recursal/Fanatic-Fandom huggingface dataset:
Inattentive

A character with the Flaw of Inattentive is one that gets lost in their own head, to the point it's difficult to notice things around them.

## Flaw Effects

* Anytime a character is working on something menial, including any task by rote, they must succeed on a roll of Mind vs 3 or become lost in their own thoughts. If the character becomes lost in thought, they will suffer a d12 penalty to any rolls to notice things happening around them until they are Rallied or sent Reeling.

## Experience Triggers

* The character is put in a dangerous situation because they failed to notice someone sneaking up on them.
Dorado Lyncis

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

## Trait Stats

### SPC

d8
d4

### MND

d6
d8

### WIL

d6
d6

## Skill Stats

### Career Skills

CMB, EVA, JMP (d4)
ACA, OBS, QST (d8)

### CMB

/ (d4)
--

### DEC

// (d6)
--

### END

--
/ (d4)

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

/ (d4)
--

### SHO

--
--

### SWM

/ (d4)
// (d6)

### THR

/ (d4)
--

## Gifts and Flaws

### Species Gifts

* Keen Ears
* Night Vision

### Career Gifts

* Astrology
* Literacy: Calabrian
* Research

### Other Gifts

* Cartography

### Flaws

* Irritable
* Lame
* Unlucky
Eater of the Dead

The eating of other Feralians is considered taboo for most civilized people. It's even illegal in many parts of the world. But even they are part of the circle of life, and it is believed by some that even peaceful spirits will not truly pass on into the next realm until their bodies have rejoined nature. The eaters of the dead know this to be true, aside from a few exceptions.

Those with the Eater of the Dead Gift are capable of performing one of these exceptions, the ritual of the Silencing Bite, which involves ritually eating part of the dead person's body to commune with them and help them leave their mortal coil.

## Gift Effects

* If you are within Close range of the corpse of someone who has died within the last 3 days, as a stunt, you may perform the Silencing Bite.
	+ Eat a bite of the flesh of the dead. If their spirit is present, you may now see and speak to them for the rest of the scene.
	+ As long as the dead has reason during this, you may roll Will, Leadership, Negotiation, and Supernatural vs. the dead's vs 3 to encourage the dead to move on to the next world. The target may resist with their Mind, Will, Negotiation, and Supernatural.
	+ If you succeed, the corpse becomes Consecrated and Overkilled.
Engineer

An engineer is a person trained in utilizing physics and math to design buldings, machines, and structures. They are commonly hired to design civil buildings and siege weapons.

## Notable Practitioners

* Filippo Montalto is a Calabrian engineer credited with building the dome of the Cathedral of S'Allumer in Triskellian, Calabria and developing the mathematical and artistic technique of linear perspective, among other achievements.
Invulnerable Hide

Some might say they have thick skin, but atavists with the Gift of Invulnerable Hide have skin that is almost impenetrable. Without a well-placed strike to one of their few soft spots, even the sharpest of blades will glance off of their hide, leaving them with little more than a scratch, if anything at all.

## Gift Effects

* After damage is scored against you, but before you make a Soak roll, you may exhaust this gift to subtract 1 from the damage. This gift may only be used once per damage effect.
Kitsune

## Anatomy and Physiology

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

Like other Vulpines kitsune have pointed ears and snouts and bushy tails. Older kitsune can be distinguished from their cousins the red foxes by their multiple tails, though young foxes with only one tail are often entirely indistinguishable.
Retreating Save

Sometimes the best way to avoid a devastating injury is to retreat from the fight.

## Gift Effects

* Gain +1 Mark to your Jumping. This increase is permanent and will continue to exist even if the gift is exhausted.
* After you fail a defense and roll your soak, if you claim a Retreat, you may exhaust this Gift to negate all Unconscious, Dying, Dead, and Overkilled results inflicted on you by the attack you just Retreated from.
Interpreter

An interpreter is a scholar who studies languages and makes their living translating speech. Interpreters are often highly sought after by nobles to assist with social gatherings and diplomatic meetings with foreign countries, reveal information about captured foreign troops, and compose letters, laws and doctrines to help with the subjugation of foreign territories. It is not uncommon for an interpreter to be given rank, land and titles in exchange for their valuable services.

## Roles and Duties

* Facilitate talks between two or more people who speak different languages by quickly and accurately translating words spoken from one language to the other.
* Translate the text of documents from one language to another.
Geography

You have studied the many places of the world and have amassed a vast amount of knowledge about them.

## Gift Effects

* You may claim a bonus d12 when making rolls to identify major roads, cities, nations, and populations within your Native Homeland.
	+ This gift only applies to knowledge of general, well-known areas. If you want to know the specifics of particular towns or landscapes, you'll need the Gift of Local Knowledge.
* You may claim a bonus d8 when making rolls to identify major roads, cities, nations, and populations outside of your Native Homeland.
	+ This gift only applies to knowledge of general, well-known areas. If you want to know the specifics of particular towns or landscapes, you'll need the Gift of Local Knowledge.
	+ If you also have the gift of Cosmopolitan, increase the bonus to d12.
Hinoda

Hinoda is a large continent located primarily in the Eastern and Northern Hemispheres. It is bordered by Akoma to the East, Govorya to the North, and Torresia to the South. Hinoda covers about 31,579,000 square kilometres (12,192,720 sq mi) making it the largest continent.

## See Also

* List of Hinodan Characters
* List of Locations in Hinoda
Elemental Apprentice

An elemental apprentice is someone who studies the ways of Elemental magic - the magic which seeks to learn the ways of the major elements of the world: Air, Earth, Fire, and Water.

This type of magic is an old one, practiced in many traditional cultures and religions across the world, however in the modern day, the most commonly taught form is the one produced and published by the Dunwasser College of Triskellian in the book On Elementalism.

It is even said that the Dunwasser College staff can make information about all sorts of things available, including rumored secret and forbidden magics, though given their normal prices for information they would likely cost quite a hefty sum to gain access to.

## Gift Effects

* You may speak with either dormant or active elementals and be understood by using the Reason stunt.
* You may sense the direction of the nearest source of Air, Earth, Fire, or Water by rolling your Observation and Supernatural vs 3.
* When you take this gift, you also gain the gift Move Element at no additional experience cost.
Humans

## Appearance

### Eye Colors

Amber, Black, Brown, Blue, Green, Grey, Hazel, Red

### Distinctive Traits

* Large Head
* Long Limbs
* Sparse Hair

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Gifts

* Hiking
* Pack Tactics
* Team Player

### Species Skills

* Craft
* Endurance
* Throwing

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical human is a four-limbed, mammalian bipedal Feralian of average size.
Junk Expert

Many people throw away perfectly good things. The junk expert is someone who knows the best places to look to find exactly what they want.

## Gift Effects

* If you are searching in a pile of trash, a trash bin, or another place where there is a stack of miscellaneous refuge, roll your Mind and Observation vs 3. If you are successful, you may draw a Common item of your choice from the pile. This object may weigh no more than five pounds.
Favor Bonus

Most people have plenty of things they can do well, but some devote time and efforts into making sure they can do their favorite things the best of all and their work shows.

## Gift Effects

* If you roll a 1 with the favored use of your Skill of choice, before you invoke favor's re-roll you may also claim a bonus d12.
* If you are performing the favorite use of your Skill of choice by rote, you may claim a bonus 12.
Honor

## Gift Effects

* Upon taking this gift, you must dictate your code of honor and swear on it that you will perform some task.
* Whenever anyone dishonorably tries to prevent you from performing your task (such as by attacking you without a formal challenge), you may claim a bonus d12 to act against them.
* If you ever act against your code, exhaust this Gift. You cannot refresh this Gift until you have redressed the wrong that caused you dishonor.
Elderberry Smoke

## Gift Effects

* As an attack action, you may exhaust this gift to cast the spell Elderberry Smoke.
	+ Choose a place within Medium range of you to target. Note that if there is any target in this range that is not "Unholy", the spell will gain the "Unholy" descriptor and the user will become Tainted upon casting it.
	+ Roll your Mind, Species, and Observation vs 3.
		- If you are successful the air fills with a a deep purple smoke which billows out and circles the targets within Short range of your targeted spot. Everyone within range must resist with their Body, Endurance, and Observation vs. 3. If they are unsuccessful, the smoke inflicts Dmg +0 Penetrating and Weak and they become Blinded.
Earth Mnemonic

A practiced Elementalist spends a lot of time studying and meditating on the ways of the earth that they harness for their magics and develop a deep connection to them in the process.

## Gift Effects

* Gain +1 Mark to Digging. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you have a Hematite Chain or a Gnome's Chain equipped, it is your turn, and you have a free off-hand, you may put your hand on your talisman and exhaust this gift. If you do so, you immediately refresh all exhausted gifts that have both the "Earth" descriptor and either the "Battle" or the "Respite" descriptor.
Hippopotamuses

((The hippopotamus claim descendance from Taweret, the hippopotamus god of the Lower Sultanate who presides over childbirth and fertility. Her cult train as midwives and broodmothers, experienced in caring for the reproduction of not only hippopotamuses, but also other species. The Sethid pharaohs employed hippo midwives of Taweret to help care for their eggs. Hippos are slow to anger, but when they lose their tempers, they are fearsome in battle, especially in the defense of their families and those they have sworn to protect.))

## Anatomy and Physiology

The typical hippopotamus is a four-limbed, mammalian bipedal Feralian of giant size.
Isabelle Holland

Imelda (Adoptive Sister)

Knox Holland (Brother)

Kody Holland (Sister)

Monty Holland (Brother)

Nora Holland (Sister)

## Physical Appearance

Isabelle is young fox with bright brown eyes, a thin, active build and a coat of medium-length red fur with a white underbelly and tail tip and a few smoky markings on her paws. Of all of her family siblings, Isabelle is the one that most strongly resembles their father, Jasper.

Isabelle has a disdain for fancy, nice-looking, impractical clothes. Much to Evelyn's dismay, anytime she attempts to dress Isabelle in any nice clothing it generally ends up lost, stained, or shredded beyond repair. As a result, she's largely given up on getting Isabelle to wear nice clothes on anything but special occasions, and mostly makes her outfits out of her brother's hand-me-downs, knowing none of them will ever last long against Isabelle's boundless energy.
Heir

A character with the Flaw of Heir is one that is first in line to inherit a position of power. In most cases, characters with this flaw will have spent most of their life being prepared for the position, and their family will likely have very strong expectations for them to accept it and the duties that go with it.

Note, should the character inherit the position this flaw would naturally be resolved and the character will gain the flaw of Duty.

## Flaw Effects

* Upon taking this gift, the player should work with the DM to establish what the character is in line to inherit.
* Should the character refuse to take the position and the duty that goes with it, they're likely to face harsh consequences.

## Experience Triggers

* The character is targeted by someone as a result of their status as heir.
* The character suffers a consequence because they refused to accept the position.
Dholes

((Perhaps not as proud nor ferocious as your average wolf, nor as charismatic and burnished as a fox, maybe not as clever as a coyote, nor as calculating as a jackal, the Dholes are amiable dogs, squarely meddling; and that they excel. Jolly evening gatherings and spontaneous feasts are common among them, and a Dhole wedding is a spectacle of good cheer and rustic splendor. They tend to be boisterous, rowdy, and to talk with their hands.

Dholes exhibit great faith in higher forces; most attend church regularly and are superstitious. Demonstrations of power or intellect impress them greatly, as does oratory work; a dhole in the crowd is a performer's best friend. They aren't particularly ambitious people, content to work enough to pay for drink and drink enough to make work bearable.

They make excellent companions, pages, assistants, seconds-in-command, squires, barkeeps, and so on.))

## Anatomy and Physiology

The typical dhole is a four-limbed, mammalian bipedal Feralian of average size.
Improved Strength

Through training and repeated physical exertion one can learn to withstand tremendous physical pressure and to exert tremendous physical force.

## Gift Effects

* Increase your carrying modifier from Strength from 1.5 times to 2 times.
* Increase the bonus d8 you get when performing a roll that relies on your strength to a bonus d12.
Doctor

You have studied the ways of medicine and can treat the ails of the injured and sick very effectively.

## Gift Effects

* You may treat the Maimed and Sick. Roll your Mind and Academics vs 3. If you have appropriate medical supplies, you may also be able to claim additional bonuses from them. You spend one hour treating the patient and for each success you score, the patient earns 1 point towards healing a Maimed or Sick quota.
Disarming Save

A true warrior has skill with their weapons and knows how to use them to combat their foes, but they also understand that weapons are not the only factor to be concerned with in combat. Sometimes it's necessary to sacrifice ones hold on a weapon in order to keep their hold on their life.

## Gift Effects

* Gain +1 Mark in Fighting. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you just failed a counter or parry with a weapon you have Weapon Proficiency with, after rolling your Soak, you may exhaust this gift to negate any and all Unconscious, Dying, Dead, and Overkilled results from the damage. You are immediately disarmed. If you highest result you negated was Dying, the weapon flies 4 paces away from you, if it was Dead, the weapon flies 12 paces away, and if it was Overkilled, your weapon shatters into fragments.
Howling

## Gift Effects

* While attempting a Scare Stunt, if you let out a Loud howl during the attempt, you may claim a Bonus d12.
* If are defending against someone else's Scare Stunt, as a reaction, you may let out a Loud howl. If you do, you may claim a Bonus d12 to resist being scared.
* You are capable of speaking all the aspects of the Language of Baer Sgairnach, although you cannot understand it unless you take the Gift of Language: Baer Sgairnach.
Hopeless Flirt

A character with the Flaw of Hopeless Flirt is one that has trouble fighting people of the gender they're attracted to.

## Flaw Effects

* The character suffers a d12 penalty to all attack rolls if they are fighting against someone of the gender they're attracted to.

## Experience Triggers

* The character is injured by a person of they gender they're attracted to.
Indecisive

A character with the Flaw of Indecisive is one that has difficulty making decisions. Whether it's an important decision, like whether to go to war with a neighboring kingdom, or a simple one, like what to eat for breakfast, the indecisive might need to take hours or even days before they manage to decide what they want to do.

## Flaw Effects

* Anytime the character has to choose between multiple options, they must succeed on a roll of Will vs 3 to decide between the choices. If they fail this roll, they may not attempt it again until they have spent at least 5 minutes deliberating with themself.

## Experience Triggers

* The character fails a task because they took too long to make a decision.
Giraffes

((To hear some tell the tale, the giraffes once ruled the Great Plains of the,, the days before the rise of Deltan hegemony. When they can, they avoid city, mostly out of comfort since few buildings are designed to accommodate their size. Some take great pride in the color and variety of their patterns, which may not be obvious to casual onlookers.))

## Anatomy and Physiology

The typical giraffe is a four-limbed, mammalian bipedal Feralian of giant size.
Jealous

A character with the Flaw of Jealous is one that is prone to strong feelings of envy.

## Flaw Effects

* Anytime the character sees someone with something they want, including both objects and relationships and statuses, they must succeed on a roll of Will vs 3 to avoid becoming Envious of them. If the character is envious of someone, they suffer a d12 penalty on all Social rolls with them. The envious status will last until either the person no longer has what the character wanted or until the character gains the desired thing for themself.

## Experience Triggers

* The character hurts someone they care about over something they want.
Haggling

Everything has its price, but you know that the listed price isn't always the best and you've got a talent for convincing others to lower them a bit for you.

## Gift Effects

* You may claim a 10% discount on all Common and Uncommon items.
* When you sell used Uncommon, Rare, or Extraordinary items, you may claim 50% of the original price instead of the standard 25%.
* You may claim a bonus d12 to negotiate prices on items, inquire about fair deals, or deceive someone about an item's monetary worth.
Griffon Vultures

(("Don't touch that. You don't know where it's been. Me? Course and it where it's been, and a vulture. It's my job. Yes, I'm going to eat it, that's also my job. Yes, I know you think it's barbaric, that's just how it works over here. This tower here, it's for air burial. Families who follow the old ways of the Last spring there on her debt and place them atop the tower, and we vultures come here and consume them. It's a ritual. A sacred one, representing the dead returning to the cycle of life and death. Before you rush off screaming call for the inquisitors, let me remind you that I probably know your religion better than even you do young lady… And I suppose that now I've given my flock enough time to cut off your escape, I can tell you I was referring to your real religion. So when you get to where we send you, tell your god I said hello."))

## Anatomy and Physiology

The typical griffon vulture is a four-limbed, avian bipedal Feralian of average size.
Functionary

A functionary is career bureaucrat who works in a larger governmental administrations.

## Roles and Duties

The roles and duties of Functionaries can vary widely depending on the office they hold, however some of the common responsibilities are as follows:

* Officiating ceremonies related to role of the office
* Representing the office as its public face
Hunter

A hunter is a person who makes their living trapping and shooting animals for subsistence, crafting materials, and for sale. In parts of the world where the rights to land are tightly controlled, many Hunters are considered to be miscreants illegally poaching on a lord’s land.

## Roles and Duties

* Killing or trapping game animals and preparing them to be processed into food, craft materials, and other goods.
Hornbills

## Appearance

### Feather Colors

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

### Eye Colors

Black, Brown, Green, Grey, Orange, Teal, Red, White, Yellow

### Distinctive Traits

* Casque
* Featherless Face
* Long Heavy Beak

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Survival

### Species Skills

* Evasion
* Observation
* Presence

## Anatomy and Physiology

The typical hornbill is a four-limbed, avian bipedal Feralian of average size.
History

You have studied the history of the world and have amassed a vast amount of knowledge about it.

## Gift Effects

* You may claim a bonus d12 when making rolls to know key dates and places, the timelines of wars, and myths and legends. This gift only applies to knowledge of general, well-known pieces of history. If you want to know the secret histories of particular towns or landscapes, you'll need the Gift of Local Knowledge.
Everett Holland

Imelda (Adoptive Sister)

Isabelle Holland (Sister)

Knox Holland (Brother)

Montgomery Holland (Brother)

Nora Holland (Sister)

## Physical Appearance

Everett is an adult fox with bright brown eyes,  broad-shoulders, a muscled body, and a thick, mostly red fur coat, with a white underbelly and tail-tip ticked with specks of dark black fur and dark black arms and legs.

Everett typically dresses practically for his work on the farm, preferring plain colored clothes suited for whatever task he's doing. Even so, he has a strong disdain for looking dirty or disheveled, so he won't wear overly stained or threadbare clothes unless he absolutely has to and will usually change into nicer clothes as soon as his day's work is done.
Gray Foxes

((Gray foxes are creatures of aristocracy by birth, giving rise to royal bloodlines as well as the pitfalls that come with unfettered power. They are bluebloods through and through, born out of generations of inbreeding and intrigue. Their lives play out like chess games: deeply calculated in full of gambits, sacrifices, checks, encounters. No expressed motive is wholly pure, and innocence is simply another resource to exploit or trade away for profit. For the gray fox, the only other creatures that truly exist are other gray foxes. Whoever else happens to be around is a shadow, an echo, or a tool.

Physically, gray foxes can present a wide range of oddity due to inbreeding. Murky legends tell of the occasional split tail, hairlessness, or additional finger, but milder examples such as colorblindness, unusual allergies, or hemophilia are more credible. There is a persistent tall tale of an ancestral gray fox with a beating heart, but this is readily dismissed as complete fairy floss.))

## Anatomy and Physiology

The typical gray fox is a four-limbed, mammalian bipedal Feralian of average size.
Earth Clout

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

## Gift Effects

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

Everett Holland (Adoptive Brother)

Knox Holland (Adoptive Brother)

Kody (Adoptive Sister)

Monty (Adoptive Brother)

## Physical Appearance

Imelda is an adult cat with olive green eyes,  a slender build, and a full coat of medium length grey fur with faint grey tabby stripes, a cream underbelly, and a dark pink nose and paw pads.
Dyer

A craftsman who mixes different components to form inks, dyes, and colorful stains. Most dyers make their living coloring fabrics and clothing and providing scribes and artists with the materials they need.

## Roles and Duties

* Gathering or ordering raw materials to process into pigments
* Processing raw materials into inks, stains, or dyes
* Dying fabrics, clothing, or other goods for sale
Druid Apprentice

A druid apprentice is someone who studies the ways of Druid magic - the magic which seeks to learn the mysteries of both the mundane world and the spirit world.

This magic is most commonly practiced by those in the Phelan lands and, unlike many other magics, is a strictly oral tradition taught only in the language of Bérla Féini. Because this magic is closely intertwined with the views and practices of the druid religion, practitioners are often looked down upon in lands such as the demesne of the Avoirdupoids where the Church of s'Allumer has a strong presence.

## Gift Effects

* If you successfully rally a target during combat, they may claim a d8 assist bonus with all of their "end of round maintenance" rolls for that round. If you have the Gift of Team Player, this bonus is increased to a d12.
* When you take this gift, you also gain the Gifts Faerie Fire, Hateful Curse, and Remove Glamor at no additional experience cost.
Deer

((The stag and the doe are blessed with the natural grace and unerring step that allow them to persist in an innately dangerous world with apparent ease. Any witness to a struggle featuring deer will note how often luck seem to favor the cervine, or claim some kind of divine intervention. They can appear to navigate conflict unscathed and evade almost certain doom as the choreographed or privy to unnatural insight. This last interpretation is closest to the truth as deer are simply more attuned to their surroundings and are able to make use of small opportunities that pass undetected by others.))

## Anatomy and Physiology

The typical deer is a four-limbed, mammalian bipedal Feralian of large size.
Floretta Rinaldi

## Physical Appearance

Floretta is a young Hare with a chubby build, brown fur, and bright brown eyes. She typically dresses in the finery typical of nobility, though with falling fortunes there's been a shift from the rich purples and emeralds that require expensive to the more common bright oranges, yellows, and pale greens.
Initiate

An initiate is a low-ranking member of a cult. Cults seem to spring up often in remote places - some of them earnest, others run by charlatans, and an unfortunate few that are crazy.

## Roles and Duties

The roles and duties of a cult intiate can vary widely depending on the cult they are involved with, however some of the common responsibilities are as follows:

* Attending the sermons of the cult leader or leaders
Gust of Wind

An elemental air spell that manifests as a small whirlwind, swirling around the caster. At their command, the mistral arcs outward and explodes into a gale force wind.

## Gift Effects

* If you have a Create Wind weapon readied, as an attack action, you may exhaust this gift to cast the spell Gust of Wind.
	+ Choose a target within Medium range of you to be the central point of your attack.
	+ Roll your Speed and Observation vs. 3.
	+ If you succeed all targets within Short range of the point you chose must resist the spell by rolling Body and Endurance vs 3.
	+ If they are unsuccessful, you inflict Dmg +0 and push them 3 paces away from the point.
	+ This expends the Create Wind weapon.
Horns

A dark, pigmented liquid produced by certain animals. Ink is most commonly generated by cephalopods and molluscs. In an aquatic environment, the ink can be released into the as a defensive tool. Once released, the ink quickly darkens the water, blinding everyone in range and allowing the releaser a chance to retreat.
Model

A model is a performer who is hired by artists to pose in different positions for their reference. Models are often required to hold themselves in usual positions for extended periods of time, so they need to have endurance, flexibility, and a good sense of balance.

## Roles and Duties

* Posing for aspiring and professional artists, often while nude
* Holding poses or facial expressions for extended periods of time
* Changing poses, facial expressions, and gestures to display the impression the artist wants
Pigeons

## Appearance

### Feather Colors

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

### Eye Colors

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

### Distinctive Traits

* Cere
* Eye Rings
* Large Wings
* Round Body
* Short Legs

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Dead Reckoning
* Flight
* Prehensile Feet

### Species Skills

* Endurance
* Evasion
* Observation

## Anatomy and Physiology

The typical pigeon is a four-limbed, avian bipedal Feralian of slight size.
Melee Guile

While strength can be an important part of combat, it is not the only trait that is useful in a fight. A clever move can be enough to fell many foes if one is quick-minded and resourceful. Those who train in the ways of guile often learn to prioritize these skills over brute strength.

## Gift Effects

* If you are Attacking, Countering, or Parrying with a melee weapon, you can use your Mind dice instead of your Body dice.
* If you also have the Gift of Brawling Fighter, you may use your Mind dice instead of your Body dice with Brawling Attacks, Counters, and Parries.
Electric Shock

The body of a Feralian with the Gift of Electric Shock is capable of producing a strong charge of electricity and sending it to pass through the body of an opposing target. This charge is not produced by magical means but by a series of organs capable of producing it naturally.

## Gift Effects

* As an attack action, you may exhaust this gift to send out an Electric Shock.
	+ Declare a target within Reach Range
	+ Roll your Speed, Species, and Shooting vs your target's defense
	+ If you are successful you inflict Dmg +1, Penetrating, and Immobilized
	+ If your target is standing in water, the damage will also be Critical
Forgery

When crafting, you are skilled and noticing and copying the small details that mark an item's authenticity. You can make a work of art look like it was painted by someone else, make a bogus legal document look legitimate, or make a modern item look antique by making fake distress marks. You are also skilled at spotting forgeries of this kind.

## Gift Effects

* If you are attempting to replicate an item that is within Near range of you, you may claim a bonus d12, limited by your highest skill die involved in the roll.
* If you are attempting to replicate an item that you have seen within the last week, you may claim a bonus d8, limited by your highest skill die involved in the roll.
* If anyone attempts to examine any replicated item you have crafted for signs of forgery, they will face a d12 penalty.
* When attempting to identify whether an item is a forgery, you may claim a bonus d12.
Fisherman

A fisherman is a person who catches fish and other sea creatures for a living. Small scale fishermen might employ simple fishing poles or spears for the task, while larger scale operations are likely to use boats to travel to deeper water and deploy nets to catch as much as they can at once.

## Roles and Duties

* Catching fish and other aquatic animals for use as food
Mice

((The mice are the true believers; given their size and otherwise lack of natural offensive and defensive traits, they make up for what they lack physically with extraordinary force of will. This most commonly takes the form of a career in religion is to faith and charisma is rewarded.

However, even outside of the church, mice can be found in positions requiring great faith or leadership through inspiration. They are often the two revolutionaries, social progressives, and other unassuming grassroots organizers. They typically are purveyors of hope, humanism, and a stoic work ethic; viewing cynicism as a luxury. As the saying goes: "a mouse holds the sword with both hands", referring both to their small size, and also their devotion to their chosen cause.))

## Anatomy and Physiology

The typical mouse is a four-limbed, mammalian bipedal Feralian of small size.
Militia Leader

A strong leader can come from anywhere, but a leader from the same place as their soldiers has the advantage of a shared knowledge of the local landscape. This allows a leader to issue commands based on landmarks and be perfectly understood.

## Gift Effects

* If you are Rallying a target, and both you and the target have Local Knowledge of the area you're in, you may claim a bonus d12 with your Leadership dice.
Luck

The will of fortune may be fickle, but it tends to come around for everyone once in a while. Perhaps, with a bit of luck, it will come to your aid.

## Gift Effects

* After making any die roll that involves your character, you may exhaust this gift to choose one die - either rolled by you or by someone else - and roll it two more times. From the three rolls, you may choose to keep whichever you like.
* If this gift is taken multiple times, you gain an additional use of it for each time it is taken.
Otters

((If there were one species would be more at home on the water than on land, it would be the Otter. They're tireless swimmers, both above and below the waterline, the catch more fish with their bare hands and other folk with their huge nets.

With the rise in sailing traffic, more and more Otters are found in Calabria, and not the kind who are the best representatives of the kind, either. Pirates aren't known to be the best folk to be around, and when you combine that with the Otter's impulsiveness and spinning moral compass you have the foundations for trouble.

True to their namesake, Otters are found near rivers, lakes, and the coast, and are virtually absent from the inner plains.))

## Anatomy and Physiology

The typical otter is an four-limbed, mammalian bipedal Feralian of average size.
Night Vision

Feralians with night vision are capable of seeing well in very low light.

## Gift Effects

* On moonless and half-moon nights, you see as if it were Dawn or Dusk. On nights with a full moon, you see as if it were daylight. If your only source of light is candlelight or fire, negate the usual d8 penalty.
* You may travel at full speed at night.
Locksmith

### Career Gifts

Craft Specialty: Locksmithing, Insider with Locksmiths' Guild of Choice, Sabotage

A locksmith is a craftsman who makes their living making and repairing locks. Locks are integral to many things that are of interest to the nobility, such as the protection of castles and the imprisonment of criminals. In order to maintain security for these practices, locksmiths are exclusively trained in guilds and the secrets of their craft are highly guarded. As a result, a locksmith capable of furnishing a lock that was resistant to picking or tampering is very highly valued.

## Roles and Duties

* Crafting locks and keys from raw metals
* Keeping the secrets of the locksmiths' guilds
Prehensile

Some Feralians have one or more extra dextrous body parts capable of grasping things around them.

## Gift Effects

* The body part or parts listed by the gift are dexterous enough that they can each be used as an extra off-hand.
* If you have failed a climbing roll, you can make an attempt to catch yourself with your prehensile limb.
	+ Re-roll all of your dice. The new result stands, whether it's better or worse.
	+ If you are successful, you are considered Knocked Down until you can right yourself.
Rabbits

((The cliché "the stub the rabbit's toe" refers not only to their large feet, but from the stereotype that all rabbits related either by blood or by marriage, and they are intensely loyal to family like a gang. To offend one of them is to offend all of them, at all levels of society; from nobles to ruffians, but nurses to whalers.

Almost everyone has an anecdote about this: the stingy merchant short-changes the bunny bootblack on the way home. He arrived at his house within the hour to find it foreclosed upon by local rabbit bank manager.

In truth, the degrees of separation between any two rabbits is not typically less than for any other species.))

## Anatomy and Physiology

The typical rabbit is a four-limbed, mammalian bipedal Feralian of average size.
Notosia

Notosia is Feralis's southernmost continent which is located in the Antarctic region of the Southern Hemisphere, almost entirely south of the Antarctic Circle. Notosia covers about 14,200,000 square kilometres (5,500,000 sq mi) making it the third smallest continent, above Torresia. About 98% of Notosia is covered by ice that averages 1.9 km (1.2 mi; 6,200 ft) in thickness, which extends to all but the northernmost reaches of the Antarctic Peninsula.

## See Also

* List of Notosian Characters
* List of Locations in Notosia
Noncombatant

A noncombatant is someone who displays a commitment to avoiding violence. They may not be a true pacifist, but their reputation for avoiding conflicts precedes them and encourages others to attempt to talk things out before attacking them. Their habit of preventing conflicts also hones their abilities to sense when trouble is beginning to brew and to keep themselves and their allies away from it.

## Gift Effects

* If you have not Attacked, Counter-Attacked, or otherwise caused anyone to become Hurt, Injured, Dying, Sick, Dead, or Overkilled in the last 24 hours, you may claim a bonus d12 with all rolls to Deceive, Gossip, Negotiate, or Question other people.
* If you have not Attacked, Counter-Attacked, or otherwise caused anyone to become Hurt, Injured, Dying, Sick, Dead, or Overkilled in the last 24 hours, you may claim a bonus d12 with all defenses.
Rhinoceroses

((At some point, there were rhinos. They just kind of appeared in the background of daily life. Improbably large, often towering over most people's line of sight, the massive rhinoceros ironically the last person you usually notice in a crowd.

They are so big that to smaller species, they parse as scenery; like some kind of mobile, lumbering piece of furniture or Kantian stage prop. Even other species thought to be large (horses, bears, and such) are dwarfed by your average rhinoceros. Yet when the topic of size arises, they are hardly ever considered. No one typically notices rhinoceroses unless they are in the way, a situation every rhino is intimately familiar with.

They make excellent workers when they are able to move freely or work alone. They aren't typically ambitious, many find opportunities in monastic or religious life, if for no other reason than that cathedrals tend to be sturdy, open spaces, and sanctuaries for misfits.))

## Anatomy and Physiology

The typical rhinoceros is a four-limbed, mammalian bipedal Feralian of giant size.
Ostriches

((Ostriches are to the ground as Falcons are to the air: meditative wanderers, always seeking new land and new people and new experiences. This is somewhat surprising because ostriches are also not the most fearless of people. So maybe that's a good encapsulation of the ostrich experience: visit new places, meet new people, get terrified, and run away from them.))

## Anatomy and Physiology

The typical ostrich is an four-limbed, avian bipedal Feralian of giant size.
Jackals

((There is little kindly written about Jackals. Not without reason; they have an innate tendency for ruthlessness. Even the best of them are coolly received in polite company, for a Jackal as a friend usually means a knife in the back, sooner or later. Jackals themselves don't much like their own kind either; this perhaps is all that keeps them from prospering as others of similar temperament.

How they persist is as a tool to those that will, since there are times when complete ruthlessness is needed for a steady hand on the blade. As such, Jackals are not usually found among common folks, but in the noble halls of power and in the wings of court. Young jackals are often raised alongside is one heirs not only as bodyguards for the safeguards against you treachery for the throne. It is very rare to find a Jackal not in the service to a wealthy benefactor, or making a living in tranquil occupation.))

## Anatomy and Physiology

The typical jackal is a four-limbed, mammalian bipedal Feralian of average size.
Prudence

An act of caution at the start of a battle can sometimes be enough to determine whether you live or die. Those who are prudent prepare to defend themselves before they go rushing into a fight.

## Gift Effects

* If you are able to guard at the start of a battle, you will automatically be Guarding. If you are not able to Guard, this Gift has no effect.
Nagging Conscience

A character with the Flaw of Nagging Conscience is one that is plagued by guilt whenever they do something they believe is wrong.

## Flaw Effects

* Anytime the character does something they believe is wrong they must succeed on a roll of Will vs 3 to resist the urge to turn themselves into the nearest authority or, if none is available, to avoid punishing themself.

## Experience Triggers

* Someone the character cares about gets hurt because the character is busy dealing with their guilt.
Potter

A potter is a skilled craftsman who makes things out of clay, porcelain, and other ceramics. By far, the most common things potters produce is pots, either for cooking or for storage. Exceptional potters may also occasionally be hired by nobles to produce sculptures or other forms of decoration.

## Roles and Duties

* Shaping clay and other materials into cookware, pots, and furniture
Nobility

Whether they've gained the status by birth or by appointment, a person with noble status has privileges in the world and favor in the eyes of the law that common folk do not get to enjoy.

## Gift Effects

* You may claim a bonus d12 to gossip with other nobles, to negotiate special favors appropriate to the upper class, or to assert your noble presence.
* You are entitled to the privilege of high justice. As long as you are within your domain, or if you can prove your noble status, the laws will apply to you differently and you will generally face much lower penalties if you are caught committing crims. You may own proscribed weapons, so long as you do not show intent to use them illegally.
* You may exhaust this gift to use your noble status to gain a special favor. Examples of this could range from , to gaining an audience with another noble, to getting someone to grant you better types of food or lodging for free. This gift will not refresh until you have spent 24 hours away from the people you exerted your influence on.
Massive Fool

One might be a fool, but that hardly makes them a simpleton. With well placed jabs and taunts, a skilled fool knows where to aim to stir an entire crowd of people into a rage.

## Gift Effects

* If you are using a Taunt stunt, you may exhaust this gift to target a Group of targets instead of just one. When targeting multiple targets in this manner, the best result you can score is Enraged.
Miner

A miner is a person who extracts ore, coal, or other mineral from the earth through mining. A dangerous trade, miners risk cave-ins, explosions, and exposure to bad air. Miners may also be employed during warfare to dig tunnels for soldiers to travel through or fill with explosives.

## Roles and Duties

* Mining ores, coals, precious metals, or precious stones from the earth
Missing Arm(s)

A character with the Flaw of Missing Arm(s) is one that is missing at least half of their natural arms.

## Flaw Effects

* If the character's species naturally has two arms:
	+ The character is missing their off-hand. They also face a d8 penalty to all Body and Speed rolls that are based on using their arms.
* If the character's species naturally has more than two arms:
	+ The character has half as many good hands and off-hands as a member of their species normally would. They also face a d8 penalty to all Body and Speed rolls that are based on using their arms.

## Experience Triggers

* The character fails an important task due to the limitations of their body.
Lustful

A character with the Flaw of Lustful is one that experiences overwhelmingly strong feelings of lust for those they find attractive.

## Flaw Effects

* Upon taking this gift, the player must inform the DM of the type of people that the character would find attractive. This definition must be fairly wide, and should not be more restrictive than two traits (i.e. a Specific Gender, Race Family, Body Feature, Size, Personality, or similar trait).
* The character suffers a d12 penalty to any roll to resist becoming Charmed, Persuaded, or Seduced by someone they find attractive.

## Experience Triggers

* Someone attractive that the character was Charmed, Persuaded, or Seduced by uses the action to betray the character or lead them into a trap.
* The character fails a task because they were distracted by someone pretty.
Knight

A knight is warrior that serves a noble family. Traditionaly when knights weren't needed at the castle, they would travel the land in search of adventures to exhibit their military skill and crew their chivalric values on behalf of their royal family. In modern times, however, many knights are being sent to work as sellswords to generate money for the noble families.

## Roles and Duties

* Protect the land of their lord and any castles or other structures on it.
Prideful

A character with the Flaw of Prideful is one that holds themself and their own work in the highest esteem.

## Flaw Effects

* Anytime someone does something that damages the character's pride, the character must succeed on a roll of Will vs 3 or change one of their goals to taking revenge on the other character. If the character already has a full list of goals, one must be set aside until the character's pride has been satisfied. This goal may not be changed until it has been carried out and successfully completing it will give no rewards.

## Experience Triggers

* The character is distracted from an important goal by their need for revenge.
Personality

Many people have a key trait that defines them over all others. This gives them a great strength of personality, which makes certain things come as a natural habits for them and can give them an extra bit of determination to see them through tough situations.

## Gift Effects

* If you make a roll that is somehow relevant to your Personality, you may exhaust this gift to claim a bonus d12.
* During the character development phase, you may change one Personality choice to a different choice at no cost.
Mason

A mason is a craftsman who constructs buildings and other structures out of bricks or stones. The structures they built can range from homes, to fence-walls, to wells, to large-scale architecture, depending on the needs of the client and the skill of the mason.

## Roles and Duties

* Constructing buildings, walls, or other structures out of bricks or stones