recursal/Fanatic-Fandom huggingface dataset:
Targeteer

*"I prefer to let my bow do the talking."*

## Advanced

(Core) Targeteers dedicate themselves to perfecting their skill with missile weapons, most often the mighty longbow, though a rare few prefer the crossbow. They regularly travel to different fairs, delighting crowds with their trick shooting and pitting their skills against all-comers in impromptu contests. Many Nobles regularly hold archery tourneys with a fair purse to the winner and a professional Targeteer can make a decent living if he is skilled enough to regularly claim a prize or two. In these grim times, a Targeteer’s uncanny skill with a bow is in high demand among armies and Mercenary companies.

### Secondary Profile

**Skills:** Common Knowledge (the Empire), Gossip, Outdoor Survival, Perception, Search, Sleight of Hand

**Talents:** Mighty Shot, Rapid Reload, Sharpshooter, Specialist Weapon Group (Longbow), Specialist Weapon Group (Crossbow or Throwing), Sure Shot

**Trappings:** Longbow or Crossbow with 10 Arrows or Bolts, Light Armour (Leather Jack)

### **Career Entries**

Bounty Hunter, Hunter, Ghost Strider, Master Thief, Vampire Hunter, Veteran

## Rathiel Whitebow

If there is a better archer in the Old World than Rathiel Whitebow, that archer has kept his identity a secret. The elf is a master of the longbow with few peers even amongst his own kin. He has made the weapon the focus of his life, neglecting family, friends, or any other loyalty.

His all-consuming arrogance is such that he will never refuse a challenge of his skills. He will settle for mere target shooting but prefers a duel of arrows. Because of this, Rathiel has killed at least a half dozen men and elves over the last few years and wounded far more. This has made his reputation as a highly dangerous outlaw.

Rathiel is on a quest. He is searching for a legendary magical bow known only by the cryptic name The Song of Storms. Whether this weapon is real or simply a product of Rathiel’s obsession is difficult to say. What is certain is that Rathiel broke into a bookseller’s shop in Brionne and since then has been seen trekking towards the Border Princes. His exact destination remains uncertain to anyone but himself.

## The Elven Fair

A common story amongst archers, woodsmen, and targeteers is that once every decade, the elves of Athel Loren hold an archery contest. In the elves’ own tongue this is called the Mureth Vai, and it is said to be an affair of rare magnificence and fey splendour. The elven lords and ladies gather to watch the tournament and to revel beneath the midsummer moon.

The prize, the storytellers whisper around campfires, is always the same – a an elven bow of unparalleled craftsmanship, made from the heartwood of a tree older than any human kingdom. The tournament is an open invitation and anyone who can brave the dangers of the forest is welcome to participate, even humans. No human in living memory has ever won the tournament.

Indeed precious few can even honestly claim to have entered the Mureth Vai, and whether this tournament is even real is a matter of discussion. But if it were real, then whoever won it would likely be the Old World’s greatest archer.
Banshee

After the death of a murderess or other woman who has committed particularly evil crimes, it often comes to pass that her shade lingers on to torment the living. It is said that a Banshee’s howl means the death of any who hear it. A Banshee’s skull-like head pokes up from flowing tattered robes, with an equally emaciated body sometimes glimpsed beneath. Her hair is sometimes like a black halo, sometimes like ten thousand writhing tendrils, and the face beneath it is a study in torment. Banshees are often followed by the ineffectual spirits of the men they slew when alive, which appear in the form of glowing skulls and faces just as agonised as the Banshee herself. Banshees prefer to use stealth to attack an enemy, concealing themselves within a suitable object. A concealed Banshee will periodically peek out, leaning forward and passing her head out of the object to do so. When her chosen prey is close, she will leap forth and attack. The more cunning Banshees may attempt to pick their victims off one at a time, targeting stragglers or lone scouts first before attacking the rest of the party. Most, however, are too driven by fury and hatred to bother with any more subterfuge than hiding before an attack.

### Skills

Concealment +20%, Perception +20%, Speak Language (any one)

### Talents

Ethereal, Frightening, Night Vision, Undead

### Special Rules:

* Ghostly Howl: Once per round, as a half action, a Banshee may emit a terrifying howl of pure evil against a single opponent who is within 16 yards (8 squares). She and her opponent make opposed Will Power Tests. If the opponent wins, he is unaffected. If the Banshee wins, she inflicts 1d10 Wounds on her victim, ignoring Toughness Bonus and armour. Those killed by a Banshee’s wail appear to have been frightened to death. Creatures immune to Fear and Terror Tests are also immune to the ghostly howl. A character who is injured by a Banshee’s howl, but lives to tell the tale, must make a Will Power Test at the end of the encounter or gain 1 Insanity Point. Many survivors convince themselves that they are doomed to die, and are unable to shake off the feeling.

### Slaughter Margin

Challenging (Impossible without a magic weapon or spells)
Master Yole

SHUT UP!!! I AM MASTER YOLE!!!

Master Yole Is The Main Antagonist of Joe Marshall The Show.

## Personality

Joe's Arch-Rival Is Known For Being The Evilest Villain on The Planet. He Has Had an Army of Yoles & Created Many Dopples of Joe.

## Relationships

**Joe -** He Hates Joe & Wants His A\*\* Dead!

**Skorpio -** Despite Master Yole Being His Creator, Skorpio Can't Stand Him.
Daemon Slayer

*"Phaw. That weren’t so tough. Wake me when we find something worthy of my axe."*

## Advanced/Special

(Core) In every generation there are one or two Slayers who cannot seem to find the death they crave. At every turn, destiny cheats them or perhaps, drives them forward, and as the long years pass, they grow more and more fierce, determined to find the mighty doom that awaits them. When neither Trolls nor Giants can fell a Slayer, he takes on the mightiest foes of all: the Daemons of Chaos. Daemon Slayers are frightening individuals. They are barely sane at best, the shame of their continuing survival weighing ever on their thoughts, yet they’re also among the greatest warriors that the Old World has ever known.

**Note:** Only Dwarfs can enter this career. You must have slain a Daemon of note to enter this career.

### Secondary Profile

**Skills:** Common Knowledge (any two), Consume Alcohol, Dodge Blow, Intimidate, Scale Sheer Surface

**Talents:** Lightning Parry, Unsettling

**Trappings:** Great Weapon

## A Slayer Finally Meets his Doom

When a daemon slayer finally meets his doom, his surviving companions should decide how to honour him. It would certainly be remiss of them not to contact the dwarf ’s family and old associates to tell them of the manner of his passing.

Such a journey could be perilous in itself, as the dwarf holds lie in remote mountainsides. The reception may not be a warm one either, and if the news is not good (for example the slayer may have died in a dishonourable manner – by accident or in combat with an unworthy foe) the dwarfs might hold it against the messenger.

## Notable Figure: Falki Ringulsson

Falki Ringulsson was a young apprentice stonemason of Karak Hirn. His master, Gotri, allowed Falki to oversee the completion of a joist they erected in a feasting hall. Five months later, during raucous celebrations, part of the roof gave way and crushed the revellers underneath.

It seemed his joist had proved the weak point and Falki blamed himself. Gotri tried to console his apprentice, explaining that accidents happen, but Falki fell into a deep depression and took no solace from anyone’s sympathy. After months of his apprentice’s moping Gotri suggested making atonement might ease his apprentice’s conscience. He didn’t mention any particular penance, but everyone knew what was implied. Falki shaved the sides of his head, dyed his hair a bright orange, and swore the slayer oath. He travelled to exotic locales, met wondrous beasts, and slew them.

Seventeen years later, few dwarfs from Karak Hirn would recognise the now mighty Falki Ringulsson. He has faced down some of the most dreadful opponents the Old World has to offer and has earned the title of daemon slayer. However, a secret bitterness lurks in Falkri’s heart. No longer a callow youth, he now considers Gotri responsible for the accident that led to his shame, reasoning that the master mason convinced him to take the oath to focus blame on Falki. If the mason had taken his responsibilities seriously he would have checked that his apprentice’s work was sound. Falki wants one last meeting with Gottri before meeting his doom.
Repeater Firearm

These weapons are similar in appearance to the non-repeater varieties, except they have six barrels. The reload time on Table 5-5: Missile Weapons only applies when barrels have not yet been discharged. Once six shots have been taken, it takes 6 full actions to refill the magazine and make the weapon ready to fire again. Normally only used by Imperial engineers, repeater weapons are consequently quite rare.
Blunderbuss

A blunderbuss is a larger version of the Firearm. You can load it with nails, broken glass, small rocks or just about anything else on hand, though shot is preferred. A blunderbuss requires two hands to wield. It does not require a Ballistic Skill Test to fire but wielders must spend 6 Full Actions to reload it if they do not have the Specialist Weapon Group (Gunpowder) Talent.
Full Plate Armour

Full plate armour encases you in a suit of interlocking plates, designed for maximum protection. Full plate armour includes a helmet, breastplate, plate bracers, and plate leggings worn over full mail and full leather armour. The more expensive suits of full plate armour feature intricate carvings and embosses on the armour to strike fear into the hearts of enemies.
Petty Magic (Divine) spells

Anyone with the Petty Magic (Divine) talent can attempt to cast the following spells. These are the typical spells learnt by aspiring Priests, as they test all areas of a cleric’s faith.

## Blessing of Courage

Casting Number: 3

Casting Time: Half action

Ingredient: A tuft of dog hair (+1)

Description: Your inspirational words put fire in the heart of an ally. Any one frightened or terrified character within 24 yards (12 squares) immediately regains his composure and may once again act as normal.

## Blessing of Speed

Casting Number: 4

Casting Time: Half action

Ingredient: A snake scale (+1)

Description: The touched character receives a +5% bonus to Agility and a +1 bonus to Movement. The spell lasts 1 minute (6 rounds) and you can only benefit from one blessing of speed at a time. This is a touch spell and you can cast it on yourself.

## Blessing of Fortitude

Casting Number: 5

Casting Time: Half action

Ingredient: A piece of turtle shell (+1)

Description: The touched character receives a +5% bonus to Toughness and Will Power. The spell lasts 1 minute (6 rounds) and you can only benefit from one blessing of fortitude at a time. Blessing of fortitude a touch spell and you can cast it on yourself.

## Blessing of Healing

Casting Number: 5

Casting Time: Half action

Ingredient: A sprig of holly (+1)

Description: Your touch heals an injured character of 1 Wound. A wounded character can only receive such healing once during or after each battle or encounter in which Wounds are lost. This is a touch spell and you can cast this spell on yourself.

## Blessing of Might

Casting Number: 6

Casting Time: Half action

Ingredient: An iron nail (+1)

Description: The touched character receives a +5% bonus to Weapon Skill and Strength. The spell lasts 1 minute (6 rounds) and you can only benefit from one blessing of might at a time. This is a touch spell and you can cast it on yourself.

## Blessing of Protection

Casting Number: 7

Casting Time: Full action

Ingredient: A small token with your deity’s symbol (+1)

Description: You receive the protection of your patron deity. Anyone who tries to attack you must make a successful Routine (+10%) Will Power Test. Those that fail must pick another target or take a different action. The spell lasts 1 minute (6 rounds) and you can only benefit from one blessing of protection at a time.
The Lore of Morr

Morr is the God of Death and Dreams. He is the lord of the underworld and protects the dead and dreamers. His Priests provide funerary rites to the dead and do Morr’s work in the world. Those who call upon Morr’s miracles often find themselves becoming pale and somewhat distracted from this world. They often feel duty bound to aid ghosts or other trapped spirits.

## Preserve Corpse

Casting Number: 5

Casting Time: 1 minute

Ingredient: A piece of fresh fruit (+1)

Description: You temporarily stop the decomposition of one corpse. It remains perfectly preserved for 24 hours. During this period, the corpse cannot be re-animated by necromantic spells.

## Sign of the Raven

Casting Number: 9

Casting Time: Half action

Ingredient: A raven’s feather (+1)

Description: You summon a ghostly raven (the symbol of Morr) that casts the shadow of death over the field. You and all your allies within 12 yards (6 squares) add +1 to all your damage rolls. Lasts a number of rounds equal to your Magic Characteristic.

## Dream Message

Casting Number: 10

Casting Time: 1 minute

Ingredient: A piece of wool (+1)

Description: You appear in the dreams of one character and deliver a message no longer than 30 seconds long. The receiver must be someone you’ve met personally, must speak a common language, and must be asleep when the spell is cast.

## Destroy Undead

Casting Number: 13

Casting Time: Half action

Ingredient: A wooden stake (+2)

Description: Your touch causes a Damage 8 hit on an Undead opponent. This is a touch spell.

## Vision of Morr

Casting Number: 15

Casting Time: 1 minute

Ingredient: A mushroom harvested from a grave (+2)

Description: You pray to Morr and ask for a vision relating to a problem you are currently experiencing. The GM must secretly make a Fellowship Test on your behalf. If successful, you receive a vision that relates to your problem and may offer clues to help you resolve it. If the test is failed, you receive a bizarre vision that seems like it might have meaning but is really just a confusing mess.

## Sleep of Death

Casting Number: 20

Casting Time: Full action

Ingredient: A small silver scythe (+2)

Description: You cause a group of enemies within 24 yards (12 squares) to slumber like the dead. Use the large template. Those affected fall asleep for 1d10 rounds unless a successful Will Power Test is made. Sleeping characters are considered to be helpless. This miracle is often used to calm the bereaved. Particularly the noisy ones.
Quarter Staff

One of the most common weapons in the Old World is the quarter staff. Easy to manufacture, available just about anywhere, the quarter staff is a staple of most travellers’ supplies. The best staves are made of hickory or oak, with metal caps to prevent splitting at the ends, and a leather grip about midway along the shaft.
Repeater Pistol

These weapons are similar in appearance to the non-repeater varieties, except they have six barrels. The reload time on Table 5-5: Missile Weapons only applies when barrels have not yet been discharged. Once six shots have been taken, it takes 6 full actions to refill the magazine and make the weapon ready to fire again. Normally only used by Imperial engineers, repeater weapons are consequently quite rare.
The Lore of Ulric

Ulric is the God of Battle and Winter. He has been worshipped since ancient times; indeed Ulric was the patron of Sigmar himself. His Priests are as fierce as wolves and they use spells to win more glorious victories in Ulric’s name. Those who call upon Ulric often find that they prefer cold to heat, and seldom feel at home in civilized areas.

## Winter's Chill

Casting Number: 5

Casting Time: Half action

Ingredient: A tuft of animal fur (+1)

Description: You radiate a coldness that chills to the bone. Anyone attacking you in melee combat suffers a –10% penalty to their Weapon Skill. Winter’s chill lasts for 1 minute (6 rounds).

## Battle Fury

Casting Number: 7

Casting Time: Full action

Ingredient: A smear of fresh blood (+1)

Description: Ulric’s spirit fills you and your bloodlust is unleashed. For a number of minutes equal to your Magic Characteristic, you gain a +1 bonus to your Attacks Characteristic. Whilst battle fury is in effect, you must charge the nearest enemy in melee combat, all attacks must be all out attacks, swift attacks or charge attacks, and you may not flee or retreat.

## Howl of the Wolf

Casting Number: 11

Casting Time: Half action

Ingredient: The tongue of a wolf (+2)

Description: You howl like one of Ulric’s wolves and instil your allies with a lust for battle. Until your next turn, any allies within 24 yards (12 squares) can attack twice during a charge attack action, regardless of their Attacks Characteristic. A charge normally allows only one attack.

## Ulric’s Gift

Casting Number: 15

Casting Time: 1 full action and 1 half action

Ingredient: An axe (+2)

Description: Your touch and blessing awakens the slumbering berserker in one ally. For the next hour, the target of this spell counts as having the Frenzy talent. This is a touch spell. You cannot cast it on yourself.

## Heart of the Wolf

Casting Number: 18

Casting Time: 1 full action and 1 half action

Ingredient: A wolf ’s heart (+2)

Description: Your allies are inspired with the martial spirit of Ulric. For 1 minute (6 rounds), any allies within 24 yards (12 squares) of you automatically pass any Fear or Terror Tests they are required to make and become immune to the effects of the Intimidate skill and the Unsettling talent.

## Ice Storm

Casting Number: 20

Casting Time: Half action

Ingredient: An icicle (+2)

Description: You summon up a fierce storm of lashing ice anywhere within 48 yards (24 squares) to decimate your foes. Use the large template. Anyone affected takes a Damage 5 hit and must make a successful Will Power Test or be stunned for 1 round.
Experimental

Weapons with this quality use the latest engineering technology so they are more prone to mishap. On an attack roll of 96-98, the weapon jams and cannot be fire again until a successful Trade (Gunsmith) Skill Test is made. On an attack roll of 99-00, the weapon explodes, inflicting a Damage 8 hit on the wielder and destroying itself in the process.
Woodsman

*"Looks like we need to clear out that copse of trees by the old Holmstead farm. They need the wood to rebuild the inn that burned down."*

## Basic

(Core) Woodsmen live among the mighty forests of the Empire, looking after trees they will fell for timber. The more fortunate Woodsmen work for Noble families on large estates. The braver souls work on the edges of civilisation, helping to expand the settled lands. These Woodsmen must deal with all the dangers of the forest, from pitfalls and bandits to wild animals and Beastmen. They always keep their axes handy and not just for chopping wood. Woodsmen have been known to clash with Elves, since the Elves do not take kindly to the clearing of their precious forests.

### Secondary Profile

**Skills:** Concealment, Follow Trail or Set Trap, Perception, Scale Sheer Surface, Secret Language (Ranger Tongue), Secret Signs (Ranger), Silent Move

**Talents:** Fleet Footed or Very Resilient, Rover, Specialist Weapon Group (Two-handed)

**Trappings:** Great Weapon (Two-handed Axe), Light Armour (Leather Jack), Antitoxin Kit

### **Career Exits**

Hunter, Militiaman, Outlaw, Scout, Vagabond

## Little Known Facts

Woodsmen have skin like leather, from constant exposure to the elements. When working in the heat of summer, some woodsmen are known to coat themselves in tree sap to keep insects away, which gives them a curious, woody smell.

Woodsmen know how to treat bark so it can be worked like thick leather. Woodsmen often have bracers, greaves and shoe soles made from bark, which is more durable than leather or cloth.

Woodsmen are careful to maintain their patch of forest, planting an acorn where they fell an oak, nurturing saplings and clearing the forest floor of undergrowth that might stunt the growth of new trees.

For several misguided reasons, woodsmen have traditionally been considered mortal enemies of wood elves. In reality they share a common interest in caring for the forest environment that sustains their livelihoods, but they each approach it from a different tact.

## Notable Figures

Thangir Hrolkson may be the closest a human has ever come to being an honorary elf. Raised in a small farming community at the edge of the Drakwald Forest, Thangir grew up loving his woodland home. A secretive clan of elves lived deep among the trees, and young Thangir managed to befriend their children, playing with them in the woods whenever he could slip away from his family.

As he grew older, Thangir followed in his father’s footsteps as a woodsman in the service of the local lord. At first his elven friends accused Thangir of betraying their trust, but gradually they realised that he was protecting them even as he served his lord, cutting only those trees along the forest’s edge and stopping anyone from trespassing into the domain of the elves. The elves regard Thangir as a sort of elfbrother, and on occasion they gift him with the fruits of their woodland realm, left at the door of his remote cottage.

Thangir’s human neighbours, however, regard him as a crazed outcast, a dabbler with dangerous forest spirits, and steer well clear, a situation which suits Thangir well.
The Awakening of the Slumbering Earth Dragon

Type: Arcane

Arcane Language: Magick

Magic: 3

XP: 300

Ingredients: A dragon’s tooth, a diamond worth at least 500 gc, and a gong blessed by a dying Priest.

Conditions: You must be naked and painted with woad.

Consequences: If you fail your Casting Roll, you are swallowed up by the earth instead and are slain.

Casting Number: 17

Casting Time: 8 hours

Description: You call upon the power of the nature to create a devastating earthquake. It affects an area the size of a small town, anywhere within 3 miles of you. The earthquake lasts for one minute and destroys all but the strongest of buildings.
Petty Magic (Hedge) spells

Anyone with the Petty Magic (Hedge) talent can attempt to cast the following spells. They represent the most typical hedge magic spells. Since each Hedge Wizard is self-taught, however, many other unique (and largely useless) hedge spells exist.

## Protection from Rain

Casting Number: 3

Casting Time: Full action

Ingredient: A freshly picked leaf (+1)

Description: This spell protects you from the rain and other types of precipitation. Even in the heaviest downpour, you and your belongings remain perfectly dry. The spell lasts for 1 hour, though you may dismiss it any before that at your option.

## Magic Flame

Casting Number: 3

Casting Time: Half action

Ingredient: A piece of flint (+1)

Description: You cause a bluish flame to burst to life in your open palm. It lasts as long as your palm stays open or until you cast another spell (whichever comes first). The flame is too small to cause any damage in combat, but it provides the illumination of a candle and can be used to ignite flammable materials like torches, thatch, etc.

## Gust

Casting Number: 4

Casting Time: Half action

Ingredient: A bird’s feather (+1)

Description: The wave of your hand creates a light gust of wind to blow through the area. It is strong enough to blow out candles and scatter papers, but not of such force to knock over objects of any weight.

## Ghost Step

Casting Number: 4

Casting Time: 1 full action and 1 half action

Ingredient: A pinch of sand (+1)

Description: You leave no visible tracks for 1 hour no matter what type of terrain you are walking through. Anyone trying to Follow Trail suffers a –30% penalty.

## Ill Fortune

Casting Number: 5

Casting Time: 1 full action and

1 half action

Ingredient: A crude doll of the victim (+1)

Description: You can enchant an item so that its bearer is cursed with bad luck. You must be able to touch the item to cast the spell (if the item is on someone’s person, the rules for touch spells apply). For the next 24 hours, the bearer of the cursed item suffers a penalty equal to your Magic Characteristic on all tests. A character can only be the subject of one ill fortune at a time.

## Shock

Casting Number: 6

Casting Time: Half action

Ingredient: A small pin (+1)

Description: Your touch stuns one opponent for a number of rounds equal to your Magic Characteristic unless a successful Will Power Test is made. Shock is a touch spell.
Steward

*"This beef is nearly rotting, you oaf! His Lordship is entertaining the Elector Count himself this evening. If you don’t get me fresh meat immediately, you’ll be on the menu!"*

## Advanced

(Core) A Steward is a household manager, entrusted with arranging all the bothersome everyday details that Nobles and the very rich, such as successful Merchants or powerful clergy, cannot be bothered to deal with. While a Noble Lord will often have no idea what he is worth or how much it takes to upkeep his affairs and various holdings, his Steward will know down to the last shilling. As wealthy Nobles tend to have far flung estates, some Stewards may be put in charge of a property and left to their own devices for years at a time.

### Secondary Profile

**Skills:** Academic Knowledge (Law), Charm, Command, Common Knowledge (the Empire), Evaluate, Gossip, Haggle, Intimidate, Perception, Read/Write, Ride, Search, Speak Language (Reikspiel), Trade (Merchant)

**Talents:** Public Speaking, Super Numerate

**Trappings:** 2 Sets of Best Craftsmenship Noble’s Garb, Writing Kit

### **Career Entries**

Courtier, Farmer, Politician, Priest, Scholar, Valet

## Responsibilities

The smooth running of an estate requires daily dealings with the bureaucracy of the Empire: tax rolls must be kept in order, fines paid, appeals penned, bribes handed out, and so on. In his master’s absence, the steward must also hold court over internal disputes and enact punishment and reparation. As his master’s representative, the steward’s word is always final. He has significant leeway to act as he sees fit, as long as it is in his master’s interests.

Stewards must constantly maintain a careful inventory of the estate’s goods and holdings. In cities, the steward is required to make regular visits to his master’s business interests dotted around town. In rural areas, where an estate could comprise of vast tracts of land and isolated farms, this might involve days of travel through dangerous terrain, with an entourage of guards to repel bandits or control peasants enraged at the latest increase in their tithes.

The steward will also be in charge of the estate’s protection. The farms of a rural estate must be defended against raiders, and business interests in the city must be protected against aggressive competitors. A steward works tirelessly to maintain the efficient running of his master’s possessions.

## Reputation

A steward’s position of power is dependent on the master he serves, and so his reputation is tied with that of his lord. The man who holds stewardship in the name of a tyrant will be reviled by the people he governs. He is often hated more than his master, because he is the daily face of his master’s harsh edicts.

On the other hand, the steward of a just and temperate lord may be held with esteem if he acts according to his master’s wil. However, there are too many stewards who abuse their position.

The absent lord of an estate may be under the illusion that that his holdings are being run efficiently, while in actuality his proxy is bleeding his tenants white and creaming off the proceeds.
Bestigors

The toughest and most experienced Beastmen are known as Bestigors. They are better disciplined than Gors and they take the best armour and weapons for themselves. Beastman leaders almost always come from the ranks of the Bestigors.

### Skills

Command, Concealment, Dodge Blow, Follow Trail, Intimidate +10%, Outdoor Survival, Perception, Shadowing, Silent Move, Speak Language (Dark Tongue)

### Talents

Keen Senses, Menacing, Rover, Specialist Weapon Group (Two-handed), Strike Mighty Blow

### Special Rules

* Chaos Mutations: Animalistic Legs, Bestial Appearance, and Large Horns. There is a 50% chance of an additional mutation. Roll on Table 2-1: Expanded Chaos Mutations to generate the extra mutation if present and modify stats as appropriate.
* Silent as the Beasts of the Woods: Beastmen are naturally stealthy, and most are also very experienced hunters and trackers. They gain +20% to Silent Move Tests and +10% to Concealment Tests.

### Weapons

Great Weapon, Hand Weapon, Horns (SB Damage)
Flail

A flail is a weapon consisting of two or more chains attached to a rod-like handle. Most flails affix a weight such as a spiked metal ball or a ring at the end of the chains to enhance the weapon’s potential damage. A flail with just one chain and ball is called a morning star, and is less encumbering and deals less damage than the flail.
Shrapnel

Weapons with this quality fire loads of shot, jagged metal, nails, glass, or other small projectiles. These are not marksman’s weapons; they just spray out spinning death over a large area. Firing a Shrapnel weapon does not require a Ballistic Skill Test to hit. Simply measure out a line as long as the weapon’s maximum range (32 yards/16 squares in the case of a blunderbuss) and 2 yards (1 square) wide. Anyone caught in this area must make a successful Agility Test or suffer the weapon’s damage.
John Arcilla

This article is incomplete and may be considered a stub. It is in need of immediate attention, additions, and/or work. Please help to improve this article by expanding it to give a more complete coverage of its subject.

## Biographical Information

### Birth

24 June 1966 (age 57)
Quezon City, Metro Manila, Philippines

## In the films

### Featured in

Heneral Luna

**John Arcilla** is a Filipino multi-awarded actor and environmentalist. He portrayed Gen. Antonio Luna in the 2015 Film *Heneral Luna*.

## Biography

John Arcilla was born as Romeo Gonzales Arcilla on June 24, 1966 in Quezon City, Metro Manila, Philippines to Filipino parents, Dominador Gil Alemania Arcilla and Eustaquia Gonzales. He is a descendant of Manuel L. Quezon from his mother's side. Arcilla and his family moved to his mother's hometown Baler, Aurora due to the declaration of martial law in 1972. There, he began to show interest in acting at age 7, when he had fantasies of performing on stage in front of a large audience. He was heavily influenced by his parents, from his mother who was a fan of Broadway and Hollywood actors such as Julie Andrews, Yul Brynner, & Marilyn Monroe and from his father who sings and loves hosting parties.[2][3][4]

### **Education**

Arcilla finished high school at Mount Carmel College of Baler (MCC Baler). He was an avid participant and member of the Philippine Educational Theater Association-Metropolitan Teen Theater League (PETA-MTTL) community based, during his high school days. He graduated as a scholar of mass communication from Saint Joseph's College of Quezon City(SJCQC). He was an acting scholar of the Actors' Workshop Foundation under Laurice Guillen, Johnny Delgado, and Leo Martinez from 1987 to 1990.
Thử Thách Tháp Gian Tà 3 lần

Cuối cùng cũng tới hành trình thứ tám rồi. Ở hành trình thứ tám này, bạn sẽ được giới thiệu về Tháp Gian Tà. Hãy vượt qua thử thách Tháp Gian Tà 3 lần!!

Quái vật trong Tháp Gian tà xuất hiện theo từng đợt và boss sẽ xuất hiện cuối cùng.

Trong bất kỳ Dungeon nào , chúng ta sẽ cũng bị giới hạn thời gian để vượt qua. Vậy nên đây là nơi rất tuyệt cho người chơi kiểm tra Lực Chiến của mình

Tôi có lời khuyên này! Hãy sử dụng Càn Quét trong Tháp Gian Tà để nhận phần thưởng

từ các tầng đã vượt qua trước đó. Mỗi lần bạn có thể sử dụng một lần. Đừng quên sử dụng nó nhé !
Hệ thống Buff

Buff là loại hiệu ứng có thể thay đổi trạng thái của Nhân Vật. Bạn có thể nhận Buff qua Vật phẩm, Skill chủ động và Skill bị động. Buff bị động luôn được kích hoạt và buff chủ động cần phải thi triển lên Nhân Vật của bạn hoặc đồng đội để có tác dụng. Buff Tiêu Hao và Buff Chủ Động có thời gian nhất định và không kèo dài lâu.

Q. Buff có những hiệu ứng nào?

• Có rất nhiều buff hỗ trợ nhân vật của bạn, chúng có thể tăng Sát Thương, Phòng Thủ, Tốc Đánh, Tốc Chạy, và Sát Thương Phép. Một số buff còn có thể giảm chỉ số của đối thủ như Mục Nát.

1. Buff ảnh hưởng lên chiến trường. (Sát thương theo thời gian, hồi phục, etc)

2. Buff tăng hoặc giảm chỉ số nhân vật.

3. Buff trạng thái giúp thay đổi hành động nhân vật hoặc trạng thái sau một khoảng thời gian..​​​​​​
Charlatan

*"I’m out to steal every last moment’s peace out of my mark, not just his coin. Naught but doubts nor despair shall fill the purses of my victims."*

## Advanced

(Core) Charlatans are tricksters extraordinaire, cunning liars who can convince people of almost anything. With their glib tongues and ready wits they bilk the gullible out of their fortunes and escape with both the money and their lives. For a Charlatan, lying is like breathing. Common Charlatans are content to sell worthless miracle cures and trinkets that will supposedly ward off black magic whereas more skilled ones fake being other professions to collect consultation fees and sell off property that they don’t own. Legendary Charlatans run con schemes that try to take Nobles and rich Merchants for all they’re worth.

### Secondary Profile

**Skills:** Blather, Charm, Common Knowledge (Bretonnia or Tilea), Disguise, Evaluate, Gamble, Gossip, Haggle, Perception, Secret Language (Thieves’ Tongue), Sleight of Hand, Speak Language (Breton or Tilean), Speak Language (Reikspiel)

**Talents:** Flee!, Mimic, Public Speaking, Schemer or Streetwise, Seasoned Traveller

**Trappings:** 6 sets of Common Clothes, 4 sets of Best Craftsmenship Clothes, Forged Document, 4 bottles of variously coloured water, 4 bottles of variously coloured powder

### **Career Entries**

Agitator, Camp Follower, Courtier, Dilettante, Entertainer, Envoy, Ex-Convict, Fence, Hedge Wizard, Journeyman Wizard, Minstrel, Rapscallion, Rogue, Smuggler, Thief

### **Career Exits**

Cat Burglar, Demagogue, Outlaw, Politician, Spy

## Thief of Hearts

“What’s the difference? Sir, you wound me, comparing me to a common thief or burglar. It’s truly an insult, it is. It’s all about where the focus lies. Thieves, burglars, and cutpurses only look for the pocket, the jewel. I aim for the heart first and foremost. I want to steal someone’s trust and love, not just their fence-able goods. I’ll steal dignity before diamonds…but I won’t forget the diamonds. You want someone embarrassed and impoverished, I’m the one to do it.”

## Synnaela Maruvaal

The young elf Maruviel Naesyllna grew bored with life as an envoy in Nuln, brokering trade deals among the witless and the greedy. Excitement rarely entered her negotiation-laden world, until she interrupted a dwarf thief at a noble’s manse as she sought refuge from an overly amorous trade partner. Seizing the opportunity, Maruviel offered an alliance with the thief in exchange for escape from the drudgery of her life.

Since that night three years ago, the two women mutually conspire to maintain their mutual thrills and profits. The dwarf became Karin Dellardar while they traveled from Nuln to Marienburg, and they established a false trading house through which both of them operate scams. Maruviel adopted the role of Synnaela Maruvaal, a temptress whose victims are too proud to admit they’d been swindled.

Synnaela’s richest mark was a Kislevite noble whom she fleeced of a magical dagger of unmelting ice (and most of his jewelry) in exchange for forged “letters of introduction” that led to exile rather than allowing him an extended audience with Emperor Karl Franz.
Skald

*"They will sing of our victory today for generations. I’ll see to it myself."*

## Basic

(ToC) Skalds are the keepers of lore, the chroniclers of the histories of the Norse. Part entertainer, part warrior, these individuals are held in high esteem for their wisdom and knowledge. All Kings keep Skalds in their retinues, as do most Jarls. When the call for war is sounded, the Skald bears the banner and marches to battle with his comrades.

### Secondary Profile

**Skills:** Academic Knowledge (History), Blather, Charm, Common Knowledge (Norsca), Common Knowledge (Chaos Wastes), Gossip, Perception, Performer (any two), Speak Language (Norse), Speak Language (any two) or Ventriloquism

**Talents:** Mimic, Public Speaking, Savvy, Suave

**Trappings:** Hand Weapon, Shield, Light Armour (Leather Jack and Leather Skullcap), Banner, Several Scrolls Recounting the Histories of the Character’s Tribe

### **Career Exits**

Agitator, Berserker, Burgher, Freeholder, Marauder, Mercenary, Reaver, Rogue, Seer

## A Day in the Life

The skald rises at an early hour, as soon as the breakfast fires in the Jarl’s great hall are kindled. After all, he would be grieved to miss any pertinent gossip (and heartbroken to miss impertinent gossip). Also, the skald may have enemies (at least, he will if he’s any good) and in Norsca it is wise to wake before those who hate you.

A skald is a learned man, contemplating the written sagas of the Norse and talking to his elders about their recollections. He may also be a musician and, if so, will spend time practising his craft. The skald has his ears open for news of recent events, and his eyes on any behavioural quirks of members of the jarl’s court. The skald performs one function above all others – offering entertaining and irreverent commentary on current affairs.

When the night draws in the jarl may preside over a feast and call the skald to perform. The skald sings the sagas of the Norsemen and plays sweet music. As mead flows the Northmen call for more ribald entertainment and the skald employs his skills as a mimic and comedian, mocking those in attendance, and even parodying the jarl himself.

The skald treads a fine line. If he’s careful, he will be heaped with praise and fame, and even given the honour of bearing the Jarl’s banner in times of war. Most Northmen pride themselves on being able to take a good joke, so the Skald is confident that his targets will probably take it in good humour. However, if he takes his act too far, he may find himself hewn apart by an offended reaver.

## Affiliations

Skalds are almost always members of a Norse lord’s court, and so enjoy the patronage of a jarl, king or warlord. This provides much needed protection for the skald. This is a liability to, for if the skald seeks a life of his own (by taking up adventuring, for example) he will have effectively snubbed a very important Norseman.

Members of Norse society such as seers and vitki will tend to give skalds a warm reception out of respect for their learning.
Badlander

*"Life’s tough here, so we’re tougher. The only hope here is the dream of leaving these rocks behind."*

## Basic

(RC) Badlanders, as the name suggests, live in the badlands of the Border Princes. These areas are often mazes of broken rock, containing little water and less life, and what life is present is unpalatable at best and hostile at worst. They have to travel constantly around the area to find food and water, which also makes it relatively easy for them to hide. A surprisingly high proportion of Badlanders have previous careers from which they are hiding; those who don’t tend to dream of doing something worth hiding from.

### Secondary Profile

**Skills:** Concealment, Follow Trail, Outdoor Survival, Navigation, Perception, Scale Sheer Surface, Search, Silent Move

**Talents:** Orientation, Sixth Sense

**Trappings:** Climbing Equipment

## Finding Forgiveness in the Badlands

The Badlands hold a life of unbelievable hardship compared to life in the Empire. Living on the move in such harsh terrain forces the natives to be hunters and gatherers of any potential food and water sources. Where vagabonds might scavenge easily in a forest, badlanders must scour rugged rock and sparse ravines for the well-hidden edible plants or sheltered sources of water.

Because of these hardships, enduring the Badlands is a suitable punishment for those incurring a god’s wrath. The length of one’s sentence when exiled to the Badlands depends on his or her transgression, though a typical sentence is “his years in days and one, to prove his piety outweighs his maturity.” Many penitents die in the Badlands before completing their contrition due to their inability to find easy food, water, or shelter (or because they fall afoul of the native Badlanders).

## Beatrix “Crow’s Daughter”

While many people with questionable natures flee to the Badlands to hide from the consequences of previous actions, some are born into the rough life “between the mountains.” Beatrix knows little more than the struggles for life among the stone labyrinths.

Raised by Bretonnian and Averlander deserters, Beatrix has lived among the Badlands her entire life. The only evidence of her parentage is her much-pitted Bretonnian dagger, with a crow’s head and wings for its quillons. She remembers only that her father was a strong, fierce fighter whenever outsiders entered “his” claimed territory, and her mother could make the worst stews palatable with her knowledge of herbs.

Now, as an adult, Beatrix wonders what life is like beyond the stone canyons and desolation of her youth. She plans on finding out, once she secures a bit more coin and a reliable map of the Empire.
Ring of St. Horst

Academic Knowledge: History

Powers: The Ring of St. Horst grants a +20% bonus to Fellowship and the Public Speaking talent while worn.

History: St. Horst, who lived during in the century following the foundation of the Empire, was an early proponent of Sigmar’s divinity. He walked the roads, preaching the words of the Heldenhammer and promoting the unity of the Empire. After many years of wandering, Horst came to Middenheim, the centre of the cult of Ulric, and proclaimed Sigmar’s divinity. A riot ensued and Horst was slain. When the flesh had rotted away, the faithful of Ulric smashed his bones with their warhammers. It is said his remains were powdered so completely that only a single tooth survived. That tooth was recovered by one of Horst’s followers, who encased it in a brass ring inscribed with a twin-tailed comet. It passed from follower to follower until its final bearer was slain on the steppes of Kislev. The ring has been lost ever since.
Pete's Arrow Corner

Pete's Arrow Corner is a segment on Comic Book Club where Pete LePage covers all things *Arrow*. It is usually about that week's episode of the TV show, but also about his favorite moments, characters, and ships. Most times, there isn't enough alloted time in the episode to cover everything Pete wants to discuss, but he
Helmet

The helmet includes any sort of solid metal head protection, from open-faced helms, pot helmets, to the large knight’s helmet with visor. The helmet is included in full plate armour. If you wear a helm but no other pieces of plate armour, you do not suffer the –1 penalty to your Movement Characteristic noted under the Effects of Armour.
Morning Star

A flail is a weapon consisting of two or more chains attached to a rod-like handle. Most flails affix a weight such as a spiked metal ball or a ring at the end of the chains to enhance the weapon’s potential damage. A flail with just one chain and ball is called a morning star, and is less encumbering and deals less damage than the flail.
The Lore of Sigmar

Sigmar is the legendary founder of the Empire and its patron God. Sigmar protects his people and gives them the power to smite their enemies. Priests of Sigmar use spells from their patron to further the purposes of the church, defend the Empire, and combat heresy. Those who call upon Sigmar often find that they tend toward leadership and protection of the common folk.

## Hammer of Sigmar

Casting Number: 5

Casting Time: Half action

Ingredient: A charm engraved with the symbol of Sigmar (+1)

Description: Your hammer is imbued with Sigmar’s power. Your hand weapon, which must be a hammer, counts as having the Impact quality and as magical for 1 minute (6 rounds).

## Armour of Righteousness

Casting Number: 6

Casting Time: Full action

Ingredient: A small iron ring (+1)

Description: A nimbus of power protects you from harm. You gain +1 Armour Point on all locations, though the maximum of 5 APs still applies. Armour of righteousness lasts for one minute per point of your Magic Characteristic.

## Healing Hand

Casting Number: 12

Casting Time: 1 full action and 1 half action

Ingredient: A leather glove (+2)

Description: Your touch heals an injured character of 1d10 Wounds. You can also heal yourself. This is a touch spell.

## Beacon of Courage

Casting Number: 14

Casting Time: Half action

Ingredient: A prism (+2)

Description: The power and majesty of Sigmar fills you, making you shine out like a beacon in the night. Any frightened or terrified ally who can see you is inspired by your faith and bravery. Such characters immediately recover and can now act normally.

## Comet of Sigmar

Casting Number: 16

Casting Time: Half action

Ingredient: A golden arrow head (+2)

Description: You throw a fiery missile that takes the form of Sigmar’s famed twin-tailed comet. The miniature comet streaks towards an opponent of your choice within 24 yards (12 squares). A comet of Sigmar is a magic missile with Damage 6.

## Soulfire

Casting Number: 20

Casting Time: Half action

Ingredient: A golden amulet engraved with the comet of Simgar (+2)

Description: The purifying flames of Sigmar surround you, as his wrath manifests on earth. Center the large template on yourself. Those affected take a Damage 3 hit. Undead and Daemons have it even worse, suffering a Damage 5 hit. Armour offers no protection against soulfire.
Slide Duels 4 (Valentines Day Edition)

Slide Duels #4 (Valentines Day Edition) Is The Fourth Competition Of The Slide Duels Series. It Is A Special Edition Competition, Seeing As It Has The Slide Decorated With Hearts, And It Was Uploaded On Valentines Day. The Competition Is Also Boys Vs. Girls, And Is The Only Competition So Far, To Have Engines Level Up To Wooden Railway Form. It Is Also The Only Slide Duels Competition So Far, To Feature A Segment At The Beginning.

Competing Engines:

## Slide Duels #4 (Valentines Day Edition)

### Video Number:

22

* Thomas
* Rosie
* Percy
* Lady
* Edward
* Emily
* Toby
* Flora

Video:

https://www.youtube.com/watch?v=ae1kBvVBT9U&index=4&list=PL6xiSw-R1b13ZdyjNZfD2EMvtAosA6X\_k
Slide Duels

Slide Duels is A Competition Series Of the Train Club's Where Thomas, And His Friends Race Down The Slide Of The Train Club's Backyard. There Are Currently 6 Competitions, With A Seventh In Production.

Slide Duels #1:

https://www.youtube.com/watch?v=0\_jaLpa7plE&list=PL6xiSw-R1b13ZdyjNZfD2EMvtAosA6X\_k

(July 21st, 2017)

Slide Duels #2 (Snowy Rails):

https://www.youtube.com/watch?v=8s\_FrbaGvvc&index=2&list=PL6xiSw-R1b13ZdyjNZfD2EMvtAosA6X\_k

(December 9th, 2017)

 Slide Duels #3:

https://www.youtube.com/watch?v=9OyRYHZJJio&index=3&list=PL6xiSw-R1b13ZdyjNZfD2EMvtAosA6X\_k

(January 14th, 2018)

Slide Duels #4 (Valentines Day Edition):

https://www.youtube.com/watch?v=ae1kBvVBT9U&list=PL6xiSw-R1b13ZdyjNZfD2EMvtAosA6X\_k&index=4

(February 14th, 2018)

Slide Duels #5 (In A Live Stream):

https://www.youtube.com/watch?v=jNwbC52YeVc&index=5&list=PL6xiSw-R1b13ZdyjNZfD2EMvtAosA6X\_k

(Live On July 8th, 2018)

Slide Duels #6 (Thomas And Friends Vs. Disney Cars)

https://www.youtube.com/watch?v=iXDOLWQ4SCA&list=PL6xiSw-R1b13ZdyjNZfD2EMvtAosA6X\_k&index=6

(August 6th, 2018)

 Slide Duels #7:

(Coming Soon)