recursal/Fanatic-Fandom huggingface dataset:
The Mayor

## The Night of Christmas

Connor seen in the News, talking his speech of the heroes, the tragic capture of Ron's children, and that Mr. Skull must be defeated.

## The Night of Christmas 2

After the tragic destruction of the Kid and Family Ski, Connor invites the five fighters to the City Hall for a meeting, but when he is meeting them, he is shot in the back of the head by who confirms himself to be Rick Kidney, Ron's clone.

## The Night of Christmas 3

Connor's body is seen in a 'flashback,' two hours later, the police report to the crime scene, and he is taken to the morgue, and buried in a grave.
TNT and Escape of 19'

The TNT and Escape of 19' was an event.

It is believed after ***Unusedcheese***

Escaped Prison or was released he got hold of TNT from ***Colebobyo*** accidently giving him some

He then planted it in Lukelevis14's house with disguised pressure plates and it went off.

It is also believed ***Colebobyo*** was involved in it.

It has brought stricter laws with TNT that haven't came into play yet.
Rick Kidney

## Characterization

Rick is the clone of Ron Kitley, created by Dr. Madness along with four others.

## The Night of Christmas 2

The five heroes are invited by the Mayor for a meeting, and they meet at the front entrance, but Rick makes a surprising appearance and shoots the Mayor in the back of the head, killing him.

Croig, Mick, and Curlos come next to him, along with Bloodsucker and Mr. Mummy, confronting the heroes, but is being protected from by Henry, but then they are taken away.
The Night of Christmas 2

The Night of Christmas 2 is the second movie of the franchise, it is the continuation of the story of the five crime fighters protecting Vyond and Christmas.

## Plot

Last year, Ron and his friends took down Mr. Skull, but that didn't end the danger Christmas is in, because three months after the battle, Mr. Skull's two creations came to life, and they are planning to take down Ron and his friends, will they succeed, or will they be the next enemies beaten down?
Carlos St. Wood

## Characterization

Carlos is one of the five fighters and fifth protagonist, along with Hendrik Smies, Ron Kitley, Craig Samuel and Mike Hike. He and Mike are closer friends with a backstory.

## The Night of Christmas

He is first seen with Mike in an empty room, talking about having it as a base, when Mike talks about how long he has been a fighter, and says that Louis was one until Carlos came along, he admits how much risk it had put Louis' life.

Carlos hears about Ethan and Betty's capture, and arrives at Ron's house, and when they are at the mountains, he faces off against Mr. Skull with all the others, but gets beaten down.

Once Mr. Skull is defeated, he says that they might have won, and they lived happily ever after through the year.

## The Night of Christmas 2

Carlos first appears calling Craig, telling him that he will be returning from his vacation, he is at his hotel with everything packed up, and heads straight to the airport.

Carlos arrives at the Kid and Family Ski after the destruction, he would be with everyone while meeting with the Mayor, witnesses the death and confrontation, shocked about the clones, watches as Henry and Hendrik argue, and doesn't appear again.
Dr. Madness

## Characterization

Dr. Madness is known as the creator of Mr. Skull, Henry Smiles, Rick Kidney, Croig Sumael, Mick Hick, and Curlos St. Waad, and one of the antagonists of The Night of Christmas 2.

## The Night of Christmas 2

Dr. Madness is first seen in Bloodsucker's flashback, he has Mr. Skull's pieces in a room, and is saddened about his death, he is asked by Bloodsucker where he got the skeleton, and he explains.

Dr. Madness is seen again in his office, angry at Bloodsucker for blowing up the Kid and Family Ski, and warns him about a terrible conversation the next time the plan is messed up, but he will create more partners, which are the clones of the heroes.
Craig Samuel

## Characterization

Craig is one of the five fighters and third protagonist, along with Hendrik Smies, Ron Kitley, Mike Hike, and Carlos St. Wood.

## The Night of Christmas

Craig is first seen in the monorail with Ron, talking about winter break, not knowing what to do.

Craig is told that Ethan and Betty are kidnapped by Mr. Skull, and are being held captive at a mountain. Craig, Mike, Hendrik, and Carlos arrive at Ron's house, and when at the mountain, they are fighting Mr. Skull, but being beaten.

When Mr. Skull is tied to a pallet jack and thrown off a cliff, Craig wonders if they defeated him, in which they did, this was his second appearance out of two.

## The Night of Christmas 2

Craig appears watching TV, and is called by Carlos, who was on vacation and is coming back, after hanging up, Craig resumes TV, but there are problems, until Veronica fixes the problem, then he is playing the video.

After the destruction of the Kid and Family Ski, Craig arrives, along with Carlos and Mike, and goes with Ron to meet with the Mayor, and witnesses the death, and facing the clones.
The Night of Christmas Wiki

## Plot

Each year, on the first day of Christmas, five fighters have to spend their day and night and face against enemies that want to end Christmas and replace it with Halloween, one year, they fail their plans, the next, they strike back, but it may cost a life.

## Status

The franchise currently has two movies released, and has a third one coming up.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Betty Kitley

- Ethan Kitley (Older brother)

## Characterization

Betty Kitley is the daughter of Ron Kitley and Andrea Kitley, and has an older brother named Ethan.

## The Night of Christmas

Betty is first seen at the dining table, she says she is excited about Winter Break.

Betty is seen with Ethan in the kitchen, wondering what to do around the house, and are attacked by Mr. Skull, they run into a dead end, and are kidnapped.

They are seen tied up in a pallet jack, about to be pushed off a cliff, but are saved by Ron and his friends, and live a peaceful life during the rest of break.

## The Night of Christmas 2

Betty is seen with Ethan and Ron in the living room, near the Christmas tree, and opens her present, thanking Ron, and later prepare for the cold outside to go to the Kid and Family Ski, and play Snow Wars.

During the bombing of the ski, they are seen running with other children.

Betty says something about the two creations, the vampire and the mummy, that Mr. Skull told them about two creations, and confirmed that was them, when Ron leaves the house, Betty will be playing with her car, and is alerted by Ethan as Bloodsucker and Mr. Mummy break in the house, and are saved by the police's arrival.
Mike Hike

## Characterization

Mike is one of the five fighters and fourth protagonist, along with Hendrik Smies, Ron Kitley, and Carlos St. Wood. He and Carlos are closer friends and both have a backstory.

## The Night of Christmas

Mike is first seen in an empty room with Carlos, talking about having it as some sort of base, then he talks about how long he has been a fighter since he became the partner of a man named Louis.

Mike hears about the capture of Ethan and Betty, and arrives at Ron's house, along with Craig and Carlos, Hendrik will already be there, as he talks about what happened with him in Mr. Skull's mind field, Mike says it as a Mr. Skull trap.

Mike will be facing Mr. Skull in the fight at the mountain, he shoots at Mr. Skull, and is punched back by him.

Once Mr. Skull is defeated, they all live happily ever after.

## The Night of Christmas 2

After the destruction of the Kid and Family Ski, Mike is with everyone at the City Hall, meeting the Mayor, and witnesses the death and confrontation, shocked about the clones, and watches the argument between Hendrik and Henry.
Ethan Kitley

- Betty Kitley (Younger sister)

## Characterization

Ethan Kitley is the son of Ron Kitley and Andrea Kitley, and has a sister named Betty.

## The Night of Christmas

Ethan is first seen at the dining table, talking about the beginning of Christmas, just sitting quiet.

Ethan is seen with Betty in the kitchen, figuring things to do while they're home alone, but are attacked by Mr. Skull, they run into a dead end, and are kidnapped.

They are seen tied up in a pallet jack, and are about to be pushed off a cliff, but are later saved by Ron and his friends, and Christmas became paradise once again.

## The Night of Christmas 2

Ethan and Betty are seen in the living room, by the Christmas tree, opening their presents, and they thank Ron for them, they get dressed into warmer clothes to go to the Kid and Family Ski, and play Snow Wars.

When the destruction happens, they are seen running with other children, one person being blown up.

They said they recognized the vampire and the mummy, and said that they might have been creations of Mr. Skull.

While Dad is away, they are playing in the house, but the two creations break in, they hide under the table, and are saved by the police's arrival.
Odrium

Is a cold uninhabited, mountainous tundra region that has very few warm seasons. It has a dark past of evil dragons and demons have been summoned from these lands. It is said to be the hoe of pure white werebears that only live for the hunt, but do not leave the country. Not much else is known about the area.
Bloodsucker

## Characterization

Bloodsucker is one of Mr. Skull's two creations, along with Mr. Mummy, and is one of the main antagonists of the second movie.

## The Night of Christmas 2

Bloodsucker is first seen outside the Kitley house, promising Mr. Skull revenge, he walks down the forest, and catches Mr. Mummy recording him and tells him to stop, they start to argue, he demands Mr. Mummy to put the camera away, and threatens to beat him up if he's recording him again, which happened.

Bloodsucker is seen in a flashback, and talks to Dr. Madness, asking him where the skeleton came from.

Bloodsucker is seen after beating up Mr. Mummy, he calls him a cry baby for his behavior, and repeatedly calls him it, and gets in a fight with Mr. Mummy, but they are stopped by the Sun.

They wake up burned, and messy hair, and Bloodsucker gets angry again, but somehow they get Spanish accents.

They see Ron's family and friend leave the house, and plans what to do, but is confronted by Veronica the witch, in a huge argument with her, they are warned to stay away, but they go after them regardless.

Bloodsucker sees their targets at the Kid and Family Ski, and decides to change the plan, takes out a cannon, and fires at the ski, killing two guards and a young man, Mr. Mummy complains at him as the police arrive.

Bloodsucker is at Dr. Madness' office, who is disappointed in him, and tries making excuses, but he is given extra partners.

Bloodsucker and Mr. Mummy arrive after the clones of the fighters do, in intense confrontation, but is teleported away into Veronica's torture dimension, warned one more time, and is teleported back to Earth.

He and Mr. Mummy decide to break in the Kitley house to capture Ethan and Betty, but are interrupted by the police, and escape.

Bloodsucker tackles Ron, but is surprised and gets a sword dug into his hand, and watches as Mr. Mummy gets himself stabbed in the stomach by Hendrik, while distracted, the sword goes through his hand, and runs away.

## Killed victims

- Two Ski guards

- 1 civilian
Tortuga

Tortuga are hulking turtle-like beastfolk, standing about 2.25m tall. They have stubby tails, and thick shells. They are fully amphibious – they can breathe fresh water and brackish water, but not seawater or brine.

## Physical Score

Due to their shells, Tortuga physical scores mostly reflect in shell health, neck/tail thickness, and leg/arm muscle, and the differences aren’t super clear.

## Benefits

Amphibious. You can breathe fresh water and brackish water, and have no movement penalties while swimming.

Thick Shell. You have +3 Threshold innately from your shell alone. In addition, if your Weapon skill is Trained or higher, you can use your shell as a shield with threshold 3 (the bonus doesn’t change).

## Drawbacks

Slow. Your base speed is 6/2.

Hulk. You require double the amount of food each day, and can’t ride a horse-sized mount or smaller.
Kid and Family Ski

## Place

The Kid and Family Ski was a Ski resort built for families during Winter Break in 2018.

## The Night of Christmas 2

The Kid and Family Ski was finished being constructed, and is later announced of it's opening, it had hangout lifts, ski areas, races, winter games, etc.

When Ron, Ethan, Betty, and Hendrik arrive, Bloodsucker and Mr. Mummy are spying on them from a snowy hill near the ski, Bloodsucker takes out a cannon, and blows up the Ski, the rides were engulfed in flames and blown to pieces, the entrance was trashed, three people were killed, there were hardly any remains of the ski.
Saz

> *"Let me show you it's true potential"* ― Saz to Jinsei
>
>

## Introduction

Saz is the 5th General of the empire. He seems to have a personal vendetta against Jinsei. He is a "rookie", or relatively young, general.

## Appearance

Saz has dark bluish-purple hair and dark reddish-purple eyes. He wears a uniform that consists of a long,dark blue cape and matching gloves that almost reach his elbows. During combat, he wears black boots reaching his thighs with white and grey helmet .

## Personality

Not much of his personality is shown yet but he seems ruthless and cold. He's not afraid to steal Jinsei from Kanae and Flayvus to take the bounty and he ruthlessly attacks them constantly injuring Flayvus and Jinsei both. However, he is willing to give Jinsei a chance to 'fight fairly' even when Saz could've killed him.

## Abilities/Powers

Saz is shown using the power of a Divinity Coin called the Regalia. It manifests in the form of a long red sword and that can send spikes out from the ground.

## Relationships

* Jinsei: Saz holds a close relationship with Jinsei, as Jinsei’s father took Saz in when his parents died at a young age, doing so, Jinsei and Saz grew up with each other. Jinsei was also his Captain, whom could command the Empire’s forces and the Empire’s Generals. Eventually, Saz ends up together with Jinsei in a relationship.

## Quotes

* [To Jinsei] "You don't seem to understand the Regalia's power..." (Episode 8)
* [To Jinsei] "Let me show you it's true potential." (Episode 8)

## Citations

1. ↑ Episode 17
2. ↑ Episode 8
Episode 1

## Links

### Webtoon Link

https://www.webtoons.com/en/fantasy/cape-of-spirits/episode-1/viewer?title\_no=1559&episode\_no=1

Episode 1 of Cape of Spirits by Kristina Nguyen and Elie Byun.

## Characters

* Kanae Langham
* Jinsei Kimura
* Katsurou Akiyama

## Story

Kanae, with her hood up, walks into a broken, old house. Inside lays Jinsei, his head covered with a sack and his hands tied behind his back. Kanae walks up to him kicks him the stomach saying "Get up." while Jinsei's coughing. Jinsei slowly gets u and Kanae asks " Do you know how hard I worked, to finally catch the empire's most wanted criminal?" mentioning how he killed Katsurou. She grits her teeth and pulls off the sack on Jinsei's head throwing away while saying she will take revenge for Katsurou's death. Then something flies by her head. It narrowly misses Jinsei, instead hitting the wall. A man wearing a hood over his head is at the door blocking it off. He has a team of his men beside him all holding out coins and say "Kanae, so nice of you to do the leg work for us"

## Quotes

* [Kanae to Jinsei] "I'll have vengeance for Katsurou's death. Even if it means giving to what the Empress wants....Jinsei Kimura."
Astu

Born into a poor family in a village far from anyone who would care, the desert was brutal to those who weren't supposed to be there. Day to day life was simple, work for whatever coin I could, my family could always use the extra bowl of soup, rarely did we have enough for everyone. The land was dry, the soil unforgiving and didn't leave much to do in Astu's free time. It all made sense for him, until the day they were finally seen by the outsiders, a large owl was circling the village. Astu kept watch hidden on the outskirts of the city watching for signs of foreign invasion until the red moon came. The bird eventually left, but The coming of the Dance of the Phantasmal Night left us weak and vulnerable. Astu fell asleep along with most of his village, when he awoke he found his village raided and destroyed, the main temple was surrounded by those who wore the symbol of)TO BE NAMED) they took what they could find, the artifacts of the Yuan-Ti. Astu found himself homeless, a coward, and a runaway all at the same time. He was self-appointed the Serpent of the Red Moon. He wanted revenge on those who made the call and those who did the deed. Making his way from village to village attempting to make his ranks up the ladder of the church to find those who would have the power to make the call to slaughter a village of people. He kept a ledger filled with those names who owed Astu favors, more secrets were held in the back pages in a rare language. Until one day the ledger went missing, and one little pickpocket would change not only his life but a slippery elf's as well. Astu would then be blackmailed for the next few weeks to keep his neck safe in the church, the information the person stole would be enough to warrant death.
Calender

Lunar Cycle:

* There are 14 Months in a year, 26 days in a month, 8 days in a week, and 378 days in a year.

Month Names:

1. Fnell
2. Loate
3. Rind
4. Loth
5. Quovis
6. Eoptic
7. Sothocious
8. Forthtev
9. Hem
10. Luft
11. Arift
12. Fund (pronounced F-oo-nd)
13. Mothris
14. Optim

Day Names:

1. Moav
2. Threspit
3. Hanicul
4. Pol
5. Grith
6. Ram-Hathur
7. Frix
8. Qab

Year at the Start of the campaign is: 1377

Month at Start of the campaign: The Dance of the Phantasmal Night

The Dance of the Phantasmal Night:

There are 14 days at the end of Optim and before the beginning of Fnell that do not belong to any month, but are called "The Dance of the Phantasmal Night". This 14 day period is characterized by an Eclipsed Red Sun standing still in the sky for 14 days and 14 Nights. It is also characterized by the preparation for "The Reveal." During the preparation is the time period of about two weeks where people act as doomsday preppers and begin boarding up their homes and businesses, they also prep food and water in their homes or shelters just in case they are awake so they can survive. It is also not common but not uncommon for some people and churches to offer up their homes and buildings as safe havens from thieves and bandits who are not asleep. The Reveal can be a best case scenario for some people who are tired of the current government and want to install a new power because during this time 85% of the continent's population fall asleep during this period. No one knows why or how this happens, as 85% of people that fall asleep are random each year. For instance, you could have been in the population that falls asleep for your entire life and then one year you are not, or vice versa. More so, this event can also be called "The Great Rest." After the "Revealed" wake up most of them feel incredibly rested and stress-free and from an outside perspective their bodies hadn't aged a day and they experience no negative detriments for sleeping that long.

More edits coming soon, to a campaign near you.
Meet Dog Ninja

**Meet Dog Ninja** is Minigame 3 of Performance Land in Normal Mode 1, and Minigame 29 of Story Mode. This is similar to Dog Ninja but it's longer and has a song with vocals.

## Gameplay

The objects come into the screen from either side and are sliced when they reach the middle. When a good slice is done, the object is split in half.

## Controls

* Hold A: Taunt (Useless nonetheless)
* B: Slice object

## Timing Notes

* Hit: The object will slice in half.
* Barely: The object will get a small cut. **Barely counts as a miss**
* Miss: Dog Ninja will look to the side with an extremely sad look.

## Rating Notes

### Normal Mode 1

#### Try Again

* "It was like you didn't try!"
* "Practice more and try again."

#### OK

* "Ok."
* "Just ok."

#### Superb

* "I can feel your effort!"
* "Those slices were right on!"
* "You focused!"

## Achievements

### Normal Mode 1

Barely A Ninja: Get a barely on every object.

Meet Dog Ninja: Play the minigame and get at least 1 it.

Dog Ninja Met: Get a perfect.

### Story Mode

Stop It Boy!: Taunt 30 times or more.

What? Carrots?: Slice a carrot. (Note: Carrot has a 5% chance of being thrown)

Dog Ninja Met: Get a perfect.
Skual Thax

Skual Thax:

A very warm desert climate that is very inhospitable. Ruled very much in a communist setting. The citizens of the capital, Zhale, are touch, brooding, resilient, and stubborn. Their leader Suhi, who is a Yuan-ti, embodies all of the characteristics of the land he rules and so do the people. He stands at a tall 7'3" and is a deep purple scaly creature with blistering muscles and weighs in at 260 lbs with little to no fat. Skual Thax and Zhale specifically are known for their prowess in battle and are often hired as mercenaries to protect the railroad system running through Skual Thax and have a very civil relationship with Croit. They are also very devout. They more or less force their citizens to worship Tempus, the deity of war also known as the Lord of Battles.
Boshye

Boshye:

A warm temperate climate. They have a fairly advanced multiple-plurality system consisting of the Green Party, The Laborers, The Travellers, The Resilliance Party. President Linven Rolen, a male Dragonborn (Red), and his Vice President Faera Sharoris, a female elf. Boshye consists primarily of three major cities: Daco, Croit, and Groga.

* The capital is Croit and is a bustling metropolis filled with an eclectic distribution of all races. Croit is surrounded by two other cities Daco (to the West) and Grora (to the East).
* Daco watched over by Grenfur Felson, a dwarf of a proud family that has known nobility for many generations.
* Grora is on the right watched over by Doria Halemai.

The country is also known as the DCG, representing Daco, Croit, and Grora. They are a business hub of the continent they send out very little product they mainly act as banks. The central location for schools and the central meeting place for diplomats. They call this meeting "The Gathering", where they discuss disputes between countries, trades deals, and more.
Pattern Torgs

Although they’re the same size as green Torgs, pattern Torgs have a hunched spinal curve that lowers their comfortable standing height to about 2.25m tall. Originally created to clean Giant homes and prepare food, Pattern Torgs get their name from their magical ability to cloak themselves – or, optionally, colour themselves. In their resting state, pattern Torgs have a deep indigo skin tone. They have longer horns but shortened tusks, cat-like eyes, and knee-length semi-prehensile tails (you can move/dodge, but not grasp).

## Physical Score

Physical score ranges are similar to green Torgs.

## Benefits

Patterned. You have control over the colour of your skin. This is magical in nature, thus affecting your clothes, armour, and equipment; but not grabbed creatures and their things. You can change colours to match your environment, but do not turn invisible.

Adept Senses. You have good hearing, smell, and eyesight – all your numerical sense ranges are doubled.

## Drawbacks

Sensory Sensitivity. Loud or sharp noises can leave you stunned and in pain. When others might be surprised or jump at a noise, you are often deafened. When others might be deafened by a loud noise, you take 3d6 damage.

Anxious Flare. Meant to single out Torgs caught by giants, pattern Torgs emit a brief, colourful flare when surprised; emitting bright light around them. Don’t get caught sneaking around.
Egla

Is a very small country that is visited only under the rarest of circumstances except by those who already live there. The landscape is mostly a desert. Thought most of the people who live there live closer to the coast and are made up of mostly Yuan-ti and Tortles with some half-elves. The capital is the port city Water Shell. The leadership is a monarchical system lead by a very old tortle Lawu Nastas. They export large quantities of salt, medicines, and coastal fish found within the warm water port. However, they import lots of raw materials like wood and metal.
Green Torgs

Standing about 2.5m tall, green Torgs have deep green-toned skin and heavy muscle mass. Originally created as a labour force, green Torgs are resilient, and suffer almost universally from some degree of insomnia.

## Physical Score

Physical scores range from (0) beefy but untoned, greyish, short-tusked to (10) built and toned, vivid-skinned, long-tusked.

## Benefit

Green Endurance. You always have +2 to Threshold from your skin alone. Your Hurt-Tired threshold increases to 60. Your Tired-Ready threshold increases to 120. Your Ready-Empowered threshold increases to 180. Your Stamina cap increases to 220.

## Drawback

Insomnia. You sleep and heal as normal... but you can’t sleep more than 4 hours in a row per 12-hour period.
Ursine

The Ursine are six-limbed bear-like beastfolk from the Far Northern Shores. Like the Lapine, their spinal structure allows for stability and full motion on both four and two legs. They often stand 2.25m tall on their hind legs. They have stubby tails.

## Physical Score

Ursine physical scores range from (0) short, lazy, slumped to (10) tall, energetic, rigid-postured

## Benefits

Dual Mode Locomotion. When on four limbs, your base speed is 10/5. You need a 2x2 token. When on two limbs, your base speed is 6/3. It takes a minor action to switch between the two.

Slam. Once per turn, when attacking from two-legged stance with a melee attack, you may deal +10 damage, switching to four-legged stance, and roll a Brawn roll to push an enemy one square for every 10 rolled, rounding up.

## Drawback

Hulk. You require double the amount of food each day, and can’t ride a horse-sized mount or smaller.
Darktouched

Hailing originally from Tenebra, the Darktouched develop pale lavender pupil-less eyes and tails in late childhood, and develop skin patterns of lavender, inky black, or navy blue in late adolescence through to early adulthood. They stand about 1.75m tall, with 25-50cm tails. They have fully prehensile tails – about as strong and dextrous as a small child’s arm.

## Physical Score

Darktouched physical scores share human ranges. For a few decades, Darktouched have been born with the same superficial traits as Elfborn and Dwarfborn, blending with the dark features into adolescence.

## Benefit

Protection Of. We do not speak the name – for the name is heard when spoken, and the thing hates its own name. Though many have long since escaped their tyrant, the great dark creature has nonetheless extended magical protections... perhaps unknowingly, or unwittingly. You have -1 to Death rolls, and dark creatures will be extremely hesitant to kill you, often willingly knocking you unconscious.

## Drawback

Of the Dark. You cannot heal from sleep unless you are in total darkness – blackout curtains, blankets stuffed in door cracks, every candle snuffed.
Setting

The world of Bloodwine is vast and variously inhabited. Information is available on the world's physical geography, nations and homelands, and history.

Many peoples span the world, with broad religious practices, consisting of a colourful variety of species. Their civilizations struggle against the hostile tide of monsters that inhabit the wilds.
Rein

The Rein are four-legged reindeer-like beastfolk from the Far Northern Shores. They move more like centaurs than the Lapine, their spines best adapted to primarily four-legged motion. They often stand 1.75m tall and 2m long, on four legs, with 25-50cm horns. They have stubby tails.

## Physical Score

Rein physical scores range from (0) thin, dull-furred, short-antlered to (10) well-fed, bright-furred, long-antlered.

## Benefits

Quadrupedal Locomotion. Your base speed is 10/5. You need a 2x2 token. You can take a
single rider (within reason).

Gore. Once per turn, you may attack with your horns for Piercing damage, with +1 for every
square travelled in a straight line before the attack (to a max of +10).

## Drawback

Unguarded Flank. You take +10 damage from all Flanking damage, or damage taken from
behind.
Vulpe

The Vulpe are fox-like beastfolk from the boreal forests of Vendcrum. They stand around 1.5m tall, and range in fur colours from ruddy to white to brown. They have semi-prehensile tails (you can move/dodge, but not grasp).

## Physical Score

Vulpe physical scores range from (0) sluggish, slumped, overweight to (10) alert, quick, lean.

## Benefits

Bestial Senses. You have good hearing, smell, and eyesight – all your numerical sense ranges are doubled.

Magical Resistance. You have +5 to Threshold against all magical damage.

## Drawbacks

Sensory Sensitivity. Loud or sharp noises can leave you stunned and in pain. When others might be surprised or jump at a noise, you are often deafened. When others might be deafened by a loud noise, you take 3d6 damage.

Thick Fur. You have +5 Threshold against all Cold damage... and take +10 damage from Fire.
Ours Blanc

Paddington (Oncle)

Grenouille (Oncle)

Citrondou (cousin)

Bannanou (cousin)

Rondoudou (Oncle)

L'**Ours Blanc** (*Ours Bear*) est un ours de fiction créé par Hip Fandom dans la série Citronball de 2018. L'auteur a reprit un ours en peluche qu'il avait eu en Mars 2017.

Ours Blanc est un jeune ours qui vit au Canada avec son père Frogg et son frère From. Lorsque celui ci entre dans un magazin a Noz, il n'a plus personne pour s'occuper de lui. Il prend alors la mer, dans un canot de sauvetage, et débarque à Noz.

Plus tard, il fait la connaissance de sa future famille d'accueil, les Fandom, sur un quai du magazin de Noz.

Ces derniers décident de l'appeler « Ours Blanc » et l'adoptent. Il vit par la suite de nombreuses aventures.
Mr. Skull

## Characterization

Mr. Skull is a skeleton, brought to life by Dr. Madness, and the main antagonist of the first movie.

## The Night of Christmas

Mr. Skull first appears at his lab, sitting down in his chair, talking about his plan to end Christmas, and argues with Veronica the witch about it being possible, his peace being ruined, and tells her to go away, and she does.

At the airport, Mr. Skull somehow manages to put a knife in someone's pocket, thanks to the security guard still metal detecting him, he reveals himself and is shot at by the cop, and flies all the way back to his home, and is disturbed by Veronica's presence again.

Mr. Skull has been working on two creations, in a few weeks, they will awake, Mr. Skull comes up with a plan to kidnap Ethan and Betty, and it is a success, he ties them up on a pallet jack and plans to throw them off a cliff.

Mr. Skull sets a minefield, and checks, and it is success, but is taunted by the Moon, Jupiter, and Saturn, and Saturn throws a rock at Mr. Skull.

Mr. Skull will be seen at the minefield, and throws a barrel of ink towards Hendrik, causing him to be caught in the explosions of the mines.

Ron and his friends arrive at the mountains, and is attacked, he gets Hendrik pinned, strangling him until he dies, but is tied up to the pallet jack, and is pushed off the cliff, which confirms his defeat.

## The Night of Christmas 2

Mr. Skull was confirmed dead in a flashback of Bloodsucker, he was in bits and pieces, and was too smashed up to be remade. Poor Mr. Skull...
The Night of Christmas 3

## Description

The Night of Christmas 3 is the third movie of the franchise, it is the climax and the further adventures of the crime fighters protecting Vyond and Christmas.

## Plot

In the Christmas of 2019, the villains rise more deadly and fearful than ever before. The heroes will have to use much more strength than they ever have to stop them, and it may not be as easy as ever.
Humans

Humans are round-eared humanoids, standing about 1.75m tall. They have a wide range of hair colours, textures, and facial structures, have eyes ranging from green to blue to hazel to grey to brown, and have skin tones ranging from pale pinkish-white to rick dark brown, through pink, ruddy, and ochre tones.

## Physical Score

Human physical scores range from (0) lean or overweight, slumped and weak to (10) well-fed and
good-postured, quick and sturdy.

## Benefit

Old World Bloodline. Humans are almost never sick.

## Drawback

Old World Spirit. If killed by a planar creature, Humans have an extra +2 to Death Rolls.
Skytouched

Hailing originally from Celestia, the Skytouched develop pale blue pupil-less eyes and small antlers in late childhood, and develop skin patterns of pale blue, gold, or lily-white in late adolescence through to early adulthood. They stand about 1.75m tall, with 5-20cm antlers.

## Physical Score

Skytouched physical scores share human ranges. For a few decades, Skytouched have been born with the same superficial traits as Elfborn and Dwarfborn, blending with the celestial features into adolescence.

## Benefit

Protection of Alistair. Though many have long since escaped their tyrant, the great celestial has nonetheless extended magical protections... perhaps unknowingly, or unwittingly. You have -1 to Death rolls, and celestial creatures will be extremely hesitant to kill you, often willingly knocking you unconscious.

## Drawback

Of the Sky. You cannot heal from sleep unless you have a vast, unobstructed view of sky – such as sleeping under a tree, on a balcony, or near a picture window.
Squirrelfolk

The Squirrelfolk are squirrel-like beastfolk from the Great Forest. They stand about 1.25m tall with 1.5m tails, and range from brown to grey to red to black in fur colour. They have fully prehensile tails – about as strong and dextrous as a small child’s arm.

## Physical Score

Squirrelfolk physical scores range from (0) uncoordinated, sluggish, small to (10) adept, alert, broad but lean.

## Benefits

Bestial Senses. You have good hearing, smell, and eyesight – all your numerical sense ranges are doubled.

Treetop Locomotion. You may climb using normal movement, and remain sturdy on vertical surfaces. Your base movement speed is 10/5.

## Drawback

Light. When hit by any heavy attack or hurling effect, you move twice as far and take +10 damage.
Dwarfborn

Dwarfborn are square-eared humanoids, standing about 1.5m tall. They are a collection of humanoids with strong, dominant traits that overpower those of human parents. They share many traits with their human counterparts; though they are stockier, with thicker hair, gold eyes, and two-segmented fingers.

## Physical Score

Dwarfborn physical scores range from (0) lumbering, overweight, uncoordinated to (10) beefy, husky, sturdy.

## Benefit

Dwarven Bloodline. Dwarfborn are almost never sick. In addition, they have +5 threshold against all Poison, Acid, and alchemy.

## Drawback

Old World Spirit. If killed by a planar creature, Dwarfborn have +2 to Death rolls.

Dwarven Liver. You only heal half (rounding up) from alchemy, and require double the dosage of any intoxicants or drugs (such as coffee, ale, or swampgrass).
Kristina Nguyen

## Introduction

Kristina Nguyen is the creator of Cape of Spirits, which is a Webtoon currently on Featured.

## Other Webtoons

* Fictional Skin: What could a young girl trying to get through middle school, a boy hiding his nerdy identity, and a video game character lookalike have in common? (Description found on Webtoon website.)
	+ Status: Currently on hiatus until the completion of Cape of Spirits.

## Social Media

* Instagram: @hukaka
* Twitter: @hakuku
Mc ghandi

MC Ghandi is a character which is believed to be around 1-10000 years old and arrived on Earth sometime in the middle-ages as he is described in church books as a old man which tells stories of the universe around a campfire. MC Ghandi is also believed to have been a ship captain operating out of modern day Capetown and during many of his travels brought terror and disaster to the crew he sailed with.
Pythona

The Pythona are snake-like beastfolk with long snake-like lower bodies instead of legs. Pythona are about 2.5m long, but effectively 1.5m “tall” at most. They are not amphibious or venomous. They have fully prehensile tails – about as strong and dextrous as a small child’s arm.

## Physical Score

Pythona physical scores range from (0) noodly and stringy, thin and stress-marked to (10) robust, more sausagey, colourful and vivid-scaled.

## Benefits

Serpentine Locomotion. You are unaffected by difficult terrain. If you have one or more benefits that grant the ability to ignore difficult terrain, you instead have +2/+2 movement while in difficult terrain.

Serpentine Diet. You eat as much rations as everyone else... but you only have to eat every 1-2 weeks. You can’t handle eating more than 10 days’ rations at once. For every two days’ rations you eat, you need an extra two hours of sleep to digest properly – until you fully digest your food, your speed takes a -3/-3 penalty.

## Drawbacks

Dragging Tail. When moving, your tail always occupies the space you last left. It is targetable as if it’s your body (because it is). You may spend 3 squares of movement or an off-turn (whichever is smaller) to coil your tail below you.
Bloodwine Wiki

Welcome to the Bloodwine Wiki! All the free-to-use rules are here for your use and prerusal.

## What Is Bloodwine?

Bloodwine is a d6-based tabletop RPG that takes a different angle towards fantasy. In an abandoned universe, long after the apocalypse, civilization has thrived in spite of damnation. Adventurers roam the land - an entire industry and trade. There are still many evils from the apocalypse, dangers in the wilds, and evils among our walls in the form of people - and adventurers go town to town, taking care of those problems where they arise.

## Is this game finished?

This game has passed through several playtest editions and modifications to reach its current forms. This wiki contains the most recent complete ruleset. While this wiki's rules are not "finished Bloodwine", they are a full set of rules allowing a group to run their own Bloodwine games. This ruleset plays very similarly to the final ruleset.

The final ruleset is currently in development. Very few functional changes are expected. During this time, the plan is to first complete an edited, finalized version of the rulebook text. Next, the text will be formatted into various accessible versions, and flavour text will be added. Lastly, art will be added. Please visit our Discord to follow these updates - we are currently editing the text of the player-only rules.

## How do I play?

There are two different categories of rules. The core rules (the setting, player rules, universal rules, and skills) should be read in full. The reference rules (narrator rules, monster rules, equipment, benefits and drawbacks, species, and peoples) don't need to be read in full - just checked when relevant.

Dice (polyhedrals or six-sided), a combat grid, and a deck of cards are recommended for play.

And, of course, you'll want a character sheet.

## Where do I start?

The universal rules are a great place to figure out the game works, while the player rules will tell you the basics about building a character. We also have a community on discord.

## Where can I watch?

We stream (schedule TBD) on Twitch and archive our games on Youtube. We're not too far in - to catch up quickly, there's a summary of recent events.
Crafting and Alchemy

The Craft and Alchemy skills allow you to create items. All Alchemy is delivered through a crafted potion, and Craft skills allow you to turn Materials into just about anything listed below (appropriate to the craft).

To craft (using either skill), choose 5 coppers of reagents (alchemy) or materials (craft). Two hours pass, during which time, you produce final value equal to the result of your roll, plus 5.

If this roll is greater than what you want to produce, you may make multiple items.

If this roll is less than what you want to produce, you make progress – additional rolls can add value cumulatively until the item is complete.

When crafting Alchemy, the 5 extra coppers represents how much you can make, and does not apply a damage bonus. A potion’s value represents effort needed, not damage/healing/misc roll output. You may only craft one type of concoction per two-hour period – you must take time to cool, clean, and reheat your equipment between types of potion (which is a waste of time if it’s more than once every two hours, from a roleplay-only standpoint).
Lapine

The Lapine are six-limbed rabbit-like beastfolk from the Far Northern Shores. They often move easily on their hindquarters over small distances while working, while switching to their rear four limbs when running, jumping, or climbing. They often stand about 1.5m tall on their hindquarters, with 20-30cm ears

## Physical Score

Lapine physical scores range from (0) small, uncoordinated, short-eared to (10) tall, adept, long-eared.

## Benefits

Bestial Senses. You have good hearing, smell, and eyesight – all your numerical sense ranges are doubled

Dual Mode Locomotion. When on four limbs, your base speed is 12/6. When on two limbs, your base speed is 8/4. It takes a minor action to switch between the two.

Great Leap. You may jump over any portion of your on-turn movement. If you jump 3-4 squares, you move one square vertically at the apex. For every additional two squares leapt in this manner, you move one more square vertically.

## Drawbacks

Sensory Sensitivity. Loud or sharp noises can leave you stunned and in pain. When others might be surprised or jump at a noise, you are often deafened. When others might be deafened by a loud noise, you take 3d6 damage.

Thick Fur. You have +5 Threshold against all Cold damage... and take +10 damage from Fire.
Morrow Torgs

Standing around 1.5m tall, morrow Torgs come from the distant Morrowlands. Originally created as a source of meat, the Morrow have human-like ranges of skin tones and hair, with pale white pupil-less eyes. They have round ears, almost 30cm long horns, and 10-15cm long tusks. Their legs are short and bent, while their arms are long, with sharp claw-like nails.

## Physical Score

Physical scores range from (0) protruding ribs, weak and brittle horns and tusks, small
thighs/biceps/chest/back to (10) healthy skin, strong horns and tusks, meaty thighs/biceps/chest/back.

## Benefit

Goring Horns. Though the Giants bred long horns to test health, these same horns are potent weapons. You may use the horns as if they are a one-handed weapon.

## Drawback

Crawler. When walking on your legs, or walking on your legs and arms while holding things, your speed is 5/1. When walking with your legs and arms (gauntlets and gloves are fine, gripping a dagger or torch isn’t), your speed is 8/4.
Caprine

The Caprine are four-legged goat-like beastfolk from the Far Northern Shores. Like the Rein, their leg and hip structure makes them ill-adapted to two-legged locomotion. They often stand 1.75m tall and 2m long, on four legs. They have stubby tails.

## Physical Score

Caprine physical scores range from (0) weak, unstable, slow to (10) muscular, stable, fast.

## Benefits

Quadrupedal Locomotion. Your base speed is 10/5. You need a 2x2 token. You can take a
single rider (within reason).

Gore. Once per turn, you may attack with your horns for Piercing damage, with +1 for every
square travelled in a straight line before the attack (to a max of +10).

## Drawback

Unguarded Flank. You take +10 damage from all Flanking damage, or damage taken from
behind.
Elfborn

Elfborn are pointed-eared humanoids, standing about 2m tall. They are magically influenced children of humans and elfborn, with slightly more blue-tinged skin than their human counterparts, with silver eyes and four-segmented fingers. They are often leaner and lankier than humans.

## Physical Score

Elfborn physical scores range from (0) lanky, stringy, sloughed to (10) study, lean, graceful.

## Benefits

Old World Bloodline. Elfborn are almost never sick.

Remnant Magic. Elfborn are capable of interfacing with ancient elven magic to a limited degree.

## Drawback

Two Old World Spirits. Legends say that Elfborn are humans sharing a body with the shattered spirits of elves. Whether just a coincidence or reality... you still have an extra +4 to Death rolls when killed by a planar creature.
Katsurou Akiyama

## Introduction

Not much is currently known about Katsurou, but he is crucial to the story. It is said Jinsei had killed Katsurou for an unknown reason. Kanae blames Jinsei for his death. Jinsei claims that Katsurou currently is inside one of his coins, but he can not hear or speak. Even though it's not proven he really is inside of this coin yet, when Jinsei uses it Kanae sensed Katasurou in her presence. He currently resides inside a Spirit Coin owned by Jinsei.

## Appearance

Katsurou has dark blue hair (Assuming since he's only appeared in flashbacks) and has a longer piece in the back tied in a thin ponytail. He is shown wearing a light grey/white shirt under a long, light brown jacket.

## Personality

Katsurou seems very friendly and outgoing. He hangs out with Jinsei and is fairly comfortable with being with him. Not much is shown yet though.

## Abilities/Powers

It hasn't been shown what powers or coins he uses yet but assuming since Kanae said when Jinsei used his sword coin, she remarked saying it looked similar to Katsurou, so he probably use a coin similar to that. Because he is currently a Spirit Coin, he can turn into a glowing red sword wielded by Jinsei.

## Relationships

* Kanae: He seems very close to Kanae and is seen a lot together working or just hanging out. It's shown Kanae cares about Katsurou very much and is saddened about his death.
* Flayvus: Flayvus use to work for Jinsei to spy on him and Kanae. Not much else is known about their relationship.
* Jinsei: They seem to know each other well and have hung out before. Not much else is known.
Mousefolk

The Mousefolk are mouse-like beastfolk from the Ring Mountains. They stand about 1m tall with 0.75m tails, and range from white to beige to grey in fur colour. They have fully prehensile tails – about as strong and dextrous as a small child’s arm.

## Physical Score

Mousefolk physical scores range from (0) slow, overweight, distractible to (10) quick, lean, alert.

## Benefits

Bestial Senses. You have good hearing, smell, and eyesight – all your numerical sense ranges are doubled.

Between the Legs. You can move freely through combat fronts and through enemy squares, provided you end your turn on a free square. Your base speed is 10/5.

## Drawbacks

Light. When hit by any heavy attack or hurling effect, you move twice as far and take +10 damage.

Sensory Sensitivity. Loud or sharp noises can leave you stunned and in pain. When others might be surprised or jump at a noise, you are often deafened. When others might be deafened by a loud noise, you take 3d6 damage.
Lupus

The Lupus are wolf-like beastfolk from the Vendcrum tundra, historically nomads. They often stand around 2m tall, have dense fur, and overheat easily. Unlike the Domesticus and Vulpe, Lupus have a spine and hip structure which allows for more natural quadripedal motion. They have semi-prehensile tails (you can move/dodge, but not grasp).

## Physical Score

Lupus physical scores range from (0) thin, malnourished, thin-haired to (10) husky, sturdy, fluffy.

## Benefit

Bestial Senses. You have good hearing, smell, and eyesight – all your numerical sense ranges
are doubled.

## Drawback

Thick Fur. You have +5 Threshold against all Cold damage... and take +10 damage from
Fire.
MeXijo

meXijo is a cantry used av twizzy rude to hide from the swedish police

force and where he later, with the help of a stadskupp, took control over the cantry and instituted a totalitarian dictatorship led by himself. the people suffered nog and rose up and overthrow twizzy which led to han going bak to sweden, where the police had stopped sökandet av him cuz of i dont know. the cantry is now currently in a all out civil war with the deathtoll in the miljoner cuz of twizzy rude