recursal/Fanatic-Fandom huggingface dataset:
Cloak of the Manta Ray

**Item Level :** 1

**Category :** Permanent

**Item Type :** Cloak

**Gold Cost :** 200gp

**Material Cost :** 12 Essence

**Weight :** X

**Requires Attunement? :** No

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Fire Salts

**Item Level :** 2

**Category :** Consumable

**Item Type :** Narcotic

**Gold Cost :** 1200gp

**Material Cost :** X

**Weight :** X

**Requires Attunement? :** No

A small pile of amber-colored powder, with texture like salt. When consumed, grants the consumer resistance to Fire damage for 10 Minutes. However, has a 1 in 4 chance to cause an addition, and, if addicted, deals 1d8 Fire damage to the consumer. This damage ignores all resistance and immunities.
Pendent of Mana

**Item Level :** 4

**Category :** Permanent

**Item Type :** Amulet

**Gold Cost :** 750gp

**Material Cost :** 4 Metal Points, 4 Leather Points, 10 Essence

**Weight :** 1/4 Pounds

**Requires Attunement? :** No

A simple silver pendent with a purple and blue gem in the center. Upon wearing it, the maximum mana of the creature is increased by 4.
Chilling

**Enchantment Type :** Weapon

**Gold Costs :** 1750gp

**Material Costs :** 16 Essence

Grants a weapon 4 charges, and requires a short rest to gain 1 charge. Upon a successful attack, the user can use a charge to force the attack target to make a Constitution saving throw (DC = 10 + half the character level, rounded down). On a failed save, they take 1d8 Frost damage and are slowed by 10 Feet for 1 Minute. This effect can stack up to 3 times, dealing +2 Frost damage per stack. At 3 stacks, the target is frozen for 1 Minute, and unable to move or take actions during the duration. Any Fire damage dealt to the target ends the effects early.
Resistance Potion

**Item Level :** 4

**Category :** Consumable

**Item Type :** Potion

**Gold Cost :** 300gp

**Material Cost :** 8 Herb Points, 5 Essence

**Weight :** 1/2 Pounds

**Requires Attunement? :** No

A potion with a certain de-saturated color. As an action, you can consume the potion to gain resistance to the specified damage type for 1 hour.
Paladin

Paladins are knight-like in their presence. As they are able to wield the powers of the deity or power they serve. It is worth noting that Paladins are merely batons of the gods they serve. Though, the primary forces Paladins usually stand behind are either the Gods of Light or the Gods of Darkness, as they offer the most prominent powers for the Paladin.
Potion of Genderbending

**Item Level :** 5

**Category :** Consumable

**Item Type :** Potion

**Gold Cost :** 3000gp

**Material Cost :** 30 Herb Points, 10 Essence

**Weight :** X

**Requires Attunement? :** No

A strange potion that shifts between glowing blue and pink. Upon consuming, the gender of the creature is swapped. Effects are permanent, but can be reversed by other gender bending effects.
Greater Beastial Nip

**Item Level :** 6

**Category :** Consumable

**Item Type :** Narcotic

**Gold Cost :** 2400gp

**Material Cost :** 25 Herb Points

**Weight :** X

**Requires Attunement? :** No

A small bundle of strange herbs with a pacifying effect on Beasts. When used on a Beast, the Beast must make a DC 19 Wisdom saving throw. On a failed save, Roll a d8. On an 8, the Beast becomes charmed to the creature using this item. Otherwise, the Beast is pacified and will not attack for 1 Minute. Cannot be used on beasts whose Intelligence is 5 or more.
Adamantine Armor

**Item Level :** 2

**Category :** Permanent

**Item Type :** Armor

**Gold Cost :** Original Armor + 400gp

**Material Cost :** Original Armor + 3 Metal Points, 6 Essence

**Weight :** X

**Requires Attunement?:** No

This special suit of armor is reinforced with Adamantine, one of the hardest materials in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Can be Breastplate, Chain Mail, Chain Shirt, Half Plate Armor, Plate Armor, Ring Mail, Scale Mail, and Splint Armor. Check the Armor page for more details.
Mechanaughts

The Mechanaughts are a humanoid-sized constructs, built similarly to other golems and constructs in the world. They have cores within their chests that serve as their central brain. They're body is usually built of ether stone or metal, and are magically charged, thanks to their core.

After 200 years, the Mechanaughts have surpassed their Proto-Forge predecessors.

**Age :** Proto-Forge do not age, due to being constructs. Provided they are destroyed and/or their cores aren't damaged, they could live forever.

**Alignment :** Most Proto-Forged lean into lawfulness, due to their programming and how they're cores are written. That's said, their morality isn't innate, as it's written in and can be determined by a variety of facotrs outside of their control.

**Size :** Your size is Medium. Determine your build with the following:

* Size modifier = 2d6
* Height = 5 Feet + 6 Inches + your size modifier in Inches
* Weight in Pounds = 250 + (4 x your size modifier)

**Speed :** Your base movement speed is 30 Feet.

**Languages :** Proto-Forged can speak Common and an additional language of their choice, usually the language of their creator(s).

**Ability Score Bonuses :** Constitution gains a +2, one other ability score of your choice gains a +1.

**Constructed Resilience :** You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

* You don’t need to eat, drink, or breathe.
* You are immune to disease.
* You don't need to sleep, and magic can't put you to sleep.

**Sentry's Rest :** When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

**Integrated Protection :** Your body has built-in defensive layers, which can be enhanced with armor.

* You gain a +1 bonus to Armor Class.
* You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
* While you live, your armor can't be removed from your body against your will.

**Specialized Design :** You gain one skill proficiency and one tool proficiency of your choice.
Gnome

The brilliant and friendly gnomes are a race of wanderers and don't have a permanent home of their own. Some reside with the dwarven kingdom of Kamenia, some have taken residence in the human kingdoms, and some are independent inventors, tinkerers, and traders. Regardless, gnomes certainly have a huge brain within their heads.

**Age :** Gnomes mature at the same rate as humans, but are often settling down around the age of 40. They can live to the age of 400.

**Alignment :** Gnomes, in general, tend to lean more into good. Those who are lawful are praised inventors, traders, or studious wizards. Those who are chaotic more tend to be tricksters, pranksters, or wanderers.

**Size :** Gnomes often stand at around 3 to 4 Feet tall, and weigh and average of 40 Pounds. Your size is Medium.

**Speed :** Your base walking speed is 25 Feet.

**Languages :** Gnomes have the languages of Common and Gnomish under their belt, with some knowing Dwarvish.

**Ability Score Bonuses :** Intelligence gains a +2, Constitution gains a +1.

**Artificer's Lore :** Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.

**Gnomish Tinkering :** You have proficiency with the artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour maintaining it. This can be done as part of a short or long rest), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can maintain up to three such devices. When you create a device, choose an effect from the druidcraft, prestidigitation, or thaumaturgy cantrips (for example, increase the volume of your voice or clean an object). A character can use their Action to activate a device and produce the effect chosen for it.
S.T.A.R. Labs

**S.T.A.R. Labs** is a research company located in the United States.

## History

At some point prior to 2020, S.T.A.R. Labs' came to own a building in Gotham City, which was later seen amongst the skyline upon Bruce Wayne's return.

## Known locations

* Gotham City
	+ City Hall District

## Behind the scenes

* In DC Comics, **S.T.A.R. Labs** (**Scientific and Technology Advanced Research Laboratories**) is a research company in the United States, founded by Garrison Slate. It debuted in *Superman* #246 (December, 1971).
Circlet of Blasting

**Item Level :** 4

**Category :** Permanent

**Item Type :** Head

**Gold Cost :** 500gp

**Material Cost :** 10 Metal Points, 8 Essence

**Weight :** X

**Requires Attunement? :** No

While wearing this circlet, you can use an action to cast the Scorching Ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Cyclone

2nd-level Conjuration

**Casting Time :** 1 action

**Range :** 60 feet

**Components :** V, S

**Duration :** Concentration, up to 1 minute

A whirl of wind forms around a Large or smaller creature that you can see within range. The target must make a Strength saving throw. On a failed save, the target is lifted off the ground and is restrained for the spell's duration.

As an action, you can cause the cyclone to move up to 20 Feet in a direction of your choice. A creature restrained by the cyclone moves with it. If the cyclone moves through a space too narrow for its restrained creature, the creature breaks out and the spell ends.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. The cyclone then vanishes.

**Classes :** Druid
Smoking Pipe of Dragon's Flame

**Item Level :** 6

**Category :** Permanent

**Item Type :** Trinket

**Gold Cost :** 6500gp

**Material Cost :** X

**Weight :** X

**Requires Attunement? :** Yes

This pipe has 2 charges. If the pipe is full of one ounce of smoking herb, you can inhale deeply and use an action to expend 1 charge and exhale dragon’s flame while holding it. Each creature in a 30-Foot-radius cone must make a Dexterity saving throw or take 28 (8d6) Fire damage, or half as much on a successful one.

This pipe recovers 1 expended charge daily at dawn.
Aviano

The Aviano are a race of humanoid birds. Little is known about the Avianos. Some say that they were ordinary birds that were transformed into what they are now, some say that they are beings made by one of the gods for a purpose, others say that's it's a natural point of evolution. Regardless, the birds and known for the agility and grace.

**Age :** Avianos have a short lifespan, maturing at the age of 5 and living for only 50 years.

**Alignment :** Most avianos are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

**Size :** Avianos stand at 5 Feet tall, and tend to only weigh 100 Pounds due to their slender figure. Your size is Medium.

**Speed :** Your base movement speed is 25 Feet.

**Languages :** Avianos can speak Common and Avian.

**Ability Score Bonuses :** Dexterity gains a +2, Wisdom gains a +1.

**Flight :** You have a flying speed of 40 feet. To use this speed, you can’t be wearing medium or heavy armor.

**Talons :** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.
List of Magic items (By Level)

This is a list of magic items, all by level.

## Level 1

* Amulet of the Drunkard
* Bands of the Bowyer
* Bracer of Shielding
* Cloak of the Manta Ray
* Dust of Revealing
* Healing Salve
* Mana Powder
* Ring of Warmth
* Spell Scroll

## Level 2

* Adamantine Armor
* Arrow-Catching Shield
* Broom of Flying
* Fire Salts
* Frost Salts
* Goodberry Wine
* Liquid Courage
* Minor Healing Potion
* Pathfinder's Boots
* Void Salts

## Level 3

* Bracers of Archery
* Dragon's Breath Brew
* Lesser Beastial Nip
* Minor Mana Potion
* Ring of the Magi
* Scroll of Protection
* Wand of Illusions

## Level 4

* Circlet of Blasting
* Medium Healing Potion
* Pendant of Mana
* Scroll of the Beast
* [Resistance] Potion

## Level 5

* Healing Wards
* Major Mana Potion
* Potion of Genderbending

## Level 6

* Crown of Kings
* Greater Beastial Nip
* Major Healing Potion
* Ring of the Warmage
* Smoking Pipe of Dragon's Flame

## Level 7

* N/A

## Level 8

* Ring of the Archmage
* Staff of the Grand Magus
Somerset

**Somerset** is a town in Gotham County.

## History

When Bruce Wayne returned after nearly a decade, he left Gotham International Airport.

## Locations

* Gotham International Airport
* Slaughter Swamp

## Visitors

* Alfred Pennyworth
* Bruce Wayne
* Marla Manning

## Behind the scenes

* In DC Comics, **Somerset**, sometimes pronounced **Sommerset**, is a location outside of Gotham City, known for being home to the Slaughter Swamp.
Bloody Lancet

Necromancy Cantrip

**Casting Time :** 1 Action

**Range :** 10 Feet

**Components :** V, M (a weapon)

**Duration :** Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and you drain life energy from them, healing yourself for 1d4 hit points.

This spell deals additional damage when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 Shadow damage to the target, and you regain 2d4 hit points. The damage roll increases by a further 1d6 and the hit points by 1d4 at 11th level and 17th level.

**Classes :** Witch
Serpentine

The ancient snake-like race inhabits the world of Nerna, mainly in underground cities. Once upon a time, however, they were able to claim a mighty empire of their own. However, due to a variety of factors, including the splitting of various tribes who went their own way. These tribes have developed their own cultures and abilities, and wars have been started multiple times.

**Age :** The Serpentine can live for long periods of time. They appear as normal snakes until the age of 3, and fully mature at 30. They can typically live for a thousand or so years.

**Alignment :** The Serpentine's alignment varies from tribe-to-tribe, but they usually fall under ether Chaotic or Lawful.

**Size :** With the few exceptions, the serpentine tend to stand at 4 Feet tale. Your size is Medium.

**Speed :** Your base movement speed is 30 Feet, and you have a burrowing speed of 20 Feet.

**Languages :** The Serpentine speaks Common, Draconic, and ether Celestial, Void Speak, or Infernal.

**Ability Score Bonuses :** Strength gains a +1.

**Bite Attack :** You gain a bite attack, which uses your Strength modifier to hit. On hit, you deal 1d6 + your Strength modifier Piercing damage.

**Poison Resistance :** You gain resistance to Poison damage.

**Serpentine Tribe :** As part of one of the outlying Serpentine tribes, you have certain abilities. Choose one of the following:

* **Anicondro :** You gain a +1 to Strength and a +1 to Intelligence. You also gain the following benefits:
	+ You can turn invisible as an action. This effect lasts for one minute per character level, and can end if you fall unconscious. It can also be ended early as a bonus action.
	+ When you hit with your Bite Attack, you regain hit points equal to half the damage dealt.
* **Constrictor :** You gain a +1 to Strength and a +1 to Constitution. You can also Grapple a creature as a bonus action. While grappling a creature, you can use your action to deal 1d10 + your Strength modifier Bludgeoning damage to the target.
* **Colescale :** You gain a +2 to Constitution and resistance to Frost damage. You can, as an action, breath a cone of icey fog in a 15-Foot cone. Any creature in that cone must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexteriy modifier). On a failed save, the creature takes 1d6 + your Dexterity modifier Frost damage, and has their movement speed reduced by 10 Feet for 1 Minute. On a successful save, the creature takes half damage and does not lose movement speed.
* **Magitrax :** You gain a +2 to Intelligence. You also gain a +2 to your maximum mana, if you are a spellcasting class. When you hit with your Bite Attack, you regain 1d4 mana if the creature has mana themselves.
* **Venomara :** You gain a +2 to Charisma. You also have an ability to target one creature within 30 Feet. The targeted creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier), or the creature will see illusions of their worst fear. For 1 minute, they have disadvantage on attack rolls and saving throws
Speaker

There are many beings out there; demonic entities seeking their will inflicted on the world, eldritch monsters wanting to spread their influence, angels wanting to spread the will of their gods, and other such beings. Each of them have one thing in common: they are powerful and willing to share that power with anyone willing to speak on their behalf. Thus is the bargain a speaker takes: in return for great power and knowledge, they spread their patron’s influence across the world. They’re bargains have been struck, and they’re goals will not be stopped.
Violet Elf

The Violet Elves are one of the descendants of elves that took their own path. This resulted in them becoming entwined with nature, and the nature goddess, Shinrana. Violet Elves tend to be tribalistic, due to their very nature and how animalistic they tend to be.

**Age :** Violet Elves mature and live for as long as High Elves.

**Alignment :** Due to the animalistic nature, Violet Elves are a bit Chaotic. They are protective of nature, and typically trust those they consider part of their tribe.

**Size :** Violet Elves often stand between 6 to 7 feet tall and average around 180 pounds. Your size is Medium.

**Speed :** Your movement speed is 35 Feet.

**Languages :** Violet Elves are able to speak Common and Elven.

**Ability Score Bonuses :** Dexterity gains a +2, and Wisdom gains a +1.

**Darkvision :** Due to the elves excellent sense of sight, they gain Darkvision up to 60 Feet.

**Nature Resistance :** You have advantage on saving throws against poisons, and have resistance against Lightning and Poison damage.

**Mask of the Wild :** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

**Shadowmeld :** When you are in dim or dark light, you gain advantage on Dexterity (Stealth) checks.
High Elf

High Elves are a raise that mainly exists on the island kingdom of Saraintis. Known for being one of the few races of the world with a direct connection to the ley lines of magic itself. As such, they have a natural affinity towards magic itself.

**Age :** High Elves mature at the same rate as Humans. However, they can live for far longer, able to reach ages as high as 750 years old.

**Alignment :** High Elves are far a very lawful and orderly race, making sure that everything is in order, possibly due to their general kingdom being one of the epicenters of knoweledge, both arcane and worldly.

**Size :** High Elves often stand between 5 to 6 feet tall and average around 120 pounds. Your size is Medium.

**Speed :** Your movement speed is 30 Feet.

**Languages :** High Elves are able to speak Common and Elven.

**Ability Score Bonuses :** Intelligence gains a +2, and Dexterity gains a +1.

**Darkvision :** Due to the elves excellent sense of sight, they gain Darkvision up to 60 Feet.

**Arcane Knowledge :** You are proficient in the Arcana skill, and you can cast detect magic with this trait, using Intelligence as your spellcasting ability for it. Once you cast detect magic, you can't cast it again until you finish a short or long rest.

**Arcane Legacy :** The high elves are uniquely attuned to magic. You can choose one of the below abilities:

* You gain a +1 to your Spell Attack and Spell Save, and a +2 to Mana.
* You gain one cantrip from the Mage spell list.
* When using a ranged weapon, you can spend 2 Mana to add 1d4 Arcane Damage to the attack.
Blade Ward

Abjuration Cantrip

**Casting Time :** 1 Action

**Range :** Self

**Components :** V, S

**Duration :** 1 Round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

**Classes :** Bard, Mage, Speaker
Kokusai himitsu keisatsu: Kagi no kagi

***Kokusai himitsu keisatsu: Kagi no kagi*** (国際秘密警察 鍵の鍵, *International Secret Police: Key of Keys*), also known as ***Key of Keys***, is a 1965 Japanese comedy-spy film directed by Senkichi Taniguchi. It is the fourth installment of five films in the "Kokusai himitsu keisatsu" series, a parody of James Bond-style spy movies.

Woody Allen took a Japanese spy film, International Secret Police: Key of Keys, and overdubbed it with completely original dialogue that had nothing to do with the plot of the original film. By putting in new scenes and rearranging the order of existing scenes, he completely changed the tone of the film from a James Bond clone into a comedy about the search for the world's best egg salad recipe. The first movie he directed was *What's Up, Tiger Lily?* in 1966 and produced by American International Pictures.

## Kokusai himitsu keisatsu: Kagi no kagi

### Produced by

Shin Morita
Tomoyuki Tanaka

### Starring

Tatsuya Mihashi
Akiko Wakabayashi
Mie Hama
Tadao Nakamaru
Susumu Kurobe
Sachio Sakai
Hideyo Amamoto
Tetsu Nakamura
Akemi Kita

## Plot

Kitami, who had infiltrated the country of Tonwan, was asked by the country's intelligence director, Sritai, to steal the large amount of money they had hidden from Gegen, who was the leader of the Darkness, an association organization for rebel guerillas.

He worked with two Tonwanian female agents like Miichin and Bai-Lan. Arriving at Yokohama, the three pursuit members of the Gegen Gang that they earned money from illegal gambling and prostitution. Gegen's main rival was the Chinese triad led by He-Qing Cai, who was also planning to bankrupt Gegen and set up his own operation in Japan.

After teaming up with him, they disguised themselves as sailors to sneak on board of Gegen's ship where the money safe was kept at. However, they are no cash accept a piece of paper with a cipher code on it.

## Cast

* Tatsuya Mihashi as Jiro Kitami
* Susumu Kurobe as He-Qing Cai
* Tadao Nakamaru as Gegen
* Mie Hama as Miichin
* Akiko Wakabayashi as Bai-Lan
* Tetsu Nakamura as Sritai
* Shunji Kasuga as Kapenam
* Shôji Ôki as Dord
* Sachio Sakai as Inagawa
* Hideyo Amamoto as Numaguchi
* Monica Pade as Barro
* Akemi Kita as Yoko
* Nadao Kirino as Cho
* Kôji Iwamoto as Tonwanian Man
* Shin Ibuki as Tonwanian Man
* Kôji Uruki as Tonwanian Man
* J. Jones as White Girl
* Seiji Ikeda as Tonwanian Court
* Hiroshi Akitsu as King's Chamberlain
* Akira Kitchôji as King's Chamberlain
* Rikiya Yasuoka as Dancing youth
* Osman Yusuf as Casino guest

## Staff

* Producer: Tomoyuki Tanaka
* Executive Producer: Shin Morita
* Screenwriter: Hideo Andô
* Director: Senkichi Taniguchi
* Cinematographer: Kazuo Yamada
* Music Composer: Sadao Bekku
* Script Writer: Osamu Yamaguchi
* Production Designer: Hiroshi Ueda
* Sound Recordist: Fumio Yanoguchi
* Photographer: Nobuji Takagi
* Editor: Yoshitami Kuroiwa
Rouge

Hidden within the shadows of the world, the rouge exists, ready to ether steal, backstab, or confuse their target. They go by many names: thieves, assassins, treasure hunters, and some have even become the personal servants of royalty. Regardless, these figures are known for the prowess in stealth and remaining unseen.
Dust of Revealing

**Item Level :** 1

**Category :** Charged

**Item Type :** Trinket

**Gold Cost :** 50gp

**Material Cost :** X

**Weight :** 1 Pound

**Requires Attunement? :** No

A special dust made to reveal the unseen. When used, all invisible creatures within 10 Feet will be revealed to you and all allied creatures. Effect lasts for 3 Rounds. Contains 2 charges, and using this item consumes a charge. The item is destroyed when all the charges are used.
Kobold

Kobolds are strange creatures, with an origin as murky as a swamp. However, while they aren't the strongest race in the land, they are known for being quite powerful in numbers and can be tricky to keep track of.

**Age :** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

**Alignment :** Kobolds seem to have a selfish edge when it comes to their morality. As such, they can be quite evil, but tend to lawfulness due to their power in numbers.

**Size :** Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

**Speed :** Your base movement speed is 30 Feet.

**Languages :** Kobolds can speak Common and Draconic.

**Ability Score Bonuses :** Dexterity gains a +2, and Wisdom gains a +1.

**Darkvision :** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 Feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Ambusher :** When you roll damage for an attack with a melee weapon against a creature that is surprised, you may reroll the weapon's damage dice and use either total.

**Pack Tactics :** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

**Sunlight Sensitivity :** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Damage Types

This page is made specifically for all the various damage types seen within the world of Nerna itself. Various weapons, spells, and creatures utilize them in some way.

**Acid :** A damage-type often associated with corrosive substances, known for damage materials, such as stone or metal.

**Arcane :** A damage-type associated with pure magical spells and enchantments. Spells that use Arcane for damage are often based in pure, unfiltered magic.

**Bludgeoning :** A damage-type often associated with blunt damage, such as from a rock being thrown or from a mace.

**Fel :** A damage-type associated with demonic magics. Creatures that use, and often infused, with fel are of demonic origins.

**Fire :** A damage-type associated with burning attacks and spells. This damage can come from sources such as campfires to dragon's breath.

**Frost :** A damage-type associated with cold attacks and spells. The damage can come from snowballs to an icy blast attack.

**Holy :** A damage-type associated with light and radiant attacks and spells. Often, creatures that use Holy abilities have holy origins.

**Lightning :** A damage-type associated with lightning-based attacks and spells. The damage can from lightning strikes to blasts of lighting.

**Piercing :** A damage-type often known for piercing into or through foes, such as an arrow going into a creature or a dagger being stabbing into a creature.

**Poison :** A damage-type that's known for being a natural damage, often inflicted by venomous creatures, man-made poisons, or poisonous spells and abilities.

**Psychic :** A damage-type associated with mind-affecting attacks. Often associated with psychics and telepathic creatures.

**Shadow :** A damage-type associated with darkness, death, and void. Often, creatures that use Shadow abilities have dark origins.

**Slashing :** A damage-type often associated with sharp weapons and abilities hitting a creature, such as a sword slashing.

**Thunder :** A damage-type associated with sound and force. Spells and abilities that use Thunder are often soundwave-based.
Goodberry Wine

**Item Level :** 2

**Category :** Consumable

**Item Type :** Potion

**Gold Cost :** 150gp

**Material Cost :** 20 Herb Points

**Weight :** X

**Requires Attunement? :** No

When you drink this sweet wine, make a DC 13 Constitution saving throw. You suffer 2 levels of drunkenness on a failed save, or 1 on a successful save. Additionally, you regain 10 hit points. A single glass of Goodberry Wine provides enough nourishment to sustain a creature for 1 day.
Statue of Justice

The **Statue of Justice** is a statue located on Gotham City's Paris Island.

## History

The State of Justice was spotted as part of Gotham City's skyline. It was later was seen on Bruce Wayne's map of the city.

## Behind the scenes

* In DC Comics, the **Statue of Justice** is a statue of a woman located on Gotham City's Paris Island. It is a pastiche of the real-life Statue of Liberty, being located on Liberty Island.
Hand of Decay

Necromancy Cantrip

**Casting Time :** 1 action

**Range :** 120 feet

**Components :** V, S

**Duration :** 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Shadow damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Classes :** Speaker, Warlock, Witch
Masashi Shimizu

**Masashi Shimizu** (清水雅, *Shimizu Masashi*, February 12, 1901, Osaka City, Osaka - December 24, 1994; Nishinomiya, Hyogo {age 93} ) is a Japanese businessman during the Showa and Heisei eras. He served under Ichizo Kobayashi as the executive for many years and was the head of Hankyu Hanshin Toho Group. Masashi was the first president of Hankyu Department Store after becoming independent from store in 1947, and later served as Chairman of the department store. He is also the 7th president and chairman of Toho and also served as the founder of Toho Chuko.

## Career

Masashi was born the in Abeno Ward, Osaka City (Osaka Prefecture). After graduating from Keiō Gijuku Daigaku. Gendai Keizaigaku Kenkyūkai, Masashi studied abroad in Europe and the United States. After returning to Japan, he was invited by Ichizo Kobayashi to join the Hankyu Railway Company in 1928. Masashi served as presidents of Hankyu Department Store in 1947, Hankyu Kyoei Bussan in 1952, and Director of Toho Studio on September 20, 1955. He was officially became president on March 25, 1957, in place of Toho's acting president, Hankyu Department Store chairman, and successor to Tomisao Kobayashi (the eldest son of Ichizo Kobayashi), who died on October 5, 1957.

Masashi was appointed and served as Chairman of Toho in 1966 and Chairman of Hankyu Railway in 1968. In 1974, Tatsuro Matsuoka (the second son of Ichizo Kobayashi), and the successor president of Toho, passed away and returned to his position. On May 25, 1977, he was handed over to Tatsuro's eldest son, Isao Matsuoka, and became a representative director and advisor. On May 25, 1981, Masashi became a director advisor (later retired as an advisor). In addition, he also served as a director of MBS TV (later an auditor) and a director of Korakuen Stadium. Shinzo Takahashi, who served as the president and chairman of MBS TV, was a classmate at Keio University and latter a journalist.

In this way, the position as a businessman was high, but on the other hand, it is said that Toho itself continued to restrict the planning and production of films that criticized the government, the ruling parties and the international businesses at all times. Masashi died of pneumonia at 8:02 am on December 24, 1994 at the age of 93. His eldest daughter is married to Ryohei Mimura (the younger brother of Yohei Mimura, who was the president and chairman of Mitsubishi Corporation) who was the vice president of Hankyu Hanshin Properties Corp.. Ryunosuke's father is the writer Shusaku Endo, and Shusaku's wife's cousin is the actor Eiji Okada.

Keiichi Mimura, the eldest son and chairman of MBS TV, is the grandson, and Ryunosuke Endo, the president of Fuji TV, is the husband of his granddaughter. The younger brother of his son-in-law, Ryohei Mimura, joined Hankyu Railway from Mitsubishi Bank. Kohei Kobayashi, who has served as chairman of the company and owner of Orix Buffaloes, and his eldest son (Keiichi Mimura's paternal cousin) is Koichi Kobayashi, who served as the chairman of the Takarazuka Revue.
Ring of Warmth

**Item Level :** 1

**Category :** Permanent

**Item Type :** Ring

**Gold Cost :** 125gp

**Material Cost :** 5 Metal Cost, 4 Essence

**Weight :** X

**Requires Attunement? :** Yes

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Humans

**Humans** are the dominant species of Earth.

## History

Some time in Earth's past, humans were created and became the dominant species of the planet, being responsible for a majority of infrastructure, evolution and production.

## Known humans

* Alfred Pennyworth
* Arnold Flass
* Aubrey James
* Barbara Eileen Gordon
* Barbara Gordon
* Basil Karlo
* Bruce Wayne
* Carmine Falcone
* David Cain
* Edward Nygma
* Gillian Loeb
* Giovanni Zatara
* Hamilton Hill
* Harvey Dent
* Harvey Hainer
* Henri Ducard
* Jack Ryder
* Jackson Davies
* James Gordon, Jr.
* Jim Gordon
* Joe Chill
* Kirigi
* Leslie Thompkins
* Lucius Fox
* Luigi Maroni
* Marla Manning
* Martha Wayne
* Oswald Cobblepot
* Philip Kane
* Ra's al Ghul
* Roderick Kane
* Rupert Thorne
* Sal Maroni
* Sam Bradley
* Sandra Wu-San
* Talia al Ghul
* Ted Grant
* Thomas Wayne
* Vicki Vale
* Vincent Falcone
* Zatanna Zatara

## Physical description

Humans are bipedal and capable of speaking numerous self-invented languages depending on the region of their planet, Earth. Most notably, their skin can have a range of hues varying on the same factor, from white to black. Their biology, as age progresses, can cause them to suffer from many internal problems as well visual signs, like greying and/or loss of hair, wrinkles and dependency on technology to help them navigate or even survive. Genetics also play a massive part, with offspring inheriting many characteristic traits from their family.

## Languages

* Arabic
* English
* French
* Korean
* Russian
* Tibetan

## Behind the scenes

* In real life, **Humans**, also known as **Homo sapiens**, are a species of highly intelligent primates and the dominant life form on Earth. They are bipedal and part of the Hominidae, a taxonomic family of primates.
Robert Dunham

### Children

4 (survived by a daughter, Barbara Subayashi of Tokyo, and a son, Daniel of Tokyo)

### Years active

1959-1997

**Robert Dunham** (ロバート・ダンハム, *Robāto danhamu*, July 6, 1931; Portland, Maine – August 6, 2001; Sarasota, Florida {age 70} ), credited as **Dan Yuma** (ダン・ユマ) was an American actor, entrepreneur, writer, racecar driver, journalist, and a US Marine.

He is probably best known for his role as Antonio, Emperor of Seatopia in Godzilla vs. Megalon (1973); Dunham's biggest role would be that of Mark Jackson in the Japanese film, Dogora (1964) and Captain Martin in The Green Slime (1968). Dunham was an American living in Japan during most of the country's "Golden Age" of cinema, and worked in films directed by Ishirō Honda, Jun Fukuda, and Kinji Fukasaku. He sometimes was billed as **Dan Yuma** or **Danny Yuma**.

## Career

Born in Maine to an affluent family, his parents were Earl and Charlotte Dunham. He has a sister named Patricia June. Robert grew up in Wellesley Hills, Massachusetts. He attended Noble and Greenough School in Dedham, Massachusetts. Dunham was later accepted into Williams College, in Williamstown, Massachusetts, where he received his Bachelor of Arts degree in Art History.

After graduating college, Dunham joined the United States Marine Corps and fought in the Korean War. He was stationed in Yokohama, Japan and served for two years as a Lieutenant. Later, he attended correspondence school to learn how to speak Japanese. After being honorably discharged from the Marine Corps, Dunham decided to stay in Japan and opened up his own import/export business.

Dunham lived in Tokyo for 22 years, with a Japanese wife Keiko (married in 1954), and their two children, Barbara Ann and Daniel. They later divorced in 1968. He met a Japanese model, Setsuko Sazawa, whom he married in 1969 until 1984. They had two children, Emiko (Emmy) and Marcia. Dunham and his wife Setsuko, moved to Den-en-chōfu, an affluent suburb of Tokyo, where they lived from 1970–75.

In 1975, Dunham decided to move his family to the United States and moved to Cape Cod, Massachusetts. He became a freelance writer, often contributing material to magazines such as Car and Driver.

Unlike many other Westerners in Japanese films at the time, Dunham spoke fluent Japanese and as such, was one of few foreign actors who would maintain their real voice in the released product without the need of over-dubbing by a Japanese actor. Dunham admitted to having had a "torrid love affair" with his co-star of many films, Linda Miller. The relationship ended after Miller moved back to the United States and Dunham claimed to have "lost track of her" after having kept up correspondence via postal mail for a time.

He had worked as a security guard for the Sarasota, Florida, Herald-Tribune, and performed in the Players Theatre of Sarasota and Venice Little Theater. He also had formed his own production company, Suncoast/Yuma Productions, writing, producing and directing a full-length film, "Samantha."
Healing Wards

**Item Level :** 5

**Category :** Charged

**Item Type :** Trinket

**Gold Cost :** 1200gp

**Material Cost :** X

**Weight :** 1/4 Pounds

**Requires Attunement? :** No

As an action, you can place down an individual Healing Ward. A Healing Ward has 15 HP, an AC of 10, and lasts for 1 Minute. All allied creatures who start their turn within 15 Feet of the Ward will be healed for 1d4+1 Health. Has 3 Charges, and placing down a ward uses a charge. After all 3 charges are used, the item disappears.
Moglo

No one is certain how the Moglos came into being. Some say that they, like the other bestial races, were given sentience from the grand implosion. Others say that they were blessed by Shinrana to gain access to specialized magics. Others say that they are nature spirits that evolved into the creatures they are now. Regardless, The Moglos are a small, cute race with large heals and a catlike-tail. They're ability seems to be tied to life-based magic, and the good and evil this magic represents.

**Age :** No one is entirely sure what age Moglos mature at, or what the general lifespan is. Some can live well past a Human's lifespan, while some can live for thousands of years.

**Aligment :** The Moglos are varied, but usually end up at the ends of Good and Evil. They are rarely ever a variation of Neutral, and are never True Neutral.

**Size :** Moglos are very small creatures, who's height ranges from 1 to 2 Feet, and average around 50 Pounds. Your size is Small.

**Speed :** Your base movement speed is 30 Feet.

**Languages :** Moglos typically know Common, and one language of their choosing.

**Ability Score Bonuses :** Charisma gains a +2, Constitution gains a +1.

**Life or Death :** You can choose the path of Life or Death. If you pick the path of Life, at 1st Level, you gain access to Healing Word, and at 3rd Level you gain access to Calm Emotion. If you pick the path of Death, at 1st Level, you gain access to False Life, and at 3rd Level, you gain access to Unholy Frenzy. Regardless of your path, you treat Charisma as your spellcasting modifier for these spells, and, if you have a caster level of 0, you have Mana equal to half your Charisma score (Mana Costs are treated as if you have a caster level of 3).

**Moglo's Home :** Depending on the place you came from, you gain some special traits. Choose one of the following below:

* **Peaceful Forests :** At the start of your turn, if you haven't attacked on the previous turn, and was not attacked at all, you regain 1d4 hit points. You also have advantage on Constitution saving throws against diseases.
* **Dark Graveyard :** Once per long rest, you can raise a Skeleton Minion from a corpse to serve you. This skeleton will share it's initiative with you, but will act on it's own. It will fall apart once's it's hit points reach 0, or when you make a short or long rest. You can only have one Skeleton Minion at your command at a time.
* **A Dark Place :** You can target a sleeping creature, dealing 1d4 + your Intelligence modifier Psychic damage to the target, and regains 5 Mana. You also gain resistance to Shadow damage.
* **Frozen Tundras :** Along with the spells gained from Life or Death, you also gain the Ray of Frost spell. You also have resistance to Frost damage, and gain advantage in snowy and/or frozen regions, but gain disadvantage in desert and wasteland regions.
Human

Humans are one of the most common races seen in Nerna, and are the most versatile. Though, despite being the most populous, their lifespans are the shortest among the races. They have built up several kingdoms and nations across the world and have made several allies across the world.

**Age :** Humans reach adulthood in their late teens and live less than a century.

**Alignment :** Humans don't move towards any specific aliment. The best, the worst, and everything in between can be found among them.

**Size :** Humans range anywhere from 5 to 6 Feet tall, and average on 150 lbs. Your size is Medium.

**Speed :** Your base movement speed is 30 Feet.

**Languages :** Humans can speak Common and an additional language of their choice.

**Ability Score Bonuses :** 1 Ability Score of your choice gains a +2, 1 other Ability Score of your choice gains a +1.

**Determination :** When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can't do so again until you finish a short or long rest.

**Skill Versatility :** You gain proficiency in two skills or tools of your choice.

**Extra Talent :** You gain an additional Talent.
Broom of Flying

**Item Level :** 2

**Category :** Permanent

**Item Type :** Trinket

**Gold Cost :** 7500gp

**Material Cost :** 15 Herb Points, 5 Leather Points, 30 Essence

**Weight :** 3 Pounds

**Requires Attunement? :** No

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 Pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Staff of the Grand Magus

**Item Level :** 8

**Category :** Permanent

**Item Type :** Weapon

**Gold Cost :** X

**Material Cost :** X

**Weight :** 4 Pounds

**Requires Attunement? :** Yes

This staff can be wielded as a magical quarterstaff that grants a + 3 to attack and damage rolls made with it. If attuned to Atiesh, you may use an action to summon it to your possession, regardless of where it currently is.

The staff has 50 charges. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff temporarily loses its powers for until the next dawn and becomes a + 1 magical quarterstaff.

**Magus's Magic :** While attuned to the artifact, any spell you cast is treated as casted at one level higher for no cost (up to 9th level), and you gain advantage to all dealings with outsiders, fey, undead, and elementals.

**Spells :** While holding this staff, you can use an action and expend a certain number of charges (minimum 1) to cast one fo the following spells from it, using your spell save DC; Blink Step (2 charges), Fear (3 charges), Gate (9 charges), Glyph of Warding (Can be casted at a higher level: 1 charge per level), Phantom Hound (5 charges), Polymorph (4 charges), Summon Elemental (8 charges, must be ether Arcane or Water).
Medium Healing Potion

**Item Level :** 4

**Category :** Consumable

**Item Type :** Potion

**Gold Cost :** 350gp

**Material Cost :** 14 Herb Material, 5 Essence

**Weight :** 1/2 Pounds

**Requires Attunement? :** No

A medium-sized red potion with healing magics. As an action, you can consume this potion in order to regain 4d4+4 health.
Corrosion

**Enchantment Type :** Weapon

**Gold Costs :** 3200gp

**Material Costs :** 32 Essence

Grants a weapon with an armor-weakening enchantment. The weapon deals an additional 1d6 Acid damage, and the attack target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the creature's AC is reduced by 4 for 1 Minute.
Tinkerer

Initially, the art of tinkering was kept to the cultures of Goblins and Gnomes. However, as time passed and technology became more accessible, the Tinkerer became more prominent. The Tinkerer possesses the ability to create and bring about various marvels to their command, as they can build guns, explosives, contraptions, and so on.
Mantid

The Mantid are a secretive race that mostly keeps to their grasslands. However, due to recent events, some Mantid have started to migrate and explore the area. Regardless, the mantid have a high amount of patence for other creatures, but seeing their natual enemies can make them go berserk.

**Age :** Humans reach adulthood in their late teens and live less than a century.

**Alignment :** Mantids within their homeland bow before the might of their empressess, while those who explore exhibit a more neutral outlook.

**Size :** Female Mantid stand between 5 to 6 1/2 Feet tale, weighing about 160 Pound. Male Mantid stand between 6 to 7 Feet tall and weight about 200 Pounds. Your size is Medium.

**Speed :** Your base movement speed is 25 Feet, but you gain a flight speed of 30 Feet. You must land after using your Flight speed.

**Languages :** Humans can speak Common and Mantid.

**Ability Score Bonuses :** Dextery gains a +2, Wisdom gains a +1.

**Chitin :** When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Squishy Innards : You gain 1 less hit point per level.

**Squishy Innards :** Mantids gain 1 less hit point per level.

**Torpor :** Mantids do not need to sleep. Instead, they enter a state of suspended animation for 4 hours a day. After this suspended animation, they gain.

**Scythe Blade :** You possess two additional, scythe-like hands. Your unarmed attacks with these hands, you deal Slashing damage. When you fall of a ledge, you can use a reaction to make an Athletics (climb) check to cling on.

**Sonic Amplification :** When you cast a spell that requires verbal components, its range is increased by ten times your proficiency modifier.