recursal/Fanatic-Fandom huggingface dataset:
Raccoons

((As with monkeys, raccoons are notably gifted with their hands. Although, as the saying goes," Monkey makes; raccoon makes mischief". This reputation as troublemakers is not entirely undeserved, it doesn't help that they naturally look the part, masked and gloved as any common burglar. They are almost universally afflicted with some mild compulsive disorder like kleptomania. At best, this can take the form of endlessly touching and handling whatever is in reach; at worst, this can develop into delinquency, adultery, and a life of crime.

Of course the seedier side of the same coin is that raccoons have the ability and temperament to succeed as thieves, stage magicians, jugglers, forgers, and other pitfalls for idle hands. They tend to respond to what's in front of them and find it hard to pass up an easy mark, a hand-puzzle, a stolen kiss, a dropped cooling, or bribe. This kind of compulsion can be taxing for the otherwise moral raccoon, and it is not unusual to find them involved in high-minded civic duty, clerical life, or his devoted churchgoers.))

## Anatomy and Physiology

The typical raccoon is a four-limbed, mammalian bipedal Feralian of average size.
Peruana

Peruana is a continent in the Western Hemisphere, mostly in the Southern Hemisphere, with a relatively small portion in the Northern Hemisphere. It is bordered by Hesperia to the North. Peruana covers about 17,840,000 square kilometres (6,890,000 sq mi) making it the fourth largest continent, behind Hesperia.

## See Also

* List of Peruanan Characters
* List of Locations in Peruana
Pacifist

A character with the Flaw of Pacifist is one that is strongly opposed to war and violence as a means of resolving disputes, even when it is the only way to protect themself or those around them. If they are forced to fight, the guilt and inner conflict of the action can cause a Pacifist great distress.

## Flaw Effects

* The character suffers a d12 penalty to all attacks and counter attacks. After attacking someone, the character must succeed on a roll of Will vs 3 or face a d12 penalty on all Mind and Will based rolls for 24 hours after the incident as they deal with their inner conflict.

## Experience Triggers

* The character's refusal to fight results in the character or someone they love being harmed.
Magic Save

By learning of the theories behind different kinds of magic, students may also learn how to dispell some of its effects to keep it from hurting them.

## Gift Effects

* Gain +1 Mark in Supernatural. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you are hit by a Magic Attack, after rolling your Soak, you may exhaust this gift to negate any and all results that the Magic Attack just inflicted on you. After negating the attack, you immediate become Reeling, Injured, and Confused.
Paralytic Gaze

Feralians with the Gift of Paralytic Gaze are capable of causing their opponents to become immobile with nothing more than eye contact.

## Gift Effects

* If you can see the eyes of a foe within Medium range, you may exhaust this gift to use your Paralytic Gaze on them.
	+ Roll your Body, Will, & Species dice vs your target's Body, Will, Species, and double any concealment dice.
	+ If you succeed, the target becomes Immobilized and you may Sweep to another target within Short range of the last.
Red Foxes

((Red foxes are effervescent people, generally sociable, upbeat, and optimistic. When confronted with hard truths or explicit negativity, they accept the a c'est la vie attitude and proceed forward with the best spin on the situation. They are not naïve, just aware that happiness is a choice and a skill. They don't exhibit much in the way of neuroses or character flaws, though if anything this lack of "issues" can itself be a disadvantage when confronted with people caught up in their own misfortune. A foxes "cheer up, tomorrow's another day" philosophy may be aggravating for those around him who are in pain or mentally unstable, particularly when the fox can seem to live untouched by harsh realities.

Reds are good workers and thinkers, amicable, generally attractive, and welcome wherever they go. Whenever an anonymous personage is represented, informal documents or public signage, a fox is Qcommonly used.))

## Anatomy and Physiology

The typical red fox is a four-limbed, mammalian bipedal Feralian of average size.
Licensed Fool

The licensed fool is not just any fool. They've been recognized as a fool by royal degree or by law. It's not just their choice but their duty to say what everyone else it too afraid to say. Insulting others, calling out liars and cheats, pointing out flaws in plans, and swaying the opinions of others are all part of their job and they won't be punished by the law for their indiscretions. Civilians and foreign diplomats might have their own ideas about that, though fools only need to worry about the ones willing to risk dealing with the wrath of the ones that gave them the job in the first place.
Leech

There are times when food is scarce and anyone who is unable to scrounge up something is left hungry. Through blessing, curse, or natural development, some Feralians have developed a unique way to gain sustenance by taking it from the very blood of others. Due to the similarity between this and cannibalism, the use of this ability on Feralians is discouraged in many places and outright illegal in others.
Necromancer

### Career Gifts

Mystic of Necromancy, Necromancy Apprentice, Weapon Proficiency: Casting Weapons

A necromancer is a practitioner of Black Magic. Prohibited in most of the world due to it's unpredictable nature and sinister implications, necromantic studies teach wizards how to talk to the ghost, spirits, and forces from the next world to make their will manifest. In theory, Necromantic power has no limit, for the next world is full of untapped souls, but in practice many of those souls have unfinished business and a will to unleash their power on the world through any chance they get.
Knack

Whether they've learned through talent or training, some people simply have a real skill for performing the things they're good at.

## Gift Effects

* Gain +1 Mark to your Skill of Choice. This increase is permanent and will continue to exist even if the gift is exhausted.
* After any roll that uses your Skill of choice, you may Exhaust this Gift to re-roll all of your dice. The new result stands, whether it's better or worse.
Migranes

A character with the Flaw of Migranes is one that is prone to suffering from headaches.

## Flaw Effects

* Anytime the character becomes Afraid or Terrified they must succeed on a roll of Body vs 3 or become Confused, Fatigued, and Reeling.

## Experience Triggers

* The character is unable to complete an important task as a result of their migranes.
Peddler

A peddler is a merchant who travels town to town to sell whatever wares they have to offer, rather than set up in the marketplace. These items could be anything from novelty items to handmade crafts or even tourist-styled souveniers. Few people have this as their primary career, but it is common for people to take up the habit to make a little extra money on the side.
Mansur Al-Aziz

## Trait Stats

### SPC

d6
d4

### MND

d6
d8

### WIL

d6
d8

## Skill Stats

### Career Skills

END, EVA, OBS
ACA, NEG, SUP

### CMB

// (d4)(w/ Medicine)

--

### DEC

--
// (d6)(Avoiding Questioning)

### END

--
--

### FGT

/// (d8)(vs Magic)

/ (d4)(w/ Shortsword)

### JMP

--
--

### NEG

/// (d8)(On Enraged Targets)

--

### PRS

--
--

### SHO

// (d6)(w/ Supernatural Matters)

--

### SWM

/// (d8)(w/ Psychic Magic)

--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Howling
* Keen Ears
* Keen Nose

### Career Gifts

* Green and Purple Magic Apprentice
* Mystic of Green and Purple Magic
* Weapon Proficiency: Casting Weapons

### Other Gifts

* Combat Save
* Literacy: Calabrese
Replay for Destiny

It is said by some that the fates choose favorites as they weave the tapestry of destiny. Those that claim to be one of the fates chosen often site seeing flashes of potential futures seconds before they actually play out, allowing them the chance to do things differently and avoid the fate they saw.

## Gift Effects

* If you fail an attack, counter, or defense, before rolling your Soak, you may exhaust this gift to cause all dice involved in the roll to be re-rolled. These new results stand, whether they're better or worse.
Lame

A character with the Flaw of Lame is one that has a damaged leg that makes them unable to walk normally.

## Flaw Effects

* The character is incapable of performing the Run stunt and has a d12 penalty to all Body and Speed rolls that are based on using their legs.

## Experience Triggers

* The character fails an important task due to their inability to walk normally.
Motion Sickness

A character with the Flaw of Motion Sickness is one that becomes sick if they try to get around on anything besides their own feet.

## Flaw Effects

* Anytime the character attempts to ride any sort animal or vehicle across a distance longer than Very Long range, they must roll Body vs 3 to resist their motion sickeness. If they fail the roll, they become Fatigued.

## Experience Triggers

* The character is unable to complete an important task as a result of their motion sickness.
Navigator

A navigator is a person that uses star charts and world maps to plot courses across the world. They are indespensible for long journies.

## Roles and Duties

* Planning the route of a journey
* Advising the journey's leader or a ship's captain of estimated timing to destinations while en route
* Ensuring hazards are avoided
Line Breaker

Anyone who wants to keep you contained had best stay aware and on their guard - you're more than capable of pushing them out of your way to get where you want to go.

## Gift Effects

* If you are moving during combat, you may move through the spaces of unfriendly, Reeling combatants. If you do, the combatants are pushed 1 pace to the side in whatever direction you choose. If a combatant can't be pushed into an open space, the combatant becomes Knocked Down and you must stop moving.
Mind

Mind is a Trait that represents a character's intelligence.

## Uses for Mind

#### Rolls

* Academics
* Crafting
* Foraging
* Giving Speeches
* Gossiping
* Intimidating Others
* Observation
* Questioning Others
* Resisting Deception

## Gifts that Improve Mind

* Improved Trait: Mind (Increases the Mind trait by one die size)

## Flaws that Damage Mind

* Overthinker (d12 Penalty to all Mind rolls))
Melee Fervor

While strength can be an important part of combat, it is not the only trait that is useful in a fight. Sometimes a series of bold and enthusiastic strikes can be enough to fell many foes if one puts enough of their being into it. Those who train in the ways of fervor often learn to prioritize these skills over brute strength.

## Gift Effects

* If you are Attacking, Countering, or Parrying with a melee weapon, you can use your Will dice instead of your Body dice.
* If you also have the Gift of Brawling Fighter, you may use your Will dice instead of your Body dice with Brawling Attacks, Counters, and Parries.
Mastery of Flight

For some, it is not enough to simply be able to fly. Nearly anyone with wings can manage that. They need true mastery, complete control over themself in the air, and those with the Gift of Mastery of Flight have attained it. They can keep themselves airborne with little more effort than it would take to walk along a well-paved path.

## Gift Effects

* You may take an extra "Refresh" action every turn, but only to refresh the Gift of Flight.
* If you are attacked while flying, you may Retreat, even though you are moving at Full-Tilt.
Picky Eater

A character with the Flaw of Picky Eater is one that is particular about what foods they eat. Picky eaters won't eat anything that doesn't meet their standards, whether that means avoiding certain types of food, eating only food of higher quality, or only eating foods that come from particular sources.

## Flaw Effects

* Anytime the character is asked to eat something they find unpalatable, they must succeed on a roll of Will vs 3 or refuse the meal.
* The character may never consume Rancid or Spoiled food, no matter how hungry they are.

## Experience Triggers

* The character takes Hunger damage after refusing food.
Limeburner

A limeburner is a person who makes their living burning limestone, chalk, sea shells, and other materials in order to produce lime. This job is both taxing and dangerous - often the materials must be kept red-hot in huge kilns over the course of many hours, sometimes even multiple days in order to produce quicklime. Quicklime itself is very caustic and reactive, and in some cases it can explode or put off enough toxic fumes to paralyze or suffocate a person. That said, it's also a necessary ingredient for many trades and can fetch a substantial price at market.

## Roles and Duties

* Burning limestone, chalk, sea shells, and other materials in order to produce lime.
Meddlesome

A character with the Flaw of Meddlesome is one that compelled to involve themselves in solving any problem around them.

## Flaw Effects

* Anytime the character hears about someone else having a problem, they must roll Will vs 3 to resist their urges. If they fail the roll, they must attempt to help.

## Experience Triggers

* The character is put in a dangerous situation as a result of their meddling.
Obnoxious

A character with the Flaw of Obnoxious is one that has habits that most people find unpleasant and annoying.

## Flaw Effects

* The character suffers a d12 penalty to all Social rolls involving someone they have met at least one time before.

## Experience Triggers

* The character is unable to complete an important task due to their reputation for being obnoxious.
Pack Mind

There are some people among the civilized folks that understand the need to lend a helping hand to others, but there are few who understand it an atavist with the Gift of Pack Mind does. Their allies are not merely their friends, they are family and pack. The pack's strength is the atavist's own and that is everything. It can be hard to explain this in words to a less instinctual person, but at very least atavists know how to reach the primal instincts that stir deep inside their minds and make it clear that they will be there to support them.

## Gift Effects

* You may use a rally action without speaking.
* If you take the recover action, you may also rally another ally. The ally must be aware of you through sight, sound, smell, or some other means. This action counts as both a recover and a rally, so you cannot take another rally action in the same round.
Parkour

A method of using the environment around one to traverse quickly. Those who practice parkour learn to build and maintain enough momentum to scale up, down, and across walls, cliffs, and other sheer surfaces. Due to the frequency that such surfaces appear, parkour is generally best used in urban environments.

## Gift Effects

* As a Stunt, you may run up, down, or along a wall, cliff, or other sheer surface. This surface must be smooth - if it would cause you bad footing, you won't be able to run across it.
	+ Declare a straight line to the spot you will move to and the surface you will scale.
	+ Roll your Sprint die. Move that many paces to the wall and then that many paces again up or down the wall.
	+ If you fall short of your target, you have two choices: fall back down (and risk falling damage) or roll your Speed and Climbing dice to attempt a last-ditch grab for anything you can reach.
Rebellious

A character with the Flaw of Rebellious is one that is disinclined to obey authority figures. A rebellious character may refuse the orders of someone they see as an authority figure even if it's in the best interests to follow them.

## Flaw Effects

* Anytime the character is ordered to do something by an authority figure they must succeed on a roll of Will vs 3 or disobey the order.

## Experience Triggers

* The character or someone or something the character cares about is harmed because of their refusal to obey an authority figure.
Opossums

## Anatomy and Physiology

The typical opossum is an four-limbed, mammalian bipedal Feralian of average size.

Like other Didelphids, opossums have long whiskers, a pointed snout, rounded ears, and short legs. Opossums can be distinguished from their cousins the yapoks by their longer fur, lighter faces, and the lack of webbing on their feet.
Aardwolves

## Anatomy and Physiology

The typical aardwolf is a four-limbed, mammalian bipedal Feralian of average size. They have long tongues, dorsal manes, and striped coats of fur.

Like other Hyenids, aardwolves have paws with non-retractable claws, four toes on their back feet, bushy tails, and round pupils. Aside from their distinctive stripes, Aardwolves can also be distinguished from their cousins the spotted hyenas by their smaller, more slender builds, longer ears and the fact that they have five digits on their hands instead of the four that spotted hyenas do.

The standard fur color of aardvards is a ticked brown or grey, with dark markings on the face, a dark-tipped dorsal mane, a dark tail tip, and dark stripes along the body and down the arms and legs.
Polecats

((Weasels are notoriously difficult to pin down, both literally and metaphorically with generalities — aside from the mercurial nature and scrappy demeanor shared by all mustelids. They exhibit both of these qualities to a higher degree than their related species, badgers and otters, and much second be said about weasels has to do with them as agents of chaos.

It is said that to know weasel for a week is to know seven weasels. One day the weasel can be vapid, easily distracted, and restless, the next day the same weasel can latch onto a subject or task and pursue it hell-been in relentless to the point of exhaustion, only to spend the third day unconscious in recovery.

Most weasels with any pretense of class tend to live as eccentric, unfettered dandies are more bohemian, illicit lifestyles – often illegal or unethical.

Related to the weasel is the polecat, also known as a ferret. Polecats are more deliberate and focused on short-term goals.))

## Anatomy and Physiology

The typical polecat is a four-limbed, mammalian bipedal Feralian of average size.
Overspecialized

A character with the Flaw of Overspecialized is one that is very good at one particular aspect of a skill, and nothing else.

## Flaw Effects

* Upon taking this flaw, the player must declare a favorite use of a skill they have become overspecialized in. The character will suffer a penalty equal to their largest die in the skill anytime they are rolling to do something other than their favorite use.

## Experience Triggers

* The character fails an important task because of their overspecialized skill.
Red Pandas

((The Red Panda is sometimes called the "shining cat", but they are neither pandas nor cats. A living contradiction, the Red Panda is reclusive, wary of strangers and taciturn of word, and friendly, always willing to share a kind word or to lend a helping hand. Or so the rumors go. Very few people ever meet a Red Panda, they tend to stay in their isolated communities in the deep woods. "Better to do a good deed at home than to go far away and burn incense," is a popular motto among the shining cats.))

## Anatomy and Physiology

The typical red panda is a four-limbed, mammalian bipedal Feralian of average size.
Lorrin Vesper

## Trait Stats

### SPC

d8
d4

### MND

d6
d8

### WIL

d6
d10

## Skill Stats

### Career Skills

DIG, EVA, SWM
ACA, GSP, END

### CMB

/// (d8) (w/ Medicine)
--

### DEC

--
--

### END

--
--

### FGT

/// (d8) (vs the Unholy)
/ (d4) (w/ Electrum Rod)

### JMP

/ (d4) (Over food)
--

### NEG

/// (d8) (w/ S'Allumer's Faithful)
--

### PRS

--
// (d6) (when Preaching)

### SHO

// (d6) (w/ Matters of Faith)
--

### SWM

/ (d4) (w/ White Magic)
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Frenzy
* Resolve
* Spelunking

### Career Gifts

* Literacy: Magniloquentia
* Ordainment
* Piety of S'Allumer

### Other Gifts

* Combat Save
* Mystic of White Magic
* Noncombatant
* White Magic Apprentice

## Quotes

Keep Your Faith Alight, But Keep Your Powder Dry
Rats

((Rats are born survivors – hearty, scrappy, resilient, and resourceful. They would normally live to ripe ages were not for a well-earned reputation for bad luck, or rather for attracting bad luck. Unlike other species that seem gifted with grace or natural charisma, rats always seem to collect scars and misfortune when ever they go; most die by the hands of others.

Perhaps this misunderstanding comes from just how blessed they truly are. In the midst of plague, rats are the least afflicted. When ships think and all others drown, a rat or two usually managed to wash sure, soaked but alive. They tend to thrive in the worst environments, through famines, wars, revolutionary upheaval, witchhunts, and other calamity. And so it might seem to others as though they live under a cloud or in league with dark forces.))

## Anatomy and Physiology

The typical rat is a four-limbed, mammalian bipedal Feralian of slight size.
Marking of Territory

The church likes to tell people that Feralians have moved far beyond the primal urges of their feral cousins. Atavists know that that is laughably wrong. Civilization has distanced many Feralians from their natures, true enough, but that's only made them unaware. Whether they're conscious of it or not, they'll still be shaken when they're traveling into the territory of something more fearsome than they are.

Atavists with the Gift of Marking of Territory know how to leave their mark, making it clear to any passerby that crosses it that this is their place and they have their own intents for it.

## Gift Effects

* As a stunt, you can exhaust this gift to make a territorial mark.
	+ If you make the mark inside your Species' Habitat, it lasts for a month and anyone within Medium range of it with a Species Trait less than yours suffers a penalty equal to your Species Trait on all rolls.
	+ If you make the mark outside your Species' Habitat, it lasts for a month and anyone within Short range of it with a Species Trait less than yours suffers a penalty equal to your Species Trait on all rolls.
	+ These penalties last until the target is Rallied or until they leave the range of your mark. A single mark can only affect the same person one time.
Perfectionistic

A character with the Flaw of Perfectionistic is one that demands complete perfection from themself or those around them.

## Flaw Effects

* Anytime the character or someone around them fails a roll, the character must succeed on a roll of Will vs 3 or suffer a d8 penalty to all rolls involving working with the person who failed for the next 24 hours.
* Anytime the character or someone around them botches on a roll, the character must succeed on a roll of Will vs 3 or suffer a d12 penalty to all rolls involving working with the person who failed for the next 24 hours.

## Experience Triggers

* The character faces a negative consequence because of their refusal to continue working after failing a task.
Messenger Beast

Your pet has been trained to carry messages to a certain place, no matter how far away they are.

## Gift Effects

* Upon taking this Gift, you must choose a particular landscape within Long Range of your current location. Your pet has been trained to carry messages to that location.
* If your pet is within close range of you, as a Rally action, you may give it a message, written in most cases though it can be spoken if your pet has either the Gift of Language or Mimicry, and tell it to deliver it.
	+ Roll your Will and Leadership vs 3. If you are successful, your pet will follow the command and attempt to deliver the message.
	+ Using this command does not guarantee success - your pet may be captured, injured, or killed on their journey. If they successfully reach the location, the pet will stay there unless moved or Rallied by another person.
	+ This Gift may be taken multiple times to represent different locations the pet can be commanded to go to.
Literacy

You have learned to read and write one kind of script.

## Gift Effects

* When selecting this Gift, you must choose a particular written language found in the world of Feralia. Your choices include: Arpitan, Calabrian, Deltan (Low Print, Deltain (High Print), Magniloquentia, and Zhongwen. Once you have chosen, you can read and write in the language of your choice.
Lemurs

((One can trace the origin of lemurs to the mountain region of Tendromaro. But today, many of them have traveled far and wide. (Some historians believe a war happened centuries ago that dispersed their tribes.) The history of the Lemurs has a great share of tragedy, where they have no firm status in a community. It's not surprising that some Lemurs had a spiritual calling, first as guardians of the dead, then later as skilled practitioners magic.

Among the ignorant and hateful, a rumor circulates the Lemurs have a prehensile tail with a third eye on the tip, concealed by a fur-covered lid; when alone, a Lemur would reveal this eye and suck out your soul. None of this is remotely true, it is only used as an excuse for terrible violence against innocent people.))

## Anatomy and Physiology

The typical lemur is a four-limbed, mammalian bipedal Feralian of average size.
Ophidian

Ophidian Feralians have armless, legless, flexible bodies.

## Gift Effects

* You have only one hand - a prehensile tail. You may use this tal as a good hand.
* Add +2 to your Stride, but gain a -2 penalty to your Sprint.
* You may take an extra action on your turn to Stand Up.
* As long as you are not Burdened or Unburdened, you may use the "Wrestle" attack without any hands.
Legal Authority

A person with legal authority is an agent authorized by a greater authority to perform specific acts or actions that would otherwise be prohibited. Examples of positions that may have some level of legal authority include town guards, foresters, inquisitors, and agents of the court.

## Gift Effects

* You may claim a bonus d12 to Gossip with other folks with Legal Authority, to negotiate special favors appropriate for law enforcement, or to assert your legal presence.
* If you are within the area that you have legal jurisdiction in, you are entitled to carry concealed weapons and other otherwise proscribed weapons suitable for law enforcement.
* You may exhaust this gift to use your legal status to gain a special favor. Examples of this could range from compelling someont to give you information, to moving through a controlled area, to getting someone to grant you better types of food or lodging for free. This gift will not refresh until you have spent 24 hours away from the people you exerted your influence on.
Local Knowledge

### Requires

* Must be in the landscape of choice OR have studied a map of landscape of choice

### Refresh

Passive

By spending time living in or studying a place in detail, one is likely to develop a strong understanding of its geography, natives, and secrets.

## Gift Effects

* You may claim a bonus d12 when making rolls to know where things in your area of choice are, to gossip with the natives of your area of choice, to know the history of your area of choice, and to elude pursuit when in your area of choice.
Phobia

A character with the Flaw of Phobia is one that has a severe, debilitating fear of something.

## Flaw Effects

* Upon taking this flaw, the player must declare what it is their character is afraid of. This should be something that they stand a realistic chance to encounter through the course of gameplay.
* Anytime the character encounters their phobia, they must succeed on a roll of Will vs 3 or become Terrified.

## Experience Triggers

* The character or someone they care about gets hurt because the character is busy dealing with their emotions.
Loner

A character with the Flaw of Loner is one that doesn't like working with other people. Loners will nearly always choose to travel alone and handle their affairs themselves, whether it's to their benefit or not.

## Flaw Effects

* The character suffers a d12 penalty to all rolls that involve asking another person for help.
* Anytime someone attempts to assist the character with a task, the character must roll Will vs 3 to resist their urges. If they fail the roll, they must refuse to accept the help.

## Experience Triggers

* The character fails a task because they couldn't do it alone.
Playwright

A playwright is a person who writes scripts for plays. As most common people cannot read or write, plays are one of the few successful methods of preserving history and granting the common folk an idea of how things were gained and achieved. A good playwright is considered hard to come by, and those who enjoy success at the trade can expect to be hired continually by kings and monarchs. That said, playwrights must be careful with the topics they choose to represent as many playwrights who have attempted to portray controversial issues have been subsequently arrested, imprisoned, or executed.

## Roles and Duties

* Writing scripts for plays
* Hiring actors to perform plays
Mystic

You have studied the history and art of a particular branch of magical skill and have amassed a vast amount of knowledge about it.

## Gift Effects

* You may claim a bonus d12 when making rolls to do academic research into the history of your specialty, to inquire about incidents related to your specialty, or to attempt to detect supernatural traces of your specialty.
Leopards

((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 leopard is a four-limbed, mammalian bipedal Feralian of large size.
Miller

A miller is a person who makes their living grinding grain to make flour. Most millers in Calabria work in watermills or windmills, which harness the forces of nature in order to turn the millstone and grind the grain more efficiently. In other parts of the world, however, millers still grind the grain by hand.

## Roles and Duties

* Grinding grain into flour using a grindstone
Kleptomaniac

A character with the Flaw of Kleptomaniac is one that feels compelled to steal things.

## Flaw Effects

* Anytime the character has the opportunity to gain something worth at least half as much money as they currently possess, they must roll Will vs 3 to resist their urges. If they fail the roll, they must take the opportunity.

## Experience Triggers

* The character faces a negative consequence because they were caught stealing something.
Cold Feet

A character with the Flaw of Cold Feet is one that has trouble socializing with people of the gender they're attracted to.

## Flaw Effects

* The character suffers a d12 penalty to all Social rolls involving someone of the gender they're attracted to.

## Experience Triggers

* The character is unable to make the impression they want on someone because of their lack of nerve.
Lovestruck

A character with the Flaw of Lovestruck is one that is hopelessly in love with another.

## Flaw Effects

* Upon taking this flaw, the player must work with the DM to create their character's love interest.
* The character suffers a d12 penalty to any roll to Charm or Seduce anyone except the person they're in love with.
* The character suffers a d12 penalty to any roll to resist becoming Charmed, Persuaded, or Seduced by the person they're in love with.

## Experience Triggers

* The character is hurt or betrayed by the person they're in love with.
Orcas

## Appearance

### Distinctive Traits

* Blowhole
* Blunt Head
* Fluked Tail
* Tall Dorsal Fin

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Fangs
* Flippers
* Tail

### Natural Gifts

* Echolocation
* Deep Diver
* Strong Swimmer

### Species Skills

* Presence
* Swimming
* Tactics

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical orca is an two-limbed, aquatic mammalian Feralian of giant size.
Leprous

A character with the Flaw of Leprous is one that is infected with Leprosy.

## Flaw Effects

* The character suffers a d8 penalty to detect things by sight.
* Anytime the character is injured, at any level up to the point of Dying, they must score at least two success on a roll of Mind and Speed vs 3 or they will not notice the injury and will continue to behave accordingly. Note that this negates the Afraid status in response to injuries, but does not negate the damage penalties.
* Anytime the character becomes Maimed while being unaware of their injuries they suffer a d12 penalty to resist developing a new flaw.
* Anytime the character becomes Maimed while aware of their injuries they suffer a d8 penalty to resist developing a new flaw

## Experience Triggers

* The character is Maimed and takes a new Flaw because they failed to notice that they were injured.
Merchant

A merchant is a person who engages in the trading, buying, and selling of wholesale legitimate goods. Most merchant either own shops in a city or town or set up booths in marketplaces in areas where they're available.

Note that this entry assumes the character is relatively stationary. If you wish to make a traveling merchant, look at the Peddler career instead.
Lynxes

((Sometimes described as a "wolf with panther's spots", the Lynx is their own species. With large paws, a thick coat of fur, and excellent poise, the Lynx prefers the colder, northern regions, and usually isn't found south of the Walls of Calabria. Besides the spots, their most notable characteristics are the tufts of black hair on the tips of their ears.

With their keen senses and fast reflexes, they make excellent scouts mercenaries… Yes, that also means they make excellent outlaws, because few can can match their speed in the high hills and mountaintops. Most fearsome are the Lynx hermits who study the Wilding Ways. It is said that a Lynx Atavist's teeth can split a man in half in just one bite.))

## Anatomy and Physiology

The typical lynx is a four-limbed, mammalian bipedal Feralian of average size. They have long whiskers, a short, dark-tipped tail, tufts of dark fur on the tips of their ears, a ruff of long fur around the sides of the face and the neck, and large, well-padded paws.

Typical of their feline nature, most lynxes have well-balanced, muscular bodies with long limbs, well-suited for jumping and moving quietly. They have unusual oval-shaped pupils, seemingly the inbetween of the slit shape used by their smaller cousins the Common Cats and the round shape used by their larger cousins the Cougars. Their hands have five fingers while their feet have four toes, each connected to sharp, retractable claws.

The standard body color of lynxes may vary from a bright goldish-brown, to a medium brown, to beige-white. Their coats are often marked with dark spots, especially on the limbs, though some individuals have little to no spotting. In all cases, they have cream or white fur on their chests, stomachs, and the insides of their legs.

All-black, all-white, and piebald lynxes have also been seen, but these traits are rare and tend to run in families.

The colouring, fur length and paw size of Lyxes tend to vary according to the climate the live in. Those found in warm areas such as Yindu or the southern parts Calabria typically have short fur in darker, more saturated colors and smaller, less padded paws. Those found in cold climates such as northern Calabria or Govorya tend to have thicker, lighter-colored fur and large, heavily padded paws, suited for walking on snow.
Lions

((Volumes have been written about lions, usually by other liens; usually by other male lions. They make profoundly excellent authors, charming, witty, insightful, and now more so than when describing the leonine condition. They also shine in occupations which reward the exuberant personality; like position of aesthetic leadership or public address. While not always involved in aristocracy, it is not at all uncommon to find lions at middling levels of local power; as mayors, important merchants, or perhaps a low baron here and there. They tend to progress further in clerical life she still hampered by the occasional need for monastic humility.

Lionesses are as hard-nosed about family as they are about business. The mutuality of romantic courtship doesn't hold much attraction for the Naval-gazing male,
and lionesses typically have better things to do. It is a common complaint by lionesses that finding a good man is difficult; ironically, the average lioness is the one creature immune to the glamour of even the most radiant lion.))

## Anatomy and Physiology

The typical lion is a four-limbed, mammalian bipedal Feralian of giant size.
Medicine

Though the complete functions of the Feralian body are still not fully understood even in academia, studying what is known about medicine can make one more effective at treating illnesses and injuries.

## Gift Effects

* You may claim a bonus d12 when making rolls to use Academics to help a patient recover from injury or sickness, to inquire about a patient's history, or to identify the cause of death of a corpse.
Kingfishers

## Appearance

### Feather Colors

Black, Blue, Brown, Green, Orange, Purple, White, Yellow

### Distinctive Traits

* Long Pointed Beak
* Nictating Membranes
* Short Legs

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Strong Swimmer

### Species Skills

* Evasion
* Observation
* Swimming

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical kingfisher is a four-limbed, avian bipedal Feralian of small size.
Move Element

A variety of minor magics based upon manipulating already existing elements. This spell has a wide variety of uses both for utilitarian purposes - clearing rooms of smoke, digging holes, lighting candles, watering crops, etc. - and for combat - pulling the air from an enemy's lungs, throwing rocks at a target, moving fire from a friend to a hapless foe, hurling sharp icicles at an enemy, etc.

## Gift Effects

* As an attack action, you may exhaust this gift to cast the Move Element spell on a bit of air no less than a handful and no bigger than an average person.
	+ Select a target within Medium range that you would like to attack.
	+ Roll your Speed, Observation, and Supernatural vs the target's Speed and Evasion. If you are successful, the spell will inflict Dmg +0 and push the target 4 feet
* As an attack action, you may exhaust this gift to cast the Move Element spell on a bit of earth no less than a handful and no bigger than an average person.
	+ Select a target within Medium range that you would like to attack.
	+ Roll your Body, Digging, and Supernatural vs the target's Speed and Evasion. If you are successful, the spell will inflict Dmg +1.
* As an attack action, you may exhaust this gift to cast the Move Element spell on a bit of fire no less than a handful and no bigger than an average person.
	+ Select a target within Medium range that you would like to attack.
	+ Roll your Will, Presence, and Supernatural vs the target's Speed and Evasion. If you are successful, the spell will inflict Dmg +0 Critical and set the target On Fire.
* As an attack action, you may exhaust this gift to cast the Move Element spell on a bit of water no less than a handful and no bigger than an average person.
	+ Select a target within Medium range that you would like to attack.
	+ Roll your Mind, Swimming, and Supernatural vs the target's Speed and Evasion. If you are successful, the spell will inflict Dmg +2, Weak.
Missing Eye(s)

A character with the Flaw of Missing Eye(s) is one that is missing at least half of their natural eyes.

## Flaw Effects

* The character suffers a d12 penalty to detect things by sight and a d8 penalty to all rolls involving Jumping, Shooting, Throwing, or Transport.

## Experience Triggers

* The character faces a negative consequence because they are unable to see well.
Ravens

((Even among birds, Raven stand out as eccentric. They are incredibly intelligent people, prone to constant mutterings and in the sharp observations meant for nobody in particular, though keenly insightful. When riled, this can mount into bouts of raucous squawking matched only by the donkeys in their ability to rattle and annoy. These outbursts are like lightning strikes; sudden and to the point, before subsiding completely, usually resulting in a surrounding splash of hurt feelings.

Once ravens discharge outrage they relapse into a mumbling, seething, uneasy peace. They seem perpetually irritated, short-tempered, and crass, though all might be well. It isn't that ravens are dour people, they are just unable to grasp most social niceties. Ravens hardly ever apologize, say "please" and "thank you", or consider the emotional world beyond their beaks. And it cannot be over-stated how little this has to do with malice, and perhaps everything to do with a mind gestated in the solitary confinement of a hard-shelled egg.))

## Anatomy and Physiology

The typical raven is a four-limbed, avian bipedal Feralian of average size.
Pain-Sensitive

A character with the Flaw of Pain-Sensitive is one that tends to overreact any time they're hurt.

## Flaw Effects

* Anytime the character takes damage that is below the level of Dying, they will believe themselves to suffer the penalty one level higher than they actually have and will react accordingly.

## Experience Triggers

* The character or someone they care about faces a negative consequence as a result of the character's overreaction.
Reserves of Vitality

No one has endless endurance. In life and in combat, everyone eventually tires and atavists are no exception. When exhausted they may flag or falter, but when those with the Gift of Reserves of Vitality take a moment to to recover themselves, their second wind comes in much stronger than most allowing them to shake off their pains and ailments and continue onward with their tasks.

## Gift Effects

* If you take the Recover action, you may exhaust this Gift to negate any and all Reeling, Afraid, Blinded, Fatigued, Paralyzed, Sick, Slowed, or Terrified conditions on yourself.
Klutz

A character with the Flaw of Klutz is one that has a poor level of control over their muscles and awareness of their body.

## Flaw Effects

* The character suffers a d8 penalty to all rolls involving Speed and a d12 penalty to all rolls that would require precise muscle control.

## Experience Triggers

* The character or someone they care about is injured because of the characters clumsiness.
Professor

A professor is a scholar in the employ of a college or university. Professors usually focus on one area of study, often conducting original research and teaching courses in their fields of expertise.

## Roles and Duties

* Presenting lectures and seminars in their specialties
* Performing, leading and publishing advanced original research in their fields
* Mentoring more junior academic staff
* Managing teaching, research, and publications in their departments
* Assessing students in their fields of expertise
Lasso

A rope technique wherein a combatant ties a noose into their rope and throws it over part of their opponent's body to grapple them.

## Gift Effects

* If you have a readied weapon with the "Rope" descriptor, as a ready action, you may exhaust this gift to ready a lasso attack.
* If you have a readied lasso attack, as an attack action you may exhaust this gift perform a grappling attack.
	+ Roll your Body and Fighting vs. your target's defense. If you succeed, you inflict Dmg +0 and your target becomes Grappled.
Undine's Necklace

## Effects

* If the user has the gift of Bind Undine, as a Rally action, the user may wake the Undine 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 Will die vs the Elemental's Will 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 Beryl Necklace. If the roll is botched, however, the necklace will crack and become unusable until it is repaired.
Near-Sighted

A character with the Flaw of Near-Sighted is one that has difficulty seeing things that are far away from them.

## Flaw Effects

* The character suffers a d12 penalty to observe anything farther than Short range of them with their vision.

## Experience Triggers

* The character faces a negative consequence because they are unable to see well.
Phoenixes

## Anatomy and Physiology

The typical phoenix is a four-limbed, avian bipedal Feralian of large size.

Like other Ignids, phoenixes have a long forked tail, a long neck, large wings, and a crest of feathers on their heads. Phoenixes can be distinguished from their cousins the zhuques by their four-limbed build and the larger, broader shape of their wings.

The standard color of zhuques is a bright red or orange, commonly fading to a bright orange or yellow on the edges of the wings and the tips of the crest and tail feathers.

There are several other unusual color patterns seen in phoenixes, including:

* Leucism: Where all of the phoenixes fathers appear to be a light cream.
* Melanism: Where all of the phoenixes feathers appear to be a dark grey or brown instead of red.
* Mottling: Where the phoenix displays dark brown or grey mottling around the edges of their feathers. This typically develops as a Phoenix ages and seeing a young zhuque with those markings is incredibly unusual.

In all cases, these traits are rare and tend to run in families.
Peafowl

((There's a folktale that when the people of the world were assembled and the great provinces were being chosen, the Peafowl was too distracted by the beauty of their reflection in a pond to respond to the call.

The males are called Peacocks, and the women are called Peahens, and together, they are the Peafowl. Only the men have the luxurious tails with a haunting pattern of eyes on them, but all Peafowl comport themselves with dignity and aplomb. They are quick, precise birds, large and graceful, and many of them use their reputation as born leaders to advance in the bureaucracy.))

## Anatomy and Physiology

The typical peafowl is a four-limbed, avian bipedal Feralian of average size.