recursal/Fanatic-Fandom huggingface dataset:
Peregrine Falcons

((Falcons trace their ancestry to Horus, the Deltan god of the sun. Horus is the sexy hotshot out of the Pantheon, usually the first anyone thinks that when I think of the Deltan religion. Wanderlust characterizes most Falcons. Falcons on martial or religious pilgrimages wing their way across the world, meeting new people, and learning new things, rarely settling until it's time for marriage and eggs. The Falcons' capital is Honey Isle, a strategically significant island state amidst Teeth Islands the Angels' teeth islands. It's mountain Citadel, the New Hospital of St. John, boasts some of the the most impressive fortifications in the world.))

## Anatomy and Physiology

The typical peregrine falcon is a four-limbed, avian bipedal Feralian of average size.
Pandas

((A distant cousin of the Bears, the Panda is known to be spiritual and wise. In fact, some have said that Pandas have already achieved the Tào, for there for is the representation of Yin and Yang – black and white. In public, they appear very stoic, and they take things in stride. Not many can recall seeing an angry Panda.

The house of Pandas was established as early as the time of the Third Sage King, but they have never been involved in politics. From time to time, a wise Panda has been invited as a teacher or advisor to the court in order to show the way.))

## Anatomy and Physiology

The typical panda is a four-limbed, mammalian bipedal Feralian of giant size.
Mongooses

((Mongooses are famous for the Ichneumon Tales, a series of adventure stories written in Triskellian about the Ichneumon, a mysterious masked mongoose from the Delta who has various adventures in Calabria, usually involving monster hunting. In the most famous of these tales, the tiny mongoose dives down the throat of a rampaging uadh-chrith to slay from the inside. It's a positive stereotype, but it's still a stereotype, and even the most bellicose mongoose will tell you that it gets old to have the drunkest bro in the bar get in your face and challenge you to fight to show off that he's tough and brave.))

## Anatomy and Physiology

The typical mongoose is a four-limbed, mammalian bipedal Feralian of average size.
Overthinker

A character with the Flaw of Overthinker is one that thinks too hard about the things they are doing or working on and makes things more complicated than they need to be. For example, if an overthinker were to prepare to give a public speech they might try to predict everything that might possibly go wrong and end up spending their time preparing for imagined disasters instead of actually drafting the words they would say.

## Flaw Effects

* The character suffers a d12 penalty to all Mind based rolls.

## Experience Triggers

* The character fails a task because they made it harder than it needed to be.
Magpies

## Appearance

### Feather Colors

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

### Distinctive Traits

* Dark Mask or Head
* Long Tail
* Slightly Curved Beak

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Survival

### Species Skills

* Deceit
* Evasion
* Observation

## Environment

### Native Homelands

Akoma, Calabria, Govorya, Hesperia, Hinoda

## Anatomy and Physiology

The typical magpie is a four-limbed, avian bipedal Feralian of small size.
Lustre

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

## Trait Stats

### SPC

d12, d8
d8

### MND

d6
d10

### WIL

d8
d10

## Skill Stats

### Career Skills

EVA, FGT, PRS (d8)
ACA, OBS, SUP (d12)DEC, PRS, SUP (d8)

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Flight
* Howling
* Pack Tactics

### Career Gifts

* Mystic of Necromancy
* Mystic of Thatumaturgy
* Thaumaturgy Apprentice

### Other Gifts

* Combat Save
* Extra Career: Necromancer
* Horror
* Illness
* Improved Trait: Career (Necromancer) x2
* Misfortune
* Necromancy Apprentince
* Silence
* Torment
* Unusually Small
* Weapon Proficiency: Casting Weapons

## Physical Appearance

Lustre is an adult Morrigna with dark purple eyes, an unusually small, slight frame, a pelt of dark grey feathers and lighter grey fur, a light grey beak, and dark grey talons.
Pinder

A pinder is a person who is responsible for rounding up stray animals. They maintain these animals in a pinfold until the owners of the animals come to collect them, and ensure the owners pay both the pinders fee and the penalties for any property the animals may have damaged while roaming. If no one claims an animal within three weeks, it becomes the property of the pinder, who may either keep it or, more commonly, may take it to market and sell it.

## Roles and Duties

* Capturing stray animals and storing them in a pinfold
Knockout Strike

Even in cases where it would be legal to do so, killing one's opponents is not always the best course of action. Commonly used by city guards, soldiers, and slavers, the knockout strike allows one to incapacitate an enemy by knocking them unconscious.

## Gift Effects

* Before making a Brawling or Melee Attack, you may exhaust this Gift.
	+ The damage from your attack becomes Weak.
	+ If you score a Hurt result against your target, they also become Asleep.
	+ If you score an Afraid result against your target, they also become Unconscious.
Pack Rat

A character with the Flaw of Pack Rat is one that has a compulsion to hold on to any item that could even possibly be useful, regardless of its actual value. This can include things like old clothes, broken items, or even trash. For many Pack Rats, their compulsion causes them to experience difficulty organizing their things, paranoia that others will throw away their things, and extreme anxiety at the thought of discarding items.

## Flaw Effects

* Anytime the character needs to give up, sell, or throw away an item, they must succeed on a roll of Will vs 3 to overcome their urge to keep the item. If they fail, they will keep the item for at least one more day unless persuaded to let it go.
* The character recieves a d12 bonus on all rolls to resist being persuaded to give up an item they have decided to keep.

## Experience Triggers

* The character fails a task because they are overburdened with things they refused to throw away.
Tiberius Sterling

## Relationships

### Friends

Alexander BalakinAlscia LyncisGuinare Gelerta

## Trait Stats

### SPC

--
--

### MND

--
--

### WIL

--
--

## Skill Stats

### Career Skills

OBS, PRS, SUP
LED, GSP, PRSACA, OBS, Questioning (d6)

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Firebreathing
* Multi-Headed
* Venomous Bite

### Career Gifts

* Etiquette
* Heraldry
* Nobility

### Other Gifts

* Combat Save
* Extra Career: Scholar
* History
* Improved Trait: Career (Scholar)
* Literacy: Avalonian
* Literacy: Calabrian
* Mystic of Elementalism
* Research
Method Archer

A method archer is a student of the rare and protected martial art of Wu Bei Yao Lue - the Superior Theory of Archery. The art is unheard of outside of Zhonnguo and in many places is illegal to teach without a special license, or even illegal to teach it at all. A master of this school learns how to shoot targets at extreme distances, how to retain concentration to aim in circumstances where others cannot, and even to shoot targets they cannot see.
Listen

Listening is the act of observing the world through hearing. If you're playing a species that has "Listen" listed as one of their Primary Senses, you may claim your species dice as bonus dice anytime you're making an observation roll to hear something.

## Flaws that Damage Listening

* Cursed
* Deaf
* Dependent
* Hard of Hearing
* Overspecialized
Lawful

A character with the Flaw of Lawful is one that has a strong desire to refrain from breaking the law.

## Flaw Effects

* Anytime the character is tasked with doing something that would involve breaking a law, they must roll Will vs 3 to resist their urges. If they fail the roll, they must refuse to do the task.

## Experience Triggers

* The character is unable to complete an important task because they are unwilling to break the law.
Peryton

## Appearance

### Body Type

Six-Limbed Bipedal(Two Arms, Two Legs, Two Wings)

### Feather Colors

Black, Blue, Brown, Cream, Grey, White, Yellow

### Eye Colors

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

### Distinctive Traits

* Antlers (Male Only)
* Cloven Hooves
* Large Ears
* Large Eyes
* Large Wings
* Long Legs

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Antlers
* Hooves
* Teeth

### Natural Gifts

* Adrenaline Rush
* Flight
* Night Vision

### Species Skills

* Evasion
* Presence
* Tactics

## Anatomy and Physiology

The typical peryton is a six-limbed, mammalian bipedal Feralian of large size.
Overconfident

A character with the Flaw of Overconfident is one that is excessively or unreasonably confident in their own skill.

## Flaw Effects

* Anytime the character attempts a task they believe they are good at, they must succeed on a roll of Mind vs 3 or face a d12 penalty due to their overconfidence.

## Experience Triggers

* The character fails an important task due to their overconfidence.
Money-Lender

A money-lender is a person with wealth who lends money to other people. Few money lenders have good-intentions - as the wealth of the citizenry increases, so do their debts. Taking advantage of this allows an opportunistic loan shark to charge huge interest rates, wait for the loan's interest to build up, and take the collateral for their own.

## Roles and Duties

* Arranging for the loan of their money.
* Collecting on debts they've been owed.
Overzealous

A character with the Flaw of Overzealous is one that is fanatical in their ideals.

## Flaw Effects

* Upon taking this flaw, the player must work with the DM to determine what it is the character believes.
* Anytime someone around the character expresses a view that is contrary to the character's beliefs, the character must succeed on a roll of Will vs 3 or suffer a d12 penalty to all rolls involving working with the person.

## Experience Triggers

* The character faces a negative consequence because of their refusal to work with someone they dislike.
Qilins

((Many people debate whether the Qilings are ancestral spirits of the Horse or separate race altogether. This is rarely brought up in front of the Qilings themselves, however, and Horses cannot be bothered with such frivolous questions. Not many can withstand the fiery stare of the Qiling after such an i question is asked. The answer is not given, and the questioner's fortune will suffer afterwards.))

## Anatomy and Physiology

The typical qilin is a four-limbed, mammalian bipedal Feralian of large size.
Pet

You have formed a strong enough relationship with an animal for it to value your continued companionship with the character over their own freedom.

## Gift Effects

* You have a pet
	+ As a rally action, you can give it the basic commands Come Here, Sit, Stay, and Quiet and it will perform them if you are successful.
	+ Unless your pet becomes Afraid, you command your pet to stay somewhere, or your pet is unable to keep up with you, your pet will follow you everywhere you go.
	+ If combat begins while your pet is present, it will immediately become Afraid and attempt to flee.
	+ If a pet becomes lost, it will stay near the last area it saw you in, unless it is rallied or moved by someone else.
Pet Save

It has been said that some pets develop such a strong bonds with their owners that they will try to endure even the worst of hardships to stay with them.

## Gift Effects

* After your pet has failed a defense and rolled their soak, they may exhaust this Gift to negate all Unconscious, Dying, Dead, and Overkilled results inflicted on them by the attack.
Lasting Wound

A character with the Flaw of Lasting Wound is one that has an old wound that healed wrong or never healed at all.

## Flaw Effects

* The character's health starts at the Hurt level and may never go above it unless the Flaw is cured.

## Experience Triggers

* The character is unable to complete an important task because the are limited by their hurt status.
Large Size

Large Feralians are those on taller spectrum of average size, standing between seven and eight feet in height. While the world isn't quite built for people of this size, those who fall into it are unlikely to ever struggle with their height beyond needing to duck below the occasional low ceiling or doorframe.

## Gift Effects

* You follow the average range rules.
	+ Anything within 4 feet is considered Close
	+ Anything between 4 feet and 8 feet is at Reach
	+ Anything between 8 feet and 12 feet is Near
	+ Anything between 12 feet and 32 feet is Short
	+ Anything between 32 feet and 92 feet is Medium
	+ Anything between 92 feet and 252 feet is Long
	+ Anything between 252 and 628 feet is Very Long
	+ Anything between 628 and 2,500 feet is Extreme
	+ Anything between 2,500 and 7,500 feet is Far
	+ Anything between 7,500 feet and 27,500 feet is Horizon.
* You may claim a d4 bonus to your soak rolls and to any roll in a situation where your size would help you.
* You suffer a d4 penalty to your evasion rolls and to any roll in a situation where your size would cause problems for you.
* You may wear and use average, large, or giant armor and equipment.
	+ If you wear average or giant armor, the soak dice of the armor is decreased by one die size since it doesn't fit you properly.
	+ If you use average or giant weapons, they become Awkward.
* You can carry 25 pounds of weight per die size of your Body dice (ie. d4=25, d6=50, etc.) before you are Burdened, 35 pounds of weight per die size of your Body dice before you are Overburdened, and 45 pounds of weight per die size of your Body dice before you are at your maximum limit.
Mental Flaws

Mental Flaws are Flaws that are based on a character's ability to process or recall infomation, to think, and to reason. A character with severe Mental Flaws may struggle in Academic situations, when forced to reason through difficult problems on their own, or when trying to navigate through unfamiliar situations.
Questioning

Questioning is a cultural social skill skill that represents a character's ability to read people's emotions, decide what questions to ask, and determine the quality of the answers given.

## Uses for Questioning

#### Rolls

* To Question Targets
* To Intimidate Targets (Mind, Presence, Questioning vs Will, Deceit, and Negotiation)
* To Tell If Someone's Lying

#### Gifts

##### To Perform

* Collapsing the Weakest Column
* Conversation with the Earth
* Conversation with the Wood
* Concealing the Intent
* Teinm Laeghda
* The Fifth Strike of the Forest Ghosts

##### To Resist

* Curse of Hallucinations
* Eyebite
* Hateful Curse
* Hazel's Allure
* Horror
* The Virtue of Ken

## Gifts that Improve Questioning

* Animal Magnetism (Bonus d12 to Questioning w/ own Species)
* Knowing the True Nature (X to Maximize Dice instead of Rolling)

## Flaws that Damage Questioning

* Accent (d12 penalty when speaking in a foreign language, d8 penalty when speaking in their native language with someone from a different region)
* Boorish (d12 penalty in any situation that requires etiquette)
* Callous (d12 penalty to connect with people emotionally)
* Chauvinist (d12 penalty if interacting with someone from a different land; d8 penalty if interacting with someone from a different region)
* Cold Feet (d12 penalty if interacting with someone of the gender they're attracted to)
* Dependent (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Hatred (2d12 penalty if interacting with someone of hated group in any way but Intimidation)
* Impious (d12 penalty if interacting with someone with the gift of Piety)
* Impotent (d12 penalty if roll is related to sex)
* Infamy (d12 penalty to interact with someone who knows of reptuation or to pretend to be someone else)
* Mute (Automatically fail rolls that require speaking)
* Obnoxious (d12 penalty if interacting with someone they have met at least once before)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Overthinker (d12 penalty to all mind rolls)
* Shy (d12 penalty if interacting with someone they have not met at least twice before)
* Speech Impediment (d12 penalty if roll involves speaking)
Primal Run

Like many feral beasts, atavists with the gift of Primal Run are capable of utilizing both their hands and their feet to increase their speed and balance when running.

## Gift Effects

* If at least two of your hands are empty, you can drop to the ground and engage in a primal run. This increases your Stride by 1, your Sprint by 2, and your Run by 6 (effectively 8, when the sprint bonus is taken into account).
Ordainment

Many people faithfully preach and practice their religions, but only a priest or priestess can act with the full endorsement and backing of their religious organization.

## Gift Effects

* You may claim a bonus d12 when making rolls to speak on academic matters of religion, to gossip about religious matters, to negotiate for favors for your church, or to assert your holy presence.
* You may exhaust this gift to use your status within your religion to gain a special favor. Examples of this could range from collecting alms, to getting an audience with a higher up of the church, to getting someone to grant you food or lodging for free. This gift will not refresh until you have spent 24 hours away from the people you exerted your influence on.
Niels von Rorer

## Trait Stats

### SPC

--
--

### MND

--
--

### WIL

--
--

## Skill Stats

### Career Skills

Digging, Evasion, Observation
Evasion, Fighting, Tactics (Knight)Evasion, Fighting, Shooting (Crusader)

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Contortionist
* Fast Jumper
* Pack Tactics

### Career Gifts

* Etiquette
* Nobility
* Weapon Proficiency: Polearms

### Other Gifts

* Armored Fighter
* Combat Save
* Diplomacy
* Extra Career: Crusader
* Heraldry
* Literacy: Magniloquentia
* Piety: s'Allumer
* Improved Trait: Career (Crusader)
Quails

## Appearance

### Eye Colors

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

### Distinctive Traits

* Long Wings
* Short Legs
* Small Beak

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Stealth

### Species Skills

* Evasion
* Jumping
* Observation

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical quail is a four-limbed, avian bipedal Feralian of slight size.
Pack Tactics

A well-coordinated group of allies can work together to take down much bigger foes than they would ever be able to conquer alone.

## Gift Effects

* If you attack a target that is threatened by at least one ally that also has the Gift of Pack Tactics, you may claim a bonus d8 to your Tactics dice for each threatening ally that also has the Gift of Pack Tactics.
* If you attack a target that is threatened by at least one ally that also has the Gift of Pack Tactics, and your ally is Guarding, you may claim a bonus d12 to your Tactics dice for each threatening and Guarding ally that also has the Gift of Pack Tactics.
Legerdemain

Legerdemain is the skillful use of one's hands to perform feats of dexterity. This could include things like performing conjuring tricks for a crowd or, in the case of the less morally upstanding, to steal small objects or draw concealed weapons.

## Gift Effects

* Stealing small objects is a Put Away action for you, not a stunt.
* Drawing a concealed weapon is a Ready action for you, not a stunt.
* If you are within Close Range of a target, as an attack action, you may attempt to pick their pocket or bag of a random item.
	+ If the target is unaware of you, Roll your Speed and Deceit vs the target's Mind and Observation.
	+ If the target is aware of you, Roll your Speed and Deceit vs the target's Defense.
	+ If you succeed, you get a random small item from the person's pockets or bag.
Montgomery Holland

Everett Holland (Brother)

Imelda (Adoptive Sister)

Knox Holland (Brother)

Kody Holland (Sister)

Nora Holland (Sister)

## Physical Appearance

Monty is an adult fox with bright brown eyes, a wiry build, and unusually delicate hands. He has a coat of fur mottled in patches of grey-tipped black fur and black-tipped red fur with large patches of red around his ears, dark black legs and underbelly, and a white-tipped tail.
Monologuer

A character with the Flaw of Monologuer is one that is prone to monologuing about themselves and their plans.

## Flaw Effects

* Anytime someone asks the character a direct question about themselves or their plans, the character must succeed on a roll of Will vs 3 or answer the question in full detail

## Experience Triggers

* The character fails a task because they were too distracted talking about themself or their plans.
Knowing the True Nature

While they may not be aware of it, even the best liars have little shifts, tics, and changes to their scents that reveal the truth of the situation. Atavists with the Gift of Knowing the True Nature know how to interpret these scents and use them to their advantage.

## Gift Effects

* If you are making a roll that uses the Skills of Leadership, or Observation, or Questioning, you may exhaust this gift to Maximize your dice instead of rolling.
Oxen

((Oxen are driven by unity and obedience. They learn from childhood that the source of their strength is the ability to endure and persevere. Everything an Ox owns is obtained through hard work. They do not shrink from duty but carry their burdens proudly. Oxen perform well under pressure, but they do not like to take action without a detailed plan.

The Oxen are gifted with strong resolve and a methodical mind. They base all decisions upon proven facts. Never one to either complain or to explain, the Oxen are often viewed as being approached unapproachable and inflexible))

## Anatomy and Physiology

The typical oxen is a four-limbed, mammalian bipedal Feralian of giant size.
Quick Draw

When combat breaks out, the ability to ready oneself and one's weapons can make the difference between mounting a successful defense or falling to one's enemies. A quick-draw is someone with a practiced ability to draw their weapons quickly.

## Gift Effects

* You may take one extra "ready" action each round to draw a melee or ranged weapon.
Secrets of Water Magic

A master of earth magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Swimming.
* If you are dressed in a blue robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Earth" descriptors
Spore Cloud

There are some fungi that can release a huge batch of spores when they're disturbed, clouding the air around them to encourage the growth of new mushrooms. This can be dangerous for other creatures that breathe them in, especially if their systems are a suitable habitat for the mushrooms. Atavists with the gift of Spore Cloud form a symbiotic relationship with the mushrooms, and whenever the atavist is badly injured the mushrooms will release their spores in an attempt to protect them.

## Gift Effects

* If you become Maimed, as a reaction, you may exhaust this gift to release spores.
	+ Roll your Species, Endurance, and Fighting vs 3.
	+ If you are successful everyone within Reach range of you must resist with their Body and Endurance vs. 3.
	+ If they are unsuccessful, the spell inflicts Dmg flat 3 Penetrating. If this causes the target to become Injured, they also become Sick.
Melee Finesse

While strength can be an important part of combat, it is not the only trait that is useful in a fight. A single strike can be enough to fell many foes if it is made with speed and precision. Those who train in the ways of finesse often learn to prioritize these skills over brute strength.

## Gift Effects

* If you are Attacking, Countering, or Parrying with a melee weapon, you can use your Speed dice instead of your Body dice.
* If you also have the Gift of Brawling Fighter, you may use your Speed dice instead of your Body dice with Brawling Attacks, Counters, and Parries.
Wilding Camouflage

It's hardly uncommon for creatures to have a pelt that blends in well with their environment, but a skilled atavist with the Gift of Wilding Camouflage can do them one better. By focusing on the thought of the color or pattern, they can cause their pelt to shift colors and textures until they blend in with even highly complex patterns.

## Gift Effects

* As a stunt, you may exhaust this gift to change the surface texture and color of your skin, scales, fur, or feathers. Even very complex patterns are possible as long as the pattern is somewhat regular - most things less complicated than paisley.
	+ Roll your Speed and Evasion vs 3.
		- If you score one success, your body's tone will change, granting you a bonus d6 to conceal yourself against any surface where the color change would allow you to blend in.
		- If you score two successes, your body's color will change, granting you a bonus d8 to conceal yourself against any surface where the color change would allow you to blend in.
		- If you score three successes, your body's color and patterns will change, granting you a bonus d10 to conceal yourself against any surface where the color change would allow you to blend in.
		- If you score four successes, your body's color, patterns, and skin texture will change, granting you a bonus d12 to conceal yourself against any surface where the color change would allow you to blend in.
	+ This change lasts for one day or until you become Asleep, Unconscious, Dead, or Overkilled.
Small Size

Small Feralians are those that are exceptionally small, standing between two and four feet in height. Those at the larger end of that spectrum can often blend in well enough with average-sized Feralians as long as they don't mind a bit of climbing to reach things, but life among bigger folks can be a struggle for those on the smaller side.

## Gift Effects

* You can only see and reach 3/4 the distance of people of Average Size.
	+ Anything within 3 feet is considered Close
	+ Anything between 3 feet and 6 feet is at Reach
	+ Anything between 6 feet and 9 feet is Near
	+ Anything between 9 feet and 24 feet is Short
	+ Anything between 24 feet and 69 feet is Medium
	+ Anything between 69 feet and 189 feet is Long
	+ Anything between 189 and 471 feet is Very Long
	+ Anything between 471 and 1,875 feet is Extreme
	+ Anything between 1,875 and 5,625 feet is Far
	+ Anything between 5,625 feet and 20,625 feet is Horizon.
* You may claim a d8 bonus to your evasion rolls and to any roll in a situation where your size would help you.
* You suffer a d8 penalty to your soak rolls and to any roll in a situation where your size would cause problems for you.
* The ideal armor and equipment for you costs and weighs 3/4 as much as average-sized armor.
* You may wear and use tiny, small, or slight armor and equipment.
	+ If you wear tiny or slight armor, the soak dice of the armor is decreased by one die size since it doesn't fit you properly.
	+ If you use tiny or slight weapons, they become Awkward.
* You can carry 10 pounds of weight per die size of your Body dice (ie. d4=10, d6=20, etc.) before you are Burdened, 20 pounds of weight per die size of your Body dice before you are Overburdened, and 30 pounds of weight per die size of your Body dice before you are Overburdened.
Unyielding

A character with the Flaw of Unyielding is one that is unwilling to accept defeat, even when they are beyond the point of being overwhelmed. An unyielding person would often choose to fight to the death rather than surrender.

## Flaw Effects

* Anytime the character is given the option to concede, surrender, or otherwise give up, they must succeed on a roll of Will vs 3 or refuse the option.

## Experience Triggers

* The character or someone or something the character cares about is harmed because of their refusal to retreat.
Veil Piercer

A character with the Flaw of Superstitious is one that has a natural tie to the spirit world so strong that during a moment of weakness, a spirit with an agenda could possess the character in order to interact with the realm of the living.

## Flaw Effects

* Upon taking this gift, the Player should work with the Game Host to establish what the character knows about spirits and the spirit that possesses them.
* Anytime the character becomes Asleep, Berserk, Confused, or Mesmerized, they must succeed on a roll of Will and Supernatural vs 3 or they will become Possessed by the spirit.
* Anytime the character would become Unconscious, the spirit will possess them instead. Negate the status and replace it with Possessed.

## Experience Triggers

* The character or someone they care about faces a negative consequence as a result of something the character did while possessed by the spirit.
* The character learns something new about the spirit.
Vidame

Sometimes called the "Defenders of Faith", a Vidame is a holy knight sworn to protect the Priestesses of Lutara by performing the "necessary evils" that the pacifistic Lutarists are forbidden from undertaking. Some Vidames are assigned to serve prominent hierarchs while others serve as the guards of the Sacred Groves.

## Roles and Duties

* Defend the Sacred Groves and the Priestesses of Lutara by any means necessary.
Secrets of the Left-Hand Path

A master of the left-hand path of white magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Leadership.
* If you are dressed in a white robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Holy" descriptors
Magical Weakness

A character with the Flaw of Magical Weakness is one that is especially weak to one type of magic.

## Flaw Effects

* Upon taking this flaw, the player must declare one Magic descriptor that the character is weak to.
* The character suffers a d12 penalty to any roll to counter, dodge, or resist spells with the chosen descriptor.

## Experience Triggers

* The character faces a major consequence as a result of their magical weakness.
Shy

A character with the Flaw of Shy is one that has difficulty interacting with people they are unfamiliar with.

## Flaw Effects

* The character suffers a d12 penalty to all social rolls involving someone they haven't met at least two times before.
* The character's Will is limited to a maximum of d8.

## Experience Triggers

* The character is unable to complete an important task involving talking to someone because of their lack of nerve.
Sling

A flat, shallow pouch with a cord extending for either end, intended for launching small projectiles such as stones or sling bullets. To use the weapon, the user places the bullet in the pouch and holds the strings at the ends, then swings the sling rapidly to build momentum and releases one cord to launch the bullet.
Pariah

A character with the Flaw of Pariah is one that is unable return home for some reason. In most cases, pariahs are unwillingly cast out of their family or banned from their hometown for one reason or another. Occasionally a Pariah will reject their family of their own accord, usually due to a difference in values. Regardless of the reason, the act of a pariah going home would likely force the character to face some extremely unpleasant consequences.

## Flaw Effects

* Upon taking this flaw, the player must work with the DM to establish where the character has been cast out of and why.
* Should the character attempt to step foot in the town they've been banished from they're likely to face harsh consequences.
* Should the character cross paths with one of their family members, the family member will likely cause trouble for them.

## Experience Triggers

* The character faces a negative consequence as a result of their exile.
Sea Eagles

## Appearance

### Eye Colors

Amber, Black, Brown, Green, Grey, Orange, Yellow

### Distinctive Traits

* Broad Wings
* Feathered Legs
* Hooked Beak

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Keen Eyes
* Prehensile Feet

### Species Skills

* Evasion
* Observation
* Swimming

## Environment

### Native Homelands

Akoma, Calabria, Hesperia, Hinoda, Torresia

## Anatomy and Physiology

The typical sea eagle is a four-limbed, avian bipedal Feralian of average size.
Service Beast

Pets may be trained perform certain tasks to help alleviate the symptoms of a particular disability.

## Gift Effects

* Upon taking this gift, choose one status effect of the following: Afraid, Blinded, Deafened, Fatigued, Silenced, or Slowed.
* If the pet is within Close range of a target that is afflicted with your status of choice and they are not Afraid, Berserk, Confused, Enraged, Fatigued, Silenced, Terrified, or Unconscious, as a stunt, they may perform a task to effectively make the target immune to the effects of the status. This effect lasts until one of them moves out of close range or until the pet's next turn. They may perform this stunt even if this gift is exhausted.
* If this pet is not Afraid, Berserk, Confused, Enraged, Fatigued, Silenced, Terrified, or Unconscious and it is within Close range of a target that is afflicted with the status of choice, as an action, it may exhaust this gift to assist them in their recovery.
	+ Roll the pet's Will, Leadership, and Presence vs. 3.
		- If the pet succeeds, it grants the target a bonus d8 to their next attempt to recover from the status.
		- If the pet also has the gift Team Player, they grant a d12 instead of a d8.
Spray

Spray is a highly-offensive chemical mix containing sulfur compounds that naturally occurs in some Feralians. Not only is spray malodorous, it can cause temporary blindness and interfere (unsurprisingly) with one’s sense of smell. These weapons are naturally limited to the amount of chemicals stored in the body.

## Gift Effects

* Your body naturally produces a maximum number of charges of spray, based on your Size Gift. If you use these charges, your body will naturally replenish them at a rate of one charge for every two respites, but you may never have more than the maximum for your size.
	+ If you are Tiny, you produce 3 charges.
	+ If you are Small, you produce 4 charges.
	+ If you are Slight, you produce 5 charges.
	+ If you are Average, you produce 6 charges.
	+ If you are Large, you produce 7 charges.
	+ If you are Giant, you produce 8 charges.
	+ If you are Colossal, you produce 9 charges.
* If you have a charge of Spray available, as an attack action, you may expend it to shoot it at an enemy.
	+ Roll your Speed, Species, and Shooting vs your target's Speed and Evasion.
	+ If you succeed, your target becomes effected by the Blinded and Stench conditions and you may Sweep the attack to another target within Short range.
Sawyer

A sawyer is a person who makes their living cutting down trees and preparing them for use as lumber. A rugged, dangerous career, working as a logger requires a great deal of physical strength, as well as good climbing skills. Those who suffer a bad fall from a tree or have trees fall on them out in the wild are often too far from any medical help to have any chance of survival.

## Roles and Duties

* Chopping down trees for use as raw wood material or firewood
* Transporting chopped wood to clients or marketplaces for sale
Wolves

((An old wolf's tail, according to oral tradition:

"See now this aging black wolf, long wedded to his devoted, sensible wife. He has a young mistress on the side, who is spry and frisky."

"He one day notices at the end of his muzzle that he is starting to gray and he rather likes it. He knows that his inky fur will soon be peppered with the pale hairs of his long years. Much to his pride, he thinks it makes him look distinguished, and so on."

"However, his mistress feels that she is too young to be with a man that looks so old, and so she plucks out his gray hairs when they are together. His wife can tell something is strange about him, but she can't quite put her finger on it."

"However, she does feel that he looks too young to complement her; she doesn't want to be mistaken for his mother! And so she plucks out his darker hairs when they are together."

"He is soon as bare as though struck by mange – much to everyone's dismay."))

## Anatomy and Physiology

The typical wolf is a four-limbed, bipedal mammalian Feralian of large size. They have rounded, triangular ears, short whiskers, large paws, and thick, dual-layered fur.

Like most canines, wolves generally have a bushy tail, long muzzle, round pupils, and five digits on each hand and four digits on each foot. They can be distinguished by their cousins the coyotes and the jackals but their larger builds, broader snouts, shorter ears, and longer tails.

The standard body color of wolves ranges from a all-black or all-white to a mix of reddish-browns, creams, and greys. In most cases, the coat has a ticked, grizzled appearance. With the exception of solid black or white wolves, it is common for wolves to have light markings on the lips, cheeks, chin, throat, underbelly, and the inner sides of the limbs, and dark-tipped fur on the shoulders, upper chest, rears, and in a broad stripe along the spine. It is also common for older wolves to sport white hairs on their noses, the ends of their muzzles, their foreheads, and the tips of the tails where their fur has lost its pigment over the years.

It is worth noting that the same wolf can appear quite different depending on the season, especially for those that live in cold climates. This is because they grow a thick undercoat of fur in the autumn months and shed it in spring, which can make their coats considerably lighter or darker. This trait is often reduced, if not totally absent, in wolves that live in warmer regions.
Servant

A servant is a person hired to attend to the needs and daily affairs of aristocrats.

## Roles and Duties

The roles and duties of a cult intiate can vary widely depending on the house the servent works in and their station, however some of the common responsibilities are as follows:

* Delivering prepared meals from the kitchens to the tables of the nobles
Lhotse

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

## Trait Stats

### SPC

--
--

### MND

--
--

### WIL

--
--

## Skill Stats

### Career Skills

FGT, PRS, SUP
END, FGT, PRS

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Flight
* Frenzy
* Firebreathing

### Career Gifts

* Brawling Fighter
* Strength
* Streetwise

### Other Gifts

* Combat Save

## Physical Appearance

Lhotse is an adult western dragon with brown eyes, a solid build, a hide of striped brown scales, a tan underbelly, striped black wings, and dark brown horns.
Wolverines

## Anatomy and Physiology

The typical wolverine is a four-limbed, bipedal mammalian Feralian of average size. They have small ears, short whiskers, large paws, dense, oily fur, and very long curved claws.

As with most mustelids, most wolverines have stocky, muscular bodies with short limbs, a bushy tail, round pupils, and five digits on each of the hands and feet. Like their cousins the badgers and the skunks, Wolverines lack the eloganted body typical of other mustelid races, and at first glance an unfamiliar Feralian may be more likely to assume wolverines are of an ursine disposition.

The standard body color of wolverines ranges from a dark black to a reddish brown, usually with an strip of lighter fur running along their sides. Their coats are sometimes marked with brighter cream or orangeish markings on their heads, the underside of their necks, and their chests.

All-black, all-white, and piebald wolverines have also been seen, but these traits are rare and tend to run in families.
Tone Deaf

A character with the Flaw of Tone Deaf is one that can't perceive differences in tone or pitch accurately.

## Flaw Effects

* The character suffers a d12 penalty to all rolls to perform music, recall melodies they've heard, or recognize people by voice.

## Experience Triggers

* The character is unable to complete an important task because of their inability to recognize pitch.
Sticky Fingers

The fingertips of some Feralians have a natural structure that makes it easier for them to keep their grip on things.

## Gift Effects

* You may claim a bonus d12 to climb, to grapple, to parry against an attack that includes the "Disarm" effect, and to perform any other feat that relies on the strength of your grip.
* As a stunt, you may scale up and down sheer surfaces. While using this stunt, you move as normal, save for being able to move up, down, and across walls.
	+ If you ever end a round vertically without taking this stunt, you will have two choices: fall and face 1d6 vs 4 Damage for every four feet you fall, up to a maximum of 500 feet, or roll your Speed and Climbing dice to attempt a last-ditch grab for anything you can reach.
Piety

By dedicating ones time to the study and practice of a religious faith or cause, one is like to attain greater skills in dealing with the matters of the religion.

## Gift Effects

* Upon selecting this Gift, you must choose a particular religion found in the world of Feralia. Your choices include Penitence, Lutarism Anahanasia, and Hyperdulia. Note that in some places, being faithful to a particular religion may be against the law.
* You may claim a bonus d12 to negotiate with the leaders of your religion of choice, to inquire about divine matters related to your religion of choice, and to gossip with fellow devotees of your religion of choice.
Shrikes

((As a rule, shrikes want to know if you're looking at them. Does it look like shrikes are talking to someone else? So yeah, you looking at shrikes? Because we could do that, buddy. We can do it right now, just you and shrikes. Right here. Or out back. Or right in the damn street out front. When you're ready to throw yours down, shrikes are ready to hand yours to you.))

## Anatomy and Physiology

The typical shrike is a four-limbed, avian bipedal Feralian of small size.
White Magic Apprentice

## Gift Effects

* If you successfully rally a target during combat, you may roll your Will and Leadership vs 3. If you do, for each success, you may claim one of the following benefits:
	+ Grant the target one point towards their Healing quota.
	+ Remove the Afraid, Hurt, or On Fire condition from the target.
	+ Replace the Dying condition with the Fatigued condition.
	+ Replace the Terrified condition with the Afraid condition.
	+ Replace the Marionette condition with the Reeling condition.
	+ Replace the Controlled condition with the Immobilized condition.
	+ Replace the Immobilized or Slowed condition with the Reeling condition.
* After any battle has ended, you may gather all of your allies around you and lead them in inspirational prayer. Roll your Will, Leadership, and Presence vs 3. For each success, you may remove the Hurt condition from one ally.
* When you take this gift, you also gain the Gifts Rebuke and Repudiation at no additional experience cost.
Vengeful

A character with the Flaw of Vengeful is one that tends to hold grudges.

## Flaw Effects

* Anytime someone does something that the character would consider to be wronging them, the character must succeed on a roll of Will vs 3 or change one of their goals with taking revenge on the other character. If the character already has a full list of goals, one must be set aside until their vengence has been satisfied. This goal may not be changed until it has been carried out and successfully completing it will give no rewards.

## Experience Triggers

* The character is distracted from an important goal by their need for revenge.
Tandem Strike

With time, many people can learn to effectively wield a weapon in their off-hand, but it takes more work to learn how to use it in concert with another weapon. The mark of a true dual wielder, a tandem strike allows one to attack with two weapons at the same time.

## Gift Effects

* If you have two readied weapons, as an attack action, you may exhaust this gift to make two simultaneous melee attacks with your weapons.
	+ These attacks largely function as usual.
	+ You may target two different targets or the same one.
	+ If you attack the same target twice, the target must use one defense roll for both attacks.
	+ If your target's defense is a Counter, if either one of your attacks fails to beat the target's dice, you are hit with a Counter Attack.
The Cry of a Hundred Souls

With a deep breath, an atavist with the Gift of The Cry of a Hundred Souls can tilt back their head and let out a loud, haunting howl that echoes with the tales of their victories, losses, and the souls they have claimed and defended. Many enemies who hear this will be impressed and shaken by their tale. The cowardly among them might even choose to run away rather than approach them at all.

## Gift Effects

* As an action, you can perform the cry of a hundred souls.
	+ Roll your Species, Presence, and bonus d12 from Howling vs. Species and Presence for enemies at Short Range or Species, Presence, and a bonus d12 for enemies at Medium range.
	+ If you succeed against any target, they become Afraid.
Steed

Pets may be trained to carry people on their back, though this ability is often limited both by the size of the person and the size of the pet.

## Gift Effects

* If you are at least two sizes smaller than this pet, are within your Stride distance of them, and the pet is not Afraid, Terrified, or Unconscious, as a stunt you may mount them to ride.
	+ The pet will move at your command, and can move at its normal speed as long as it is not Burdened or Overburdened.
	+ While mounted, all of your skills are limited to your best Transport die and must be reduced if over. If you have no Transport skill, all dice are reduced to d4.
	+ If your pet falls for any reason you will also fall and suffer 2d6 vs 4 falling damage.
	+ If your pet becomes Afraid, it will attempt to drop you. If you want to resist this, roll your Will and Leadership vs your Pet's Body and Fighting.
		- If you succeed, you stay on the mount, but cannot regain control of their movement until they are no longer Afraid.
		- If you fail, you suffer 2d6 vs 4 falling damage, but you may include your Transport dice with your Soak.
	+ If your pet becomes Enraged, they will attempt to throw you. If you want to resist this, roll your Body and Transport dice vs. your Pet's Body and Fighting dice.
		- If you succeed, you stay on the mount, but cannot regain control of their movement until they are no longer Enraged.
		- If you fail, you suffer Dmg +1 and 2d6 vs 4 penetrating falling damage, but you may include your Transport dice with your Soak.
* As a rally action, you may command this pet to allow another person to ride it. This rider follows the same rules as if you were riding the pet.