recursal/Fanatic-Fandom huggingface dataset:
Hazel Path

You have formed a strong bond with the spirits of the hazel trees, an uncommon path usually taken by Blessed folk inclined to encourage the creation of new things.

The hazel tree is a strongly fertile tree with unusually flexible wood, beautiful blossoms early in the year, and the ability to produce nuts all year round. These abilities have led many to believe that the tree is sympathetic to fertility, so people commonly use it to perform fertility rituals or to make dowsing rods. With it's inclination for fertility and creation new things, the Hazel Tree shows strong inclination for encouraging others to find the knowledge necessary for creating, which it offers to those that invoke it.

Note that any hostile use of this magic to attack a living creature will render it unholy and cause the user to become Tainted.

## Gift Effects

* As long as you are not Tainted, as a stunt, you may exhaust this gift to call upon the Hazel spirits and ask for a specific blessing.
	+ Declare what it is you're looking for
	+ Roll your Will, Presence, and Supernatural vs 3.
		- If you score one success you may ask grant a wand or stick the ability of a dowsing rod for one scene, to grant a d8 assist bonus to the Negotiation dice of a target within Medium range, or another blessing of similar value.
		- If you score two successes you may ask for the spirits to grant you knowledge of the reasons behind a target's emotions after five minutes of talking to them, to grant a d12 assist bonus to the Questioning dice of a target using the gift of Tracking within Medium range, to call forth and give you a sprig of hazel, or another blessing of similar or lower value.
		- If you score three successes you may ask for the spirits to bless a romantic couple Near you that their next natural union will result in a fertile offspring, to grant a boon that a target within medium range can call upon once within the chapter to be Rallied with two successes, to remove a bad stench, or another blessing of similar or lower value.
		- If you score four successes you may ask for the spirits to bless a target within Near range to give them the mental fortitude to overcome a personal failing and remove a flaw, to Mesmerize a target within Near range of you with two successes, or another blessing of similar or lower value.
		- If you score five or more successes you may ask for the spirits to remove a supernatural curse from a target, or another blessing of similar or lower value.
* When you take this gift, you also gain the Gift Hazel's Allure at no additional experience cost.
Evasion

Evasion is a physical and mental skill that represents a character's ability to move with swiftness and precision to avoid attacks or being seen by others. This skill is popular among fighters, miscreants, and adventurers alike.

## Uses for Evasion

#### Rolls

* Avoiding being thrown from a Steed
* To Dodge Oncoming Attacks
* To Avoid Detection

#### Stunts

* Hiding
* Sneaking

#### Gifts

##### To Perform

* Eidolon
* The Fifth Strike of the Forest Ghosts
* Fleeting Presence
* Hell-Punch
* Wilding Camouflage

##### To Resist

* Arrow Volley
* Ataxia
* Better to Bend as a Reed than to Break as a Tree
* Comet Fall
* Considerable Earthquake
* Clysmian Foul
* The Dim Mak
* Dodge a Pit Only to Fall in a Well
* Faerie Fire
* Fight Inferno with a Cup of Water
* Fire Ball
* Firebreathing
* Hawthorn Path (If they are using Hawthorn's Brambles)
* Hoarfrost
* Ice Storm
* Ivy Path (If they are using Ivy's Tangle)
* Landslide
* Meteor Swarm
* Misdirecting Strike
* Misfortune of the Elements
* Momentum of an Avalanche
* More Tinder Does Not Put out a Fire
* Move Element
* A Night in the Graveyard of Swords
* Spray
* Stir Up the Flames and Get Burnt
* Suffer the Rain and Rust Away
* Sunburst
* The Tempest
* Thunderclap
* Upheaval
* The Virtue of Enigma
* Weight of the Leaf

## Gifts that Improve Evasion

* Agile Parry (Include Evasion dice if Parrying with a "Fencing" weapon)
* Secrets of All Tàoist Magic (+1 Mark in Evasion)
* Shield Save (+1 Mark in Evasion)
* Slight Size (Bonus d4 to evasion rolls)
* Small Size (Bonus d8 to evasion rolls)
* Tiny Size (Bonus d12 to evasion rolls)
* White Crane Nods to Heaven and Earth (Bonus d12 to Dodge if Flying)

## Gifts that Damage Evasion

* Colossal Size (d12 penalty to evasion rolls)
* Giant Size (d8 penalty to evasion rolls)
* Large Size (d4 penalty to evasion rolls)

## Flaws that Damage Evasion

* City Slicker (d12 penalty to evade something that would be unusual in a city)
* Country Bumpkin (d12 penalty to evade something that would be unusual in the country)
* Dandy (d12 penalty if rolls involve Mind or Will and clothing is damaged or soiled)
* Dependant (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Klutz (d8 penalty if roll involves Speed, d12 penalty if roll requires precise muscle control)
* Lame (d12 penalty if roll involves Body or Speed and is based on leg strength)
* Missing Arm(s) (d8 penalty if roll involves Body or Speed and is based on arm strength)
* Old (d8 penalty if roll involves Body, Speed, or Observation)
* Out of Shape (d12 penalty if roll involves Body)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Overthinker (d12 penalty if roll is Mind-based)
* Stubby Fingers (d12 penalty if Climbing, Grappling, or Parrying an Attack with the "Disarm" effect)
* Weathered Wound (d12 penalty if roll involves Body or Speed and it's raining, snowing, or under 50 degrees)
Evelyn Holland

Imelda (Adoptive Daughter)

Isabelle Holland (Daughter)

Knox Holland (Son)

Kody Holland (Daughter)

Monty Holland (Son)

Nora Holland (Daughter)

d6

## Physical Appearance

Evelyn is a middle-aged fox with bright brown eyes, broad-shoulders, a muscled body, unusually delicate hands, and a thick, black fur coat ticked with a heavy dusting of silver-grey fur around her face and down her back to her shoulders and thighs and tipped with the white tail tip typical of her species.

As a crafter, Evelyn typically wears clothes made by her own hands. Unlike the fancy dresses she makes for Kody, Evelyn's dresses are usually nice, but very plain and colored in browns or pale greens, with the only exceptions being two or three dresses intended for wearing during special occasions and when selling her clothes in Triskellian and the wedding gown she stole from her mother when she eloped.
Emrys

Warning! This page contains MAJOR spoilers for the Feralis: 1453 campaign. Caution is advised for all players.

## Relationships

### Group Affiliations

House Anguis (Born Into, Exiled From)House Umbra (Associate)

## Trait Stats

### SPC

--
--

### MND

--
--

### WIL

--
--

## Skill Stats

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Flight
* Prehensile Tail
* Survival

### Career Gifts

* Stealth
* Streetwise
* Weapon Proficiency: Knives

### Flaws

* Hatred
* Unyielding

## History

### Birth of a Bad Omen

Emrys was the result of an unexpected one-egg clutch born to Adriana and Skylar Anguis, an Anguian Dragon couple from the low ranking nobility of House Anguis.

Despite being unexpected, his parents tended to his nest faithfully and anxiously awaited his hatching day - until the day it actually happened, at least.

After Emrys hatched, his parents were shocked at the dull grey and white of his plumage. The superstitions of the house regarded those born with pale colors as heralds of misfortune and death. Both brilliantly colored dragons themselves, the circumstances of his birth began to weigh heavily upon them. His one-egg nest and unexpected timing - to hatch in the cold of winter no less. They reached their breaking point after an illness swept through the house shortly after Emrys hatching.

Deciding that he was a bad omen, whose presence would only taint the fortunes of the House, they exiled Emrys from their home a mere few days after his birth, leaving him in the nearby forest to succumb to the harsh elements of the fierce winter on his own. Neither of them ever would've predicted that he would find a way to survive.
Holly Path

You have formed a strong bond with the spirits of the holly trees, an common path usually taken by Blessed folk who choose to live among animals.

The holly tree is an evergreen tree that bears fruit even in winter. Because of this, it has gained wide recognition as a potent symbol of life. The fruit of the holly is consumed by many animals, especially during the harshest parts of winter, creating a kind of bond with them. With it's inclination for communing with animals and staying prepared for harsh times, the Holly Tree shows strong inclination for understanding the creatures and omens of the natural world, which it offers to those that invoke it.

Note that any hostile use of this magic to attack a living creature will render it unholy and cause the user to become Tainted.

## Gift Effects

* As long as you are not Tainted, as a stunt, you may exhaust this gift to call upon the Holly spirits and ask for a specific blessing.
	+ Declare what it is you're looking for
	+ Roll your Will, Throwing, and Supernatural vs 3.
		- If you score one success you may ask the spirits to grant you knowledge of the count and kind of all animals within Short Range, to grant a d8 assist bonus to the Throwing dice of a target within Medium range, or another blessing of similar value.
		- If you score two successes you may ask for the spirits to complete any major task that could be completed with tools within five minutes, to grant a d12 assist bonus to the Leadership dice of a target using the gift of Animal Handling within Medium range, to call forth and give you a twig of holly wood, or another blessing of similar or lower value.
		- If you score three successes you may ask for the spirits to call forth a group of small animals from within the Landscape that will be friendly to you and neutral to everyone else, to allow you to speak with one animal within Near range of you for one scene, or another blessing of similar or lower value. \*\*\* If you score four successes you may ask for the spirits to call forth a rain of holly spears from a clear sky dealing Dmg 5 to all targets unable to dodge or another blessing of similar or lower value.
		- If you score five or more successes you may ask for the spirits to grant all wooden weapons that a crowd within Medium range carries the Holy descriptor until your next Respite, or another blessing of similar or lower value.
* When you take this gift, you also gain the Gift Holly Spear at no additional experience cost.
Digging

Digging is a physical skill that represents a character's ability to remove dirt from the ground and shore up underground habitats. This skill is commonly possessed by Feralian races whose ancestors used to live in dens.

## Uses for Digging

#### Rolls

* Digging Holes
* Digging Tunnels
* Mining

#### Gifts

##### To Perform

* Chien Tang Thrashes the Earth
* Considerable Earthquake
* Conversation with the Earth
* Create Earth
* Dodge a Pit Only to Fall in a Well
* Landslide
* Leave Not Even a Blade of Grass
* Momentum of an Avalanche
* Move Element (If moving Earth)
* A Night in the Graveyard of Swords
* Quake
* Sand Blast
* Sand Geyser
* Stir Up the Flames and Get Burnt
* Stone Hurlant
* Upheaval

## Gifts that Improve Digging

* Earth Clout (+1 Mark in Digging)
* Earth Mnemonic (+1 Mark in Digging)
* Improved Burrowing (Improves digging stunt)
* Secrets of Earth Magic (+1 Mark in Digging)

## Flaws that Damage Digging

* Dependent (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)Klutz (d8 penalty if roll involves Speed, d12 penalty if roll requires precise muscle control)
* Klutz (d8 penalty if roll involves Speed, d12 penalty if roll requires precise muscle control)
* Missing Arm(s) (d8 penalty if roll involves Body or Speed)
* Old (d8 penalty if roll involves Body, Speed, or Observation)
* Out of Shape (d12 penalty if roll involves Body)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Weathered Wound (d12 penalty if roll involves Body or Speed and it's raining, snowing, or under 50 degrees)
Dolphins

## Appearance

### Distinctive Traits

* Beak-like Snout
* Blowhole
* Fluked Tail
* Melon
* Sickle-Shaped Dorsal Fin

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Fangs
* Flippers
* Tail

### Natural Gifts

* Deep Diver
* Echolocation
* Strong Swimmer

### Species Skills

* Presence
* Swimming
* Tactics

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical dolphin is an two-limbed, aquatic mammalian Feralian of giant size.
Improved Burrowing

Why go over or around an obstacle when you can go under? A skilled atavist with the Gift of Improved Burrowing can dig tunnels with astonishing speed.

## Gift Effects

* As a stunt, you can dig at amazing speeds.
	+ Roll your Body and Digging dice vs a difficulty based on the terrain you're digging into: 3 for loose dirt, 5 for wood, 7 for solid rock, or 9 for solid metal.
	+ If you succeed, you dig a tunnel 2 feet wide and 2 feet deep.
	+ For each success beyond one, you may dig the tunnel two feet wider or two feet deeper.
	+ If your tunnel becomes more than 8 feet long, it will be at risk of collapsing unless you use a roll of Mind and Craft vs 3 to build a support for the burrow.
Dragonflies

### Scale Colors

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

### Eye Colors

Amber, Blue, Brown, Green, Grey, Orange, Red, Teal, Yellow

### Distinctive Traits

* Compound Eyes
* Long Segmented Abdomen
* Long Diaphanous Wings
* Spiracles

## Abilities

### Natural Weapons

* Claws
* Teeth

### Natural Gifts

* Extra Two Hands
* Flight
* Keen Eyes

### Species Skills

* Evasion
* Observation
* Presence

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical dragonfly is an eight-limbed, arthropodian bipedal Feralian of small size.
Disfigurement

A character with the Flaw of Disfigurement is one that has a severe and unsightly scar or deformity that is difficult to hide.

## Flaw Effects

* The character suffers a d12 penalty to all rolls to Charm, Persuade, or Seduce another person.

## Experience Triggers

* The character is unable to make the impression they want on someone because of their physical appearance.
Insomniac

A character with the Flaw of Insomniac is one that has trouble sleeping.

## Flaw Effects

* Anytime the character attempts to go to sleep, they must score two successes on a roll of Mind and Body vs 3. If they fail the roll, they will be unable to sleep. The roll may be reattempted after four hours have passed.

## Experience Triggers

* The character fails a task while Fatigued after missing sleep due to their Insomnia.
Heraldry

You have studied the crests of the noble families of the world and have amassed a vast amount of knowledge about them.

## Gift Effects

* You may claim a bonus d12 when making rolls to identify battle standards and flags, to know the family history and lineage of noble bloodlines, and to know the past and current standing of clans and dynasties.
Flamberge

A large two-handed sword with a wavy, flame-shaped blade, meant for parrying or breaking the shafts of polearms. It is said by some that the flamberge cuts more deeply and painfully than other weapons. Whether that’s true or not, the flamberge is the signature weapon of the Heliodromes, the cult of sunworshippers banned by the Church of s’Allumer and the weapon has been banned across much of Calabria as a result.
Inquisitor

### Career Gifts

Legal Authority: Choice of Avoirdupois or Bisclaveret, Shadowing, Weapon Proficiency: of Choice

An inquisitor is an special agent of the churches in Avoirdupois and Bisclavret lands appointed to root out the misbelievers who insist on breaking the laws regarding their religious worship.

## Roles and Duties

* Tracking down, capturing, determining the guilt of, and executing practictioners of Black Magics
Dyslexic

A character with the Flaw of Dyslexic is one that struggles to correctly read words or number sequences. As a dyslexic person looks at the words, numbers, or symbols on a page, their brain can make them appear to be jumbled, moving, rotated, or even backwards. This can cause the dyslexic person to become confused and misunderstand what they're reading.

## Flaw Effects

* Anytime the character is attempting to read, they must succeed on a roll of Mind vs 3 to avoid misreading the text.

## Experience Triggers

* The character misunderstands something important because they misread something.
Gnome's Chain

## Effects

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

The body of a Feralian with the Gift of Echolocation is capable of detecting objects by yelling out a high-pitched noise and listening for how long it takes for the echo to return. This ability is generally only seen in creatures that spend a lot of their time in underground, underwater, or in total darkness.

## Gift Effects

* If you are not Asleep, Berserk, Confused, Enraged, Silenced, Unconscious, or otherwise unable to speak, hear, and reason, as a reaction, you may use echolocation to emit ultra-sonic sounds to help you navigate.
	+ Using this, you will be able to determine fine, three dimensional outlines of targets without needing sight. This will negate all concealment penalties from darkness within Medium range.
	+ While using Echolocation, characters with the Gifts of either Keen Ears or Echolocation will be able to hear you if they are within Long Range of you.
Hawthorn's Brambles

## Gift Effects

* As an attack action, you may exhaust this gift to cast the spell Hawthorn's Brambles. Note that if this spell is cast on any target that is not "Unholy", the spell will gain the "Unholy" descriptor and the user will become Tainted upon casting it.
	+ Choose a target within Medium range of you.
	+ Roll your Mind, Species, and Presence vs the target's Speed, Evasion, and Armor. If you are successful thorns burst from the ground and wrap around the target, inflicting Dmg +1, Penetrating and Grappling them.
Arctic Terns

## Anatomy and Physiology

The typical arctic tern is a four-limbed, avian bipedal Feralian of average size. They have slender beaks, forked tails, and dark caps of feathers on their heads.

Like other Larids, arctic terns have long wings and webbed feet. Arctic terns can also be distinguished from their cousins the seagulls by their shorter legs, forked tails, and straighter beaks.

The standard feather color of arctic terns is a bright white with a dark cap of feathers on the head. Some arctic terns also have grey dusting on the back or tips of their wings. Their beaks and feet can be a bright orangey-red or a darker, more solid red and may be black at the tip.
Hatred

A character with the Flaw of Hatred is one that feeled an intense hatred towards a certain class of people.

## Flaw Effects

* Upon taking this flaw, the player must inform the DM of the group that the character has a hatred for. This group can vary widely, from a Social class, to a gender, to people with certain body traits, but it should be no more narrow than hating a certain Family of Feralians.
* The character suffers a 2d12 penalty to all Social rolls with that group except Intimidation.

## Experience Triggers

* The character faces a negative consequence because of their refusal to respect others as equals.
Deirdre Shepard

## Trait Stats

### SPC

d8
d6

### MND

d4
d6

### WIL

d10
d8

## Skill Stats

### Career Skills

CMB, DIG, JMP
FGT, OBS, QST

### CMB

/ (d4)(w/ Medicine)

--

### DEC

/ (d4)(Woodworking)

--

### END

--
--

### FGT

//// (d10)(vs Melee)

/ (d4)(w/ Shortsword)

### JMP

--
--

### NEG

/// (d8)(In the Forest)

--

### PRS

// (d6)(Tracking)

--

### SHO

--
//// (d10)(w/ Longbow)

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Adrenaline Rush
* Fast Climber
* Survival

### Career Gifts

* Shadowing
* Tracking
* Weapon Proficiency: Bows

### Other Gifts

* Aiming on the Draw
* Attack Specialist: Ranged Weapons
* Combat Save
* Favor Bonus: Shooting
* Veteran

### Flaws

* Missing Eye
Improved Ally

Through time and experience, an ally can strengthen their body, mind, natural abilities, or talents. By putting time and effort into their relationship, their friends can help encourage them to do so.

## Gift Effects

* Your ally gains a gift of your choice. The ally must meet all of the requirements of the gift you choose and it should be consistent with their character.
Fainting Spells

A character with the Flaw of Fainting Spells is one that is prone to fainting.

## Flaw Effects

* Anytime a character becomes Afraid or Terrified or takes two or more points of damage from a single attack they must succeed on a roll of Body vs 3 or become Unconscious.

## Experience Triggers

* The character or someone they care about is injured because the character fainted.
Full-Tilt Movement

An atavist with the Gift of Full-Tilt Movement may learn to throw the weight and power of their entire body forward when they run, greatly increasing their speed at the cost of making it difficult to stop or turn.

## Gift Effects

* Whenever perform a Sprint action, before you roll your movement, you may exhaust this gift to move at Full-Tilt.
	+ If you do, your stride temporarily increases by 3 paces.
	+ You may not retreat in the same turn that you used this gift.
	+ At the beginning of your next turn, you must roll your Body Dice and move that far in a straight line in the direction you last moved.
* Whenever perform a Run action, before you roll your movement, you may exhaust this gift to move at Full-Tilt.
	+ If you do, at the end of your Run you may move up to an extra 12 paces in a straight line in the direction you're facing.
	+ You may not retreat in the same turn that you used this gift.
	+ At the beginning of your next turn, you must roll your Body Dice and move that far in a straight line in the direction you last moved.
Exotic Native

Most Feralian species have a homeland that their species is more commonly found in, but with the increase in travel in modern times, there has also been an increase in the number of Feralians born away from their homelands. Exotic natives are those who, for one reason or another, you grew up in a place different than their usual environment.

## Gift Effects

* At the start of the game, you may declare that your character is from a continent of your choice, even if the continent is not a place where your character's species would normally be found.
	+ Your character will function as any character that naturally resides in that region.
	+ You begin the game with the local language and knowledge of the area, and your culture and social gifts correspond to the region that you chose.
Impotent

A character with the Flaw of Impotent is one that is unable to perform sexually. Not only do they struggle with the physical ability, they have so little knowledge of it that they struggle to even hold a conversation on it without looking like a fool.

## Flaw Effects

* The character suffers a d12 penalty to all rolls related to sex, including both Seduction and any other Social rolls when discussing it.

## Experience Triggers

* The character faces a negative consequence because of their lack of sexual knowledge.
Jaguars

((Panthers include the jaguars, leopards, pumas, and so on, and they make excellent fighters, leaders, captains of industry, in any other rule requiring cunning, fearlessness, and competence. They aren't exactly interested in nobility, seeing it as a minor reward for boldness and achievement, rather than the goal itself. For them, real power is actively obtained, and not something that you are merely born into.

Unlike those other felines (with the exception of lionesses), panthers are ambitious, purposeful, worldly, effective people. They think bigger than cats, who tend to settle for local territory and minor gambits, they aren't as prone to poetics and soft living is the lackadaisical lion, and they are able to focus with more discipline than your average cheetah.

This conservative, no-nonsense demeanor can merge on general arrogance, but it makes them useful as exploring conquistadors and proponents of manifest destiny. It also means they miss out on the wisdoms found by simple living.))

## Anatomy and Physiology

The typical jaguar is a four-limbed, mammalian bipedal Feralian of large size.
Druidic Clout

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

## Gift Effects

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

You have formed a strong bond with the spirits of ivy, a rare path usually taken by those Blessed folk who have a desire for power.

Ivy is a woody, climbing plant similar to vines. It grows all year round, which has led many people to associate it with life and resurrection, however in order to survive the ivy must cling to other plants, choking and destroying them in the process. As such, it is also commonly associated with death and decay.

Note that any hostile use of this magic to attack a living creature will render it unholy and cause the user to become Tainted.

## Gift Effects

* As long as you are not Tainted, as a stunt, you may exhaust this gift to call upon the Ivy spirits and ask for a specific blessing.
	+ Declare what it is you're looking for
	+ Roll your Will, Climbing, and Supernatural vs 3.
		- If you score one success you may ask the spirits to break a target within Near range of you free of any Grapple or Half-Buried effect, to grant a d8 assist bonus to the Climbing dice of a target within Medium range, or another blessing of similar value.
		- If you score two successes you may ask for the spirits to make the bounds of a tied up target unbreakable by the target, to grant a d12 assist bonus to the Leadership dice of a target using the gift of Contortionist within Medium range, to call forth and give you a vine of ivy, or another blessing of similar or lower value.
		- If you score three successes you may ask for the spirits to the exact location of a target you have a synecdoche link to, to grant you knowledge of the names of a target within Near range of you, or another blessing of similar or lower value.
		- If you score four successes you may ask for the spirits to bind everyone within Short range of your with ivy vines with a strength equal to 3d6.
		- If you score five or more successes you may ask for the spirits to cover a building within Short Range of you with three centuries worth of overgrowth within a mere minute, or another blessing of similar or lower value.
* When you take this gift, you also gain the Gift Ivy's Tangle at no additional experience cost.
Hiking

A journey of a thousand miles begins with one step, but it takes many many more to complete it. Even so, the walking gets easier the further you go, and those who regularly hike across wide landscapes may gain the skill and endurance to walk to the ends of the earth.

## Gift Effects

* You may claim a bonus d12 when making rolls for enduring long-distance travel on foot.
Heat Sensing

Some Feralians have a highly developed sense of thermoception, allowing them the ability to detect the infrared radiation emitted by warm creatures or objects.

## Gift Effects

* If you are not Reeling, and you are within near range of a warm target such as an animal, person, or object, negate all concealment penalties.
Elderberry Path

A popular choice for those among the Blessed who wish to heal others, you have formed a strong bond with the spirits of the elderberry trees.

The elderberry is a water-side tree with red or violet-black fruit and fragrant white or pink flowers the bloom at their peak in midsummer. The pith of an elder berry tree branch can also be easily removed to make pipes and flutes. Elderberry bark and flowers are also used by herbalists in the making of certain medicines, however they must do so with extreme caution as the elderberry is somewhat poisonous. With it's dual natures as an aid or a poison, the elderberry has the inclination to either help or harm, which it offers to those that invoke it.

Note that any hostile use of this magic to attack a living creature will render it unholy and cause the user to become Tainted.

## Gift Effects

* As a stunt, you may exhaust this gift to call upon the Elderberry spirits and ask for a specific blessing.
	+ Declare what it is you're looking for
	+ Roll your Will, Observation, and Supernatural vs 3.
		- If you score one success you may ask the spirits to give you knowledge of what the speed and strength of all winds in the Landscape will be until your next Respite, to grant a d8 assist bonus to the Observation dice of a target within Medium range, or another blessing of similar value.
		- If you score two successes you may ask for the spirits to grantboon of a bonus 3d6 to all defense rolls to a target within Medium range, to call forth and give you five elderberries or a branch of elder wood, or another blessing of similar or lower value.
		- If you score three successes you may ask for the spirits to inflict the Fatigued and Confused conditions to a target within Near Range of you, to grant five points of Healing Quota to a target Near You, or another blessing of similar or lower value.
		- If you score four successes you may ask for the spirits to inflict Dmg 6 Penetrating to all Unholy targets within Near range and Dmg 4 Penetrating to all Unholy targets within Short range, or another blessing of similar or lower value.
		- If you score five or more successes you may ask for the spirits to cause all ghosts and spirits within the current landscape to manifest as visible, tangible smoke, or another blessing of similar or lower value.
* When you take this gift, you also gain the Gift Elderberry Smoke at no additional experience cost.
Flight of the Prey

When an atavist with the Gift of Flight of the Prey feels a surge of adrenaline, their honed instincts amplify the effects of their adrenaline rush, allowing them to move at speeds that few people could ever hope to keep up with.

## Gift Effects

* If you are Afraid or Terrified, add 1 to your Stride, a +4 bonus to your Sprint, and 16 to your run, instead of the bonuses you could previously claim from Adrenaline Rush.
* If you are Afraid or Terrified, you may claim a bonus 2d12 to any Dodge defense, instead of the d12 bonus you could previously claim from Adrenaline Rush
Flashbacks

A character with the Flaw of Flashbacks is one that suffers traumatic flashbacks when in certain situations.

## Flaw Effects

* Upon taking this flaw, the player must inform the DM of the traumatic experience the character has gone through. The DM will work with them to come up with several triggers tied to the experience.
* If the character is exposed to one of these triggers, they must succeed on a roll of Mind vs 3 to avoid becoming sent Reeling and Confused as their mind is consumed by memories of the situation.

## Experience Triggers

* The character or someone they care about is injured because the character is lost in their memories.
Forester

### Career Gifts

Hiking, Legal Authority: Forester of Landscape of Choice, Weapon Proficiency: of Choice

A forester is a warrior generally hired by royals, towns, or other land owners, to patrol wide swaths of land, protect those who live on it, negotiate deals for the sale of lumber, and stop poachers from illegally killing animals. Should a criminal flee, it is also the forester's responsibility to organize their capture.
Forgetful

A character with the Flaw of Forgetful is one that has difficulty remembering things. They may have trouble remembering names and faces, dates and events, where things are, or whether they were supposed to do certain tasks. Some manage to adapt to this issue by developing systems, such as writing things down, to remember things, but in areas of the world where most people are illiterate it can be a difficult challenge to overcome.

## Flaw Effects

* The character suffers a d12 penalty anytime they need to recall the details of instructions, events, or things they learned more than 12 hours ago.

## Experience Triggers

* The character fails a task because they can't remember what they need to do.
Jumping Spiders

### Fur Colors

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

### Distinctive Traits

* Large Arms
* Large Eyes
* Retangular Faces

## Abilities

### Primary Senses

* Smell
* Spot

### Natural Gifts

* Extra Two Hands
* Fast Jumper
* Webspinning

### Species Skills

* Climbing
* Craft
* Jumping

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical jay is an eight-limbed, arthropodian quadrupedal Feralian of small size.
Justiciar

A character with the Flaw of Justiciar is one that has an overdeveloped sense of justice.

## Flaw Effects

* Anytime the character finds out that someone has committed a crime of any magnitude, they must succeed on a roll of Will vs 3 or either report the crime or attempt to bring the lawbreaker to justice on their own.

## Experience Triggers

* Someone the character has hurt or killed in the name of justice is proven to be innocent.
Endurance

Endurance is a physical skill represents a character's ability to resist pain, fatigue, and deprivation. Given that many people have only their feet to travel on, its most common use is for hiking.

## Uses for Endurance

#### Rolls

* Foraging
* Hiking

#### Gifts

##### To Perform

* Bursting of the Dam
* Considerable Earthquake
* Conversation with the Wood
* Flaming Spit Attack
* Leave Not Even a Blade of Grass
* More Tinder Does Not Put Out a Fire
* Spit Attack
* Spore Cloud
* Stumbling Motion
* The Virtue of Discipline
* Working the Bellows

##### To Resist

* Blight
* Collapsing the Weakest Column
* Curse of Aches and Pains
* Curse of Enfeeblement
* Curse of Frozen Limbs
* Elderberry Path (If they're casting Elderberry Smoke)
* Illness
* Gust of Wind
* Maelstrom
* Quake
* Spore Cloud
* Toxic Secretion
* Weight of the Leaf

## Gifts that Improve Endurance

* Bixi Carries the Burden (Negate the encumberance limit roll for long-distance hiking rolls)
* Hiking (Bonus d12 if making rolls to endure long-distance travel)
* The Virtue of Discipline (Exhaust to reroll Endurance roll)

## Flaws that Damage Endurance

* City Slicker (d12 penalty to forage in the country or endure something that would be unusual in a city)
* Country Bumpkin (d12 penalty to forage in the city or endure something that would be unusual in the country)
* Dependent (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Klutz (d8 penalty if roll involves Speed, d12 penalty if roll requires precise muscle control)
* Lame (d12 penalty if roll involves Body or Speed and is based on leg strength)
* Missing Arm(s) (d8 penalty if roll involves Body or Speed and is based on arm strength)
* Old (d8 penalty if roll involves Body, Speed, or Observation)
* Out of Shape (d12 penalty if roll involves body)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Weathered Wound (d12 penalty if roll involves Body or Speed and it's raining, snowing, or under 50 degrees)
Fencing Disarm

A skilled user of fencing weapons can move them with speed and precision in order to spin an opponent's weapon out of their grip.

## Gift Effects

* If you just successfully parried an attack with a weapon with the "Fencing" descriptor, you may exhaust this gift. If you do so, the opponent you parried is Disarmed of the weapon they attacked you with.
Indomitable Push

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## Gift Effects

* As a Reaction, if you are sent Reeling by a foe's successful attack, you may exhaust this gift to push your foes away from you.
	+ Roll your Body, Will, and Strength dice vs 3.
	+ If you succeed, all foes within Close range of you must roll their Body, Will, and Strength dice vs. 3. If they fail to resist, they are Pushed one pace away for each of your successes.
Dependent

A character with the Flaw of Dependent is one that struggles to sustain themself without the help of another.

## Flaw Effects

* The character suffers a d8 penalty to all rolls if there are no allies within Medium range of them and a d12 penalty if there are no allies within Long range of them.

## Experience Triggers

* The character is unable to complete an important task because they don't feel capable of doing it on their own.
Deceit

Deceit is a cultural social skill that represents a character's ability to lie, cheat, pretend to be something they're not, or play anyone false for any other reason.

## Flaws that Damage Deceit

* Dependent (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
Gossip

Gossip is a cultural social skill skill that represents a character's ability to navigate and manipulate conversations and social situations in order to subtly gain information. Unlike Questioning, Gossip is a passive skill, and when it's used correctly the people who you speak to won't realize that you've been using them for information.

## Uses for Gossip

#### Rolls

* Gaining Knowledge from Conversations
* Slipping coded terms into conversations

## Gifts that Improve Gossip

* Animal Magnetism (Bonus d12 to Gossip w/ own Species)
* Art Specialty (Bonus d12 to Gossip about art works of the chosen type)
* Carousing (Bonus d12 to gossip w/ Drinkers)
* Cosmopolitan (You may use the Gossip skill with any culture, not just your native one)
* Danger Sense (Bonus d12 to Gossip w/ locals about dangerous places]]
* Driver (Bonus d12 to Gossip w/ people you're transporting.)
* Insider (Bonus d12 to Gossip w/ Crowd)
* Legal Authority (Bonus d12 to Gossip w/ other Legal Authorities)
* Local Knowledge (Bonus d12 to Gossip w/ locals
* Nobility (Bonus d12 to Gossip w/ other Nobles)
* Noncombatant (Bonus d12 to Gossip if you've not hurt anyone in 24 hours)
* Odor of Sanctity (Bonus d12 to Gossip w/ friendly people)
* Ordainment (Bonus d12 to Gossip about religious matters)
* Piety (Bonus d12 to gossip w/ those of same Piety)
* Seduction (Bonus d12 to gossip about availability of suitors)
* Secrets of the Green School (+1 Mark to Gossip)
* Streetwise (Bonus d12 to Gossip with or about other characters w/ Streetwise)

## Flaws that Damage Gossip

* Accent (d12 penalty when speaking in a foreign language, d8 penalty when speaking in their native language with someone from a different region)
* Boorish (d12 penalty in any situation that requires etiquette)
* Callous (d12 penalty to connect with people emotionally)
* Chauvinist (d12 penalty if interacting with someone from a different land; d8 penalty if interacting with someone from a different region)
* Cold Feet (d12 penalty if interacting with someone of the gender they're attracted to)
* Dependent (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Hatred (2d12 penalty if interacting with someone of hated group in any way but Intimidation)
* Impious (d12 penalty if interacting with someone with the gift of Piety)
* Impotent (d12 penalty if roll is related to sex)
* Infamy (d12 penalty to interact with someone who knows of reptuation or to pretend to be someone else)
* Mute (Automatically fail rolls that require speaking)
* Obnoxious (d12 penalty if interacting with someone they have met at least once before)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Overthinker (d12 penalty to all mind rolls)
* Shy (d12 penalty if interacting with someone they have not met at least twice before)
* Speech Impediment (d12 penalty if roll involves speaking)
Flaws

Flaws are a group of in-game mechanics that represent a character's biggest disabilities, struggles, and general hinderances. These can include Physical Flaws, such as a bad eye or leg, Mental Flaws, like trouble paying attention or a bad sense of direction, Social Flaws, like an issue with authority or an existing enemy, and Supernatural Flaws, such as curses or other magical issues.

Every flaw is a hinderance that could lead a character to make a bad decision, take additional damage, face a status effect, struggle with a task, or face new consequences for situations outside of their control. While this is generally a bad thing, dealing with their flaws gives characters the opportunity to learn and grow from their failure, earning up to 1 additional Experience per flaw, per chapter in the process.

Some flaws may even be removed over the course of the game. For example, Typical Flaws may be removed after a successful learning experience. Other flaws, however, can be much more difficult to remove, such as Plot Flaws, which require the player to resolve them through gameplay before they can be removed, and Persistent Flaws, which are permanent unless a character is able to get major magical or surgical intervention.

In a standard game, player characters are required to begin the game with three flaws. Flaws may only be chosen by the player during character creation, however characters may gain additional flaws a result of serious injury or other events that happen over the course of a story.
Flammable

A character with the Flaw of Flammable is one that is prone to catching fire. Most often this is due to a tendency to carelessly remain too close to open flames or a habit of using products that contain flammable materials.

## Flaw Effects

* The character suffers a d12 penalty anytime they make a roll to resist becoming On Fire.
Fire Mnemonic

A practiced Elementalist spends a lot of time studying and meditating on the ways of the fire that they harness for their magics and develop a deep connection to them in the process.

## Gift Effects

* Gain +1 Mark to Presence. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you have an Obsidian Amulet or a Salamander's Amulet equipped, it is your turn, and you have a free off-hand, you may put your hand on your talisman and exhaust this gift. If you do so, you immediately refresh all exhausted gifts that have both the "Fire" descriptor and either the "Battle" or the "Respite" descriptor.
Hard of Hearing

A character with the Flaw of Hard of Hearing is one that is unable to hear well. Unlike a deaf person, a hard of hearing person can hear somewhat, but for them to make out words or noises clearly they generally have to be pretty loud.

## Flaw Effects

* The character suffers a d8 penalty to detect things within Reach range and a d12 penalty to detect things outside of Reach range by sound.

## Experience Triggers

* The character faces a negative consequence because they are unable to hear well.
Improved Pet

Through time and experience, a pet can strengthen their body, mind, natural abilities, or talents. By putting time and effort into their relationship, their owner can help encourage them to do so.

## Gift Effects

* Your pet gains a gift of your choice. This must be a gift the pet could reasonably learn (for example, an animal that cannot speak could not learn the gift Oratory) and the pet must meet all of the requirements of the gift you choose.
Ivan Lyons

## Physical Appearance

Ivan is a young adult sphynx cat with bright green eyes, broad-shoulders, and a well-muscled, hairless body. His skin has a gray and white mottled pattern with a dark nose and paw pads.

Typically, Ivan prefers to wear clothes that are flashy, good-looking, and flexible enough for him to do parkour in. In his opinion, this means that clothing is largely optional, since nothing could ever look as good as he does au natural.

Given that wearing this when committing crimes would almost definitely get him caught, escpecially since most of Triskellian has seen him nearly nude, Stella had Tavin make Ivan a special, custom outfit that completely conceals his body for such excursions. She conceded that it could be flashy as long as he was concealed, which resulted in Tavin working with Ivan to design a tiger-themed outfit, complete with a mask, hood, leather chestplate, gauntlets, and shoes, and a set of tiger striped sleeves, pants, and a tail sleeve.
Irritable

A character with the Flaw of Irritable is one that is quick to anger. At their worse, they may become deeply angry at even the slightest of irritations.

## Flaw Effects

* The character suffers a d12 penalty to all rolls to resist becoming Berserk or Enraged.

## Experience Triggers

* The character breaks something important or hurts someone they care about while Berserk or Enraged.
Deep Sleeper

A character with the Flaw of Deep Sleeper is one that is difficult to wake up. Deep Sleepers may not rouse even if there are loud noises or signs of danger around them. They are also nearly impossible to wake through normal means like shaking, leading some to preemptively give their allies permission to hurt them so they'll wake up in case of emergencies.

## Flaw Effects

* If the character is Asleep they will not wake up because of loud noises. They will still wake up if they are sent Reeling for any reason.
* Anyone attempting to rouse the character by Rallying them will suffer a d12 penalty.

## Experience Triggers

* The character is put into a dangerous situation because they failed to wake up to normal alarms.
* One of the character's allies is hurt or put into a dangerous situation because they were trying to wake up the character.
Disguise

A necessary skill for an actor or con artist, a person trained in the art of disguise is someone who is skilled at pretending to be something they're not.

## Gift Effects

* You may claim a bonus d12 when making rolls to craft a disguise.
* If you are wearing a costume, you may claim a bonus d12 when making rolls to pretend to be someone else fitting of your current disguise.
Individualist

A character with the Flaw of Individualist is one that is particular about being self-reliant.

## Flaw Effects

* Anytime the character fails a roll while using a tool that was made by someone other than themselves, they must succeed on a roll of Mind vs 3 or discard the item in disgust. They may not retake this item for any reason.

## Experience Triggers

* The character faces a situation where they do not have an appropriate tool because they threw it away.