recursal/Fanatic-Fandom huggingface dataset:
Cyclops

The character has been cursed by the fi ckle will of Chaos. In return for one of his eyes, he is given the ability to see something of the future. Unfortunately, the only part of the future he is able to see is his own death, and he turns maudlin or enraged as he dwells upon his doom and seeks to plot how it might be avoided. One of the character’s eyes seals over or turns into a gaping socket. He permanently loses 1d5 Perception and counts as having the Conspiracy Theorist Disorder (see page 278).
Character Advances & Skills

## Skill Ranks

Skill ranks determine your bonus on skill tests and apply a penalty when you are untrained in a given skill.

Table 3-1: Skill Ranks
 Four (Veteran) | +30 on all Tests with this Skill

## Characteristic Advancement Costs

Table 3-1: Skill Ranks
 Allied
 Opposed

## Advances by Alignment

Table 2-5: Advances By Alignment
Command
Parry
Frenzy Furious, Assault Hammer Blow Hatredt Killing Strike Lightning Attack Pity the Weak
 Nurgle
Medicae
Survival
Iron Jaw Jaded Master Chirurgeon Mighty Shot Nerves of Steel Never Die Prosanguine
 Slaanesh
Charm
Deceive
Dodge
Inspire Wrath Into the Jaws of Hell Iron Discipline Leap Up Lightning Reflexes Mimic Precise Blow
 Tzeentch
Logic
Psyniscience
Scrutiny
Favoured by the Warp Foresight Heightened Sensest Infused Knowledge Light Sleeper Mediation Paranoia Polyglot
 Unaligned
Ballistic Skill
Infamy
Intelligence
Perception
Weapon Skill
Common Lore
Operate
Slight of Hand
Stealth
Inquiry
Linguistics
Navigation
Scholastlic Lore
Security
Tech-Use
Trade
Awareness
**Ancient Warrior**
**Armour-Monger**
**Arms Master**
**Betrayer**
**Blade Dancer**
**Bolter Drill**
**Child of the Warp**
**Cold Hearted**
**Combat Sense**
**Counter Attack**
**Cursed Heirloom**
**Deflect Shot**
**Disarm**
**Double Team**
**Enemy**
**Exotic Weapon Training**
**Ferric Summons**
**Greater Minion of Chaos**
**Gunslinger**
**Heavy Weapon Training**
**Hip Shooting**
**Hotshot**
**Pilot**
**Independent**
**Targeting**
**Legion Weapon Training**
**Lesser Minion of Chaos**
**Luminen Blast**
**Luminen Shock**
**Maglev Transcendence**
**Marksman Master**
**Enginseer**
**Mastery Mechadendrite Use**
**Minion of Chaos**
**Orthoproxy**
**Peer**
**Psy Rating**
**Quick Draw**
**Raptor**
**Sacrifice**
**Sharpshooter**
**Sidearm**
**Step Aside**
**Takedown**
**Target Selection**
**Technical Knock**
**Two-Weapon Wielder**
**Unholy Devotion**
**Weapon Training**
**Weapon-Tech**
Infamy

A character has a number of Infamy Points equal to his Infamy bonus (e.g., a character with an Infamy of 25 has 2 Infamy Points)

## Surviving Death

When a Heretic is killed (whether he suffers Critical Damage that results in death or dies by some other means such as drowning or suffocation) in a game of BLACK CRUSADE, instead of dying he may permanently reduce his Infamy Characteristic by a set amount to avoid death. This represents the Heretic avoiding his fate due to the skills and abilities that made him so infamous in the first place (or perhaps the Chaos Gods taking an interest in preserving a particularly renowned champion of theirs). However, his Infamy is permanently reduced because death—even a narrowly-avoided one or temporary one—is a failure of sorts. After all, it means that the Heretic was defeated, even if that defeat was not permanent. When the Heretic is killed and wishes to sacrifice Infamy to survive, he can choose to decrease his Infamy permanently by 10+1d10. If he does so, he is incapacitated for the remainder of any combat or scene that he was participating in, and any future combats or scenes in the session. He may be able to interact with other Heretics and NPCs but is basically crippled and bedridden for the remainder of the game session. However, he cannot be killed by any other events during that session.

Alternatively, he can choose to decrease his Infamy permanently by 8+1d10. If he does so, he is reduced to one Wound but is still able to fight and continue participating in combats and scenes during the session. However, this also means he can be killed again, as well. In either situation, he also gains +1d10 Corruption Points for his Failure. This counts as a Failing, so if it would push him over a Corruption Point Threshold, he must follow the rules for Failings laid out on page 290. If, however, a Heretic is killed and sacrificing Infamy would reduce his Infamy characteristic to zero, he dies permanently and cannot be revived or recovered by any means. Note that in some cases a decrease in Infamy may decrease a Heretic’s Infamy Bonus, and thus decrease his Infamy Points. If this happens in the midst of a game session, the Heretic immediately reduces his number of Infamy Points starting with unspent Infamy Points. Such is the capriciousness of his dark masters!

## Infamy Abilities

The Heretic immediately heals 1d5 Wounds, and 0-20 any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
 21-60
The Heretic may reroll any failed Characteristic 21-60 Test, using the same penalties and bonuses as the original Test. He must use the results of the second roll. Only one re-roll per Test is allowed.
 61-100
The Heretic rolls a 10 for his Initiative Roll.
The Heretic immediately recovers from being Stunned.

## Infamy Abilities and Chaos Powers

 Nurgle
 Slaanesh
 Tzeentch
Mechanoid

The recipient’s body is fused with the machine, his bone replaced with metal and his muscles with pistons. His psyche is absorbed into the new form, until nothing of the biological remains at all. The resultant machine is the ultimate blasphemy to the Tech-Priests of Mars, and an object of adoration to the Dark Mechanicus. Its function obeys no laws of the machine and its internal workings are anathema to logic and reason. The character gains the Machine (+1) Trait.

* **Khorne**: The character’s skin is gleaming bronze, granting him the Natural Armour (3) Trait.
* **Slaanesh**: The character’s muscles are replaced with an impossibly fine mesh of micro actuators, granting him +1 to Initiative Checks.
* **Nurgle**: The character’s already-formidable frame is fortified still further by an array of mechanical callipers, granting him the Sturdy Trait.
* **Tzeentch**: The character’s senses are enhanced by a complex web of machine receptors, granting him +10 to all Awareness Tests.
Icon of Blasphemy

The character embodies all that is blasphemous to those who blindly worship the False Emperor of Mankind. His blasphemies take many forms, from iconoclastic scripts tattooed upon his skin to a mocking resemblance to a fi gure such as an Imperial Saint. Some are capable of channelling their very essence into their blasphemies, and these are truly a scourge on the weakling Imperium of Man. Once per session, the character may unveil or unleash his blasphemy upon his foe. For one round, he gains the Fear 3 (Horrifying) Trait.

* **Khorne**: By passing a Hard (–20) Strength Test, the character may extend the the effect for an additional Round.
* **Slaanesh**: By passing a Hard (–20) Fellowship Test, the character may extend the length of the effect for an additional Round.
* **Nurgle**: By passing a Hard (–20) Toughness Test, the character may extend the length of the effect for an additional Round.
* **Tzeentch**: By passing a Hard (–20) Willpower Test, the character may extend the length of the effect for an additional Round
Warpsight

The character is able to see the world as it really is – the souls of mortals gutter like lanterns in the night while the predators of the warp circle all about like sharks scenting blood. The character literally sees the souls of his enemy. All Awareness Tests gain a +10 bonus; however, any Scrutiny Tests suffer a –10 penalty as the character is less able to see such mundane things as facial expressions.
Infernal Will

The needs and desires of the mortal realm hold no power over the character, and his drives and passions are entirely those of the warp. He is motivated by the will of the empyrean, and his deeds make little sense to mere mortals. The character is entirely immune to the effects of Fear. Should the character fail any Skill Test by four or more Degrees, however, he must immediately roll on Table 8–4: Shock and apply the result.

* **Khorne**: If the Skill Test was for a Skill aligned with Khorne (see page 93), the character may adjust the result rolled up to an amount equal to his Corruption Bonus.
* **Slaanesh**: If the Skill Test was for a Skill aligned with Slaanesh (see page 93), the character may adjust the result rolled up to an amount equal to his Corruption Bonus.
* **Nurgle**: If the Skill Test was for a Skill aligned with Nurgle (see page 93), he may adjust the result rolled up to an amount equal to his Corruption Bonus.
* **Tzeentch**: If the Skill Test was for a Skill aligned with Tzeentch (see page 93) the character may adjust the result rolled up to an amount equal to his Corruption Bonus.
Wreathed in Chaos

The warp so infuses the character that it leaks from his very pores and coils from his eyes, nose, and mouth. The character gains a +10 bonus to all Interaction Skill Tests with fellow Disciples of the Dark Gods. Against others, such as xenos or inhabitants of the hated Imperium, he gains a +10 to Intimidate Tests only.

* **Khorne**: The heat of Khorne’s infernal forges causes the air around the character to ripple and distort. When engaged in melee, his enemies suffer a –10 penalty to their Weapon Skill. 298 IX: Corruption and Infamy
* **Slaanesh**: The character is enveloped in a soporifi c musk, which distracts and confuses opponents. All enemies within 10 metres suffer –10 Willpower.
* **Nurgle**: A cloud of disease-ridden flies constantly buzzes around the character. All enemies within 10 metres suffer –5 Initiative.
* **Tzeentch**: Arcs of aetheric power crackle and seethe from the character’s body, grounding through anything he touches. The character adds +2 to melee Damage rolls.
Animal Hybrid

The character’s body is fused with that of a beast, creating a bizarre hybrid combining the most lethal qualities of both. Far more than a cosmetic mutation, the character’s very essence takes on something of that of the animal it merges with, altering his thought patterns to something other than a human’s. However, his abilities to think and reason are largely unaffected, unlike those unfortunates who suffer the Bestial Gift. Unless the character is dedicated to a Chaos Power, roll on Table 9-4 to determine what type of animal the character fuses with. The character should be played in such a manner as to play up the characteristics of the creature, and the GM should award additional Experience Points to reflect this.

* **Khorne**: The character takes on the characteristics of a feral bull, his face elongating to accommodate great horns and his skin growing a leathery texture.
* **Slaanesh**: The character’s features become disturbingly snakelike, his tongue becomes long and sinuous, and his skin becomes smooth and hard.
* **Nurgle**: The character’s features begin to resemble those of a slug, his mouth becomes lamprey-like, and his skin oozes foul slime.
* **Tzeentch**: The character’s body becomes bird-like, his legs becoming back-jointed while his jaw and nose fuse and stretch to become a sharp beak.
Maegor Targaryen II

Maegor Targaryen was born 422 AC to Baelor Targaryen and Rhae Targaryen.He wed his sister Aerehra Targaryen in 439 AC.He was made ruler of the cites of Yunkai and Astapor at the age of 23 in 445 AC when his father Baelor Targaryen.

He had his first child a boy named Galaemarr Targaryen in 447 AC.He had his second child a girl named Maelelyra Targaryen in 451 AC.He had his third child a boy named Daemond Targaryen in 456 AC.He died in 497 AC at the age of 75 after stepping down to give rulership to his son Galaemarr in 492 AC.
Magnificent Horns

The character is blessed with an impressive set of horns, which serve as both weapons and status symbols amongst the ranks of the lost and the damned. The character gains +10 Loyalty with any Minions he may have. In addition, whenever he makes a Charge Action, his attack cannot be Parried.

* **Khorne**: Only Minions dedicated to the Blood God gain the Loyalty bonus.
* **Slaanesh**: Only Minions dedicated to the Dark Prince gain the Loyalty bonus.
* **Nurgle**: Only Minions dedicated to the Lord of Decay gain the Loyalty bonus.
* **Tzeentch**: Only Minions dedicated to the Architect of Fate gain the Loyalty bonus.
Warped Appearence

The character’s appearance mutates and changes with the Immaterium’s touch, making him utterly unmistakable. The player and GM should work together to determine some way the character’s appearance has warped, whether it be skin stained with coloured blotches, purple hair, black veins running beneath the skin, or something even more hideous. Whatever the cosmetic affect, the character suffers a –20 to any Tests made to disguise himself or cover up his appearance.
Warp-touched

Those who pursue glory by walking the path of Chaos are all but immune to what mortals call madness, for they have already seen and done things that would shatter the frail minds of the Emperor’s lapdogs. However, some are affl icted by such capricious or contrary natures that they appear all but insane to others, expressing themselves and pursuing goals all but impenetrable to many around them. The character must roll on a Disorder Table (page 278) appropriate to the character’s Alignment. If the character is unaligned, then the GM chooses a Disorder Table to roll on.
Tail

The powers of the warp have granted the character the gift of an impressive tail. More than a mere status symbol, the tail makes a formidable weapon too. The character gains an additional attack, made using the tail and counting as a normal, unarmed attack.

* **Khorne**: The gift takes the form of a scorpion’s tail and has the Toxic Quality.
* **Slaanesh**: The tail takes the form of a writhing, darting tentacle, and attacks made with it add +20 to the character’s Weapon Skill. 297 IX: Corruption and Infamy
* **Nurgle**: The tail resembles the gristly abdomen of a huge fly, the tip of which seeps a noxious gruel of vile liquid. The effect is to reduce the Initiative of all enemies within 20 metres by 20.
* **Tzeentch**: The tail is prehensile and dextrous, and may be used to carry and operate a weapon, just like a normal arm.
Tentacle

One of the character’s limbs shrivels and warps into a boneless tentacle or, in some cases, a writhing mass of them extending from where the limb once was. Randomly determine which limb is affected. If it is an arm then the character may not bear any weapons with that limb (in effect, he can only wield one-handed weapons). If it is a leg then his movement rate is reduced by 1. However, having a tentacle does give him a +10 bonus to Grapple Tests and, may allow him to reach into tight spaces such as ventilation ducts.
Projectile Attack

The character is gifted with the ability to summon forth a stream of unreal matter brewed from the raw stuff of Chaos. The stream is generally projected from the recipient’s mouth, and the exact nature this matter assumes upon leaving the character’s body varies enormously. The character may make a Standard Attack Half Action to unleash a projectile attack with the following profi le; Range: 10m; Rate of Fire: S/-/-; Damage: 1d10+5; Penetration 3; Spray, Smoke. Obviously, the character may not make this attack if he is wearing an enclosed helmet!

* **Khorne**: The matter forms a sheet of raging fire. The attack gains the Flame Quality.
* **Slaanesh**: The stream of matter twists and writhes as incorporeal limbs entwine the victim. The attack gains the Shocking Quality.
* **Nurgle**: The nature of the substance spewing forth from the character’s innards is best left unsaid. The attack gains the Toxic Quality.
* **Tzeentch**: The character vomits the raw stuff of the warp itself. The attack gains the Warp Weapon Quality.
Steel-hearted

Some have seen into the depths of the warp and, know how trivial the concerns of mortals truly are. The character’s heart is steeled to the terrors of the material universe, and only what lies beyond it concerns him. The character counts Fear caused by enemies as one level lower than described in that enemy’s profile. If the enemy causes Fear (1), then no effects are suffered at all.

* **Khorne**: When facing Fear-causing enemy warriors (Imperial Guard, planetary defence troops, Space Marines, etc.), the enemy’s Fear rating is reduced by a further level.
* **Nurgle**: Fear effects caused by any other servants of Chaos are counted as a further Fear level lower.
* **Slaanesh**: When facing enemies dedicated to the worship of the corpse-god of the Imperium (such as Adepta Sororitas, priests, etc.) who cause Fear, their rating is reduced by a further level.
* **Tzeentch**: Any Fear effect caused by an enemy with any psychic ability is reduced by a further level.
Kirby Super Star Snes

Notice*This article contains topics that are not canon to main TMK series.*

**Kirby Super Star Snes** is a spinoff episode of TMK.

## *Plot*

The video starts off with Kirby in the battle room with Lololo. Kirby eats the green block that Lololo has, and while they walk off screen, Kirby stands there with the block in his mouth.

Kirby looks into the camera and black goop comes out of both his right eye, and his mouth. On behalf of TMK.EXE then does a dance in Milky way wishes.

## *Characters*

* Lololo (debut)
* Kirby
* TMK.EXE

## *Trivia*

* For some reason, where Lalala should be, the green block she normally holds is moving on it's own.
Burning Body

The character’s body is wreathed in empyreal flames. While his own body is unaffected, others who approach too close may be burned or consumed entirely. The character’s body is constantly afl ame and may damage his surroundings, betray his presence, and the like, as determined by the GM. In addition, any enemy landing a blow on him with their bare hands or attempting to grapple with him must pass a Challenging (+0) Agility Test or immediately take 1d10 E Damage. In addition, the character always has a light.

* **Khorne**: The flames in which the character is wreathed are those of Khorne’s forges. They inflict 2d10 Damage, but make it all but impossible for the character to hide in any way (as is appropriate for a champion of the Lord of Battles!).
* **Slaanesh**: Slaanesh has gifted the character with a wreath of invisible fl ames. They will not betray the character’s presence, and unless an enemy is forewarned or has a special ability, he will not know of them until it is too late. In addition, the flames no longer count as a light source.
* **Nurgle**: Corpse-gas flames release a choking scent. Instead of their normal effects, all living creatures in melee with the Heretic must pass an Ordinary (+10) Toughness Test or take 1d5 Toughness Damage.
* **Tzeentch**: Writhing multi-hued flames scar the soul as well as the body. In addition to the regular effects, enemies who take Damage from this ability also receive 1 Corruption Point.
Headless

The touch of Chaos causes the character’s head to shrink into his shoulders, until his features are merged into his upper chest. The character is slow to react in combat and always counts as rolling a 1 for Initiative Tests. However, any attacks that hit the head count as hitting the chest location instead.
Welcome to the Black Crusade Wiki

This community is all about the forgotten Fantasy Flight Games TTRPG Black Crusade. In *Black Crusade*, players take the role of Chaos-corrupted characters. *Black Crusade*, essentially, is the corrupted version of previously published Warhammer 40,000 roleplaying games. Characters are cast in the role of the villain, with the players actively working against the human
empire and for the forces of Chaos in the sector

# Overview

## Characteristic

Character Advances & Skills

Gifts of the Gods

Rewards of the Gods

Talents

Psyker Powers

Infamy

Warp Phenomena

## Combat

Combat Actions

Movement & Shooting

Weapons and Armour
ScytheWings

Scythewings are originally FlameWings, but hatched with a rare mutation. This condition causes the FlameWing's fire, ordinarily spanning across their spine, to cluster at the end of the tail and harden in a sharp point, creating a scythe. If the scythe is broken, the flames sealed inside will burn everything in a nearby vicinity. All ScytheWings are hatched with red eyes; this being the only way to identify them.

   The ScytheWing mascot is a purple, blue and cyan dragon named Röda ögon, meaning Red Eyes.
Darksoul

The character radiates the power of the warp and his soul glows darkly with the blessings of the Ruinous Powers. His eyes fl icker with the lambent energies of the warp and the air chills with his passing. The character gains the Fear 1 (Disturbing) Trait or, if he already causes Fear, increases the level by +1, up to a maximum of 4 (Terrifying).
Illusion of Normalcy

Perhaps the most bizarre of all Gifts of the Gods is that which lends the recipient the outward appearance of complete normality when he is, in fact, a seething mass of mutation and corruption. To most, the character appears to have the unaltered form he was born with, while to those touched by the warp the truth is more likely to be visible, and truly horrific. The character gains the Unremarkable Trait, regardless of how many mutations he has, what weapons he is carrying, or even if he is a Chaos Space Marine. This gift is more than a quirk, it is an active power, and as such it may be detected by enemies using the Psyniscience Skill. For each Gift the character has, deduct 5 from the difficulty of the Psyniscience Test.

* **Khorne**: The character’s enemies are always Surprised (see page 233) when he attacks.
* **Slaanesh**: The character gains +20 to all Deceive Skill Tests.
* **Nurgle**: The character’s range of Nurgle’s Rot (either the mutation or the psychic power) is now 2 x his Corruption Bonus.
* **Tzeentch**: The number of mutations the character has does not affect enemy Psynesicence Tests made to detect his presence.
Centauroid

The character’s entire lower body has been replaced with that of a hoofed quadruped, creating a bizarre, centauroid form. In many cases the beast in question is entirely random, and may be drawn from some alien world never before witnessed by man. In other cases, the creature is one that strikes terror into the hearts of all who face it, or that grants some special ability drawn from its very nature. The character gains the Quadruped Trait, and his body from the waist down is replaced by that of an animal determined by rolling on Table 9-4.

* Khorne: The body with which the character is fused has skin as hard as brass, granting him an additional +2 Armour Points to attacks that strike his legs.
* Slaanesh: The animal’s body is especially lithe and agile, granting him +10 to all Acrobatics Skill Tests.
* Nurgle: The skin of the animal’s body oozes with necrotic slime, increasing his movement by a further +2.
* Tzeentch: The animal’s feet are replaced with splayed suckers, granting the character the Sturdy Trait.

Table 9-2: Limb Table
 9-10 | Vermin
Ashidori

This article is about a fictional location.Although this story is set in Mie Prefecture, the towns and villages are not associated with any real-world location.

## Information

### Debut

Chapter 3

**Ashidori** (足 (あし) 取 (どり) , *Ashidori*?) is a town in The Summer Hikaru Died.

## History

Ashidori once belonged to a single, much larger domain. This domain may have been formed during or before the Keichō era, as 12 years following this era it was renamed to "the XX Domain Territory". Toward the end of the Edo period (1700s), this territory was split into the towns of Kubitachi, Udekari, Udeiri, Ashidori, and Darumasute. Although other towns experienced changes, such as merging and renaming sometime after the early Meiji period (late 1800s), Ashidori has remained the same since the 1700s split.

At an unspecified location in Ashidori, a large amount of ancient human bones were found. Mysteriously, they were only bones belonging to the legs. This is thought to be connected to the discovery of torso bones in Kibogayama and arm bones in Udekari.

## Geography

A main road running north-south connects Ashidori to Kibogayama.

### Neighboring Locales

* Kibogayama
* Kubitachi
* Udekari

## Etymology

* The kanji in the town's name are "leg" (足 *ashi*) and "to take" (取 *dori*).

## References

1. ↑ Volume 4, Chapter 18
2. ↑ Volume 4, Chapter 17
3. ↑ Volume 5, Chapter 22
4. ↑ Volume 1, Chapter 3
Slayer Limb

One of the character’s limbs fuses with a weapon, either one he already owns or a new weapon granted as part of the gift. The limb becomes a twisted mass of metal and fl esh, mechanisms and muscles fl owing together while blood vessels and ammunition feeds become as one. Any trigger mechanism the character had before is bypassed and it operates with but a thought. The character’s metabolism hybridises with the working of the weapon, and the two become as one, such that it can even derive power or ammunition from his body. The player must choose one weapon carried by his character to become fused with his body. The weapon conjoins with a single limb of the player’s choice, replacing it from the elbow (or equivalent joint) down (and therefore replacing any hands). The weapon may be of any type, and henceforth never requires reloading or any other type of maintenance. If the character is Aligned to a God, his weapon may gain additional Qualities if it does not already have them.

* **Khorne**: The weapon gains the Tearing Quality.
* **Slaanesh**: The weapon gains the Crippling (1d5) Quality.
* **Nurgle**: The weapon gains the Toxic (1) Quality.
* **Tzeentch**: The weapon gains the Warp Weapon Quality.
Pseudo-daemonhood

A gift held by many as both a curse and a blessing, the recipient’s body is twisted and mutated until they come to resemble that of one of the myriad lesser daemons of the warp, such as the dreaded Ebon Geist, the mournful Dispayre, or the savage Manripper. The character’s very nature becomes melded with the warp and his perception of the material universe fades while that of the unreal beyond is magnifi ed a thousand-fold. The character gains the Fear 4 (Terrifying) and Warp Instability Traits. If the character is ever banished to the warp, the GM will have to determine the length of time he is banished for and the conditions of his return. If not dedicated to one of the Chaos Powers, his appearance mutates to resemble a hideous, bestial fi end. 296 IX: Corruption and Infamy

* **Khorne**: The character assumes something of the appearance and nature of a Bloodletter. He gains the Brutal Charge Trait.
* **Slaanesh**: The character’s body and soul mutates so that it comes to resemble that of a Daemonette. The character gains the Unnatural Agility (+2) Trait.
* **Nurgle**: The character changes so that he appears to be a Plaguebearer. The character gains the Undying Trait.
* **Tzeentch**: The character’s form twists so that it resembles a Horror. The character gains the Blessing of Tzeentch. This counts as a force fi eld with a Protection Rating of 20, but it cannot be overloaded (see page 178).
Gifts of the Gods

## Gift of the Ods

Eventually, a character reaches the point along the Corruption Track at which he comes entitled and required to generate a Gift of the Gods. Chaos is anything but predictable, and so Gifts of the Gods can take any number of forms. Some are changes to a character’s appearance that clearly mark him out as devoted to the Ruinous Powers. Others cause shocking changes in the character’s body or even to his mind.

## Reversing Gifts and Afflictions

It is possible, indeed quite likely, that PCs will be bestowed with mutations they would rather not have. In some ways this is the price of walking the path to glory, but particular combinations of mutations might really inconvenience a character, while others might simply run counter to the vision the player had for how he wanted his character to develop. The GM is responsible for keeping his players entertained and engaged, and may have to take this into account as the campaign progresses. So, what to do if a player is truly unhappy with the mutations his character has received? Here are a couple of suggestions. Firstly, the character could petition the Ruinous Powers to rid him of some curse they have sent down upon him. This should take the form of a ritual of some sort, perhaps with the character trading something of value to him or performing some deed in the name of the Dark Gods. An Infamy test would be appropriate, modifi ed according to how convincing the player’s case is and by whatever offerings he has made. Of course, failing the test might result gaining additional Corruption as a Failing; the Ruinous Powers have taken exception to the character’s presumption and ingratitude. Another solution is to allow Gifts of the Gods attained later in the campaign to replace mutations gained earlier on. Thus, a player whose character has gained a less than desirable mutation can fi nd some solace in the fact that it may be overcome later on, and he can work towards doing so. In fact, this should result in a far more engaging gaming experience as the character’s long-term goals evolve over the course of the campaign

## GM Guidance: Inventing Mutations

The Gifts, Rewards, and Afflictions described in this chapter provide an enormous amount of scope for creating some truly unique and memorable characters, but players and GMs should always feel free to invent more. Perhaps a player has a particular image of his character in mind, or the GM decides to bestow a unique mutation based on an event in the campaign. Inventing new mutations is a great way of individualising a character and driving the story forward. The only real consideration is that, having determined whether it is to be a Gift, Reward, or Affl iction that is received, the new mutation fi ts the general category
Additional Limb

The growth of additional limbs is common amongst those who seek to wield the power of Chaos as a weapon, and such a gift allows the character to fi ght more effectively and carry more weapons. Some notable renegades receive the gift several times over, taking on the appearance of some multi-armed or many-legged spider god able to wield a small arsenal of guns or use their limbs to climb otherwise unscaleable heights. EXCESSIVE INFAMY Infamy is intended to be earned primarily through two means: purchase via experience and by accomplishing Compacts. The other means listed here are to encourage thematic and cinematic actions on the part of the PCs, not as a way to quickly ramp up Infamy. In general, a Heretic cannot gain more than 5 Infamy from these actions in a single session unless a GM specifi cally decides otherwise. 290 IX: Corruption and Infamy The character gains the Multiple Arms Trait, with a value equal to the number of limbs he started out with, plus one for each time this gift is applied. He may choose what type it is and whether it has a hand, claw, or other appendage attached. Roll on Table 9-2: Limb Table to determine where the limb is located.

* **Khorne**: The limb is bristling with bony spikes. Any unarmed attacks made using the limb have the Tearing Quality.
* **Slaanesh**: The limb is unnaturally lithe and dextrous. Any unarmed attacks made using the limb are carried out at +10 to the character’s Weapon Skill.
* **Nurgle**: The limb oozes necrotic slime and terminates in a drooling orifice. Any unarmed attacks made with the limb has the Toxic (1) Quality.
* **Tzeentch**: The limb writhes and darts in an unpredictable manner, granting the character the Disarm Talent, which he may use as a Free Action so long as he is making an unarmed attack using the limb.
Marx.

**Marx.** is a teaser video for TMK S2: Donny vs Marx (Part 2). It is not its own episode, but rather a clip from the actual video.

## Plot

It begins with Karl punching Donny Smith twice, once in the cheek and once in the neck. Donny's tooth is seen flying out. Donny collapses, and Karl stands over him. Karl explains that an idiot like Donny could never replace him. Karl then says 'No one can' in a garbled voice. The background goes to static, and the teaser ends.

## Characters

* Karl
* Donny Smith

## Trivia

* It is not its own episode, as stated before, its merely a clip from Donny vs Marx (Part 2).
* It is the first chronological appearance of Karl's human design.
	+ This is also the first time Karl's name was used instead of his nickname, Marx.
Chaos Organ

This gift confers upon the character an organ or appendage normally only found attached to a daemon of one of the Ruinous Powers. Such a gift is sure to be regarded with awe by other mortals, who will regard it as a sure sign of the character’s favour in the eyes of his otherworldly patrons. The character gains some aspect of one of the many daemons of Chaos. This could take the form of unnatural eyes burning with daemonic fi re, long grasping talons replacing hands, cloven hooves, or other, more insidious mutations. The Heretic may select one of the following Traits: Natural Weapons, Heightened Senses (any one), or Unnatural Characteristic (+1) (any one). He and the GM then determine what daemonic organ contributed this Trait—a Bloodletter’s eyes, a Flesh Hound’s nose, the rending claws of a Horror, or something altogether stranger.

* **Khorne**: The character sprouts a set of horns resembling those of a Bloodletter. The character gains the Furious Assault Talent.
* **Slaanesh**: One of the character’s hands (randomly determined) is replaced by the razor-sharp crab claw of a Daemonette. The character gains the Natural Weapons (Claws) Trait, in addition this weapon has the Razor Sharp Quality. However, the Heretic may not hold or wield anything in that hand.
* **Nurgle**: The character’s belly swells with fetid corpse gas, his entrails pushing horribly through the distended rupture. The character gains the Regeneration (1) Trait.
* **Tzeentch**: The character gains an additional arm, topped with a distended claw like those of a Horror of Tzeentch. The character gains the Multiple Limbs Trait, with the exception that this additional limb can melt into his body and vanish or reappear at the Heretic’s whim (a Full Action in game terms).
Emaciated

The character’s frame withers until he is all but skeletal and he becomes weak and frail. He is affl icted by an eternal hunger that can never be satiated as all but the merest fraction of the food he imbibes is claimed by the warp, never to strengthen his body. The character suffers a –20 penalty from Fatigue, rather than a –10
Featureless Face

The character’s features fade away to nothing, leaving him without eyes, nose, or mouth. Despite appearances, the character 294 IX: Corruption and Infamy is left with his senses intact and, in addition, has no need to take in physical sustenance, gaining nourishment from the imperceptible ebb and fl ow of Chaos itself. The effect of this affliction varies, for while the character cannot speak in the conventional manner, he is both intensely disturbing and powerfully intimidating. The character has no need to eat or drink to survive (and can see normally even without eyes), but he cannot speak (though he may be able to communicate in other ways, such as telepathically or with hand-signs). Any Interaction Tests (except Intimidation Tests) suffer a –20 penalty.
Vampiric Addiction

The character is infused with a burning desire to partake of a particular substance and, soon becomes unable to function normally without doing so on a regular basis. Despite the drawbacks, the character is able to draw power from his addiction, which he utilises to propel himself further along the path to glory. The character is addicted to a substance chosen by the player with the GM’s approval. The substance should be something obtained from a living creature, such as the blood, marrow, or cranial fl uid. In any session in which the character partakes of this substance, he counts his Infamy Points as one higher than normal for the remainder of the session. If he does not partake in the substance by the end of the session, he permanently loses 1 Toughness. Note that it is not necessarily vital that the victim “providing” the substance die in the process, meaning the character could theoretically use his minions as willing (or not-so-willing) donors.
Superman (disambiguation)

This article is a disambiguation page for **Superman (disambiguation)**.

The following is a list of links to pages that might share the same title.
Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed.
If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Superman** man refer to:

## Characters

* **Superman** - The superhero identity of Kal-El

## Media

* ***Superman: Legacy*** - The first movie about Superman.
Nerveless Ennui

The character is incapable of feeling physical stimuli, caring for neither the kiss of lips nor the caress of the blade. The character’s physical senses are so dulled that he feels little in the way of pain. The character ignores the –10 penalty when suffering Fatigue. However, any Awareness Tests based on sensing by touch are counted as one level of diffi culty harder.

* **Khorne**: Whenever the character suffers Critical Damage (after reduction for Armour and Toughness) reduce the amount by his Corruption Bonus (to a minimum of 1).
* **Slaanesh**: The character may reroll any failed attempts to resist the effects of torture or seduction based on the application of physical stimuli.
* **Nurgle**: The character’s resistance is heightened even more. He must suffer a number of levels of Fatigue equal to 2 + his Toughness Bonus before he is knocked unconscious.
* **Tzeentch**: While the character’s physical senses are dulled, his supernatural ones are greatly heightened. He adds +20 to the result of all Psyniscience Skill Tests.
Frankenstein

**Eric Frankenstein**, or simply known as **Frankenstein**, is a member of the Creature Commandos.

## Relationships

### Allies

* A.R.G.U.S.
	+ Amanda Waller
* Creature Commandos
	+ Rick Flag, Sr.
	+ Nina Mazursky
	+ Alexander Sartorius/Doctor Phosphorus
	+ G.I. Robot
	+ Weasel

## Trivia

* Frankenstein does not have a name in the comics. The name Eric Frankenstein appears to be an original name for the DCU incarnation of the character.
Quests

Spoilers!

## Overview

At the start of the game and whenever you finish another quest, a new quest will become available. Quests offer rewards such as XP, Gold, Decorations, and crafting recipes.

## Quests

### Getting an Edge

First quest. Quest giver: Hamish. Text: You almost have enough resources to craft a shiny new weapon. You just need to collect more wood.

Craft the Hurting Stick after collecting 5 more wood to complete.

Rewards: 3XP, 100 Gold.

### Your Reign Is Over

The second quest is to defeat a Yorth Champion named Timberking said to be stalking you.

Defeat champion.

Rewards: 3 XP, 100 Gold, Training Dummy decoration.

### No Place Like Home

Third quest: Aila wants to build a barricade to protect the camp and asks you to collect materials to do so. During this quest you collect Heavy Logs from fight nodes to collect the 5 necessary to complete the quest.

Rewards: 3XP, 100 Gold, Barricade decoration.

### Following Cloven Footsteps

Fourth quest: Aila suggests finding Hamilton, the beloved boar, by looking in the hollows, which means getting to them first.

Go through Rosewood Way route to complete.

Rewards: 3XP, 100 Gold. Discover new route.

### Braving the Cave

Fifth quest. Quest giver: Hamish. Text: A trail of half-eaten mushrooms has led you to the mouth of a treacherous cave. Find Hamilton!

Go through The Hollow route to complete.

Rewards: 3XP, 100 Gold. Last battle gives journal for next quest.

### The Art of Deduction

Sixth quest. Quest giver: Hamish. Text: This journal contains extensive notes on the Yorth. You should track down its author.

Go through Rosewood Way route to complete. Turn in to Sinclair.

Rewards: 3XP, 100 Gold. Discover new hub.

### Hollows be thy Name

Seventh quest. Quest giver: Avarene. Text: Dr. Sinclair needs a sample from the spikey Yorth lurking in The Hollows. Defeat Primoloch.

Defeat champion Primoloch.

Rewards: 6XP, 100 Gold, Weapon recipe.

### Not Another Detour

Eighth quest. Quest giver: Sinclair. Text: Sinclair is working on a solution to neutralize the Yorth. To start, he needs water samples from the Hollows.

Collect 5 water sample items from enemies in Hollows to complete.

Rewards: 6XP, 100 Gold.
Champions

## Overview

Champions are strong enemies associated with quests that require 15 energy to fight. During the fight getting wrong answers doesn't stop cards from activating and the champion's health is hidden, saying unknown.

## Champions

### Timberking

In the second quest you're tasked with fighting the Timberking who is said to be stalking you.
Events

Spoilers!

## Overview

Events are nodes that have a chance of appearing on any given route. Nodes don't require energy to advance but may require a battle or cost for certain options. Most event options are positive. Events options will either have a precise result or a mysterious description. () amounts are yet to be understood as varied or certain.

## Battle Events

### A Royal Entrance

You step in royal jelly. There is only the option to battle.

• Prepare for battle.

### Somebody's Watching Me

Many eyes are watching you from the bushes and you are charged.

• Prepare for battle.

### Carrying An Axe And A Tune

A mercenary goes by singing about being a sword for hire. There are two options

• Fight your own battles: Immediate Yorth encounter outside of battle node, no energy used.

• Hire the mercenary: Lose 50 gold.

## Beneficial Events

### Gift of Giving

The player happens upon a box with gifts inside, giving the player three options.

• Take the food: Gain x health.

• Take the gold: Gain 100 gold.

• Take the mystery box. It could even be a boat!: Receive Skeleton Key

### Fungi Fiesta

The player discovers mushrooms that dance to the beat of your footsteps. There are three options.

• Stomp as loud as you can: You stomp as hard as you can to the point they stop dancing and fall limp. Oops.

• Eat the mushrooms. *Unknown result*

• Dance alongside them: Gain x health

### The Snack That Bites Back

You lose your lunch, literally, and find a bristleberry bush. There are three options

• Cook the berries in a soup: Gain (25) Health

• Remove the bristles individually: the berries damage your fingers more than the nutrition they provide, lose health

• Starve like a coward: *Unknown result*

## Unknown Events

### Dream Sequence

Touching a glowcap initiates a glowing sequence: Red, blue, red, yellow, blue. Blue, red, blue, red, yellow. They pulse expectantly as if anticipating your touch.

• [yellow, red, blue, red, blue]: Blight wound x3 "All the mushrooms aggressively pulse together like a siren. A cloud of spores shoot in your face. Disgusting!"

• [red, blue, yellow, blue, red]: Blight wound x3?

• [yellow, blue, red, blue, red]: +560 Health

### Thorny Chest

You find a chest that is covered in thorns. You could remove them, but you'll likely hurt yourself in the process.

• Clear the thorns: Health -x, possibly -31%, "Got loot!" (Apple x5)

• Walk away: *Unknown result*
Packs

## Overview

Packs contain cards which you use to build your deck. Each pack has a different card pool and cost.

## Opening Packs

Each pack gives 3 cards selected from the pool of cards that pack provides.

## Different Packs

Each pack can be selected to see what cards are available in it and how many of each card you have.

### Basic Pack

Costs 600 gold.

Cards
 Quick Attack
**Boosts** this turn
 First Aid
 Defend
 Shield Strike
Interrupts charging
**Interrupted: Fatigue** **x1**
 Colossal Smash
Deals x damage
**Boosted: Expose x1**
4 Adrenaline

### Woodlands Pack

Costs 1,200 gold.

Cards
Weapons

Weapons are divided into several groups covering a wide variety of armaments, including everything from crossbows and plasma cannons to all manner of close combat weaponry. Unless they are of Poor Craftsmanship, all weapons come with the appropriate holster or carrying strap as part of their cost. For more information, see page 147 onwards.
Blasted Senses

The raw power of Chaos blasts the character’s senses— burning out nerve endings and searing the brain’s ability to translate what his perceptions are trying to tell it. The character is unable to use one randomly determined sense from the following list (sight, hearing, smell, or touch), with all the penalties that may apply. However, his body does compensate slightly for this deformity and he gains the Heightened Senses Trait for one different, randomly determined, sense. At the GM’s discretion, the character can obtain cybernetic augmentation to partially overcome a loss of sight or hearing, although even then the character still suffers a –10 penalty to all Awareness Tests made with that sense.
Strange Walk

Any number of affl ictions could result in the character suffering from a strange walk—from a minor change in proportions to an acute imbalance of the mind. This may result in the character gaining a disturbing gait, perhaps appearing to slide across the ground, or something more debilitating, such as a crabwise shuffl e or a rigid, straight-legged march. The character’s movement rate is halved
Prionosuchus

Prio used to be fun to use now its a useless smelly lizard who can only grab chickens just like how azo grabs children

- No way some dude removed all the info because he probably got mad that someone killed him with it or got killed while using it

there wasn’t info here in the first place 💀

Yall need info bout him
Adventure

## Overview

Adventure is the exploration of routes and visiting of other hubs. On these routes there are battles and events as well as rest stops

## Routes

There are many different routes that are progressively unlocked through quests. Routes are comprised of nodes. Each node has something that needs to be done to continue. Most nodes are battles with enemies but there are also the less hostile events and rest spots.

## Nodes

Each node is different and must be interacted with to continue to the end of the route.

### Battles

Nodes with battles cost energy to interact with. The energy required varies between 5 when there is 1 enemy, 10 when there are 2, and 15 when there is a champion.

### Events

Events are nodes that don't use energy and offer a wide variety of interactions. Each event has options, and each option has an outcome. These outcomes include a battle, getting items, gold, or XP, recovering health, and other effects.

### Rest Stop

At a rest node you are forced to rest and recover a portion of your total health. The amount of health you recover increases as your total health does by leveling up.
Dakotaraptor

Dakotaraptor is a small dromaeosaurid standing at around 2 meters in height, and 5.5 meters in length. It has strong and quick moving legs allowing to travel long distances at high speeds.

## Bleed & Size

### Grab Size

0

* Dakotaraptor is a quick and agile hunter, able to bait attacks of larger prey or predators, and swiftly avoid them aswell.
* Dakotaraptor's latch ability allows it to combat creatures much larger than it, and allows it to deal damage and bleed without having to trade damage.
* While Dakotaraptor is a very effective hunter, an overconfident Dakotaraptor can easily be punished and killed due to their low health pool.
Characters

## Overview

Characters give you quests and dialogue about the world of lingo legends.

### Hamish

light skinned ginger with a unibrow and full facial hair who has lots of funny dialogue, telling jokes and delivering punchlines.

### Aila

With dark skin and long black hair, she remarks on Hamish's silly jokes and is marginally more serious, coming up with plans and being the main source of quests.

### Sinclair

Definitely not mad scientist with crazed grin and dark hair who comes up with ideas to further Yorth research.

### Avarene

With dark skin, short purple hair, and a longbeak uniform, she is a serious soldier that is stuck protecting Sinclair and sends you to do many things in her stead.