recursal/Fanatic-Fandom huggingface dataset:
Shapeshifting Skills

## Summary

Shapeshifting skills involve using energy stores to cause rapid changes in the biology of the character allowing the character change into different animals.

### Rules

While in a *Shapeshifting Form* a character may use any of the natural physical talents of the creature. If a creature form has a natural weapon, this character is treated as having ranks in that weapon equal to their ranks in the corresponding *Shapeshifting Form*. This allows the character to take *Techniques* and *Talents* from those weapons. However, this character only benefits from *Monstrous Skills* when using *Shapeshifting Techniques*.

## Skill Schools

### Cellular Forms

 Parasitoformia | Parasitoformia users can invade other organic creatures, merging and even devouring other creatures from within.

## Weapons

### Constriction

Constriction is when an animal wraps itself around you and squeezes, for example, as a Python or Gorilla.

Constriction attacks require the target to be grappled.

**Suffocate:** Targets with no stamina must make a *Fortitude* save or become unconscious.

### Stomach Weapons

Stomach Weapons are those where an animal swallows their prey whole.

Stomach attacks require the target to be grappled with a *Jaw Weapon* and a subsequent *Grapple* check to swallow the target. The target must be at least two sizes smaller than this creature.

**Suffocate:** Targets with no stamina must make a *Fortitude* save or become unconscious.

## Techniques

### Burst of Energy

 Action
 Morph Cost
 Duration
 Range
 Effect

### Form Switching

 Action
 Morph Cost
 Duration
 Range
 Effect

### Reformation of Form

 Action
 Morph Cost
 Duration
 Range
 Effect
Villain: Sika: Ikeda Kanaye

## Description

Kanaye is a thuggish *Wakagashira* who prefers to bully his enemies into submission through numbers. He is a proud character who can be challenged to single combat, but will cheat if he thinks he can get away with it.

### Encounter Suggestions

Kanaye should be accompanied by a variety of *Shatei* bodyguards who will move to intercept attacks against him. *Kanaye* himself uses a combination of *Daikatana*, *Martial Arts* and *Lightning Magic*. He can *Taunt* an opponent allowing his allies to gain easy hits on the target. Alternatively he can use a *Qi Strike* to build his *Qi* to one. Once he has Qi, he can use *Arcing Strike* which grants an attack which also disarms if he has *Qi* and then use either *Electrocute* or *Zap* as a *Bonus Action* (depending on *Mana*) to further injure his enemies. On the defence, whenever an enemy misses him, he can use *Lightning Fist* to *Disarm* or *Riposte* for a free attack. Alternatively he can use *Charged Weapon* to inflict mass damage.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Dodge
 Storm Arcane Arts
 Deep Reserves
 Traits
 Dojo Disciple
 Child of the Woods
 Leaping Sprint
Skill School: Djinn

## Summary

Djinn are creatures whose essence is Aether and the mind. The limit of a Djinn's capability is often a limit of imagination rather than power.

## Rules

All Djinn have a Change limit. This governs how many abilities they may have active at a time. If a Djinn uses an ability with a Change cost, they must lose another ability to compensate.

## Techniques

### Aetherial Shield

 Action
 Djinn Cost
 Duration
 Range
 Effect

### Enlarged Form

 Action
 Djinn Cost
 Duration
 Range
 Effect

### Flexible Form

 Action
 Djinn Cost
 Duration
 Range
 Effect

### Lighter Than Air

 Action
 Djinn Cost
 Duration
 Range
 Effect

### Mock Weapon

 Action
 Djinn Cost
 Duration
 Range
 Effect
Skill School: Epic

## Summary

Epics are long stories wherein the storyteller regales the tale of a hero and their various trials and tribulations. This creates in the minds of the listeners a very real phenomenon, the apparition of the hero in question. The skilled Epic reciter uses these real phantoms to addle his foes.

## Rules

### Verbal

Unlike other types of music, Epics must be verbal.

### Epic Hero

When a character begins an Epic, they must select the Hero for whom the Epic applies to. A *Phantom* of that Hero will appear to those who can hear the Epic, a *Phantom* that can cause supernatural and otherworldly effects. The *Phantom* functions like a ghost, capable of moving up to 30 ft per turn up to 100 ft from the *Musician*. The *Phantom* may be used to target *Epic* techniques.

## Actions

### The Hero's Phantom

 Action
 Song Point
 Duration
 Range
 Effect

## Techniques

### Hero of Flesh and Blood

 Action
 Song Point
 Duration
 Range
 Effect

### The Hero's Armour

 Action
 Song Point
 Duration
 Range
 Effect

### The Hero's Blade

 Action
 Song Point
 Duration
 Range
 Effect

### The Hero's Fortune

 Action
 Song Point
 Duration
 Range
 Effect

### The Hero's Guidance

 Action
 Song Point
 Duration
 Range
 Effect

### The Hero's Resolve

 Action
 Song Point
 Duration
 Range
 Effect

## Heroic Techniques

### Arrow of Minamoto

 Action
 Song Point
 Duration
 Range
 Effect

### Cavalry Charge of Sobieski

 Action
 Song Point
 Duration
 Range
 Effect
Skill School: Mutaformia

## Summary

Mutatoformia is the process of producing entirely aberrant changes to a creatures form such as additional limbs, eyes and changing into unnatural shapes.

## Actions

### Twist Anatomy

 Action
 Morph Cost
 Duration
 Range
 Effect

## Techniques

### Chimera Form

 Action
 Morph Cost
 Duration
 Range
 Effect
* The size of either form
	+ The stamina bonus of the form whose size they chose
* The movement abilities of either or both forms
* The characteristics of either form
* The resistances of either form
* The natural weapons or abilities of either or both forms (the size matches the chosen size form)
* This character may have up to six limbs and two heads

### Elongated Limbs

 Action
 Morph Cost
 Duration
 Range
 Effect

### Extra Eye

 Action
 Morph Cost
 Duration
 Range
 Effect

### Extra Head

 Action
 Morph Cost
 Duration
 Range
 Effect

### Fluid Form

 Action
 Morph Cost
 Duration
 Range
 Effect
* Body Shift
* Sudden Body Shift

### Greater Aberration Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Greater* *Aberration Form*, this character gains:
* A size chosen from *Tiny* to *Giant*
* Up to 5 different *Monstrous Skill Weapons* which they have access to via a *Shapeshifting Technique*.
* Up to 3 improved senses which they have access to via a *Shapeshifting Technique*.
* Up to 6 limbs which they have access to via a *Shapeshifting Technique*
* Up to 3 heads which they have access to via a *Shapeshifting Technique*
* *Resistance 5*
* A bonus of up to 6 points to any of *Strength*, *Fortitude*, *Dexterity* or *Agility*

### Minor Aberration Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in Minor *Aberration Form*, this character gains:
* A size chosen from *Small* to *Medium*
* Up to 2 different *Monstrous Skill Weapons* which they have access to via a *Shapeshifting Technique*
* Up to 1 improved senses which they have access to via a *Shapeshifting Technique*
* Up to 4 limbs which they have access to via a *Shapeshifting Technique*
* Up to 1 head of which they have access to via a *Shapeshifting Technique*
* *Resistance 1*
* A bonus of up to 2 points to any of *Strength*, *Fortitude*, *Dexterity* or *Agility*

### Sprout Arm

 Action
 Morph Cost
 Duration
 Range
 Effect

## Special

### Body Shift

 Action
 Duration
 Range
 Effect

### Sudden Body Shift

 Action
 Duration
 Range
 Effect
Ability Users

Ability users are a power type of people that use abilities. Ability users are born with these abilities, and they normally discover them at a young age, however it is possible for a person to never realize he possess an ability. Abilities have strictly defined limitations, which cannot typically be surpassed, making ability users somewhat rigid in combat strategy, however the use of abilities is very efficient and requires very little of the user's energy.
Race: Gnemlin

## Summary

Gnemlins are a minor race of subterranean-dwelling Gnomanoids, said to be descendants of Gnemus, brother to the founder of Gnome, Gnomulus. Gnemlins hate Gnomans, believing the Gnomans and their founder, Gnomulus, responsible for driving Gnemus and the Gnemlin race underground. They have built a great city, named Gneme, in a giant excavated cavern deep under the city of Gnome, which is their capital. Other under-cities are spread throughout the Gnoman empire, together making the Gnemlin Under-empire, connected by a vast labyrinthine of underground roads and rivers. The Gnemlins seek to spread their under-empire throughout the world, leading to the popular saying "All tunnels lead from Gneme."

The Gnemlin Empire is lead by the *Imperor.*

## Physical Description

Gnemlins are small Gnomanoids very similar in appearance to Gnomans, but with large, pointed knife-like noses and ears contrasting the traditional Gnoman round nose and ear. Due to a long history of living underground, Gnemlins have symbiotically co-evolved with a species of fungus originating in the natural caves from which Gneme was built, giving their skin a dark, sickly green colouration.

## Default Traits

### Symbiosis

 Requirements
 Effect
* This character gains darkvision.

### Blind and Scared

 Requirements
 Effect
* Each time this character takes damage, they lose 1 morale.

## Favoured Skills

Although by no means restricted to or from any particular skills, nonetheless Gnemlins seem to favour certain skill schools. These are merely NPC suggestions and offer no bonus or malus.

* *Technics*, especially *Chemistry & Contraptions.*
* *Fungiformia.*
* *Arcane*, especially *Fire,* *Illusion, Nature, and Form.*
* *Skulduggery*.
* *Bows and Spears.*
* Powered Weapons.

## Racial Traits

### Sneak-think

 Effects
* Traps laid by this character benefit from +4 to their TS to find.

## Cultural Traits

### Skitter-Skitter

 Effect

=== ===
Shapeshifting Rules

## Summary

Shapeshifting relies upon specialised stores of energy within the cells of a creature that allow it to perform rapid transformation between different biological forms.

Most Shapeshifting techniques use their own resource pool: *Morph Points*. These points are used to switch between forms making Shapeshifting character highly flexible.

## Basic Rules

The following applies while in an Animal Form:

* The character may not talk, but may make grunting noises and body-language to indicate intention
* The character retains their mind, memory and intelligence
* The character’s items do not transform. As such, most shapeshifters prefer loose-fitting clothing.

## Morph Points

Shapeshifting skills rely on Morph Points.

* A character gains a number of Morph Points equal to half (rounding down) their ranks in Shapeshifting skills.
* A character regains all of their Morph Points each day but doing so requires twice the usual consumption of food as a normal character and eight hours of sleep. If a character only consumes the amount of food of a normal character, they only regain half their maximum Morph points.

## Natural Weapons

When a *Shapeshifting Skill* grants a natural weapon, the following applies:

* This character calculates their technique and attack bonuses using their *Shapeshifting Ranks* and their *Strength* or *Dexterity* for the weapon. Other abilities use *Fortitude*.
* This character may take techniques and talents from the weapon's school as if they had the same ranks as their *Shapeshifting Skill*. These techniques may only be used in an appropriate form.
Skill School: Primatoformia

## Quick List

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

### Giant Form

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

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

### Gorilla Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Gorilla Form*, this character gains:
* +2 Strength, +1 Fortitude (Replacing racial bonuses)
* Large Size
* 30 ft Base Speed, 30 ft Climb Speed
* +8 Stamina
* *Large Bite & Large Slam*
* *Lower Hands*
* +D6 to *Climb* checks

### Kong Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Kong Form*, this character gains:
* +3 Strength, +1 Fortitude (Replacing racial bonuses)
* Giant Size
* 30 ft Base Speed, 30 ft Climb Speed
* +12 Stamina
* *Giant Bite & Giant Slam*
* +2 *Resistance* against all damage types
* *Lower Hands*
* +D6 to *Climb* checks

### Lower Hands

 Action
 Morph Cost
 Duration
 Range
 Effect

### Macaque

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Macaque Form*, this character gains:
* -1 Strength, +2 Agility (Replacing racial bonuses)
* Small Size
* 30 ft Base Speed & 30 ft Climb Speed
* *Small Bite* & *Small Slam*
* *Lower Hands*
* +D6 to *Climb* checks

### Medium Ape Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Macaque Form*, this character gains:
* +1 Strength, +1 Agility (Replacing racial bonuses)
* Medium Size
* 30 ft Base Speed & 30 ft Climb Speed
* *Medium Bite*
* +4 Stamina
* *Lower Hands*
* +D6 to *Climb* checks

### Monkey Tail

 Action
 Morph Cost
 Duration
 Range
 Effect

### Tiny Monkey Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Tiny Monkey Form*, this character gains:
* -2 Strength, +1 Dexterity, +3 Agility (Replacing racial bonuses)
* Tiny Size
* 30 ft Base Speed & 40 ft Climb Speed
* *Tiny Bite* & *Tiny Slam*
* *Lower Hands*
* +D6 to *Climb* and *Jump* checks.
Hyegnoll

## Description

The Hyegnoll, also known as the Spotted or Laughing Gnoll, is a subspecies of Gnoll endemic to Alkebulan.

Hyena Gnolls are small, bipedal semi-intelligent mammals with spotted tan-black fur, large ears, and short muzzles with large teeth. They live in large social groups that sometimes includes actual hyenas, who seem to be assimilated into the social hierarchy rather than domesticated or kept as pets, and engage in cooperative hunting. When threatened with a predator, Hyegnolls with feign death or submission while others encircle and attack the enemy from behind.

Hyegnolls are largely crepuscular but are known to come out during both day and night if food is scarce or they are threatened. They have exceptional hearing and are able to shapeshift into hyenas.

Hyegnolls are known for their crude, raucous humour.

## See Also

* Hyegnoll (Race)
* Hyegnoll (Bestiary)
Skill School: Rage

### Special

Characters with one or more ranks in Rage gain a number of Rage Points equal to half their ranks in Rage.

## Summary

Rage revolves around using bursts of adrenaline to gain additional power. Rage skills generally increase damage, speed and resistance to damage. The Rage School requires the use of Rage points which act as the resource for a Rager.

## Actions

### Furious Strength

 Action
 Rage Cost
 Duration
 Range
 Effect

## Techniques

### Anger over Pain

 Action
 Rage Cost
 Duration
 Range
 Effect

### Berserker Rage

 Action
 Rage Cost
 Duration
 Range
 Effect
While *Enraged*, this character gains:
* +D4 to damage rolls with melee attacks
* +2 *Resistance* against all damage types
* May re-roll saves against *Fear*
* -2 *Defense*
* Not proficient at actions that require 'clear thought'

### Explosive Charge

 Action
 Rage Cost
 Range
 Effect

### Furious Strike

 Action
 Rage Cost
 Range
 Effect

### Second Wind

 Action
 Rage Cost
 Duration
 Range
 Effect

### Suppress Anger

 Action
 Rage Cost
 Duration
 Range
 Effect
Skill School: Swim

## Summary

Swimming is a skill many possess and is often of little use, except when it is and you otherwise die.

### Adept Swimmer

This character may add half their *Swim* ranks (fractions round down) to any *Swimming* checks they are required to make.

## Actions

### Buoyant Recovery

 Action
 Duration
 Range
 Effect

### Deep Breath

 Action
 Duration
 Range
 Effect

## Techniques

### Buoyant Strike

 Action
 Duration
 Range
 Effect

### Floating Siesta

 Action
 Duration
 Range
 Effect

### Push-off

 Action
 Duration
 Range
 Effect

### Splashless Dive

 Action
 Duration
 Range
 Effect
Skill School: Divine Oblivion

## Summary

Oblivion is what happens after a soul is rent from its body. Once sent to oblivion, there is no coming back.

## Actions

### Mark Soul

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Burn Soul

 Action
 Favour Cost
 Duration
 Range
 Effect

### Char Spirit

 Action
 Favour Cost
 Duration
 Range
 Effect

### False Identity

 Action
 Favour Cost
 Duration
 Range
 Effect

### Oblivion's End

 Action
 Favour Cost
 Duration
 Range
 Effect

### Purge Soul

 Action
 Favour Cost
 Duration
 Range
 Effect

### Rend Soul

 Action
 Favour Cost
 Duration
 Range
 Effect
Sample Character: Sika Elementalist

## Description

The Elementalist is a wandering nomad who earns his keep by playing music in the local inns. Only when real danger comes does he use his magic to overcome that danger.

## Basics

### Defences

 Resistance
 Health
8 - Vitality
 Morale
 Mana

### Equipment

 Longbow
 Arrows

## Construction

### Characteristics

 Fortitude
 -1

### Level Bonuses

 Morale
 Mana

### Talents

 Improved Zap
 Improved Fists of Stone

### Traits

 Inner Discipline
 Dojo Disciple

### Techniques

 Zap
Skill School: Brawn

## Summary

Brawn represents knowledge and experience in carrying heavy objects, forcing stiff doors and other activities where raw strength is the defining factor.

### Brute Strength

This character may add half their *Brawn* ranks (fractions round down) to any *Strength* checks which involve lifting, pushing or pulling heavy objects.

## Actions

### Feat of Strength

 Action
 Duration
 Range
 Effect

## Techniques

### Hurl Foe

 Action
 Duration
 Range
 Effect

### Impromptu Battering Ram

 Action
 Duration
 Range
 Effect

### Lift Ally

 Action
 Duration
 Range
 Effect

### Lift Foe

 Action
 Duration
 Range
 Effect

### Snap Weapon

 Action
 Duration
 Range
 Effect

### Throw Anything

 Action
 Duration
 Range
 Effect
Skill School: Divine Land

## Summary

Divine Land prayers change the lay of the land, either making it easier to traverse or a dangerous trap for foes.

## Actions

### Know the Soil

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Bless the Soil

 Action
 Favour Cost
 Duration
 Range
 Effect

### Bridge of the Gods

 Action
 Favour Cost
 Duration
 Range
 Effect

### Close Fissure

 Action
 Favour Cost
 Duration
 Range
 Effect

### Earthquake

 Action
 Favour Cost
 Duration
 Range
 Effect

### Fissure

 Action
 Favour Cost
 Duration
 Range
 Effect

### Stone to Mud

 Action
 Favour Cost
 Duration
 Range
 Effect

### Sure Footing

 Action
 Favour Cost
 Duration
 Range
 Effect

### The House Built on Sand

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Force

## Summary

Force Magic uses the manipulation of pressures and other forces to cause blunt injuries and manipulate objects.

## Actions

### Hand of Force

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Arcane Thrust

 Action
 Mana Cost
 Duration
 Range
 Effect

### Fly

 Action
 Mana Cost
 Duration
 Range
 Effect

### Flying Weapon

 Action
 Mana Cost
 Duration
 Range
 Effect

### Gravity Well

 Action
 Mana Cost
 Duration
 Range
 Effect

### Hoist Aloft

 Action
 Mana Cost
 Duration
 Range
 Effect

### Levitate

 Action
 Mana Cost
 Duration
 Range
 Effect

### Shock Strike

 Action
 Mana Cost
 Duration
 Range
 Effect

### Shockwave

 Action
 Mana Cost
 Duration
 Range
 Effect

### The Third Law

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Weight

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Mounted Combat

### Special

This character must use the lower of their Mounted Combat and Weapon proficiency when making attacks from horseback.

## Summary

Riding a horse, and using one during combat are two very different things.

## Rules

### Mounts

A *Mount* is a creature upon which a character may ride. A mount must have a suitable location to either ride bare-back or fit a saddle. A *Mount* may make its own actions, but in general will follow the commands of the rider. An unskilled rider will spend their entire attention guiding their mount and not falling off.

### Mounts and Actions

*Riders* and *Mounts* can act at the same time, but each individual action must resolve separately. To perform an action during a *Mount's* action, the *Rider* must expend a *Reaction*.

### Attacking from a Mount

Characters who perform actions from a moving *Mount* must use the lower of their *Skill School* and *Mounted Combat* ranks.

### Saddles

Characters who ride a *Mount* without a saddle treat all actions with non-proficiency (roll a *Fizzle Dice*).

 Quick Table

## Action

### Charging Strike

 Action
 Duration
 Range
 Effect

## Techniques

### Calm Mount

 Action
 Duration
 Range
 Effect

### Overhang

 Action
 Duration
 Range
 Effect

### Protect Mount

 Action
 Duration
 Range
 Effect

### Ride-by

 Action
 Duration
 Range
 Effect
Skill School: Divine Madness

## Summary

The Divine Madness school revolves around the destruction of the mind of one's adversaries.

## Actions

### Know Madness

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Break Mind

 Action
 Favour Cost
 Duration
 Range
 Effect

### Brief Amnesia

 Action
 Favour Cost
 Duration
 Range
 Effect

### Cloud the Senses

 Action
 Favour Cost
 Duration
 Range
 Effect

### Cognitive Defect

 Action
 Favour Cost
 Duration
 Range
 Effect

### Descent into Madness

 Action
 Favour Cost
 Duration
 Range
 Effect

### False Memory

 Action
 Favour Cost
 Duration
 Range
 Effect

### Induce Paranoia

 Action
 Favour Cost
 Duration
 Range
 Effect

### Minor Delusion

 Action
 Favour Cost
 Duration
 Range
 Effect

### Mirror Touch

 Action
 Favour Cost
 Duration
 Range
 Effect

### Reflexive Compulsion

 Action
 Favour Cost
 Duration
 Range
 Effect

### Scare

 Action
 Favour Cost
 Duration
 Range
 Effect

### Shake the Mind

 Action
 Favour Cost
 Duration
 Range
 Effect
Skill School: Sea Shanty

## Summary

A typical sea shanty is sung in a form that allows a whole crew to sing together, usually in a 'Call and Response' format in two parts, with one voice (the shantyman) singing solo lines and the rest of the crew bellowing short refrains in response.

## Rules

A *Sea Shanty* thus requires at least two actors

* The *Shantyman*, who starts and leads the song. *Shantyman* is usually an informal title, but well respected among both the ships officers and crew. The *Shantyman* rolls all *Sea Shanty* checks. The *Shantyman* must use a regular action each turn to keep the song going (like any other song), and gains all benefits of the song.

* The *Crew*, anyone else joining in on the singing. Depending on the song, the *Crew* may only sing response refrain or they may sing along with all the lyrics. This requires a bonus action, and confers upon the singer the bonus. *The effects only apply for one turn per bonus action*, so for continued effects the crew must keep up with the song by using a *Bonus Action* to sing the refrain each turn.
* If no *Crew* join the song, the *Shantyman* receives no bonus for that turn.

## Actions

### Row, Row, Row yer' Boat!

 Action
 Song Point
 Duration
 Range
 Effect

## Techniques

### A Pirate's Life for Me!

 Action
 Song Point
 Duration
 Range
 Effect

###  A Willing Strong Right Hand!

 Action
 Song Point
 Duration
 Range
 Effect

### Broadside!

 Action
 Song Point
 Duration
 Range
 Effect

### Don't Forget Your Old Shipmate!

 Action
 Song Point
 Duration
 Range
 Effect

### Drunken Sailor!

 Action
 Song Point
 Duration
 Range
 Effect

### Hail of Shot and Shell

 Action
 Song Point
 Duration
 Range
 Effect

### Heart of Oak!

 Action
 Song Point
 Duration
 Range
 Effect

### Keelhauled!

 Action
 Song Point
 Duration
 Range
 Effect
In addition, once *Shaken*, opponents within range must pass the *Shantyman's* *Sea Shanty TS* in order to regain their senses.

### The Saucy Arabella!

 Action
 Song Point
 Duration
 Range
 Effect
AdviceOwl

Adviceowl

AdviceOwl, also known under his alias, "The Knowledge," is a student that attends the same college as Splinter. He is famous on campus for being able to help any student cheat on exams for a price.

### Personality

AdviceOwl comes off as an enigmatic person who seems to know everything, and plans ahead accordingly. He also has the correct tools to employ his plans, as he prepares a transparent radio earpiece and a scope strong enough to clearly read a single student's paper from across a whole town. It is shown that he is a loli enthusiast, as his accepted payment method is in loli art.

## Appearances

### Chapter 9

AdviceOwl is called upon by Splinter's class to help cheat on an exam. He accepts Splinter's payment (who states that he took it from a friend's house) and agrees to help. Giving Splinter a Transparent Radio Earpiece, he sits atop a radio tower with a scope and gives the answers to Megane-kun. At the end of the chapter, he is seen enjoying his reward.
Skill School: Pugilism

## Actions

### Straight Jab

 Action
 Duration
 Range
 Effect

## Techniques

### Clobber

 Cost
 Duration
 Range
 Effect

### Duck and Weave

 Cost
 Duration
 Range
 Effect

### Feinting Strike

 Cost
 Duration
 Range
 Effect

### Haymaker

 Cost
 Duration
 Range
 Effect

### Hook

 Cost
 Duration
 Range
 Effect

### Kidney Shot

 Cost
 Duration
 Range
 Effect

### Knock-out Punch

 Cost
 Duration
 Range
 Effect

### Quick Jab

 Action
 Duration
 Range
 Effect

### Straight Cross

 Cost
 Duration
 Range
 Effect

### Uppercut

 Cost
 Duration
 Range
 Effect
Skill School: Dual Wielding

## Summary

This skill school covers all kinds of combat which involve the use of a weapon in each hand. In general there are two fighting styles for dual-wielding. One involves using multiple weapons to rain blows on an opponent. The other involves offensive and defensive stances with each weapon.

### Off-hand Training

This character may use their *Dual Wielding* ranks to make attacks using a *Light* weapon in their *Off-hand* instead of a rolling a *Fizzle* dice.

## Actions

### Off-Hand Strike

 Action
 Duration
 Range
 Effect

## Techniques

### Feint and Strike

 Action
 Duration
 Range
 Effect

### Juggle Weapons

 Action
 Duration
 Range
 Effect

### Married Defence

 Action
 Duration
 Range
 Effect

### Rending Strike

 Action
 Duration
 Range
 Effect

### Two-Weapon Trap

 Action
 Duration
 Range
 Effect

### Twin Disarm

 Action
 Duration
 Range
 Effect

### Twin Draw

 Action
 Duration
 Range
 Effect

### Twin Strike

 Action
 Duration
 Range
 Effect
Skill School: Time

## Summary

Time magic revolves around rarefying and dilating time itself.

## Actions

### Tell Time

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Accelerate Missile

 Action
 Mana Cost
 Duration
 Range
 Effect

### Haste

 Action
 Mana Cost
 Duration
 Range
 Effect

### Jump in Time

 Action
 Mana Cost
 Duration
 Range
 Effect

### Paradox

 Action
 Mana Cost
 Duration
 Range
 Effect

### Pause Missile

 Action
 Mana Cost
 Duration
 Range
 Effect

### Quantum Redirection

 Action
 Mana Cost
 Duration
 Range
 Effect

### Slow

 Action
 Mana Cost
 Duration
 Range
 Effect

### Time Flux

 Action
 Mana Cost
 Duration
 Range
 Effect

### Time Stop

 Action
 Mana Cost
 Duration
 Range
 Effect
Race: Huntaur

## General Information

Huntaur are a Quadrupedal race with the lower body of a mammoth and the upper body of a Gnoman, woollen, usually with tusks and a mammoth-like trunk Huntaur may also have physical traits similar to other races, depending on their lineage.

## Huntaur as a Player Character

Unless otherwise discussed with the DM, Most PC Huntaur will be crossbreeds with another major race. Such characters are:

* Bipedal
* Medium size
* 40ft base speed
* Huntaur Default trait and Flaw
* Access to Huntaur Race traits
* Access to Huntaur Lineage

There are a number of ways these characters could have come into being, but the backstory of each character should be discussed with the DM. Characters generally should;

* Have been accepted by their parents war-herd (Gain access to Huntaur cultural traits)
* Be born a bastard and assimilate into the local culture (Gain access to the cultural traits associated with the major ace where they were born)
* Be a second generation of immigrant Huntaur who have set-up life in another culture (Gain access to both the Huntaur and local Cultural trait lists)

In some instances, players may be able play as a full Huntaur, in these chases characters are quadrupedal and gain

* Large Size
* 70 ft base speed
* Huntaur default trait and flaw
* Access to Huntaur race traits
* Access to the Huntaur Lineage
* Access to the Huntaur cultural traits/

## Default Traits

### Flaw: Unstable Genome

 Effects
Huntaur roll a *Fizzle Dice* on saves against *Disease*.

## Lineage: Nomadic Bastard

The Huntaur's often interbreed with the other races of Patera, often resulting in a Huntaur with an upper body that expresses some genetic traits of the Gnomanoid Race.

These crossbreeds are usually bipedal, and often live either as bastards within the lands where they were born, or are sometimes accepted into the Nomadic Tribe and grow up as herd-kin. Players may choose any lineage they desire, but must include some Physical expression of this genetic mixing within their character's physical appearance.
Skill School: Way of the Earth

## Summary

The way of the earth is the path of binding oneself to the ground itself, using the energy of the earth to create profound strength.

## Actions

### Unbreakable Stance

 Cost
 Qi Cost
 Duration
 Range
 Effect

## Techniques

### Bind Your Earthly Tether

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Disrupt Qi

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Iron Shirt

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Locking Grasp

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Shattering Block

 Cost
 Qi Cost
 Duration
 Range
 Effect

### Shifting Sands

 Cost
 Qi Cost
 Duration
 Range
 Effect

### The Mountain does not Move

 Cost
 Qi Cost
 Duration
 Range
 Effect
Skill School: Concoctions

## Summary

Concoctions are liquids and powders which no-one would voluntarily ingest.

## Actions

### Acid Vial

 Action
 Item Cost
 Duration
 Range
 Effect

## Techniques

### Acid Flask

 Action
 Item Cost
 Duration
 Range
 Effect

### Bubble Foam

 Action
 Item Cost
 Duration
 Range
 Effect

### Caustic Flask

 Action
 Item Cost
 Duration
 Range
 Effect

### Frostwind Powder

 Action
 Item Cost
 Duration
 Range
 Effect

### Glitter Powder

 Action
 Item Cost
 Duration
 Range
 Effect

### Glue Flask

 Action
 Item Cost
 Duration
 Range
 Effect

### Pepper Powder

 Action
 Item Cost
 Duration
 Range
 Effect

### Powder Flask

 Action
 Item Cost
 Duration
 Range
 Effect

### Sleeping Powder

 Action
 Item Cost
 Duration
 Range
 Effect

### Zombi Powder

 Action
 Item Cost
 Duration
 Range
 Effect
Technics Skills

## Summary

*Technics Skills* cover all forms of weapon and items derived from technology. The rules for creating *Technics* *Crafted Items* are covered here.

*Technics Skills* include the following:

#### Biology

* Concoctions
* Elixirs
* Mutagens
* Poisons

#### Chemistry

* Bombs
* Explosives
* Lathers
* Pyrotechnics

#### Engineering

* Automata
* Clockwork
* Contraptions
* Engines
Skill School: Lycanthropy

## Summary

Lycanthropy Skills are only available to creatures afflicted by *Lycanthrope*.

## Quick Table

* (Full Moon) Lasts as long as the *Full Moon*, after which this character becomes *Fatigued* for 1 day (This *Fatigue* can only be overcome by bed-rest or prayer).
* (At Will, requires *Dayhunter*) Lasts a number of minutes equal to this character's level, after which this character becomes *Fatigued* for 5 rounds.

While in Werewolf Form, your character gains:
* +2 Strength, +2 Fortitude, +1 Agility & -3 Intellect (replacing racial bonuses)
* Medium Size
* 50 ft Base Speed
* +8 *Stamina*
* *Medium Bite* & *Medium Claws*
* +4 *Resistance* against all damage types

## Techniques

### Wolf Sprint

 Action
 Morph Cost
 Duration
 Range
 Effect
Race: Hyegnoll

## Summary

The Hyegnoll, also known as the Spotted or Laughing Gnoll, is a subspecies of Gnoll endemic to Alkebulan. Hyegnolls are largely crepuscular but are known to come out during both day and night if food is scarce or they are threatened. They have exceptional hearing and are able to shapeshift into hyenas.

Hyegnolls are known for their crude, raucous humour.

## Physical Appearance

Hyegnolls are small, bipedal semi-intelligent mammals with spotted tan-black fur, large ears, and short muzzles with large teeth. They live in large social groups that sometimes includes actual hyenas, who seem to be assimilated into the social hierarchy rather than domesticated or kept as pets, and engage in cooperative hunting. When threatened with a predator, Hyegnolls with feign death or submission while others encircle and attack the enemy from behind.

## Cultural Traits

### Son of the Sand

 Effects
If this character has more ranks in *Desert Lore* than their level, they may instead re-roll a failed *Desert Lore* check once per day.
Unusual Anatomy

## Summary

The rules here are intended to cover situations which aren't particularly common but may come up, namely when a creature has more or less body parts than they otherwise should.

## Third Arm

Many creatures have multiple appendages. While having an extra hand is often useful for performing even mundane tasks such as holding items, their utility in combat is more complex. Being trained at swordplay with one hand doesn't necessarily imply being trained with both. Moreover, even characters who are proficient with each hand may not be able to use both weapons in a coordinated fashion. In general, having a third arm grants the following basic abilities.

### Third Hand

This character may carry up to three one handed weapons or a two-handed weapon and a one-handed weapon. An extra hand may be used to maintain a *Grapple* without occupying the remaining two hands. An extra hand may be used to snatch a weapon as the result of a *Disarm* attempt.

### Off-hand Strike

Whenever this character is permitted to make an attack with their *Off-Hand* (such as *Dual-Wielding*) they may make an additional attack with their *Third* *Arm*.
Talent Rules

## Rules

*Talents* are passive bonuses which represent the superior training that a character has received in their chosen skills school. In general, *Talents* are always active. A character may choose to forgo the benefits of a *Talent*.

### Talent Requirements

* A character must have all the requirement *Skill Ranks* and other *Talents* to choose a *Talent*.
* If a character loses the requirement of a *Talent*, they no longer benefit from it.

### **New Talents**

* Each level, a character gains a new talent (i.e. total Level +2).
* At every level a character may exchange an existing *Talent* swapping it with a new *Talent* (note the rules on *Talent* *Requirements*).
Tracking Challenges

## Summary

Tracking challenges are designed to make tracking a more engaging process.

## Quick Table

### Shallow Stream

*Streams are challenging places. They can hide tracks. When facing a stream, the most difficult question is whether to go upstream or downstream.*

 TS Difference
 Distance
 Stamina

### Stony Ground

*Tracking over rocks is virtually impossible.*

 TS Difference
 Distance
 Stamina

### Underbrush

*Tracking through underbrush can be quite straightforward due to all the different signs of passage.*

 TS Difference
 Distance
 Stamina

###
Stealth Rules

## Summary

Hiding from enemies can be a risky business. Even a small misstep can be the difference between evading detection and being caught.

## Rules

*Unlike other systems, stealth in Patera is handled similarly to other pool-based mechanisms. Instead of health or morale, a player has cover which through certain actions is reduced until they are caught.*

### Cover

Cover represents a character's ability to remain undetected even when circumstances might reveal them. Whenever a character succeeds or fail at a *Stealth* check, their cover might go up or down.

* A character’s maximum *Cover* is equal to 8 + their ranks in Disguise/Stealth

### Checks

Whenever an adversary would have a chance at uncovering a stealthy character, they must make a *Wit* check against:

* 14+
* (Disguise/Stealth Ranks + Level)/2 - rounded down
* Relevant Characteristic Bonus (Wit/Agility)

If succeeded, the stealthy character’s cover suffers damage depending on the nature of the stealth or disguise failure. A success increases their *Cover* by 1.

#### Disguise

 Moderate
 Major

#### Stealth

 Moderate
 Major

**Note:** If a player is wearing armour they must add their *Armour Agility Penalty* to the cover loss

### Multiple Characters

*Having more characters in a group makes maintaining a disguise or stealth more challenging.*

The party’s maximum *Cover* changes as following:

* *Party Leader*: 4 + their ranks in Disguise/Stealth
* +2 for each character who can reasonably also be considered *Stealthy* (has at least half as many ranks in Disguise/Stealth as the *Party Leader*)
* -1 for each nominally quiet character (no Armour penalties - Stealth Only)
* -2 for each nominally loud character (wearing Armour with an Agility penalty - Stealth Only)
* -2 for each nominally loud character (characters which possess a highly unconvincing disguise - Disguise Only)

When *Cover* damage is suffered:

* The *Cover* damage is considered using the ‘loudest’ player’s Armour Agility penalty
* Add an additional +1 *Cover* damage for every 2 members of the *Stealth* party (fractions round down).

## Stealth Actions

### Hiding

As a *Regular Action*, a character can *Hide*. To do so they must have some terrain-based justification such as a wall, cloud of smoke or dark shadows. To successfully *Hide*, nearby observers must make a *Wit* save (TS = Stealth, see below). Otherwise, the observers still have an accurate idea of this character's current location.

### Movement

Each time a character moves more than their *Base Speed* during a turn, they must make a *Stealth* check or suffer a *Moderate* *Infraction* (D8 *Cover* loss).
Skill School: Blood

## Summary

Blood Magic concerns the manipulation of blood whether it be drawing it from one's enemies or clotting it for one's allies.

## Actions

### Blood Manipulation

 Action
 Mana Cost
 Duration
 Range
 Effect

### Stain Water

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Bleed

 Action
 Mana Cost
 Duration
 Range
 Effect

### Blood Vortex

 Action
 Mana Cost
 Duration
 Range
 Effect

### Clot

 Action
 Mana Cost
 Duration
 Range
 Effect

### Draw Life

 Action
 Mana Cost
 Duration
 Range
 Effect

### Heartstop

 Action
 Mana Cost
 Duration
 Range
 Effect

### Rapid Circulation

 Action
 Mana Cost
 Duration
 Range
 Effect

### Rush of Blood

 Action
 Mana Cost
 Duration
 Range
 Effect

### Rush of Blood, Mass

 Action
 Mana Cost
 Duration
 Range
 Effect

### Slow Blood

 Action
 Mana Cost
 Duration
 Range
 Effect
Skill School: Vine

## Summary

The materials that constitute plants come in many forms. Vines are long, flowing structures which while hardy are soft to the touch.

## Actions

### Bend Nature

 Action
 Mana Cost
 Duration
 Range
 Effect

## Techniques

### Briar Web

 Action
 Mana Cost
 Duration
 Range
 Effect

### Climbing Vine

 Action
 Mana Cost
 Duration
 Range
 Effect

### Entangling Roots

 Action
 Mana Cost
 Duration
 Range
 Effect

### Springing Vines

 Action
 Mana Cost
 Duration
 Range
 Effect

### Strangling Vine

 Action
 Mana Cost
 Duration
 Range
 Effect

### Vine Cocoon

 Action
 Mana Cost
 Duration
 Range
 Effect

### Wall of Thorns

 Action
 Mana Cost
 Duration
 Range
 Effect
Technique Rules

* Most *Techniques* have requirements. A character may not select a *Technique* unless they meet the requirments.

### Maximum Techniques

* Characters are restricted to a total number of *Techniques* equal to (Level + 2) x 2 + *Intellect*
	+ *Example:* A level 5 character with Intellect 2 would have... (5 + 2) x 2 + 2 = 7 x 2 + 2 = 14 + 2 = 16 *Techniques* maximum

### Learning New Techniques

* Each time a character gains a new level, they automatically gain an additional *Technique*
* Characters may (with a suitable source of instruction) learn a new *Technique* or replace an old *Technique* with a new *Technique*
	+ Learning a new technique requires at least 24 hours of training, over at least three days. This can be split up to a minimum of one hour of training each day.
Speechcraft Rules

## Summary

Speechcraft skills cover how characters interact with other intelligent creatures through diplomacy, conversation and deception. In general, speechcraft should not be decided by dice rolls. However, sometimes a character's performance may not reflect their character's skills.

## Basic Rules

### Posture

NPC's will have a general posture, dictated by their personality, culture and other factors. For example a merchant will always be in a good posture for trading, but might not be willing to perform a favour.

NPC's can have one of five postures:

* Hostile
* Unfriendly
* Neutral
* Friendly
* Cooperative

In general, NPC's should be Neutral unless there is a good reason. If a player has positively interacted with an NPC previously (such as previously trading with a merchant) then it might have changed to Friendly etc.

## Negotiation

Players may negotiate with NPC's in order to obtain various favours or information.

### Difficult

 Easy
 Moderate
 Difficult
 Very Difficult
 Impossible
Tripartite Life

## The Three Parts

### Body

The body represents the physical form, matter capable of healing, growing and dying. A character who lacks a body will be little more than a spirit.

### Mind

The mind represents information and knowledge. A character who lacks a mind will be little more than a vegetable or very primitive animal.

### Soul

The soul is concerned with identity and memory. A character who lacks a soul will never form new memories of experience, will have no sense of themselves and will function not unlike a machine.

## The Fourth Part

Magical aether may be used to replace a missing part of the tripartite resulting in a unnatural form of 'life'.
Skill School: Divine Fortune

## Summary

Fortune is the domain of luck. Sometimes it can be more powerful than skill or experience in shaping events.

## Actions

### Intuit The Good Path

 Action
 Favour Cost
 Duration
 Range
 Effect

## Techniques

### Blessed Fortune

 Action
 Favour Cost
 Duration
 Range
 Effect

### Blessing of Eternal Success

 Action
 Favour Cost
 Duration
 Range
 Effect

### Blessing of Strength

 Action
 Favour Cost
 Duration
 Range
 Effect

### Divine Aim

 Action
 Favour Cost
 Duration
 Range
 Effect

### Faith in Fortune

 Action
 Favour Cost
 Duration
 Range
 Effect

### Felicitous Accident

 Action
 Favour Cost
 Duration
 Range
 Effect

### Fortuitous Find

 Action
 Favour Cost
 Duration
 Range
 Effect

### Minor Blessing

 Action
 Favour Cost
 Duration
 Range
 Effect
Treasure

## Summary

Treasure is an integral part of any adventurer's life. Finding rare and powerful treasure is one of the few reasons to venture deep into dungeons.

## Magical Arms and Armour

### Generic Magical Weapons

*Generic Magical Weapons are those that are fairly vanilla. They are usually a combination of fixed abilities which apply to numerous different weapon types and classes.*

* Magical Weapons

## Magical Items

### Magic Clothing

* Magical Belts
* Magical Boots
* Magical Cloaks
* Magical Gloves

## Skill Items

### Arcane Magical Weapons

*Arcane Magical Weapons are those which are specifically designed to augment and enable arcane spells.*

* Arcane Weapons

### Arcane Skins

*Arcane Skins are items crafted from animals and other magical creatures which when worn enable Shapeshifters to augment the changes.*

* Magical Skins
Speechcraft Skills

## Summary

### Rules

For every three ranks in *Speechcraft* skills, this character gains +1 *Morale*.

See Speechcraft Rules

### Skills

* Appellation (Fervour vs Mettle)
* Persuasion (Intellect vs Mettle)
* Inveiglement (Fervour vs Wit)
* Argument (Intellect vs Wit)

 Quick Table

## Actions

### Deceive

 Action
 Duration
 Range
 Effect

### Intimidate

 Action
 Duration
 Range
 Effect

## Techniques

### Burning Bridges

 Action
 Duration
 Range
 Effect

### Coded Talking

 Action
 Duration
 Range
 Effect

### Cowering Threat

 Action
 Duration
 Range
 Effect

### Dramatic Apology

 Action
 Duration
 Range
 Effect

### Elaborate Lie

 Action
 Duration
 Range
 Effect

### Fast Talking

 Action
 Duration
 Range
 Effect
Skill School: Egregoreformia

## Quick List

If this character has access to another creature form, the hand may take the form of a *Tiny Animal* instead.

### Reactive Dispersal

 Action
 Morph Cost
 Duration
 Range
 Effect

### Reclaim Biological Materials

 Action
 Morph Cost
 Duration
 Range
 Effect

### Spawn Homunculus

 Action
 Morph Cost
 Duration
 Range
 Effect
This character may only have one such *Homunculus* and the technique's duration may be refreshed by expending a *Morph Point* as a 1 minute action and having physical contact with the *Homunculus.*

### Spawn Twin

 Action
 Morph Cost
 Duration
 Range
 Effect
Each *Twin* has half the *Stamina* and *Vitality* of this character and both may act independently of one another.

### Split Form

 Morph Cost
 Duration
 Range
 Effect
While in *Split Form*, this character may choose up to two small creature forms. Each creature has half the *Stamina* and *Vitality* of this character. This character must split their actions between the two forms. The two forms may not move more than 25 ft from one another. If one form falls unconscious, both halves fall unconscious.

### Swarm Form

 Action
 Morph Cost
 Duration
 Range
 Effect
While in *Swarm Form*, this character gains:
* -4 Strength, -4 Fortitude, -4 Dexterity, -4 Agility (replacing racial bonuses)
* No Stamina
* Medium Size
* 30 ft (Base Speed)
* *Tremorsense*
* *Consume* attack (user *Fervour* for save)
* Immune to *Physical* and *Bleeding* damage
* Effects which target a single creature only inflict 1 damage against Swarms.
Tracking Rules

## Summary

Tracking is where a creature is attempting to follow an adversary, usually when the target does not know they are being followed. Tracking follows all the normal rules for chases but is also subject to some differences.

## Rules

### Track Difficulty

In addition to obstacles, the tracker must first make a Track check. The tracked party must determine the tracking difficulty.

* 14+
* (Stealth/Lore Skill Ranks + Level)/2 - rounded down
* Relevant Characteristic (Wit/Agility)

If the Tracked party is unaware of pursuers and are not trying to hide their tracks, they do not add their skill ranks.

### Track Check

To perform a track check, the tracker must make the following check:

* D20+
* (Track/Lore Skill Ranks + Level)/2 - rounded down
* Relevant Characteristic (Wit)

If succeeded, the tracking character must then consider the chase obstacle.

### Finding the Prey

If the distance drops below a certain amount (depending on Terrain) the trackers may opt to initiate a chase. Alternatively, they may attempt to convert the Tracking into Stealth.

 Caverns
 Desert
 Grassland
 Ice
 Jungle
 Mountains
 Urban
 Sea
 Woodland

### Multiple Character Tracking

* -2 for each nominally non-stealthy target