recursal/Fanatic-Fandom huggingface dataset:
Skill School: Divine Plants

## Summary

To many religions, plants are sacred and form part of many rituals. Practitioners of the Divine Plant take this one step further, establishing long-lasting bonds with plants and plant creatures.

## Actions

### Call of the Trees

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Aromas in the Leaves

 Action
 Favour Cost
 Duration
 Range
 Effect

### Botanical Servant, Small

 Action
 Favour Cost
 Duration
 Range
 Effect

### Botanical Servant, Medium

 Action
 Favour Cost
 Duration
 Range
 Effect

### Botanical Servant, Large

 Action
 Favour Cost
 Duration
 Range
 Effect

### Dominate Botany

 Action
 Favour Cost
 Duration
 Range
 Effect

### Mark Plant

 Action
 Favour Cost
 Duration
 Range
 Effect

### Natural Stride

 Action
 Favour Cost
 Duration
 Range
 Effect

### Quell Botany

 Action
 Favour Cost
 Duration
 Range
 Effect

### Whispers in the Wind

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Poisons

## Rules

### Applying Poisons

Applying Poison is a *Regular Action* for a poisoner (2 *Regular Actions* for other characters).

## Actions

### Apply Poison

 Action
 Item Cost
 Duration
 Range
 Effect

### Purging Liquid

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Burning Toxin

 Action
 Item Cost
 Duration
 Range
 Effect

### Concentrated Toxin

 Action
 Item Cost
 Duration
 Range
 Effect

### Disorienting Toxin

 Action
 Item Cost
 Duration
 Range
 Effect

### Hallucinatory Toxin

 Action
 Item Cost
 Duration
 Range
 Effect

### Manaburning Toxin

 Action
 Item Cost
 Duration
 Range
 Effect

### Paralyzing Venom

 Action
 Item Cost
 Duration
 Range
 Effect

### Toxic Oils

 Action
 Item Cost
 Duration
 Range
 Effect

### Weakening Toxin

 Action
 Item Cost
 Duration
 Range
 Effect

### Withering Toxin

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Divine Preservation

## Summary

Divine Preservation is the use of prayers to intervene and stop the actions of mortals.

## Action

### Shelter

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Defensive Prayer

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Armour

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Guardian

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Shield

 Action
 Favour Cost
 Duration
 Range
 Effect

### Sanctuary

 Action
 Favour Cost
 Duration
 Range
 Effect

### Wall of the Heavens

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Ballad

## Summary

Ballads can be whimsical, stern or enchanting. Ballads are songs which seek to alter the mind of individuals in some way, causing them to become enchanted, distracted or terrified.

## Actions

### Calming Tune

 Action
 Song Point
 Duration
 Range
 Effect

## Techniques

### Bewitching Serenade

 Action
 Song Point
 Duration
 Range
 Effect

### Distracting Tune

 Action
 Song Point
 Duration
 Range
 Effect

### Harrowing Inflection

 Action
 Song Point
 Duration
 Range
 Effect

### Haunting Tune

 Action
 Song Point
 Duration
 Range
 Effect

### Hypnotizing Tune

 Action
 Song Point
 Duration
 Range
 Effect

### Lethargic Refrain

 Action
 Song Point
 Duration
 Range
 Effect

### Lullaby

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: Incantation

## Summary

Incantation is the boundary between music and magic, where music can take on an almost otherworldly quality.

## Actions

### Arcane Song

 Action
 Song Point
 Duration
 Range
 Effect

## Techniques

### Infectious Dance

 Action
 Song Point
 Duration
 Range
 Effect

### Revealing Melody

 Action
 Song Point
 Duration
 Range
 Effect

### Song of Focus

 Action
 Song Point
 Duration
 Range
 Effect

### Song of Warding

 Action
 Song Point
 Duration
 Range
 Effect

### Sound of Silence

 Action
 Song Point
 Duration
 Range
 Effect

## Hybrid Techniques

### Song of Bleeding

 Action
 Song Point
 Duration
 Range
 Effect

### Song of Fire

 Action
 Song Point
 Duration
 Range
 Effect

### Song of Weightlessness

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: March

## Summary

Marches is a part of music performance representing the underlying beat of the music. Marches can help synchronize and time attacks and actions, or disrupt the opponent.

## Actions

### Simple Beat

 Action
 Song Point
 Duration
 Range
 Effect

## Talents

### The Dogfight

 Effect
Whenever an ally rolls higher than average for their bonus die for either technique, they may gain the benefit of the opposite technique on their next roll without this character needing to use that technique. For example a character that rolls a 4 on their die-roll (D6) to gain a bonus to an attack roll. That character may add the same die-roll on their next save (or vice versa).

## Techniques

### Allegro

 Action
 Song Point
 Duration
 Range
 Effect

### Crescendo

 Action
 Song Point
 Duration
 Range
 Effect

### Energizing March

 Action
 Song Point
 Duration
 Range
 Effect

### Hustling March

 Action
 Song Point
 Duration
 Range
 Effect

### Inspiring March

 Action
 Song Point
 Duration
 Range
 Effect

### Protective March

 Action
 Song Point
 Duration
 Range
 Effect

### The Last Stand

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: Aviformia

## Summary

Aviformians are shapeshifters that can turn into all manner of birds.

## Quick List

* Mimic: May produce almost any sound previously heard at will including imitating voices

### Pengouin Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Pengouin Form*, your character gains:
* Small Size
* 20 ft Base Speed
* 40 ft Swim Speed

Each character only has access to a singular form of *Pengouin*  and as such this ability may not be used to impersonate specific *Pengouin*.

### Penguin Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Penguin Form*, this character gains:
* -2 Strength, +1 Dexterity, +2 Agility (replacing racial bonuses)
* Tiny Size
* 10 ft Base Speed & 40 ft Swim Speed
* *Small Beak*
* Toboggan
* +5 *Resistance* vs *Frost* damage

### Running Bird Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Running Bird Form*, this character gains:
* +1 Dexterity, +1 Agility (replacing racial bonuses)
* Large Size
* 60 ft Base Speed
* +8 Stamina
* *Large Beak*
* +1 *Resistance* against all damage types
* Ostrich Sprint (this character moves six times the *Base Speed* when *Sprinting*).

### Saarassinid Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Saarassinid Form*, your character gains:
* Medium Size
* 20 ft Base Speed
* 40 ft Flying Speed
* Hollow Bones

Each character only has access to a singular form of *Saarassinid* and as such this ability may not be used to impersonate specific *Saarassinid*.

### Sublingual Pouch

 Action
 Morph Cost
 Duration
 Range
 Effect

### Terror Bird Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Terror Bird Form*, this character gains:
* +2 Strength, +1 Fortitude, -1 Agility (replacing racial bonuses)
* Large Size
* 40 ft Base Speed
* +8 Stamina
* *Large Beak* & *Large Claws*
* +2 *Resistance* against all damage types

## Special

### Toboggan

 Action
 Duration
 Range
 Effect
Skill School: Counterfeiting

## Summary

Counterfeiting is the skill of making one thing look like another, whether it is a letter, a piece of art or even a weapon. Counterfeiters specialise in a keen eye for detail and craft being able to see even the slightest imperfections and accurately replicate them.

### False Hand

For every two ranks in *Counterfeiting* this character has, they may generate a *False Hand*, a writing style invented from thin air or based on another creature’s writing. Learning a *False Hand* requires at least eight hours of practice and (for copying a writing style) a suitably large amount of text. When using a *False Hand*, this character adds +4 to the TS to attempts to detect a *Forgery*.

## Actions

### Create Forgery

 Action
 Duration
 Range
 Effect

## Techniques

### Deceptive Façade

 Action
 Duration
 Range
 Effect

### In a Glance

 Action
 Duration
 Range
 Effect

### Observe Dexterity

 Action
 Duration
 Range
 Effect

### Plant Hand

 Action
 Duration
 Range
 Effect

### Recognise Hand

 Action
 Duration
 Range
 Effect

### Sign Forgery

 Action
 Duration
 Range
 Effect
Knowledge Skills

## Summary

Knowledge skills concern all kinds of specialist knowledge. A character who knows magic is more likely to recognize magic they themselves cannot perform. A character who knows art can tell a real from a forgery, recognize musicians and provide feedback to artists.

### Bonus Techniques

For every three ranks in *Knowledge* skills a character has, they gain an additional technique. These techniques must be drawn from schools relevant to the character's *Knowledge* skills. A character may not take more bonus techniques than they have ranks in an individual *Knowledge* skill.

## Knowledge Skills

Knowledge Skills include the following:

* Alchemy
* Art
* Botany
* Commerce
* Cosmos
* Culture
* Engineering
* Geography
* Magic
* Military
* Medicine
* Religion
* Society
* Zoology

## Actions

### Know Weakness

 Action
 Duration
 Range
 Effect
* Damage types which the creature is specifically resistant to or vulnerable against
* Any techniques the creature uses
Skill School: Divine Vision

## Summary

Divine Vision is at once the most powerful of all divination, yet at the same time the one most fraught with disaster. Knowing and understanding the world, the past, the present and the future are at their core a powerful set of skills. Yet, what is seen and what is true do not always align as seamlessly as the practioner might hope for.

## Actions

### Divine Awareness

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Follow the Path

 Action
 Favour Cost
 Duration
 Range
 Effect
* Over the broken land to the north
* Beneath the soils, surrounded by woods and bears
* In the possession of a man in red

### The Dangerous Fork

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Plasma

## Summary

Plasma magic consists of superheated particles forming an unstable form of energy. Unlike other forms of magic, Plasma magic is inherently dangerous often injuring the user as much as the target.

## Techniques

### Crackling Beam

 Action
 Mana Cost
 Duration
 Range
 Effect

### Nova

 Action
 Mana Cost
 Duration
 Range
 Effect

### Plasma Beam

 Action
 Mana Cost
 Duration
 Range
 Effect

### Searing Grasp

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Plasma

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Hammer

### Proficiency

All hammers, maces and weapons which are effectively a big weight on the end of a stick.

## Summary

Hammers are weapons which rely on strength and timing. Hammers include any weapon which inflicts bludgeoning damage and does so by using a heavy weight attached to a rigid pole.

## Techniques

### Crippling Strike

 Action
 Duration
 Range
 Effect

### Flattening Strike

 Action
 Duration
 Range
 Effect

### Hammer Sweep

 Action
 Duration
 Range
 Effect

### Knock-out Cold

 Action
 Duration
 Range
 Effect

### Propelling Strike

 Action
 Duration
 Range
 Effect

### Shattering Strike

 Action
 Duration
 Range
 Effect

### Stunning Strike

 Action
 Duration
 Range
 Effect
Skill School: Flintlock

## Summary

Flintlocks are specialised metal tubes which when filled with explosive powder can launch small projectiles at incredible speeds. Unfortunately Flintlocks are cumbersome weapons that take a long time to reload.

### Reloading

Reloading a Firearm requires several phases, which make take different times depending on the weapon used. Each of these phases usually requires one *Regular Action*, and they must be done in order. However, these phases do not have to be continuous: so it is possible to interrupt a reload to move or defend. Reload actions are:

* Load Powder: Powder is poured into the lock of the Firearm
* Load Shot: A shot is dropped down the barrel
* Ram shot: The ramrod is drawn and used to stuff the shot and wadding tightly against the Powder

 Pistols & Carbines
 Donderbus
 Cannons

## Talents

### Seamless Reloading

 Effect
* Load Powder
* Load Shot
* Ram Shot

## Techniques

### Apostle Throw

 Action
 Duration
 Range
 Effect

### Double-Shot

 Action
 Duration
 Range
 Effect

### Premature Discharge

 Action
 Duration
 Range
 Effect

### Quick-draw

 Action
 Duration
 Range
 Effect

### Seamless Reloading

 Action
 Duration
 Range
 Effect
* Load Powder
* Load Shot
* Ram Shot

### Silent Reload

 Action
 Duration
 Range
 Effect
* Load Powder
* Load Shot
* Ram Shot
Security Rules

## Summary

Security is the art of bypassing *Barriers* created by intelligent creatures (rather than ones that are naturally occurring). These can include doors, windows, chests, safes or ancient portals.

## Rules

### Difficulty

Each *Barrier* has two distinct features representing its difficulty. The first is a TS, the effective roll one needs to make with a *Security* or *Dexterity* check to disable the barrier.

The second is the complexity. A simple lock has a complexity of 1 whereas a complex device may have a complexity of 5. To disable a *Barrier*, a player must roll a number of consecutive successful checks.

### Tools

When disabling a barrier, the user must have access to appropriate tools such as a set of lock-picks for a door, a hearing aid for a safe or magical prowess for more complex magical barriers. Without such tools, the player must roll a *Fizzle Dice*.

### Success and Failure

Disabling a *Barrier* usually requires a full turn of concentration (i.e. 2 Regular Actions) though this may vary for more complex barriers. After making such a check, compare the roll (*Dexterity* or *Security*) against the TS of the barrier. If successful, mark off one point against the *Complexity* of the *Barrier*. If no *Complexity* remains, the *Barrier* is opened or bypassed. If further *Complexity* remains, a player may continue to attempt to disable the *Barrier*.

If the player fails their check, they have unlikely undone any previous success and must increase the *Complexity* by 1 up to a maximum of its original *Complexity*. If a player rolls a *Critical Failure*, they have *Jammed* the barrier in some irreparable way (i.e. their tools break within the lock) and must give up.

## Examples

 Robust Door Lock
 Safe
Skill School: Fungiformia

## Actions

### Organic Digestion

 Action
 Morph Cost
 Duration
 Range
 Effect

## Techniques

### Digestive Secretions

 Action
 Morph Cost
 Duration
 Range
 Effect

### Fungus Form, Large

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Fungus Form*, this character gains:
* -1 Agility, +3 Fortitude (replacing racial bonuses)
* Large Size
* 30 ft Base Speed
* +8 Stamina
* *Large Slam* & *Spores*
* +3 *Resistance* against all damage types
* Immune to *Bleeding* damage

### Fungus Form, Small

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Fungus Form*, this character gains:
* -1 Agility, +1 Fortitude (replacing racial bonuses)
* Small Size
* 30 ft Base Speed
* *Small Slam*
* *Spores*
* Immune to *Bleeding* damage

### Hallucinatory Haze

 Action
 Morph Cost
 Duration
 Range
 Effect

### Hyphae

 Action
 Morph Cost
 Duration
 Range
 Effect

### Puffball Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Fungus Form*, this character gains:
* -3 Strength, -3 Dexterity, +1 Agility (replacing racial bonuses)
* Tiny Size
* 40 ft Fly Speed
* *No limbs*
* Toxic Spines, *Spores*
* Immune to *Bleeding* damage
* *Fire* vulnerability

### Soporific Haze

 Action
 Morph Cost
 Duration
 Range
 Effect

## Special

### Spores

 Action
 Duration
 Range
 Effect

### Toxic Spines

 Action
 Duration
 Range
 Effect
Skill School: Divine Misfortune

## Summary

Misfortune and fortune are tightly intertwined. The domain of Misfortune is to unravel the fortune and luck of one's adversaries thereby stealing their fortune.

## Actions

### Eschew The False Path

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Curse of Eternal Failure

 Action
 Favour Cost
 Duration
 Range
 Effect

### Curse of Weakness

 Action
 Favour Cost
 Duration
 Range
 Effect

### Damned Fortune

 Action
 Favour Cost
 Duration
 Range
 Effect

### Failure is Salvation

 Action
 Favour Cost
 Duration
 Range
 Effect

### Minor Curse

 Action
 Favour Cost
 Duration
 Range
 Effect

### Minor Setback

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Summoning

## Summary

Summoning Magic brings Aether into physical forms.

## Talents

### Autonomous Creations

 Effect
Examples include:
* Attack this creature
* Attack any unfamiliar creature which violates this perimeter
* Carry this object
* Walk next to me

## Techniques

### Impromptu Ammunition

 Action
 Mana Cost
 Duration
 Range
 Effect

### Summon Lesser Djinn

 Action
 Mana Cost
 Duration
 Range
 Effect

### Summon Minor Djinn

 Action
 Mana Cost
 Duration
 Range
 Effect

## Hybrid Techniques

### Summon Air Sprite

 Action
 Mana Cost
 Duration
 Range
 Effect

### Summon Earth Sprite

 Action
 Mana Cost
 Duration
 Range
 Effect

### Summon Water Sprite

 Action
 Mana Cost
 Duration
 Range
 Effect
Melee Weapon Skills

## Melee Weapon List

* Axe
* Balanced Blade
* Chained Weapons
* Hammer
* Hefty Blade
* Light Blade
* Shield
* Staves
* Sweeping Polearm
* Thrusting Polearm

## Actions

### Charging Strike

 Action
 Duration
 Range
 Effect

### Defensive Stance

 Requirements
 Action
 Duration
 Range
 Effect

### Reaction Strike

 Requirements
 Action
 Duration
 Range
 Effect
* Moves out of this character's reach
* Performs a non-combat action
* Attempts to use a ranged weapon or ranged spell.

### Unarmed Strike

 Action
 Duration
 Range
 Effect

## Techniques

### Basic Disarm

 Action
 Duration
 Range
 Effect

### Basic Grapple

 Action
 Duration
 Range
 Effect

### Basic Shove

 Action
 Duration
 Range
 Effect

### Basic Smash

 Action
 Duration
 Range
 Effect

### Basic Trip

 Action
 Duration
 Range
 Effect

### Draw Strike

 Action
 Duration
 Range
 Effect

### Furious Strike

 Action
 Duration
 Range
 Effect

### Furore

 Action
 Cost
 Duration
 Range
 Effect

### Hefty Strike

 Action
 Duration
 Range
 Effect

### Straight Jab

 Action
 Duration
 Range
 Effect
Skill School: Divine Decay

## Summary

Decay is the process of weakening, rotting and death.

## Actions

### Corrupting Touch

 Action
 Favour Cost
 Duration
 Range
 Effect

### Wither

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Blindness

 Action
 Favour Cost
 Duration
 Range
 Effect

### Cripple

 Action
 Favour Cost
 Duration
 Range
 Effect

### Crippling Fatigue

 Action
 Favour Cost
 Duration
 Range
 Effect

### Pain and Suffering

 Action
 Favour Cost
 Duration
 Range
 Effect

### Pestilent Miasma

 Action
 Favour Cost
 Duration
 Range
 Effect

### Pox

 Action
 Favour Cost
 Duration
 Range
 Effect

### Profane Weakness

 Action
 Favour Cost
 Duration
 Range
 Effect

### Sloughing Skin

 Action
 Favour Cost
 Duration
 Range
 Effect

### Touch of Death

 Action
 Favour Cost
 Duration
 Range
 Effect

### Unrelenting Nausea

 Action
 Favour Cost
 Duration
 Range
 Effect

### Wave of Atrophy

 Action
 Favour Cost
 Duration
 Range
 Effect

### Wound

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Divine Body

## Summary

The prayers of the body are those which heal the injuries of the body. All faith healers employ this school.

## Actions

### Divine Body

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Begin Anew

 Action
 Favour Cost
 Duration
 Range
 Effect

### Breath of Life

 Action
 Favour Cost
 Duration
 Range
 Effect

### Mend the Broken

 Action
 Favour Cost
 Duration
 Range
 Effect

### Prayer of Rest

 Action
 Favour Cost
 Duration
 Range
 Effect

### Relieve Ailment

 Action
 Favour Cost
 Duration
 Range
 Effect

### Restoration of Form

 Action
 Favour Cost
 Duration
 Range
 Effect

### Shared Vigour

 Action
 Favour Cost
 Duration
 Range
 Effect

### Vigour of the Heavens

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Light Blade

## Summary

Using a dagger is a much different task to using a sword in combat. The former's small reach and easily manipulated blades make for a powerful weapon in the right circumstance.

## Techniques

### A Blade from Nowhere

 Action
 Duration
 Range
 Effect

### Don't Turn your Back on Me

 Action
 Duration
 Range
 Effect

### Flick of the Wrist

 Action
 Duration
 Range
 Effect

### Pierce the Armour

 Action
 Duration
 Range
 Effect

### Seven Slashes

 Action
 Duration
 Range
 Effect

### Tendon Slash

 Action
 Duration
 Range
 Effect

### Two Strikes, Three Cuts

 Action
 Duration
 Range
 Effect
Skill School: Bow

## Summary

The Bow skill school covers the use and proper maintenance of bow weapons (bent sticks with strings) but not more advanced manufactures like crossbows.

## Techniques

### Hail of Arrows

 Action
 Duration
 Range
 Effect

### Immobilizing Shot

 Action
 Duration
 Range
 Effect

### Line-up Shot

 Action
 Duration
 Range
 Effect

### Pinion

 Action
 Duration
 Range
 Effect

### Point-Blank Shot

 Action
 Duration
 Range
 Effect

### Ricochet Shot

 Action
 Duration
 Range
 Effect

### Twin Shot

 Action
 Duration
 Range
 Effect

### Twisting Shot

 Action
 Duration
 Range
 Effect
Race: Grork

## Summary

Grork are a proud and highly cultured race of green-skinned gnomanoids that inhabit the Hellock States. The Grork are a highly civilised demorkratic society where argument and debate feature heavily in their social hierarchy.

## Physical Appearance

Grork are large by pateran standards, standing on average between 6' and 6 1/2' when fully grown. They have skin ranging from pale to dark green, have thick curly hair. Many also have protruding lower tusks, a sign of strength. While the build of Grork can range from rotund to wiry, the Grork themselves strive towards what they perceive to be the union of a sharp mind and body, a physical physique geared towards a mix of strength and agility.

## Lineages: City Loyalty

The Grork cities are better thought of as a set of independently squabbling city-states, who only band together when faced with an external threat (and even then...). The city of one’s upbringing is a great source of pride for the Grork, who throw themselves eagerly into their city traditions.

Each *Grork* selects a *City Loyalty* and receives the following benefits depending on their choice:

* This character gains one free *Technique* from their *Skill Focus*. This character does not require ranks in the associated *Skill School* and may instead use their *Level*.
* Once per day, this character may expend 1 *Favour* to invoke their city’s gods to add +D6 to any *Characteristic Check* associated with their city’s *Characteristic*.
* Creatures aligned with this character’s *City Loyalty* have an improved *Posture*.

 Argock
 Rhodock
 Spartock
 Thessalock
 Thebock

## Trait Summary

 Default Flaws
 Racial Traits
* Brute Constitution
* Freakish Endurance
* Rhetoric over Rumble
 Cultural Traits
* Anthropologist
* Child of the Agora
* City Militia
* Civilised
* Logician
* Polymath
* Walls of Spartok

## Default Traits

### Flaw: Pig-Headed

 Effect
In addition, when making an ability check against an effect which causes the *Antagonized* state, *Grork* must roll twice and take the lower result. Likewise, if already *Antagonized*, *Grork* must roll twice and take the lower result on any attempt to remove the state.

## Cultural Traits

### Child of the Agora

 Effects
If this character has more ranks in *Urban Lore* than their level, they may instead re-roll a failed *Urban Lore* check once per day.
Skill School: Flower

## Summary

Outside of the coarse materials of vine and wood, flowers play a central role in all living vegetation. It is through flowers, fruits and their seeds that most plants spread themselves. Interestingly, this has given rise to numerous defence mechanisms.

### Rules

Several *Flower* spells generate a *Flower*. The *Flower* can be directly attacked. It has *Vitality* equal to twice this character's ranks in *Flower Magic.* As the *Flower* is magically summoned however, unless completely destroyed (which dispels the spell) it regains *Vitality* each turn equal to this character's ranks in *Flower Magic*.

## Actions

### Bloom

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Blooming Bloodflower

 Action
 Mana Cost
 Duration
 Range
 Effect

### Numbneedle Flower

 Action
 Mana Cost
 Duration
 Range
 Effect

### Pitcher Plant

 Action
 Mana Cost
 Duration
 Range
 Effect

### Pollen Puff

 Action
 Mana Cost
 Duration
 Range
 Effect

### Sleeping Poppies

 Action
 Mana Cost
 Duration
 Range
 Effect

### Veil of Petals

 Action
 Mana Cost
 Duration
 Range
 Effect

### Veil of Pollen

 Action
 Mana Cost
 Duration
 Range
 Effect

### Venus Flytrap

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Divine Seas

## Summary

There are gods of the seas. Do not upset them.

## Actions

### Know the Sea

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Calm Seas

 Action
 Favour Cost
 Duration
 Range
 Effect

### Clear Mists

 Action
 Favour Cost
 Duration
 Range
 Effect

### Favour of the Sea

 Action
 Favour Cost
 Duration
 Range
 Effect

### Hidden Mists

 Action
 Favour Cost
 Duration
 Range
 Effect

### Maelstrom

 Action
 Favour Cost
 Duration
 Range
 Effect

### Make Wave

 Action
 Favour Cost
 Duration
 Range
 Effect

### Thrashing Seas

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Way of the Impact

## Summary

The way of the impact favours powerful, precise directed strikes which generate a lot of force.

## Techniques

### Forceful Strike

 Cost
 Qi Cost
 Duration
 Range
 Effect

### From Earth to Heaven

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Gathering Force

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Halting Palm

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Palm Strike

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Punish the Untethered

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Qi Flows Eternal

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Shattering Block

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Stance of the Impact

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Steel Gives Way to Flesh

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Open Hand Closes the Door

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Twisting Palm

 Cost
 Qi Cost
 Duration
 Range
 Effect
Skill School: Divine Heavens

## Summary

There are gods of the heavens. Do not upset them.

## Quick Table

This prayer relies on hail being available (i.e. it doesn't work in the desert).

### Heaven's Breath

 Action
 Favour Cost
 Duration
 Range
 Effect

### Hurricane

 Action
 Favour Cost
 Duration
 Range
 Effect

### Lay Fog

 Action
 Favour Cost
 Duration
 Range
 Effect

### Rainstorm

 Action
 Favour Cost
 Duration
 Range
 Effect
This prayer relies on rain being available (i.e. it doesn't work in the desert or frozen regions).

### Twister

 Action
 Favour Cost
 Duration
 Range
 Effect
Race: Duo-Fu

## General Information

Duo-Fu are a race of portly gnomanoids found in Asu the greater eastern continent of Patera.

## Lineage: Zodiac

Among the Duo-fu, there is a strong culture of celestial superstition. The position of the stars in the sky at the time of one's birth can significantly affect one's fortune and fate.

Duo-Fu gain access to an arcane technique associated with their Zodiac element. This technique functions as an arcane spell, but can be cast at a cost of 1 *Favour*. If the spell has a *Concentration* cost, this character may *Concentrate* on the spell for up to 1 minute at no extra cost.

### Zodiac Cycle

Lightning -> Water -> Fire -> Air -> Force -> Earth -> Lightning.

*"Lightning sizzles Water,*

*Water douses Fire,*

*Fire burns Air,*

*Air voids Force,*

*Force cracks Earth,*

*Earth grounds Lightning"*

## Trait Summary

 Default Flaws
 Racial Traits
* Immovable Grump
 Cultural Traits
* Fu Wu
* Master Calligrapher
* Master of Face
* Weiqi Strategist
* Xin Nian Kuai Le

## Default Traits

### Flaw: Zodiac Weakness

Just as the Zodiac confers benefits, so it confers penalties. Balance and Harmony in all things.

 Effect

### Opposing Elements

 Fire
 Water
 Lightning
 Earth
 Force

## Cultural Traits

### Fu Wu

 Effects
If this character has more ranks in *Axe* and *Dance* than their level, they may instead re-roll a failed *Axe* or *Dance* check once per day.

### Master Calligrapher

 Effect
If this character has more ranks in *Counterfeiting* than their level, they may instead re-roll a failed *Counterfeiting* check once per day.

### Xin Nian Kuai Le

 Effect
If this character has more ranks in *Pyrotechnics* than their level, they may instead re-roll a failed *Pyrotechnics* check once per day.
Skill School: Arcane Scripts

## Summary

*Arcane Scripting* is the process of imbuing ink with aether and then using that ink to store spells on surfaces, only to be released at a later time.

## Actions

### Arcane Ink

 Action
 Item Cost
 Duration
 Range
 Effect

### Arcane Mark

 Action
 Item Cost
 Duration
 Range
 Effect

## Talents

### Permanent Ink

 Effect
For example while this character has an *Arcane Mark* that used 2 *Arcane Ink* placed, this character's maximum crafted items is reduced by 2 until the *Mark* is released.

## Techniques

### Arcane Signature

 Action
 Item Cost
 Duration
 Range
 Effect

### Capture Spell

 Action
 Item Cost
 Duration
 Range
 Effect

### Entangle Glyphs

 Action
 Item Cost
 Duration
 Range
 Effect

### Release Ink

 Action
 Item Cost
 Duration
 Range
 Effect

### Trigger Glyphs

 Action
 Item Cost
 Duration
 Range
 Effect
* A creature touches the mark
* The object associated with the mark suffers damage
Skill School: Assassination

## Summary

The Assassination skill school deals with techniques which target specific targets on your opponent.

## Actions

### Planned Strike

 Action
 Duration
 Range
 Effect

## Techniques

### Blinding Strike

 Action
 Duration
 Range
 Effect

### Death Strike

 Action
 Duration
 Range
 Effect

### Distracting Strike

 Action
 Duration
 Range
 Effect

### Paralysing Strike

 Action
 Duration
 Range
 Effect

### Sever Artery

 Action
 Duration
 Range
 Effect

### Silencing Strike

 Action
 Duration
 Range
 Effect

### Sudden Strike

 Action
 Duration
 Range
 Effect

### Vital Strike

 Action
 Duration
 Range
 Effect
Skill School: Way of the Flames

## Summary

Techniques from the Way of the Flames rely on wide powerful swipes which rake at the opponent, lacerating their flesh and causing internal injuries.

## Techniques

### Dancing Flames

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Ferocious Rake

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Gathering Flames

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Inferno Punch

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Rending Claws

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Scythe of Fire

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Singeing Swipe

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Scorching Guard

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Stance of the Flames

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Swirling Embers

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Flame Bursts Forth

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Salamander' Claws

 Cost
 Qi Cost
 Duration
 Range
 Effect
Skill School: Bone

## Summary

Magic... with bones. Use your imagination.

## Actions

### Detect Remains

 Action
 Mana Cost
 Duration
 Range
 Effect

### Rattle Bones

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Animate Skeleton

 Action
 Mana Cost
 Duration
 Range
 Effect

### Bone Armour

 Action
 Mana Cost
 Duration
 Range
 Effect

### Bone Shard

 Action
 Mana Cost
 Duration
 Range
 Effect

### Bone Spear

 Action
 Mana Cost
 Duration
 Range
 Effect

### Cage of Bones

 Action
 Mana Cost
 Duration
 Range
 Effect

### Fracture

 Action
 Mana Cost
 Duration
 Range
 Effect

### Fuse Joints

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Bone

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Massive Weapons

## Summary

The art of fighting with over-sized weapons is a subtle art.

### Rules

When wielding an *Oversized* weapon (a weapon 1 size category too large), this character may use that weapon, but suffers a -4 penalty to their attack roll. Characters without ranks in *Massive Weapons* suffer the same penalty and *non-proficiency*.

 Quick Table

## Techniques

### Devastating Sunder

 Action
 Duration
 Range
 Effect

### Shatter Shield

 Action
 Duration
 Range
 Effect

### Spinning Wind-up

 Action
 Duration
 Range
 Effect

### Sundering Debris

 Action
 Duration
 Range
 Effect
Skill School: Bravado

## Summary

Bravado is the act of being confident, even when you don't need to be. It can often demoralize weak-minded enemies allowing a crafty (or ignorant) character to overcome great odds through sheer audacity.

## Rules

### Jibes

Many Bravado techniques rely on witty banter and cutting remarks. In order to be effective, the user must be able to speak and the target must be able to hear said speech. Any creature which cannot understand the language used gains a +4 bonus on any *Mettle* saves they are required to make.

## Actions

### Witty Riposte

 Action
 Duration
 Range
 Effect

## Techniques

### Deny Death

 Action
 Duration
 Range
 Effect
* *Exhausted*, *Fatigued*, *Hobbled*, *Nauseated*, *Panicked*, *Shaken*, *Sickened* or *Weakened*

### Flourish

 Action
 Duration
 Range
 Effect

### Goad

 Action
 Duration
 Range
 Effect

### Grandiose Entry

 Action
 Duration
 Range
 Effect

### Strut

 Action
 Duration
 Range
 Effect

### Taunt

 Action
 Duration
 Range
 Effect
Skill School: Clockwork

## Summary

This school specialised in making little automatons.

## Rules

### Wind-up Toys

Wind-up toys are small devices which when wound, will perform various actions depending on their design. Winding up a toy usually takes about a minute whereas releasing the mechanism is much simpler. Most toys can be collected after use assuming they haven't been destroyed either by an adversary or by some other mechanism.

### Advanced Toys

Several techniques simply add to what a *Wind-up Toy* can do. Most *Wind-up Toys* can have up to two modifications. These modifications must be specified when the toy is made.

### Attacking Toys

Most toys have a *Defence* score of 8 and 4 *Vitality*. Toys do not get saves and automatically fail any save they are required to take.

## Actions

### Disable Toy

 Action
 Item Cost
 Duration
 Range
 Effect

### Wind-up Toy

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Collection Arms

 Action
 Item Cost
 Duration
 Range
 Effect

### Defence System

 Action
 Item Cost
 Duration
 Range
 Effect

### Ejection Compartment

 Action
 Item Cost
 Duration
 Range
 Effect

### Flying Toy

 Action
 Item Cost
 Duration
 Range
 Effect

### Gear Brain

 Action
 Item Cost
 Duration
 Range
 Effect

### Guidance System

 Action
 Item Cost
 Duration
 Range
 Effect

### Noise Maker

 Action
 Item Cost
 Duration
 Range
 Effect

### Remote Control

 Action
 Item Cost
 Duration
 Range
 Effect
Skill School: Wood

## Summary

*Wood mages can reform wood, shaping it as they will.*

## Quick Table

* A wooden portal (i.e., door) to open or become stuck (requiring a Strength check to open).
* A wooden weapon to become unusable (adds a *Fizzle Die* to all attack rolls).

### Ring of Stakes

 Action
 Mana Cost
 Duration
 Range
 Effect

### Treemelding

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Wood

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wooden Prison

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wooden Shield

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wooden Spear

 Action
 Mana Cost
 Duration
 Range
 Effect
Material: Kobalt

## Description

Kobalt is a common underground metal favoured by Kobalds, hence the name. Kobalt is a relatively easy metal to work with, partially explaining why it is favoured by the relatively unintelligent Kobalds. It gives a blue-grey tinge to all weapons and armour made with it and is generally poor quality, if easy to mass produce.

In addition, Kobalt resonates producing sympathetic sounds in other sources of Kobalt while simultaneously creating anti-sympathetic sounds in Steel.

### Material Rules

* Kobalt is treated as Iron for the purposes of *Material Strength*

### Crafting Rules

* Kobalt weapons have the following effects:
	+ Damage *Die-Type* reduced by 1.
	+ +4 to *Disarm* attempts against *Steel* weapons.
* Kobalt armour has the following effects:
	+ *Resistance* reduced by 1.

### Kobalt Singing

Despite it's inability to keep an edge, Kobalt has some desirable qualities. When stuck, it 'sings' a resonant vibration related to the Kobalt nearby. For this reason it is relatively easy to find Kobalt veins or, indeed, caches of Kobalt weapons or even Kobalt-equipped soldiers.
Skill School: Vampire

## Summary

Vampire Skills are only available to creatures afflicted by *Vampirism*.

## Quick Table

* -4 Strength, -4 Fortitude, -4 Dexterity, -4 Agility (replacing racial bonuses)
* No Stamina
* Medium Size
* 10 ft Base Speed, 40 ft Flight Speed
* *Consume* attack
* *Low-light Vision* & *Echolocation*
* Effects which target a single creature only inflict 1 damage against a *Bat Swarm*.

### Form Wings

 Action
 Cost
 Range
 Duration
 Effects

### Vampiric Claws

 Action
 Cost
 Range
 Duration
 Effects

###
Race: Carthock

## Summary

Carthock (Known as *Salisuilla* in Gnome) was an ancient Grork City-state situated on the coasts south on the Burning Sea, which was eventually razed and salted by the Imperial Gnoman Army at the end of the 3rd Porcic war.

With the city burned and the population slaughtered, many of the Carthock were unable to pay Charon in order to cross the river Styx, and were instead cursed to wonder the city in a form somewhere between life and death. With the grounds salted and infertile, the city and industry burned, many Carthock turned to piracy in order to gather plunder enough to cross the river Styx and finally return to rest.

## Physical Description

Once Grork, the Carthock still resemble Grorks but are incorporeal.

## Racial Traits

Cathock may draw from Grork racial traits, in addition to the following

## Cultural traits

Cathock may draw from Grork racial traits, in addition to the following
Skill School: Paenungulatoformia

## Summary

Paenungulatoformia is a strange hybrid of a variety of animals. It includes large creatures such as Elephants and Desmostylians as well as relatively modest sized creatures such as the hyrax.

## Actions

### Pachyderm

 Action
 Duration
 Range
 Effect

## Talents

### Mammoth Form

 Effect
* +5 Strength, +2 Fortitude, -5 Agility
* Mammoth Size
* 30 ft Base Speed
* +16 Stamina
* *Mammoth Gore* (Tusks), *Mammoth Constriction* (Trunk) & *Mammoth Hooves*
* Elephant Trunk (9 feet)
* *Infrasound*, *Improved Olfaction*
* +5 Resistance against all damage types

## Techniques

### Bestial Horns

 Action
 Morph Cost
 Duration
 Range
 Effect

### Elephant Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Elephant Form*, this character gains:
* +4 Strength, +2 Fortitude, -4 Agility
* Giant Size
* 30 ft Base Speed
* +12 Stamina
* *Giant Gore* (Tusks), *Giant Constriction* (Trunk) & *Giant Hooves*
* Elephant Trunk (7 ft)
* *Infrasound*, *Improved Olfaction*
* +4 *Resistance* against all damage types

### Elephant Trunk

 Action
 Morph Cost
 Duration
 Range
 Effect
This character gains access to *Medium Constriction*.

### Embrithopoda Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Embrithopoda Form*, this character gains:
* +3 Strength, +1 Fortitude, -1 Agility (replacing racial bonuses)
* Large Size
* 30 ft Base Speed
* +8 Stamina
* *Large Gore* (Horns) & *Large Hooves*
* +4 *Resistance* against all damage types

### Form Flippers

 Action
 Morph Cost
 Duration
 Range
 Effect

### Huntaur Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Huntaur Form*, this character gains:
* Medium Size

Each character only has access to a singular form of Huntaur and as such this ability may not be used to impersonate specific Huntaur.

### Hyrax Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Hyrax Form*, this character gains:
* +2 Agility, -1 Strength (replacing racial bonuses)
* Small Size
* 40ft Base Speed
* *Small Bite*
* +D6 to *Climb* checks
* +D6 to *Stealth* checks in natural environments

### Hyrax Pads

 Action
 Morph Cost
 Duration
 Range
 Effect

### Marine Bear (Desmostylian Form)

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Desmostylian Form*, this character gains:
* +2 Strength, -1 Dexterity (replacing racial bonuses)
* Large Size
* 30 ft Base Speed & 20 ft Swim Speed
* +8 Stamina
* *Large Claws* & *Large Bite*
* +3 *Resistance* to all damage types

### Moeritherium Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Moeritherium Form*, this character gains:
* +2 Strength, +1 Fortitude, -2 Agility (replacing racial bonuses)
* Medium Size
* 30 ft Base Speed
* +4 Stamina
* *Medium Bite*
* Elephant Trunk (3 ft)
* *Improved Olfaction*
* +2 *Resistance* to all damage types

### Sea Cow Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Sea Cow Form*, this character gains:
* +1 Strength, +1 Fortitude, -1 Agility (replacing racial bonuses)
* Medium Size
* 10 ft Base Speed & 40 ft Swim Speed
* *Medium Slam*
* +D6 to Swim Checks
* +3 *Resistance* to all damage types
Skill School: Divine Vermin

## Actions

### Call of the Many

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Blackened Sky

 Action
 Favour Cost
 Duration
 Range
 Effect

### Call Swarm

 Action
 Favour Cost
 Duration
 Range
 Effect

### Calm Vermin

 Action
 Favour Cost
 Duration
 Range
 Effect

### Dominate Vermin

 Action
 Favour Cost
 Duration
 Range
 Effect

### Festering Wounds

 Action
 Favour Cost
 Duration
 Range
 Effect

### Inhabit Insect

 Action
 Favour Cost
 Duration
 Range
 Effect

### Insect Ward

 Action
 Favour Cost
 Duration
 Range
 Effect

### Swarm Sense

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill Synergy

## Summary

*There are many skills which work well together. A character with multiple shapeshifting, martial or arcane skills will gain benefits that other characters will not through the synergy of the shared resources. Additionally, there are skills whose interactions are more esoteric and are explicitly described in the rule system. These synergistic skills provide bonuses either in a single direction or reciprocally.*

## Synergy Bonuses

To gain a synergy bonus:

* A character must have ranks in two skills
* One or more of the skills must explicitly state it provides *synergy* to the other
* The character must have at least half as many ranks in the *synergy* *providing* skill as the *synergy* *receiving* skill.

If the above conditions are met:

* Once per day, the character may re-roll a failed check made using the *synergy* *receiving* skill but using the bonuses of the *synergy* *providing* skill.
* If two skills are both *synergy* *providing* to each other, this re-roll may only be used once (not both ways).
Music Skills

## Summary

Music skills represent using different notes, chords, melodies and rhythms to produce effects as simple as encouragement to more supernatural abilities. The rules for music are covered here.

Music Skills include the following

* Ballad
* Chords
* Dirge
* Epic
* Hymn
* Incantation
* March
* Sea Shanty

## Techniques

### Lead Chorus

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: Ash

## Summary

Dust magic combines the air-moving skills of Air magic with the earth-moving skills of Earth magic to create light suspended particles which move rapidly through the air, obscuring vision.

## Actions

### Swirling Ash

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Ash Cloud

 Action
 Mana Cost
 Duration
 Range
 Effect

### Gout of Embers

 Action
 Mana Cost
 Duration
 Range
 Effect

### Veil of Cinders

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Ash

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Wrestling

## Summary

Wrestling consists of throws, grapples and similar techniques designed to disable rather than injure an opponent.

## Actions

### Throw

 Action
 Duration
 Range
 Effect

## Techniques

### Circling Throw

 Cost
 Duration
 Range
 Effect

### Falling Pin

 Cost
 Duration
 Range
 Effect

### Flying Slam

 Cost
 Duration
 Range
 Effect

### Lunging Grab

 Cost
 Duration
 Range
 Effect

### Pile-driver

 Cost
 Duration
 Range
 Effect

### Shoulder Charge

 Cost
 Duration
 Range
 Effect

### Spinning Shove

 Cost
 Duration
 Range
 Effect
Skill School: Abyssal Lore

### Special

This character adds half their Abyssal Lore ranks (rounded down) to their Initiative checks while Underwater.

## Summary

Abyssal lore is survival underwater, on the sea floor. This includes the abyssal plane, and relatively shallow seabeds on the continental shelf, as well as large lake beds.

## Actions

### Forage Seafloor

 Action
 Duration
 Range
 Effect

## Techniques

### Follow the Current

 Action
 Duration
 Range
 Effect

### Know Surface

 Action
 Duration
 Range
 Effect
Giant Rats

Native creature to Evernight Continent

Omnivore beast

A full meter in length from head to tail.

Used or create underground lairs where they can ambush from, but rarely attack creatures it views as predators to it such as human's or dark races.

Can group up to swarm larger creatures.

Often looked like an ugly dog.
Skill School: Divine Beasts

## Summary

This priest can commune with the lesser minded creatures of the world, bringing them to heel and walking amongst them as a friend.

## Actions

### Call of the Wild

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Beast Favour

 Action
 Favour Cost
 Duration
 Range
 Effect
Example actions include:
* Retrieving a small object from a body of water
* Pushing a simple switch

### Beast Sense

 Action
 Favour Cost
 Duration
 Range
 Effect
* Acute Hearing
* Infravision
* Nocturnal Vision
* Tremorsense

### Beast Servant

 Action
 Favour Cost
 Duration
 Range
 Effect
Example actions include:
* Guard an area, attacking any unfamiliar creatures
* Deliver a message over a long distance (up to 100 miles)
* Find an object, searching a specified region.

### Call Beast

 Action
 Favour Cost
 Duration
 Range
 Effect

### Calm Beast

 Action
 Favour Cost
 Duration
 Range
 Effect

### Dominate Beast

 Action
 Favour Cost
 Duration
 Range
 Effect

### Mind of the Beast

 Action
 Favour Cost
 Duration
 Range
 Effect

### Return to the Wild

 Action
 Favour Cost
 Duration
 Range
 Effect

### Speak with Beasts

 Action
 Favour Cost
 Duration
 Range
 Effect

### Wrath of the Wild

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Dirge

## Summary

Dirges are mournful tunes sung predominantly at funerals and other somber events.

## Actions

### Funeral Dirge

 Action
 Song Point
 Duration
 Range
 Effect

### Grieving Dirge

 Action
 Song Point
 Duration
 Range
 Effect

## Techniques

### The Corpse Dance

 Action
 Song Point
 Duration
 Range
 Effect

### Dance of the Dead

 Action
 Song Point
 Duration
 Range
 Effect

### Depressing Dirge

 Action
 Song Point
 Duration
 Range
 Effect

### Dirge of Despair

 Action
 Song Point
 Duration
 Range
 Effect

### Drooping Dirge

 Action
 Song Point
 Duration
 Range
 Effect

### Enfeebling Dirge

 Action
 Song Point
 Duration
 Range
 Effect

### Pang of Regret

 Action
 Song Point
 Duration
 Range
 Effect
* The target suffers D3 *Morale* damage
* The target may not perform that action against the same target for 1 turn

### Sapping Dirge

 Action
 Song Point
 Duration
 Range
 Effect

### Suicidal Refrain

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: Security

## Summary

*Security is the art of preventing unwanted visitors from obtaining access to specific locations, objects or buildings. However, the knowledge of how to setup such protections is a great aid in overcoming them.*

Basic rules for security are covered *here*.

### Favoured Barrier

For each two ranks in *Security* this character has, they may choose a *Favoured Barrier*. When attempting to open that kind of barrier, this character adds +D4 to their checks.

 Tumble Lock

## Actions

### Disable Lock

 Action
 Duration
 Range
 Effect

### Examine Barrier

 Action
 Duration
 Range
 Effect

## Techniques

### Avoid Fumble

 Action
 Duration
 Range
 Effect

### Burglar's Intuition

 Action
 Duration
 Range
 Effect

### Memorize Key

 Action
 Duration
 Range
 Effect

### Scrounge Tools

 Action
 Duration
 Effect