recursal/Fanatic-Fandom huggingface dataset:
Anonymous

It's no secret that names have power. The power to call someone, to turn their heads, to mark them out, sometimes even stronger things... the anonymous have forsaken their own names to prevent others from using it over them.

## Gift Effects

* Gain +1 Mark in Supernatural. This increase is permanent and will continue to exist even if the gift is exhausted.
* As long as this Gift is not exhausted, you may claim a bonus d12 to defend against any Supernatural attack.
* As long as this Gift is not exhausted, you may never be the "lowest roller". If you are hit by any attack that has an effect that specifically targets the lowest roller and you roll the lowest, it will instead target the second lowest roller. If there is no one else to target, the effect is negated.
* If you tell someone a name to call you, exhaust this Gift. You may respond to a name someone else calls you, but you cannot tell anyone any name to use for you without exhausing this Gift. The Gift may not be refreshed until you spend 2 hours without any contact whatsoever with any person who heard you speak your name, and after any names you wrote down for yourself have been erased or destroyed.
Aristocrat

An aristocrat is a person of noble rank or birth who lives as a member of the aristocracy. Traditionally even the lowest of nobles had a good deal of wealth and access to land and servants, however with the rise of the merchant guild, however, many nobles are struggling to hold the means to keep such lavish lifestyles.

## Roles and Duties

The roles and duties of Aristocrats can vary widely depending on the title they hold, however some of the common responsibilities are as follows:

* Overseeing the training of Archers, Champion, Knights, Samurai, or other warriors to protect the land and any castles or other structures on it.
* Managing the resources of their territory, including food, money, and other valuables.
Academics

Academics is a cultural mental skill that represents feats of book-looking, scientific theory, or even just plain life experience. All mundane advanced education in the world is covered by the Academics skill, including geography, law, history, literature, medicine, and other non-magical abstract topics.

## Uses for Academics

#### Rolls

* Recognizing obsure Facts or Figures
* Researching things in books

#### Gifts

##### To Perform

* Alder Path
* Better to Bend as a Reed than to Break as a Tree
* Create Stardust
* Curing Cloud of Moxibustion
* The Dim Mak (To resist the removal of the death touch)
* Doctor
* Flesh Ward
* Healing
* Imbas Farosna
* Judicious Counsel
* Lazarus Heart
* Locating
* Lorica
* Misfortune of the Elements
* Office of Another
* Opening the Gate
* Prayer for Zeal
* Repudiation
* Starlight
* Steganography
* Teinm Laeghda
* True Measure
* The Virtue of Culture

##### To Resist

* Ban-aileadh Suilt
* The Dim Mak (To remove the death touch)
* Faerie Fire
* Hateful Curse
* Remove Glamour
* The Virtue of Culture

## Gifts that Improve Academics

* Cosmopolitan (You may use the Academics skill with any culture, not just your native one)
* Druid's Mnemonic (+1 Mark to Academics)
* Medicine (Bonus d12 to Academics roll to heal a patient, inquire about a patient's history, or to identify the cause of death of a corpse)
* Quiniu Appreciates the Music (Exhaust to reroll Academics roll)
* Secrets of Star Magic (+1 Mark to Academics)
* Star Clout (+1 Mark to Academics)
* Star Mnemonic (+1 Mark to Academics)
* Vigor (Exhaust to use Academics dice as extra Soak dice)

## Flaws that Damage Academics

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

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

## Gift Effects

* Gain +1 Mark to Observation. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you have a Sapphire Charm or a Sylph's Charm equipped, it is your turn, and you have a free off-hand, you may put your hand on your talisman and exhaust this gift. If you do so, you immediately refresh all exhausted gifts that have both the "Air" descriptor and either the "Battle" or the "Respite" descriptor.
Boorish

A character with the Flaw of Boorish is one that has exceptionally bad manners. If invited to a fancy dinner, at best they might wear clean clothes and use a fork. More likely they'd walk in covered in whatever mud and debris was on them after a day's work, grab the nearest food in their hands, put their feet on the table, take a huge bite, and end the meal with a loud, unapologetic belch.

## Flaw Effects

* The character suffers a d12 penalty to all Social rolls in situations that require etiquette.

## Experience Triggers

* The character faces a negative consequence because of their bad manners.
Arctic Foxes

## Anatomy and Physiology

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

Like other Vulpines arctic foxes have pointed ears and snouts and bushy tails. Arctic foxes can be distinguished from their cousins the red foxes by their rounder ears, shorter legs, and thicker coats.

The colouring and fur length of Arctic Foxes typically changes with the seasons. In summer, they have short coats of fur that appear as mixes of black, brown, cream, and grey, with the darkest areas typically being on the head, along the back and tail, and down the limbs. In winter, their fur grows much longer and lightens to a near-solid cream or white, sometimes with occasional grey ticking.

There are several unusual color patterns seen in zebras, including:
[\*]Albino: Where the arctic fox's fur is a solid white year round, their eyes are red or blue, and the nose is an unusual pink color.
[\*]Blue: Where the actic fox's fur is a dark grey or black year round. Most foxes with this mutation have brown or yellow eyes.
[\*]Piebald: Where the arctic fox has white markings in unusual places.

In all cases, these traits are rare and tend to run in families.
Alder's Calamity

## Gift Effects

* As an attack action, you may exhaust this gift to cast the spell Alder's Calamity.
	+ Choose a target within Medium range of you. Note that if this weapon is used on any target that is not "Unholy", the weapon will gain the "Unholy" descriptor and the user will become Tainted upon using it.
	+ Roll your Mind, Species, and Observation vs the target's Mind and Observation. If you are successful the spell causes the feeling of a freezing blizzard to wash over the target's body, stiffening their muscles and forcing them to drop their weapon. This inflicts Dmg +1, Penetrating and Weak and Disarms the target.
Common Bats

((Bats are often misunderstood for being so different. Their physical attributes fit their way of life, is one are often at odds with more common standards of beauty. But it is also true that all bats claim to be vampires until the real vampires come around; is a useful reputation to cultivate when otherwise forced to live as pariahs. They make excellent thieves, spies, illusionists, stage magicians, charlatans, paramours. They are also good at reading people, making them useful interpreters, negotiators, salesmen, performers, carnival folk, and other general hagglers.))

## Anatomy and Physiology

The typical common bat is a four-limbed, mammalian bipedal Feralian of small size. They have elongated forelimb digits, large ears, and membranous wings.
Animal Magnetism

Whether looks, charm, or something else entirely, some people have a natural level of magnetism that appeals to their own species on a primal level.

## Gift Effects

* If you are interacting with someone else of your species, you may claim a bonus d12 to any roll that uses the skills of Gossip, Inquiry, Leadership, Negotiation, or Presence.
* If you are interacting with someone in a species of the same family as you, you may claim a bonus d8 to any roll that uses the skills of Gossip, Inquiry, Leadership, Negotiation, or Presence.
Common Seals

((Seals are mammals, but they still spend most of their natural lives at sea. This liminal existence, always half in and half out, makes them border guards and psychopomps of the division between sea and sky. Religions and philosophies have grown up around this idea, with shoreline monasteries full of habited seals contemplating their place in the world and their relationships to other species. Seals frequently serve as sailors, traders, or marines, but many also have a mystic bent.))

## Anatomy and Physiology

The typical common seal is a two-limbed, aquatic mammalian Feralian of large size.
Average Size

Average Feralians are those who fall in the most common height range, standing between five and seven feet in height. Most parts of the world are built with the expectation of accommodating people of this size, so they're unlikely to ever face a real struggle with their height.

## Gift Effects

* You follow the average range rules.
	+ Anything within 4 feet is considered Close
	+ Anything between 4 feet and 8 feet is at Reach
	+ Anything between 8 feet and 12 feet is Near
	+ Anything between 12 feet and 32 feet is Short
	+ Anything between 32 feet and 92 feet is Medium
	+ Anything between 92 feet and 252 feet is Long
	+ Anything between 252 and 628 feet is Very Long
	+ Anything between 628 and 2,500 feet is Extreme
	+ Anything between 2,500 and 7,500 feet is Far
	+ Anything between 7,500 feet and 27,500 feet is Horizon.
* You may wear and use slight, average, or large armor and equipment.
	+ If you wear slight or large armor, the soak dice of the armor is decreased by one die size since it doesn't fit you properly.
	+ If you use slight or large weapons, they become Awkward.
* You can carry 20 pounds of weight per die size of your Body dice (ie. d4=20, d6=40, etc.) before you are Burdened, 30 pounds of weight per die size of your Body dice before you are Overburdened, and 40 pounds of weight per die size of your Body dice before you are at your maximum limit.
Compulsive Vandal

A character with the Flaw of Compulsive Vandal is one that feels compelled to destroy things as a solution for problems.

## Flaw Effects

* Anytime the character has the opportunity to benefit from destroying an inanimate object they must succeed on a roll of Will vs 3 to resist or take the opportunity.

## Experience Triggers

* The character accidentally destroys something important without thinking it through.
Climbing

Climbing is a physical skill that represents a character's ability to scaling objects and catch themself if falling. This skill often partners well with the Jumping skill.

## Uses for Jumping

#### Rolls

* To Climb Something
* To Catch Yourself if Falling

#### Gifts

##### To Perform

* Ivy Path
* Snapping the Twig

## Gifts that Improve Climbing

* Dragon's Tail (Grants a second-chance to catch oneself if falling)
* Fast Climber (Climbing is an action, not a stunt)
* Parkour (Run up, down, or across sheer surfaces as a stunt)
* Prehensile (Grants a second-chance to catch oneself if falling)
* Sticky Fingers (Run up, down, or across sheer surfaces as a stunt)

## Flaws that Damage Climbing

* City Slicker (d12 penalty to climb trees or other objects unusual in a city)
* Country Bumpkin (d12 penalty to climb buildings or other objects unusual in the country)
* Dependent (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Klutz (d8 penalty if roll involves Speed, d12 penalty if roll requires precise muscle control)
* Lame (d12 penalty if roll involves Body or Speed)
* Missing Arm(s) (d8 penalty if roll involves Body or Speed)
* Old (d8 penalty if roll involves Body, Speed, or Observation)
* Out of Shape (d12 penalty if roll involves Body)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Stubby Fingers (d12 penalty to all Climbing rolls)
* Weathered Wound (d12 penalty if roll involves Body or Speed and it's raining, snowing, or under 50 degrees)
Dancer

A dancer is a performer who entertains a crowd by moving rhythmically to music. The work of a dancer can range greatly based on skill level and opportunity, from low and mid-level dancers that perform short events on their own or in small groups to the virtuoso dancers that engage in long theatrical performances.

## Roles and Duties

* Memorize the steps and movements to be able to accurately act out a choreographer's dance routine
Axe Mastery

Those who have attained complete mastery over the skill of fighting with axes can execute the techniques they've learned with little difficulty.

## Gift Effects

* If you are holding a readied weapon with the "Axe" descriptor, you may take an extra refresh action each round, but only to refresh a gift with the "Axe" descriptor.
Barnacle Geese

## Anatomy and Physiology

The typical barnacle goose is a four-limbed, avian bipedal Feralian of average size. They have light-colored faces, long necks, and webbed feet.

Like other Anatids barnacle geese have long necks and webbed feet. Barnacle Geese can be distinguished from their cousins the Cackling Geese by the larger light patches on theirfaces, their light underbellies, and ther dark wings.
Anacondas

## Anatomy and Physiology

The typical anaconda is a limbless, reptilian Feralian of giant size. Like other Boids, anacondas have scaly, enlongated bodies. Anacondas can also be distinguished from their cousins the boa constrictors by their larger size, heavier builds, oval-shaped spots, and the higher placement of their eyes and nostrils.

The standard scale color of anacondas is brown, yellow, or olive green, with dark, oval-shaped spots and a lightly colored underbelly.
Artist

An artist is a creative spirit who produces paintings, drawings, sculptures, or other art pieces to sell. Artists must balance their muse with their need for the next paycheck and may have to spend more time searching for rich patrons to fund their projects than actually creating them.

## Roles and Duties

* Creating works of art for the enjoyment of their clients
Anguian Dragons

### Feather Colors

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

### Scale Colors

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

### Eye Colors

Amber, Blue, Brown, Green, Grey, Orange, Purple, Red

### Distinctive Traits

* Colorful Hide
* Hood
* Long Tail
* Short Legs
* Two Sets of Feathered Wings

## Abilities

### Primary Senses

* Smell
* Spot

### Natural Weapons

* Claws
* Fangs

### Natural Gifts

* Flight
* Prehensile Tail
* Survival

### Species Skills

* Endurance
* Presence
* Supernatural

## Anatomy and Physiology

The typical anguian dragon is a nine-limbed, reptilian bipedal Feralian of average size. They have inflatable hoods, long, prehensile tails, and two sets of colored wings.
Comic Relief

Sometimes, things get bad, but it's no use getting downtrodden about it! Those with an understanding of comic relief know how to use humor and wisecracks to ease the tension of bad situations and urge their allies to action.

## Gift Effects

* As an action, you may Exhaust this Gift to perform a Rally, even if you are Afraid or Terrified.
Contortionist

Your joints are highly flexible, which allows you to bend your body in unusual ways to fit into odd places.

## Gift Effects

* As an action, you may squeeze through a tight space. Roll your Speed and Mind vs your own Body trait. If you succeed, you fit.
* You may retreat without moving by moving your body out of the way of the attack. This also allows you to Retreat when Knocked Down, when dodging against Ranged attacks without Cover, and when grappled.
* You may claim a bonus d12 to use the Break Free attack.
Beastly

A character with the Flaw of Beastly is one that is beastly to the point of nearly being feral. This is not simply a matter of appearance, but one of personality and habit. A beastly character will follow their instincts above all else, behaving more similarly to their feral cousins than to most civilized Feralians.

## Flaw Effects

* The character is affected by all gifts, flaws, and other effects that would normally target animals.

## Experience Triggers

* The character faces a consequence because they are affected by something that would normally only effect animals.
Coward

A character with the Flaw of Coward is one that lacks the courage to endure dangerous or unpleasant things. When the going gets tough, cowards get going.

## Flaw Effects

* If the character becomes Afraid or Terrified while engaged in a battle, plan, crime, or other situation, they must succeed on a roll of Will vs 3 or flee the situation at the first opportunity. They may not return to the scene until it has been concluded unless they are Rallied by a character within close range of them.

## Experience Triggers

* Someone the character cares about gets hurt because the character ran away from a fight.
Attack Specialist

* Must've engaged in battle with at least two weapons with the appropriate descriptor

### Refresh

Passive

An attack specialist is someone who has developed a basic understanding of the fundamental ways to perform a single type of attack with a wide range of weapons.

## Gift Effects

* Upon taking this gift, choose one weapon Descriptor from the following list: Bladed, Chopping, Concealed, Earth-Sky, Fencing, Forked, Improvised, Ranged, Slashing, Sun-Moon, Throwing, Thrusting, or Vast-as-Heaven.
* Any time you attack or counter with a weapon of the type you chose, you may claim a bonus d8.
Black Magic Apprentice

More commonly referred to as necromancers, a Black magic apprentice is someone who studies the ways of Black magic - the magic which seeks to harness the power of ghosts, spirits, and forces from the next world to make the mage's will manifest.

In theory, Necromantic power is nearly limitless, for the next world is full of untapped souls, but in practice, many of those souls have unfinished business and will do their best to break free of the Necromancer's yoke and unleash their own will upon the world. Due to the unpredictability of Necromantic magic and its sinister implications, the use of black magic is punishable by torture or death in much of the world of Feralis.

## Gift Effects

* As a stunt, you may send a group of undead into a rage. Choose a place within Medium range of you to target. Roll your Will, Deceit, and Supernatural vs 3. All of the undead within range must resist with their Mind and Will vs. 3. If they are unsuccessful, they become Berserk.
* When you take this gift, you also gain the Gifts Horror, Illness, and Torment at no additional experience cost.
Create Water

One of a series of minor magics based upon conjuring the natural elements of the world. Creating water has a wide variety of uses both for utilitarian purposes - cooking, watering plants, etc. - and for combat - drowning someone, topsizing a boat, etc.

## Gift Effects

* As a ready action, you may exhaust this gift to ready a Create Water spell.
	+ Roll your Will and Supernatural vs 3. If you are successful, the spell manifests into your hand or casting weapon and will remain there until you cast it, drop it as a free action, or until five minutes have passed.
* If you have a readied Create Water spell you may cast it as an attack action.
	+ Choose a target within Medium range of you.
	+ Roll your Mind and Swimming vs the target's defense. If you are successful, the spell inflicts Dmg +2, Weak.
Daybreak

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

## Trait Stats

### SPC

d6 (Soldier)d8 (Strategist)

d10

### MND

d6
d8

### WIL

d6
d10

## Skill Stats

### Career Skills

EVA, OBS, PRS (d10)
FGT, SHO, TAC (d6)ACA, LED, TAC (d8)

### CMB

// (d6)
/ (d4)

### DEC

/ (d4)
// (d6)

### END

--
/ (d4)

### FGT

/ (d4)
/ (d4)

### JMP

--
// (d6)

### NEG

/ (d4)
/// (d8)

### PRS

--
// (d6)

### SHO

/ (d4)
--

### SWM

/ (d4)
/ (d4)

### THR

--
/ (d4)

## Gifts and Flaws

### Languages

* Calabrian
* Govoryan

### Local Knowledge

* Isle of Styx, Stygian Isles, Calabria
* Navsegda Forest, Govorya

### Species Gifts

* Flight
* Night Vision
* Prehensile Feet

### Career Gifts

* Counter-Tactics
* Literacy: Calabrian
* Literacy: Govoryan
* History

### Other Gifts

* Brawling Weapon Proficiency
* Extra Career: Soldier
* Improved Trait: Career (Soldier)
* Pack Tactics

### Flaws

* Ambition
* Vengeful
Big Appetite

A character with the Flaw of Big Appetite is one that is constantly hungry and looking for their next meal.

## Flaw Effects

* Anytime the character has unrestricted access to food, they must succeed on a roll of Will vs 3 or take twice the amount of food that another of their kind and size would need to stay healthy.

## Experience Triggers

* The character or someone they care about suffers Hunger damage because the character ate more than their share of food.
Charging Strike

## Gift Effects

* As an attack action, you may exhaust this gift to perform a charging strike.
	+ Declare a target within Near Range of you and a straight line path that you will travel to reach them.
	+ Roll your Sprint die and move that many paces down the path towards the target.
		- If you fail to reach the target, stop there and your attack ends.
		- If you reach the target, stop when you reach then and perform a brawling or melee attack against the target.
Common Geckos

### Scale Colors

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

### Eye Colors

Black, Brown, Green, Grey, Red, Teal, White, Yellow

### Distinctive Traits

* Adhesive Pads on Digits
* Large Heads
* Long Tails

## Abilities

### Primary Senses

* Smell
* Spot

### Natural Weapons

* Claws
* Teeth

### Natural Gifts

* Adrenaline Rush
* Fast Climber
* Sticky Fingers

### Species Skills

* Climbing
* Evasion
* Observation

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical common gecko is a four-limbed, bipedal reptilian Feralian of small to slight size. They have adhesive pads on each of their digits, large heads, and long tails.
Blabbermouth

A character with the Flaw of Blabbermouth is one that has trouble keeping secrets. In many cases, after being told a secret, they will not be able to stop thinking about it, or even about how they need to make sure not to tell anyone about it, and end up revealing it to someone while distracted.

## Flaw Effects

* Anytime the character knows a secret and is talking to someone else they must succeed on a roll of Will vs 3 to avoid telling it.

## Experience Triggers

* Someone the character cares about is humiliated, hurt, or put in a dangerous situation because the character revealed a secret.
Blind Rage

A character with the Flaw of Blind Rage is one that is prone to getting so lost in the moment during fights that they are unable to tell their friends from their foes.

## Flaw Effects

* Anytime the character takes a combat action they must succeed on a roll of Mind vs 3 or become Berserk.

## Experience Triggers

* The character hurts someone they care about due to their recklessness while fighting.
Brown Bears

((Bear culture is both one of the oldest in the newest. There are still small enclaves of bears living in the perpetually wintry northern waste of Calabria as they have for many hard ages, keeping alive the pagan culture once known for seafaring exploration and honor.
After countless generations, bears are now seamlessly integrated into cosmopolitan society and most have lost all meaningful ties to their northern relatives. Any bear on the street will tell you the same thing and claim lineage to one of the bear clans that successfully assimilated into the contemporary world. Some bears don't even have an opinion on the matter. Which is not to say that they are completely easy-going, as bears tend to have a short fuse for interpersonal aggravation; a bear might happily and lazily tolerate unpleasant yet random situation, but will fly into a rage if they feel put into that same situation by another person.))

## Anatomy and Physiology

The typical brown bear is a four-limbed, mammalian Feralian of giant size. They have broad heads, large paws with curved claws, and shaggy fur.
Barber

A barber is a person who utilizes razors and fine coordination to trim hair, create ointments, perform dental care, and provide first aid and minor surgeries. Barbers are the most common medical practitioners in the world and can generally be found in any decent-sized village or monastary.

## Roles and Duties

* Cutting and styling fur and/or feathers
* Caring for soldiers during or after battle
Castellan

A castellan is an official appointed by the nobility to govern a castle and its surrounding territory in their absence. In most cases, the individuals appointed to this position are advisors, knights, senior servants, or other people that already live at the castle and have both experience and the trust of their nobles. Exceptions do happen however, and sometimes young or lesser nobility may be charged to move and take command of the role.

## Roles and Duties

* Maintaining the castle defenses and protecting the lands
Create Fire

One of a series of minor magics based upon conjuring the natural elements of the world. Creating fire has a wide variety of uses both for utilitarian purposes - lighting torches, warming houses, etc. - and for combat - lighting buildings ablaze, setting fire to enemies, etc..

## Gift Effects

* As a ready action, you may exhaust this gift to ready a Create Fire spell.
	+ Roll your Will and Supernatural vs 3. If you are successful, the spell manifests into your hand or casting weapon and will remain there until you cast it, drop it as a free action, or until five minutes have passed.
* If you have a readied Create Fire spell you may cast it as an attack action.
	+ Choose a target within Medium range of you.
	+ Roll your Will and Presence vs the target's defense. If you are successful, the spell inflicts Dmg +0, Critical and sets the target On Fire.
Sunbeast Unleash

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 **Sets**

Gallery **·** Rulings **·** Errata **·** Tips **·** Appearances **·** Trivia **·** Lores **·** Artworks **·** Names
Crusader

A crusader is religious devotee who fights for their faith. In addition to being trained for combat, crusaders are also taught to read in order to study religious texts.

## Notable Practitioners

* Niels von Rorer was the fourth Grand Master of the Order of the Penitent Brothers, serving from 1210 to 1239. A skilled diplomat with strong ties to high officials within the church, Niels oversaw the expansion of the military order into Bisclavert lands.
Conspiracy Theorist

A character with the Flaw of Conspiracy Theorist is one that believes that certain parties are involved in a complicated scheme.

## Flaw Effects

* Upon taking this gift, the player should work with the DM to establish exactly what it is the character thinks is going on.
* Anytime the character meets someone that they dislike, or that goes against their personal ideas, beliefs, or goals, they must succeed on a roll of Mind vs 3 or they will begin mentally roping the person into their personal conspiracy.
* The character must always treat those they believe to be involved with the conspiracy as if their beliefs were proven truth.

## Experience Triggers

* The character's theory about someone is proven to be impossibly wrong.
Aardvarks

## Anatomy and Physiology

The typical aardvark is a four-limbed, mammalian bipedal Feralian of average size. They have long ears, narrow snouts with long tongues, and short, sleek fur.

Aardvarks are a species with few living relatives. Their closest are the Sengis, however even that is a distant relation. Some of the species' notable unique features include longer legs than arms, with no thumbs on their hands, and flattened, shovel-like toenails.

The standard fur color of aardvards is a dusty brown or grey, with dark areas on the legs and lightly-colored tails.

All-white aardvarks have also been seen, but this trait is rare and tends to run in families.
Common Crabs

### Scale Colors

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

### Eye Colors

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

### Distinctive Traits

* Eye Stalks
* Short Bodies
* Two Sets of Antennae

## Abilities

### Primary Senses

* Smell
* Spot

### Natural Weapons

* Pincers
* Teeth

### Natural Gifts

* Extra Two Hands
* Gills
* Natural Armor

### Species Skills

* Fighting
* Observation
* Swimming

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical common crab is a ten-limbed, bipedal arthropdian Feralian of small to average size. They have two sets of antennae, short bodies, and eye stalks.
Black Magic Clout

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

## Gift Effects

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

Some people have a keen sense for noticing the slightest sign of trouble. A part of their mind constantly on the lookout for threats, even when they're doing other things. When danger approaches they feel their hair stand on end, a chill down their spine, or the heavy weight of dread warning them to prepare for what's about to come.

## Gift Effects

* You may claim a bonus d12 when making Initiative rolls.
* You may claim a bonus d12 when making rolls to detect danger, to search for traps, or to gossip with locals about which places in town are more dangerous.
Ankylosauruses

## Anatomy and Physiology

The typical ankylosaurus is a four-limbed, reptilian bipedal Feralian of giant size. They have bone-plated scales, pyramidal horns, short necks, and tails that end in a heavy bone club.

Like other Eurypodans ankylosauruses have bone-plated scales and short necks. Ankylosauruses can be distinguished from their cousins the stegosauruses by their pyramidal horns, club tails, and lack of dorsal plates.
Asthmatic

A character with the Flaw of Asthmatic is one that has difficulty breathing under certain circumstances. The primary causes for the spells of difficult breathing are physical strenuation of the lungs and extreme emotional distress.

## Flaw Effects

* Anytime the character becomes Afraid or Terrified they must succeed on a roll of Body vs 3 or they will become Fatigued.
* Anytime the character performs a Climb, Run, or Swim stunt they must succeed on a roll of Body vs 3 or they will become Fatigued.

## Experience Triggers

* The character fails to complete an important task because they are Fatigued due to their Asthma.
Bind Gnome

While many elementalists may find themselves able to negotiate with lesser elementals, elementals of high caliber are often opposed to being bound and convincing them is rarely an easy task. Few Gnomes will even deign to speak to a mage without enough understanding of earth magic.

Typically, binding a Gnome requires the caster to craft or obtain an appropriate vessel to host the elemental. Once they've done this, they must challenge the elemental and beat them in a contest of the elemental's choosing. If they win, the creature will accept their dominion and agree to serve them for a time, though they will nearly always leave and go to follow their own will if the bonds are broken for any reason.

## Gift Effects

* If you have a Hematite Chain you may present it to a Gnome to challenge them to a contest.
	+ Roll your Body and Leadership vs the Gnome's Body and Species traits
		- If you succeed, you will win the contest, and the Gnome will enter your Hematite Chain and lay in a dormant state, making it a Gnome's Chain
		- If you tie or worse, you will lose the contest and the elemental will not allow you to try again until you have bought at least one more mark in the Digging skill
		- If the Elemental overwhelmingly succeeds, your Hematite Chain will crack and become unusable until it is repaired.
		- If you botch the roll, the Hematite Chain will be shattered beyond repair and the elemental will attack you
Country Bumpkin

A character with the Flaw of Country Bumpkin is one that has very little experience with the world outside of life in the country. This can present challenges if the character is put in a situation where they need to do someting unfamiliar, like navigate through alleyways in the city, trading in unusual foreign goods, or dealing with the more sophisticated scamming schemes more commonly found in cities.

## Flaw Effects

* The character suffers a d12 penalty anytime they deal with something that would've been unusual to deal with in the country.

## Experience Triggers

* The character fails a task and learns something new about cities in the process.
* Someone takes the time to teach the character something new about city living.
Buffalo

((A significant population of the Deltan Valley are Water Buffaloes. In any sizable operation whether there are fields to be tilled, walls to be built, or possessions to be defended, there is almost always at least one Buffalo if not several more. Most of them had a simple, practical outlook on life… I have little time for any foolishness.))

## Anatomy and Physiology

The typical buffalo is a four-limbed, mammalian Feralian of giant size. They have non-cloven hooves, curving horns, and tufted tails.
Craft Specialty

You have studied the art of creating a craft of some kind and have become highly skilled at it.

## Gift Effects

* Upon taking this gift, select one type of Craft. Examples include: Sewing, Wandmaking, Weaving, etc.
* You may claim a bonus d12 when making rolls to craft an item using your chosen craft or explain the accademics of your craft.
Anglerfish

## Anatomy and Physiology

The typical anglerfish is a two-limbed, ichthyic Feralian of average to large size. They have large mouths full of sharp fangs and esca where they cultivate bioluminescent bacteria.

The standard skin color of anglerfish is a slightly mottled black, brown, grey, orange, or red with slightly transparent white tail fins.
To Make It Easier On You

**To Make It Easier On You** is a song by Thelma Houston from her debut album *Sunshower* (1969), released on Dunhill Records. The song was never officially released as a single, until American singer Nancy Wilson recorded her version of the song for her 32nd studio album *All In Love Is Fair* (1974) through Capitol Records.

Wilson's verison served as the sixth single for her record and became her sixth consecutive *Billboard* Hot 100 number-one single from *All In Love Is Fair*.
Astrologer

An astrologer is an academic who studies the heavens, earth, weather cycles, and seasonal patterns. Some believe that by studying these things, a better understanding could be gained for agriculture and other social successes.

## Notable Practitioners

* Manos Strakas was a Strygian astronomer credited with calculating the circumference of the planet in 240 BCE.
Chemosynthesis

The body of a Feralian with the Gift of Chemosynthesis has developed a symbiotic bond with a form of bacteria capable of producing nutrients for them. As long as they stay in an environment with the proper resources for the bacteria, they'll never go hungry.

## Gift Effects

* If you are in your species' natural habitat, you automatically gain the benefit of one day of good food and water each day, even if you never actually eat or drink.
Bodyguarding

Whether you're a personal guard or simply someone who doesn't like seeing their friends get hurt, you've learned how to protect people even when it means putting yourself in harm's way.

## Gift Effects

* If an ally no further away than your Stride is targeted by an attack, you may Exhaust this gift to swap places with that ally. You must then defend in the place of that ally. If the attack claimed both you and your ally as targets, then the attack against your ally is negated and you will only need to defend yourself once.
Alligators

## Anatomy and Physiology

The typical alligator is a four-limbed, reptilian bipedal Feralian of giant size. They have bone-plated scales, flat skulls, and webbed feet.

Like other Crocodilians, alligators have bone-plated scales, flat skulls, webbed feet, and slit pupils. Alligators can be distinguished from their cousins the crocodiles by their more rounded snouts, their hidden teeth, and their strong preference for fresh water. They are also similar to their cousins the caimans, but alligators can be distingushed from them by their larger size.

The standard scale color of adult alligators is a dark black, brown, or green on top with a lighter cream, brown, grey, or yellow underbelly.

Young alligators also have a dark black, brown, or green scales, however they typically have bright yellow or cream stripes that run along their bodies and eventually fade as they get older.

There are several unusual color patterns seen in alligators, including:
[\*]Albinism: Where the scales appear entirely white or cream.
[\*]Melaism: Where the scales appear entirely black.
[\*]Piebaldism: Where the alligator has splotches of white in places where the scales would normally have color.

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

Imelda (Adoptive Sister)

Knox Holland (Brother)

Kody Holland (Sister)

Monty Holland (Brother)

Nora Holland (Sister)

## Physical Appearance

Argentine is a slender, short young fox with a coat of unusually dark black fur, faintly tipped with grey on his face, chest, and down his back. The tip of his tail is a bright white, however.

Aside from Market Days and the few other occasions that wearing the couple of fancy outfits his mother made for him are appropriate, Argentine usually dresses in plain brown or cream clothing, often with stains, tears, or tatters as a result of being passed down from one of his brothers. He takes this in stride, however, simply tying off the clothing anywhere it's too big for him or fashioning a rope out of a bit of belt if needed.

## History

Argentine was the fifth child born to Jasper and Evelyn Holland of Granvert Woods. He grew up on the farm with his family, which consists of his father, Jasper, his mother Evelyn, his older brothers, Everett, Monty, and Knox, and his younger sisters, Cricket and Kody.
Combat Edge

With a bit of quick thinking a clever combatant can sometimes turn a match that would otherwise be dead even into one that's in their favor.

## Gift Effects

* Gain +1 Mark to your Tactics. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you tie on an attack or defense, you may exhaust this gift to cause the tie to break in your favor.
Concubine

A concubine is a person, usually female, who lives with their master and serves to bring them pleasure. In most cases, a concubine is recognized as less than a wife, and any children that result from serving their master is considered recognized and provided for to an extent, but were illegitimate and lesser than the children of the noble's wife. There have been exceptions to this, however.

## Notable Practitioners

* Qian Lanying was a concubine of Emperor Yu which he elevated over his wife, Wei Yu, and son, Yi-Jiu Yu, ultimately leading to the Emperor's demise at the hands of barbarians that the Wei Yu's father, the Duke of Jin, had allowed to pass unmolested through his lands and find the emperor.
Anchored Object

A character with the Flaw of Anchored Object is one that has a supernatural connection that ties their life force to a specific object. Should the character ever be separated from their anchor, their life force will begin to ebb and fade, causing them to slowly become sicker and weaker until they eventually die.

## Flaw Effects

* Upon taking this gift, the player should work with the DM to establish what item the character is anchored to.
* The character must keep the item they are anchored to wiithin Near range of them. If they ever outside of this range for longer than 1 hour they immediately become sick. From that point on, they will take +1 point of unhealable damage per day until the item is recovered or the character dies. The damage may be healed normally once the item has been recovered.

## Experience Triggers

* The character becomes Sick because they have lost their Anchored Object.
Competitor

A character with the Flaw of Competitor is one that is extremely competitive.

## Flaw Effects

* Anytime the character has the opportunity to compete in a contest they must roll Will vs 3 to resist their urges. If they fail the roll, they must take the opportunity.

## Experience Triggers

* The character fails to complete an important task because they were distracted by a competition.
Craft

Craft is a physical and mental skill that represents a character's ability to make, build, or repair things with their hands.

## Flaws that Damage Craft

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

A character with the Flaw of Branded is one that has a physical brand marking them as someone's slave.

## Flaw Effects

* The character has a physical brand that they must hide. If the brand is seen by an ally of their master, including all law enforcement local to the master's area, they will attempt to capture and return the character.

## Experience Triggers

* The character fails an important task because they are forced to flee to avoid being captured.
Brawling Fighter

Where others need to carry axes, swords, or other weapons into combat to protect themselves, brawling fighters develop their body and their skills to make them into a lethal weapon in their own right.

## Gift Effects

* You may use your Body and Fighting dice to parry with brawling attacks.
* If you are not Asleep, Immobilized, Unconscious, or otherwise disadvantaged in a way that would prevent you from using your brawling weapons, you constantly threaten foes within Close Range of you.
Alsciaukat Lyncis

## Physical Appearance

Alsciaukat is a young lynx with an athletic physique and a bit of a "baby face" He has brown fur with black spots, a light underbelly, and black-tips on his ears and tail. His eyes are an earthy green.

A relic hunter by heart and trade, Alscia dresses for his work, usually favoring plain brown or cream-colored clothing with light, flexible leather armor on his upper body. The exception to this is a slightly tattered, dark green neckerchief that Guinare gave him as a gift. He also carries a large backpack, stocked with adventuring supplies, a length of rope wrapped around his waist, and a shortsword.
Ambition

A character with the Flaw of Ambition is one with a strong desire for power or recognition. When the opportunity to gain it presents itself, some find the need to pursue it to be overwhelming.

## Flaw Effects

* Anytime the character has the opportunity to gain power or recognition they must roll Will vs 3 to resist their urges. If they fail the roll, they must take the opportunity.

## Experience Triggers

* The character's attempts to gain power or recognition result in them or someone they love being harmed.
Create Stardust

Based upon the minor magics that conjure the natural elements of the world, this spell allows one to conjure stardust - a material from space rarely found on the planet. Creating Stardust has a wide variety of uses for utilitarian purposes - crafting ingredients, soft lighting, strong magical focus etc. - though unlike other elements it serves little purpose in combat in its natural state.

## Gift Effects

* As a ready action, you may exhaust this gift to ready a Create Stardust spell.
	+ Roll your Will and Supernatural vs 3. If you are successful, the spell manifests into your hand or casting weapon and will remain there until you cast it, drop it as a free action, or until five minutes have passed.
* If you have a readied Create Stardust spell you may cast it as an attack action.
	+ Choose a target within Medium range of you.
	+ Roll your Mind, Will, and Academics vs the target's defense. If you are successful, the spell inflicts Dmg +0 Weak and the target will begin to glow with a radiant soft pink light, illuminating everything within Medium Range for one round.
Dakota Holland

Everett Holland (Brother)

Imelda (Adoptive Sister)

Knox Holland (Brother)

Monty Holland (Brother)

Nora Holland (Sister)

## Physical Appearance

Dakota is a young Fox with an average build, bright yellow eyes, a thick fur coat that is mostly black with a light reddish-brown undercoat and reddish-brown markings around her ears and a white-tipped tail.

Dakota typically wears cotton or wool dresses and skirts made by her mother, Evelyn. Despite their status as farmers, Dakota's dresses are often deceptively fancy. Due to the expense of the fabric dyes favored by the nobility, Dakota's mother typically uses natural materials from around the farm to color the clothes resulting in the common colors being orange, brown, pink, blue, grey, green, and yellow. She also goes out of her way to add complicated pleats, ruffles, and ribbons to accent the apparel. As a result, a few people who see Dakota when she's on trips with her mother to sell her wares in Triskellian have mistaken her for a young noble, leading to some interesting encounters and actually attracting a bit of business.

Though Evelyn does her best to keep Dakota clean, she spends most of her free time drawing with her charcoals. As such, it's common for her hands and clothes to be stained with specks and splotches of charcoal dust.
Cursed

A character with the Flaw of Cursed is one that has been cursed by either a powerful spellcaster or a supernatural creature. Curses of this nature may effect the character's ability to make certain choices, damage their health in certain situations, make it more difficult for them to accomplish certain types of tasks, inflict statuses on the character under certain circumstances, or create problems in the world outside of the characters' control.

## Flaw Effects

* Upon taking this flaw, the player must work with the DM to determine what type of curse the character is afflicted with, the effects of the curse, any conditions it has, and how much the character knows about the wizard who cast it on them. Note that the curse should be specific but should also have the potential to cause significant, regular effect on the character, on par with other flaws. The curse may not have any inherently beneficial effects.

## Experience Triggers

* The character faces a serious consequence as a result of their curse.

## Notable Characters with this Flaw

* Kyndranigar, the author of Thaumaturgoria and a pioneer in the field of Theurgic magic, was once allegedly cursed to catch fire anytime his skin was touched by sunlight. This is said to have cause the habits that led to him being known as the Shadow-Magus. He must've broken this curse fairly quickly, based on the other accounts of his exploits, however.