recursal/Fanatic-Fandom huggingface dataset:
Uncontrollable Giggling

A character with the Flaw of Uncontrollable Giggling is one that has a bad tendency to start laughing at inappropriate times. While this can happen at any time, and for many with this flaw it happens often constantly, it is an especially bad trait for those who have jobs that rely on them being able to keep stealthy and quiet and for those who need to be able to give long speeches or performances.

## Flaw Effects

* Anytime the character is attempting to give a long speech or performance, they must succeed on a roll of Will vs 3 or begin giggling uncontrollably or derailing their performance.
* Anytime the character is attempting to hide or sneak, they must succeed on a roll of Will vs 3 or begin giggling uncontrollably, revealing their position.

## Experience Triggers

* The character fails a roll due to their inability to avoid laughing.
* The character is spotted by an enemy due to their inability to avoid laughing.
Superstitious

A character with the Flaw of Superstitious is one that has a strong superstitious belief.

## Flaw Effects

* Upon taking this Flaw, the player must declare the superstitous fear that the character has, the thing they believe will protect them from it, and the trigger that would cause it to need to be performed.
* If the character ever witnesses the trigger happening and fails to perform their ritual to combat it, they will suffer a d12 penalty to all rolls for 24 hours or until they botch a roll.

## Experience Triggers

* The character faces a negative consequence as a result of worrying about their superstition.
Skunks

((Skunks take for granted that the reputation precedes them. They've heard all the jokes, seen all the looks, and dealt with the endless unfairly sour first impressions. As a result they tend to skew one of two ways: either towards beatific, patient resignation in a thick skin against petty meanness, or towards perpetual irritation and hypersensitivity to a perceived world of misunderstanding. This is not to say that skunks see themselves as superior or inferior, but they certainly are made aware that they are different, and they tend to stick to their own kind simply because it's easier.

Skunks that succeed in the wider world tend to find ways of fitting in that mask what others regard as their central trait: their smell. It is almost a cliché that the richest skunk in town is the perfumer.))

## Anatomy and Physiology

The typical skunk is a four-limbed, mammalian bipedal Feralian of average size.
Weaving Spiders

A race of webmaking spiders native to every continent except Notosia. Weaving spiders are the most commonly found type of spider in the world. Unlike some of their more exotic and specialized cousins, weaving spiders lack the strong venom necessary for sickening people or prey. Instead, most weaving spiders become artisans and make their living through crafting. Though most of these artisans will work with a wide-variety of materials, they are most well-known for their creation of spidersilk fabrics, which are considered by many to be some of the strongest and most luxuriant in the world.

## Anatomy and Physiology

The typical weevil is an eight-limbed, arthropodian quadrupedal Feralian of small size.
Thunderclap

An elemental air spell that manifests as a strobing ball of yellow light in an area chosen by the caster. This ball will explode with a flash of lightning and a clap of thunder, damaging everything nearby.

## Gift Effects

If you have a Create Air weapon ready, as an attack action, you may exhaust this spell to cast Thunderclap.

* + Choose a place within Medium range of you to target.
	+ Roll your Speed and Observation vs 3. If you are successful the Thunderclap manifests and explodes hitting everything within Near range of your targeted spot.
	+ Anyone within range must resist with their Speed and Evasion vs. 3. If they are unsuccessful, the Thunderclap inflicts Dmg +2.
	+ This expends the Create Air weapon.
Babirusas

## Anatomy and Physiology

The typical babirusa is a four-limbed, mammalian bipedal Feralian of large size. They have cloven hooves and hairless skin.

Like other Suids babirusas have cloven hooves and the males have long tusks. Babirusas can be distinguished from their cousins the boars and the warthogs by their hairless skin and longer tusks.

The standard skin color of babirusas is a slightly mottled grey, brown, or greyish-pink, sometimes with slightly lighter colors on the underside.

Leucistic babirusas, with skin that appears white or cream and light-colored eyes are also sometimes seen. This trait is rare and tends to run in families.
Venomous

The natural weapons of some Feralians are capable of injecting venom into their opponents through an attack, sickening them in addition to dealing damage.

## Gift Effects

* If you score a "Hurt" result or higher on a target with the listed type of natural weapon, you may exhaust this gift to use your venom. If you do, the target will also become Sick.
Tavin Flynn

## Trait Stats

### SPC

d8 (Forger)d10 (Tailor)

d6

### MND

d4
d8

### WIL

d6
d8

## Skill Stats

### Career Skills

DIG, EVA, OBS
CFT, DEC, OBS (Forger)CFT, OBS, NGO (Tailor)

### CMB

--
--

### DEC

--
--

### END

--
--

### FGT

--
--

### JMP

--
--

### NEG

--
--

### PRS

--
--

### SHO

--
--

### SWM

--
--

### THR

--
--

## Gifts and Flaws

### Species Gifts

* Contortionist
* Spelunking
* Stealth

### Career Gifts

* Craft Specialty: Sewing
* Haggling
* Melee Finesse

### Other Gifts

* Combat Save
* Dramatic Disheveling
* Extra Career: Forger
* Forgery
* Improved Trait: Career (Forgery x2
* Calabrian
* Streetwise
Shrews

((As far as ignorant, unwashed masses go, none are more generally ignorant, nor regrettably unwashed intruders. These are the folks that crowd the plazas for public executions, the ones who cut you firstly it looks, and stone you for whatever sin is popular. Shrews are the handmaidens to Madame. Guillotine, and the heralds to King Mob. In large angry numbers, they form headless beasts; surly, blind monstrosities that wage terror for its own sake.))

## Anatomy and Physiology

The typical shrew is a four-limbed, mammalian bipedal Feralian of small size.
Social Flaws

Social Flaws are Flaws that are based on a character's ability to socially interact with the world. A character with severe Social Flaws may struggle in social situations, such as talking to new people, forming friendships, or having positive interactions. In some cases, Social Flaws may also represent other characters in the world that have a pre-existing negative relationship with the character.
Secrets of Druidism

A master of virtue magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Supernatural.
* If you are dressed in a speckled robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Druidic" descriptors
Old

A character with the Flaw of Old is one that is past middle-age and has started to show it.

## Flaw Effects

* The character suffers a d8 penalty to all rolls involving Body, Speed, or Observation.
* Theand character suffers a d8 penalty to Persaude anyone who does not have the Old flaw.
* The character's size gift becomes 1 size smaller than it would've been as an adult.

## Experience Triggers

* The character unable to complete a task they were once able to do as a result of their body's new limitations.
Secretary Birds

((From the far coast to the darkest interior, the Secretary Birds can be found anywhere and everywhere. They take on all jobs, they serve in every position, from the lowliest farmer to the esteem general. Many birds travel abroad to Calabria or Zhonguo, to learn the languages and laws, and to serve as advisors to travelers.))

## Anatomy and Physiology

The typical secretary bird is a four-limbed, avian bipedal Feralian of average size.
Spot

Spotting is the act of observing the world through sight. If you're playing a species that has "Spot" listed as one of their Primary Senses, you may claim your species dice as bonus dice anytime you're making an observation roll to see something.

## Flaws that Damage Spotting

* Blind
* Cursed
* Dependent
* Far-Sighted
* Leprous
* Missing Eye(s)
* Near-Sighted
* Nightblind
* Overspecialized
* Sunblind
Water Clout

An experienced practitioner of Water magic may develop the ability to shape and alter the power of their elemental Water 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 Swimming. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you are casting a spell with the "Water" descriptor, you may exhaust this gift to claim a bonus 2d8 with your casting dice.
* If you are casting a spell with the "Water" 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.
Snow Leopards

((You might think the Hyenas would have a greater sense of shame, but these creatures embrace their role in society. To the Hyena there is no shame in taking away the piles of refuse, in watching people from the sidelines, in seizing an opportunity when it presents itself. From where the Hyena stands, one must laugh at the folly of the world, where so many toil so hard for the benefit of so few… Where the poor are deprived in the rich are miserable.

The typical Hyena is an opportunist that takes what they can when they can. The unusual hyena is somebody who is polite, generous, and respectful… until the opportunity presents itself.))

## Anatomy and Physiology

The typical snow leopard is a four-limbed, mammalian bipedal Feralian of large size.
Speech Impediment

A character with the Flaw of Speech Impediment is one that speaks with some sort of flaw, such as a lisp, slur, or stutter. This impediement can make it hard for others to understand what the character is trying to say.

## Flaw Effects

* The character suffers a d12 penalty on all social rolls involving speaking.
* The character suffers a d12 penalty on all rolls that rely on pronouncing something correctly.

## Experience Triggers

* The character is unable to relay an important message to someone due to their speech impediment.
* The character is unable to cast a spell due to their speech impediment.
Watchful Leader

A leader must be ready to defend their followers at a moment's notice. A watchful leader develops their skills of observation for just this purpose.

## Gift Effects

* Gain +1 Mark to your Observation
* After any successful Rally, you may exhaust this gift. Declare a target you just Rallied. If anyone within your range attacks that ally before your next turn, and you are able to interrupt with an attack, you may interrupt to launch an attack against the person attacking them.
Streetwise

A streetwise person has a strong understanding of the ways things work in the darkened rooms, back alleys, and other shady parts of the world's underbelly.

## Gift Effects

* You may claim a bonus d12 when making rolls to gossip with or about other characters with streetwise, to negotiate for criminal services, to inquire about past or future crimes, or to deceive others about your shady activities.
Snowy Owls

(("Peace be upon you. You have come far with very little, to ask so much about things so grand. But there are no lines to into the gates of patience. You are wise to come to my kin, for we are the nonpareil masters of the night. The wind parts before us without a sound, and the stars shine brighter for us to guide our way. It is our duty to learn the will of the divine so that we may teach it the mundane. The happiness we can bring you will not come from the clamor of swords or the thunder of guns, but to a grip that is measured just to. Only after you learn to cross the earth without a sound will you be able to hear the chorus of miracles. Now let us sit, and drink our tea."))

## Anatomy and Physiology

The typical snowy owl is a four-limbed, avian bipedal Feralian of average size.
Unicorns

## Anatomy and Physiology

The typical unicorn is a four-limbed, mammalian bipedal Feralian of large size.

Like other Equines, unicorns have long limbs, a dorsal mane, and horizontal pupils. Unicorns can be distinguished from their cousins the horses by their cloven hooves, horns, and more lightly built frames and from the qilins by their lack of scales and whiskers and the spiraling shape of their horns.
Scenthounds

((Unlike many other species that also value family and kinship, Dogs are that all exclusive; those who bring an interesting tale in good cheer are welcome to share the table. They don't hold grudges, they don't tend to feud meaningfully; ultimately, by the end of the day, a Dog is at peace with the world in their place in it…

Though this peace is due to their knack for loyalty, if not competence. Frankly a Dog means well, but there usually others that can do it better, whatever it is.

Dogs do know how to have fun; most bawdy bardic lore or games of chance and sport come from some old dog, or at least are preserved within their oral tradition.))

## Anatomy and Physiology

The typical scenthound is a four-limbed, mammalian bipedal Feralian of average to large size.
Secrets of the Right-Hand Path

A master of the right hand path of white magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Fighting.
* If you are dressed in a white robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Holy" descriptors
Stingy

A character with the Flaw of Stingy is one that dislikes spending money or giving anything away without getting something in return. The stingy often value money over many other things. Those with especially strong compulsions will strive to keep it, even if it means living as if they had no money at all.

## Flaw Effects

* Anytime the character is asked to spend money or give away one of their items, they must succeed on a roll of Will vs 3. If the roll fails, they will refuse to carry out their end of the deal.

## Experience Triggers

* The character fails an important task because they refuse to spend money or give anything up.
Sixth Sense

Considered by some to be a minor form of divination and by others to be a latent trait left over from their feral ancestors, some Feralians have an uncanny ability to recognize when they are going to be attacked.

## Gift Effects

* If someone attacks you and claims a concealment bonus, you may claim a bonus d12 to parry or dodge.
Thrushes

## Appearance

### Feather Colors

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

### Distinctive Traits

* Eye Rings
* Long Wings
* Pointed Beak

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Survival

### Species Skills

* Evasion
* Observation
* Presence

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical thrush is a four-limbed, avian bipedal Feralian of small size.
Stage Fright

A character with the Flaw of Stage Fright is one that has difficulty performing in front of crowds of unknown people. They person suffering stage fright may be good at the performance they want to do, they may have even successfully performed it in front of their friends or peers, but when the time comes to perform in front of a new crowd, they are struck with overwhelming anxiety.

## Flaw Effects

* The character suffers a d12 penalty to perform in front of any crowd containing at least one person they do not know.

## Experience Triggers

* The character fails an important task because they were to nervous to perform well.
Secrets of Fire Magic

A master of fire magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Presence.
* If you are dressed in a Red robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Earth" descriptors
Spitzes

((Unlike many other species that also value family and kinship, Dogs are that all exclusive; those who bring an interesting tale in good cheer are welcome to share the table. They don't hold grudges, they don't tend to feud meaningfully; ultimately, by the end of the day, a Dog is at peace with the world in their place in it…

Though this peace is due to their knack for loyalty, if not competence. Frankly a Dog means well, but there usually others that can do it better, whatever it is.

Dogs do know how to have fun; most bawdy bardic lore or games of chance and sport come from some old dog, or at least are preserved within their oral tradition.))

## Anatomy and Physiology

The typical spitz is a four-limbed, mammalian bipedal Feralian of average to large size.
Sparrows

((The sky-folk in the ground-folk don't always understand each other; at a fundamental level, mammals (aside from the curious bats) are stuck living mundane, earthly lives while Sparrows are always free to pick up and leave with little to no notice. This leads to a general avian outlook on life that places little importance on notions of permanence or ties to location. Sparrows don't usually recognize nationality or class in the same way mammals do; patriotism or landed aristocracy seems like a silly distinction to make when one acre of mud is little different from another as seen from above.

As a result, they aren't particularly skilled at navigating closure to conflicts and compromise. While this makes them unsuited as diplomats, they are natural couriers, messengers, scouts, spies, bombardiers, and so on.))

## Anatomy and Physiology

The typical sparrow is a four-limbed, avian bipedal Feralian of small size.
Unshakeable Fighter

There are times when horrible things happen on the battlefield. People slaughtered where they stood. Allies torn limb from limb. Corpses maimed to the point of being unrecognizable. For many, the sight of these gruesome events is simply too much to bear. For those unfortunate enough to see it on a regular occasion, however, it is necessary to learn to ignore these happenings so they can fight onward.

## Gift Effects

* You are immune to the fear effect caused by Overkill.
Secrets of Thaumaturgy

A master of virtue magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Supernatural.
* If you are dressed in a gray robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Theurgic" descriptors
Wyverns

## Appearance

### Scale Colors

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

### Eye Colors

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

### Distinctive Traits

* Dorsal Spines
* Large Membranous Wings
* Keeled Scales

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Claws
* Fangs
* Horns

### Natural Gifts

* Flight
* Prehensile Feet
* Venomous Bite

### Species Skills

* Endurance
* Evasion
* Presence

## Anatomy and Physiology

The typical wyvern is a four-limbed, reptilian bipedal Feralian of large size.
Tutor

A tutor is a private teacher, usually hired by wealthy families to teach their children. Often they specialize in one or a few specific subjects, though some tutors pursue general studies.

## History

First known to be used by the owls of the Strygian Isles of Calabria, tutoring began as an informal and unstructured method of educational assistance. Tutors were usually scholars working under the employ of nobles to impart knowledge to the nobles and their in order to help them gain proficiency in the subject area of their specialty.
Wasps

## Appearance

### Body Type

Ten-Limbed Bipedal(Four Ams, Two Legs, Four Wings)

### Scale Colors

Black, Blue, Brown, Green, Orange, Red, Yellow, White

### Distinctive Traits

* Antennae
* Compound Eyes
* Four Membranous Wings
* Jointed Legs
* Slender Petiole
* Stinger
* Three Simple Eyes

## Abilities

### Primary Senses

* Listen
* Smell

### Natural Weapons

* Claws
* Stinger
* Teeth

### Natural Gifts

* Extra Two Hands
* Flight
* Frenzy

### Species Skills

* Craft
* Presence
* Tactics

## Environment

### Native Homelands

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

## Anatomy and Physiology

The typical wasp is a ten-limbed, arthropodian bipedal Feralian of small size.
Unlucky

A character with the Flaw of Unlucky is one that is prone to experiencing bad fortune.

## Flaw Effects

* Once per chapter, at any point when a die roll has been made involving your character, the forces of fate, hereby known as the DM, can choose one die - either rolled by you or by someone else involved - and roll it two more times. From the three rolls, the lowest stands.

## Experience Triggers

* Unlikely extenuating circumstances cause the character to fail a task.
Stubby Fingers

A character with the Flaw of Stubby Fingers is one that has unusually short fingers.

## Flaw Effects

* The character suffers a d12 penalty to all rolls to climb, to grapple, to parry against an attack that includes the "Disarm" effect, or to perform any other feat that relies on the strength of their grip.

## Experience Triggers

* The character loses something important because of their inability to keep a grip on it.
* The character fails to complete an important task because of their inability to keep a grip on something.
Stare Down

Fear is a powerful thing. At its strongest, it can send even the strongest warrior running. All it needs is a sliver of doubt to attack. Atavists with the Gift of Stare Down know this well, and they know how to make sure that when their opponents meet the searing gaze of their eyes, they will understand what it is to be afraid.

## Gift Effects

* If you can see the eyes of a foe within Medium range, you may exhaust this gift to stare down your opponent.
	+ Roll your Body, Will, & Species dice vs your opponents Body, Will, Species, and double any concealment dice.
	+ If you succeed, the target is sent Reeling and Afraid and you may immediately refresh this gift.
	+ If you overwhelmingly succeed, the target is sent Reeling and Terrified and you may immediately refresh this gift.
Shock Immunity

Perhaps it's due have a natural affinity for electricity or a simple resistance to natural shocks, but the sting of lightning and other forms of electrical shocks does not hurt a feralian with the Gift of Shock Immunity the way it does others.

## Gift Effects

* You are immune to the Immobilization effect if it is produced by electricity. This includes the Gift of Electric Shock and any "Air" or "Thunder" magic that produces this effect.
Spirit Speaker

You have an innate ability to understand the speech of elementals, shades, ghosts, phantoms, and other spirits.

## Gift Effects

* You can understand and be understood by any supernatural creature with the "Spirit" descriptor, even if you do not speak their usual language.
* You may claim a bonus d12 when making social rolls to interact with any supernatural creature with the "Spirit" descriptor.
Shepherd Dogs

((Unlike many other species that also value family and kinship, Dogs are that all exclusive; those who bring an interesting tale in good cheer are welcome to share the table. They don't hold grudges, they don't tend to feud meaningfully; ultimately, by the end of the day, a Dog is at peace with the world in their place in it…

Though this peace is due to their knack for loyalty, if not competence. Frankly a Dog means well, but there usually others that can do it better, whatever it is.

Dogs do know how to have fun; most bawdy bardic lore or games of chance and sport come from some old dog, or at least are preserved within their oral tradition.))

## Anatomy and Physiology

The typical shepherd dog is a four-limbed, mammalian bipedal Feralian of average to large size.
Toucans

## Appearance

### Feather Colors

Black, Cream, Green, Orange, Red, White, Yellow

### Eye Colors

Black, Brown, Blue, Green, Purple, Red, Yellow

### Distinctive Traits

* Long Colorful Beak
* Skin Around Eye
* Square Tail

## 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 toucan is a four-limbed, avian bipedal Feralian of average size.
Stegosauruses

## Anatomy and Physiology

The typical stegosaurus is a four-limbed, reptilian bipedal Feralian of giant size.

Like other Eurypodans stegosauruses have bone-plated scales and short necks. Stegosauruses can be distinguished from their cousins the ankylosauruses by their bony dorsal plates and lack of pyramidal horns or club tails.
Slight Size

Slight Feralians are those on shorter spectrum of average size, standing between four and five feet in height. While the world isn't quite built for people of this size, those who fall into it are unlikely to ever struggle with their height beyond needing a step stool to reach things.

## Gift Effects

* You follow the average range rules.
	+ Anything within 4 feet is considered Close
	+ Anything between 4 feet and 8 feet is at Reach
	+ Anything between 8 feet and 12 feet is Near
	+ Anything between 12 feet and 32 feet is Short
	+ Anything between 32 feet and 92 feet is Medium
	+ Anything between 92 feet and 252 feet is Long
	+ Anything between 252 and 628 feet is Very Long
	+ Anything between 628 and 2,500 feet is Extreme
	+ Anything between 2,500 and 7,500 feet is Far
	+ Anything between 7,500 feet and 27,500 feet is Horizon.
* You may claim a d4 bonus to your evasion rolls and to any roll in a situation where your size would help you.
* You suffer a d4 penalty to your soak rolls and to any roll in a situation where your size would cause problems for you.
* You may wear and use small, slight, or average armor and equipment.
	+ If you wear small or average armor, the soak dice of the armor is decreased by one die size since it doesn't fit you properly.
	+ If you use small or average weapons, they become Awkward.
* You can carry 15 pounds of weight per die size of your Body dice (ie. d4=15, d6=30, etc.) before you are Burdened, 25 pounds of weight per die size of your Body dice before you are Overburdened, and 35 pounds of weight per die size of your Body dice before you are Overburdened.
Samurai

A samurai is a member of the Zhonggese military class who practices the ways of Bushido and serves a feudal lord. The ways of Bushido value loyalty to one's master, self-discipline and respectful, ethical behavior to an extreme. A samurai is expected to commit seppuku, a form of ritual suicide, if they are defeated, dishonored, or, in some cases, to show loyalty to their master after their death. Those who refuse this route become ronin.
Truncheon Grapple

A truncheon technique that allows a combatant to close in on their opponent and angle their truncheon around their opponent's joints to pin them.

## Gift Effects

* If you have a readied weapon with the "Truncheon" descriptor, as an attack action you may exhaust this gift perform a grappling attack.
	+ Roll your Body and Fighting vs. your target's defense. If you succeed, you inflict Dmg +0 and your target becomes Grappled.
Small Bladder

A character with the Flaw of Small Bladder is one that has an overactive bladder that causes them to experience the need to urinate often.

## Flaw Effects

* Every three hours the character must succeed on a roll of Body vs 3 or they will feel an overwhelming need to urinate. If they do not relieve this need within five minutes, they will begin urinating uncontrollably.

## Experience Triggers

* The character or someone they care about gets hurt because the character is busy dealing with their need to urinate.
* The character faces an embarassing situation because they ignored their need to urinate.
Water Mnemonic

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

## Gift Effects

* Gain +1 Mark to Swimming. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you have a Beryl Necklace or an Undine's Necklace]] 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 "Water" descriptor and either the "Battle" or the "Respite" descriptor.
Trap

The inner area of a snap, made of fleshy cells and digestive fluids. If a plant manages to snap shut around a creature and it struggles, the trap will activate, squeezing in tightly and releasing acids to digest the prey. If one stays still however, plants will often assume you are an inanimate object and release their hold in order to prevent wasting resources.
Therapy Beast

Your pet has been trained to assist in bringing relief to the sick or injured.

## Gift Effects

* If anyone is injured and they sleep for a full 6-hours within Near range of this pet, they may claim the pet's Presence dice with their roll to add to their healing Quota. This bonus may be claimed even if the gift is exhausted.
* If this pet is not Afraid, Berserk, Confused, Enraged, Fatigued, Silenced, Terrified, or Unconscious and it is within Near range of a target that is Afraid or Terrified, the pet can exhaust this gift to negate the Afraid and Terrified conditions from the target.
Stitch in Time

One might consider it a blessing, a touch of divination, good luck, or even simple coincidence, but whatever the cause some people have a strong ability to recover just before someone attacks them.

## Gift Effects

* If you are attacked, before any attack dice are rolled, you may exhaust this Gift. If you do so, negate all Reeling, Asleep, and Unconsciousness conditions on yourself, replace any dying condition with Afraid and Sick, and add the Guarding status.
Wrestling with Angels

You have read the Angelic Codex many times and live steadfastly by its rules, disavowing the use of magic in exchange for understanding of the world of spirits. As a result, you have developed The Light, a spiritual clarity in your form and essence that forces spirits to take notice of you.

## Gift Effects

* If you have not received any direct personal benefits from magic in the past 24 hours, you can speak to and understand the speech of spirits, including elementals and shades.
* You can inflict Weak damage to spirits with melee or ranged weapons and full damage to them with unarmed attacks and natural weapons.
Voles

((Voles and mice share many of the same traits, though it could be said that voles get the shorter end of an already short stick. They are physically more stout than mice, stubbier all over, with hardly a tail to speak of.

Vole families are typically matriarchal, with large extended families often living together under one roof or as close neighbors. Where is mice might be active crusaders and participants in a worldly struggle, voles tend to take a more monastic approach; no less involved in matters of faith but just more sedentary about it. Voles will build abbeys and orphanages, soup kitchens and seminaries, instead of venturing out on holy wars are bothering with converting the world. They tend to be the clerics, not the paladins or missionaries.))

## Anatomy and Physiology

The typical vole is a four-limbed, mammalian bipedal Feralian of small size.
Spotted Hyenas

((You might think the Hyenas would have a greater sense of shame, but these creatures embrace their role in society. To the Hyena there is no shame in taking away the piles of refuse, in watching people from the sidelines, in seizing an opportunity when it presents itself. From where the Hyena stands, one must laugh at the folly of the world, where so many toil so hard for the benefit of so few… Where the poor are deprived in the rich are miserable.

The typical Hyena is an opportunist that takes what they can when they can. The unusual hyena is somebody who is polite, generous, and respectful… until the opportunity presents itself.))

## Anatomy and Physiology

The typical spotted hyena is a four-limbed, mammalian bipedal Feralian of large size.
Ward

A character with the Flaw of Ward is one that has someone else in the world that is reliant on them for survival. The most common wards in the world are children, but they may also be disabled or ailing family members or friends. If the ward in question is not a single person but a community, you should consider the flaw of Duty instead.

## Flaw Effects

* Upon taking this gift, the player must work with the DM to create the character's ward.
* Anytime the character needs to do something that would go against the ward's best interests, either by actively working against them or by neglecting to focus on them, they must succeed on a roll of Will vs 3 or refuse the task to protect their ward.

## Experience Triggers

* The character fails to complete an important task because they prioritized taking care of their ward.
* The character's ward is harmed or put in danger because they didn't prioritize taking care of them.
Secrets of Foolery

A skilled fool learns the best ways to style themselves in order to anger their enemies. Often this requires wearing flashy, impractical, and frankly ridiculous garb, but that's the point. No one wants to be insulted by someone who looks like a clown.

## Gift Effects

* Gain +1 Mark to your Presence
* If you are dressed in a ridiculous costume, without any visible armor, you may take an extra refresh action each round, but only to refresh a gift with the "Foolish" descriptor.
Soft-Hearted

A character with the Flaw of Soft-Hearted is one that cannot stomach seeing any living thing get hurt.

## Flaw Effects

* Anytime the character witnesses something alive get hurt, they must succeed on a roll of Will vs 3 or become Reeling.
* Anytime the character witnesses something alive being killed they must succeed on a roll of Will vs 3 or become Afraid.

## Experience Triggers

* The character or someone they care about gets hurt because the character is busy dealing with their emotions.
Spoiled

A character with the Flaw of Spoiled is one that has lived a privileged life and shows it in the worst ways.

## Flaw Effects

* The character suffers a d12 penalty to all Social rolls involving someone who doesn't have either the gift of Nobility or the gift of Wealth.

## Experience Triggers

* The character faces a negative consequence because of their refusal to respect others as equals.
Weathered Wound

A character with the Flaw of Weathered Wound is one that has an old wound that aches when the weather gets bad.

## Flaw Effects

* Anytime the character is exposed to rain, snow, or temperatures under 50 degrees, they suffer a penalty of d12 to all Body and Speed rolls.

## Experience Triggers

* The character is unable to complete an important task because they're distracted by the ache of their wounds.
Western Dragons

### Scale Colors

Black, Blue, Brown, Cream, Green, Grey, Orange, Purple, Pink, Red, Teal, White, Yellow

### Eye Colors

Amber, Black, Blue, Brown, Green, Grey, Orange, Purple, Red, Teal, Yellow

### Distinctive Traits

* Curved Horns
* Deep Chest
* Dorsal Spines
* Keeled Scales
* Large Membranous Wings

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Claws
* Fangs
* Horns

### Natural Gifts

* Flight
* Frenzy
* Firebreathing

### Species Skills

* Fighting
* Presence
* Supernatural

## Anatomy and Physiology

The typical western dragon is a six-limbed, reptilian bipedal Feralian of giant size.
Weapon Proficiency

A person who is proficient with a weapon has developed a basic understanding of the fundamental ways their weapon of choice can be used.

## Gift Effects

* Upon taking this gift, choose one Weapon Type from the following list: Artillery, Axe, Blowgun, Bow, Brawling, Cannon, Casting, Chemical, Crossbow, Dart, Fabric, Fan, Flail, Hammer, Hook, Gun, Knife, Polearm, Ram, Rope, Saw, Shears, Shield, Sling, Staff, Sword, Truncheon, Wheel, or Whip.
* Any time you are using a weapon with the descriptor you chose, you may claim a bonus d8.
Storyteller

A storyteller is a person who recounts legends, myths, historical events, and other tales for a living. Storytellers can be found throughout all cultures of the world bringing tales of the beautiful, tragic, combat, valiant, and villianous to life through painting, poetry, song, and dance.

## Roles and Duties

* Memorizing the stories, tales, and legends they retell as their act
Springing Strike

In combat, it's important to stay close enough to be able to disable your opponents, but it's also wise to keep your distance so you cannot be harmed by them. You've learned to utilize your speed and agility to achieve both effects with a single action.

## Gift Effects

* After successfully attacking an opponent with a Brawling or Melee weapon, you may immediately roll your Sprint Dice, then move up to that many paces directly away from your target in a straight line.
Tax Collector

A tax collector is a worker who makes their living collecting debts for nobles, banks, and other money-lenders. Few folk are happy to see the tax collector coming, and a smart collecter is careful to bring some type of protection just in case things get out of hand.

## Roles and Duties

* Collecting debts for nobles, banks, and other money-lenders
Territorial

A character with the Flaw of Territorial is one that doesn't like other people being near their things.

## Flaw Effects

* Anytime another character gets within Close range of the character's belongings while they are not on their person, they must succeed on a roll of Will vs 3 or snatch their belongings back and snap at the other person.

## Experience Triggers

* The character faces a negative consequence as a result of snapping at the wrong person.
Tandem Replay

There are many advantages to wielding two weapons. For example, whenever the first one fails, you've got another there ready and waiting to back it up.

## Gift Effects

* If your attack, counter, or parry fails, and you have two weapons readied, you may exhaust this gift to re-roll all of your dice. The new result stands, whether it's better or worse.
Shield Save

You understand that the skilled use of a shield could very well save your life, though the shield may be sacrificed in the process.

## Gift Effects

* Gain +1 mark in Evasion. 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 with the "Shield" descriptor or if you just failed any defense that claimed a Cover bonus from a weapon with the "Shield" descriptor, after you have rolled your soak dice, you may exhaust this gift to negate all Unconscious, Dying, Dead, and Overkilled results that were inflicted by the attack that just hit you. If you do so, and you were using a shield made of wood, the shield breaks into unusuable splinters. If you were using a shield made of metal, it is badly dented to the point that it can only be used for cover, but it may be repaired if you take it to a blacksmith.
Woodpeckers

## Appearance

### Feather Colors

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

### Eye Colors

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

### Distinctive Traits

* Feathered Crest
* Sharp Straight Beak
* Zygodactyl Feet

## Abilities

### Primary Senses

* Listen
* Spot

### Natural Weapons

* Beak
* Claws

### Natural Gifts

* Flight
* Prehensile Feet
* Toughness

### Species Skills

* Evasion
* Observation
* Presence

## Environment

### Native Homelands

Akoma, Calabria, Govorya, Hesperia, Hinoda,Peruana

## Anatomy and Physiology

The typical woodpecker is a four-limbed, avian bipedal Feralian of small size.
Secrets of the Wilding Way

The atavists follow the ways of the natural world. Those with the Gift of Secrets of the Wilding Way have learned the proper ways to look and behave in order to fully tap into the primal powers of their natural instincts.

## Gift Effects

* You cannot become Confused. Whenever you would become Confused, you become Berserk instead.
* If you have not worn any more clothing than the minimum to remain decent in polite society in the last 24 hours, you may take an extra refresh action each round, but only to refresh a Gift with the "Wilding" descriptor.
War Beast

Despite the strong instinctive drive that leads many animals to flee from battle, pets may been trained to fight at their master's side in combat.

## Gift Effects

* If combat begins, this pet will not become Afraid.
* As long as this pet is are under their own control, they will not flee combat unless they become Maimed or Terrified, or you use the Rally action to command them to flee.
* Unless they have been given a command to do otherwise, a pet's first goal in a fight will be to reach their master. They will fight across the battlefield using their natural weapons and any combat gifts they have until they are within Reach range of their master.
* Once a pet has reached their master, their goal will be to stay within Reach range of them and to defend them.
* At any time, the owner of the pet may Rally it to issue it a command to attack a specific target, guard an ally or object, move to a specific location, or flee. It will follow this command until it is complete, then attempt to return to its master's side unless given another command.
Secrets of Virtue Magic

A master of virtue magic learns to replenish their reserves of magic faster by styling themselves with the appropriate stance and equipment.

## Gift Effects

* Gain +1 Mark to your Supernatural.
* If you are dressed in a dusk robe you may take an extra refresh action each round, but only to refresh a gift with the "Battle" "Magic" and "Virtue" descriptors
Sword Dancer

A sword dancer is a practitioner of the martial art of sword dancing. Developed as a form of entertainment rather than a fighting style, sword dancing is a rare art and those who hope to learn it require a noble sponsor .to buy their first sword and to lodge them while they train. Professional sword dancers are usually found entertaining at court with their fast movements and coordination, swinging their sharp blades in a display unforgiving of error.
Wild Magic

A character with the Flaw of Wild Magic is one that struggles to control magic when they perform it.

## Flaw Effects

* Anytime the character uses a magical gift, they must succeed on a roll of Will vs 3 or their magic will surge out of control, effecting the world around them in unpredictable ways.

## Experience Triggers

* The character or someone the character cares about gets hurt because they've lost control of their magic.
Treading the Spider's Web

By carefully distributing their weight, an atavist with the Gift of Treading the Spider's Web can effectively become as light as a jumping spider and tread over anything that has as much strength as a spider's web.

## Gift Effects

* As an action, declare a straight path over any surface that could support a spider's weight.
	+ Roll your Sprint die, and move that many paces along the path.
	+ While the gift is active you will not leave any tracks or otherwise disturb, break through, or collapse anything.
	+ This gift must be used again each turn, otherwise the effects will end.
Tigers

((Tigers do not consider themselves immigrants. That would imply putting down roots; instead a tiger in the world is simply one who hasn't yet returned home. They are foremost proud of who they are and where they come from, they have little need for cultural assimilation or appeasement to local norms. This does not make them uncultured, just foreigners.

Physically, tigers are natural athletes, able to tackle a wide variety of tasks with typical feline grace and poise. They are typically quite proud of their stripes and will bear them as a matter of course, sometimes doing so over more conservative attitudes about modesty. "Stripes are always appropriate," is an old tiger saying to this effect.

Tigers tend to maintain connections to their place of origin, making them often useful in spice in textile trading or other import/export mercantile, legal and otherwise. Sometimes this takes the form of slave trading and other activities common to their culture but perhaps but frowned upon in more cosmopolitan society.))

## Anatomy and Physiology

The typical tiger is a four-limbed, mammalian bipedal Feralian of giant size.
Theurgic Clout

An experienced practitioner of Theurgic magic may develop the ability to shape and alter the power of your elemental Theurgic 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 Supernatural. This increase is permanent and will continue to exist even if the gift is exhausted.
* If you are casting a spell with the "Theurgic" descriptor, you may exhaust this gift to claim a bonus 2d8 with your casting dice.
* If you are casting a spell with the "Theurgic" 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.
Tell

A character with the Flaw of Tell is one that has a habit, behavior, or tic that they unconsciously perform whenever they're lying. An observant person may be able to recognize the tell and use it to determine whether the character is lying or not.

## Flaw Effects

* The first time a character lies to someone, they have the opportunity to roll Mind and Observation vs 3 to see if they notice the tell.
* If a character notices the tell, the character with the tell suffers a 2d12 penalty to all Deceit rolls against that person in the future.

## Experience Triggers

* The character is caught lying because of their tell.
Shadowing

One who is skilled in shadowing knows how to predict the paths people will take and follow them without being seen. That knowledge works both ways, so they also know how to avoid being followed.

## Gift Effects

* You may claim a bonus d12 when making rolls to follow people without being seen or to avoid being followed.
Sniper's Shot

Where some people are good at shooting from a long distance, a sniper has the patience and focus truly master the art of it.

## Gift Effects

* If you have a readied weapon with the "Ranged" descriptor, before making an attack roll, you may exhaust this Gift to negate all of the target's bonus defense dice from Range.
Salamander's Amulet

## Effects

* If the user has the gift of Bind Salamander, as a Rally action, the user may wake the Salamander and summon it from the talisman.
	+ The elemental will manifest in a space within Near range of the user.
	+ The elemental will act under its own will, though the user may issue it commands by using Rally actions.
		- If the elemental is within Near range of the user, they may order it back into the talisman with a Rally action, rebinding it.
	+ If the elemental is Hurt or Injured upon being rebound, the elemental will not respond to calls to come out of the talisman again until it has fully healed at the normal rate. (Resting within the talisman counts as a nice bed and a square meal.)
	+ If the elemental is not rebound within eight hours of being released, the user must roll their Will die vs the Elemental's Will die.
		- If the elemental succeeds, they will become unbound and leave to find a new place to become dormant. The Gnome may be rebound if the user tracks it down and wins another contest with it.
		- As long as the user does not botch the roll, the talisman will revert back into a Obsidian Amulet. If the roll is botched, however, the amulet will crack and become unusable until it is repaired.