recursal/Fanatic-Fandom huggingface dataset:
The Maestro

* As Mr. Miranda
* Primordial Form

**The Maestro** is a demon that is responsible for the creation of the sirens. At an unspecified time, he was imprisoned in his primordial form within the Mystiki Flauto by the sirens.

## History

In "*Witch Perfect*", after thousands of years of entrapment, the Maestro was accidentally released when a mortal named Mr. Miranda played the Devil's Tritone on the Mystiki Flauto. The demon possessed him and returned to Hilltowne to recreate the sirens by conducting Mr. Miranda's acapella group, The Hilltones.

He chose Lucy, Maggie Vera and Effie to join his group, but when Effie continuously questioned his choice of musical style, the Maestro kicked her off the team. This broke into an argument that made the demon decide to take her soul. Maggie later touched the Mystiki Flauto and heard Effie's scream for help, and believed that the Maestro was a siren. Maggie then tried to vanquish him with a Siren Vanquishing Spell only to learn the truth.

As the audience suffered from the lethal siren song, Maggie found a way to reverse the effects by doing a mash-up to counteract the altitude. The Charmed Ones worked together and managed to expel the demon from Mr. Miranda, and Galvin Burdette vanquished him by playing the Devil's Tritone once again.

## Personality

The Maestro was shown to be quite vain, wanting to be known for his evil acts and upset by the fact that the Sirens got the glory instead of him.

## Physical Appearance

The Maestro's primordial form is that of a wispy black and green energy.

## Powers and Abilities

### Powers

*Active Powers*
* **Possession:** The ability to take over the body of another.
	+ **Supernatural Strength:** The ability to exert inhumanly superior physical strength. While possessing a person, the Maestro drastically increases their physical strength.
* **Flight:** While in primordial form, the Maestro is able to defy gravity and propel itself in any direction.

*Passive Powers*
* **Immortality:** The ability to live a potential infinite lifespan. The Maestro was known to be several thousands of years, as he created the sirens during ancient times.

## Trivia

* In the reboot, The Maestro is the first demon to be defeated by a mortal. In the original series, such a demon was Hecate, who was defeated by mortal Elliot Spencer.

## Gallery

The Maestro absorbs Effie's soulMaggie tries to vanquish The MaestroThe Maestro is expelled from Mr. Miranda
The Demon Bloodlines

This is a **stub article**. An article is considered a "*stub*" when it is lacking information and needs to be expanded. You can help expand the article by adding some information.

## People

### Known Members

* Demons
	+ Zagan the Great †
	+ Alastor †
	+ Hunter Caine †
	+ Abigael Jameson-Caine
	+ Godric
	+ Lee
	+ Fenric the Vile
	+ Alfred †
	+ Callum †
	+ Parker Caine (formerly)

### Enemies

* Good witches
	+ The Charmed Ones
	+ The Elders †
* Abigael Jameson-Caine

**The Demon Bloodlines** are the one-percenters of The Underworld, each having their own set of demonic powers and agendas. They are led by the Demon Overlord.

## The Four Bloodlines

* Primordials
* Carnals
* Malignants
* Vagrants

## Trivia

* It remains unknown how Abigael was able to protect witches from all demons since the demon bloodlines are just one-percenters of the Underworld.
Succubus Vanquishing Spell

Macy reading this spell from her phone

The **Succubus Vanquishing Spell** is a spell that is used to vanquish a succubus.

## History

In "*Other Women*", the spell was given to Macy Vaughn by Harry Greenwood when they mistook Galvin Burdette's girlfriend, Summer, to be a succubus. Macy and Maggie Vera arrived at Galvin's apartment and immediately tried to vanquish Summer with the spell. However, it was revealed that Summer was a mortal.

## Incantation

*Sinister succubus, hear my spell.*
*Tempt men no more, I banish thee back to Hell.*
## Trivia

* This is the first spell in the reboot series to be cast in English.
* In the original series, the Charmed Ones vanquished a succubus named Darla.
The Beebops

**The Beebops** are a musical group of unknown magical beings that are about as small as bugs.

## History

### Early life

The Beebops found their way to Roxie during 1917 when their village was destroyed during World War I. They would become the band for Roxie's club, the Blue Camellia, and reside in a small home about the size of a doll house within the club.

### Throughout the Series

In "*Unlucky Charmed*", the Beebops performed as Dev Banerjee's backup band while he sung at the Blue Camellia.

In "*The Sisterhood of the Traveling Sandwich*", while trapped in 1926, the Beebops played backup for Maggie Vera and Kaela Danso while they sung at the Blue Camellia before they were interrupted by a Vittra raid.

In "*Divine Secrets of the O.G. Sisterhood*", Roxie asked Mel Vera to help find the Beebops as they had gone missing. Roxie took Mel to the Beebops' home, where they find one of them, Pip, dead inside and followed a trail to Lloyd, who had been hiding in a hole in a wall. The two of them used a Drink Me Potion to shrink down and enter the hole, where they find Lloyd and soon came to realize that he was the murderer and an associate of the Unseen. Lloyd then stole the potion, using it to become human-sized. He attempted to smash the potion, but it was caught by Mel who used it to restore herself and Roxie to regular size. Lloyd was soon apprehended.

In "*The End Is Never The End*", after future-Maggie sent a video tape back to the past, present-Maggie and Mel watch it. Mel later told Roxie that Lloyd was the murderer before heading off to change the future.

## Powers and Abilities

*Passive Powers*
* **Immortality:** The ability to live a long lifespan without aging.

## Known Beebops

* Lloyd
* Pip †
* Three unnamed Beebops

## Trivia

* While it is revealed in *Divine Secrets of the O.G. Sisterhood* that Lloyd had killed Pip, the fates of the remaining three Beebops are unknown. It is possible that the other three were not home when Lloyd killed Pip, or they witnessed the event and had ran off to hide somewhere.
Spirit Boards

A **spirit board**, also known as *ouija board*, is a magical object that allows communication with the deceased. The usage of these objects to gain insight or information is a form of divination. However, these objects have proven to be easily manipulated and are highly vulnerable to tricksters such as certain demons.

## Overview

A spirit board is a flat board marked *usually* with the letters of the alphabet, the numbers 0–9, and the words "yes", "no", and "goodbye". It uses a small piece of wood or plastic called a planchette. The users place their fingers on the planchette, ask questions that they might want to know the answer to, and then wait to see what the spirits have the planchette spell out for them.

## History

In "*Pilot*", Mel Vera found a spirit board in the attic of the manor. Setting it up at a table, the Charmed Ones used the board in an attempt to contact their deceased mother. The planchette moved to tell the girls not to trust their new Whitelighter, Harry Greenwood.

Mel, Maggie Vera and Macy Vaughn used their family spirit board further in "*Let This Mother Out*" to continue to communicate with who they believed to be their mother, despite Harry's warnings that they should stay away from it due to its vulnerability to tricksters. However, it turned out that an imposter demon was tricking the girls in hopes of stealing their powers.

## Book of Shadows Entry

*Objective: To communicate with other worldly entities.*

*Notes: A powerful mystical tool whose objective is to open a channel of communication between our physical world and the multiverse.
Multitudes of entities, both benevolent and evil, roam the spiritual plane seeking connection.
ALWAYS USE CAUTION!!
When contacting unearthly beings as they can easily deceive those hoping to conjure a specific presence. Make sure to intensely focus your inner most thoughts towards that presence only.*

*Protection: Cleanse the space around the board with: Palo Santo, Sage, Sandalwood or frankincense.
Repete the following:
“Si ulla et aliena phantasmata umbrasque, vos discedere oro
Si ullae malae enerqiae seu phasmates prasunt, vos discedere oro,
Vos pereqrrina estis, vos domun remitto.
Quo veniistis recertite, Vos statim discedere oro.
Sola lua salutifera enerqia inhac cella permiss a eta”.*

*Conjuring: Place a candle in the middle of a black plate. Let the light urinate and draw spirit toward you.
Recite the incantation:
“Vos qui heri vixerunt
e mea mente ad tuam vocabo
e umbris inlucem revertete
et in formis huc adsitis”.*

*Closing: Once communication is accomplished to close the circle.
Relete:
“Vos qui heri vixerunt”*

## Powers and Abilities

* **Mediumship:** The power to consult with spirits.

## Known Users

* The Vera-Vaughn Charmed Ones
	+ Macy Vaughn
	+ Mel Vera
	+ Maggie Vera
* Unnamed Imposter Demon (as a conduit)

## Trivia

* In the original series, there was a spirit board that was used in the first two seasons and season eight, unlike the reboot.
The Scope of Mueller's Investigation (feat. Jordan Parker)

This week on "Mueller, She Wrote," the hosts are joined by fellow comedian and lawyer Jordan Parker to discuss Mueller's 'Can and Cannot Do' List. They also cover Trump/Russia news from the past week, analyze Pappadoplous's Greece/Russia connections, and discuss the many reasons Trump's egomanic tendancies should be terrifying to everyone.
Valtryek

Valtryek is owned by Valt Aoi, in the original beyblade burst show they show that Valtryek is Victory Valtryek. Then, in beyblade burst evolution/god Valtryek gets broken by Kinectic Satomb. Then, evolves into Genesis Valtryek! Valtryek's main rival is Spryzen

## Energy Layer-Valtryek V2

Valtryek's Energy Layer consistes two parts, one part is a transparent wings part, and another part is a blue side with sharp edges. The transparent layer gives the stability to the bey, the blue part gives the bey its attack

## Forge Disc-Boost

The disc is what makes the Valtryek not burst very often. It also gives some of the speed and stability to the bey

## Perfomance Tip-Variable

The tip variable has a rubber tip which makes it go rage, the good thing about the tip is that it barely,
Voice Echo

This is a **stub article**. An article is considered a "*stub*" when it is lacking information and needs to be expanded. You can help expand the article by adding some information.

## Voice Echo

Fiona's voice echoes throughout the crypt.

### Effects

To cast your voice throughout another room without being present

### Category

* Active
* Supportive

**Voice Echo** is the power to project one's voice throughout another location without actually being present.

## Overview

The user of this ability is able to project their voice to another location — whether this be another room or different place entirely — without being present in the location themselves. The voice projection is such that the voice will be heard in an echo-like manner.

## History

In "*Source Material*", Fiona Callahan used this ability to communicate with the Charmed Ones and Harry Greenwood in the midst of battle after she had portaled away.

In "*Cats and Camels and Elephants, oh my…*", **TBA**

In "*The End Is Never The End*", **TBA**

## Known Users

Original Power
* Fiona Callahan
* Inara

## See Also

* Voice Manipulation
* Vocal Charisma
Rush Launch

**Rush Launch**, known as **Rush Shoot** (ラッシュシュート, *Rasshu Shūto*) in Japan, is a Special Move used by Valt Aoi and his Beyblades: Valtryek Wing Accel Victory Valtryek Boost Variable, Genesis Valtryek 6Vortex Reboot, Strike Valtryek 6Vortex Reboot, Strike Valtryek 6Vortex Ultimate Reboot, Wonder Valtryek 12 Volcanic, Turbo Valtryek Zenith Evolution, and Brave Valkyrie Evolution' 2A.

## Description

This move consists of Valt lowering his launcher to increase Valtryek's rotational speed and launch at a lower angle compared to a normal angle. This causes Valtryek to ride the stadium's slope to increase its speed and hit the opponent's Bey. When the launch is successful, Valtryek does it so fast that the opponent's Bey is unable to escape and is hit with a powerful barrage of attacks if its in the center of the stadium.

The major drawback of Rush Launch is that the launch has to be accurate. If it isn't, Valtryek will be too slanted and hit the stadium, incapacitating it. Another way the launch can fail is if the bey makes it into the stadium, but still slants enough to risk falling down.

## Beyblade Burst

Valt uses this technique frequently, overcoming a steep difficulty curve in the beginning. It has helped him win a lot of his important battles in the Beyblade Regional Tournament.
Elementals: Demons

### Aspect:

Demons choose between one of the following:Racial Aspect: Disguise - Demons are capable of blending in and altering their form to hide their often corrupted appearance and resemble another species. This works as an actual change to their shape, meaning that their bodies take on the form they desire in a very physical way. Some mark of their corruption remains -- a blemish on their skin, a sigil, a nasty mark, a tail, horns, their shadow casting their real form -- but the individual mark changes according to the demon.

Or

Racial Aspect: Corruption - Demons are often corrupted creatures of other Elementals and act as horrible abominations. They can select any of the other elemental’s special aspects besides Divinities and use them as is but with a strong, corruptive nature clear to all others.

*[Note: Demons are restricted from PC play in PW without GM permission]*

 Botched possessions, ghosts, malevolent creatures, that horrid voice inside your head that tells you to commit horrible atrocities -- these are all examples of things pinned on demons, but truthfully, there’s so much more to them. Though linked to profane and unholy, vile energies, demons aren’t inherently evil, merely twisted forms of their counterparts. Unlike creatures corrupted by miasma, demons’ corruption is altogether different and a holdover from ages past.
Ultra Winged Launch

**Ultra Winged Launch** is a Special Move used by Valt Aoi and his Valtryek V2 Boost Variable.

## Description

This technique incorporates the Ultra Flash Launch to increase its speed exponentially, so that Valtryek is able to crash into the walls off Beystadium. Since it's going at a tremendous speed, the impact is so powerful from the walls that Valtryek's speed and power increases exponentially. With this technique, Valt usually scores either a *Ring-Out* or *Burst* Finish.
The Window

Located in city ruins of Othelin on Strata 17, The Window is a functioning Glyph Lore artifact/device. Presumably an upscale version of the Glyph Transportation System in Bastion, it's theorized that it was created as a way to both scry and transport to other places on Home, keeping an eye on the after-effects of the Miasma.

An AXE Team with Alice and Co. found The Window (details in the story *We Came Upon A Window*) and was able to bring it to operational capacity (something only a Lunarian could have done).
Centaurs

```

## Centaur

 ### Concept:

 Half-Horse, All (Wo)Man, Baby - Centaurs, due to the many, many, many generations of only allowing their finest to breed have become a race of near Adonises, each one a fantastic representation of their tribe.

 ### Trouble:

 Oversized and Underserved - Unfortunately, outside of Strata where they are a significant population, Centaur find trouble accessing even the most basic of utilities. Good luck getting through the door to that wonderful tavern.

 ### Aspect:

 Shamanic - Centaur have a deep rooted reverence for the natural magics and have an inherent ability to understand the feelings of areas of the world. A Centaur in a grove or a clearing can very well gather the state of an entire forest.

```

Centaurs are largely a pastoral culture and are led by whoever the strongest male or female is in the tribe. Their Strata is largely hills and grasslands as centaurs are nomadic by nature and they produce much of the livestock for the city of Bastion.
Sunder Wars

Whether the fables of The Ferret and The Mole are believed, Boba Ferret and the Mole were pivotal agents within the very clandestine **Sunder Wars**, a series of espionage and acquisition actions which almost destroyed Libres from within. This was an attempt to dismantle Libres - and it was thought that it was successful. It would have been so, but an agent by the name of Boba Ferret - with the uncanny ability to sniff out truth - located the Mole, a beautiful female agent of uncanny deception and deep cover ability. Their meeting resulted in an epic battle which laid waste to a small town on Strata 106 and Boba Ferret was thought to be mortally wounded. The Mole was killed and her loss tipped the scale in the favor of Libres Loyalists.

Still, enough concerns had been raised that caused Libres to be dismantled - or so it’s thought. They dispersed and repurposed as AXE. There are far too many artifacts originally cataloged in Libres that’s showing up in AXE hands, and AXE is way too heavily funded and well established for mere efficiency to account for. Though the link hasn’t been proven yet, there are those who know that AXE comes from Libres.

Now there is reason to believe that a specter of the Sunder Wars - the Seeker Wars - are starting to emerge as several factions are vying for incredibly powerful artifacts which were regarded as mythical. With AXE now in possession of Firebreak 27 (one of the mythical artifacts), other entities will be emboldened to find other artifacts and the governments will attempt to force AXE to relinquish its authority of the strata.
Catfolk

### Concept:

Catlike - Catfolk are, of course, catlike. They have good night vision, they can climb trees, they have retractable claws, they always manage to land on their feet, and they can survive falls from terminal velocity.

### Trouble:

Predatory Instincts - Catfolk are intuitively able to see if someone is physically vulnerable. Unfortunately, they often struggle to not act on that feeling.

### Aspect:

Self-Sufficient - Catfolk aren’t pack animals. They learn how to take care of themselves, and often work best when alone.

# Catfolk

Catfolk come in many variations in size, coloring, and potential ancestry. Even their fur levels differ quite radically, with some being much more human-looking than others. Be that as it is, they’re only biologically compatible with each other.

The average catfolk stands somewhere between 5’ to 6’. They have a culture of complete self-sufficiency, meaning that every catfolk is entirely capable of living on their own. They aren’t particularly social, but they know how to play the part. They are often seen as sociopaths for their incredible hardened emotions. That is only further strengthened by their natural place as an apex predator.

They suffer a fair bit of discrimination due to living close to many sentient races that could well identify as prey, but every Catfolk is quite capable of tempering their predator instincts and living quite peacefully in harmony with even the mouse-like Drexel.
Flash Launch

**Flash Launch** is a Special Move used by Valt Aoi  and his Victory Valtryek Boost Variable .

## Description

Usually reserved as Valt's trump card during Beyblade matches, this launching technique employs a modified Rush Launch stance (with the wrist of his firing arm rolled up) to launch his Beyblade while his launcher is angled parallel to the stadium bed. When launched, Valtryek will attack the opponent's Bey along an outward spiral path in a repeated high-speed blitz. At maximum speed, Valtryek will follow a continuous circular path, effectively suspending the opposing Bey outside the stadium's inner zone. When properly used, Valt usually scores either a *Ring-Out* or *Burst* Finish.
Elementals: Undine

### Aspect:

Inexorable Tides - Undine have an inherent sense of water, and beyond just being able to create and use water, while directly connected to any source of water, they can sense as a whole through it. They’re capable of immediately discerning metallic or other hard implants in living creatures because of this.

Undine exemplify water, and they tend to be patient, careful, serene, and nurturing.
Drashin

### Concept:

Here Be Dragons - The Drashin are strong for their size and exceptionally physically resilient. They often have a tail, horns, claws, and razor sharp teeth.

### Trouble:

Dragon Instincts - Proud, emotional, and boiling over with the remnants of their ancestry, the Drashin have issues containing themselves and not letting their emotions get the best of them. While the Saval freely and outwardly express this, the Lya Kyo tend to keep it pent up.

### Aspect:

Dragon Blood - Though altered, the true power of dragon blood runs thick through the Drashin. Their ancestry gives them the capability to harness one of the elemental energies of their ancestors, and their blood is a powerful reagent for magic.

Distant relatives of humans, the Drashin have a proud and storied history closely intertwined dragons. They gleefully announce that early Drashin were, in fact, fully fledged dragons and had to take forms resembling humans during a great catastrophe before even Bastion was made.

Drashin have a strong sense of history and loyalty to each other. Though significantly less social than humans, all Drashin struggle with powerful emotional impulses. Their feelings of love, jealousy, greed, hatred, or even happiness are often magnified, as a whole, they value acting off of what they feel is right even if they don’t have proof of it.

In general, a Drashin could disguise themselves to pass for human with enough clothes. But patterns of scales, tails, horns, carnivorous teeth, and general weight and toughness are likely to expose them. Some Drashin are so draconic that they’re incapable of a disguise on any level.

They can be divided into two distinct ethnic and cultural groups: The Lya Kyo and the Saval. The Lya Kyo are raised under a strict hand and often learn to rein in their emotions and avoid outbursts. They find great pride in managing to control themselves. The Saval have little desire to control themselves and freely express whatever emotion boils to the surface.
Strata 51

Similar to Texas (hills, knolls, fertile valleys and lots of food on the hoof grows there), this strata is home mostly to humans but there's quite a few drashin here, per capita. It's one of the meat-basket stratas of Bastion with some of the best beef and other edible critters being grown in lots of space.

It's home to Cobblestone, Sweetwater and the capital, Tender.

## Cobblestone

Cobblestone on Strata 51, a Glyph entry town, is a "fantasy western-flavored town" complete with saloons, etc... It's known for its cobblestone main street. It's a sleepy little place and is probably one of the less frequently traveled Glyph access points for the strata. It's definitely known for it's "beef" though... and insulting BBQ here, well... that's probably the one thing that would get folks riled up here. The Cattleman's Association is the strongest organization in the Strata; in Cobblestone, the Office of Tourism is reasonably influential.

The Cobblestone AXE Guildhouse is here; it's rumored to have been the haunt of Doc Murphy and the rest of the Fab 5 of 17. It is known that several mid level Federacy Functionaries and at least one AXE Director have been seen there, making it a *Minor* AXE Guildhouse with lots of high level happenings.

## Sweetwater

Sweetwater on Strata 51 is just a few hours from Cobblestone and is known for some of the sweetest springs in the strata coming out of The Hills (the same which are sometimes alive with the sound of music - literally). It has a few abandoned mines in the area. Smaller than Cobblestone, once the mines played out, people drifted farther from town, though they do have a small but robust water-bottling business once owned by the Berkherds. It doesn't make a lot of money, but it's a useful function.

But, recently, Sweetwater has become known for Sweetwater Rum which was a local thing, but is rapidly being shared with the rest of Bastion. Because of its high quality and currently low rate of distribution, it fetches a premium price.

## Tender

The capital of Strata 51, Tender is known for Beef and BBQ. Home to the Cattleman's Association, there's a serious air of pride here. There's a significant Drashin populace here, and they are serious about their beef.
Strata 97

Welcome to Strata 97. A place, while well known for it's posh settings, it's not the paradise of a few strata above which we won't mention; it is home to quite a few tasteful manses, and a number of very close knit retirement communities. It's also home to one of the most affluent colleges in all of Bastion along with several other prominent ones including the newly formed SpellCast University, an outgrowth of the Spellcasters Guild.

Which brings my reason for our visit here. There are a number of interesting persons which reside in this mostly restricted (BIO - By Invitation Only; notable exception: University City) strata, including Gary Markhall - adventurer, bard, iconic newsman (retired), along with a few other notables: these are people who, in their hay day, were known for their ability to acquire information and move the powers that be through the things they knew. There are rumors that there may be *active intelligencia* types who operate from this Strata, though it's never been confirmed.

In any case - if you want to know what's really going on in Bastion, Strata 97 just might be your place. If you can get there. And it will cost. Both access and information. And I don't think these people need money...

Come in and enjoy ~~the knowledge which somehow manages to leak from Strata 97~~ [redacted].

Share
Doc Murphy

Dr. Aurelius K. Murphy IV aka Doc Murphy - an enigmatic Lunarian genius of rising import who disappeared about 35 years ago. A few years ago, he was discovered on Strata 17 performing research of indeterminate purpose when an AXE re-supply team rescued Doc Murphy from a fire breathing wyvern (Quintanilla). He set up shop on Strata 51 at the Cobblestone Guildhouse with these particular AXE agents.

Doc Murphy was a profound Lunarian professor whose particular focus was large-scale Magitek impact and causalities. He is not known to be a combatant, and relies heavily upon the presence of his Catfolk assistant Flexa. Little else is known about Doc Murphy other than he plays a very mean game of chess, a game most Lunarians have little tolerance for.
Lunaria

### Concept:

Hopping to It - The Lunaria share many qualities with rabbits, fast, small, capable of high jumps, and those big, fluffy ears are so useful for listening. Their reaction time and mental processing speed allows them to interpret information all the more quickly.

### Trouble:

Skittish - Lunaria often have widely exaggerated emotions and reactions, sometimes getting them into trouble by jumping up suddenly or overreacting.

### Aspect:

The Power of SCIENCE - The Lunaria are exceptionally mechanically adept, capable of making all sorts of mad science experiments ranging from chemistry and alchemy to Magitek and biomechanical armor.

Lunaria are a species of rabbit-like bipedal humanoids that stand at about 4’ tall. They have a slight fuzz over their entire body. Known for their remarkable speed and intelligence, the Lunaria are rumored to be aliens from the moon.

Unfortunately, the Lunaria have been the subject to two separate genocide attempts. Their proclivity toward technology has made them a target when things go wrong. Their numbers have dwindled quite low, but they’re all the upsurge once again.

Culturally, Lunaria have lost much of what their ancient culture may have held. They operate mostly on the fringe of society as engineers, alchemists, scientists, and inventors. Their brains simply work a little faster than other species, and they have an immutable drive to ask questions. Many Lunaria that aren’t as apt for a life of science find themselves as investigators, detectives, and reporters.
Rules vs Narrative System

**Rules Dependent:** There's a fire burning behind you and you're on this narrow ledge and in front of you is this (hopefully) not too wide *Chasm of Certain Death*. *According to my character sheet I should be able to do X, Y, or Z. Y gives me the best modifiers up front. "OK GM I'll Y, [roll the dice...]."* And according to the rules you either succeed or fail, and the GM has to decide - according to the rules - what fail looks like (usually a certain amount of damage as you plunge to your doom).

**Narrative Dependent:** There's a fire burning behind you and you're on this narrow ledge and in front of you is this (hopefully) not too wide *Chasm of Certain Death*. *"OK GM, I'll take a really deep breath, focus on that handhold I think I see on the other side that should help pull me up or over and then I'll jump..."*

 The player really just narrated two actions: *Create Advantage to Notice* a better way to survive the jump and *Overcome using Athletics* to make the jump. The player rolls Notice and spots the handhold he wants (1 invoke). The GM states the fire has gotten closer, the player rolls Athletics - and gets a case of the uglies with no Fate Points handy (or that he's willing to spend). The first roll is -3, the reroll (from the *I See a Handhold* invoke) is -3. He fails by 2: *Fail* (not an option = falling into *Chasm of Certain Death*) or *Succeed At Cost*.

The Player suggests *"I jump and... miss the other side but fall onto a ledge that I hadn't seen below which is leading to another opening in the chasm face and further into the caverns."* The GM agrees, and states because he failed the roll he takes 2 points of stress and the story moves on in a direction neither of them expected...

That GM can now either have our character meet a *Slumbering Giant Salamander* (to take advantage of the fact that he has no FP and a 2 stress hit), he can toss in either a skill check or a challenge which has him squirming through *Tight Torturous Spaces* (which, at a high enough difficulty could cause additional stress) to get back to the originally planned scene, or he can simply say that the character finds the *Stairway Going Up* leading back to the originally planned scene, routing him right back into the original storyline.

The player can take advantage of the situation by noting that his character has a stunt called *Unusually (and Unexpectedly) Lucky* which allows him to drop a Situation Aspect with 1 invoke for free - and he injects the idea that there's a *Map and a Key to a Massive Lock* lying next to a skeleton down there.

Heroes in movies or books *rarely fail* and when they do it's a ***fail forward*** **in a way that progresses the story** even if, temporarily or permanently, it deviates from the original storyline. This is the Fate Way.
Fate System

"Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists…of fate." - from the Fate RPG website .

## Fate's Philosophy

**The Aspect driven nature of Fate is, perhaps, the single most important game mechanic to grasp because Aspects provide the elements which drive the story.** This nature is a direct result of the underlying philosophy behind the Fate RPG.

Fate characters are designed to *start out as competent* and the central protagonists of a collaborative story. The Fate philosophy is not built on physics or a "rules first" approach, but on cinema and novel fiction "story first" approach. Heroes in movies or books *rarely fail* and when they do it's a ***fail forward*** **in a way that progresses the story** even if, temporarily or permanently, it deviates from the original storyline. This is the Fate Way.

*For a decidedly important view of game strategy differences, see a view on Narrative Dependent systems as opposed to a Rules Dependent systems.*
Elementals: Divinities

### Aspect:

Valor - Divinities are connected to the holy realms very directly and act as a conduit. While they can smite enemies with holy energy it seems work best on the corrupted or otherwise unnatural creatures. Why they’re truly sought after is their ability to see through magical illusions and see the world as it is.

Creatures of pure, holy energy. Uncompromising in beliefs and unquestionable in their pursuits. Their own idealism often gets ahead of them. Possessive Divinities often look like perfect specimen of their host species with some clearly divine feature such as wings, a halo, or just a holy aura. Though viewed with admiration and reverence, due to their immortal connections and views, Divinities can be seemingly cruel with misunderstood methods.
Miasma

## Meta-Concept Page

If you're a player and/or you simply aren't prepared to handle some of the deeper truths about the Poisoned World, just click your back-button.

*Warning: Meta-Concept Page.*

Miasma is the fallout of the magical nuke(s) released on Home over 10,000 years. It has recently receded, though some say it's actually *pooled together* somehow. It typically rests in valleys and deeper places. It sometimes moves, albeit very slowly.

This stuff is *Highly Corruptive* in the way that acid is *Highly Corrosive*. It reacts relatively quickly with magic, causing spells and other items to go awry when near or in it. It also tends to mutate people, especially those with mystical abilities, working on their mind first. Finally, lands that have high concentrations of residual Miasma tend to \*warp\*. Locations change, distances, orientations, time... Places that were there the previous day simply vanish with no rhyme or reason - as if they're in sort of chaotic flux.

The Exim are known to have some control over Miasma, and there's verified reports of crystals that can keep one safe from the personal corrupting effects of the Miasma.

What the Miasma truly is will unfold as the story of Bastion continues to progress...
Humans

### Concept:

Social Animals - Humans love spending time with each other. And ripping each other off. The ability for a human to navigate a social situation is their stand out quality, even if it’s almost always in relation to their own self interest.

### Trouble:

Tourists - Humans are very used to being the largest populace in Bastion, and their customs are widely known. While all races are generally quite capable of acting within human customs, humans are prone to not reciprocating.

### Aspect:

Hold My Beer - Humans are unfathomably lucky, much to the chagrin of the people around them. When a human does an outrageously, clearly stupid thing involving improvisation or complete lack of common sense, they can always call upon Hold My Beer.

Widespread and often a little self absorbed, humans are generally considered one of the stronger and tougher sentient species on the planet. They follow the same basic biology and appearances as they do in real life.

While culturally quite prominent, being the most common species within Bastion, they are often prone to forming tribal factions. Being social creatures, humans are capable of forming bonds with anything that can talk. And many things that can’t. Humans often adopt non-sentient species into their tribes and families, and they are exceptionally protective when it comes to these creatures.

Ethnically very diverse, humans come in a variety of pigments and builds.
Storylines

There are numerous Storylines in the Poisoned World - it's what makes the PW so interesting. Storylines range in size from Scenarios to Arcs and are the really important elements which bind up the places, events, and lives of the PW community. Most of these storylines will follow Key Players, but some events or locations become so storied that they take on a life of their own. And it might matter who's telling the story as well...

The greatest power of Storylines is that they make the PW come alive. Some of those stories come from a time in the distant past (before we played) but still - people want to know *what happened???* It is for this reason that we anticipate we'll be telling stories of the PW for some time to come...

Some of the more notable Storylines are presented as a brief description and link from this page; others will be stumbled upon by coming across them in Player or Location entry. I hope you enjoy them!

*Note: Not everything you read will be available knowledge to your character. We trust that you'll take care to remember that if your character couldn't know this information then he or she shouldn't act on it. If you have any question whether your character could have this info or not, bring it up with a GM.*

* Tales of Strata 17: A Drexel, a recovering desert full of political intrigue, and a lost city come together to challenge the future of Bastion... and the entire Poisoned World.
Seeker Wars

Spoken by many as the Secret War, the Seeker Wars are an incredible effort mounted by many governments and agencies to locate powerful artifacts within Bastion and throughout the Poisoned World. The Sunder Wars (see below) proved that Libres had powerful artifacts before its dismantling, fueling the hunt for the great and powerful ones.

Many gave up the exhaustive search, but AXE and a couple of powerful organizations still remain in the race. In fact it’s rumored that the Seeker War is tearing AXE apart but those involved are even more ruthless towards those who get in between them and their objectives.

How much of AXE is involved in the Seeker War is only guessable; even most AXE personalities regard it as a dismissive fable.

Unfortunately it’s not.

## Players

### AXE Factions and the Libres Truth

AXE is the modern incarnation of Libres - the Order of Libraries (plural!) - an agency devoted to restoring knowledge to the world. 10 years before the miasma resided and it was time to venture outside of Bastion, there were those who thought Libres was entirely too powerful with its repository of artifacts and influence throughout the Bastion government.

In addition to AXE itself which came from Libres there are two “secret” factions in AXE: the Shadow Walkers (who some scholars think are their own, ancient, organization), and Agents of Legion. Legion is believed to be a demonically inspired and powered cult. The Shadow Walkers have long been whispered to be guardians of people-kind from before Bastion was born, but this is only rumored.

### MOM - Mercantile Operations Monitors

Keeping a wary eye for shadowy uprisings is MOM (Mercantile Operations Monitors). Though their outward job is to monitor the mercantile houses that have sprung up, they have a unit which is constantly watching for the re-emergence of the many missing artifacts and persons from Libres. They believe that Libres will attempt to re-gather the devices and continue to operate clandestinely through AXE… they just can’t prove it. Yet.
Meta-Concepts

## Meta-Concept Page

This is a Meta-Concept page about Meta-Concept pages. If that was potentially confusing, don't let it be. Just read it, you'll get it.

Welcome to our thoughts about Meta-Concepts

Meta-Conceptualization simply means "to frame the game." In most RPGs you have the Game Rules and you have the "Table" Rules (essentially the gaming group), which almost automatically include setting details.

But Poisoned World was created as a "Community Server" which means that it's somewhere between a ttRPG and a MMORPG (without all the fancy programming built in). Different games are going on. Players have one or more characters and/or agendas in play as well as desiring to contribute to the Poisoned World saga.  Multiple people can be GMs while some who know the game rules will just want to help. So we wind up with games *beside* the Main Game.

Really, it's easier to play than it is to think about it. I mean, just grab a Character , make sure your audio system is on point, slide into Roll20 during a Session and you're live.

But then you play a few sessions and you realize the potential here. There's lots of canvas here, lots of unpainted canvas... and you just want someone to hand you the paint brushes and the paint. And even more important: we want you to paint along with us! How cool is that?

But you don't want to paint something that wasn't intended. Some places it's cool to splash a little grafitti, but other places, *well...*

This section is about doing that. It sorta gives broad overview of our current view towards the *elements* that make up Poisoned World. It states the "Why" of our broad philosophy of how we see that thematic element of PW developing. That way, when you want to step up and be all artistic, you know which lines not to paint outside of. You'll still have plenty of opportunity for incredibly imaginative outcomes, you'll just know where they fit in best in the living saga which is Poisoned World. Think of it as talking with the authors and directors of a movie or story in production.

But as with many stories, things are liable to change in a Rewrite, RetCon or Tale-spin.

Some of the things we'll talk about in Meta-Concepts:

* Characters
	+ Advancing and Retiring
	+ Main NPCs
	+ Player Characters
* Magic and Technology
	+ Magic
	+ Tech Levels
	+ LunaTek
	+ MagiTek
	+ Artifacts
* Physical World
	+ Bastion
	+ Outside Bastion
	+ Stratas
* Religion
* Tropes and Themes
Ryan Jinn

## Production

### Role

Wes

**Ryan Jinn** is the actor that portrayed Wes in the episode, *Bug a Boo*.

## Filmography

* *The Man in the High Castle* (2016)
* *Legends of Tomorrow* (2017)
* *Arrow* (2017)
* *Reverse* (2017)
* *Sonder* (2018)
* *The Good Doctor* (2019)
* *Van Helsing* (2019)
* *Wolfland* (2020)
* *2 Hearts* (2020)
* *Songbird* (2020)
* *Imperfect Melody* (2020)
* *Heliophilia* (2020)
* *Kim's Convenience* (2021)
* *Take Me Back* (2021)
* *Follow Me* (2021)
Flexa

At first, Flexa Talons seems to be a typical Catfolk - highly skilled and capable of solo action, proud of her predatory capabilities, and loves her catnip, but she has one particular trait which makes her stand out: she is willing to work patiently with others. It is for this reason that she is one of the very few Catfolk AXE Coordinators and is the Steward of the Cobblestone Guildhouse. There is a possibility that she's also a Special Agent, though that would be difficult to verify as few people outside of the highest level of AXE know the identities of their Special Agents - or can verify that such Special Agents exist. Her life seems bound up with Doc Murphy and she would rather act first and ask questions later where his safety is concerned.
Strata 17

Strata 17 (From "Dry Run on 17") : A large desert strata which is the result of a well known (Average [+1] Lore check) bio-incident which wiped out all life and sustainability in the previously lush strata. Rumor has it that the famed Lunarian Dr. Murphy was found on this strata - but it's just rumor. Rumor also has it that there's an oasis in the strata, along with other signs of life.

## Peoples

It's been discovered that Strata 17 is not devoid of life but that its home to two indigenous populaces. It's also home to a rather intelligent wyvern.

### Sandfighters

A group of humans whose name translates to Sandfighters have somehow managed to exist on Strata 17 using their psionic abilities to stay hidden until recently.

### Quinik

The group of small dragonid-creatures (think kobolds in D&D) are a few thousand strong, despite the harsh environment.

### Quintanilla

A fire breathing wyvern of significant intelligence, Quintanilla learned about the privileges of power and rights of rulership after encountering an AXE Scouting party. She is now a ruler over one of the three existing Quinik factions.

## Mapper and Strata 17

Through a curious escalation of events, Mapper, a Drexel of growing importance, was declared the ruler of Strata 17 by the local populace. He has managed to unite the three factions existing on Strata 17 under one representative body, but their disposition under Federacy rule is uncertain.

## Othelin Ruins

Othelin, originally built on the Maker city of the same name, has recently been rediscovered and is being explored by AXE. One of the most historically important finds ever - The Window - is currently in operation, though this is not known at large.
Background

For too long, the people of the world believed their lives were small and contained. A massive plateau that jutted into the clouds with over a hundred strata to break beyond the surface of the surrounding earth. A lake surrounded the plateau, acting as a natural barrier, but beyond the lake was an actual magic barrier that disallowed entry or exit. Just beyond the barrier, a black miasma blotted everything out. Only vague shapes of the land were able to be seen like shadows of another world.

They grew to understand their world as “Bastion” and believed everything outside of it was a myth. After ten-thousand years, the history of the outside world was lost. Only a select few were even aware Bastion wasn’t all there was to the world, and they were often ridiculed for their beliefs.

Among scholars and historians alike, the popular belief was that Bastion was made in a last ditch effort to stop the world from complete extinction. It served as an ark to rebuild the world when -- if -- the Miasma ever cleared.

## The Clearing

One day, the Miasma was noticeably thinner. Every day for a week, it became thinner and thinner. After two weeks, it was completely clear. And no one had an explanation for it.

Though forced in relatively close proximity, the people in Bastion are quite the diverse folk. Politics, regimes, wars, and battles between warring factions mar their long history. It’s a surprise they haven’t managed to all kill each other. Though many grudges are still harbored between factions, they managed to, at least publicly, put aside their differences in an effort to tackle the challenges of a world cleared of the Miasma.

This quickly spiralled into a mess of bureaucracy with almost every different government and organization within the Federacy needing to approve of an operation. To skirt this issue, many factions employ Guild Houses and adventurers to take care of their specific needs.

But perhaps the greatest boon is the freedom for explorers to go out (relatively) unsupervised, allowing critical details to be brought back into Bastion without a worry. These explorers often didn’t emulate the perfect ideal of their faction, but were more often than not trained from hodgepodge of different styles, masters, and some intuitive thinking.

The most reknowned of these mercenary operations is AXE: The Alliance of eXploration and Expansion, well known for its ability to skip through bureaucratic hurdles... at least for now.

***For a little more meta-depth information check out this link.***
Elementals: Leshy

### Aspect:

The Fruit of Life - Leshy have an empathic link to plants and are capable of causing plants to move, but more astounding is their ability to use their own, often plant infested or riddled, bodies to generate similar biological structures to other animals. It’s not unheard of to see a Leshy drifting around on giant leaf wings.

Trees and plants have a life force that is slow but very steady. If there is one word that describes the Leshy, it’s perseverance.
Arthur Peregrine

**Arthur Peregrine**, known as **Arthur Percival** (アーサー・パーシヴァル, *Āsā Pāshivuaru*) in Japan, is an antagonist in the anime/manga series, *Beyblade Burst Rise*. He fights with his Beyblade Prime Apocalypse 0Dagger Ultimate Reboot'. He refers himself as the **King of Hell** (ヘルの王, *Heru No Ō*) and the **Beyblade King** (ベイブレードの王, *Beiburēdo No Ō*).

## Appearance

Arthur is a tall, built man with tan skin, medium-length prussian-blue hair that cover his green hair on the other side with green highlights at the end, turquoise eyes, and red and yellow paint marks on his face. His attire consists of a full black-olive bodysuit with blue and yellow wavy markings, white wraps around his wrists and neck, reddish feathers on the right collar of his bodysuit, a cerulean kilt with dark-red borders connected to cyan dots and held by a white belt, and dark-indigo boots with lavender cuffs and dark-green lines. His color scheme is similar to that of a blue-and-yellow macaw parrot.