recursal/Fanatic-Fandom huggingface dataset:
Cobras

((Thee cobras are common throughout Akoma, as well as in foreign lands such as Yindu, popular imagination identifies them especially with the Lower Kingdom which preceded the Anatolian Lower Sultanate. It's last dynasty of increasingly flamboyant (and, some would say, incompetent) pharaohs were all cobras. The cobra's transition from living gods regular folks is prompted not a few cobra jokes (especially cobra jokes told by snakes and vipers) about individuals who slithered into the group of strangers and expected everyone to bow down and defer.))

## Anatomy and Physiology

The typical cobra is a limbless, reptilian Feralian of average size. They have inflatable hoods, keeled scales, and ringed or spotted hides.
Apollo Titus

## Education

### Careers

* Artistocrat
* Spy

## Trait Stats

### SPC

d6, d8
d10

### MND

d8
d8

### WIL

d10
d8

## Skill Stats

### Career Skills

EVA, OBS, PRS (d10)
LED, GSP, PRS (Aristocrat, d6)DEC, EVA, OBS (Spy, d8)

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Languages

* Calabrian
* Govoryan

### Species Gifts

* Flight
* Night Vision
* Prehensile Feet

### Career Gifts

* Etiquette
* Heraldry
* Nobility

### Other Gifts

* Disguise
* Extra Career: Spy
* Low Profile
* Shadowing
* Improved Trait: Career (Spy) x2

### Flaws

* Duty
* Secret
Hedonist

A character with the Flaw of Hedonist is one that lives for pleasure and struggles to resist any form of it.

## Flaw Effects

* Anytime the character has the opportunity to engage in something they enjoy, they must roll Will vs 3 to resist their urges. If they fail the roll, they must take the opportunity.

## Experience Triggers

* The character fails an important task because they were distracted by something pleasurable.
Gullible

A character with the Flaw of Gullible is one that is easy to deceive. Perhaps they have little experience in the world at large, or maybe they just don't think things through very well, but it makes them easy prey for any silver-tongued trickster looking for a sucker.

## Flaw Effects

* The character suffers a d12 penalty to resist Deceit rolls.

## Experience Triggers

* The character encounters trouble because they believed something they shouldn't have.
Acrobat

The mark of someone who has developed an extreme amount of control and understanding of how to move their body. A person well-trained in acrobatics can utilize this knowledge to perform many feats of balance, agility, and motor coordination.

## Gift Effects

* On your turn, you may take an extra action to Stand Up.
* You may Retreat while Knocked Down by rolling along the ground.
* If you are not Unconscious, Grappled or otherwise unable to react and you are taking falling damage, treat the damage as Weak.
Benji Fortier

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

## Trait Stats

### SPC

d8 (Relic Hunter))d8 (Wandmaker))

d10

### MND

d8
d10

### WIL

d6
d12

## Skill Stats

### Career Skills

END, FGT, OBS (d10)
CMB, DIG, OBS (d8, Relic Hunter)ACA, CFT, SUP (d8, Wandmaker)

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Languages

* Avalonian
* Calabrian

### Species Gifts

* Howling
* Keen Ears
* Keen Nose

### Career Gifts

* Craft Specialty: Wandmaking
* Hiking
* Mystic of Thaumaturgy

### Other Gifts

* Extra Career: Relic Hunter)
* History
* Improved Trait: Career (Relic Hunter) x2
* Spelunking
* Tracking

### Flaws

* Anchored Object
* Leprous

## Physical Appearance

Benji is a Mastiff of average build with brindled brown fur and dark brown eyes. He has a practical sense of dress and typically wears whatever he finds to be most suitable for the job at hand. The majority of his clothes are quite modest as a result, with the exception sometimes extravagant appearance of the magical artifacts that he has managed to obtain over the years.

After he obtained the Pendant of Ouroboros in 956, Benji stopped physically aging entirely as a result of the pendant's magic.

Though the Pendant prevented Benji's body from aging, his body has been ravaged by both the difficulties of surviving in the prison and leprosy, leaving his form nearly hairless and gaunt to the point of appearing skeletal, his eyes clouded, and his face, hands, and body disfigured by macules, papules, and nodular areas.
Accent

A character with the Flaw of Accent is one that speaks in a strong, regionally-specific accent. This can make it difficult for those that are unfamiliar with the accent to understand and cause pronounciation errors if the character attempts to learn a new language.

## Flaw Effects

* The character suffers a d8 penalty to all Social rolls when speaking in their native language with someone from a different region.
* The character suffers a d12 penalty to all Social rolls that require speaking in a language other than their native one.

## Experience Triggers

* The character is unable to relay an important message to someone due to their accent.
Feralis Wiki

**Welcome to the Feralis Wiki!**
We're a collaborative community website about Feralis that anyone, including you, can build and expand.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Antelope

((Running free across the Great Plains Akoma, many antelopes value their freedom under the great sky above all else. They tend to avoid the cities, either living in small communities or as nomadic tribes. Many antelopes take vain pride in the appearance of their eyes, considering it to be their best feature.))

## Anatomy and Physiology

The typical antelope is a four-limbed, mammalian bipedal Feralian of large size. They have cloven hooves, two horns that can be curved, pointed, or twisted, and long legs.

Like other Caprids, antelopes have cloven hooves at the end of each foot, long limbs, horizontal pupils. and ridged horns. Antelopes can also be distinguished from their cousins the sheep by the straight texture of their fur and from the wildebeests by their straighter horns, shorter tails, and differing fur patterns.

The standard fur color of antelopes is an orangey-brown with dark tails, a dark horizontal stripe running down the middle of the side, dark markings under the eyes, a cream underbelly, and cream markings running up the sides of the nose and over the eyes.

There are several unusual color patterns seen in antelopes, including:

* Albinism: Where the antelope's fur is entirely white.
* Leucism: Where some areas of the antelope's fur are cream or white instead of the usual color.
* Melanism: Where some or all areas of the antelope's fur are unusually dark colored.

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

An exterminator is someone who makes their living by killing or removing troublesome animals and monsters from the lands of their clients. Most exterminators will employ a wide-variety of methods to dispatch their targets. They are one of the few groups that can obtain a license to carry poisons with relative ease.
Cognoscente Apprentice

## Gift Effects

* You may speak with either dormant or active shades and be understood by using the Reason stunt.
* If one of your allies is within Medium range of you and in your line of sight, as a Rally action, you may Rally them with no range penalties by sending your thoughts to them. If you do so, they will hear your voice in their head, as if you were speaking aloud. Those schooled in the Supernatural may make a simple roll to figure this out, others will likely just assume they cannot see the speaker.
* When you take this gift, you also gain the Gifts Ataxia, Eyebite, and Perplexing at no additional experience cost.
Hazel's Allure

## Gift Effects

* As an attack action, you may exhaust this gift to cast the spell Hazel's Allure.
	+ Choose a target within Medium range of you. Roll your Mind, Species, and Negotiation vs the target's Body and Questioning.
		- This spell mainfests as a sweet scent and a beautiful mirage, distracting the target to the point of Immobilization.
		- Note that if this weapon is used to harm any target that is not "Unholy", the weapon will gain the "Unholy" descriptor and the user will become Tainted upon using it.
Doves

## Appearance

### Feather Colors

Black, Blue, Brown, Cream, Green, Grey, Purple, Red, White

### Eye Colors

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

### Distinctive Traits

* Cere
* Large Wings
* Round Body
* Short Beak
* Short Legs

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Survival

### Species Skills

* Endurance
* Evasion
* Observation

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical dove is an four-limbed, avian bipedal Feralian of slight size.
Haunted

A character with the Flaw of Haunted is one that is regularly haunted by a Shade that follows them everywhere they go.

## Flaw Effects

* Upon taking this flaw, the player must work with the DM to determine when the shade appeared and what the character knows about the shade.
* The shade will follow the character through their life. The Shade will always have obsessive-compulsive behavior of some kind, and will be fixated on making things "right" in whatever their view of things. If the character ever interferes with the Shade's view of what's right, the shade may fly into a rage, attack them, or otherwise act against them. Unless the character is trained in Cognoscente magic they will not be able to understand The Shade, though the shade will understand the character if they share a Language gift.

## Experience Triggers

* The character faces a major consequence because they angered the Shade.
* The character learns something about the Shade.
Adriana Anguis

## Physical Appearance

Adriana was a slim, young Anguian Dragon known for having a refined face. She had purple scales that faded into saturated pinks along her arms and legs, orange feathery wings streaked with bright red stripes along the edges, orange eyes, and orange claws. She dressed in the fine gowns and jewelry appropriate for her station and was known for favoring silky dark blue and purple fabrics.
Flamingoes

## Anatomy and Physiology

The typical flamingo is a four-limbed, avian bipedal Feralian of large. They have curved beaks, long necks and legs, and webbed feet..

Like other Pelicanids, ibises have four-toed feet, broad wings, long necks, and round pupils. Aside from their featherless faces, Ibises can also be distinguished from their cousins the pelicans and the shoebills by their thinner beaks and partially webbed feet.

The standard feather color of flamingoes is pink, often with red markings on the undersides of their wings and black markings on their beaks and the underside of their tails.

The flamingos bright colors are actually acquired as a result of their stomachs taking the beta-carotene pigment found in the algae and shrimp that make up most of their traditional diet and storing it in their fats. Young flamingoes are born grey or white and gain these colors over time. A flamingo who takes up a more unusual diet for a long period of time may find their colors slowly fading away.

All-black, and all-white, flamingoes have also been seen, but these traits are rare and tend to run in families.
Eternal Breath

To some people, the ability to hold ones breath for a few minutes is an impressive feat. To others, it is nothing more than a child's stunt. Atavists with the Gift of Eternal Breath can hold their breath for hours at a time, just as long as they don't mind going without talking.

## Gift Effects

* At any time, you may exhaust this gift to hold you breath for up to one hour with no ill effects. While holding your breath, you may not speak or perform any other feats that require the use of breath.
Giant Size

Giant Feralians are those that are exceptionally tall, standing between eight and ten feet in height. Those at the smaller end of the spectrum can probably blend in well enough with average-sized Feralians as long as they don't mind dealing with low ceilings and small furniture, but life among smaller folks can be a struggle for those on the larger side.

## Gift Effects

* You can only see and reach 1/4 times more than the distance of people of Average Size.
	+ Anything within 6 feet is considered Close
	+ Anything between 6 feet and 12 feet is at Reach
	+ Anything between 12 feet and 18 feet is Near
	+ Anything between 18 feet and 48 feet is Short
	+ Anything between 48 feet and 138 feet is Medium
	+ Anything between 138 feet and 378 feet is Long
	+ Anything between 378 and 942 feet is Very Long
	+ Anything between 942 and 3,750 feet is Extreme
	+ Anything between 3750 and 11,250 feet is Far
	+ Anything between 11,250 feet and 41,250 feet is Horizon.
* You may claim a d8 bonus to your soak rolls and to any roll in a situation where your size would help you.
* You suffer a d8 penalty to your evasion 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 1 1/2 times more than average-sized armor.
* You may wear and use large, giant, or colossal armor and equipment.
	+ If you wear large or colossal armor, the soak dice of the armor is decreased by one die size since it doesn't fit you properly.
	+ If you use large or colossal weapons, they become Awkward.
* You can carry 30 pounds of weight per die size of your Body dice (ie. d4=30, d6=60, etc.) before you are Burdened, 40 pounds of weight per die size of your Body dice before you are Overburdened, and 50 pounds of weight per die size of your Body dice before you are at your maximum limit.
Gou

((Unlike many other species that also value family and kinship, Dogs are that all exclusive; those who bring an interesting tale in good cheer are welcome to share the table. They don't hold grudges, they don't tend to feud meaningfully; ultimately, by the end of the day, a Dog is at peace with the world in their place in it…

Though this peace is due to their knack for loyalty, if not competence. Frankly a Dog means well, but there usually others that can do it better, whatever it is.

Dogs do know how to have fun; most bawdy bardic lore or games of chance and sport come from some old dog, or at least are preserved within their oral tradition.))

## Anatomy and Physiology

The typical gou is a four-limbed, mammalian bipedal Feralian of slight to average size.

Like other Canines, gou have four paws, a set of sharp teeth, and round pupils. Gou can be distinguished from their cousins the spaniels by their curled tails and from the spitzes by their shorter muzzles and legs.
Hesperia

Hesperia is a large continent which is located entirely within the Northern Hemisphere and almost all within the Western Hemisphere. It is bordered by Peruana to the South. Hesperia covers about 24,709,000 square kilometres (9,540,000 sq mi) making it the third largest continent, behind Akoma.

## See Also

* List of Hesperian Characters
* List of Locations in Hesperia
Impatient

A character with the Flaw of Impatient is one that is bad at dealing with waits and delays.

## Flaw Effects

* Anytime the character has to wait longer than 2 minutes for something to begin, they must roll Will vs 3 to resist their urges to start. If they fail the roll, they will lose their patience and rush into action.

## Experience Triggers

* The character is put in a dangerous situation because they rushed into something.
Diviner

There are omens and signs of the future all over the world if one knows where to look and how to read them. A diviner is someone who has become good at spotting them and deciphering their meanings.

## Gift Effects

* You may claim a bonus d12 when making rolls to use learn knowledge of the unknown with divination techniques..
Jeweler

A jeweler is a craftsman who makes and repairs jewelry for a living. Many jewelers use precious materials to produce the wares, including golds, silvers, and valuable precious stones. As a result, they are often wealthy enough to mingle with high society, and also wealthy enough to be a target for those willing to cause some trouble for a quick buck. As a result, most jewelers are forced to invest at least some of their money into security.

## Roles and Duties

* Refining raw precious metals and stones into fine crafting materials
* Crafting jewelry from refined precious metals and stones
Gang of Irregulars

A gang of irregulars is a group of people that have made the acquaintance of one person in the world and come to like them. Typically they have their own lives and interests, so they're not always around, but if they happen to cross paths with the person, they'll help out as long as it's not troublesome for them.
Jumping

Jumping is a physical skill represents a character's ability to leap for distance, leap for height, tumble, perform hand-stands, and perform other basic feats of acrobatics. This skill often partners well with the Climbing skill.

## Uses for Jumping

#### Rolls

* Avoiding being thrown from a steed
* Leaping across gaps
* Reducing falling damage

#### Gifts

##### To Perform

* Death From Above
* Forceful Kick
* Impressive Kick
* Salmon Leap
* Sweeping Kick
* Triumphant Kick
* Untiring Kick
* Weight of the Leaf

##### To Resist

* Chien Tang Thrashes the Earth
* Ivy Path (If casting Ivy's Tangle)

## Gifts that Improve Jumping

* Fast Jumper (Jumping is an action, not a stunt)
* Retreating Save (+1 Mark to Jumping)
* Vast-as-Heaven-Vault (Bonus d8 to jumping if using a one-handed "Vast-as-Heaven" weapon, Bonus d12 to jumping if using a two handed "Vast-as-Heaven" weapon)

## Flaws that Damage Jumping

* Dependent (d12 penalty if no allies are within Long range, d8 penalty if no allies are within Medium range)
* Klutz (d8 penalty if roll involves Speed, d12 penalty if roll requires precise muscle control)
* Lame (d12 penalty if roll involves Body or Speed)
* Missing Eye(s) (d8 penalty to all rolls involving Jumping)
* Old (d8 penalty if roll involves Body, Speed, or Observation)
* Out of Shape (d12 penalty if roll involves Body)
* Overspecialized (Penalty equal to largest die in skill if using it for anything except favorite use)
* Poor Spatial Reasoning (d12 penalty to all rolls involving Jumping)
* Weathered Wound (d12 penalty if roll involves Body or Speed and it's raining, snowing, or under 50 degrees)
Hearing Voices

A character with the Flaw of Hearing Voices is one that hears auditory hallucinations in the form of voices.

## Flaw Effects

* Anytime the character becomes Afraid, Berserk, Enranged, Fatigued, Sick, or Terrified they must succeed on a roll of Mind vs 3 or become Confused as the imaginary sounds cloud their perception.

## Experience Triggers

* The character or someone they care about is injured because the character is distracted by the voices.
Fencing Replay

Sometimes in battle, the split-second decisions make all the difference. Those who have an instinct for picking up on things in the heat of the moment and the skill to maneuver their weapon with speed and precision can sometimes turn the tide of battle in their favor with even the smallest motion.

## Gift Effects

* After rolling your dice to use a weapon with the "Fencing" descriptor, but before any Damage or Soak is determined, you may exhaust this gift to cause all dice involved in the roll to be re-rolled. These new results stand, whether they're better or worse.
Ivy's Tangle

With its affinity for clinging onto things, ivy shows strong inclination for creating bindings and using new life to strangle the old, which it offers to those that invoke it.

## Gift Effects

* As an attack action, you may exhaust this gift to cast the spell Ivy's Tangle.
	+ Choose a target within Medium range of you. Note that if this spell is cast on any target that is not "Unholy", the spell will gain the "Unholy" descriptor and the user will become Tainted upon casting it.
	+ Roll your Mind, Species, and Climbing vs the target's Speed, Evasion, and Jumping.
		- If you are successful, this spell manifests as vines, bursting from the ground around the target to ensnare them, inflicting Dmg +0 Penetrating and Weak and that target becomes Grappled.
Hedgehogs

((Hedgehogs are used to, hearty, and industrious breed, found all throughout Akoma. A hedgehog takes pride in patience, hard work, and determination. Any hedgehog will tell you that the best life is one that is enjoyed a slow pace.

The superstitious and the ignorant believe that if a hedgehog tenses there muscles, they can shoot their spines at that a deadly velocity. Having heard the story many times hedgehogs may be polite enough to correct people: " your thinking of porcupines."

Hedgehogs are a significant population in the Deltan Valley, Namat, and the Kingdom of Ojo. They mix freely with other species and work a variety of different, peaceful jobs.))

## Anatomy and Physiology

The typical hedgehog is a four-limbed, mammalian bipedal Feralian of slight size.
Deep Diver

The body of a Feralian with the Gift of Deep Diver is capable of going without fresh breath for much longer periods of time than most others, allowing them to venture out into the deep waters of the seas.

## Gift Effects

* You may include your Swimming dice with your Body dice when rolling to see if you suffer suffocation. This effect persists even if this Gift is Exhausted.
* You may hold your breath for up to 10 minutes at a time. This effect persists even if this Gift is Exhausted.
* If you are sent Reeling because you cannot breathe, you may exhaust this gift to negate that Reeling.
Create Air

One of a series of minor magics based upon conjuring the natural elements of the world. Creating Air has a wide variety of uses both for utilitarian purposes - cooling down, turning windmills, etc. - and for combat - knocking down enemies, making it harder for others to catch you, etc.

## Gift Effects

* As a ready action, you may exhaust this gift to ready a Create Air spell.
	+ Roll your Will and Supernatural vs 3. If you are successful, the spell manifests into your hand or casting weapon and will remain there until you cast it, drop it as a free action, or until five minutes have passed.
* If you have a readied Create Air spell you may cast it as an attack action.
	+ Choose a target within Medium range of you.
	+ Roll your Speed and Observation vs the target's defense. If you are successful, the spell inflicts Dmg +0 and Pushes the target back 4 feet.
Deathwish

A character with the Flaw of Deathwish is one that has a strong subconscious desire to die. They may or may not be aware of this desire, but it will still weaken their attempts to fight to continue to live if they are damaged to the point of Dying

## Flaw Effects

* If the character with this flaw becomes Dying, they rules for recovery are as follows:
	+ While attempting to stablize during battle, the character will become sick if they roll either a 1 or a 2 .
	+ While attempting to stablize during battle, the character must roll a 6 or better three times before the fight ends in order to stablize.
	+ After a fight ends, the character will suffer a penalty equal to their Will dice when rolling their Physical Traits to determine recovery after a fight ends.

## Experience Triggers

* The character survives a near-death experience because of someone else's intereference.
Horses

((For most Horses the best of times already past, and the age of chivalry is in dwindling twilight. Without an active crusade to commit to, nor battle-lines to hold, horses do their best to preserve the way of the honorable sword and shield in an age of crude muskets and even cruder musketeers.

They're similarly forthright in other aspects, speaking openly, bluntly, and with little regard for sophistry or philosophy. Horses don't make for particularly good wordsmiths, lawyers, clergy, or actors, they tend to take themselves far too seriously to do well in broad-based politics. However, they make excellent field marshals and a right-hand to power… As long as those in charge keep the respect of the horse in question.

Horses are steeped in tradition, and the order their world around routine, ceremony, and etiquette. A pledged equine is bound without exception. This can make them susceptible to unscrupulous manipulators, but also champions and formidable avengers.))

## Anatomy and Physiology

The typical horse is a four-limbed, mammalian bipedal Feralian of large to giant size.
Indebted

A character with the Flaw of Indebted is one that owes another person something.

## Flaw Effects

* Upon taking this flaw the player must work with the DM to establish who the character owes, what the character owes, the terms of the debt, and why the character owes it.
* Should the character ever fail to fulfill the terms of their debt, they'll likely face serious consequences.

## Experience Triggers

* The character is unable to afford something they need because they've spent their earnings paying off their debt.
* The character or someone they care about faces a harsh consequence as a result of their failing to meet the terms of their debt.
Inner Might

Physical power is not the only measure that should be judged when considering strength. For one to have truly maximized their abilities, they must also have the willpower to keep pushing forward through even the toughest of walls. When it comes to doing what is necessary, will of atavists with the Gift of Inner Might is unyielding.

## Gift Effects

* Before making any roll that uses the Body trait, exhaust this gift to claim a bonus d12.
Elephants

((Elephants are barbarians from the southeastern periphery of Hinoda. Most of them come from the land known as Yindu. Those who travel to Zhonguo are often mercenaries or bodyguards. Others come to teach and to learn, while others still have been merchants who established the profitable Spice route. Astute and strong, elephants have high moral standing and are generous to those who are their friends. Any favor will be repaid tenfold, if not more. Their sense of touch is so refined many can use the trunks as an additional third arm. Their bulk and strength make them fearsome in battle.))

## Anatomy and Physiology

The typical elephant is a four-limbed, avian bipedal Feralian of giant size.
Duty

A character with the Flaw of Duty is one that has a social obligation they're bound to fulfill. Often these duties are career-related. For example, a Physician has a duty to take care of their patients and a Knight has a duty to serve their noble family. These duties may restrict the freedom character's have to pursue their own interests.

Note, if the duty in question is to take care of a single person dependant on the character for survival, you should instead consider the Ward flaw.

## Flaw Effects

* Upon taking this gift, the player should work with the DM to establish what the character's duty is.
* Anytime the character needs to do something that would go against their duty, either by actively working against it or by neglecting to focus on it, they must succeed on a roll of Will vs 3 or refuse the task and focus on their duty.

## Experience Triggers

* The character fails to complete an important task because they went to fulfill their duty.
* The character suffers a consequence because they failed to fulfill their duty.
* The character or someone the character cares about is harmed because they failed to fulfill their duty.
Feral Swiftness

There are times when the key to achieving a goal is speed. When these situations occur, atavists with the Gift of Feral Swiftness can move with a speed that rivals even the fastest of beasts.

## Gift Effects

* Before making any roll that uses the Speed trait, exhaust this gift to claim a bonus d12. This d12 functions as more Speed dice and may be limited by Encumberance.
Disease Prone

A character with the Flaw of Disease Prone is one that gets sick easily. Disease Prone characters may find themselves regularly bedridden by common ailments such as colds, influenzas, and fevers.

## Flaw Effects

* The character suffers a d12 penalty anytime they make a roll to resist becoming Fatigued or Sick.

## Experience Triggers

* The character is unable to complete a goal or task because they are sick.
Dew Walking

It is said that some Feralians once possessed the ability to walk so lightly that they could run through a forest in the morning without disturbing even a single drop of dew. These days the ability is usually only seen in some of their feral cousins, but atavists with the Gift of Dew Walking develop their skills of stealth to the point that the difference is near imperceptible.

## Gift Effects

* If anyone tries to track you, automatically maximize your dice to resist them.
Gardener

A gardener is a person who tends to plants for a living. Often employed by nobles to attend to the landscaping, gardeners are often also expected to have a strong knowledge of plants and herbs, to keep castle walls free of ivy or anything else that could be used for climbing, and to help dig defensive ditches.

## Roles and Duties

* Keeping castle walls free of ivy or other plants that could be used for climbing
Insider

Oftentimes, getting what you want is easier with help from a group more involved with the field. Most will be more willing to help you if you're in the good graces of someone from that group or if you know enough about them to make yourself appear to be what they want to see.

## Gift Effects

* You may claim a bonus d12 to deceive, gossip, negotiate, or question with people who have the same Insider Gift as you.
Dramatic Disheveling

Sets of armor can be great for protecting oneself from harm, but they don't last forever. After a point, they'll only slow you down. If one has a good sense of when that point is, they can play it up the destruction of their armor as distraction to their advantage.

## Gift Effects

* Gain +1 Mark in Presence. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you just rolled your Soak dice, and a Damage effect still scores an Unconscious, Dying, Dead, or Overkilled result on you, you ay exhaust this gift.
	+ Negate all Unconscious, Dying, Dead, and Overkilled results just inflicted on you and any Afraid or Terrified effects currently on yourself regardless of the source.
	+ Your best armor layer is instantly shredded. If you have no armor, then your clothes are shredded, leaving you a tattered mess.
Hawthorn Path

You have formed a strong bond with the spirits of the hawthorn trees, a rare path usually taken by Blessed folks with an affinity for fire.

The hawthorn is a small tree of passion and protection, commonly used as fencing. It grows year round, with it's branches forming thick, thorny hedges, fragrant flowers, and red berries. It is commonly rumored that hawthorn wood burns hotter than any other. With it's sharp thorns and affinity for burning, the Hawthorn Tree has a strong inclination for protecting people and controlling fire, which it offers to those that invoke it.

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

## Gift Effects

* As long as you are not Tainted, as a stunt, you may exhaust this gift to call upon the Hawthorn spirits and ask for a specific blessing.
	+ Declare what it is you're looking for
	+ Roll your Will, Presence, and Supernatural vs 3.
		- If you score one success you may ask to spark or snuff a torch within Short range, to grant you knowledge of any property lines or borders set by markers within the last 150 years within Medium range, to grant a d8 assist bonus to the Presence dice of a target within Medium range, or another blessing of similar value.
		- If you score two successes you may ask for the spirits to spark or snuff a bonfire within Medium range, to grant a d12 assist bonus to the Negotiation dice of a target using the gift of Seduction within Medium range, to call forth and give you a handful of hawthorn berries or seven thorns, or another blessing of similar or lower value.
		- If you score three successes you may ask for the spirits to create a mantle of thorns to cover your arms, back, and head and grant you the gift of Spines for one scene, to remove all supernatural effects that last for a Scene, Respite, or Chapter from a target within Medium range, or another blessing of similar or lower value.
		- If you score four successes you may ask for the spirits to cause all hawthorn in your current Landscape to have one year's worth of hawthorn growth in a single minute (around 1 foot), to create a new fire elemental, or another blessing of similar or lower value.
		- If you score five or more successes you may ask for the spirits to cause all hawthorn in your current Landscape to have twenty years worth of hawthorn growth in one minute (around 20 feet), or another blessing of similar or lower value.
* When you take this gift, you also gain the Gift Hawthorn's Brambles at no additional experience cost.
Firebreathing

The body of a feralian with the Gift of Firebreathing has a special system of organs which can be used to produce a jet of fire from their mouths. These weapons, while powerful, generally require the user to eat certain foods in order to maintain the ability, and can be exhausted.

## Gift Effects

* Your body naturally produces a maximum number of charges of firebreath, 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 as long as you have eaten at least one meal of edible quality that day, 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 Firebreath 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 fire will inflict Dmg +0, Critical, the target will be set On Fire, and you may Sweep the attack to another target within Short range.
Improved Spray

Many creatures have a malodorous spray that they can use to ward off their enemies, but very few of them can say their scent is a potent as those of the atavists. In many cases, their scent may be too much for even their own kind to bear without grimacing.

## Gift Effects

* If you are using the gift Spray, you may claim a bonus d12 to hit.
Death Watch

The world is full of harsh realities. Atavists with a strong understanding of survival come to know this well. Those who have the Gift of Death Watch have come to know death well too, and learned to recognize all the marks of its arrival.

## Gift Effects

* If someone or something dies within Medium range of your senses, you automatically know it at the exact moment it happens.

* You automatically sense all lesser undead within Medium range of you

* You automatically sense all greater undead within Long range of you.

* Undead creatures cannot claim concealment bonuses against you.
Goats

((Goats are often characterized as stubborn, ornery misanthropes that are unimpressed with any ambition beyond what is necessary, including social achievements. Why seek a thousand friends went two will do? This is particularly true when those friends are sturdy pair of hands. Goats are independent, observant, and thoughtful, often self-sufficient or self-employed in occupations that do not require excessive socializing (such as farmers, prospectors, mountain guides, or trackers).

In more urban settings, the goat has no choice but to be around others, but tends to take on roles that affords some measure of solitude; the janitor, the gravedigger, the court executioner, or the shadowy assassin.))

## Anatomy and Physiology

The typical goat is a four-limbed, mammalian bipedal Feralian of average to large size.
Doppleganger

A character with the Flaw of Flaw is one that looks strikingly similar to a miscreant, criminal, or other person of ill-repute that is at large in the world. This can get them into quite a bit of trouble if they happen to stumble into the path of destruction their look-alike has left in their wake, since the criminal's victims will likely assume the character to be the criminal.

## Flaw Effects

* Upon taking this flaw, the DM will create the character's doppleganger as a character in the world. If the character should stumble across part of the trail of destruction their look-alike has left behind during the story, they may find themselves facing consequences for actions the other committed.

## Experience Triggers

* The character faces a consequence because of their doppleganger's actions.
Ibises

((Ibises distant from Thoth, the God of magic. Many Ibises would rather you forget this fact, because the "magic Ibis" has become such a common trope in fiction that almost everyone seems to expect your average Ibis on the street to be a secret sorcerer or mystical font of wisdom that solves all their problems. But as stereotypes go, that's benign, right? Wrong, because just the other week there was a race riot in the streets of Heliopolis in which flocks of ibises were beaten up or run out of town on suspicion of practicing sorcery — a riot which most locals blame on Sultina Yonca. At any rate, ibises tend to live by the water, mostly practicing trades such as fishermen or sailor.))

## Anatomy and Physiology

The typical ibis is a four-limbed, avian bipedal Feralian of slight to average size. They have featherless faces or heads, long, downcurved beaks, and long legs.

Like other Pelicanids, ibises have four-toed feet, broad wings, long necks, and round pupils. Aside from their featherless faces, Ibises can also be distinguished from their cousins the pelicans and the shoebills by their thinner beaks and partially webbed feet.

The standard feather color of ibses is solid black, brown, or white, however populations with green, orange, or red colorations have also been seen. Common markings include dark wings or wings with patches of other colors. The skin on their heads and faces can be black, brown, red, or, white.

All-black, all-white, dilute, and piebald ibses have also been seen, but these traits are rare and tend to run in families.
Griffins

## Appearance

### Body Type

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

### Eye Colors

Amber, Brown, Green, Grey, Orange, Yellow

### Distinctive Traits

* Deep Chest
* Feathered Tufts
* Hooked Beak
* Short Neck
* Semi-Retractable Claws
* Tufted Tail

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Keen Eyes
* Flight
* Frenzy

### Species Skills

* Evasion
* Observation
* Supernatural

## Anatomy and Physiology

The typical griffin is a six-limbed, mammalian bipedal Feralian of giant size.
Fire Clout

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

## Gift Effects

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

((There are many species known for an impulsive, happy-go-lucky nature – then there are Gorillas, who were anything but. Taciturn, brooding, somber, and serious, the ape is something of a wet blanket. Gorillas are concerned with concrete, practical matters and ways of thinking. In business, a gorilla is all about the bottom line without regard for charity or other soft motives.

Gorillas are drawn to professions that make sense of the world in terms of simple transactions, right and wrong, they often rise to positions of power within those roles; judges, generals, sea captains, inquisitors, gang bosses, madams, sheriffs, scientists, pugilists, and so on. They don't do well taking instruction however, and find compromise distasteful.

They are architects, and not carpenters; the mob boss, not the pickpocket. Gorillas are concerned with the greater good, or the largest return on investments, instead of smaller affairs.))

## Anatomy and Physiology

The typical gorilla is a four-limbed, mammalian bipedal Feralian of giant size.
Extra Favorite

Common skills can be useful in many ways. A person who takes the time to think about it may come to excel at using them to complete a variety of tasks.

## Gift Effects

* Gain +1 Mark to your Skill of Choice. This increase is permanent.
* You may choose an extra Favorite Use with your Skill of Choice. You still only get Favor once.
Guard Beast

Your pet has been trained to stay near a target and defend it for any would-be attackers.

## Gift Effects

* As a Rally action, you may exhaust this gift to command your pet to defend a person, object, or place.
	+ Roll your Will and Leadership vs 3. If you are successful, your pet will follow the command and begin guarding the target.
	+ The pet gains the Focused and Guarding statuses, and will refuse to go farther than Near range of the target.
	+ Any time the pet notices anyone other than you approaching the thing they are guarding, the pet must roll their Species, Mind, and Observation vs the approaching target's Will and Deceit.
	+ If the pet is successful, they will know if the target has hostile intent.
	+ The guard command ends if you issue a new command that would counteract it, if the gift is refreshed, or after eight hours have passed.
	+ If the pet has been Guarding for less than two hours when the command ends, you may refresh this gift immediately upon issuing a new command.
* If the pet is Guarding and someone with hostile intent comes within Short Range of the thing the pet is guarding, the pet may attempt to Scare them as a reaction. This does expend the pet's chance to scare the target for the fight.
	+ Roll the pet's Body, Will, and Presence vs the target's Body, Will, Presence. If the target is at Short Range, the pet will also suffer the usual d8 penalty for range.
	+ For each success the pet scores they may choose one of the following effects:
		- Remove the Enraged Condition on a Target
		- Add the Afraid Condition to the Target
		- Add the Terrified condition to an Afraid target, or Sweep to another target within Short range and begin another scare contest.
* If the pet is Guarding and someone with hostile intent comes within Close Range of the thing the pet is guarding, as a reaction, the pet may attack them.
	+ As long as the pet remains guarding, they will not become Afraid when entering the combat.
	+ As long as they are guarding and under their own control, the pet will fight to defend the target they are guarding and will not flee unless they become Afraid, Maimed or Terrified, or you use the Rally action to command them to flee.
Directionally-Challenged

A character with the Flaw of Directionally-Challenged is one that has a bad sense of direction.

## Flaw Effects

* Anytime a character is attempting to navigate between any two points that are equal to an Extreme range or longer apart, they must succeed on a roll of Mind vs 3 or they will become lost.

## Experience Triggers

* The character is put in a dangerous situation because they have become lost.
Donkeys

((Pity the poor, misunderstood Donkey . They work tirelessly for their dinner, they never complain, and still they are the subject of many jokes, the target of many insults.

Perhaps it's because many donkeys are resigned to their lot in life as the working class that they get the short end of the stick.

Donkeys do gravitate towards professions that involve working long hours with great physical demands, such as day-laborer, sailor, farmer, or soldier.))

## Anatomy and Physiology

The typical donkey is an four-limbed, mammalian bipedal Feralian of large size.
Guinare Gelerta

## Physical Appearance

Guinare is an adult Peahen with a tall, slender build, dark black eyes, an unusually large head crest, and a coat of dark brown feathers, with a cream underside, cream facial markings, and a small collar of green feathers around her neck.

Guinare typically dresses in the ornate white, green, and light blue robes typical of the House Sterling scholars. She also wears a set of spectacles to help correct her near-sightedness and a pendant which houses a Vision Stone around her neck, which she uses to help her locate people that have been pulled across the veil from Feralis to Avalon for her research.
Jester

A jester is a professional fool. Sometimes a street performer, jesters who gain the favor of nobles may be hired to serve as entertainers to the royal court. A respected jester may even be given secondary roles such as advisors, battlefield supporters, messengers, and spies. In less positive cases, a noble may force the role upon a prisoner or captured enemy as an act of humiliation. In these cases, they are likely to be tortured or killed for a less than satisfactory performance.

## Roles and Duties

### For Jesters Acting as Street Performers

* Securing enough funding to purchase food and a place to live

### For Jesters Employed by Nobles

* Providing entertainment for their nobles, as well as the royal court and guests of their nobles
Frail

A character with the Flaw of Frail is one that has an especially weak and delicate constitution.

## Flaw Effects

* The character's Body trait may never be raised above d6.
* Anytime the character takes damage, they must succeed on a roll of Body vs 3 or take an additional +1 damage.

## Experience Triggers

* The character is put in the Maimed or Dying state from an attack because of their frailty.
Dingoes

## Appearance

### Fur Colors

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

### Eye Colors

Amber, Brown, Green, Grey, Orange, Yellow

### Distinctive Traits

* Bushy Tail
* Pointed Ears
* Wedge-Shaped Head

## Abilities

### Primary Senses

* Listen
* Smell

### Natural Weapons

* Claws
* Fangs

### Natural Gifts

* Howling
* Pack Tactics
* Survival

### Species Skills

* Endurance
* Digging
* Observation

## Anatomy and Physiology

The typical dingo is a four-limbed, mammalian bipedal Feralian of average size.
Enemy

A character with the Flaw of Enemy is one that has another person in the world who is actively hostile towards them. Given the chance, they will do whatever they can to work against the character's interests or, if possible, even actively harm them.

## Flaw Effects

* Upon taking this flaw the player must work with the DM to establish who the character's enemy is, what the character knows about them, and why the enemy is hostile toward them.
* Should the character cross paths with the enemy through the course of the story, the enemy will do their best to make sure the character regrets it.

## Experience Triggers

* The character faces a consequence because of their enemy's actions.