recursal/Fanatic-Fandom huggingface dataset:
Sebastian Sasin

**Sebastian Solar Sasin**, or simply **Bastion** is the son of Soldier and Princess and the alter ego of Scythe Sasin . A moody and anti-social nerd, Bastion is a roybel.

WIP!!!!!!!!!

## Character

### Personality

Bastion is a moody teen who is your sterotypical emo kid. He doesn't care for feelings, (probably, Idk yet)

He is anti-social, he isn't rude perse, but he'll ignore people for the sole reason of them leaving him alone.

He finds the whole Rebel vs Royal thing to be interesting but confusing.

### Appearance

Sebastian stands at a good six feet tall, with black hair and green eyes. There's a scar over his right eye. He wears black cargo pants, green shirt, and a black hoodie.

### Name

Well, Sebastian was just another name I had for Scythe when he was created.

### How Sebastian fits into it.

Bastion is the adoptive son of the Soldier and the Princess, and the prince of the kingdom. Scythe doesn't want to forcibly take over the kingdom like is father, but does want to rule one day.

## Relationships

### Family

Jade Kosinski: Scythe's biological sister, (interactions TBA)

### Romantic

*(I made Sebastian here IDK what I'm doing.)*

## Parallels

* Scythe is friendly while Sebastian isn't.

Scythe is a weird name while Sebastian is more common.

* Scythe is dating Poem, Sebastian is an unknown in the romatic terms.
* Scythe's best friends is his "Guild" Of Poem, Happy, C.S, Carla, and himself. Sebastian has no friends.
Noelani Silver

**Noelani Silver** is the alter-ego of Miranda Shards. She is a 2017-introduced and all around character.

## Character

### Personality

Noelani is a Royal, and enjoys her destiny almost as much as Faybelle. Everything she does has to have a wicked twist. While she is not a bully, she teases others in a non-harmful way. Because of her charm, people don't mind her very much. The few people who do know her as she is would say she is a lot warmer than what she seems, and that is true.

And you might think of her as the type who will never go get you a napkin at a restaurant, but when they need something, you get it for them. Even though that is a major part of her character, as a friend, she makes this up with her loyalty, fellowship, and leadership.

Of course, this not to say that she hasn't gotten in trouble. Especially being a Royal when you are encouraged to be a Rebel. Plenty of her time has gone into community service and detention. As another wrong act, she bribes her way out of punishment. Lessons of life don't impact her very well.

### Appearance

If you're a "dirty Royal", people probably don't like you. Actually, you can count on it. But Noelani is that one exception. She is really beautiful, which is quite behind the scenes considering her spirit is what speaks in the mirror.

Her hair is wavy and long, going to the waist, a deep shade of strawberry blonde. Usually, she wears it in two small french braids on either side of her head, and the rest of her hair (about 3/4) is loose. Otherwise, she wears it loose under a baseball cap. Her eyes are dark green, like a cat's. They are slightly angled, but not so almond shaped as they are quite wide. Her light skin has plenty of freckles around her cheeks and nose, and she has a natural blush.

more tba (about face, outfit, and meh)

## Relationships

### Family

all dead. they died in a mutant zombie martian attack

### Romance

"Romance can go die in a puddle."

--Noelani
Avery Cupid

**Avery Cupid** is the adopted daughter of Eros and the alternate ego for **C.A. Cupid**. She was transferred to Never After High because the destiny conflict. Don't mention love to Avery. She is incredibly sick of it. Despite this fact she is a Royal in the destiny conflict because, "Love is rebellious, and I can't stand love. So I suppose that makes me a Royal."

Please be patient while this page is under construction.

## Character

### Personality

A very uptight and sensible girl, Avery has no time for dealing with anything artistic or emotional. She is often frustrated when other students come to her for love advice.

She often says that she is only the *adopted* daughter of Eros and that she doesn't have any "love powers." However, this is untrue. Avery can make anyone fall in love with her arrows and she can even make someone have a small crush on another simply by snapping and pointing at the selected person and then to the one they will be crushing on.

Avery is described as very smart, organized, and logical. She has a perfect school record in that she has flawless grades and that she has never been late to any of her classes.

### Appearance

Avery Cupid has Grey eyes and light Aqua-Green hair that is cut above her shoulders and has a jagged fringe. She has bright pink eye shadow and lipstick. Her outfit is a light pink top with a magenta skirt covered in black lace. She also wears a light Aqua-Blue, three-quarter length jacket and black high-heeled shoes.

### Role

Although Avery is not exactly destined to take her father's place she has been told that in the future she could help out in the business of human love. Avery turned down the offer but her adopted father is still persistent.

## Relationships

### Family

Avery is the adopted daughter of Eros, the Greek god of love.

### Friends

Avery is very busy and doesn't spend a lot of time socializing. However, there are a few people whom she has become close to and can call "friends." Over time she and her roommate, Brunetta Lockes, grew to enjoy one another company. More TBA.

### Pet

Avery has no pet as she thinks that a pet would take up too much of her precious time.

### Romance

Avery is sick of love and is therefore not interested in anyone.
Hazel Wood

**Hazel Wood** is the daughter of Pinocchio at Never After High, and a Royal in the destiny conflict. She is the alter ego for **Cedar Wood**. Hazel is a mischievous and somewhat naïve student at Never After High.

Please be patient while this page in under construction.

## Character

### Personality

Unlike Cedar Wood, Hazel has no problem at all with spinning false tales. In fact, she does it all the time. Always ready to laugh, Hazel seems to be a nice student. She seems that way until she lies to you, which is sure to happen at some point. Hazel is very mischievous. She is also very untouched by the evils of the world, making her appear naïve.

### Appearance

Hazel has almond colored hair that she wears in a messy braid. She has a light, sandy, skin tone and dark red lips. Her nose is very fine. She wears a purple long sleeved shirt and a very short blue skirt. She does not wear shoes, as she is wooden.

### Role

Hazel is destined to be the next Pinocchio, the titular character, in her story.
Fighter

"You'll have to deal with me first, dragon!"

## Class Overview

**Characteristics:** You are extremely tough, with a great Armor Class and lots of hit points. You have extraordinary resilience against physical attacks. You don't have much ability to fight at range, but you excel in melee combat. You have special abilities that make it dangerous for enemies to ignore you, so you can contain foes and keep them away from your friends.

**Religion:** Fighters naturally favor deities of war, combat, adventure, or valor.

**Races:** Fighters come from all races. Dragonborn, dwarves, and humans are the most common fighters.

## Class Traits

**Role:** Defender. You are very tough and have the exceptional ability to contain enemies in melee.

**Power Source:** Martial. You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness.

**Key Abilities:** Strength, Dexterity, Constitution, Wisdom.

**Armor Proficiencies:** Cloth, leather, hide, chainmail. scale, light shield, heavy shield.

**Weapon Proficiencies:** Simple melee, military melee, simple ranged, military ranged.

**Bonus to Defense:** +2 Fortitude.

**Hit Points at First Level:** 15 + Constitution score.

Healing Surges per Day: 9 + Constitution modifier.

Trained Skills: From the list below choose three trained skills at the 1st level.

* Athletics (Str)
* Endurance (Con)
* Heal (Wis)
* Intimidate (Cha)
* Streetwise (Cha)

## Class Lore

Fighters are determined combat adepts trained to protect the other members of their groups.They define the front line by bashing and slicing foes into submission while reflecting enemy attacks though the use of heavy armor. Fighters draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise.

Regardless of your level of skill and the specific weapons you eventually master, your motivations determine who you defend and who you slay. You could be a noble champion who pledges your blade to gallant causes, a calculating mercenary who cares more for the clink of gold than praise, a homeless prince on the run from assassins, or a blood-loving thug looking for the next good fight.

## Class Archetypes

> **Great Weapon Fighter:** You are interested in dealing out the most damage you can. You prefer big two-handed weapons such as *greatsword* or *greataxe*. You are more interested in fighting hard what fighting smart. Your best ability score is definitely Strength. A good Constitution improves your ability to use high damage weapons, Plus, extra hit points always help.
>
>

> **Guardian Fighter:** To fight better, you fight smarter. You are willing to trade offense for superior defenses and better ability to control the battlefield around you. You fight with a heavy shield and a good one-handed weapon, such as a longsword. Like the great weapon fighter, you make Strength you best ability score. After that, you prioritize your Dexterity to take advantage of weapons or your Wisdom to make the most of the combat superiority class features. You are hard to hurt and hard to move away from.
>
>
Anima Soulsong

Anima Soulsong is the Never After High counterpart of Venetia Soulsong and was chosen to be the next Psyche in a retelling of the story of Cupid and Psyche. However, she's a steadfast Rebel who hates the idea of fated love-or love at all! She's a hardcore aromantic girl on a mission: to avoid Destiny at all costs!

## Character

### Personality

Ani is a prickly character, with her punk-Rebel vibes and aversion to all relationships. She loves to pick fights and hates anything she deems too "girly." She doesn't make friends easily, and those that do befriend her are just as hardcore as she is.

### Appearance

Ani is a tall, rather intimidating girl with olive skin, dark, jaggedly-cut brown hair with multicolored streaks through it. She wears lots of leather and spikes, with silver studs everywhere. She wears an old-fashioned biker hat with silver butterflies on the brim, and black leather combat boots over her red ripped skinny jeans. Needless to say, she's not someone you'd want to mess with.

### Name

Her normal counterpart's name, Venetia, is a Greek name which brings to mind names like Venus or Vena, which have meanings like "love" and "longing." Therefor, the name Anima is different from Venetia in that it doesn't have quite as nice of a connotation, but is still relevent to her story; Anima is the direct Latin translation of Psyche.

### Role

Anima is supposed to be the next Psyche, not that she really wants it.
Sara Raven

**Sara Raven** is the daughter of the Evil Queen, and the alter ego of **Raven Queen**. A Royal in the destiny conflict, Sara is the perfect example of "like mother like daughter."

## Character

### Personality

A girl with an extremely dark personality, it's no surprise that Sara is a Royal. As evil and powerful as her mother before her, the mere sight of her strikes uncertainty and fear in the hearts of her fellow students. Sara can be described as selfish, wicked, and unsympathetic.

### Appearance

Sara Raven has purple-blue hair that goes up to her waist and usually wears it in a high ponytail held up by a chain accessory. She has light purple eye shadow and dark red lipstick. Her outfit is a black laced-up top with a magenta colored skirt that goes down to her knees. She wears blue high heeled boots.

### Name

The name "Sara" is a Hebrew name meaning "Princess."

## Fairy tale

Main Article: *Snow White and the Seven Dwarves*

## Relationships

### Family

Raven is the daughter of The Evil Queen and the Good King.

### Friends

It seems that she gets along well with Lavender Cheshire. She also is friends with fellow villain Honey Biscuit.

### Pet

She has a dragon named Forevermore, whom she often likes to ride around the school.

### Romance

Despite the fact she is in a mirror universe of Ever After, she dates Adept Charming. She enjoys his company and finds him very funny and charming.

### Enemies

Raven has quite a few enemies. It is said that she has been the nemesis of Coraline Hatter for quite a long time. She has a rocky relationship with Sierra Hood as well. Sara despises Adventurous Charming, because she doesn't like his cowardly nature.

## Gallery

Sara Meets RavenFan art of Sara Raven by Filip of Mount HonoraFormer card art by IvyPan800Original art
Lucario

## Pokédex-Eintrag

**Aura-Pokémon**

Es kann über die Auren anderer deren Gefühle wahrnehmen. Da es dabei auch Dinge erfährt, die es lieber nicht wüsste, ist es oft gestresst.

## Mögliche Attacken

**Sofort-Attacken:**

* Patronenhieb   9
* Konter   12

**Lade-Attacken:**

* Steigerungshieb   50
* Lichtkanone   100
* Nahkampf   100
* Spukball   100

## Wissenswertes

* Als dein Kumpel findet Lucario immer nach ? km ein neues Bonbon.
* Geschlechtsunterschiede: ?
Isabella Beauty

**Isabella Beauty** is the daughter of Beauty and the Beast, as well as the alternate ego of **Rosabella Beauty**.

## Character

### Appearance

Isabella has dark brown glasses with rounded frames. Her hair is sandy blonde with pink streaks.

### Name

Isabella is a name similar to Rosabella. It was also a former trademark by Mattel before they chose the name Rosabella Beauty.

## Relationships

### Enemies

#### Brunetta Lockes

Brunetta has a tendency to spread cruel and untrue rumors about Isabella. Although the cause for this is uncertain, it is likely that it has to do with Isabella's close friendship with Adventurous Charming.

### Romance

#### Adventurous Charming

Adventerous and Isabella have been rumored to be dating by a jealous Brunetta Lockes, but these rumors were false.
Rosa O'Hair

**Rosa O'Hair** is one of the daughters of Rapunzel, and the alter ego of **Poppy O'Hair**. A Roybel in the destiny conflict, Rosa wishes she could have the destiny of Rapunzel but she knows that she cannot.

Please be patient while this page is under construction.

## Character

### Appearance

Rosa has short, spiky red-gold hair dyed lavender at the tips. She has fair skin and large aqua eyes that are complimented by her dainty eyelashes.

### Name

Rosa comes from 'Rose', and is a common flower name.
Firnontor

## Pokédex-Eintrag

**Antlitz-Pokémon**

Firnontor hat einen Körper aus Stein, den es mit einem Panzer aus Eis noch verstärkt. Dieses Pokémon kann die Luftfeuchtigkeit der Atmosphäre einfrieren und in jegliche Form verwandeln.

## Mögliche Attacken

**Sofort-Attacken:**

* Eisesodem   10
* Eissplitter   12

**Lade-Attacken:**

* Gyroball   80
* Lawine   90
* Spukball   100

## Entwicklung

**Schneppke** |  `**➟**`    Datei:Schneppke-Bonbon.png  100   | Stufe 1

## Wissenswertes

* Als dein Kumpel findet Firnontor immer nach ? km ein neues Bonbon.
* Geschlechtsunterschiede: ?
Burmy

## Pokédex-Eintrag

**Beutelwurm-Pokémon**

Wird sein Umhang im Kampf zerstört, macht es sich schnell aus dem, was es findet, einen neuen.

## Mögliche Attacken

**Sofort-Attacken:**

* Käferbiss   5
* Tackle   5

**Lade-Attacken:**

* Verzweifler   35

## Entwicklung

****Burmy**** |  `**➟**`   X Bonbons   | Stufe 1

****Burmy**** |  `**➟**`   X Bonbons   | Stufe 1

## Wissenswertes

* Als dein Kumpel findet Burmy immer nach ? km ein neues Bonbon.
* Geschlechtsunterschiede: ?
Lavender Cheshire

**Lavender Chesire** is the daughter of the Chesire Cat and is the alter ego of **Kitty Chesire**. She is supposedly a Roybel in the destiny conflict, but she has the ability to block her thoughts from the Narrators; so they cannot tell. She enjoys pranking Fluffy Blanc and Alexander Wonderland, sometimes Coraline Hatter.

## Character

### Personality

A rebellious prankster, Lavender is usually the cause of trouble at Never After High. Unlike the real Kitty Cheshire, however, Lavender never seems to be smiling. She has a quick mind which has been sharpened by her complicated tricks.

### Appearance

Lavender Cheshire has grey-lavender colored hair and very light purple skin. She wears her hair in a high ponytail, but on Fridays she will wear it in a messy bun. Lavender has cat-like eyes, one blue and one green. She has a black jacket that goes to her stomach and to her elbows. Underneath she wears a blue-and-green dress in a camouflage like pattern. She wears black heeled boots with red straps.

### Name

The name Lavender comes from a flower and a color.

## Fairy tale

Main Article: *Alice's Adventures in Wonderland*

### Role

Lavender is destined to be the next Cheshire Cat.

## Relationships

### Friends

She is good friends with Sara Raven, whom she admires for her evilness, which also causes trouble at school.

### Romance

Lavender currently has no romantic relationships.

### Enemies

She is enemies with Coraline Hatter, Alexander Wonderland, and Fluffy Blanc, all whom she likes to prank.
Session 1: Cullfield - West Well - Albridge Forest

## Recap

The PCs begin their adventure in the Walking Elk Inn, in Cullfield.

In the inn they met two guards talking about the current situation in Cullfield. The guards informed the PCs that two out of five wells of Cullfield were corrupted by an unknown force and they sent the PCs the mayor of Cullfield for more information.

Gimly, the dwarf, stayed in the inn to enjoy his beer and the company of the local folk. While drinking he heard rumours of a monster in the northwestern swamp. The monster was eating local cows and attacking any villagers foolish enough to approach the swamp.

While on Cullfield, they learn that:

* two of the wells were corrupted by an unknown force.
* a swamp monster is living in the north-west of the town.
* a shipment of iron was lost on its way to Cullfield.
Blaike Fair

**Blaike Fair** is a 2016 introduced character. Blaike is the sweet and confident son of Blanche from *The Widow and Her two Daughters.* As the counterpart of Galvin Fairskin, Blaike is sweet and a social person. The Governess didn't effect him at all, as he knew good morals and knew what she did was wrong.

He sides with the Rebels, because while he loves his mother, he hates her destiny. Despite popular belief, Blaike would never change his sides. He loves his mother, but thinks her chooses were wrong.

Blaike is owned by Grimms, please don't edit endless you are her or an admin!

## Character

### Personality

As stated above, Blaike is sweet and innocent. Instead of tearing people down, he builds them up. He has and knows good morals, and he knows right from wrong. At a young age, he realized that the Governess' parenting was horrible, so he knew not to be like her. He wanted to be different then his "parent" (or who he thought was his parent at the time), so he opened up to the world, instead of shutting them out.

### Appearance

Blaike looks very different from his mother. Don't tell him that, because it'll make him sad. He has dirty brown hair, blue eyes, and pale skin. Outside of school, he wishes to look like his mother so he has blonde hair if you ever seem him outside of school on vaca.

### Name

"Blaike" means "dark" or "Darkness", while Gavin means "white". Black and White, you see?

## Fairy tale

*Main Article: The Widow and Her Two Daughters*

## Relationships

### Family

Blaike's biological mother is Blanche, who he loves and wishes to know. His father is the king, who he hates in so many different ways and would never idolize him. His siblings include: His twin Sister, Kylie, George, Georgia, and Alexa,

### Friends

Blaike is very social, and has a lot of friends. (Basically once Galvin gets enimes, there counterparts will become Blaike's friends...)

### Pets

Blaike has a kitten named Gold. He loves Gold, and offers her grapes a lot but she always refuses.

### Romance

Blaike wants to find his "true love", and doesn't care if they'll leave him.

### Enemies

Nobody. Most people the Blaike meets are his friends, so he has no enemies.

## Parallels

(Aka what was changed about Galvin for Blaike)

* Galvin means white, Blaike means darkness
* Galvin is sarcastic and introverted, Blaike is truthful and extrovered
* Galvin never wants to speak about his mom nor meet her, Blaike wishes to meet her
* Galvin isn't social, Blaike is
* Galvin's pet is a squirrel, a mainly wild animal, while Blaike has a kitten, a domesticated animal
	+ Plus, Fusia is a shade of purple and Gold is a shade of Yellow. Opposite
	+ Fusia eats all of Galvin's plums, Gold hates Plums
* Galvin wants no romance, Blaike wishes for one
* Galvin is sure whoever his love is will leave him, Blaike doesn't care if they do
* Galvin loves grapes, Blaike HATES them
Mamolida

## Mögliche Attacken

**Sofort-Attacken:**

* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*

**Lade-Attacken:**

* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*

## Wissenswertes

* Als dein Kumpel findet Mamolida immer nach ? km ein neues Bonbon.
* Geschlechtsunterschiede: ?
Tiefling

Heirs of a shattered empire who live in the shadows and do not fear the dark.

## Lore

Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them.

Play a tiefling if you want...

* to be a hero who has a dark side to overcome.
* to be good at tricking, intimidating, or persuading other to do your will.
* to be a member of a race that favors the warlock, warlord, and rogue classes.

## Physical Qualities

Tieflings' appearance testifies to their infernal bloodline. They have large horns; thick, non prehensile tails that range in length from 1 to 1.5 meters; sharply pointed teeth and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.

Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Thiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanished empire.

## Racial Traits

**Ability Scores:** +2 Intelligence, +2 Charisma

**Size:** Medium.

**Speed:** 6 meters per round.

**Vision:** Low-light.

**Skill Bonuses:** +2 Bluff, +2 Stealth.

**Bloodhunt:** You gain +1 racial bonus to attack rolls against blooded foes.

**Fire Resistance:** You have resist fire 5 + one-half of your level.

**Infernal Wrath:** You can use *infernal wrath* as an encounter power.

> Infernal Wrath:
>
>

> Encounter - Minor Action
>
>

> Effect: You can channel your fury to gain +1 power bonus on your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.
>
>

## Playing a Tiefling

Hundreds of years ago, the leader of the human empire Bael Turath made pacts with Daemons to solidify their hold over its enormous territory. Those humans became the first tieflings, and they governed their empire in the name of their infernal masters. In time, Bael Turath came into conflict with Arkhosia, the ancient empire of the dragonborn and decades of warfare left both empires in ruins. Tieflings are the heirs of the surviving noble dynasties that ruled the empire. Their bloodline is tainted by their diabolical connections, passing to their descendants through all generations.

**Tiefling Characteristics:** cunning, disquieting, imposing, mysterious, proud, rebellious, self-reliant, sinister, sly, unconventional.
Half-Elf

Born heroes and leaders who combine the best features of humans and elves.

## Lore

Descended from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear.

Play a half-elf if you want...

* to be an outgoing, enthusiastic leader.
* to be charismatic hero equally at home in two different cultures.
* to be a member of a race that favors the warlord, paladin, and warlock classes.

## Physical Qualities

Half-elves tend to be sturdier of build than elves but more slender than most humans. Half-elves have the same range of complexions as humans and elves, and live elves, half-elves oftern have eyes or hair colors not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards. Half-elves' ears are about the size of human ears, but they are tapered, like the ears of their elven ancestors.

Half-elves usually adopt the dress and hairstyles of the society the spend the most time with; for example, a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts the tribe's style of braids and face paint. However, it would not be unusual for half-elves raised among humans to seek out articles of elven clothing or jewellery so that they can proudly display signs of their dual heritage.

Half-elves have life spans comparable to humans, but like elves they remain vigorous well into old age.

## Racial Traits

**Ability Scores:** +2 Constitution, +2 Charisma.

**Size:** Medium

**Speed:** 1.5 m per round.

**Vision:** Low-light.

**Skill Bonuses:** +2 Diplomacy, +2 Insight.

**Dilettante:** At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.

**Dual Heritage:** You can take feats that have either elf or human as a prerequisite, as long as you meet any other requirement.

**Group Diplomacy:** You grand allies within 10 meters of you a +1 racial bonus to Diplomacy check.

## Playing a Half-Elf

Half-elves are more than just the combination of two races - the combination of elven and human blood produces a unique race with qualities all its own. The share some of the natural grace, athleticism and keen perceptiveness of the elves, along with the passion and drive of humans. But in their own right, they are charismatic, confident and open-minded and are natural diplomats, negotiators and leaders.

Half-elves like to be around people, the more diverse the better. They gravitate toward population centers, especially larger settlements where members of many races mingle freely. Half-elves cultivate large networks of acquaintances, as much out of genuine friendliness as for practical purposes.

**Half-elves Characteristics:** Accommodating, adaptable, charming, confident, gregarious, open-minded.
Barschuft

## Mögliche Attacken

**Sofort-Attacken:**

* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*

**Lade-Attacken:**

* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*

## Wissenswertes

* Als dein Kumpel findet Barschuft immer nach ? km ein neues Bonbon.
* Geschlechtsunterschiede: ?
Fasasnob

## Mögliche Attacken

**Sofort-Attacken:**

* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*

**Lade-Attacken:**

* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*
* *Diese Attacke wurde noch nicht in die Vorlage eingetragen.*

## Wissenswertes

* Als dein Kumpel findet Fasasnob immer nach ? km ein neues Bonbon.
* Geschlechtsunterschiede: ?
East March Wikia

## Rules

* Advantage-Disadvantage
* Inspiration
* In-Combat Actions
* In-Combat Conditions

## Character Races

* Dragonborn
* Dwarf
* Eladrin
* Elf
* Half-Elf
* Halfling
* Human
* Tiefling

## Character Classes

* Cleric
* Fighter
* Paladin
* Ranger
* Rogue
* Warlock
* Warlord
* Wizard

## Sessions

* Session 1: Cullfield - West Well - Albridge Forest.

## Latest activity

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Пестролист

**Пестролист** (англ. Poecilophyll) - вид суккулётов, произрастающий на лугах и равнинах Дарвина IV.

## Описание

Пестролист - обильно произрастающий вид растений, захвативший все луга и равнины планеты. Он вырастает обычно до 70 см в высоту, однако встречаются очень высокие заросли таких суккулётов, высотой не меньше метра. Толщиной пестролист бывает не больше карандаша.
Elf

Quick, wary archers who freely roam the forests and wilds.

## Lore

wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travellers often fail to notice that they have entered an elven community until its too late.

Play an elf if you want...

* to be quick, quiet and wild.
* to lead your companions through the deep woods and pepper your enemies with arrows.
* to be a member of a race that favors the ranger, rogue, and cleric classes.

## Physical Qualities

Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointy, and their eyes are vibrant blue, violet, or green. elves have little body hairm but they favor a wild and loose look to their hair.

Elves mature at about the same age as humans, but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color - sometimes greying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

## Racial Traits

**Ability Scores:** +2 Dexterity, +2 Wisdom.

**Size:** Medium

**Speed:** 1.5 m per round.

**Vision:** Low-light.

**Skill Bonuses:** +2 Nature, +2 Perception.

**Elven Weapon Proficiency:** You gain proficiency with the *longbow* and the *shortbow*.

**Fey Origin:** Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of the effects that relate to creature origin.

**Group Awareness:** You grant non-elf allies within 5 meters of you a +1 racial bonus to Perception checks.

**Wild Step:** You ignore difficult terrain when you shift.

**Elven Accuracy:** You can use *Elven Accuracy* as an encounter power.

> Elven Accuracy:
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> Encounter - Free action
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> Effect: Reroll an attack roll. Use the second roll, even if it's lower.
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## Playing an Elf

Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behaviour, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes gave difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies.

Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut down living trees and when they create communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches.

**Elf Characteristics:** agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.
In-Combat Conditions

## Conditions

Power, monsters, traps, and the environment can all cause conditions. A condition imposes a penalty, a vulnerability, a hindrance, or a combination of effects.

### **Blinded**

* You grant combat advantage.
* You can't see any target.
* You take a -10 penalty in Perception checks.
* You can't flank an enemy.

### **Dazed**

* You grant combat advantage.
* You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions.
* You can't flank an enemy.

### **Deafened**

* You can't hear anything.
* You take a -10 penalty to Perception checks.

### **Dominated**

* You are dazed.
* The dominating creature chooses your action. The only powers it can make you use are at-will powers.

### **Dying**

* You are unconscious.
* You are at 0 or negative hit points.
* You make a death saving throw every round.

### **Helpless**

* You grant combat advantage.
* You can be the target of a coup de grace.

### **Immobilized**

* You can't move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

### **Marked**

* You take a -2 penalty to attack rolls for any attack that does not target the creature that marked you.

### **Petrified**

* You have been turned to stone.
* You can not take actions.
* You gain resist 20 to all damage.
* You are unaware of your surroundings.
* You don't age.

### **Prone**

* You grant combat advantage to enemies making melee attacks against you.
* You get a +2 bonus to all defences against ranged attacks from nonadjacent enemies.
* You are lying on the ground.
* You take a -2 penalty to attack rolls.
* You can drop prone as a minor action.

### **Restrained**

* You grant combat advantage.
* You are immobilized.
* You can't be forced to move by a pull, a push, or a slide.
* You take a -2 penalty to attack rolls.

### **Slowed**

* Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide. You can't increase your speed above 2, and your speed does not increase, if it was lower than 2. If you are slowed while moving, stop moving if you have already moved 2 or more meters.

### **Stunned**

* You grant combat advantage.
* You can not take actions.
* You can't flank an enemy.

### **Surprised**

* You grant combat advantage.
* You can't take actions, other than free actions.
* You can't flank an enemy.

### **Unconscious**

* You are helpless.
* You take a -5 penalty to all defences.
* You can't take actions.
* You fall prone, if possible.
* You can't flank an enemy.

### **Weakened**

* Your attacks deal half damage. Ongoing damage you deal is not affected.
Human

Ambitious, drive, pragmatic - race of heroes and also a race of villains.

## Lore

Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly. Since the fall of the last human empire, several kingdoms have spawned, some fell and some live on, but without the hope of uniting together to a great empire.

Play a human if you want...

* to be a decisive, resourceful hero with enough determination to face any challenge.
* to have the most versatility and flexibility of any race.
* to be able to excel at any class you choose.

## Physical Qualities

Humans come in a wide variety of heights, weights and colors. Human attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It's not unusual for several distinct human cultures to live side by side in a particular area and mingle, so human armor, weaponry and other items incorporate a variety of designs and motifs.

Humans average life spans of about 75 years, though some venerable members of the race live as long as 90 or more years.

## Racial Traits

Ability Scores: +2 to one ability score of your choice.

Size: Medium.

Speed: 6 meters per round.

Vision: Normal.

Bonus-At-Will Power: You know one extra at-will power from your class.

Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.

Human Defence Bonuses: +1 to Fortitude, Reflex, and Will defences.

## Playing a Human

Humans
 are decisive and sometimes rash. They explore the darkest reaches of
the world in search of knowledge and power. They hurl themselves into
danger, dealing with consequences as they arise. They act first and
ponder later, trusting their will to prevail and their native
resourcefulness to see them through perilous situations.

Humans
always look to the horizon, seeking to expand their influence and
territory. They chase power and want to change the world, for good or
for ill. Also they are tolerant to other races, different beliefs and
foreign cultures. Most human settlements are diverse places where
different races live together in relative peace. The human empire of
Nerath, the last great world power, united many different peoples. Most
of the human towns that have survived the empire's fall are fortified
bastions against the encroaching darkness.

Despite the far reach
and power of Nerath, humans in the present day are a scattered and
divided people. Dozens of small kingdoms and free cities have arisen
from Nerath's ruins and many of these realms are petty, weak, or
isolated.

**Human Characteristics:** adaptable, ambitious, bold,
corruptible, creative, drive, hardy, pragmatic, resourceful,
territorial, tolerant.
Diamondette Papir

**Diamondette Papir** is a 2016 introduced character. She is the mirror counterpart of Paperina Danser and next Paper Ballerina in *The Steadfast Tin Solider*. Diamondette sides are a Royal, as her parents had always talked about her destiny and she as expected it as part of her. She's rebellious and uncreative, along with a bitter and sassy aditud.

## Character

### Name

"Paperina" is drived from "paper." Paper is a very weak item, while Diamonds are known for being strong. "Ette" was added for the femine term and "Papir" is Paper in Danish.
Эосапиен

**Эосапиен** (англ. *Eosapien*) — наиболее развитый и разумный представитель фауны планеты Дарвин IV.

## Описание

### Внешний вид

Эосапиены имеют продолговатое тело, на котором располагаются причудливые костяные и кожные отростки. Они имеют всего одну пару конечностей, которые используют для захвата и удержания тех или иных предметов. Передвигаются эосапиены полётом, используя для него воздушные мешки, наполненные метаном, крупный из которых располагается на вершине тела, а два других, небольших, за конечностями. Позади тела эосапиены имеют хвост, по-видимому, используемый ими в качестве руля во время передвижения.

### Физиология и поведение

Эосапиены обладают весьма простым интеллектом, имеющий уровень развития примерно равный вымершему Земному виду человека умелого. Речь эосапиенов воспринимается человеческим слухом как приглушённый гул.

Эосапиены живут небольшими племенами. Во время охоты или самозащиты они способны использовать в качестве оружия дубины и копья, которые несколько различаются в методике использования: дубины эосапиены предпочитают сбрасывать с большой высоты прямо на находящихся внизу сухопутных животных, в то время как копья, подобно людям, кидают в жертву на расстоянии по прямой горизонтальной траектории. Примечательно также то, что нигде не упоминалась способность эосапиенов добывать огонь; возможно, это связанно с постоянно умеренно-тёплой температурой планеты, из-за чего им просто нет необходимости регулировать своё тепло с помощью иных источников, кроме света звёзд, вокруг которых вращается Дарвин IV.

## Галерея

Перейти в галерею по статье:
 ***Эосапиен***.
In-Combat Actions

## Standard Actions

* Administer a potion.
* Aid another - Improve an ally's attack roll, defense, skill check, or ability check.
* Basic attack
* Bull rush - Push a target 1m and shift into the vacated position.
* Charge - Move and then make a melee attack and a bull rush. +1 bonus to attack roll.
* Coup de grace - Make a critical hit against a helpless enemy.
* Grab - Grab an enemy.
* Ready an action - Ready an action to perform when a specified trigger occurs.
* Second wind - Spend a healing surge and gain a bonus on defense. +2 Bonus on all Defenses (Once per encounter).
* Total defense - Gain a +2 bonus to all your defenses until the start of your next turn.

## Move Actions

* Crawl - While prone, move up to half your speed.
* Escape - Escape a grab and shift.
* Run - Move up to your speed +2; grant combat advantage until next turn.
* Stand up - Stand up from prone.
* Shift - Move 1m without provoking opportunity attacks.
* Squeeze - Reduce your space by 1, move up to half your speed, and grant combat advantage.
* Walk - Move up to your speed.

## Minor Actions

* Drink a potion
* Drop prone - Drop down so that you are lying on the ground.
* Load a crossbow - Load a crossbow so that you can fire it.
* Open or close a door
* Pick up an item - Pick up an object in your space or in an unoccupied space within reach.

## Immediate Action

* Readied action - Take your readied action when its trigger occurs.

## Opportunity Action

* Opportunity attack - Make a melee basic attack against an enemy that provokes an opportunity attack.

## Free Actions

* Drop held items
* End a grab - Let go of an enemy.
* Spend an action point - Spend an action point to take an extra action. (Once per encounter, not in a surprise round)
* Talk - Speak a few sentences.

## No Action

* Delay - Put off your turn until later in the initiative order.
Cleric

"Have courage, my friends! Pelor favors us today!"

## Cleric Overview

**Characteristics:** You are an extremely good healer. You have a mix of melee and ranged powers. Most of your attacks deal only moderate damage, but they safeguard your allies or provide bonuses to their attacks.

**Religion:** A cleric can choose to worship any deity, but steer clear of choosing an evil or chaotic evil deities.

**Race:** Humans and dwarves make ideal clerics. Elves, half-elves and dragonborn are good clerics too, but they rarely have the values of piety and reverence found in many human and dwarven cultures.

## Class Traits

**Roles:** Leader. You lead by shielding allies with your prayers, healing, and using powers that improve your allies' attacks.

**Power Source:** Divine. You have been invested with the authority to wield divine power on behalf of a deity, faith, or philosophy.

**Key Abilities:** Wisdom, Strength, Charisma.

**Armor Proficiencies:** Cloth, leather, hide, chainmail.

**Weapon Proficiencies:** Simple melee, simple ranged.

**Implement:** Holy symbol.

**Bonus to Defense:** +2 Will.

**Hit Points at 1st Level:** 12 + Constitution score.

**Healing Surges per Day:** 7 + Constitution modifier.

**Trained Skills:** Religion. From the class skill list choose 3 to train at 1st level:

* Arcana (Int)
* Diplomacy (Cha)
* Heal (Wis)
* History (Int)
* Insight (Wis)
* Religion (Int)

## Class Lore

Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol on the other.

As a cleric, the deity (or deities) you choose to revere goes a long way toward defining you, or at least how other people in the world see you. You could be a platinum-garbed envoy of Bahamut seeking justice throughout the land, a shadowy follower of Sehanine with a roguish streak, a burly discipline of Kord who believes the virtue of strength is sufficient for all challenges, or a dwarf cleric of Moradin bringing honor to denizens of your mountain home.

## Class Archetypes

> **Battle Cleric:** If you choose to concentrate on melee, you find a good assortment of strikes to your liking. To achieve this build make Strength your primary score. Make Wisdom your secondary score and assign Charisma as your tertiary score.
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> **Devoted Cleric:** With this build, you choose to stand back and concentrate your abilities on keeping your fellow adventurers healthy and optimized. To this end, choose powers that grant bonuses and healing. Assign your highest ability to Wisdom, with Charisma secondary and Strength tertiary.
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Ranger

"I'll get the one in the back. That's one hobgoblin who'll regret ever lifting a bow!"

## Class Overview

**Characteristics:** You combine fast, hard-hitting melee attack power with excellent ranged attack ability, and shift easily from melee to ranged combat. You are moderately resilient in the battle, but you prefer hit-and-run attacks or ambushes to prolonged slugging matches. Hit hard, get out; that's the ranger's way.

**Religion:** Rangers favor deities of nature and of the hunt. They often revere Kord, or the Raven Queen.

**Races:** Elves are ideal archer rangers. Humans, halflings, dragonborn and eladrin are all sometimes drawn to the wandering life of a two-blade ranger.

## Class Traits

**Role:** Striker. You concentrate on either ranged attacks or two-weapon melee fighting to deal a lot of damage to one enemy at a time. Your attacks rely on speed and mobility, since you prefer to use hit-and-run tactics whenever possible.

**Power Source:** Martial. Your talents depend on extensive training and practice, inner confidence, and natural proficiency.

**Key Abilities:** Strength, Dexterity, Wisdom.

**Armor Proficiencies:** Cloth, leather, hide.

**Weapon Proficiencies:** Simple melee, military melee, simple ranged, military ranged.

**Bonus to Defense:** +1 Fortitude, +1 Reflex.

**Hit Points at 1st Level:** 12 + Constitution score.

**Healing Surges per Day:** 6 + Constitution Modifier.

**Trained Skills:** Dungeoneering or Nature. Choose four more from the list before.

* Acrobatics (Dex)
* Athletics (Str)
* Dungeoneering (Wis)
* Endurance (Con)
* Heal (Wis)
* Nature (Wis)
* Perception (Wis)
* Stealth (Dex)

## Class Lore

Rangers are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Masters of bow and blade, rangers excel at hit-and-run assaults and can quickly and silently eliminate foes. Rangers lay superb ambushes and excel and avoiding danger.

As a ranger, you possess almost supernaturally keen senses a deep appreciation for untamed wilderness. With your knowledge of the natural world, you are able to track enemies through nearly any landscape, using the smallest clue to set your course, even sometimes the calls and songs of the birds.

## Class Archetypes

> **Archer Ranger:** You are a master of the bow. You prefer ranged attacks powers, and you resort to melee only when there are no good targets left for your arrows. Most of your attack powers use Dexterity, so it should be your highest ability score. You find your self in melee from time to time, so Strength is a good choice for your second-best score. Wisdom should be your third-best ability score.
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> **Two-Blade Ranger:** You like to get up close and rely on the ranger's famous two-weapon fighting style. Naturally, you prefer melee attack powers, thus Strength should be your primary ability score. For your second ability, Dexterity is a good choice because it improves your AC. Make Wisdom your third choice, since it adds to your Will defence and provides a bonus to many of your powers.
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