relationship between kingdoms work properly. It is normal for each kingdom to have a group of aristocrats. Many of them, even, are part of the Council of some cities.

In case of disputes between kingdoms, it is usually the aristocrats who take the reins of the negotiations, saving the time of regents, advisers and Khalmyr clerics.

Wordavaar Kordnek, who implemented the council-based government system, is said to be the patron of the aristocracy in Arton.

**Fierce Language:** you are a fierce negotiator, using words to bend even the most stubborn of men. Once a day, you can achieve automatic success in a Manipulation test.

**Convenient Word:** if a situation comes to a halt, you can easily deduce what is the best way to convince one side and achieve balance. Each of those involved must test their Resistance against the Aristocrat's Ability. If either fails, it will give in to the other.

**Purchasing Power:** money is no problem. You pay half the normal cost of Experience Points to purchase magic items (but you can only use your EXP).
Bugbear (2 points)

They are also known as giant goblins, because that is what they are: huge, measuring almost three meters in height, extremely hairy and with the face of few friends. They are much wilder than hobgoblins, living in tribes, but they make up for their lack of cunning with strength and bloodiness.

General Thwor Ironfist himself is a bugbear, although bigger, smarter and stronger than the average.

• **Strength +3, Armor +3**. A bugbear is one of the worst things you could encounter in the morning.

• **Infravision**. Every bugbear sees perfectly in the dark, making it a very bad thing to find also at night.

• **Bad Fame**. Hated, feared and shunned, a bugbear is almost the worst thing you would find anywhere!

• **Special Model, Monstrous**. They are not ogres, but they are just as big and ugly!

• **Fury**. It doesn't take much to anger a bugbear. Seriously.

• **Bloody**. A bugbear is not able to withstand a battle opportunity. Whenever you interact with another character, you must pass a Resistance check. If you fail, you will attempt to attack them immediately. The difficulty of the test depends on the opponent. Easy for companions and allies, Medium for other goblinoids and Difficult with everything else.
Skeleton (0 points)

Many skeletons are simple heaps of bones that walk and fight, the weakest among the undead. They almost never come naturally; they are often summoned by necromancer wizards and clerics (an act considered criminal and evil in most cultures) to act as guards and soldiers.

A few, however, acquire will of their own, superior intellect and equip themselves with heavy weapons and armor, becoming fearsome warriors. Powerful skeletons can be great heroes (and even worse villains).

**• Invulnerability: Cold.** Skeletons don't feel cold.

**• Extra Armor: Cut and Pierce.** There is no more meat to cut or pierce.

**• Devotion.** It usually involves following your summoner's orders; skeletons are obedient to their masters.

**• Uncultured.** Almost all skeletons are silent, completely silent. Those able to speak do so in a scratchy, scratchy voice .To gain the ability to speak, they must remove this disadvantage for 10 EXP.

**• Monstrous.** A skeleton can never pretend to be a human being, even when disguised.

**• Immunities.** Skeletons never need to sleep, eat or drink. They are immune to all poisons, diseases, spells that affect the mind - usually elemental school (spirit) spells - and any others that only work against living creatures. However, they can be affected by spells like Control or Turn Undead.

**• Infravision.** Skeletons see in the dark.

**• Negative Energy.** Skeletons cannot be healed with medicine, spells, potions or other magical healing items (used against them, these things do damage instead of healing). They only regain HP with rest, or with the necromantic spell Heal Undead. Skeletons can never be resurrected, except with a Wish.
Alihanna’s Druid

* **Disadvantages:** Code of Honor (see below)

* **Skill Set:** Animals

Servants of Allihanna, Mother Nature, are divided into two basic types: druids and shamans (clerics). In fact, there are few differences, as both are priests devoted to the protection of animals and wildlife.

"Druid of Allihanna" is practically a redundancy. All druids love nature, and there is only one Goddess of Nature - both are indissoluble. There is no true Druid in Arton who does not show deep devotion to this goddess. Those who follow Megalokk or Ocean are even considered to be impostors.

Since animals are their only companions, druids usually wear only rags. They find creative ways to get material for their clothes: leather from large reptiles (which peel off from time to time), membranes from large eggs, cocoon silk, shells, leaves, flowers, feathers...

**Code of Honor (Allihanna) (-1 point):** do not use metal armor or cutting weapons (except in the case of natural items, such as claws, teeth and leather belonging to animals that died naturally, or weapons generated by magic). The killing of wild animals is only allowed in self-defense. Followers of Allihanna are unable to rest properly in cities (do not recover HP or MP); for this reason, they always prefer the open air to an inn room.

**Animal Friend:** you are especially attached to animals, and receive Ability + 2 on Animal skill checks.

**Wild Form:** once a day, you can take the form of a wild animal, chosen when you acquire this power. Whatever it is, you will receive Special Senses (Keen Hearing, Keen Sense of Smell and Keen Sight).

**Beast Claws:** you can use your claws to deal damage. During the battle, if you fight unarmed, you can spend your movement and your action to perform two attacks in the same round.
Lycanthrope (0 points)

This creature was the victim of a curse, or belongs to a race capable of transforming itself into a beast: werewolf, bear-man, were-rat, were-tiger and others. Their appearance and habits can vary widely, but it is more common for them to wear leather clothes or animal skins.

**• Animal Force.** Lycanthropes are crude and vigorous. They receive STR + 1 and ARM + 1, and double that in their beast form. In the shape of a beast, they also receive two Special Senses (at the player's choice, but always the same), but suffer the disadvantages Special Model, Monstrous and Vulnerability: Magic and Silver.

**• Transformation.** Unfortunately, the transformation of a lycanthrope is not under your control. It occurs only under certain conditions, independent of your will. Lycanthropy is different for each one, with the player and the master having to discuss each case. The following are some examples.

*Fury:* a special form of disadvantage Fury: in addition to suffering the normal effects, you become a beast until the fight is over.

*Full Moon:* classic. You transform when you see the moon and only return to normal when you see the sun (drawings and photographs are also valid!).

*Close to Death:* you become a beast when you are Close to Death.

*Protected Defenseless:* you have a Protected, and transform when he is in danger.
Goblin (-1 point)

Goblins are a humanoid race of small stature (about 1m), very common in fantastic worlds. They are generally evil, but some societies accept them as citizens, and a few can be heroes.

Their skin is earth-colored, eyes are very red and glow in the dark. Almost nobody trusts them, but they can be hired to work for a low price. In wild regions, large groups of goblins are usually under the command of a leader or even a king, who rides a large wolf or other type of creature.

**• Resistance Tests +1.** Goblins are used to the dirt and rigors of life.

**• Infravision.** Goblins are nocturnal and underground, so they see in the dark.

**• Aptitude for Crime.** For goblins, the Crime skill costs only 1 point.

**• Bad Fame.** Nobody trusts goblins or likes to have them around.

**• Magic.** For goblins, being a caster is more difficult. White, Elemental and Black magic cost 3 points each. However, a goblin with Clericate can buy White Magic at normal cost (2 points).
Lefou (+2 points)

The Storm's advancement over Arton's world is undeniable. As new areas hit, so do the cases where their corruption has affected the Artonians in some way. And perhaps the most terrible aspect of this stain is the lefou, the half-demons of the storm.

Nobody knows when the first lefou appeared, but everything indicates that they have been with us for some time. All races (except fairies) have lefou representatives. These are identical to the parents' race, only slightly taller and thinner than the average. They also have any physical deformity that could go through a birth defect if it weren't for the disturbing sensation that always accompanies their presence.

Similar to lefeos who have become a single entity, lefou do not appreciate loneliness. They are restless, dissatisfied people and always looking to learn and evolve. Their fickle nature makes them naturally interested in changes and new perspectives. Perhaps that is why it is extremely common for them to become adventurous.

**• Corruption.** This race can be combined with any other, adding up the score. The character belongs to two groups: the original race and youkai.

**• Ability +1, Armor +1**. Lefou are rigid and above average.

**• Infravision.** All lefou see in the dark, receiving Infravision of Special Senses.

**• Deformity.** The lefou have some physical defects that, despite bringing certain advantages, make them strange and unpleasant to the eyes. If you adopt the Monstrous disadvantage (without earning points for that), you can freely choose two powers from the Storm Creature Class.

**• Affinity with the Storm**. The lefou is automatically successful in Resistance checks for effects of The Storm and its creatures.
Bodyguard

The bodyguard is a warrior responsible for protecting a place, item or person. They can be an adventurer hired to protect something, or a lifelong trained guardian for a single purpose - as was the case with some orders of monks in Tamu-ra, charged with the protection of temples, monasteries, artifacts, rare animals and others sacred places, creatures or objects. A bodyguard can also protect a loved one, such as a loved woman, child or younger brother.

This hero is a true fanatic defender. They will not allow their Protégé to be in any danger, and they can often be rude to their colleagues when they try to get too close. Taking care of your Protégé is your big goal - and for that they will sacrifice their own life, if necessary.

It is a risky way of life: if the bodyguard fails, the bodyguard goes into depression and becomes a human ruin, and it may take years to rise. And I may never succeed. Arton has many stories about warriors who live in disgrace because they failed to protect anyone or anything important.

**Devotion (-1 point):** You devote your life to protecting someone. If the person under your protection suffers any kind of damage, you suffer a -1 penalty on all your tests, until your protégé is placed in safety. If the protégé dies, the penalty becomes permanent.

**Powerful Fury:** You suffer the normal effects of the Fury disadvantage. However, while in Fury, you gain Strength +2 and Resistance +1 (the increase in Resistance increases your HP and MP, as normal).

**Timely Enemy:** anyone who stands between you and your protégé must suffer the consequences. You receive the Enemy advantage against anyone who threatens your Helpless Protégé.

**Elected Protector:** you can choose a second target to become your protégé during a battle, receiving a +1 bonus to your Attack and Defense until the end of the confrontation. In addition, you become immune to any kind of fear (except phobias from the Insane disadvantage).
Arcane Saboteur

* **Extras:** ability to cast spells.

Resistance in the occupied territories depends on guerrillas, stealth and unpredictable tactics. Although most rebel bands are made up of warriors and scouts, wizards and sorcerers also play a key role. Away from towers and laboratories, away from the great armies, the arcane saboteurs are the guerrilla magicians.

An arcane saboteur is a spellcaster adapted to the life of constant deprivation, lack of resources and persecution of invaders. You know that fireballs and meteor showers can be impressive, but they are not able to win a war that has already been lost. The arcane saboteur works by surprising their enemies in ambushes, spreading magic traps in the path of the legions, damaging their equipment and sowing chaos in their ranks. It causes pyrotechnic explosions, just like any other arcane - but only at the right times, when the damage will be even greater.

**Magic Traps:** you can cast a hidden spell on an area or object. The MP spent on this spell are "stuck" (you cannot recover them, even with rest), until it is activated or you cancel the effect. The spell is activated when someone touches the area or object. To set up a magic trap, you must spend the MP and pass a Crime check (Easy, Medium or Hard, of your choice). Any character with the Crime skill set is entitled to a check (difficulty equal to the one you chose) to notice that something is wrong.

**Trapper:** instead of fighting face to face, you prefer to use ambushes. By spending one movement and 2 MP, you can try to lure your target into a bad position. If they fail an Ability check, they will be rendered defenseless the next turn.

**Rebel Necromancy:** you know that, in guerrilla resistance, no help can be overlooked. Once a day, you can spend an action and 5 MP to raise dead enemies (or allies!) like zombies that will fight at your side until the end of the fight. Zombies have the same stats that they had when alive (with maximum restored HP), but they cannot use any advantage. They just attack their enemies, as directly as possible.
Magic Item (0 points)

Magic items cannot have other Allies or Partners with other items, nor can they be of any race, except this one. It is specific for building Allies that are weapons, armor or magical accessories.

For all other effects, magic items are considered Constructs.

**• Inherent magic:** A Magic Item receives 10 EXP, which must be spent only on Special Materials, Improvements or Enchantments.

• **Inert:** Magic items always have Ability 0 and can never move of their own accord, unless they have a specific enchantment for that (such as Returnable or Dancer). In combat, they only act by Ally Command or through the Partner advantage, using the Ability of the bearer.

• **Object (0-2 Points):** Magic items have no conscience and cannot speak. For an additional point, the item is smart and can communicate normally with anyone who can hear it; or just mentally, with your carrier (choose one of the two options, or both for 2 points).

• **Lethargy:** If it reaches 0 HP, the Magic Item will not die, but it will not be able to use advantages or communicate - only the effects of special materials, improvements and enchantments will remain active.

• **Special model:** Magic items are weapons or accessories with varying shapes - and, well, accessories don't use other accessories.

• **Immunities:** Constructs never need to sleep, eat or drink. They are immune to all poisons, diseases, spells that affect the mind - usually elemental school (spirit) spells - and any others that only work against living creatures.

• **Repairs:** Constructs never recover HP - either with rest, healing, magic, potions or magic items. They can be repaired by someone with the Machines skill or Alchemy: a successful Ability +1 check restores 1 HP in half an hour. In case of failure, a new attempt will consume another half hour. At the DM's discretion, the repair can take 8 hours without testing. Constructs cannot be resurrected, but they never really die: a construct that reaches 0 HP will be destroyed, but it can still be repaired with the Machinery skill or Alchemist. A construct does not receive EXP on an adventure during which it died.

• **Magic:** Constructs can use and recover MP in normal ways (with rest or items), but cannot acquire White, Elemental or Black Magic.
Eye Creature (+1 point)

The Forest of 100 Eyes, in the kingdom of Collen, houses a cult dedicated to Ko'z, a minor deity who seems to use all his resources in some kind of magical research that involves the fusion of living beings, resulting in strange combinations like squirrels with wings, flowers able to speak, insect-like bats and the like. But none of them are as grotesque as the eye creature.

**• Armor +1, Firepower +1.** Eye creatures have improved defensive capabilities, as well as being able to launch optical rays (choose a type of damage from energy). The attack of these rays is considered magical.

**• Mutation.** This advantage can be combined with any race. The creature belongs to the original group and youkai.

**• Special Senses.** Ocular creatures receive infravision, See the Invisible and Keen Sight.

**• Multiple Views.** Ocular creatures have bodies full of eyes, which sprout in impossible places. Because of this, they are never considered helpless.

**• Insane, Special Model, Monstrous.** Eye creatures are bizarre and cause dread wherever they pass. In addition, the transformation process leaves psychological traumas (any -1 point insanity).
Moreau Cat’s Heir (1-4 Points)

Absolute representatives of boldness and narcism, the Heirs of the Cat are the most charismatic of the Heirs, their charisma being only rivaled by their arrogance. They have more prominent canines than the common Moreau, pointy ears on top of their head, and a long tail with colors similar to those of their ears or hair. They have expressive eyes with strong and clear colors, such as sky blue, green, brown, gold or other, more exotic colors. Their boldness does not only refer to adventures or their personality: the garments of the Heirs of the Cat are often garish and seductive and cause euphoria for some and disgust for others. And ask them what they think about it?

The myths surrounding cats, and therefore their heirs, of having seven lives or "great agility" are actually frauds. Heirs of the Cat will always take insane and unnecessary attitudes in any situation, just to show off or to charm everyone. Although they seem inconsequential, they have great confidence in themselves, and try their best to inspire others to do so as well. Their magnetic personalities often clash with the beauty and the serene passion of the Heirs of the Wolf and are therefore considered to be rivals to the Heirs of the Cat.

**• Ability +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Seductive Look (1 Point)**. Heirs of the Cat have a seductive look that makes it difficult to say no to their requests. Get +1 on Bluff and Seduction (Manipulation) checks.

**• Nine Lives (1 Point)**. Some Cat’s Heirs actually have "nine lives". Whenever they need to perform Death Checks, they add a +3 to their dice roll, remaining Unconscious at most.

**• Extreme Confidence (1 Point)**. The willpower of the Heir of the Cat is endless and they perform any feat with all the courage and confidence possible. They are immune to the effects of Panic magic and anything else that would cause them to lose their willpower (interrogation and torture tests, for example).
Mummy (3 points)

Mummies are embalmed corpses and prepared to withstand the passage of centuries. Funerary rituals guarantee your soul a peaceful trip to the Kingdom of the Dead. Unfortunately, sometimes some kind of curse prevents the mummy's spirit from leaving this world.

Mummies can use an illusory disguise to look like humans (but the disguise dissipates when they take damage or enter combat). Mummies are smart; the older ones may even be powerful magicians or clerics.

**• Extra Armor.** Mummies take normal damage just by fire and magic. Against any other form of damage, your Armor is doubled.

**• Mummy Rot.** When a mummy succeeds in an attack with its claws (based on Strength), in addition to taking normal damage, the victim must succeed on a Resistance check. If it fails, it will contract a pestilent disease that causes a -1 reduction in all stats. This disease is a -1 point Curse to be removed, and affects only living creatures. Creatures with a Resistance greater than the mummy's Ability are immune.

**• Panic.** Mummies can cast this spell at normal MP cost.

**• Special Environment.** Mummies have trouble getting away from their own sarcophagus, suffering the normal effects of this disadvantage.

**• Immunities**. Mummies never need to sleep, eat or drink. They are immune to all poisons, diseases, spells that affect the mind - usually elemental school (spirit) spells - and any others that only work against living creatures. However, they can be affected by spells like Control or Turn Undead.

**• Infravision.** Mummies see in the dark.

**• Negative Energy.** Mummies cannot be healed with medicine, spells, potions or other magical healing items (used against them, these things do damage instead of healing). They only recover Health Points with rest, or with the necromantic spell Heal Undead. Mummies can never be resurrected, except with a Wish.

**• Devotion.** All Mummies have a strong motive that keeps them trapped in this world. Common devotions are serving the magician who invoked him, protecting something, or taking revenge on someone who killed him.
Pollution Creature (-1 point)

When a creature lives for a long time in the sewers of large cities like Valkaria, they can be attacked and contaminated by all kinds of pests and beings in the sewage, becoming a creature of pollution: something bigger, more aggressive and sicker than it was before. Their pain is constant, as is the foul smell they give off. They also become albino, avoiding contact with light at all costs.

**• Strength +1.** Pollution creatures are more destructive. They can customize their attacks with two types of damage: chemical and any other type of their choice.

**• Rotten Smell.** A character who comes close to the pollution creature's melee range must do a Resistance check. If he fails, he suffers -2 on all moves and tests until the end of the fight. If you succeed, you become immune to that power for a day.

**• Immunity to Diseases**. Pollution creatures are immune to natural and magical diseases. If the character is the target of the Curse Healing spell, he will lose the Creature of Pollution race, having only his original race.

**• Mutation.** This advantage can be combined with any race. The creature belongs to the original group and youkai.

**• Nocturnal.** Pollution creatures receive Infravision. In addition, when exposed to bright lights, such as sunlight or spells with similar effects, they are overshadowed, suffering an Ability -1 reduction.

**• Bad Fame.** Nobody wants to have a pollution creature around.
Black Priest

* **Disadvantages:** Code of Honor (see below);

* **Skill Set:** Crime.

Black priests are clerics of Leen, the God of Death. Many claim that Leen is just one of Ragnar's faces, due to links between the powers of his servants. However, there are those who claim that Ragnar and Leen are different deities, the latter being a lesser god. Anyway, while Ragnar is revered by the goblinoid, Leen has human and semi-human worshipers.

Black priests gather in small secret societies to practice torture rituals and human sacrifices. Once rare, these diabolical clerics are spreading - an increasing number of accounts of their activities come from various parts of the Kingdom. There is no doubt a link between this fact and Ragnar's rise. It has been common work for adventurer groups to investigate rumors about possible meetings of these cults.

Fortunately, being a priest of Leen is not easy. During their training, the candidate must perform dangerous tasks and tolerate a lot of pain. Agony and suffering are faithful companions to these sinister clerics. Everyone has a body full of scars, the result of rituals of self-harm.

**Code of Honor (Black Priest) (-1 point):** the only type of weapon allowed for Leen clerics is the scythe. This weapon is also the sacred symbol of this god. Never accept an opponent's surrender, always fighting to the death (that of your enemy or yours).

**Enhanced Critical (White Magic):** When you make a critical hit against an opponent capable of casting white magic, your Strength or Firepower is tripled (instead of doubled).

**Combat Fury:** You can spend 2 MP to summon a fury that offers Strength +2 and Resistance +1 (the increase in Resistance increases your HP and MP, as normal) for a number of turns equal to your Resistance (after adjustment ). When the fury ends, you are exhausted (suffering a -1 penalty on all stats) for an hour.

**Touch of Ruin:** with 5 MP, you increase the damage from a single attack by + 1d6. If this attack takes the victim to 0 HP, they will be disintegrated with their body reduced to dust (this last effect does not affect creatures with Resistance greater than your Ability).
Moreau Crocodile’s Heir (1-4 Points)

One of the reptiles' representatives, the Heirs of the Crocodile are one of the most exotic of the Moreau's Heirs. They have greenish skin, with scales on the shoulders, back, chest and some other parts of their body. Men are always bald, and women have long straight hair in dark tones. They usually wear costumes that leave their scales exposed, since they can absorb the heat of the environment, which is vital for them in regions of cold climate.

Rivaling even the Heirs of the Owl in terms of patience, Heirs of the Crocodile are the culmination of calm, never taking hasty actions, and taking advantage of the best opportunity to show their skills. Hunters who inherit these traits are excellent in their activities, being true crocodiles.

**• Resistance +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Extra Health Points (1 Point).** Nothing more, nothing less. Heirs of the Crocodile are very resilient, enduring cavalry amounts of damage. To calculate your HP, your Resistance is considered 2 points higher.

**• Extended Privations (1 Point).** Crocodile Heirs can withstand the deprivations of eating, drinking, sleeping and breathing much more widely than other Moreau's Heirs. For these purposes, your Resistance is considered 2 points higher.

**• Cold Resistance (1 Point).** Thanks to their scales, capable of capturing the heat of the environment, Heirs of the Crocodile are more resistant to the cold, contrary to what they appear to be. In climatic conditions where the characters must make Resistance checks against the cold, the difficulty of the test for the Crocodile Heir drops by one grade.
Amazon

* **Skill Sets:** Animals

* **Extras:** only women.

In the days before the Great Battle of Lamnor, roles in human society were more restricted, and taboos, more severe - especially with regard to women, considered "inferior" in the social hierarchy. Weapons and arcane magic were reserved for men, as well as the worship of certain gods; when embracing such paths, women suffered terrible prejudice, being forced even to hide or flee to preserve their lives.

Over the centuries, women have found various ways to practice their training - martial or mystical - away from intolerant eyes. Among them, perhaps the most radical were the Amazons, who abandoned human kingdoms to form their own society. This secret kingdom would be hidden in the Forest of the Red Claricea, in the southeast of Lamnor. From there, some spread and reached Reinado, a place much more receptive to adventurous women.

Amazons are talented in riding, handling animals and using the spear and bow. They also recognize their beauty as an advantage over male opponents, so they wear armor that accentuates their contours.

**Mounted Combat:** when united (according to the Partner advantage), you and your mount acquire the traits of the Centaur race: Strength + 1, Ability + 1 (only for running, escape and chase), Tauric Combat (can make two attacks per round with Strength + 1d6) and Special Model.

**Animal Companion:** you receive an Ally who must have the following advantages and disadvantages: Special Senses (Keen Hearing, Keen Sense of Smell, Keen Sight), Uncultured, Special Model.

**Enhanced Critical (Men):** When you make a critical hit against a human, semi-human or male humanoid opponent, your Strength or Firepower is tripled (instead of doubled).
Chronomancer

### **Requirements:**

* **Advantages:** Expanded Memory, and one of White Magic or Secondary Path (White and Spirit);

Chronomancers are magicians linked to the passage of time and, thanks to magic, are able to travel and manipulate space and time to their advantage. They are preoccupied with issues so complex (and somewhat absurd) that not even their other fellow magicians can understand them.

For a chronomancer, past, present and future are facets of the same malleable phenomenon. None of them are really defined, and are always open to change. For these and other reasons, chronomancers are almost always eccentric, forgetting mundane things to focus on what has not yet happened.

**Flash Back:** If you don't like the result of a roll of the dice, you can go back an instant by paying 2 MP and roll again. You must keep the second result, even if it is worse than the first.

**Flash Forward:** You learn the Time Travel spell and can cast it at half the cost. In addition, once a day, you can spend 3 MP to advance a few moments in time and discover some detail, clue or mystery relevant to the adventure or situation you are in (at the DM’s discretion).

**Foreshadowing:** For 3 MP, if you need or have forgotten an object, you can rewrite the narrative, saying that you were with the object all the time! This only occurs if there is a possibility that you actually got the object without any major problems that day. You can also use this power to declare that you have said something to someone, following the same restrictions. MP spent on this power are only recovered with rest.

**Retcon:** You learn the Stop Time spell and can cast it at half the cost. In addition, you can spend 5 MP to “rewrite” the way something happened, returning to a turn in combat, in which enemies must act the same way they did, but you and your allies can act as you wish, having prior knowledge of the enemy's tactics. MPs spent on this power are only recovered with rest.
Moreau Buffalo’s Heir (1-4 Points)

Heirs of the Buffalo are the owners of a massive force, represented by their robust bodies and high stature. They have broad shoulders and the skin is usually black, or brown in rare cases. They have small horns on their foreheads, but like common moreaus, they are only aesthetic features, having no useful functions in combat. Both men and women usually put metal rings on their nose, in a purely decorative way.

Typically, Heirs of the Buffalo are rough and rude, but they love working in groups, helping with their great natural strength especially for manual labor. They don't like to use unnecessary violence, preferring to use their muscles for more productive purposes. Nor do they usually act as leaders, being much more comfortable being commanded. They are also excellent swimmers, crossing great currents easily with just their strength.

**• Strength +1.**

• **Special Senses**. Moreau's Heirs can choose two from the following: Keen Hearing, Keen Sight and Keen Sense of Smell. They are rarely taken by surprise.

**• Great Strength (1 Point)**. Heirs of the Buffalo have surprising strength, being capable of great physical feats, not necessarily used in combat. Whenever they make a Strength check, the Buffalo Heir receives a +2 bonus to the check;

**• Swimming (1 Point).** As good swimmers, Heirs of the Buffalo can be of great value in situations where this skill is needed. They receive a +1 bonus on Swimming (Sports) tests, cumulative with any other bonuses they have;

**• Extra Weight (1 Point).** Heirs of the Buffalo have bulky bodies, capable of carrying much more weight than their strength could usually support. In rules, they can lift and carry twice as much as the maximum weight they would normally be able to carry (an Heir with Strength 1, for example, could lift up to 200 kg, as opposed to the normal 100 kg).
Kobold (-2 points)

Kobolds are small annoying creatures with reptilian heads and bodies covered with scales - resembling miniature humanoid dragons. In fact, kobolds are relatives of dragons, although they are remote ... Alone, they are no threat to anyone, but they gather in huge groups (a tribe of them can have from ten to two hundred members), using treacherous tactics in the undergrounds where they live.

All attempts to civilize or enslave them have failed, and even the Black Alliance has found no use for them. Although small and weak, kobolds surprise by the variety of roles they can assume. Every adventurer is said to face kobolds at least once - and some veterans seem to be chased by these pests all their lives.

**• Ability +1.** Kobolds are agile creatures.

**• Draconic Heritage.** Once in combat, kobolds can use an advantage or power they have that consumes MP for half the cost, rounded down.

**• Nocturnal.** Kobolds receive Keen Sight and Infravision. However, when exposed to bright lights, such as sunlight or spells with similar effects, they are blinded, suffering an Ability -1 reduction.

**• Uncultured, Bad Fame and Special Model.** Kobolds are not very intelligent, besides being considered pests, with their tiny bodies and irritating habits. Even so, they can remove the Uncultured disadvantage for 10 EXP.
Qareen (4 points)

Children of humans and magical beings - not necessarily genies, but also fairies, nymphs and others -, half-genies proliferate in the magical world of Arton, a world blessed by Wynna, the beautiful Goddess of Magic. They can also exist in the modern world, although they are much rarer.

Half-genies do not rule any nation, nor form communities - they just live among humans, lending these "unfortunate poor" their extreme arcane power. They always bring a great magic tattoo that shines when they use their powers. Because of their ancestry, they have natural magical abilities and a predisposition to help those in need. They are generous, always eager to do favors.

**• Arcane.** Half-genies have a great affinity for magic.

**• Extra armor.** Half-genies are resistant to an element that depends on their progeny. There are half-genies of water (Chemical), air (Sonic), fire (Fire), earth (Crushing), light (Electric) and darkness (Magic).

**• Flight aptitude.** Many half-genies can levitate, so they only pay 1 point for the Flight advantage.

**• Wishes.** When a half-genie casts a spell at someone else's request, he spends only half the cost in MP. The half-genie can still cast spells at normal cost, without anyone asking.

**• Gratitude Code.** Every half-genie will always be grateful to someone who has done him a great favor, such as saving his life or freeing him from captivity. He will adopt that person as his "master".
Ghost (3 points)

Ghosts are immaterial undead, fleshless spirits. When they arise, it is usually because some powerful and particular reason prevents them from having eternal rest.

Ghosts can pass themselves off as living humans perfectly - except for touch, of course. They also reveal their real nature when using any power that consumesMP; at that moment they become translucent, semi-transparent.

**• Incorporeal.** Ghosts are immune to all forms of physical damage and energy. They take damage only by magic, or attacks by a shaman or other incorporeal creature. Likewise, ghosts cannot use their own Strength or Firepower to interact with the physical world - they can only touch shamans and other incorporeal beings.

**• Immortal.** When destroyed, ghosts later resurface in the same place where they died. A ghost can never be completely destroyed.

**• Panic.** Ghosts can cast this spell at normal MP cost.

**• Aptitude for Invisibility.** For ghosts, The Invisibility advantage costs 1 point.

**• Aptitude for Possession.** For ghosts, The Possession costs 1 point.

**• Devotion.** A ghost is trapped in this world for love, anger, revenge or reasons that he cannot understand himself, always involved in an endless mission.

**• Immunities.** Ghosts never need to sleep, eat or drink. They are immune to all poisons, diseases, spells that affect the mind - usually elemental school (spirit) spells - and any others that only work against living creatures. However, they can be affected by spells like Control or Turn Undead.

**• Infravision.** Ghosts see in the dark.

• **Negative energy.** Ghosts cannot be healed with medicine, spells, potions or other magical healing items (used against them, these things do damage instead of healing). They only regain HP with rest, or with the necromantic spell Heal Undead. Ghosts can never be resurrected, except with a Wish.
Light Gun

**Light Guns**, also known as **Exorcist Guns**, are specialized firearms commonly used by supernatural hunters and exorcists of the Abrahamic Factions.

## Summary

Light guns are mass-produced holy weapons of the exorcists of the Abrahamic Factions as companion pieces to the light swords, as they give the user the ability to attack at long range while the light swords allow the user to attack at close range.

However, due to its mass production, many light guns also got in the hands of non-exorcists, from supernatural creatures to the non-Abrahamic supernatural hunters, though because of its low-rankings, not many of the higher-ups pay much attention to it.

## Appearance

Despite what most people believe, light gun doesn't refer to a specific type of guns, but rather, an entire group of firearms that are specifically modified by the Abrahamic Factions. Because of this, it can appear as a variety of different guns, from handguns like revolvers or semi-automatic pistols, to shotguns to machine guns to assault rifles to other kinds of firearms.

## Abilities

Light guns get their name from the special mechanism located inside of them, which allow them to absorb natural light from the environment, solidifying it into bullet form, before firing them out as photon bullets. Because of this, light guns quickly become the bane of dark creatures such as ghosts, vampires, werebeasts, etc.

## Trivia

* Depending on what type of firearm it is, the damage caused by a light gun may differ.
* Lint Sellzen's Light Gun was modified to be used in conjunction with her Sacred Gear, the Longinus - Incinerate Anthem.