recursal/Fanatic-Fandom huggingface dataset:
Wild

**Wilds**, alternatively known as **aura** or **mood**, are a mechanic in the *Svea* series.

Exclusive to PvE enemies, wilds grant enemies with strengths as well as weaknesses. Wilds are specific to each enemy's species, and may change during battle unless scripted.

Wilds are responsible for most additional properties to be taken into account during battle, which are not applied when fighting other players. These include whether the enemy is Armored and reduce damage from all sources unless Piercing abilities are used; whether the enemy is vulnerable to a specific element or physical/magical property, the intricacies of their topple requirements, and so forth.

Wilds add great variety to enemy types, as the same base enemy with a different wild will have to be approached very differently than others.

Wilds can be presented as **titles** in the form of adjectives. For example: Cunning Beep, which is Support-focused.

**Unique enemies** are featured in a similar way, but are presented with their unique names rather than their species name. For example: Unforgivable George, the Beep. They often only have one wild, but there are some exceptions.

## Party

Strike– FlamestrikeHeat-property.

UltimaDisasterNullifies Armored property.BenedictionAdds Armored property.

Heavy SmashPiercing-property.
## Discussion

### *Final Fantasy X*

* Not achieved with non-wild stats in *Svea*.

* Achieved with non-wild stats in *Svea*.
Aggro (Artifice)

*Purge*

**Aggro** is a mechanic and pseudo-stat in *Artifice*. It affects targeting and which abilities may be used.

## Grid Rows

Each row has its own **aggro multiplier**.

* Front
	+ 3/2x
* Center
	+ 3/3x
* Rear
	+ 3/4x

## Active

### Aggro induction

Actives generate some amount of aggro, to the enemies targeted. If no enemies are targeted, the aggro is generated to *all* enemies.

### Max-Aggro Requirement

Actives have a **max-aggro** requirement. With aggro higher than the specific parameter, the active cannot be used.

Basic attacks can *always* be used, they have the max. aggro requirement.
Rental

**Renting** upgrades is a mechanic in the *Svea* series.

Players are forced to prioritize within **upgrade groups**; renting costs are increased when other aspects within are already rented. For example, renting level 2 of ↓Defense↓ may cost 10, whereas ↓Damage↓ will consecutively cost 25, after which ↓Speed↓ will consecutively cost 40, and so forth. Unequipping refunds the currency.

After battles have been fought, the upgrade will progress towards being permanently acquired. At this point, no bonus effect is attained, but the level is permanently attained and some generic upgrade currency is refunded.
Boss

**Bosses** in the *Svea* are fixed encounters with strong enemies. Many are required to beat to progress the game.

## De-Level

Bosses automatically **de-level** the player to match their own level, for the duration of the battle. This is so that the game will still prove a challenge, and so that the player cannot overlevel their character.

In the **base**, the player is able to purchase a buff that prevents the player from being deleveled during their next battle only. This buff is lost if the player is defeated before reaching the boss.
Leoroyae (Artifice)

*Purge*
File:Leoroyae (Artifice).png
*Found in clearings, Leoroyae are the kings of the Woods.*
**Leoroyae** is an enemy in *Artifice*.

## Breaks

 Max
 100
 Effect

## Actives

 1
 1
 Side

## Passives

 * When appearing, sets the weather to rain.
 * When appearing, sets the time of day to dawn.
+ Wood ↦ 1.25×
 * The user's  is increased by 1.25× during dawn.

## Stats

* The Health of player-controller units cap at 1000.
Banter

*"Talk", "Direction", and "Hint" redirect here.*
**Banter** is a recurring feature in the *Svea* series.

A dedicated button is assigned to banter, in which party members will initate a conversation that takes place in the background, like any message in the game. Tapping the button leads to a general world-/characterbuilding comment or conversation, whereas holding the button leads to a comment on the current situation or direction to go in.

Every banter is optional; the player needs to press the dedicated button to hear it. This can be changed in the options, but not for hints/directions.

The symbol for banter will display whether or not a "building" banter and/or a "hint" banter is available.
Drop

**Drop** refers to the mechanic in the *Svea* series of enemies granting items to the player upon defeat, usually with an element of randomness to whether or not an item is dropped, which item, and in which quantity.

Inflicting an enemy with status ailments prior to its defeat greatly increases the player's luck. This includes topple.
Tarkleigh

The humorless warden of Lioneye's Watch , Tarkleigh first encounters while throwing javelins at Hillock from the ramparts.

He functions as the main vendor and source of early skill gems for the party.

## Encounters

During Episode 1 , Tarkleigh nearly becomes hostile to the party when Grace's zombies, while outside the fort, eat a helpless exile who had fled from Hillock.
Outfit

**Outfits** are a part of **equipment** in *Svea* series, along with **weaponry**. Unlike weaponry, outfits have no impact on battle. **Cosmetics** can be obtained for both, along with a player upgrade material for outfits, and one specific to the weapon type for weaponry.

Outfits worn are randomized frequently; this is so that the player does not get used to wearing just their favorite outfit without ever trying new ones. They are still allowed to change the current outfit at any time. This option can be disabled in the settings as well, but the toggle has a note by the developer to try to experiment more themselves.

Outfits come in a few separate pieces: **head**, **body**, **under**.
Lulu Caty

Penelope Pussycat (older sister)

Mimi Caty (older sister)

Susu Caty (older sister)

Mela (younger sister)

Oliver (younger brother)

Doom Kitty (younger sister)

Chi (younger sister)

Marie (younger sister)

Sagwa Miao (younger sister)

Pussyfoot (younger sister)

Rufus (grandfather)

Pom Pom (grandaunt)

Lulu Caty is a main character in The Cat House. She is from the show Lulu Caty and she is the role of Luan Loud.

## Biography

Lulu is the fourth-oldest cat sibling of the Cat family, and the second-youngest of Oliver's five older sisters. Her most annoying habit is telling bad jokes and puns, as well as pulling pranks.

According to "Funny Business", she got narcissistic and cocky when she got her first big laugh, just like Oliver in the same episode.

## Trivia

* In "No Guts, No Penelope", Lulu blending into a wall, and then walking into Oliver's room is a possible reference to "The Spy" from the game, *Team Fortress 2*.
* It is revealed in "Sleuth or Consequences", that Lulu records herself sleeping, in case she tells a joke in her sleep.
* A running gag in the series is that Lulu always tells horrible jokes, much to her siblings' annoyance.
	+ It is strongly implied she inherited her sense of humor from Thomas O'Malley.
* In "Making the Case", it is revealed that Lulu has her own comedy-themed website. It is also revealed that she has several tapes of Oliver's past. She explains that it is wrong to upload video footage of others without their permission.
	+ In that same episode, Lulu says the biggest rule when making a video is to always keep your camera running.
Episode 1

## Cast

AngryAA - Game Master

CuteDog\_ - Mathille Juan

GilbertAmie - Grace

ZiggyD - Rockwell McCocciner

Zizaran - Zivon

## Events

#### Shipwreck

* Party washes up on shore and fends off zombies of newly expired exiles and crewman from the ship.

#### Hillock

* Party encounters and defeats a massive zombie named Hillock who is found rampaging outside the gates of Lioneye's Watch

#### Lioneye's Watch

* Party enters Lioneye's Watch and meets Nessa, Tarkleigh and Bestel

#### Exiles

* Party enters the exiles Mors, Hegemony and Raiz who claim to be the masters of Lioneye's Watch
* After a short conversation, Maithille and Zivon decide to ambush the exiles.
Defending

* For **physical attacks**, remember to subtract your **Armour** from the damage to determine the final damage.
* For **elemental attacks**, remember to subtract your **Resistance** from the damage to determine the final damage.

If you have Regeneration, you gain that amount in **Life** at the start of your turn.

If uninterrupted for 2 turns, a player or monster may perform a coup-de-grace. This instantly kills the target. The GM has final say on what can, and can’t be subject to a coup-de-grace.

These rules are for player characters, important NPCs, and demigods. Unimportant NPC’s die at 0 **Life** unless the player wishes to spare their life. You cannot spare the life of an enemy if you drop them to 0 **Life** with a critical strike.

### Cover

If you have cover, you take half of the Final damage from attacks after you apply mitigation, that you have cover from. However, it is possible for your cover to be destroyed by area of effect attacks, making you vulnerable, or be negated in other ways, such as an attacker engaging in melee. Defending another player with a shield or staff grants them cover.

If you have full cover, you cannot be targeted by any attacks, though your cover may be targeted and destroyed.

### Defending an Ally

**If you are in a Zone with an ally, on your turn you may declare you are defending that ally as a minor action.** As long as you are both in the Zone together and the defender is not surprised, for each attack and spell from opponents that target that ally must choose to target you instead. The exception is when the opponent first beats you on an opposed **Maneuver** check or the skill is an area of effect skill. If the defender is using a shield, the ally they are defending does gain cover against an area of effect skill.

For defending allies, you may use **Athletics** instead of **Maneuver**. This is similar to a summoner's minions who are in the Zone with them, who can be ordered to defend the summoner only. A person who is defending an ally cannot Engage enemy targets, and must stay in their allies Zone, but otherwise may act normally. Two people may not defend the same ally.
Minions

Minions are the result of necromantic, elemental or otherwise mystical **Soul Manipulation**.

### Appearance

Though most minions have a quite rigid frame of appearance to work with, players are free to customise their minions within this frame at GM discretion. Such customisation offers no mechanical advantages or disadvantages in combat. Although, per GM discretion, the appearance might have an effect in roleplay situations.

### Mechanics

A player, if he has a suitable Skill Gem to do so, can summon a minion in a Zone of his choice as a major action. Depending on the minion type, the defensiveness and offensiveness are defined specifically in the appropriate Skill Gem section. Minions do not grant flask charges on death.

For each type of minion, the player has a minion limit specified by the associated Skill Gem. Minion type limits can apply simultaneously to multiple Skill Gems.

### Behaviour

All minions of the same type always move and attack the same targets as a group, and lack the tactical intelligence to split up. Summoned minions in the summoner's Zone automatically defend their master, meaning that all attacks and spells directed at the summoner hit the summoners minions beforehand. If the summoner sends their minions to attack enemies in another Zone, they lose this defensive benefit. Minions use their master’s **Maneuver** and **Stealth** on appropriate checks.
Leech

Leech converts a portion of your attack and grants you either **Life** or **Mana**. ****Life Leech**** is listed as ‘4 ****Life Leech****’. This means that when you make your attack, you leech 4 **Life**. ****Mana Leech**** is the same as ****Life Leech****, this means every time you hit with ‘1 ****Mana Leech****’ on at least one enemy, you gain 1 **Mana**.

**Leech only works with attacks.** Spells cannot Leech unless otherwise specified. Leech only functions if you deal at least 1 point of damage with the attack. If you miss, you don’t leech.

*For example: Rodriguez has a ****Life Leech**** of 25. He runs into a horde of 10 zombies and attacks them all with Cleave. He deals 80 damage, and immediately heals 25 due to his ****Life Leech****.*
Episode 3

## Cast

AngryAA - Game Master

CuteDog\_ - Mathille Juan

GilbertAmie - Grace

ZiggyD - Rockwell McCocciner

Zizaran - Zivon

## Tidal Island

* The party meets Captain Arteri of the Ebony Legion accompanied by a small force of blackguards.
* Arteri, who is in possession of the medicine chest, offers it to them in return for them eliminating the residents of the forest encampment. Arteri implies that the party should take the deal or they risk making enemies of the Ebony Legion.
* Arteri mentions that his troops have been being harassed by the followers of Allyra.
* They take the deal and are given half of the medicine as an advance on the work they will do.
* The Arteri and the Blackguards depart after a very tense exchange between he and Zivon.

## The Merry Gull

* As the party travels to the Merry Gull, the weather becomes colder and clouds cover the sky. Gradually it the rain starts to pick up until it is a roaring storm.
* They spot an incredibly beautiful woman in her late teens standing on the shore. She is wearing simple clothes aside from the ruby amulet on her neck. Tears are streaming down her face.
* Zivon recognizes the amulet as the Star of Wraeclast, given to Merveil.
Smid (Artifice)

*Purge*

*Smids are notoriously devious.*
**Smid** is an enemy in *Artifice*.

## Breaks

Template:Artifice/Active/Targeting

50  10
 Trap: Steel  Places a trap on a tile. A unit that steps onto the trap is dealt damage, and has their speed reduced.  Mineral 100

Template:Artifice/Active/Targeting

 Trap: Tailwind  Places a trap on a tile. A unit that steps onto the trap is dealt damage, and is moved one step forward.  Aerial 100

Template:Artifice/Active/Targeting

 Trap: Headwind  Places a trap on a tile. A unit that steps onto the trap is dealt damage, and is moved one step backwards.  Aerial 100

Template:Artifice/Active/Targeting

 Gift: Fruit Basket  Places a gift on a tile. A unit that steps onto the trap has their health restored.  Wood 100

Template:Artifice/Active/Targeting

### Passives

Spins rapidly.

Fresh Start

Surprise: Trap

Surprise: Weather

Surprise: Terrain

Surprise: Time

## Stats

* The Health of player-controller units cap at 1000.
Game of Systems

**Game of Systems** is a game featuring a procedurally generated story.

## Setting

* The game takes place in a medieval, fantasy world.

## Houses

* All characters belong to a single **house** each, with various roles within.
* Houses have relations to other houses, just as characters do.
* Characters have an **importance level** to a house, and this is calculated from a list of *reasons* connected to lore.
	+ These include valiant acts to increase the importance, or bad deeds to decrease it.
* If a character has a high importance level in a House, and is wronged by another, this greatly influences the Houses relationship with another.

## Lore

* Any past event is considered **lore** and is stored as a memory.
* Most, if not all, events that unfold during the game are stored as a sequence of **nodes**.
* Before the game starts, some random lore sequences are generated and stored, to create backstory.

* Since the game does take place in acts, and has an ending, the player can choose to continue a new adventure, using the story of the game as the backstory of a new one.
Curses

Certain Skill Gems give you the ability to cast curses. Curses affect all enemies in a Zone of your choice and last the duration of a combat or until the curse caster loses consciousness. An enemy can only be affected by 1 curse at a time. If a new curse is cast on a currently cursed enemy, whether by you or an ally, it replaces the old curse. The **Whispers of Doom** Ultimate Keystone allows the player to place two curses on an enemy.

A curse can be removed by a flask with the ‘Blessed’ property.
Lumeria

**Lumeria** is an **archetype** in *Stark*. It revolves around bringing out the two Twins of Lumeria, dragons worshipped by an ancient civilization. Each Twin empowers the other while present, meaning both cards must be present at the same time. Most cards in the Deck revolve around bringing the Twins out, supporting them while on the field, or bringing support cards for the Twins.

## Single-player campaign

Male Twin of Lumeria♡♡♡♡ ◇◇☆☆ V∙ Unit ∙ Lumeria.Presence**Twins of Lumeria**Increase the damage of "Female Twin of Lumeria" by 2, and speed by 1.**Twins of Lumeria**Each End Phase, restore 1 health of "Female Twin of Lumeria" by 1.If the card's health is full, you may instead discard or tribute 1 card; restore 1 stamina.⚔⚔ LumosFemale Twin of Lumeria♡♡♡♡ ◇◇☆☆ V∙ Unit ∙ Lumeria.Presence**Twins of Lumeria**Increase the damage of "Male Twin of Lumeria" by 2, and speed by 1.**Twins of Lumeria**Each End Phase, restore 1 health of "Male Twin of Lumeria" by 1.If the card's health is full, you may instead discard or tribute 1 card; restore 1 stamina.⚔⚔ LumosLumerian Priestess♡ ◇☆ I∙ Unit ∙ Lumeria.Acts**Beckoning Light**Pay 1 stamina with this card; add 1 "Twin of Lumeria" from your Deck to your hand.⚔ StrikeTyrant Strike◇∙ Non-Unit ∙ ArcActivationScope:Primed.Requires:"Male Twin of Lumeria" and "Female Twin of Lumeria" are on your field.Triggered:Your opponent declares an attack.Compulsory activation.Pay 1 stamina with this card; the attack must target "Male Twin of Lumeria", whose speed is increased by 1, and damage is increased by 3.
Flasks

Flasks are magical glass vials. They are able to hold great soul energy and allow the user to heal themselves or regenerate **Mana** as needed.

Flasks regain charges via resting, wells of soul energy, waypoints and killing enemies in combat. The more powerful the enemy, the more charges gained.

Flasks can hold 10 charges of soul energy. As a minor action, you can use your flask to consume 4 charges and either heal your Threshold in **Life**, or regenerate half your total **Mana**. If a flask uses more charges than 10 in a single use, then it can hold enough charges for exactly one use instead.

A player may have 2 flasks equipped and functioning at any given time. Attempting to use any more interferes with the magical functioning of the flask, preventing charges from being gained from any equipped flasks.

Flasks can have up to one of the magical abilities listed below:

### Greedy

Double your healing and **Mana** regeneration per use. This flask uses ten charges.

### Bully

Increases your **Athletics** by 4 per tier for 1 round.

### Granite

Doubles your **Armour** for 1 round. Does not regenerate **Life** or **Mana** and costs 8 charges per use.

### General

Also heals minions equal to their **Threshold**.

### Shield

Doubles your **Resistance** for 1 round. Does not regenerate **Life** or **Mana** and costs 8 charges per use.

### Slippery

Increases your **Maneuver** by 4 per tier  for 1 round.

### Supportive

This flask only requires a minor action to use on another instead of a Major Action.
Gear Inequity

## Dealing with the variance of random magic item rolls

Correctly dealing with the random nature of items your players find requires a bit of experience. You’ll quickly find that certain players will be unlucky, other players will have good luck and get fantastic items. As long as you keep an eye on how you distribute items, you can encourage things to be fair and keep things reasonably balanced. Remember that part of the fun of the system for the players is the hope that someday they can roll a truly amazing item.

**When in doubt, drop items that add +**Life** or +**ES**, everyone needs more of it, particularly early in the game.**

One common tactic is to drop slightly more items that suit players you feel that are falling behind the gear curve. This just pushes things in the right direction.

A second is an optional rule called the Hand of Luck. At the beginning of every session, the players vote who is the most unlucky player. That player gets to reroll an item roll of their choice that session, and all results have a minimum of 5 on that roll.

Another tactic is to give the players access to some Orbs. They might decide to invest in (re-)rolling some useless loot and this approach gives a clear focus of orbs being crafting tools rather than just currency. After all, NPCs will often prefer trading in the form of food and quests rather than pure currency.

Finally, a great way to keep unlucky players on par and excited is to design and drop a unique item that suits their build. Unique items tend to be excellent items for their tier, and grant a bonus that a normal magical items cannot grant, such as Cannot be Chilled. It's good to link a unique item to the world, either from a special boss or lore of the game-world
Path of Paper Wiki

## Welcome to the Path of Paper Wiki

Path of Paper is a Fantasy Pen and Paper Role-Playing Game designed by streamer Richard West ‘AngryAA’ and based on Path of Exile, an Action-RPG developed by Grinding Gear Games. The wiki covers these rules as AngryAA as written.

This wiki also tracks the story, lore and the world of the PnP (pen and paper) session that were Game Mastered by AngryAA featuring CuteDog\_, GilbertAmie, ZiggyD, and Zizaran. Characters, items, locations and all their associated lore will be described as portrayed in the series rather than the video game. Similarities and differences may be noted where relevant. Season 1 aired in 2017. Season 2 aired in 2020.

## Categories

* Rules
* Campaigns

## PoP Rules

### Character

* Character Creation · Leveling up
* Stats
	+ Base Stats · Weapon Attack Multiplier (WAM) · Life · Energy Shield · Mana · Armour · Elemental Resistance · Threshold
* Skills
	+ Skills Rolls · Athletics · Endurance · Survival · Stealth · Soul Manipulation · Maneuver · Initiative · Perception · Lore · Soulcraft · Negotiation · Charm · Intimidate · Artifice
* Skill Gems
	+ STR Skill Gems · DEX Skill Gems · INT Skill Gems · Support Gems
* Keystones
	+ Basic Keystones · STR Keystones · DEX Keystones · INT Keystones · Ultimate Keystones
* Ascendancies
	+ Occultist · Elementalist · Necromancer · Inquisitor · Hierophant · Guardian · Assassin · Saboteur · Trickster · Deadeye · Pathfinder · Raider · Slayer · Gladiator · Champion · Juggernaut · Berserker · Chieftain · Ascendant

### Combat

* Initiative
	+ Surprise · Opposed Initiative · Your Turn · Engaged · Lucky and Unlucky
* Attacking
	+ Making an Attack · Critical hits · Chaos Damage
* Defending
	+ Taking Damage · Cover · Defending an Ally
	+ Other
	+ Zones · Flasks · Traps · Curses · Totems · Minions · Leech · Endurance, Frenzy and Power Charges · Fatigue and Hunger · Optional rule: Path of Tears

### Equipment

* Basic Weapon Item Information · Basic Armour Item Information · Basic Jewellery Item Information · Magic Items · Orbs · Uniques

### Game Mastering

* Monsters · Monster Design · Possession · Quick Math & Combat · Gear Inequity · Progression

### Other

* Changelog
* Example of Play

## PoP Campaigns

### Cast

AngryAA · CuteDog\_ · GilbertAmie · ZiggyD · Zizaran

### Season 1 Player Characters

Grace · Mathille Juan · Rockwell "Rock" McCocciner · Zivon

### Season 2 Player Characters

Calluna Vulgaris · Daniel Danman · Harold Lee · Kappavian Quintus Depies

### Season 1 Episodes

Episode 1 · Episode 2 · Episode 3 · Episode 4 · Episode 5 · Episode 6 · Episode 7 · Episode 8 · Episode 9
Totems

Totems are temporary constructs housing a soul that can have passive and active soul effects.

### Appearance

Depending on the personal flavor of the player, a totem’s appearance and shape can vary significantly. Though once a player has decided how to describe his totem, it (preferably, GM discretion) stays constant over all occurrences for that single player. They can appear any construct, be it wooden, stone, mechanical, ethereal, ... They gain no mechanical advantages or disadvantage due to their particular appearance in combat. Although, per GM discretion, the appearance might have an effect in roleplay situations. Moreover, other beings can always clearly identify the construct as being a totem.

### Player Mechanics

A player, if he has a suitable Skill Gem to do so, can cast such a totem in a Zone of his choice as a minor action. The totem is by default immobile unless its active soul effect allows it to move. The totem has a maximum **Life** equal to half the caster’s **Threshold** and has the same **Armour** and **Resistance**. The caster can then use his Major Action to order the totem to use its active soul effect. Passive soul effects of a totem always apply while summoned and requires no additional action of the caster.

A player can only have one totem summoned at a time.

### Behaviour

Totems have no other default behaviour than their passive soul effects, which always apply. If a caster loses direct eye contact with a totem, it will expire in 3 turns unless eye contact is reestablished.
Rockwell McCocciner

###

 First Appearance

Season 1 Episode 1

"*...*"
— Rockwell McCocciner

### History

Rockwell "Rock" McCocciner comes from a lavish life in Oriath. Famous for his hedonistic lifestyle and incredibly depraved parties, Rockwell's dalliances ultimately led to his exile.

Quite well known family as the owners of Exile Shipping Co.

Vast vast fortune, inherited after the death of my Father

I'm known amongst nobles for extreme lavish living and depraved parties

Known amongst the commoners for frequenting opiod dens, bars and brothels

Great great grandfather was a devoted Templar, whom originally founded the Exile Shipping route to help society purge it's worst offenders

Exiled for public indecency and befouling the court of divine temperance

### Battle Scars

* Rockwell is KO'd by Raiz's Arc on The Coast during Episode 1.

### Keystones

* **Titan**
* **Prestidigitation**
* **Warlock**
* **Magi**
* **Devastation**
* **Devastation**
* **Static Charge**
* **Juggernaut**

### Soul Skills

* **Fireball****(Proj)****(Fire)****(Spell)**
* **Heavy Strike****(1)****(Attack)**
* **Ice Nova****(1)****(Cold)****(Spell)**
* **Multiple Projectiles****(3)**
* **Freezing Pulse****(1)****(Proj)****(Cold)****(Spell)**
* **Determination****(2r)****(Aura)**
* **Storm Call****(2)****(Light)****(Spell)**
* **Elemental Proliferation****(3)**
* **Ice Spear****(2)****(Proj)****(Cold)****(Spell)**

### Soul Support

* **Multiple Projectiles****(3)** - -8, 2 proj

## Trivia

* Rolled a natural 100 on his endowment roll with a bonus of 10 for a total of 110 out of 100.
* Kills Fire Fury with a very lucky roll, hitting a damage total of 110, the same as his endowment score.
Episode 2

## Cast

AngryAA - Game Master

CuteDog\_ - Mathille Juan

GilbertAmie - Grace

ZiggyD - Rockwell McCocciner

Zizaran - Zivon

## Looting the Exiles

* The party collects the loot they got from their victory over the band of Exiles

## Resting in Lioneye's Watch

* Mors and Hegemony attempt to make themselves useful in the community at Lioneye's Watch and are taken in by the survivors.

## The Next Day in Lioneye's

* Army of Cannibals, 40 strong, approach Lioneye's lead by two exiles, Juggernaut Kongor and petite Ranger Hanarashi.
* They announce themselves to be emissaries for Fire Fury and demand that the inhabitants of Lioneye's Watch surrender to her rule or be annihilated in 5 days.
* As the small army prepares to depart, the party has a small debate and ultimately Zivon screams "Pineapple" and they rush the army head on.

## Skirmish with Cannibals

* The party defeats the cannibal army, leaving none alive.
* The party acquire Goldrim, their first unique item, from the corpse of Kongor.

## The Fire Fury

* With some of her army defeated, the party decide this is the perfect opportunity to assault Fire Fury head on.
* The party nearly meet their match taking on Fire Fury and her powerful bodyguard Zeno, but Rockwell turns the tide by finishing Fire Fury with an immensely powerful fireball.
* Fire Fury and Zeno are both killed and what remains of their army become loyal to the party.
* The party acquire the Cloak of Flame from Fire Fury and Facebreakers from Zeno.
Sarn

Sarn is a city in Wraeclast. Sarn is a fallen city, formerly the capital of the Eternal Empire. It is currently ruled by the *High Templar Dominus*, who controls the Ebony Legion as well as the Templars. Dominus works in a laboratory at the top of the tower known as the **Sceptre of God**, but his assistants *General Gravicius* and *Piety* gather information and resources.

Sarn features the **Sarn Arena** where Exiles are sentenced to fight monsters and other Exiles for their crimes. The Black Guard enforce Dominus's rule.

Also in Sarn is **The Lord's Labyrinth**. It is said those who reach the end of the Labyrinth can obtain God-like powers. Izaro Phrecius was the last emperor of the royal Phrecius family, and the third-to-last Emperor of the Eternal Empire was comissioned the construction of The Lord's Labyrinth.

*Atop a sheer cliff of ruptured mantle, straddling the river feeding a mighty waterfall, lies the fallen capital of the Eternal Empire.*
*Its former glory rots amid the ruins of a blasted cityscape, the buildings decrepit and mouldering. But Sarn is far from uninhabited. Many of the original citizens still lurk the dark recesses, their humanity washed clean by the cataclysm of centuries past. These Undying monsters roam the city at night and skulk the shadows during the day, for the naked sunlight is anathema to their shriveled, leathery skin.*
*The sun-scarred days are far from peaceful, however. A legion of soldiers from Oriath has occupied the area to the west of the river, and is fighting an all-out war against the multifarious denizens of the city.*
*Every day their black-clad soldiers battle twisted insects that scuttle and breed, feasting on anything that moves. Every day they throw battalions against the army of floating, red Ribbons that eviscerate all who trespass on their domain. Every day they skirmish against a small group of exiles who have barricaded themselves on a small island in the middle of the river, caught between certain death on both sides.* - source
Endurance, Frenzy and Power Charges

Certain Skill Gems grant you an Endurance, Frenzy or Power Charge. All players start with a maximum of two of each charge. Certain notable keystones increase this maximum. When you gain one of these charges, they rotate around you, glowing red, green or blue respectively. They last until the end of a battle, or until they are consumed. Consuming any number of charges is a minor action,

**Endurance Charges** double your **Armour** and **Resistance** until the end of your next turn when consumed. They grant 4 Armour and Resistance per endurance charge.

**Frenzy Charges** when consumed lets your next attack roll be Lucky. Frenzy Charges grant 4 damage per frenzy charge.

**Power Charges** can be consumed when you attack, and increase the bonus damage of critical strikes by 10 per tier and your critical range by 1. Power Charges regenerate 1 **Mana** at the start of your turn per power charge.
Zivon

###

 First Appearance

Season 1 Episode 1

"*...*"
— Zivon

### History

Zivon is a mysterious man with a dark past and a deep-seated hatred for magic.  He booked passage on the ship to Wraeclast, a trip most only take involuntarily.

The shadowy character has aspirations of enslaving powerful fighters that he can command to do his bidding. Much to his happiness, he takes control of Fire Fury's army of Cannibals upon her death in Episode 2.

### Keystones

* **Evasive** II Res 6
* **Mirrored Soul** Res 9
* **Elemental Shield** Res 9
* **Elemental Warding** Res 3
* **Deadly**
* **Vitality** I **Life** 10
* **Titan** II **Life** 12

### Soul Skills

* **Herald of Ash****(r2)****(Fire)**
* **Reave****(1)**
* Double Str (1) - +12 dmg
* **Leap Slam****(1)**
* **Blood Rage****(2)**
* **Enduring Cry****(3)**

### Soul Support

* **Fortify****(2)**
* **Mana Leech****(0)**
Traps

Traps are capsules of hidden Soul energy that have been hidden from sight. Certain Skill Gems give you the ability to place Traps. Traps lie dormant and trigger when an entity with a soul (or negative soul in the case of undead) is in the same zone as the trap. Once placed, a Trap takes a full turn before it arms itself. When a character places a Trap they make a **Soul Manipulation** Check. If an enemy beats this check with **Perception**, they see the Trap.

A player may place a maximum of 3 traps. You may place multiple traps on top of each other, allowing them to all trigger at once. Traps have no duration and last until they are activated or you cast a trap over your limit, in which case the oldest trap disappears.

Each Trap counts as a separate attack for determining Threshold effects and other mechanics.

A successful **Soul Manipulation** Check can disable a trap, and a **Stealth** Check can be made to try pass over it without triggering it if you are aware of it. If aware of the trap, you may also attempt an **Athletics** or **Maneuver** check to bolt past the trap as fast as possible before it explodes. This has a higher TN (target number) than other methods, usually around +4-6 depending on the GM’s judgement.

A player may designate friendlies or a password which then do not trigger the trap.
Harold Lee

## Status

###

 First Appearance

Season 2 Episode 1

## Stats

### **INT**

10
10
25

### **ES**

34
16
0

### **Resistance**

17
13
14.5

### **WAM**

6
6

"*...*"
— Harold Lee

### Battle Scars

* Die Beam from Siris - Fist on Chest (Ep 2)
* **Cyclone** from Mathil (Ep 2)

### Keystones

* **Prestidigitation**
* **Alchemy**

### Skill Gems

* **Kinetic Blast****(1)****(Proj)****(Attack)**
* **Hatred****(r2)****(Aura)**
* **Power Siphon****(1)****(Proj)****(Attack)**
* **Discipline****(r2)****(Aura)**
Possession

Certain monsters have been possessed by dark, evil spirits of the land. This grants them unprecedented power and makes them highly aggressive against mortal beings.

Possessed enemies allow the GM to provide unusual and interesting challenges to players. Here are some examples of possession.

### Major

(usually one creature only):

**Elemental:** This creature, and all its allies have 20 to a specific element resistance per tier. The creature’s damage is converted into that element, and its Attack Modifier is increased by 10-50. Its **Life** and **Threshold** are greatly increased, doubling or tripling. In addition, some may use Skill Gems relating to that type element.

**Iron:** This creature and all its allies gains 20 Reduction. It hits significantly harder with any physical attacks, increasing its **WAM** by 2-5. In addition, they might know and use a STR Skill Gem attack like **Heavy Strike**, **Cleave**, **Leap Slam** or **Lightning Strike**. Double or triple its **Life**.

**Haste:** This creature and all its allies are Hasted, increasing movement speed by 2 and increasing their **Maneuver** by 5. The creature gains 10 Reduction due to its new agility. Double or triple its **Life**. In addition, they might know and use an DEX Skill Gem attack like **Flicker Strike**, **Dual Strike**, **Elemental Hit**, **Blood Rage** or **Phase Run**.

**Vampiric:** This creature and all its allies gain 15 life leech. The creature itself gains an additional 20 **Life Leech** and increased damage of 10-50. Double its **Life**. In addition, it might know and use certain Skill Gems like **Phase Run**, **Flicker Strike**, **Cleave** or **Heavy Strike**.

**Blasphemer:** This creature automatically curses all enemies in its Zone with a curse of your choice. Double or triple its **Life**. In addition, it might know and use certain Skill Gems like **Phase Run**, **Flicker Strike**, **Cleave** or **Heavy Strike**.

### Minor

(usually 3-5 creatures):

**High Critical:** This creature has sharpened weapon, claws or talons that glint and glitter. They crit on a 8, 9 or 10. Increase its **Life** by 25-50%

**Extra Strong:** This creature is unnaturally tough and durable. Double its **Life** and increase its damage by 1 **WAM**.

GMs are welcome to come up with many inventive and deadly Possession abilities and attributes.
Character Rules

## Character Creation

All characters start at level 0, with a base of 10 **STR**, **DEX** and **INT** and a base of 10 **Life** and 4 **Mana**.

* Your 10 **STR** gives you 10 hp, plus your base of 10 for a total of 20 Life.
* At level 0 you start with 4 **Mana**.
* Your **Threshold** is equal to half of your **Life** or **ES**, whichever is greater. Half of 20 is 10 so your **Threshold** is 10.
* Your **Armour** is equal to half your **DEX** of 10, which is 5.
* Your **Resistance** is equal to half your 10 **INT** which is 5.
* You have 1 base **WAM**,

Your starting stats at level 0 are:

* **STR**: 10
* **DEX**: 10
* **INT**: 10
* **Life**: 20 (10 base plus 10 from base **STR**)
* **ES**: 0
* **Mana**: 4
* **Threshold**: 10
* **Armour**: 5
* **Resistance**: 5
* 1 **WAM**
* 0 damage output

## Leveling up

There is no experience system. Level ups occur at the discretion of the Game Master (GM).

Every time you gain a level, you gain:

* 4 skill points,
* +5 to **STR**, **DEX** or **INT**,
* one keystone related to the stat you chose (**STR**, **DEX** or **INT**),
	+ once they have picked either 2 Basic Keystone from a particular stat, they can pick a Notable Keystone from a pool that is much better than a Basic Keystone.
* +1 base **Mana**.

Gain a Support Gem for every 4 levels.

Additionally, gain an Ultimate Keystone every 10 levels.The current design has a maximum level of 30, or 3 tiers of play. Tier 1 is levels 1-9. Tier 2 is levels 10-19 and Tier 3 is levels 20-30

**Every time you gain a level, increase** **STR****,** **DEX** **or** **INT** **by 5. Then, choose one keystone from that stat.**

*Eg: If you level up choose to increase **DEX** by +5, then pick one **DEX** keystone.*
*After acquiring a Ultimate Keystone, the GM may allow the player to change Basic Keystones & Notable Keystones around somewhat to help fit whatever Ultimate Keystone the player chooses.*
Oliver

Penelope Pussycat (older sister)

Mimi Caty (older sister)

Susu Caty (older sister)

Lulu Caty (older sister)

Mela (older sister)

Doom Kitty (younger sister)

Chi (younger sister)

Marie (younger sister)

Sagwa Miao (younger sister)

Pussyfoot (younger sister)

Rufus (grandfather)

Pom Pom (grandaunt)

Oliver is the main character and protagonist of The Cat House. He's from the Disney movie Oliver and Company and he is the role of Lincoln Loud.

## Biography

Oliver is both the middle child and the only son of the Cat family. His most annoying habit is reading comics, manga, and novels without his collar.

Oliver often speaks to the viewers about how he gets around his often-chaotic household, the insane antics of his kitty sisters, and other things he does. Along with Doom Kitty, he's the quietest of the 11 Cat siblings.

## Trivia

* So far, Oliver is the only character to appear in every episode.
	+ He's also the only character to have dialogue in every episode he appears in.
* Since he is the main character of the show, he appears in the title card of every episode.
Fatigue and Hunger

Whenever a Game Master (GM)) feels that a character is at risk of Fatigue or Hunger, such as after not eating for a day or sleeping in the rain on cold stone, they can ask for an **Endurance** check. If the player fails this roll they gain a point of Fatigue. Every point reduces the player's maximum **Mana** by 1 until they remove the Fatigue or Hunger. If this reduces their **Mana** to zero, they cannot use Skill Gems, and they lose 25% maximum **Life** per additional Fatigue or Hunger point. If this reduces them to zero, they die, go insane, or worse... depending on how evil your GM is. Certain conditions or effects might grant more than one point of fatigue.

### Optional rule: Path of Tears

If you wish to make the game gritter and far more difficult, you can rule that whenever a player has their **Threshold** exceeded by an attack they gain a point of fatigue. This will make players unable to deal with many combats, and place a much stronger emphasis on resting regularly and comfortably.
Orbs

Orbs are very rare items used in the crafting of magic items that permanently modify and improve an existing item or create one from a normal base item.

**Transmutation:** This adds one magic modifier to an item from the item table or the DMs choice. You can only transmute an item once. If used on a non-magical item it generates 1 magical modifier. If used on a magical item with 1 mod, it grants a second mod. Rarity design: 3 per tier per player. Reroll mods completely useless for the player.

**Chaos:** Reroll all the values of the item again and take the new result, even if it is lower. Chaosed items can potentially generate signature mods as normal.

Rarity design: 2 per tier per player.

**Divine:** Rerolls all the random values of a magical item. Take the rerolled value, or the originally rolled value, whichever is higher.

Rarity design: 2 per tier per player.

**Exalt:** Choose a mod of your choice available to that item type to add to that item.This may only be used once per item. This is considered the most rare and valuable orb. Rarity design: 1 per tier per player or as optional difficult reward.

You cannot use Orbs on unique items.

2-Handed weapons have twice as many available mods as normal items. 2 for magical and 4 for rare.
Quick Math & Combat

## Saving time on Math, and keeping combat fast and fluid

Knowing a few small tips and tricks for calculating damage as a Game Master (GM) goes a long way. When 5 zombies attack a character, it may initially seem like a bit of a pain to figure out how much damage the player takes. To speed the process and make it easier for game masters, I highly recommend you use this method.

When a group of monsters attacks, they all use the same attack roll. For instance, in the above example, if you roll a 7, all of the 5 zombies get a 7 on attack against the player. This does lead to dramatic swings in combat, but that's part of the fun.

Now, just work out the damage of one Zombie. For example, if you roll a 7, and these Zombies add 20 to attack, you get 27. Reduce this by your player's Reduction, which in this case is 15. That total is 12. Now multiply that by how many zombies are attacking, or 5, for a total Final Damage of 60.

I, AngryAA, recommend not making a group of monsters larger than 5. If you have 10 Zombies attacking, workout damage for two groups of 5. Always work out Possessed and other powerful individual creatures separately.

This will save you lots of time and brain energy while GMing.

Some players might struggle multiplying **WAM**, in our experience, either fellow players that know how to multiply (haha) help them, or they use their phone calculator. However, this is one of my bigger system concerns, please let me know how good or bad you felt **WAM** multiplications are for your players.
Susu Caty

Penelope Pussycat (older sister)

Mimi Caty (older sister)

Lulu Caty (younger sister)

Mela (younger sister)

Oliver (younger brother)

Doom Kitty (younger sister)

Chi (younger sister)

Marie (younger sister)

Sagwa Miao (younger sister)

Pussyfoot (younger sister)

Rufus (grandfather)

Pom Pom (grandaunt)

Susu Caty is a main character in The Cat House. She is from the show Lulu Caty and she is the role of Luna Loud.

## Biography

Susu is the third-oldest cat sibling of the Cat family, and the middle child of Oliver's five older sisters. Her most annoying habit is speaking in a British, and sometimes Swedish, accent.

## Triva

* The Loud House character she plays in this spoof is Luna Loud who is DEEcat98's favorite Loud House character.
* Susu is the first Cat sister to get an episode centered entirely around her.
* Susu is the first Cat sibling whose backstory was revealed.
	+ She is also the only Cat sister, so far, with a revealed origin story.
* Susu's revealed to be bisexual in "C is for Caring for You", which means that she's sexually attracted to both men (such as Zazu in "Study Muffin") and QT (her crush in the aforementioned episode).
	+ She is also the third LGBT character in the spoof, after Pongo and Colonel.
Chi

Penelope Pussycat (older sister)

Mimi Caty (older sister)

Susu Caty (older sister)

Lulu Caty (older sister)

Mela (older sister)

Oliver (older brother)

Doom Kitty (older sister)

Marie (younger sister)

Sagwa Miao (younger sister)

Pussyfoot (younger sister)

Rufus (grandfather)

Pom Pom (grandaunt)

Chi is a main character in The Cat House. She is from the anime Chi's Sweet Home and she is the role of Lana Loud.

## Biography

Chi is the fourth-youngest cat sibling of the Cat family, and the second-oldest of Oliver's five younger sisters. She is also Marie's older twin sister. Her most annoying habit is playing in the mud.

## Trivia:

* Chi owns various future era Animals from The Future is Wild as her pets.
* In C is for Caring for You, she is revealed to have a crush on Copper (from The Fox and The Hound).
* In "Kitty's Paradise", it is revealed that Chi is allergic to rhubarb.
	+ In that same episode, it is implied that she is religious, as she says a prayer before going to sleep.
Pua

Pua is a supporting character in The Cat House. He is from the movie Moana and is the role of Charles.

## Biography

Pua is the Cat familiy's pet pig. Although he generally does not play a large role in the series, Pua makes frequent cameo appearances throughout the series. Since he seems to hang in Oliver's room, and around Oliver most of the time, it is possible he is mostly Oliver's pig.

## Episode Appearances

### Shorts:

* The Cat House (pilot)
* Slice of Life

### Season 1:

* Heavy Meddle
* Making the Case
* Driving Miss Kitty
* No Guts, No Penelope
* The Sweet Spot (pictured)
* Project Cat House
* Sound of Silence (cameo)
* Picture Perfect
* Undie Pressure
* Oliver or Swim
* Hand-Me-Downer
* Butterfly Effect
* Along Came a Kitty Sister
* Chore and Peace
* It's a Cat, Cat, Cat, Cat, House
* Attention Deficit
* House Music
* April Fools Rules
* Cereal Offender (mentioned)
* One of the Kitty Cat Boys (cameo)
* A Tattler's Tale (mentioned)
* One Flu Over the Cat House
* Study Muffin
* Homespun
Penelope Pussycat

Mimi Caty (younger sister)

Susu Caty (younger sister)

Lulu Caty (younger sister)

Mela (younger sister)

Oliver (younger brother)

Doom Kitty (younger sister)

Chi (younger sister)

Marie (younger sister)

Sagwa Miao (younger sister)

Pussyfoot (younger sister)

Rufus (grandfather)

Pom Pom (grandaunt)

Penelope Pussycat is a main character in The Cat House. She is from the Looney Tunes cartoons and she is the role of Lori Loud.

## Biography

Penelope is the oldest cat sibling of the cat family, and the oldest of Oliver's five older sisters. This is a fact she uses to assert authority and absolute dominance over her siblings. Her most annoying habit is using her phone and texting to Pepe all of the time.

## Trivia

* Penelope almost always uses the word "literally" when describing something.
	+ So far, the only episodes where she hasn't said "literally" are "Left in the Dark", "The Sweet Spot", "A Tale of Two Tables", "Cover Cats" (but Doom Kitty when she painted herself as her said it), "April Fools Rules", "Oliver: Girl Guru", and "The Price of Admission".
	+ Sometimes Penelope doesn't use "literally" right. It only works if she is being literal, but Penelope uses the word for all of her sentences.
* "One Flu Over the Cat House", "Making the Grade", and "Kick the Bucket List" are the only episodes Penelope has appeared in where she has no dialogue.