recursal/Fanatic-Fandom huggingface dataset:
The Legend of Prince Elrich

The story of Prince Elrich is a legend investigated by Team Lilo during Season 3 of Broken Frontiers. This page stores all prior wiki stubs associated with Prince Elrich.

#### Prince Elrich

* According to popular legend, Elrich was a hero known for healing the sick, hunting monsters, and charming the local populace with exotic gifts and a winning personality.
* According to Svirfneblin, he was a practitioner of dark Mallic magic that he learned from the Ru’ulya tribe who left destruction and chaos in his wake as he searched for greater and greater power. The popular legend, by this account, was the result of the Prince’s imprisoned soul manipulating people’s memories and impressions.
* Information about the Prince’s history depends on which account is to be believed:

 Appearance: dark skin, one blue eye and one green eye, well dressed, bright smile
 Healed the chieftain of the Koni tribe of an illness (possibly sarconic drain) and received a precious necklace as thanks
 Helped the fishers of Porthcrawl get better catches and received clothing and supplies
* Saving the Te’rahn nomads from a dragon that was pursuing them
* Saving the City of Farenth from a giant shade serpent which would surround the city walls at night
* Being so jovial and easy-going that a bard gave him the nickname ironically
 Married a woman named Mah Lin or Mah Lee in the Town of Pineguard. Some speculate that he had children.
 There are 12 conflicting accounts of how he died, most highly implausible.
 His ashes were stored in a beautiful urn which is engraved with a seal. Some say his necklace was in or on the urn. There are many conflicting reports about where the urn is now

#### Mah Lin

* According to popular legend, the wife of Prince Elrich.
* From the Town of Pineguard.
* Likely a misspelling of Mëlín.

#### Andur Tribe

The first inhabitants of Uodichlea. They raised Prince Elrich from the age of fourteen until he fled to the Ru'ulya. The last surviving member of the Andur Tribe is Svirfneblin.

#### The Ru'ulya

The Ru'ulya were worshippers of Mal who taught Prince Elrich his magic. Upon seeing the destruction that Elrich caused with his powered, the Ru'ulya locked him in an urn and kept it far beneath the ocean.

#### Farenth

In popular legend, Farenth was a city saved from a giant shade serpent by Prince Elrich.

#### Cretersile

The alleged birthplace of Prince Elrich, as told by Elrich to the Andurian people.

#### The Crack In The World

According to Svirfneblin, this is the physical manifestation of Prince Elrich's corruption.
The First Session

During the first session of a campaign, players create their characters, decide how they know each other, and decide with the GM what the plot of the campaign will be about. The goal of this session is to establish the major goals and conflicts of the story.

## Q&A

***TODO**: This section is unfinished.*

* All questions address a **specific** player.
* Players can add their own questions to each other.
* Use multiple questions around a single topic to generate nuance in your setting and to create different -- perhaps contradictory -- goals for the PCs.
* Keep asking questions until your premises are clear and every character has a connection to at least one of them.
Vennt Design Values

This page describes the philosophies behind the design of Vennt. Vennt's design will be complete when these philosphies ring true in Vennt's design.

## Vennt's 12 Design Pillars

These are the design goals Vennt seeks to uphold.

### 1. No XP required

Players are not at a disadvantage for never having played an RPG.

### 2. Pick up & play

Without any knowledge of the game, play is able to begin within 15 minutes.

### 3. Characters grow

Characters changing over time, mechanically and narratively, is integral to the Vennt experience.

### 4. Teamwork is vital

Characters cannot solve their problems on their own; in both narrative and tactical strategy, players must coordinate with their allies in a meaningful capacity.

### 5. Every session a perfect interest curve

Every session has an ideal interest curve.

### 6. Systems are small, modular, and backwards compatible

The core mechanics are a short list. Most content comes from small packages of mechanics that build on core ideas. These packages are removable without affecting the overall experience.

### 7. Hard, meaningful choices every hour

Each player is making a difficult, meaningful choice at least once per session.

### 8. Discoverable depth

The systems and lore are "easy to learn, hard to master." The act of playing leads players to discover more about the systems and lore and realize that they are deeply complex (such as tactically interesting without a dominant strategy, and narratively curious without a clear answer).

### 9. AI RNG

Wherever randomization is used in the system, it can never produce uninteresting results. Outcomes push the game forward, do not disrupt the interest curve, and have meaningful impacts.

### 10. Fast varied creative action

Action is not slow or monotonous or repetitive. Player abilities are used creatively to affect the flow of action and the broader story.

### 11. "Should I," not "can I"

Within reason, players "can" accomplish whatever they want, though not always in the way they intended. The system encourages players to think about the game in terms of whether they "should" do something rather than "can."

### 12. Trade-offs instead of numbers going up

The primary power that characters gain over time comes in the forms of flexibility or strength at a cost, whether that cost is investment, vulnerability, or weakness. The primary values of developing a character mechanically are becoming more situationally prepared and expressing the character through gameplay choices.
Watershed Moments

Sometimes a scene will be important not just to a single character but to the entire story. These are called Watershed Moments, because the story can develop in one of multiple ways, but no matter what choice the players make, the story will progress. Most games will have an average of one Watershed Moment per game session. Here’s an example:

*GM: “After reaching the top of the Clockwork Tower, you finally find the massive pile of stolen silver.*”

*Wes: “Sweet. I just can’t wait to get this and get out.”*

*Florian: “But what about the prisoners six floors down?”*

*Wes: “Fine, we haul the treasure into the zeppelin, then we get the prisoners and get out.”*

*GM: “As you are talking, you can hear a great rumbling. Emily’s spell keeping the tower together is finally wearing off, and now the entire tower is collapsing!”*

This Watershed Moment opens two possibilities: the players can take the treasure and leave, or risk their lives to save the prisoners. Either option is sure to change the story and will likely impact how the adventurers are treated when they return home to tell this story. It may even cause internal conflict that can lead to a Critical Moment and a change of heart (and Tide, if the Course of Flux is unlocked).
Story Beats

Story Beats are a framework for understanding what each Encounter is contributing to the overarching story that the players are experiencing and shaping. Your goal is to provide a challenge for them, morally, physically, socially, emotionally, and/or intellectually, and the players’ goal is to overcome this challenge in a way that defines and develops their characters. The following is a list of potential Story Beats to get you started, but your Encounters can have their own Story Beats not listed here. Mix and match as you see fit.

*Compulsion*

How far will the PCs take their Tides? When the PC’s favorite tool is a hammer, even their friends may start to look like nails.

*Consequences*

A past action sees its ramifications here and now.

*Doubt*

A PC has reason to believe someone they thought was an ally might not be.

*Fortune*

The PCs encounter a fortunate fate they could not control.

*Identity Challenge*

A PC’s Tide is called into question. In a situation that would be better to not behave as their Tide would suggest, will they do so anyway?

*Misfortune*

The PCs encounter an unfortunate fate they could not control.

*Natural Challenge*

Nature itself is in the PCs’ way.

*Reflection*

A PC has the chance to reflect on whether the path they are taking is the right one.

*Revenge*

A PC has the chance to execute revenge. Will they?

*Ripple*

A choice made here will have lasting effects.

*Point of No Return*

The PCs must choose whether to take an action which cannot be undone.

*Sacrifice*

A sacrifice is made for the PCs. Someone or something is sacrificed so that the PCs can continue their journey, such as an ally or their cherished possession.

*Slippery Slope*

The easy answer is morally questionable. The morally correct answer is difficult to achieve. Both options are valid.

*Social Challenge*

Someone else can solve the PCs’ problems, but they have their own needs as well.

*Step Up or Step Aside*

A PC must do something difficult or choose to stand down and let others drive their fate.

*Temptation*

A PC is tempted by the promise of fame, fortune, love, or something else they desire.

*Test*

A PC gets a chance to show how far they’ve come using the skills they’ve been practicing.

*Victim in Need*

The PCs must choose whether to save a victim, balanced by the action required on their part to do so. How far will they go to save someone or something they have no relation to?
The Tributaries

Below the surface of Amnis is a vast underground network of caves, mines, dungeons, and tunnels referred to as the Tributaries, which spans most if not all of the planet. Wild magic is frequent underground, and so this labyrinth occasionally shifts or changes. In recent years, the shifting has become more frequent and the monsters who live within grow more restless.
Resting

A Rest is when the party takes time to heal their wounds, calm their mind, and generally recover. A typical Rest on the road is 24-48 hours, although a Rest at a comfortable place like home or a luxurious inn may only be 12-16 hours. Taking a Rest ends the current Act and begins an Interlude. Whenever you Rest, decrease your Recovery Shock by 1d6.

Once per Intermission, you may take a **Recovery Rest**. Recovery resting can restore your mind, body, and spirit. Roll a number of dice equal to your Strength (min. 1). Gain this much Vim, half as much MP, and a quarter as much HP (round up; always gain at least 1 of each). Abilities that affect "the effect of Resting" refer to these pool gains.

The Recovery Rest represents the cumulative healing your body is able to do under the duress of an adventurer's lifestyle. In the Venntiverse, you are likely to re-injure yourself just as often as you heal: tinkers bang their thumbs when working on new projects, and field agents tire themselves out with their calisthenics training. In this way, your health and energy are constantly in a bit of flux, and the Intermission Rest represents taking significant time to focus on recovery.

### Resting Encounters

Whenever you **Rest** while on a Quest, there is a chance that you are attacked by the Midnight Shade or a gang of outlaws. Roll 1d6 on the table below. For each Lux Ward you burn in the Wilderness, gain +1 to your roll. Lux Wards burned in Civilization have no effect. For every Tactical Scene (such as combat) that happened since the last Rest, gain another +1 to your roll.

### With Course of Damages Unlocked

Resting recovers 1 attribute damage from each attribute.
What Is Vennt?

**The goal of Vennt is to tell a story together**, a story about flawed heroes in a steampunk fantasy world. Through their adventures, these heroes overcome their flaws and learn to work together with their team to do incredible things.

**The heroes are discoverers.** They discover themselves and the world around them, and their experiences are all the more valuable for it.

**The heroes are choice-makers.** They are faced with difficult choices, and every choice they make paints a better picture about themselves, who they are and who they want to be.

**The heroes are you.** And you will grow with your heroes as you play Vennt.

**The gameplay of Vennt is quest-oriented.** The team of heroes will travel to distant lands and special worlds, far away from their home. There, they will face trials of combat, puzzles that test their wit, and conflicts that test their character. Returning from their quest with their objective complete, they will bring a piece of that experience back with them, forever changing themselves and their home.

All of this, woven together by your Game Master (GM), the master storyteller.
Vim

Your Vim represents your physical endurance. This is how much energy you have left to avoid danger and exert the total sum of your physical being on impressive feats of strength and agility.

Your maximum Vim is **20 + Level + Strength times Agility**. Vim is used to mitigate incoming attacks and perform combat feats and abilities which use physical exertion. You recover Vim by Resting.
Grappled

When you become **grappled**, all concentrated spells are dropped from concentration.

While grappled, all of the following effects apply:

* Any **grappled** targets you have are released from their grapple
* Your Speed is 0
* You cannot voluntarily move, either by using the Move action or through an ability which has a movement effect. If an ability requires you to be able to move to use it, you cannot use that ability.
* You cannot voluntarily stand up or drop prone
* You cannot Evade
* You take a -6 penalty to casting rolls

On your turn, you can attempt to escape a grapple by spending 1 Action to make a STR or AGI check versus the Grapple Power of the grapple. If you succeed, you are no longer grappled. Otherwise, reduce the Grapple Power by your STR.
Rotweep Basin

Located in Nirvelum, the basin is a harsh land of swamps and marshes, containing many fungi and toxin-secreting plants. Predominantly inhabited by small native tribes of elves. Several frontier towns have tried to establish a frontier to the moor but were largely unsuccessful. The nearest waypoint for travel is Verdania, the only town accessible by train for over 150 miles. A deadly battle called the Battle of I'ho'tu happened there in 2146 CR.
The Thing

## Member of the Miracle Warrior Family.

The remains of The Lamp Warrior, brought back to life by the power of Horass Zanheart Miracle on his deathbed. The warrior's body was rendered fleshy and soulless, making him effectively an entirely different person.

He still kept his original lantern, but he was also blessed with Horass's great combat skills, making him a much more capable fighter than he was before. In essence, he was a revenant.

He was unstoppable, and he cut down all foes in his way, getting even farther than any member of the family had previously managed. To do this, he wielded Harold's old axe, which he later traded for a broadsword.

To hide his monstrous and bloody form, he wore thick plate armour that made him nigh-unstoppable. He was once surrounded by four armed knights, and he cut them all down effortlessly.

His technique involved raising his sword to the side, and then stabbing his foes in their weak points with surgical precision. Many feared this technique, and some of his foes even ran for their lives upon seeing him.

Eventually, as he defeated all who stood in his way, he eventually met his target... a seemingly unarmed naked man who gazed upon The Thing with no fear. This man was DISCORD INCARNATE.

This foe would seem insurmountable to any mortal being, but The Thing was no mere mortal. After a long fight, he eventually defeated DISCORD INCARNATE, who had not managed to even scratch The Thing.

The Thing, having defeated Discord and finished what Horass started, would then move on. His whereabouts are currently unknown, but he is presumed to be still alive. He has no recorded offspring.

The Thing's face.The Thing's lantern strapped to his leg.The Thing approaches.Same person?It comes.The standoff.DISCORD's demise.
The Creators

## **The Big Three**

In the beginning, there were three gods: Uud, Resh, and Mal. Uud, is represented as the color blue. Uud "the Just and Peaceful Artist" gave beauty and love to mortalkind. Resh is represented as the color red. Resh "the Powerful and Sensing Law" gave sturdiness and passion to mortalkind. Mal is represented as the color yellow. Mal "the Secretive and Thoughtful Chaos" gave curiosity and complexity to mortalkind.
Uud, Resh, and Mal, collectively referred to as the Creators, are considered genderless and of ambiguous origins. Thus, each artist may portray the gods differently. Popular portrayals depict Resh as a male orc, Mal as a female gnome, and Uud as a hermaphroditic elf, but depictions of each Creator as other origins and genders exist and are not thought of as less correct.

The gods each had three children. Their children, referred to in modern speech as the Muses, are also considered genderless and of ambiguous origins, however it is more common for genders to be assigned to each Muse for the sake of nomenclature.

Modern priests claim that the universe was created because the gods get satisfaction from using their divine powers. It is said also that using such powers depletes them, and they can only be regained through upholding their domain. This is why, priests say, we worship them --- not just out of respect, but to give them the power they need to maintain the universe. It is believed by some of the most devout that if the gods were no longer respected, cared for, or worshipped, the universe would destroy itself.

## **The Muses**

### **Children of Uud**

#### **Gris**

Gris is the god of balance. Gris is usually represented with balanced scales. There's also a runic symbol for his name which looks like an abstraction of a balanced scale. Their dominant color is gray and are sometimes depicted as an elderly individual.

#### **Velum**

Velum is the goddess of love. She is represented by the color pink. Although she is Uud's daughter, some scripture places her as the daughter between Uud and Resh, since she shares Resh's passion and emotional power.

### **Children of Resh**

#### **Arnick**

Arnick is the god of self-preservation. Arnick's symbol is the hand. Depending on the sect, that hand can be covered in thorns, armored, or even closed in a fist, among other variations. His favored color is green, often with the secondary color of blood red.

#### **Behemar**

Behemar is the god of stone and tradition. His primary color is brown. Behemar is often worshipped by conservatives and luddites.
Story Ideas

This list provides inspiration for interesting Quests.

1. A gargantuan automaton is attacking the city. But who’s controlling it?
2. A crashed airship with modern weaponry bears the symbol of a nation conquered a thousand years ago.
3. The PCs hear of a valuable artifact hidden away deep in the Tributaries.

1. An old cryptic message claims there is a tunnel in the Tributaries that connects two continents.
Goat Cult

> The Goat cult is a cult of unknown origin that came to sticky keys after a person who called herself Goat (Tatum) joined the community and established her cults sticky keys headquarters called "The Goat Den". To keep the Goat Den from being destroyed by Shrub for heresy, she offered to build a Shrub shrine in the Goat Cult mainland, which Shrub accepted. The beliefs are presumed to involve worship of goats or one goat God.
> That god is Goatman.
>
>
Rosalie Lenora Datchery

Rosalie Lenora Datchery is Vennt's Iconic Gift of Magic character.

## ***Arcane Trailblazer***

*An eager light shines from the eyes and hands of this curious young wizard.*

*Everything that Rosalie keeps with her was given by someone she cares about. Her tinker’s tools came from her ex-boyfriend Ozmy. Her goggles were a gift from her parents when she left for college. Her gloves were handmade by her ex-girlfriend Irylis, who taught her to open her spirit to the magic within her, unlocking a potential that Rosalie didn’t show she had. With gifts equipped, Rosalie forges her own path, exploring the world to discover her true purpose.*
Delay

Delaying is one of the Basic Actions available to all characters.

On your turn, while you still have Actions to spend, you may postpone the remainder of your turn, moving yourself down in the turn order to a position you specify when Delaying. This adjusts your Initiative score to be considered 1 lower than the creature you place yourself behind in the turn order.

You can Delay until the next Round; however, doing so does **not** grant you the 3 Actions and 1 Reaction you receive each Round. For example, you could spend 2 Actions and then Delay to the start of the next Round, but you would only have 1 Action left to use for entirety of that Round. If you Delay until the start of the next Round, your Initiative score becomes 1 higher than the highest creature in the turn order.
Traps

Note that these traps have a Level (L) which modifies how dangerous they are.

**Chain Trap**

**Can Appear As**: a net, cage, or sticky goo that appears when triggered

**Optional Added Challenge**: difficult to remove the trap

**Trigger**: Occupying a particular square

When triggered, the trap activates on the occupied square, hindering movement. This reduces Speed to 0 until the trap is removed.

**Chest Trap**

**Can Appear As**: treasure chest, loot to claim

**Optional Added Challenge**: activates when adjacent to the chest

**Trigger**: When someone attempts to open the chest

Deals **bleed L** or Ld6 damage or **burn 2L** to nearest target or all nearby targets.

**Door Trap**

**Can Appear As**: any door or entrance

**Optional Added Challenge**: also functions as a necessary door

**Trigger**: When door is opened or touched; when entrance is entered

Deals **bleed L** or Ld6 damage or **burn 2L** to nearest target or all nearby targets.

**Killing Trap**

**Can Appear As**: spikes or blades emerging from the floor, walls, or ceiling

**Optional Added Challenge**: resets after activation, can trigger again; unable to disarm

**Trigger**: Occupying a particular square

Deals **bleed L** or Ld6 damage or **burn 2L** to nearest target or all nearby targets.

**Pushing Trap**

**Can Appear As**: steam vent, burst pipe

**Optional Added Challenge**: deals Ld6 damage on activation

**Trigger**: Occupying a particular square

When triggered, pushes anything in the target square either 3, 6, or 9 meters away in a particular direction.

**Puzzle Trap**

**Can Appear As**: seemingly-important switch, seemingly-useful lever

**Optional Added Challenge**: also functions as a necessary puzzle component

**Trigger**: When switch or lever is activated

Deals **bleed L** or Ld6 damage or **burn 2L** to nearest target or all nearby targets.
Foul Miracle

## Member of the Miracle Warrior Family.

A truly powerful warrior. Trained by the legendary barstool champion, he was a master of the one-handed barstool beatdown technique.

He was the first of the family to kill the grim reaper, who promptly resurrected only to be repeatedly killed by every descendant of Foul Miracle.

He unfortunately would lose his life to the hands of his own master, as the barstool champion ambushed him from behind with a spear.

Though his helmet did resemble the condom cap of The Condom Warrior, it was in fact not the legendary relic, but rather a normal metal helmet.

His only known direct descendant was Foul Jr.
Spell

A spell is any ability with a casting DL (or which specifically says no casting roll is needed despite being a spell). Casting a spell first requires having Spell Training (Magician).

To cast a spell, make a casting roll by rolling **3d6 + Spirit** (minus any Burden from your Armor) against the **casting DL**, which is listed with the spell and varies by casting strength (half, normal, or twice; see below). Regardless of whether you succeed or fail, you spend the casting action and MP cost to attempt the cast. The result of your casting roll result is called the **Spellpower** for that particular cast of the spell.

When casting a targeted spell, whether the target(s) are creatures or hexes, you must have line of sight to the target to be able to cast the spell unless the spell specifies otherwise.

### **Half- and Twice-Casting**

Spells can be cast at a lower risk with a lower power, or at a higher power with a higher risk. Spells will have their variable effects listed in brackets in the following format: [Half / Normal / Twice]. Note that half- and twice-casting are not always exactly half or twice the power of the spell. Twice-cast may also be referred to as double-cast.

*Some spells are not meant to be half- or twice-cast. Look carefully at how their power scales, because the change of effort may not be in your favor.*

*Example 1: Deal [1d6 / 2d6 / 2d6] damage.*

*Example 2: Affect [1 person / 3 people / all within range].*

### **Maintaining a Spell**

Some spells can be maintained for an ongoing effect, see Concentrated.
The Value of Money

What is a coin worth? Here are some standards to determine how expensive an item is. As a rule of thumb, a journeyman, an average worker, can expect to earn 70 to 80 silver pieces a week, and her average living expenses might fall between 50 and 60 silver pieces a week, leaving her a few hundred silver a year for leisure or savings. Very roughly speaking, 1 silver piece is approximately $5 to $10 USD for conceptualizing value in our modern world.
Stun damage

**Stun damage** is a special damage that removes 1 Action per point of stun damage from the target. If the target is out of Actions and has remaining stun damage, the effect rolls over to the next Round. When stun damage removes a target's last Action, the target is considered stunned until they gain an Action that is not removed by remaining stun damage.

Like other special damage types, stun damage ignores Armor, stacks, and is applied with impact unless otherwise stated.
Vic

This being is an anomaly. Usually seen as a skeleton, some have reported a new, more adorable, appearance.

It is known to be associated with the Carl Council, some theorize that it is even the leader.

Vic is known to fade out of reality at uncertain intervals, and reappear 5 hours later.

It may even be a god. Nobody knows its true nature.

Avoid all contact with Vic if it is ever given the job of chef on a submarine. It will rip out your skeleton and use your flesh as meat for the next stew.

Overall, be careful around it and report any anomalous behavior to Shrub.
Vennt Wiki

**Welcome to the Vennt Wiki!**

## About

**Vennt** is a steampunk fantasy roleplaying game about teamwork, discovery, and choice for 3-6 players. More detail can be found on the What Is Vennt? page. This wiki serves as an interactive, community-built version of the game's rules and content.

## Getting Started

Here are the **Core Rules** and the **canonical setting primer**. The canonical campaign of Vennt is Broken Frontiers.

Get started in **Character Creation**, or start running a game from the **Gamemastering** page.

## See Also

* List of Paths
* Glossary
* FAQ
* Safety and consent
* Rules of this wiki
Fox Miraculous

The Fox Miraculous is a necklace that, whenever Trixx inhabits it, transforms the wearer into a fox-themed superhero with the power of Illusion.

To activate the necklace, the user must speak the transformation phrase: "Let's Pounce". To deactivate the necklace, the user must speak the detransformation phrase: "Let's Rest".

The necklace is currently owned by Emma Mora, who uses it to transform into Kitsune.

## Appearance

It has a golden chain with a white-tipped orange fox tail pendant attached to it. The backside of the pendant is a flat and gold. When inhabited by Trixx, it gains four golden metal lines protruding from the border, dividing the pendant into five sections, and the sections change in color, from top to bottom, from orange to white with a gradient effect. When its holder starts running out of power, the top section of the Miraculous turns black, with each following section turning black the closer the holder is to detransform.

## Abilities

The Fox Miraculous provides its wielder superhuman characteristics of strength, speed, durability and most notably, agility. The Fox Miraculous' special weapon is a reed flute.

Its special superpower is Mirage, which allows the wielder to create one hyper-realistic illusion of their choice when the flute is played. Once played, an orange-white ball of energy appears at the flute's end which the wielder then throws to create the illusion. So long as the superpower is not used the wielder can sustain the transformation indefinitely, however, once it is used they only have about five minutes before they transform back.
Kitsune

Thank you for your help. But I'm going to need that back now.

 *-Ladybug, "KITSUNE ORIGINS!"*

Emma Mora is one of the main protagonists of Miraculous: Tales of Ladybug & Cat Noir. She is a student in Mr. Kurtzburg's class at Collège Françoise Dupont in and Annella Molina's best friend. With the Fox Miraculous, when inhabited by Trixx, Emma transforms into the superheroine Kitsune, gaining the power of illusion to stop Chrysalis and her akumatized villains. She is part of Ladybug's superhero team.

## Abilities

### As Kitsune

Kitsune has enhanced skills, such as speed, strength, and resistance. Her most prominent physical skill is agility, jumping to heights that Ladybug and Chrysalis cannot. Like a fox, she also has enhanced senses such as hearing, smell, and night vision.

Kitsune uses her flute as her weapon, being able to use it to deflect attacks and throwing it with great precision.

Her special power, Mirage, is executed by playing her flute to produce an orange ball of energy at the far end of it. Wherever she throws the ball of energy, it creates a hyper-realistic illusion. However, the illusion disappears if it is touched. Although Mirage is handy to use, Kitsune must use it wisely, as she can only use it once before reverting to her civilian form five minutes after using it.
Bee Miraculous

The Bee Miraculous is a hair comb that, whenever Pollen inhabits it, transforms the wearer into a bee-themed superhero with the power of Subjection.

To activate the comb, the user must speak the transformation phrase: "Buzz On". To deactivate the comb, the user must speak the detransformation phrase: "Buzz Off".

The hair comb is currently owned by Adrian Aguilera, who uses it to transform into Stinger.

## Appearance

The hair comb is golden with an arch on top and nine teeth. One side of the hair comb has the design of a bee: the head and thorax are made up of a larger and smaller black gemstone, respectively. The abdomen is represented by a section with seven -- yellow and black -- alternating stripes and four pearly white wings stretched out to make the arch with alternating lines forming into sections to resemble a bee's wings. When Pollen is out of the hair comb, it is completely metallic gray.

## Abilities

The Bee Miraculous grants its wielder incredible powers of superhuman speed, endurance, and strength. Its special weapon is a Spinning Top, which can be utilized as both a weapon and a communicator. Its special superpower is Venom, which immediately immobilizes the target. As long as the superpower isn't used, the wielder can sustain the transformation indefinitely, though once it is used they only have about five minutes before they transform back.
Mouse Miraculous

The Mouse Miraculous is a pendant necklace that, whenever Mullo inhabits it, transforms the wearer into a mouse-themed superhero with the power of Multiplication.

To activate the necklace, the user must speak the transformation phrase: "Get Squeaky".

The pendant necklace is currently owned by Annella Molina, who uses it to transform into Mini.

## Appearance

The Mouse Miraculous is a pendant necklace that is circular and dark gray with lighter gray markings and five pink rats in a circle on the front of it.

When in camouflage mode, it appears as a golden pendant when worn by Annella.

## Abilities

The Mouse Miraculous provides its wielder with enhanced characteristics such as strength, speed, stamina, endurance and agility. The Mouse Miraculous' tool is a Jump Rope, with each end of the rope appearing to have handles attached, which are black with large, silver-colored spheres.

Its special superpower, Multitude, allows the user to shrink down and create numerous clones of themselves. As long as the superpower isn't used, the wielder can sustain the transformation indefinitely, though once it is used they only have about five minutes before they transform back.
Path of the Paladin

The Path of the Paladin trains you to be a heroic champion of chivalry and defense.

**Requirements:** Guardian's Vengeance (Guardian)

**Path Completion Bonus**: +1 Spirit AND +3 Hero Point capacity

**Always Protected I**

**Cost**: 400 XP

**Expedited** **for**: Rage

**Activation**: Passive

*Even when damaged, your armor keeps you safe.*

Your armor can’t be reduced below half of its normal Armor value, rounded up.

**Always Protected II**

**Prerequisite**: **Always Protected I**

**Cost**: 500 XP

**Expedited** **for**: Rage

**Activation**: Passive

Your armor can’t be reduced below two-thirds of its normal Armor value, rounded up.

**Clobber of Justice**

**Cost**: 400 XP

**Expedited** **for**: Rage

**Activation**: 3 Actions, 6 Vim

Make a melee skill strike. Deal double damage and 3 stun damage with impact.

**Heroic Defense**

**Cost**: 400 XP

**Expedited** **for**: Rage, Magic, Charm

**Activation**: 1 Action, X MP

You and adjacent allies gain X Armor until the end of the Encounter, up to your STR. This effect cannot stack with itself.

**Chivalrous Rush**

**Unlocks**: Path of the Cavalier

**Cost**: 400 XP

**Expedited** **for**: Rage, Magic, Charm

**Activation**: 1 MP, X Vim

On your turn, move X hexes, up to your SPI (min. 1). This ability may be used as a Free Reaction up to 3 times per Round.

**Knight of Honor**

**Cost**: 400 XP

**Expedited** **for**: Rage, Magic, Charm

**Activation**: X MP

Add X to your immediate CHA check.

**Champion's Presence**

**Cost**: 400 XP

**Expedited** **for**: Rage, Charm

**Activation**: Passive

When you or an ally rolls for a Grievous Wound, they may reroll once and choose which outcome to apply.

**Holy Sword**

**Cost**: 400 XP

**Expedited** **for**: Rage, Magic, Charm

**Activation**: 2 Actions, X MP (min. 0)

Make a melee attack. This attack extends in a line X+1 hexes long and deals an additional CHA + SPI + X damage.

**Ring of Swords**

**Cost**: 400 XP

**Expedited** **for**: Rage, Magic, Charm

**Activation**: 3 Actions, 3 MP, 3 Vim

Make a melee attack. This attack hits every adjacent enemy and deals an additional CHA + SPI damage. You and adjacent allies gain 1 Alert.

**Light of the Paladin**

**Cost**: 400 XP

**Expedited** **for**: Rage, Magic, Charm

**Activation**: Passive

Your weapon can glow on command (of a color you choose), casting bright light within a 3 meter radius. Additionally, all melee and ranged attacks you make deal an extra SPI damage.

**Blessing of the Paladin**

**Cost**: 400 XP

**Expedited** **for**: Rage, Magic, Charm

Once per Encounter, you may treat your Strength, Spirit, or Charisma as 3 higher for any purpose.
Butterfly Miraculous

The Butterfly Miraculous, also called the Moth Miraculous, is a brooch that, whenever Nooroo inhabits it, transforms the wearer into a butterfly-themed superhero with the power of Transmission.

To activate the brooch, the user must speak the transformation phrase: "Dark Wings Rise". To deactivate the brooch, the user must speak the detransformation phrase: "Dark Wings Fall".

The brooch was formerly owned by Gabriel Agreste who uses it to transform into Monarch for evil purposes — specifically, creating supervillains who attempt to steal Ladybug and her team's Miraculous. The current holder of the Butterfly Miraculous is Lila Rossi, after acquiring the brooch from the Agreste Mansion after Gabriel's defeat.

## Appearance

When not transformed, the brooch is oval-shaped and its front is purple. It opens up like a locket, in which an image can be placed. The edges of the brooch and the back of the front part are gray metal, some of it branching out on the outer area of the front of the brooch.

The Butterfly Miraculous glows whenever someone is feeling negative emotions. When Nooroo inhabits the Miraculous, it becomes a dark purple button, with four light pink strands of fabric coming out from it, making it resemble a butterfly.

## Abilities

Akumatization is the Butterfly Miraculous' superpower. The wielder can energize a butterfly, which turns it black and into an Akuma, to be sent to possess an object of the person. Then, the Butterfly Miraculous holder is able to communicate with the person to offer him or her powers. Once they accept, they transform into a super being or amplify their powers. Butterfly Miraculous holders can Akumatize themselves; to do so, however, they need to first create an Akuma and then give up the possession of their Miraculous.

In addition, the wielder can telepathically connect to the Akumatized person to talk with them and perceive what that person perceives. If the Akumatized person is using their powers wrongly or not the way the holder wants them to, the holder can cause pain to the Akumatized person by controlling the person's body to a certain extent or take away their powers.

Even when disguised, the Butterfly Miraculous grants its wielder the ability to sense emotions in order to precisely pinpoint a targeted person's identity. Able to sense various people and their emotions, the wielder usually targets a person with the strongest emotions for the best manipulation.
Weaponsmithing

Weaponsmithing is a long and celebrated tradition. Who can forget the stories of Excalibur, Longinus, or the Masamune? These are weapons that, indeed, have grown to succeed their wielder. Almost every legendary weapon started with a purpose and a goal, and weaponsmithing allows you to craft your own goals.

To have access to this custom weapon-making feature, you need the Weaponsmith I (Blacksmith) ability. Forging a weapon requires an Intermission.

## Base

The first step in smithing your own weapon is to build the Base from a Chassis, Form, and Handle. Each of these will convey inherent benefits or traits to your weapon.

### Chassis

Not all custom weapons attack using 2 Actions. Depending on your Chassis, a standard Attack may be more or fewer Actions.

The base damage of your weapon is 2d6. Your Chassis may modify this damage. Damage modifiers apply to special damage types as well: if special damage is rolled, the modifier counts as special damage for those dice.

 Solid
 Light

## Modifications

The next step is to add modifications to give your weapon custom features.

The base cost of your weapon is 30sp. Adding features increases the cost, though not always in silver. Costs that are multipliers come after costs that are additions. You cannot take the same feature multiple times unless otherwise stated.

Features which would reduce the weapon to negative damage (examples: applying -1d6 damage when the weapon only deals 0d6 + 4 damage; or causing the weapon to deal 2d6 - 14 damage) cannot be taken.

If a cost requires Bluespace, you must have **Tinker's Training (Engineer or Alchemist)** to acquire this feature.

## Finishing Touches

Now you can come up with a description of how your weapon looks. Don't forget to give it a name!
Miraculous: Tales of Kitsune and Mini

This page is for the story Miraculous: Tales of Kitsune and Mini.

Miraculous: Tales of Kitsune and Mini (also called Kitsune and Mini) is a Wattpad Fanfiction series based on the show Miraculous: Tales of Kitsune and Mini. It is written by the Wattpad user Elijah\_Jeremiah.

The series currently has seven chapters. The spinoff series' Kitsune and Mini Prequel and Miraculous: Tales of Stinger.

## Synopsis

10 Years after the events in the show, the butterfly miraculous falls into the wrong hands once again. Ladybug will have to stop Chrysalis and her team of villains, but she can't do this alone!
Kitsune and Mini Wiki

**Welcome to the Kitsune and Mini Wiki!**
This is a website about the Wattpad Miraculous Ladybug fanfiction "Miraculous: Tales of Kitsune and Mini" that anyone, including you, can build and expand.

## Important articles

Miraculous: Tales of Kitsune and MiniKitsuneKITSUNE ORIGINSAn Important LocationMiraculousA Crucial Item

*Need help building out this community?*

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

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

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

The **Cat Miraculous**, also known as the **Black Cat Miraculous**, is a ring that, whenever Plagg inhabits it, transforms the wearer into a black cat-themed superhero with the power of **Destruction**.

To activate the ring, the user must speak the transformation phrase: "**Claws Out**". To deactivate the ring, the user must speak the detransformation phrase: "**Claws In**".

The ring is currently owned by Felix Agreste, who uses it to transform into **Cat Noir**.

## Appearance

The ring has a thick band with a circle surface surrounded by a lining with four pointed diamond shapes on each diagonal side. When Adrien isn't Cat Noir, the ring is silver and the circle is blank. But when Plagg enters the ring while Adrien transforms, it becomes black and a glowing green cat paw print appears in the circle. After Cat Noir starts running out of power, each toe of the paw print will disappear one at a time as an indication of how much power and time he has left until he turns back.

## Abilities

The Cat Miraculous grants its wielder incredible powers of superhuman speed, endurance, and strength. Its special weapon is a staff, which can be utilized as both a weapon and a communicator to other heroes. Its special superpower is Cataclysm, which gives the user the ability to damage or destroy an object, such as structures, akumas' hiding places, or metal bars.

If the Ladybug Miraculous and the Cat Miraculous are used together while also using a special invocation, the holder will achieve ultimate power. The person wielding them can make a wish that can alter reality. However, because the universe must maintain balance, every action has a reaction; for instance, a wish to become human would result in someone losing their humanity.

### Power-Ups

After Plagg consumes one of several special potions, or a food made with one, and the wielder transforms, they are able to unlock a power-up, an additional specific ability granted by each potion. So far, only seven potions have been shown, each with a unique color:

* The green potion transforms Plagg into "Aqua-Plagg" and grants the wielder the ability to breathe underwater and improves their swimming capability with flippers on the feet.
* The light blue potion transforms Plagg into "Plagg Glacier" and improves their ability to move on the ice with ice skates on their feet.
* A red potion that grants unknown powers.
* A yellow potion that grants unknown powers.
* An orange potion that grants unknown powers.
* A purple potion that grants unknown powers.
* A pink-peach potion that grants unknown powers.
Snake Miraculous

The Snake Miraculous is an Ouroboros bracelet that, whenever Sass inhabits it, transforms the wearer into a snake-themed superhero with the power of Intuition.

To activate the bracelet, the user must speak the transformation phrase: "Scales Slither". To deactivate the bracelet, the user must speak the detransformation phrase: "Scales Rest".

The ouroboros bracelet is currently owned by Luka Couffaine, who uses it to transform into Viperion.

## Appearance

The Snake Miraculous is a sea green bracelet. In its charged mode, the bracelet features a snake which can be slid back to reveal a yellow forked tongue, divided into five parts. In its camouflage mode, it's silver.

## Abilities

The Snake Miraculous provides its wielder superhuman characteristics of strength, speed, durability, and agility. Its special weapon is a green Lyre.

Its special superpower is called Second Chance, allowing the user to mark a point in time by sliding the snake on the Miraculous and return to it. The user's memory remains untouched, allowing them to correct anything that may have happened before going back in time.
Austro-Węgry

Austro-Węgry (t. Monarchia Austro-Węgierska; niem. Österreich-Ungarn, węg. Osztrák-Magyar Monarchia) – państwo związkowe w Europie Środkowej. Austro-Węgry były wielonarodową monarchią konstytucyjną i w swoim czasie jednym z największych mocarstw. Istniały 51 lat, od 1867 do rozpadu w 1918 roku. W wyniku ugody austriacko-węgierskiej z 1867 roku powołano państwo związkowe powstałe z przekształcenia Cesarstwa Austriackiego w dualistyczną monarchię, składającą się z dwóch części połączonych unią realną pod berłem cesarskiej dynastii Habsburgów, a także unią wojskową, monetarną i celną: Ponieważ nie było wspólnego parlamentu austriacko-węgierskiego, władzę ustawodawczą, czyli w praktyce uchwalanie budżetu na cele wspólne, pełniły tak zwane delegacje obydwu parlamentów, obradujące na przemian w Wiedniu i w Budapeszcie.Pod względem gospodarczym monarchia austro-węgierska była dużo słabsza niż niemiecka. Ponad połowa obywateli utrzymywała się z rolnictwa (na przełomie XIX i XX wieku). W latach 1870–1910 potencjał przemysłowy kraju wzrósł ponad trzykrotnie. Dochody państwa w latach 1867–1910 wzrosły czterokrotnie. Gospodarka funkcjonowała na dość liberalnych zasadach, choć nierzadko forsowano politykę protekcjonistyczną.
Mooths

Unholy abominations from the depths of the Reverse V O I D. Mooths are moth-like abominations around the size of a human, though their size can vary depending on the age and caste of the Mooth. Mooths are extremely hostile and will attack most living beings on sight, attempting to immobilize or incapacitate them. Mooths take incapacitated individuals to their Hive, where they inject them with a transformative toxin that changes the genetic code of the host, causing them to eventually become a Mooth.

### Relations with other entities

They are enemies of the Sentient Watermelons of War.

They have seemingly no relation to the moths of Mothland.
Shrub

Shrub is an infected Mosscreep that separated from the Radiance's hivemind and became an interdimensional warlord after acquiring a Bullshitinator.

Shrub is the original creator of Sticky Keys and is a high priest of Sealand.

Shrub's current whereabouts are unknown, but Shrub's paradox clones are scattered all over the damn place and they just won't die.

Shrub's Discord pfp. Drawn by Moth (Not Mothman).
The Carl Council

A mysterious group of 3 individuals with the name "Carl". They decide the fates of submariners on Europa.

The Council consists of:

Carl Carp, the Executioner.

Carl Calyx, the Judge.

Carl Crawfish, the Jury.

Always 3 there are.

Carl Carp to lead them, Carl Calyx to be ballin', and Carl Crawfish to be slightly less ballin'.

If Carl Crawfish is missing, Carl Calyx takes his duties. If Carl Calyx is missing, Carl Crawfish takes his duties. If both Carl Calyx and Carl Crawfish are missing, Carl Carp takes their duties.

The Executioner handles the execution of crewmembers found guilty.

The Collectors find crewmembers for the Council to judge.

The Council judges crewmembers and finds them guilty or not guilty. Of what crime, not even they know.

Collectors are selected by the Executioner to seek suspicious crewmembers for interrogation.

List of Collectors:

Carl Clownfish

List of Carls acknowledged by the council as slightly ballin':

(This list is incomplete, you can help by expanding it)

Carl Clownfish

Carl Crawfish (Not to be confused with Carl Crawfish, the Jury)