recursal/Fanatic-Fandom huggingface dataset:
Common Flies

### Scale Colors

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

### Eye Colors

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

### Distinctive Traits

* Antennae
* Compound Eyes
* Diaphanous Wings
* Jointed Legs
* Setae

## Abilities

### Primary Senses

* Smell
* Spot

### Natural Gifts

* Extra Two Hands
* Flight
* Sticky Fingers

### Species Skills

* Evasion
* Observation
* Presence

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical common fly is an eight-limbed, bipedal arthropdian Feralian of small size. They have two antennae, compound eyes, diaphanous wings, and jointed legs covered in setae.
Coyotes

((A coyote is a wonderful traveling companion, and many are found on the road as wandering sorts, freelances, hired guns, spontaneous preachers, occasional bards, gamblers, philosophers, and part-time astronomers. To the untrained eye, this can resemble simply being unemployed and homeless, but coyotes romanticize this as enrollment in the higher education that living in the world freely provides.

As a result, they don't actually accomplish all that much, but they do see a lot of the world and are generally streetsmart. The coyote way of doing things is esoteric, but effective – if you're a coyote. Though not suitable as soldiers, they can handle themselves in a back alley mugging. They have a sense for the magic in the world, but no need to use it for more than is necessary. Megalomania is not a common coyote trait.))

## Anatomy and Physiology

The typical coyote is a four-limbed, mammalian bipedal Feralian of average size.
Ashen Mallet

## Gift Effects

* As a ready action, you may exhaust this gift to cast the spell Ashen Mallet.
	+ Roll your Will, Deceit, and Supernatural vs 3.
		- If you are successful, a Blessed Ashen Mallet will manifest in your hand. Note that if this weapon is used on any target that is not "Unholy", the weapon will gain the "Unholy" descriptor and the user will become Tainted upon using it. This weapon will last until the end of the scene, or until the caster ends a round without it in their hands, upon which it will sink into the ground and become a new sapling.
Ambidexterity

A skill often learned by the dual-wielders and those who were born left-handed. You are equally skilled in the dexterous use of all of your hands, rather than just one.

## Gift Effects

* All of your off-hands are now good hands.
* If you take the Draw Weapon action, you may draw two-one handed weapons at once.
* If you have multiple weapons readied and you are parrying an attack, you may claim a bonus d12 for each additional weapon beyond the one you're Parrying with.
Alexander Balakin

## Physical Appearance

Alexander is a grizzled old pheasant with black-tipped reddish-orange feathers covering most of his body, white and orange striped undersides of his wings, a ring of bright white feathers around his neck, almost-black deep green feathers on his head, bright red markings around warm amber eyes, and a bone white beak and talons.

He typically wears plain, practical cream or brown colored clothing, suitable for his work as a cartographer. Most of his pants have ink-stains on the cuffs from writing. He carries a custom-made water-proof bag made from waterskins that contains his maps and map making materials anytime he is outside the Sterling Royal Library. The bag has a separate cloth pocket for inks added by Dasha after an unfortunate spill incident.
Ally

A true ally is someone with a strong relationship with another person in the world. They have the best interests of that person in mind and will go out of their way to help them.

## Gift Effects

* You have a host-controlled Ally character that exists in the world.
	+ The ally will always act with your best interests in mind. They will not betray your character unless they are tricked into doing so or they are convinced that a minor betrayal will somehow spare them from a terrible fate.
	+ The ally will start with traits equal to a starting level character. Their traits, skills, gifts and any other special features will be decided by the Game Host, though they are heavily encouraged to take your input into account.
Combat Save

Sometimes in battle, the split-second decisions make all the difference. Those who have an instinct for picking up on things in the heat of the moment and the skill to maneuver themselves away from an enemies strike might just manage lessen the effect of the blow enough to save their own life.

## Gift Effects

* After you fail a defense and roll your soak, you may exhaust this Gift to negate all Unconscious, Dying, and Dead results inflicted on you by the attack. Alternatively, you may reduce a result of Overkilled to Dying.
Ash Path

A rare path among the Blessed, you have formed a strong bond with the spirits of the ash trees.

The ash is a mysterious tree. It has tough, elastic wood with a close grain. Sometimes called the "World Tree" or the "Tree of Life", there are those who believe that the world is held up by a giant Ash Tree, its roots penetrating to the underworld and its upper branches to the heaves above. Though the ash spirits have a lot of knowledge, they rarely choose to give it out when invoked, instead offering a number of curious effects ranging from engimas, to direct assistance, to the opening of portals that can transport you to other parts of the world or, if the rumors are true, to other worlds entirely.

Note that any hostile use of this magic to attack a living creature will render it unholy and cause the user to become Tainted.

## Gift Effects

* As long as you are not Tainted, As a stunt, you may exhaust this gift to call upon the Ash spirits and ask for a specific blessing.
	+ Declare what it is you're looking for
	+ Roll your Will, Deceit, and Supernatural vs 3.
		- If you score one success you may ask for the spirits to dispel an Unreal effect on a target up to Medium range, to grant a d8 assist bonus to the Deceit dice of a target within Medium range, or another blessing of similar value.
		- If you score two successes you may ask for the spirits to removed the Confused condition from up to five targets within Medium range, to give you prophetic dreams of the future that night, to call forth and give you a twig of ash wood, or another blessing of similar or lower value.
		- If you score three successes you may ask for the spirits to grant a boon of a bonus 2d6 to a target within Medium range the next time they fail or botch a roll, to ask the spirits for strategic advice on a battle that will happen within the next day, or another blessing of similar or lower value.
		- If you score four successes you may ask for the spirits to grant a boon of a bonus 6d6 to a target within Medium range that they may call upon when rolling a soak roll, or another blessing of similar or lower value.
		- If you score five or more successes you may ask for the spirits to open a bridge past this world and into the realm of spirits, or another blessing of similar or lower value.
* When you take this gift, you also gain the Gift Ashen Mallet at no additional experience cost.
Cougars

((Panthers include the jaguars, leopards, pumas, and so on, and they make excellent fighters, leaders, captains of industry, in any other rule requiring cunning, fearlessness, and competence. They aren't exactly interested in nobility, seeing it as a minor reward for boldness and achievement, rather than the goal itself. For them, real power is actively obtained, and not something that you are merely born into.

Unlike those other felines (with the exception of lionesses), panthers are ambitious, purposeful, worldly, effective people. They think bigger than cats, who tend to settle for local territory and minor gambits, they aren't as prone to poetics and soft living is the lackadaisical lion, and they are able to focus with more discipline than your average cheetah.

This conservative, no-nonsense demeanor can merge on general arrogance, but it makes them useful as exploring conquistadors and proponents of manifest destiny. It also means they miss out on the wisdoms found by simple living.))

## Anatomy and Physiology

The typical cougar is a four-limbed, mammalian bipedal Feralian of large size.
Artillery Mastery

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

## Gift Effects

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

A brewer is a person who makes and fermentes beers and ales. This process is completed through combining and aging hops, barley, wheat, malt and grain. A skilled brewer's product is always in high demend, though it is also often heavily taxed as a result.

## Roles and Duties

* Making and fermenting beers, ales, and other alcoholic beverages
Anton D'Avoirdupois

## Trait Stats

### SPC

d8
d6

### MND

d10
d4

### WIL

d6
d6

## Skill Stats

### Career Skills

END, JMP, TAC
EVA, FGT, TAC

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

/// (d8)(vs Ranged)

/// (d8)(w/ Falchion)

### JMP

--
--

### NEG

// (d6)(Against Strong Odds)

/ (d4)(Handling Ransoms)

### PRS

--
/ (d4)(Rousing Speeches)

### SHO

--
--

### SWM

--
--

### THR

/ (d4)(After Rallying)

--

## Gifts and Flaws

### Species Gifts

* Fast Mover
* Keen Ears
* Strength

### Career Gifts

* Etiquette
* Nobility
* Weapon Proficiency: Swords

### Other Gifts

* Artful Dodger
* Combat Save
* Improved Trait: Body
* Veteran
* Weapon Proficiency: Shields
Body

Body is a Trait that represents a character's health and physical strength.

## Gifts that Improve Body

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

## Flaws that Damage Body

* Frail (Limits the Body trait to a maximum of d6)
* Lame (d12 Penalty to all Body rolls based on using the legs))
* Missing Arm(s) (d8 Penalty to all Body rolls based on using the arms)
* Old (d8 Penalty to all Body rolls)
* Out of Shape (d12 Penalty to all Body rolls)
* Weathered Wound (d12 Penalty to all Body rolls if exposed to rain, snow, or temperatures under 50 degrees)
Common Squirrels

((Squirrels are peerless hoarders, literally and metaphorically; this refers to the gathering of material but also information, knowledge, and power. It is not the same as kleptomania, because squirrels are more than willing to work for their possessions legitimately, but they then take great stock in ownership. It can lead to a miserly, hermitage existence of accumulation without purpose nor joy.

"You never know when it might come in handy," is a typical squirrel mantra. Other rationalizations include scrounging against some hypothetical future scarcity. At root is a fear of the future and the unknown. A squirrel's worst fear is to be without options, unprepared. They are consummate control freaks, highly superstitious, and particular about their possessions. Those that can make use of this compulsion can succeed spectacularly as merchants, financiers, pawnbrokers, curators, and the like.))

## Anatomy and Physiology

The typical common squirrel is a four-limbed, mammalian bipedal Feralian of slight size.
Bribery

There might not be a price for everything, but it's rare to find a person who doesn't want something and you have a knack for figuring out exactly what that something is.

## Gift Effects

* You may claim a bonus d12 when making rolls to find out what would be a good bribe for someone or to negotiate a bribe.
* If you fail an attempt to bribe another person, you will not offend them on the first try. They may still get angry if you try and fail a second attempt.
Armored Fighter

While anyone can put on armor, you know just the way to wear it to maximize the amount of protection it gives you.

## Gift Effects

* As long as you are not Afraid, Berserk, Confused, Enraged, Fatigued, Silenced, Terrified, or Unconscious, all Armor you wear gives you a Soak die one size higher than it's written effect.
Abstinent

A character with the Flaw of Abstinent is one who has, for some reason, sworn off of having something they would normally want.

## Flaw Effects

* Upon taking this flaw, the player must inform the DM of at least one thing the character has sworn off of. The character may not partake in forsworn item, substance, or act.
* If the character fails to abstain from what they swore off of, they will suffer a d12 penalty to all Will rolls for 24 hours after the incident.

## Experience Triggers

* The character faces a serious consequence as a result of their failure to abstain from what they swore off of.
Birch's Banishment

## Gift Effects

* As an attack action, you may exhaust this gift to cast the spell Birch's Banishment. Note that if this spell is cast on any target that is not "Unholy", the spell will gain the "Unholy" descriptor and the user will become Tainted upon casting it.
	+ Choose a target within Medium range. Roll your Mind, Species, and Supernatural vs the target's Speed, Will, Presence, and Supernatural.
		- If you are successful the spell mainfests as a line of sharpened spears of shining birch wood shooting up from the ground into the target and inflicting Dmg +2, with the damage being Slaying towards Supernatural targets.
Create Earth

One of a series of minor magics based upon conjuring the natural elements of the world. Creating Earth has a wide variety of uses both for utilitarian purposes - filling holes, building walls, etc. - and for combat - hurling rocks at foes, trapping enemies, etc.

## Gift Effects

* As a ready action, you may exhaust this gift to ready a Create Earth spell.
	+ Roll your Will and Supernatural vs 3. If you are successful, the spell manifests into your hand or casting weapon and will remain there until you cast it, drop it as a free action, or until five minutes have passed.
* If you have a readied Create Earth spell you may cast it as an attack action.
	+ Choose a target within Medium range of you.
	+ Roll your Body and Digging vs the target's defense. If you are successful, the spell inflicts Dmg +1.
Camels

((Camels are Western barbarians that live within the Great Western Desert of Xi Shamò. There are nine tribes of Camels, each of whom controls a number of the desert oases. Competition between tribes is fierce, leading to periodic raiding back and forth. There was once a tenth tribe, but centuries ago it was destroyed by alliance of the other nine for an unforgivable offense – poisoning waterholes in the high desert.

For a price, the Camels will act as guides across the Great Western Desert. However, don't expect the service and courtesy normally found when traveling with the car then in Zhonguo. Camels look down on others until they earn their grudging respect, which does not come easily. There fierce and bad tempered, and tend to associate with their own kind.))

## Anatomy and Physiology

The typical camel is a four-limbed, mammalian Feralian of giant size. They have bushy eyebrows, fat-filled humps, shaggy fur, and tufted tails.
Holly Spear

## Gift Effects

* As a ready action, you may exhaust this gift to cast the spell Holly Spear.
	+ Roll your Will, Throwing, and Supernatural vs 3.
		- If you are successful, a Blessed Holly Spear will manifest in your hand. Note that if this weapon is used on any target that is not "Unholy", the weapon will gain the "Unholy" descriptor and the user will become Tainted upon using it. This weapon will last until the end of the scene, or until the caster ends a round without it in their hands, upon which it will sink into the ground and become a new sapling.
Boars

((The boar is always the toughest person in the room. They will drink you under the table, they will wrestle you two pins out of three, or best three out of five, or five out of seven, or however many times as it takes to win. The boar will go out of their way to find the one person they should avoid, just to insult their honor. The boar provokes duels at dawn on a regular basis. The bore settles matters with their fists.

The boar tells the best stories, throws the best parties, bakes the best pies, laughs the loudest, has the most scars, ruts the longest, and snores without mercy. The boar has a short fuse and holds a grudge for eternity. The boar is a relentless, unforgiving nemesis until they corner you and force your respect… Then the boar becomes the truest friend you will ever have.))

## Anatomy and Physiology

The typical boar is a four-limbed, mammalian Feralian of large size. They have cloven hooves, shaggy fur, and curved tusks.
Beast Master

A beast master is a tender of animals. Some beast masters are hired by nobles to tend to their herds and flocks, while others, lucky enough to own land, raise and breed their own stock of animals to sell at market. Some even go so far as to capture and tame wild animals for sale as pets, mounts, or working beasts.

## Roles and Duties

* Tending to the animals under their care by feeding, watering, and grooming them
Glassblower

A glassblower is a craftsman who specializes in the production of glass. This process involves sourcing ash and sand, heating the two together at a low temperature, melting the two at the highest temperature possible, and blowing the glass into vessels or cylinders that could be opened into sheets for windows.

## Roles and Duties

* Processing ash, sand and other raw materials into glass

## History

Historically, the primary jobs of the glassmaker were to produce serving and drinking vessels out of glass and to make windows for nobles and the church, however with new technological developments and the rise of the merchant class in Calabria glass has exploded in popularity and those seeking opulence may hire a glassblower to produce artistic pieces or materials for their own crafts.
Commanding Leader

Anyone can give a command, but the command will only matter if it is heard by everyone who needs to hear it. A commanding leader has learned to project their voice to issue commands across a wider area.

## Gift Effects

* If you take the Rally action, your penalty Range dice are reduced.
	+ You suffer no range penalty dice up to Short Range
	+ You suffer a penalty of d8 at Medium Range
	+ You suffer a penalty of d12 at Long range
	+ You suffer a penalty of 2d12 at Very-Long range.
Athlete

An athlete is a person who competes in a sport, usually for the entertainment of others. Whether an individual sport or team sport, all athletes require a certain amount of physical strength, speed, or endurance in order to win the game and put on a decent show.

## Roles and Duties

* Training, excercising, and consuming a proper diet to keep themselves in top physical condition
Air Clout

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

## Gift Effects

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

An alchemist is a crafter that makes their living through mixing and selling chemicals.

Many alchemists also engage in chemical research and experiments, aiming to discover the secrets of the elements. Among their chief efforts are the goals of learning to trasmute common metals into rare ones, the creation of a panacea capable of curing all diseases, the creation an item that could grant immortality, and the development of a universal solvent.

## History

Alchemy is a term that encompasses the practice of several different but similar traditions, spanning multiple continents.

## Notable Practitioners

* Luó Qiaolian was a Zhonggese Alchemist who accidentally created Black Powder in 901 CE while attempting to create the fabled Elixir of Immortality.
Keen Ears

Feralians with keen ears have a better sense of hearing than most other creatures.

## Gift Effects

* You may claim a bonus d12 when making rolls to observe things with your sense of hearing.
* You can hears sounds that are pitched in the ultrasonic range, including, but not limited, those made by people using the gift of echolocation.
Infamy

A character with the Flaw of Infamy is one that has a well-known bad reputation.

## Flaw Effects

* The character suffers a d12 penalty to all Social rolls with any who knows of their reputation and does not have a Miscreant career and to all rolls to pretend to be someone else. Authorities will likely attempt to apprehend the character if they become aware of them.

## Experience Triggers

* The character gets into conflict with a legal authority because of their reputation.
Battering Charge

When an atavist with the gift of Battering Charge runs forward for a Charging Strike, they don't flinch from running at multiple opponents. They run with reckless abandon and bash into each and every one in their path, striking and trampling them until they've moved as far as their feet can carry them.

## Gift Effects

* As an attack action, you may perform a Battering Strike.
	+ Declare a target within Near Range of you and a straight line path that you will travel to reach them.
	+ Then roll your Body, Speed, and Fighting dice. These will be your battering charge attack dice. Find the highest showing die and move that many feet down the path towards the target.
	+ Anyone and everyone, friend or foe, within 1 pace of the path you travel must defend against your battering charge attack dice. Anyone who fails to defend suffers Damage +2 and is Pushed 1 pace away from the line. If anyone resists your attack or if you can't move far enough to reach your target, stop where you are and immediately become Reeling and Hurt.
	+ If you reach the target, stop when you reach then and perform a brawling or melee attack against the target.
Annushka Novikov

## Trait Stats

### SPC

d6
d8

### MND

d4
d6

### WIL

d10
d6

## Skill Stats

### Career Skills

CMB, EVA, OBS
END, GSP, OBS

### CMB

/ (d4) (w/ Medicine)
--

### DEC

/ (d4) (when Sewing)
--

### END

--
/ (d4) (w/ Long-Distance Travel)

### FGT

// (d6) (while Flying)
--

### JMP

/ (d4) (Finding Addresses)
--

### NEG

/ (d4) (While Flying)
--

### PRS

// (d4) (Finding Addresses)
--

### SHO

/ (d4) (Finding Addresses)
/ (d4) (w/ Sling)

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Echolocation
* Flight
* Prehensile Feet

### Career Gifts

* Dead Reckoning
* Geography
* Hiking

### Other Gifts

* Combat Save

## Quotes

Know No Fear, Serve With Joy

There's just so much of the world to see, and so little time to see it all!
Eastern Dragons

### Fur Colors

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

### Scale Colors

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

### Eye Colors

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

### Distinctive Traits

* Long Barbels
* Branching Horns
* Dorsal Spines
* Keeled Scales

## Abilities

### Primary Senses

* Listen
* Smell

### Natural Weapons

* Claws
* Fangs
* Horns

### Natural Gifts

* Contortionist
* Keen Eyes
* Resolve

### Species Skills

* Observation
* Presence
* Supernatural

## Environment

### Favored Diet

Omnivorous

((Vital and charismatic, the Eastern Dragons often feel the weight of the world upon their shoulders. As a celestial species, they consider it their duty to strive to the best of their abilities for the good of all. Many dragons love to take on challenges and difficult tasks, in order to further prove their abilities.))

## Anatomy and Physiology

The typical eastern dragon is a four-limbed, reptilian bipedal Feralian of large to giant size.
Bind Undine

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

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

## Gift Effects

* If you have a Beryl Necklace you may present it to an Undine to challenge them to a contest.
	+ Roll your Mind and Leadership vs the Undine's Mind and Species traits
		- If you succeed, you will win the contest, and the Undine will enter your Obsidian Amulet and lay in a dormant state, making it an Undine's Necklace
		- If you tie or worse, you will lose the contest and the elemental will not allow you to try again until you have bought at least one more mark in the Swimming skill
		- If the Elemental overwhelmingly succeeds, your Beryl Necklace will crack and become unusable until it is repaired.
		- If you botch the roll, the Beryl Necklace will be shattered beyond repair and the elemental will attack you
Blowgun Mastery

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

## Gift Effects

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

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

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

## Gift Effects

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

A popular choice for those among the Blessed who wish to protect others from evil spirits, you have formed a strong bond with the spirits of the birch trees.

The birch is a fast-growing perennial tree. It has smooth, striped white wood with bark that can be stripped off in layers, often used for making canoes. In spring, birch trees are among the first plants to show signs of new growth. With it's white color and strong need to chase away the sorrows of winter, the Birch Tree has a strong inclination towards cleansing and banishing evil spirits, which it offers to those that invoke it.

Note that any hostile use of this magic to attack a living creature will render it unholy and cause the user to become Tainted.

## Gift Effects

* As long as you are not Tainted, As a stunt, you may exhaust this gift to call upon the Birch spirits and ask for a specific blessing.
	+ Declare what it is you're looking for
	+ Roll your Will, Species, and Supernatural vs 3.
		- If you score one success you may ask for the spirits to give you knowledge of any Unholy creatures within Short Range, to grant a d8 assist bonus to the Supernatural dice of a target within Medium range, or another blessing of similar value.
		- If you score two successes you may ask for the spirits to banish a ghost within near range of you by deading Dmg flat 4 Penetrating and Holy, to call forth and give you a handful of birch bark, or another blessing of similar or lower value.
		- If you score three successes you may ask for the spirits to allow you to walk across water as if it were solid ground for one scene, to inflict Dmg flat 4 Penetrating and Holy to all Unholy targets within Medium range, or another blessing of similar or lower value.
		- If you score four successes you may ask for the spirits to grant a boon of a bonus 3d12 to a target within Medium range to help them resist the next spell that hits them, or another blessing of similar or lower value.
		- If you score five or more successes you may ask for the spirits to inflict Dmg flat 4 Penetrating and Holy to all Unholy creatures within your current Landscape, or another blessing of similar or lower value.
* When you take this gift, you also gain the Gift Birch's Banishment at no additional experience cost.
Bioluminescence

The body of a Feralian with the Gift of Bioluminescence has developed a way of producing a natural light, strong enough for one to see by when in otherwise total darkness.

## Gift Effects

* As a stunt, you can use your light to brighten up the world.
	+ Roll Species and Presence vs 3.
	+ If you are successful, you light up the area as if you were On Fire until your next turn.
Chandler

A chandler is a craftsman who makes candles.. The most common material used to make candles is tallow, which most commoners save from kitchen use specifically for the purpose. For those who could afford it however, beeswax is generally the more popular choice of candle material, as it burns cleanly with little smoke. In some cases, the chandler also serves as an office in medieval households, responsible for all wax and candles in the house and the room in which they were kept.

## Roles and Duties

* Maintaining the supply of wax and candles for the household
Adrenaline Rush

In the heat of a stressful situation, the body releases adrenaline to send itself into "fight-or-flight" mode, making the heart beat faster, increasing blood flow to the brain and muscles, and stimulating the body to make sugar to use for fuel. For those who have a strong instinctive response to fear, the rush of adrenaline will help their body react more quickly to escape the situation.

## Gift Effects

* If you are Afraid or Terrified, add 1 to your Stride, a +3 bonus to your Sprint, and 9 to your run. You may claim this bonus even if this gift is exhausted.
* If you are Afraid or Terrified you may claim a bonus d12 to any Dodge defense. You may claim this bonus even if this gift is exhausted.
* As a reaction, you may exhaust this Gift to become Afraid for the rest of the Scene or until the status has been Resolved normally.
Braggart

A character with the Flaw of Braggart is one that feels a strong compulsion to tell others of the things they have accomplished. This can lead a braggart to derail conversations and distract from important tasks by telling stories about their exploits.

## Flaw Effects

* Anytime the character is talking to someone else they must succeed on a roll of Will vs 3 to avoid derailing the conversation to talk about their own exploits.

## Experience Triggers

* The character fails a task because they were too distracted talking about the things they'd done.
Carousing

Alcohol has a way of lowering inhibitions and loosening tongues, especially when the people drinking it feel like they're in good company. Whether they enjoy social drinking or they simply see alcohol as a tool, those skilled at carousing know how to use it to their advantage.

## Gift Effects

* You may claim a bonus d12 when making rolls to gossip with drinkers, to negotiate with drunk people, to deceive people about how drunk you are, or to win drinking contests.
Barrister

A barrister is a person who studies the law and makes a living advising clients in legal matters and representing them before the court. In most places, barristers are required to swear an oath to uphold the law and follow certain practices.

## Roles and Duties

* Drafting contracts and indentures between parties and retaining part of the contract so each party could prove they had the correct document.
Adelaide Rinaldi

## Physical Appearance

Adelaide is an adult female hare with a delicate physique. She has brown eyes, ticked brown fur with a white underbelly, black inner ears, and a black nose. She typically dresses in the fine, rich-colored dresses and jewelry suited for a woman of her status, though she tends to prefer the practical when given the choice.
Frozen Reflexes

A character with the Flaw of Frozen Reflexes is one that is prone to freezing whenever they're scared or surprised.

## Flaw Effects

* Anytime a character becomes Afraid or Terrified, they must succeed on a roll of Will vs 3 or become Immobilized.

## Experience Triggers

* The character is or someone they care about is hurt because they froze up at a bad time.
Akoma

Akoma is a large continent which straddles the Equator and encompasses numerous climate areas. The majority of the continent and its countries are in the Northern Hemisphere, with a substantial portion and number of countries in the Southern Hemisphere. It is bordered by Calabria to the North, Govorya to the Northeast, and Hinoda to the East. Akoma covers about 30,370,000 square kilometres (11,730,000 sq mi) making it the second largest continent, behind Hinoda.
Apothecary

An apothecay is a chemist that sells medicine and medical supplies, though you'll usually still someone with more medical expertise to tell you want to need. Apothecaries are generally only found in large villages or occasionally as hermits living in the woods.

## Roles and Duties

* Prepare and dispense tinctures, ointments, elixirs, and other medicines
Animal Handling

## Gift Effects

* You may attempt to tame animals.
	+ To begin taming an animal, the animal must not be Afraid, Berserk, Confused, Enraged, Fatigued, Silenced, Terrified, or Unconscious, Dying, Dead, or Overkilled.
	+ Roll your Will and Leadership vs the target's Species, Mind, and Will.
	+ If you are successful, the animal is tamed and will be friendly towards you as long as you do not attack it.
	+ If you tie the roll or worse, the animal may try to attack you or run, and you will not be able to try again until 24 hours have passed.
* You may attempt to rally animals.
* You may claim a bonus d12 to calm or diagnose problems with animals.
Blind-Fighting

Lorem Ipsum

## Gift Effects

* You are capable of threatening with your weapons, even if you are suffering from Blinding, Reeling, or other concealment. Any Counters you make while suffering from concealment will suffer a d8 penalty when against partially-concealed attackers and a d12 penalty when against totally-concealed attackers.
* If you are rolling an attack or defense while within Near Range of your target, all of their concealment dice are limited to d8s.
Inappropriate Humor

A character with the Flaw of Inappropriate Humor is one that finds things that most people would be disturbed by hilarious.

## Flaw Effects

* Anytime the character witnesses someone else get hurt or fail a roll, the character must roll Will vs 3 or be sent Reeling as they laugh at the other's misfortune. They also suffer a d12 penalty on all Social rolls with someone who sees them doing this for 24 hours after the incident.

## Experience Triggers

* The character is hurt or faces a negative consequence because of their inappropriate laughing.
Alpacas

## Anatomy and Physiology

The typical aardwolf is a four-limbed, mammalian bipedal Feralian of large size. They have cleft lips, short tails, and wooly fur.

Like other Camelids, alpacas have padded two-toed feet with a hoof-like toenail at the end of each toe, long necks, and horizontal pupils. Alpacas can also be distinguished from their cousins the llamas and the camels by their thicker coats, shorter faces, and short, pointed ears.

The standard fur color of alpacas can be black, brown, grey, orange, or white and may be either solid or with white or dark spots or patches.
Camouflage

The body of a Feralian with the Gift of **Camouflage** has a natural pattern of stripes, spots, or patches of colors that closely resembles their natural environment. If they haven't gone anywhere too unlike home, these patterns will help them blend in whenever they need to move stealthily.

## Gift Effects

* If you are in your species' natural habitat, you may claim a bonus d12 when making rolls to hide or sneak.
* You may also claim partial concealment anywhere in your habitat, even if it is a completely open space.
Cascadeur

A cascadeur is a person who performs dangerous stunts to entertain a crowd. The stunts can range from acrobatic acts, to stage combat, to more outlandish acts. Generally the more dangerous an act is, the more money it'll bring.

## Roles and Duties

* Practicing and perfecting the stunts that are part of their performance
Adélie Penguins

## Anatomy and Physiology

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

Like other Spheniscids, adélie penguins have flippers, webbed feet, and streamlined bodies. Adélie penguins can also be distinguished from their cousins the emperor penguins and the little blue penguins by their darker eye colors, the feathers on the bases of their beaks, their white eye rings, and their pink feet.

The standard feather color of an adult adélie penguin is a dark back and head, either solid black or black ticked with grey, and a white or cream underbelly and underside of the flippers and tail.

Baby adélie penguins are born with solid brown or grey feathers, and their feathers change to their adult colors as they age. Juveniles often sport patches of both colorations.

There are several unusual color patterns seen in adélie penguins, including:

* Albinism: Where the penguin's feathers are entirely white.
* Leucism: Where the penguin's feathers appear brown, cream, or grey in areas where they would normally be black.
* Melanism: Where the penguin's feathers are entirely black.

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

## Appearance

### Feather Colors

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

### Distinctive Traits

* Round Body
* Short Stubby Beak
* Short Tail

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Stealth

### Species Skills

* Evasion
* Observation
* Presence

## Environment

### Native Homelands

Akoma, Calabria, Hesperia, Hinoda, Peruana

## Anatomy and Physiology

The typical finch is a four-limbed, avian bipedal Feralian of small size.
Butchering

You have studied the art of processing the bodies of animals for their meat and materials and have become highly skilled at it.

## Gift Effects

* You may claim a bonus d12 to identify certain cuts of meat or the creatures they came from.
* If you process an animal, you receive double the amount of resources someone without this gift would get for processing it.
Allergy

A character with the Flaw of Allergy is one that is allergic to something. Should the character come into contact with the thing they are allergic to, it may severely sicken them until they are separated from it. Even after this, symptoms of the sickness may linger for weeks.

## Flaw Effects

* Upon taking this flaw, the player must work with the DM to come up with at least one thing the character is allergic to. There should be a fairly realistic chance that the character may encounter the substance, so it should be no more rare than Uncommon in the character's native land.
* If the character comes into contact with the substance they are allergic to, they will immediately become Sick and will take 1 damage for every five minutes they are in contact with the allergen. They cannot start healing from results of this condition until they have been separated from the allergen for at least 24 hours.

## Experience Triggers

* The character becomes sick due to exposure to their allergen.
Apiarist

An apiarist is a person who makes their living tending to hives of feral bees and selling the resulting products. Most beekeepers also work as farmers.

## Roles and Duties

* Cleaning and maintaing beehives
* Feeding bees when they're overwintering
* Harvesting honey from the beehives
* Removing excessive honeycomb from hives
* Selling honey and honeycomb at market
Centipedes

((With glittering compound eyes and multiple limbs, Centipedes are fearsome creatures to hold. Centipedes often seek out criminals in the desperate, and a discipline in drill their followers and order to amass fearsome armies. Some Centipedes align themselves with unholy forces, and thus they become one of the "Five Poisonous Vermin" of the state.

Centipedes tend to prefer careers to make them more formidable warriors. A few have even studied as Taoist wizards.))

## Anatomy and Physiology

The typical centipede is an many-limbed, arthropodian Feralian of small to average size. They have flat, segmented, ophidian bodies with spiracles along their sides, and long antennae.
Bind Sylph

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

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

## Gift Effects

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

When an atavist with the Gift of High-Altitude Flyer in the air, they don't simply fly, they soar. Where many others stay close to the ground, they know what winds to ride and the ways they need to move in order rise high above the clouds.

## Gift Effects

* If you are currently flying at Long altitude, as a stunt, you may raise to Very Long altitude.
* If you are at Long Altitude or Higher, as an action, you can both Recover from Reeling and Refresh your Gift of Flight.
Common Cats

(((After much assistance, here a Cat describes themself, in their own words.)

"Ah, Spring in the city! The combination of the annual arousing, the earthly renewal with whirring, bustling culture bring such vast possibilities for easy living; physically, mentally, and yes, spiritually.

"You might think city life has little to offer, regardless of season; poets long laud the countryside as more fitting a place to renew the soul. I'm sure that a bare meadow is quite droll, and that there must be something sedative about a tinkling is one – but to me, I take much more renewal of faith by the actions of people. There are daily occurrences of heroism, generosity, enlightened thought, and fine living here. Of course, by the same token, one can witness the opposite just as readily; I am not naïve. However, the push and pull of such a variety of impulses produces change in progress; it is a beautiful tapestry woven with fine and coarse threads, formed by many hands. I am happy to add my sharp needle to such work."))

## Anatomy and Physiology

The typical common cat is a four-limbed, mammalian bipedal Feralian of average size. They have large ears, retractable claws, and round faces with long whiskers.
Herald

A herald is a high-ranking servant that is elevated to their position by a direct appointment from their master. Originally messengers sent by monarchs or noblemen to convey messages or proclamations to the public, the role of heralds has expanded over time to include fighting duties during battles, the organization and judication of fighting tournaments, and the regulation of the coat-of-arms of knights.

## Roles and Duties

* Making announcements on behalf of their noble masters
* Delivering messages
* Designing coat-of-arms
* Identifying fallen soldiers based on their marks of heraldry
* Identifying opposing military forces
* Managing official tournaments
* Preserving heraldic and genealogical records
* Serving as a jude in courts of honor
Assata Kumbukani

## Trait Stats

### SPC

d6
d8

### MND

d6
d6

### WIL

d8
d4

## Skill Stats

### Career Skills

EVA, JMP, TCT (d8)
EVA, FGT, OBS (d6)

### CMB

--
--

### DEC

/ (d4)
--

### END

--
// (d6)

### FGT

// (d6)
/ (d4)

### JMP

--
/ (d4)

### NEG

--
--

### PRS

--
--

### SHO

/ (d4)
/

### SWM

/ (d4)
/ (d4)

### THR

--
/ (d4)

## Gifts and Flaws

### Species Gifts

* Adrenaline Rush
* Fast Mover
* Keen Ears

### Career Gifts

* Stealth
* Streetwise
* Weapon Proficiency: Rope

### Other Gifts

* All Fours
* Blessed Ways
* Combat Save
* Keen Eyes
* Spirit Speaker

### Flaws

* Deep Sleeper
* Hearing Voices
* Veil Piercer
Efectos de la construcción de represas hidroeléctricas

**El problema con las plantas hidroeléctricas**

Las plantas hidroeléctricas son una fuente importante de electricidad para nuestro cantón, incluso para nuestro país. Sin embargo, no todo es color de rosa con estas. Ya que dejan consecuencias ambientales graves, tales como:

**Pérdida de la biodiversidad acuática:** Las aguas que se quedan en la represa, son por lo general los responsables de brotes de enfermedades como la malaria.

**Pérdida de bosques, de hábitat naturales y de poblaciones de especies**

Al inundar varias partes y dejar sin función lindos valles, estas plantas se llevan la vida de varias especies de vida silvestre relacionada con el ecosistema que los rodea.

**Impactos acumulativos en la calidad del agua, en las inundaciones naturales y en la composición de las especies**

Ya las personas no están muy contentas con estas plantas, ya que generan daños no solo al ecosistema, miles han muerto a causa de estas

**Afectan incluso al turismo**, destruyendo la escenografía de los paisajes, haciéndolo sin gracia para los turistas.
Avalon

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

Avalon is a massive supercontinent located between Feralis and the Realm of Spirits. Avalon covers about 150,278,000 square kilometres (58,002,000 sq mi) making it over five times larger than Feralis's largest existing continent, Hinoda.