recursal/Fanatic-Fandom huggingface dataset:
FULL FACE PEPPA

Welcome to our wiki! The FroggiesVerse wiki is very active and always has things happening.

## Wednesday 3/24

* Nit parallelogram was created by Creepy Guy.
* Nit parallelogram was posted by Rotating Kid.
* Sleeky went to Creepy Guy's wall and started cussing.
* Rotating Kid found out and got angry.
* Rotating kid created a post saying he's angry and sad and needs space.
* Rotating kid created 'Emo Cult'.
* Rotating Kid vowed 2 weeks of silence, then changed it to 3 months. Emo Cult agreed.

## Friday 3/26

* Puppy checked on the wiki and stalked the drama, then decided to be active again.
* Puppy made a post begging to stop the drama and The Silence, angry.
* Dogho and Whalie replied and they talked for a while.

## Saturday 3/27

* Rotating Kid unblocked.
* Sleeky unblocked.

~few hours later~

* Sleeky blocked.
* Puppy asked why, and Forest replied saying Sleeky is rude and not forgiven.
* Everyone gets mad at Forest.

## Monday 3/29

* Everyone begs Forest to unblock Sleeky.
* Forest says Sleeky with never be forgiven.
* Forest deleted all of Sleeky's 19,000 posts.
* Sleeky is devastated for losing basically all her life.
* Forest says "Spamming hearts and being rude isn't a life."
* Sleeky creates new wiki and progress is made on the new wiki.

## Tuesday 3/30

* New wiki is taken down.
* The people need a Frog Wiki, so they turned the discuss wiki into a new wiki again.
* Progress is made on new wiki.

## Wednesday 3/31

* All is well in the new wiki.
* There's happidom and pages are works in progress.
Приём анкет

Приём анкет — главная часть ролевой.

## Регистрация в...

Грозовое племя — открыто (в разработке)

племя ветра — открыто

речное племя — открыто (в разработке)

племя теней —открыто, принимаются только чистокровные (в разработке)

одиночки — открыто (в разработке)

домашние — открыто (в разработке)

небесное племя — открыто (в разработке)

звёздное племя — открыто (в разработке)

сумрачный лес — открыто (в разработке)

## Шаблон анкеты

скопируйте этот шаблон и заполните его:

**имя.**

**цепь имён.**

**возраст.**

**пол.**

**статус.**

**цепь статусов.**

**Семья.**

**Характер.**

**Биография.(не обязательно)**

**Внешность.**

**Племя.**

**отношения.**

если ваш персонаж уже мёртв, к анкете прибавляется пункт «причина смерти».
FroggiesVerse Tiki Memebers

**✨Access & Stalk Walls✨**
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User:-.BEEEG SIMP.-

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Coding by Nit! (Feel free to use as long as you credit me)
Лагерь племени ветра

Отсюда можно пойти:

Детская племени ветра

Палатка оруженосцев племени ветра

Палатка воителей племени ветра

Палатка целителя племени ветра

Палатка старейшин племени ветра

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Куча с добычей племени ветра

Пустоши

Грязное место племени ветра

Скала собраний

Полянка для игр

Ручеёк для питья
Basil M. Bo

Basil M. Bo is the Assassin and eighth member of The Winged Pirates.

They were recruited after becoming fast friends with the crew and their captain Villan Cupid.

## **Backstory:**

Basil was born from two assassins who worked together to serve private clients. The parents used to work for a much larger assassin organization, called "The Miracle Workers". Basil's parents were highly skilled in this organization, being the top killers. However, even with this fact, their leader "Mr. Miracle", did not give them the proper wages they deserved, and treated them quite poorly. This caused the couple to escape from the organization, and start a new life working for themselves.  The couple would travel from village to village, town to town, land to land, on their small ship to serve their clients that would contact them. The two, however, had a very large bounty. Mr. Miracle was not going to let them go so easily... A couple years passed and the two had Basil. Basil's parents struggled to take care of them, due to the nature of their work. However the parents tried their best. As Basil got older, their parents trained them well. Basil's mother taught them how to be sneaky and hide in the shadows, while Basil's father taught them the most efficient ways of killing.

However, when Basil was 10, their parents were caught by Mr. Miracle and his assassins. Before they were caught, Basil's father had given Basil his unique scarf. The scarf had the power to turn into a snake, a large emerald tree boa.

## **Fighting Style:**

Basil uses their scarf for their assassinations. Their scarf has the power of the Snake Snake Fruit, modeled after the Emerald tree boa. Basil doesn't know the origin of the scarf, or where their father got it, but they care for the scarf greatly. The scarf forms a two headed snake rather than a singular headed snake, being a bit different from what the fruit usually does.

Basil uses the scarf to constrict the target. Their most efficient way of killing is by choking the target to death (which is why they are considered  "The Choker"). However, if that doesn't work, the other snake head attacks, lashing at the target's throat.

## **Personality:**

Basil is laid back and can appear to be sly and mysterious. This tends to cause people to not trust them that much. However, Basil naturally acts this way due to their job. Most of the time they don't have anything mischievous planned. Most of the time. Basil is observant and can take in information well. They follow directions precisely, and they barely ever make mistakes. Around friends, Basil is usually lounging around, sinking into their large scarf. They tend to blend into the background really well, so when they speak it sometimes can startle a person. Lastly, Basil is desperate. They so badly want to find their parents. They are lonely, the only "family" they have is the scarf. So if a friend of theirs is sad, they will make sure they feel okay and will give h u g s.
Rexx Chikara

Rexx Chikara is a member of the Seven Warlords of The Sea, while also being the captain of the Deep Sea Pirates.

## Rexx Chikara

### Group:

The Deep Sea PiratesThe Seven Warlords of The Sea

### Weopons/Abilities:

Fishman Karate

Rexx is notable as one of the few warlords that activley lives as a pirate. He formed his crew when he was very young in the deep ocean of The Grand Line. He also stands out by being one of the physically strongest warlords.

At a young age Rexx was lost in the deep sea, growing up without supervision. He would hunt many dangerous creatures and grew into his inate sea king abilities. He became a vicious predator to plenty of oceanic beasts. Eventually, he met a group of deep sea fishmen who taught him how to be civilized. He quickly became their leader and formed what would become the deep sea pirates.

When Rexx grew older he ventured more towards the surface. He grew to feel uneasy when above the waters surface and opted to instead brings things down to his level. Rexx would begin sinkings ships throughout the grand line and calm belts. His infamy grew large enough that the world government saught him out. Thinking this "animal" would be easy to control he was offered the position of warlord of the sea.
Topple Island

Topple Island is the main setting of the Topple Island Arc. It was an early island so only Cupid and Ark visited it during the Ark but would recruit Foster Boregard while there. The Island is located on the edge of the Calm Belt, on the first half of The Grand Line.

Topple Island, while always named such, has gone through a few changes in its history. In its beginning it was a normal standard island with realistic elements. However the island became over populated and a group known as The G.U.N. Mafia offered to expand the island. However the mafia derailed the plans for expansion and built two enormous platforms suspended above the base layer. While technically expanding the islands area, it quickly became monopolized by the mafia, making each layer more expensive to live on. With the Mafia staying in the nicest home on the top layer.
Villan Cupid

Cupid is the captain of the Winged Pirates. He's a skypeian who fell off Cloud End at age six while collecting dials. The Blue Sea is a scary place for anyone who doesn't know what they're doing, and Cupid most certainly didn't. Targeted by slavers for being skypeian, Cupid developed a hatred for both them and the World Government, and began to attack ships that belonged to both groups, hunting them down in some cases to kill them.

### Fighting Style

Cupid fights mostly using dials. They're precious to him, a reminder of home because he can't very easily get back there. They're rare on the Blue Seas, though, so if he finds them he tends to do whatever he can to get his hands on them. In most cases he uses them for his attacks and they work pretty well with his developing observation haki. His attacks have a theme of god names.

### Personality

Cupid's a difficult person to be around sometimes - he's headstrong, firm in his beliefs, and in most cases he doesn't show his affection for those he holds dear (namely his crew). He does care quite a bit, but that care comes out in shouting and general grumpiness except in dire situations, when he becomes much more genuine.

### Appearance

Cupid wears a blue vest with two lighter blue stripes on it and a purple sash over dark blue, puffy pants with a cloud pattern similar to those warn by the guards in Skypiea, except the colors on his are darker. He also wears boots with fabric the same color as his sash wrapped around them.

He has wings like any skypeian, though he can't do more than glide if even that. His hair is pink and very fluffy and sticks up, mostly pushed over to his left. He wears two pieces of it in the typical skypeian antennae look.

Cupid Wanted PosterCupid VS Foster ScreeshotFirst Cupid DrawingCupid drawn by Vortex
Bestow Greater Curse

**School:** Necromancy [Curse]; **Level** Cleric/Oracle 6, Sorcerer/Wizard 7, Witch 6, Necromancer 6

DESCRIPTION

This spell functions as Bestow Curse, but can have one of the following effects:

* -12 to one ability score or -6 to two ability scores
* -8 penalty on attack rolls, saves, and checks
* a 25% chance to act normally.
The Winged Pirates Wiki

**The Winged Pirates Wiki!**
We are an enthusiastic group of One Piece fans that formed a pirate crew of our very own. We are working on an expansive story with characters reminiscent of the original series. On this site you’ll find profiles and descriptions of what we’ve worked on so far. Please enjoy.

Taking place twenty years before Gol D. Roger became the pirate king, piracy was still active.

One crew causing havoc against The World Government is The Winged Pirates. Lead by their leader Captain Villan Cupid, the small group slowly rises to power in order to fight injustice just as much as they cause it.
The Blue Pirates

The Blue Pirates… a group of people that somehow got outcasted from the law and now adopt the lawless form of pirates. They follow their captain, Reeves “Blue” Michael, as he explores the open blues. They formed in the West Blue, but quickly made their way into the Grand Line. The Blue Pirates are elusive and often slip away from the chaos they create on islands before they can be caught. These Pirates target Marine holds and the World Government in general.

lol some stuff on bounty

Ship ship

gallery for le peeps
The Concierge

Amir, otherwise known as The Concierge, is the head of the worlds leading sea based transportation systems. He has a complete monopoly over all legal transport between the four seas. He also provides transport to both halves of The Grand Line to the highest paying customers. He has several fleets of cruise ships, battle ships, and a small air force of three battle planes, usually reserved for emergencies and high priority travel.

Amir was never considered a pirate but was still offered the status of Warlord when his company was new. The Navy wanted to gain exclusive access to his work force. They would use this work force for shipping important items and people such as weapons, prisoners, and occasionally The Three Admirals. The Navy owns 8% of all of the companies income. With a vice admiral attending business meetings.
Masadonia

City of Masadonia

**Masadonia** (*pronounced: Ma-sa-don-uh*) is one of the larger cities in the Kingdom of Solis.

## Geography

The city of Masadonia is located in the northern section of the Kingdom of Solis. It shares borders with the Blood Forest in the south, and New Haven to the East. To the north of Masadonia is the Undying Hills and the Vodina Isles.

## General Information

Masadonia contains Castle Teerman, located near the center of Masadonia. It is home to the Duke and Duchess, and it is where Poppy resided after her parents were killed.

A Rise, built following the War of Two Kings, encloses and protects Masadonia. Within the city, a thick line of trees known as The Grove represents the border between the rich and poor residents of Masadonia. The vast majority of its inhabitants live in poor, cramped environments; many homes are squat and stacked on top of one another. A few blocks from Castle Teerman sits the city's Atheneum, where Poppy would often steal books for herself and Tawny, such as the *Diary of Miss Willa Colyns*.

## Notable residents

* Analia
* Brandole Mazeen †
* Dafina †
* Dorian Teerman †
* Jacinda Teerman
* Lev Barron
* Loren †
* Malessa Axton †
* Marlowe †
* Penellaphe Balfour (formerly)
* Rylan Keal †
* Tawny Lyon
* Vikter Wardwell †

## References

1. ↑ Pronunciation Guide in *The War of Two Queens*
2. ↑ From Blood and Ash, Chapter 5
Castle Teerman

## Castle Teerman

### Head

* Duke Dorian Teerman †
* Duchess Jacinda Teerman

### Known Residents

* Analia
* Penellaphe Balfour (formerly)
* Tawny Lyon

## Series Information

### Appearances

*From Blood and Ash*

**Castle Teerman** is the residence of the Duke and Duchess of Masadonia.

## Geography

Castle Teerman is located in the City of Masadonia within the Kingdom of Solis.

## Notable Locations

* The Queen's Garden
* The Weeping Willow in the Queen's Garden

## Notable Residents

* Duke Dorian Teerman †
* Duchess Jacinda Teerman †
* Priestess Analia
* Penellaphe Balfour (formerly)
* Tawny Lyon (formerly)
Devil Fruits

**Devil Fruits** are mysterious, distinctive fruits scattered throughout the world, known for granting their eaters permanent superhuman powers and an equally permanent inability to swim.

As a whole, Devil Fruits encompass hundreds of different powers, from the (apparently) mundane to the inherently mass-destructive. These are broadly grouped along three classes: Paramecia, which offer a vast array of strange abilities, Logia, which grant the users the power to become and control natural elements, and Zoan, which allow the users to transform into animals or animal hybrids.

Devil Fruits have empowered many of the world's most significant individuals, especially among the Three Great Powers. This, along with their general rarity, causes them to be highly sought-after; single specimens may be valued at hundreds of millions in Belly, and extensive efforts have been made to mass-produce artificial versions for warfare. With only one notable exception, an individual can only acquire the powers of a single Devil Fruit and survive.

**The Winged Pirates** have created a series of original Devil Fruits used throughout the story.
Rodger Phillips

Rodger "Flu Boy" Phillips is the demolition expert and sixth member of The Winged Pirates. He joined the crew after sailing adrift. Leaving behind his previous crew.

## **Backstory:**

**Backstory (what he thinks he remembers):** Rodger grew up in a small farming village. He felt like there was something missing in his life. He believed that he would grow up, own a farm, have a family, and die without really accomplishing anything. He one day found miners using explosives and fell in love with the unpredictability of explosives. A change of pace from farm life. After messing around with a few he accidentally lit one near him. It sent him flying up a flight of stairs. That’s where he learned his explosive jumping technique. He calls it stair slide in honor of the first time he used it (even if it was accidental).

**Backstory (the real one):** Rodger was a part of a farming family in a coastal island, but one day when he was like 16, he was recruited by pirates because of his small and slim stature and knack for tinkering. While working on ship, he found some explosives and launched himself up the stairs using them. The captain saw this and trained him to be his right hand man. The crew fell apart and Rodger escaped on a small boat. That’s when he meets the winged pirates.

## **Personality:**

He is a somewhat quiet goofy/clumsy tinkerer that tries to solve a lot of problems. Although he might not show it, he cares deeply for his crew. He also has problems with sleep, because of his memory loss bothering him.
John Century

John Century is the Mixologist and Pyro-Specialist of The Winged Pirates.

He joined the crew along side his friend Roger Phillips: The crews Demolition Expert.

## **Backstory:**

John was a former Marine soldier. One day, his commanding officer ordered him to fire on some civilians. Feeling major grief after the event, he deserted from the marines, and lived his life as an outlaw. He changed his name from John Sentry to John Century. John became an alcoholic for a coping mechanism, and later opens a bar for obvious reasons. One night after he yet again drank his inventory, he came across a monkey who was running away from marines. John protected the monkey and decided to become a criminal under the name of “Silverback”. A pirate crew come across Silverback raiding a marine outpost, and asks him to join. Much later, His Captain and a crew mate named Rodger comes to the winged pirates in search for a bounty. Rodger and John stay with the winged pirates, while the captain sails back to his crew up north.

## **Personality:**

A creative drunk. The master of forgetting his problems and using his own drunkenness to his advantage.

Alright he's an alcoholic.

## **Fighting Style:**

Mainly using pyrotechnic abilities mimicked by his friend Roger, John also has melee centered abilities.

His drunken fighting style where he uses his fists alone granted him the epithet of Silverback. Of course his monkey companioned helped with the naming scheme.
Joey

Joey is the navigator and fifth member of The Winged Pirates. He joined during The Ant Hill Island Arc and originates from the same island.

Although he lack experience in the trade Joey chose to take up navigation while aboard The Grinning Angler. Whether this was his actual choice or peer pressure from the other members remains unclear. But overall he is a good navigator for the crew and works well with the others.

Joey is normally brave and level headed in tense situations thanks to his time in The Ant Hill Island rebellion. He's a natural strategist and planner which lent himself well to navigation. He may be a well suited tactician he does have fighter power to back himself up. Always carrying a gun on however he tends to lose it as a sort of gag.

## **Backstory:**

Joey was born and raised on Ant Hill Island, an island inhabited by a society of people that worked similarly to ants. With one leader in power overseeing a large mountain structure with underground tunnels. The leader of the island was in power for several years until a group of island goers started a slander campaign against him.

A political battle began as hate and prejudice ran through the closed society. The campaigners going against the current leader put forward their own candidate for a new leader and eventually took over. This began a dark age of the islands history as new laws and disorder made peaceful life near impossible.

To combat this, a rebellion was formed. High in their ranks was Joey himself. He worked as a tactician and battle strategist for several months. As a precaution for the upcoming war, the rebellion invested in obtaining Devil Fruits. They could only get a few but one was the Build-Build Fruit. This went to Joey.

## **Abilities & Moves:**

Joey mainly uses his Devil Fruit to form small weapons such as swords guns or light armor.

## **Fun Facts:**

* Joey is currently the member of The Winged Pirates with the most redesigns.
* Joey was originally from the North Blue but it was changed to Paradise
* Original options for Joeys Devil Fruit included: Divide-Divide Fruit, Half-Half Fruit, and the Rumble-Rumble Fruit
The G.U.N. Mafia

The main antagonists of The Topple Island Arc, The G.U.N. Mafia is a small group of wealthy criminals and hit men which control the housing and economy of Topple Island. What G.U.N. stands for is a business secret.

They were the organization responsible for Topple Islands multiple layers which came from a money laundering scheme where they expanded the island in the wrong direction. They have a history of smaller crimes on a few smaller islands but on Topple Island they have a must more present history of assassination. They're known for being able to kill people discretely despite the islands small size and vocal residence.
The Seven Warlords of The Sea

The Seven Warlords of The Sea is a program designed by The World Government to assist in the capture of pirates around the world. As The Winged Pirates takes place long before the canon of One Piece, this system is in an infancy. Due to this, the figures appointed as warlords stray from the traditional pirates enlisted later on. World leaders, government assets, any figures of power willing to be declared warlords.
FORMAL NAMES 🌝🌝

Dogho

*Ms. Dog The First*

Cookiez

*Madam Cuteness*

Sleeky

*Ms. Bravedom*

Princess necklace

*Dr. Prince*

Nit

*Mr. Giveaways the Second*

Fakenit

*Lady Faker*

Creepyguy

*Mr. Spooks*

Forest

*Miss Clanz*

Prettyboi

*Sir Stars*

Shadow

*Saint Febbec*

Rk

*Mr. Rotation*

Deejay

*Lady foxys*

Miniforest

Clanz JR.

Beeg simp

*Sir. Idiot*

-.BEEEG SIMP.-

*Saint Simp*

Whalie

*Lady Gamer*

Soybean74

*Saint Bean*

Crystly

*Ma'am Moon*

Cookies

*Mademoiselle Clone*

Yolshen

*Professor Sus*

(credits to puppy for the coding 😌)
Chimera Sui Generis

**Chimera Sui Generis (36 RP)**

**Type (3 RP):** Aberration

**Ability Scores (12 RP):** +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha, with an additional +2 bonus to one physical ability score and one mental ability score of choice at character creation.

**Size (0 RP):** Medium

**Speed (0 RP):** 30 ft base speed

**Languages (0 RP):** Chimera Sui Generi begin play speaking Common and Vilgaxian. Chimera Sui Generis with high Int may select .

**Darkvision:** Chimera Sui Generi have Darkvision 60 feet.

**Damage Reduction (6 RP):** Chimera Sui Generi have DR 10/magic.

**Spell Resistance, Greater (3 RP):** Chimera Sui Generi have Spell Resistance 11+ character level.

**Fast Healing (6 RP):** Chimera Sui Generi have fast healing 1.

**Pride (1 RP)** Members of this race receive a +2 racial bonus on saving throws against mind-affecting effects.

**Natural Armor (5 RP)**: Chimera Sui Generi gain a +3 natural armor bonus to their Armor Class.

### Half-Breed Rules:

Dominant: Lose Fast Healing and Pride (-7 RP)

Non-Dominant: Gain +1 natural armor and DR 5/magic (+6 RP)
The Winged Pirates

The Winged Pirates are a group of outlaws working under their captain Villan Cupid. The group formed in The Grand Line and quickly became a danger to civilians and The World Government. Cupid is infamous for his path of destruction and with a crew of like minded individuals he was able to more than double his acts of sea terrorism. Most if not all these acts are strictly against the marines.

No members bounty goes above 100 Million, though the group is still a high target to The World Government. All members are wanted Dead or Alive as none have any special significance outside of their crimes. The cast of the crew is varied involving a skypian, a fishman, several humans, and one giant human.

## **Ship:**

The groups signature ship was acquired sometime after they gained their fourth member. The ship was designed mainly by the shipwright, Cupid, and Ark.
Crimson Tide

**Anonymous:** Any attempt to discern your alignment automatically fails

**Brain above Brawn:** You use your Int modifier in place of Dex for iniative checks

**Hyper-Reactive Intelligence:** You may always take 10 on all Int and Wis based skill checks. When you take 10 on any check, you roll a d20 as well. If the roll is higher than 10, you use the roll instead.

**Remote Aid Drive (RAD):** While in contact with an ally (either in person or remotely), you may aid another on all skill checks. In addition, when aiding another, for every 5 points above 10 you beat the check by, you give an additional +1 bonus.
Galactic Bolt

## Galactic Bolt I

**School:** Universal (Galactimancy) [Chronomancy, Choromancy]; **Level** Alchemist 1, Bard 1, Cleric 1, Occultist 1, Psychic 1, Sorcerer/Wizard 1

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** 30 feet

**Target** one creature

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** yes

DESCRIPTION

Upon casting this spell, you select one of the following options. This determines if the spell has the Chronomancy or Choromancy descriptor.

*Temporal Bolt:* The creature struck takes 1d6 force damage, as does their armor. This damage increases

by 1d6 for every 5 levels the caster possesses.

*Graviton Bolt:* The creature struck takes 1d4 crushing damage. This damage increases by 1d4 for every 5

levels the caster possesses.

## Galactic Bolt II

**School:** Universal (Galactimancy) [Chronomancy, Choromancy]; **Level** Alchemist 2, Bard 2, Cleric /Oracle 3, Occultist 3, Psychic 3, Sorcerer/Wizard 3

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** 30 feet

**Target** one creature

**Duration** instantaneous

**Saving Throw** fortitude partial; **Spell Resistance** yes

DESCRIPTION

Upon casting this spell, you select one of the following options. This determines if the spell has the Chronomancy or Choromancy descriptor.

*Temporal Bolt II:* The creature struck takes 1d6 force damage, as does their armor. This damage increases by 1d6 for every 3 levels the caster possesses. In addition the creature must make a fortitude saving throw or be treated as if 1d4 rounds had passed for them. Any ability they have with a duration is treated as if it were that many rounds further along, possibly causing it to end sooner.

*Graviton Bolt II:* The creature struck takes 1d6 crushing damage. This damage increases by 1d6 for every 3 levels the caster possesses. The creature must succeed at a fortitude saving throw or be staggered for 1 round.
Create Magic Node

**School:** Universal (Galactimancy); **Level** Druid 1, Cleric 1, Wizard 1, Psychic 1

CASTING

**Casting Time** 1 minute

**Components** S, M (silver dust worth 100 gold)

EFFECT

**Effect** one Node created

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

This spell creates a single magic node within 5 feet of you in a place you can see.
Disciples of Christ

**The Father:** You gain a Divine Intervention.

**The Son:** Once per day you may cast *Miracle*.

**The Holy Spirit:** You have a constant *Magic Circle Against Evil* effect centered on you (directed outward). You may choose to center this effect elsewhere and to have it face inward at will.

**Exorciamus Te:** You may cast *Dismissal* five times per day, and *Banishment* once per week

**I Smite Thee:** You may cast *Holy Smite* three times per day

**Sanctuary of Faith:** You gain the Aura of Protection ability from the protection domain, treating your level as your effective cleric level.

**Damnation:** You may cast *Flame Strike* once per day. If this slays the creature, their soul is damned to hell.
Anubis's Court

**Soul Seer:** Gain Lifesight

**Stave Death:** A number of times per day equal to half of your level, you are affected with *Breath of Life* when you hit zero hit points

**Death's Resilience:** Immune to death effects and energy drain

**Free Soul:** Your soul cannot be impeded, captured, removed, or hindered in any way without your consent (barring death).

**See as they are:** Gain Trueseeing

**Speak as they are:** Gain Truespeech

**Know as they are:** You are treated as under a constant nonmagical *Discern Lies* effect and may *Speak with Dead*​ at will
Buckminster's Theory of Magic

**School:** Divination [Calculomancy]; **Level** 10

CASTING

**Casting Time** 1 hour

**Components** V, S

EFFECT

**Range** touch

**Target** creature touched

**Duration** instantaneous

**Saving Throw** Will negates (harmless); **Spell Resistance** no

DESCRIPTION

The target creature gains any one magic-related feat as a bonus feat. They must meet the prerequisites.

Examples of what could be considered "Magic-related" include:

* Metamagic feats
* Item creation feats
* Additional Trait to select two magic traits
* Spell Mastery
* Arithmancy, Sacred Geometry, Calculating Mind
* Spell Focus, Arcane Strike, Weapon Focus (Rays)
* Eldritch Heritage
* Others, at DM discretion
Flux's Future Damnation

**School:** Universal (Galactimancy) [Chronomancy]; **Level** 10

CASTING

**Components** V, S, F (a device that tells time worth at least 25,000 gold)

EFFECT

**Duration** 1 year/level.

DESCRIPTION

This spell functions as the spell Future Displacement, except as noted above. It requires Divine Intervention, a Freedom and Wish/Miracle, or Marley's Malleable Reality to dispel.
Kaiju Hazards

The following are a list of hazards with basic statistics you can use to enhance your Kaiju simulations.

## Vehicles

**Helicopter**

HP 10

AC 15

60 ft fly speed

Attack +15 (30 ft ranged touch)

Damage 1d8+6

1/day +5 attack and damage

**Rocket Launcher Tank**

HP 20

AC 10

40 ft speed

Attack +10/+10 (20 ft ranged touch)

Damage 1d6+4/ 1d6+4

1/day use magic missile

**Tank**

HP 30

AC 5

20 ft speed

Attack +5 (30 ft ranged touch)

Damage 1d12+ 2

1/day when crit, deal x3 damage.

## Buildings

Buildings have HD that determine certain abilities. They have 25 HP per HD. Any DCs are 10+HD

**Power Plant**

small size

100 (4 HD)

Deals 1d4+1 electric damage per HD in a 10 ft burst and stuns Kaiju for 1 round (reflex half and negates stun).

**Oil Refinery**

medium size

150 HP (6 HD)

Deals 1d6+6 fire damage per HD in 30 ft burst upon destruction (Reflex half)

**Nuclear Reactor**

large size

300 HP (12 HD)

Deals 1d6 radiation damage to Kaiju within 10 ft every round. Increases by 1d6 per 50 damage taken. Explodes in 30 ft radius burst dealing 2d6 radiation per HD to creatures and structures.
Heart Render

***Heart Render***

**School:** Transmutation; **Level** Vampire 10 (5, 4, 3)

CASTING

**Casting Time** Standard Action

**Components** S, M (a wooden stake)

EFFECT

**Range** touch

**Target** living creature touched

**Duration** 1 round/ level

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

You cause the skin of the target creature’s hands to transform into rowan wood, a species of tree known to be particularly deadly to vampires. The affected creature gains two slam attacks that are treated as a +1 weapon for purposes of overcoming a vampire’s damage reduction. The critical threat range of these slam attacks are 18-20 against vampires, and on a successful critical hit the target literally thrusts his fist into the vampires’ heart, paralyzing the creature as if it had been staked. The target deals double damage on a successful coup de grace attack against a helpless vampire, and that vampire suffers a -2 circumstance penalty on its Fortitude save against destruction.

While it would seem this spell would be most readily used by crusaders and witch-hunters, in fact it most often sees use among vampires themselves, especially younger sires seeking to partake of the power of their elders.
Create Magic Well

**School:** Universal (Galactimancy); **Level** Druid 6, Cleric 6, Wizard 6, Psychic 6

CASTING

**Casting Time** 1 hour

**Components** S, M (gold dust worth 10,000 gold)

EFFECT

**Target** 100 Fonts

**Area** 100 feet

**Effect** one Well created

**Duration** instantaneous

**Saving Throw** none; **Spell Resistance** no

DESCRIPTION

This spell condenses 100 magic Fonts within 100 feet into a single magic Well.
Alpha's Perfect Concoction

**School:** Universal [Calculomancy]; **Level** 10

CASTING

**Casting Time** See text

**Components** V, S, F/DF, M (see text)

EFFECT

**Range** see text

**Target** see text

**Duration** see text

**Saving Throw** see text; **Spell Resistance** see text

DESCRIPTION

Upon casting this spell, roll 2d10. Each d10 represents a spell level. You may cast two spells at once with this spell, each one having a maximum level as determined by the d10 rolls. In the event you roll a 10, you may either cast a 10th level spell or treat this as two 5s, possibly allowing you to cast four 5th level or lower spells if you roll two 10s. This spell has the following stipulations:

* You must know the spells you wish to cast.
* This spell requires the longest casting time of the combined spells.
* This spell requires the costliest of the combined spells' material components
* This spell has the largest range of the combined spells.
* This spell has your choice of either the largest number of targets or largest area of the combined spells (or both, if feasible).
* This spell has the longest duration of the combined spells. You may instead choose to allow for an instantaneous duration if that is the duration of at least one of the combined spells.
* This spell allows for all the saving throws of the spell with the most saving throws of the combined ones. In the case of a tie, you may choose.
* This spell allows for spell resistance if any of the combined spells do.
Cyclops

**Cyclops (14 RP)**

**Type (0 RP):** Humanoid (Giant)

**Ability Scores (2 RP):** +6 Str, -4 Dex, -2 Cha

**Size (7 RP):** Large, and thus have a -1 penalty to AC and to attack rolls, a -4 penalty to stealth, and a +1 bonus to CMB and CMD

**Speed (0 RP):** 30 ft base speed.

**Languages (-1 RP):** Cyclops begin play speaking Giant. Cyclops  with high Int may choose Common,

**Low-light vision (1 RP):** Cyclops have low light vision

**Perceptive (1 RP):** Cyclops gain a +2 bonus to perception checks.

**Flash of Insight (1 RP):** Cyclops may cast true strike once per day.

**Thick Skin (3 RP):** Cyclops gain a +2 natural armor bonus to AC

**Ferocity (4 RP):** When a Cyclops falls below 0 hp but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

**Forward Facing (-4 RP):** All creatures gain an additional +2 bonus when flanking a cyclops, and they takes a -10 penalty on sight based perception checks to notice things behind them.

### Half-Breed Rules:

Dominant: Lose Ferocity (-4 RP)

Non-Dominant: Gain Flash of Insight, thick skin, and take a -2 penalty on perception checks (+3 RP)
Gravehound

**Gravehound CR 4**

XP 1,200

N medium undead

Init +4; Senses low-light vision, scent; Perception +10

**DEFENSE**

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

hp 40 (6d8+15)

Fort +7, Ref +6, Will +2

**Defensive Abilities** Ressurection

**OFFENSE**

Speed 50 ft.

Melee bite +7 (1d8+6 plus trip)

Space 5 ft.; Reach 5 ft.

**STATISTICS**

Str 19, Dex 15, Con --, Int 2, Wis 12, Cha 17

Base Atk +3; CMB +7; CMD 19 (23 vs. trip)

Feats Skill Focus (Perception), Weapon Focus (bite)

**Traits** Run, Reactionary

Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

**Special Abilities:**

**Resurrection (Su):** When a Gravehound is reduced to zero hit points or less, its body fades away leaving only a glowing skull. If this skull is not destroyed (AC 5, Hardness 0, 10 Hit points) the Gravehound is restored to life as True Resurrection 1d4 rounds later. If the Gravehound is killed by positive energy or within the area of a consecrate spell, this ability does not function.

**ECOLOGY**

Environment urban

Organization solitary, pair, or lookout (1-2 with 1-4 brigmore witches)

Treasure none
Fixer (Battle Paragon Archetype)

*You have quite the influence due to your standing with the crime syndicates throughout the nation.*

**Proficiencies:** Fixers are not proficient with medium or heavy armor, or shields. They are proficient with firearms. **This alters the Battle Paragon's proficiencies.**

​**Skills:** A Fixer gains Appraise, Disable Device, Escape Artist, Sleight of Hand, and Stealth as class skills. It loses Climb, Ride, Survival, and Swim.

**In the Shadows:** At first level, a Fixer may give a +4 bonus to Bluff, Stealth, or Sleight of Hand checks as an immediate action at any time to a number of allies equal to your Int mod within 30 ft. This increases to +4 at fourth level and to +6 at eighth level. **This replaces Battle Ready**

**Execution Order:** When giving orders at any level, you may give a Coup de Grace attempt as a standard or move action. When you are able to give Full-round actions, you may do so to increase the critical multiplier of the weapon they are using by one. **This alters Give Orders.**

**Blind Eye:** At second level, any minor or petty crimes committed by a Fixer are often overlooked by law enforcement as a whole, at GM discretion. **This replaces Tough.**

**Hit List:** At seventh level, a Fixer may spend one minute to put a hit out on a creature. All creatures associated with the Fixer know that creature has a hit on them after 1d6 days. The time to gather information on a creature with a hit on it is reduced to 1/4 in communities that the Fixer is present. Fixer add their Int mod to Perception and Survival checks made to notice or track the creature, respectively. You must personally know the creature or have adequate second hand knowledge of them to place a hit on them. You may have a total number of hits out equal to your Int mod. The creature remains on the list until killed or otherwise disposed of. **This Replaces Right Hand.**

**Hidden Presence:** At sixteenth level, a Fixer can hide in plain sight. In addition, you add your Int mod to Bluff and Stealth checks. **This replaces Calculating.**
Flaws (SHOTS)

## Flaws

A character can take up to 1 flaw per Power Level (1 at Low, 2 at Medium, 3 at High), but does not need to possess any. Every flaw that a character takes allows the character to select an additional Boon.

**Addiction**

You are addicted to either drugs or alcohol. You have disadvantage against checks made to resist the target of your addiction, and cannot refuse them if offered. You may do dangerous things to obtain the target of your addiction, such as violence or theft.

**Asthmatic**

You have disadvantage on Constitution skill checks.

**Clumsy**

You take a -2 penalty on Dexterity checks.

**Defeatist**

If you have failed a roll in the last hour, you take a -1 penalty to that kind of roll. This stacks for successive failures, up to a -3 penalty to a roll. Each failure resets the timer.

**Foolish**

You take a -2 penalty on Intelligence checks.

**Frail**

You have 2 less HP.

**Inactive**

Your Sprint is reduced by 5 feet (1 square).

**Listless**

You must make checks against falling asleep and sleep deprivation twice as often as normal. After 24 hours without sleep you are staggered.

**Marginalized**

You are a member of a marginalized community, making life harder for you. You have disadvantage on influence checks made against people that are not accepting of you. You may take this flaw up to 4 times (once for your race, once for your sexuality, once for your gender, and once for neurological or developmental disorders). *Note: This is a flaw in the context of the rules only. Everyone is perfectly valid as they are and are deserving of love and respect.*

**Oblivious**

You take a -2 penalty on Wisdom checks.

**Pacifist**

Your Offense is lowered by 2

**Reckless**

Your TD is lowered by 2.

**Restless**

You must succeed at a Concentrate check (DT 10+your CHA) when attempting to sleep or otherwise rest. Failure means you do not rest and do not gain any benefits from doing so.

**Secretive (flaw)**

You gain the penalty of another Secret without the bonus.

**Shy**

You take a -2 penalty on Charisma checks.

**Sickly**

You take a -2 penalty on Constitution checks.

**Slow**

You take a -2 penalty on Speed checks.

**Timid**

You take a -2 penalty on Resolve checks.

**Uncooperative**

You have disadvantage on Aid checks.

**Unstable**

You have 5 less sanity.

**Weak**

You take a -2 penalty on Strength checks.
Classes (5e)

## New Classes

Bushi (5e)

Carnie (5e)

Freerunner (5e)

Psychic (5e)

Strategist (5e)

Summoner (5e)

Revised Monk (5e)

## Homebrew Subclasses

Artificer

* Artificer Specialists
* Artificer Infusions (5e)

Barbarian

* Barbarian Primal Paths

Bard

* Bard Colleges

Blood Hunter

* Blood Hunter Orders

Bushi

* Bushi Traditions (5e)

Carnie

* Carnie Acts (5e)

Cleric

* Cleric Domains

Druid

* Druid Circles

Fighter

* Fighter Martial Archetypes
* Fighting Styles

Freerunner

* Freerunner Trails

Monk

* Monk Monastic Traditions

Mystic

* Mystic Orders

Paladin

* Paladin Oaths

Psychic

* Psychic Disciplines

Ranger

* Ranger Conclaves

Rogue

* Roguish Archetypes

Sorcerer

* Metamagic Options (5e)
* Sorcerous Origins

Summoner

* Summoner Bond (5e)

Warlock

* Warlock Invocations
* Warlock Otherworldly Patrons
* Warlock Pact Boons

Wizard

* Wizard Arcane Traditions

## Houserule changes to existing classes

All/ Multiple Classes

* Alternative Spellcasters (5e)

Artificer

Barbarian

* Barbarian Subclass Changes (5e)
* Rage Bonus Damage Increase (Optional) Rage bonus damage is equal to the barbarian’s proficiency bonus. This is based on the proficiency bonus on the table for the Barbarian, not the character’s actual proficiency bonus, meaning a multiclassed character with 3 levels of barbarian and 12 of fighter would still only have +2 bonus.

Bard

Bloodhunter

Cleric

Druid

* Druids have a number of uses of wildshape per long rest equal to their proficiency bonus. This is based on the proficiency bonus on the table for the Druid, not the character’s actual proficiency bonus, meaning a multiclassed character with 3 levels of druid and 12 of cleric would still only have 2 uses.

Fighter

* Fighters gain an additional fighting style at levels 4, 8, 12, 16, and 19

Monk

* Monk Subclass Changes (5e)
* Monk has been fully revised, see above.

Mystic

Paladin

* Paladins can smite with their fists. Come on now, 5e.
* Paladins gain an additional fighting style at 13th level.

Ranger

* Rangers gain an additional fighting style at 9th, 13th, and 17th level.

Rogue

Sorcerer

* Sorcerer expanded spell lists (5e)
* Additional Sorcery Points: Sorcerers have additional sorcery points equal to their Con modifier.

Warlock

* Warlock Expanded Cantrip Combat (5e)
* Warlocks automatically learn one of the spells on their expanded spell list at each spell level, and these do not count against their spells known.

Wizard
Corrupt Energy

***Corrupt Energy***

**School:** Necromancer; **Level** Vampire 6 (3, 3, 2)

CASTING

**Casting Time** Standard action

**Components** V, S

EFFECT

**Range** close (25 feet +5 feet per level)

**Effect** ray

**Duration** 1 hour/ level

**Saving Throw** will negates and will half, see text; **Spell Resistance** yes

DESCRIPTION

A dark ray shoots from your hand. You must succeed on a ranged touch attack to strike a target. The next time the target uses positive energy (such as a cure spell or the channel energy ability) to heal a living creature, he instead produces an equal amount of negative energy, which injures those affected by his energy. Instead of any saving throw normally granted by the corrupted healing source, those affected by the corrupted healing may make a successful Will save (DC equal to that of corrupt energy) to reduce the damage by half.
Blue Beetle (T3)

**Blue Beetle Stuff:** As you gain your parody stuff, I will put it here until you eventually have it all.

You have partially awakened the AI, and it is no longer in its dormant state. It still seems damaged and cannot communicate effectively with you yet.

* You gain a fly speed equal to your base land speed.
* You increase your darkvision by 60 ft, can cast See Invisibility and Comprehend Languages at will, increase your electric resistance by 20, and you decrease all ability damage and drain you take by an additional 1.
Diana Castellano

Diana "Rifle" Castellano is the second in command of The G.U.N. Mafia.

She is a swordsman who escaped from The West Blue and entered The Grand Line against her will. When she was twenty a group of wealthy nobles illegally entered Wano and forced her to return home with them. She was forced to fight into underground brawls as entertainment for the world nobles.

Eventually her two sword style got boring for the nobles and they ripped away her blades, her treasure.

Having nothing left she lost her next fight and was flung out with the trash. However a wealthy man went to find her after seeing her fight. That man was Don Gattling of The G.U.N. Mafia, who offered food, housing, and any blade she wanted.

Defeated, she accepted his offer but she refused to use swords again. She felt shame in using any blade aside from her original two, and since then has strictly used sniper rifles.

She however does not use them correwctly and holds them by the long barrels, as if they were swords. All of her previous sword techniques still carry over with this strange new style.

She's named this style "Ni-Ju" (Two-Guns).