recursal/Fanatic-Fandom huggingface dataset:
Warrior Class

## Warrior Description

Warrior can be a good melee class or range class. It is one of the best classes at getting in the face of the enemy, taking damage and living to tell about it. A warrior can learn to use several weapons very quickly, can learn to use armor at low costs, and gain health points very fast.

## Pros

• Very good defensive skills

• Good offensive skills with a lot of versatility

• Good range or melee attack skills

• Can learn to use armor quickly

• Can gain health points better than any other class

## Cons

• Takes a long time to learn magic skills

## Primary Stats

• Strength - if your warrior wants to specialize in melee damage, strength will improve his chance to hit with melee and thrown weapons;

• Agility - if you want your warrior to specialize in defenses and ranged attacks use agility, but agility will still benefit the melee chance to hit as well.

• Endurance - if you want your warrior to have large amounts of health, increase your endurance when you can.

## Class Bonuses

Warriors gain +12 health points per Health Point skill level, unlike other classes that receive +10 for each Health Point Skill level.

Warriors gain +1 per character level attack bonus with all weapon attacks.

## Warrior Health Points

Health Points represent how many points of damage a character can take before being rendered unconscious due to bodily physical trauma. Your character's endurance plays a large role in determining how much health, or Hit Points, you have.

Warriors use the following formula for calculating their health points: **Endurance + (Endurance State Bonus x character level) + (Hit Point skill level x 12)**.

The Endurance Stat Bonus is found on the Stat Bonus Chart. Find the Endurance score on the Stat Bonus Chart under the Stats column and the number to the right in the Bonus column is the stat bonus for endurance. You will use this chart for determining the stat bonus of all stats in the game.

### Warrior class Health Point formula

**Endurance+ (Endurance State Bonus x character level) + (Hit Point skill level x 12)**

Non-Warrior class Hit Point formula:
Endurance+ (Endurance State Bonus x character level) + (Hit Point skill level x 10)

## Create a Warrior

You can create a Warrior by following the steps on the Character Creation page.
TAG Wikia

welcome to the next Eh Duggee series where they is another club this time for girls only and only one of the life long member Tag who also joined the club called The Butterfly club who enjoyed it and helped out Nava every time while Duggee set up a task for the team to get on with(the gardening badge)
Weapon Skills Descriptions

# Weapons Skills

Weapon skills are the base damage dealing skills in the game of TAG.  Every character type should learn some weapon skills.

* Classes such as warrior, barbarian, thief and rogue will benefit mostly from taking two skill levels each level of at least one or more weapon.
* Pure spell casters, such as clerics, mages and mystics, should consider one level of one weapon skill each level, just in case they run out of spell points during a battle.
* Hybrid spell casters, such as battle mages, paladins, jesters, monks, warmongers, hooligans, wizards, philosopers and bards may chose to take one or two levels of one weapn each round for at least ten levels.

In the table below assign one of the weapon types to each column of the Skills Acquisition Chart and the costs will apply to that weapon type for the life of your character.

There are six (6) **Weapon Types:**blade, crushing, chopping, projectile, thrown, spear/lance, and hand to hand.

For further explanation of the weapon types visit the Weapon types page.

You don't have to assign each column now.
You will likely assign one or two as you prepare your character to enter the TAG world and at higher levels you may assign the rest. Characters that will focus primarity on spell casting may never assign some of the categories to a wepaon type.

- ### Weapon Category Costs
Create Undead Spell List

Necromancy requires special rules for summoning, controlling and maintaining undead minions.

To create undead you must have a dead body that is
suitable.  If one is not obviously lying
about then you must use the level 1 spell ‘lesser locate the dead to find a
suitable dead body to raise an undead.

A necromancer cannot have unlimited numbers of undead under his

control.  The table here outlines the
rules for how many undead a necromancer can control at any given time.  The only exception is when army of the dead
is used and none of the army of the dead count as undead toward this limit.  Also, if the character can use temporary
undead in place of permanent undead.  Guardian
undead are unlimited, but they are tied to a location and cannot move more than
50’ from where they have been tied to or they turn on the creator.

Skeletons and Zombies take normal damage from normal
weapons.  Other undead only take half
normal damage from non-magical weapons and no critical hits.  All undead take full damage and critical from
magical weapons.

Undead cannot attack the same round they are summoned.

Back to Necromancy Discipline page
Character Classes

TAG offers a variety of combinations that make each and every character fairly unique upon creation, and as the TAG character grows, the uniqueness of each character also grows. The player must choose which Character type to be.

Classes are designed to specialize in particular skills and magic disciplines. Every class can learn every skill, but if you want to focus on casting spells do not chose to be a Barbarian, or you will spend 10 levels learning what a Mage might learn in one level. Be sure to review the cost associated with learning skills before choosing a class to play. The lower the cost of skills the more skills you can learn and the faster you can learn them. This should influence your choice of a character class to play.

Review these class descriptions of the 16 classes in TAG.

## Character Class Descriptions

### Warrior

Warrior can be a good melee class or range class. It is one of the best classes at getting in the face of the enemy, taking damage and living to tell about it. A warrior can learn to use several weapons very quickly, can learn to use armor at low costs, and gain health points very fast.

For further details and to create a Warrior vist the Warrior Class page.

### Barbarian

A Barbarian is a fighting machine. He is an expert in weapons and learns weapon skills faster than any other class. His ability to learn armor skills and gain health points is slower than a warrior.

For further details and to create a Barbarian visit the Barbarian Class page.

### Thief

Thieves are masters of deception. While they can learn some weapon skills, they specialize in learning deception skills: stalk, hide, pick locks, etc. Their skills and temperament is to be unnoticed while they work their craft, whether that be theft or attack.

For further details and to create a Thief visit the Thief Class page.

### Rogue

A rogue is a cross between a thief and a warrior balancing the advantages of those two classes. They have more combat capabilities than a thief, but not as many as a warrior. They likewise can learn deception skills better than a warrior, but not as quickly as a thief. They provide a good balance.

For further details and to create a Rogue visit the Rogue Class page.
Golems and Constructs Spell List

### Golems and Constructs

Who knows what a thinker thinks, before he does.  An engineer seems to have no limits to his
imagination when it comes to altering and creating the partial living around
him.  He is limited to the creatures he
can have active.  An engineer can create
two types of creatures:

Golem – a permanent semi-living creature.  It will follow the caster around and perform
actions and duties as design until killed or turned off by the caster.

Constructs – temporary constructed creatures and
spring to semi-life upon activation.
They perform their designed function or expend their duration and shut
down.

Golem Sentinel – these a special golems that do
not count towards the caster’s totals but operate on very tight restrictions
about where, how and when they can act.

Rutherford Golem does not count as an active
Golem. The Caster can only have one Rutherford Golem active at any given time.

The caster can have an unlimited number of dormant Golems
and Constructs, as long has he has a place to store them.

#### **Golem and Constructs Patchwork Attack Bonus Chart**

  1-10
  11-20
  21 and above

#### **Golem and Constructs** **Spell List**

Back to Mythic Engineering spell list and rules
Fray

**Likes:** | Helping others, hiding,
 **Dislikes:** | water, heights, fighting,
kittens in danger, Chip,

**Fray**is an Alaskan Husky puppy, and a tritagonist of the show. He is one of the least featured characters, and doesn't appear in as many episodes as his puppy pals.

## Personality

Fray is really sensitive and a bit shy around others. He is a scaredy cat, and gets frightened by most things. Even though he is usually nervous, he is really kind towards his puppy pals and has a really big heart. He tries to stay out of trouble, and dislikes fighting, and Chips bullying. He has a liking for cats, especially kittens, and thinks they are adorable.

## Trivia

* Fray is the quietest and most sensitive of the puppy pals.
* Fray is shown to be a scaredy cat, since he has many fears. He's afraid of many things.
* Fray doesn't like getting into trouble, and tries to be a loyal puppy.
* Fray really loves cats, mainly kittens. His owner has a cat, as well as him.
* Due to Ally Genius, his voice actor, being really busy with her life, Fray is one of the least featured characters in the series. He doesn't appear in as many episodes as the other characters.
* Fray considers Lucy his best friend, as he mentions it in "Obsessed With Peanut".
* Even though Fray likes to be independent most of the time, he still loves to play with his friends at Caring Paws.
* Even though Fray is male, his voice actor, Ally Genius, is female. This is the same with the other male puppies in the series.
* Fray usually hides in the kennels at Caring Paws when he feels threatened by Chip.
* Ally Genius, Frays voice actor, has her own YouTube channel that she checks and uploads videos to very often. You can check it out by clicking on this link, https://www.youtube.com/channel/UCaOECRmlDlhke1mwesXrxoQ.
* Even though Fray is male, his voice is higher pitched and very feminine sounding compared to the other male puppies. This is because Ally Genius, his voice actor, is much more soft spoken than the other voice actors, and has a sweeter voice. She was picked to voice Fray because they knew her voice would suit him best, even though its feminine sounding.
Лаала Манака/Галерея

## Официальные Арты

Официальная обложка сезона «Прекрасный Ритм: Все Звёзды Выбраны».Официальный профиль Лаалы.Официальный постер из фильма.Официальный профиль Лалы из фильма.

## Скриншоты

### Опенинги

* Make It! (Первая Версия)

* Dream Parade. (Первая Версия)

(Вторая Версия)

### Эндинги

* Jumpin'! Dancin'!.

* Mune Kyan Love Song.

### Аниме

* 1 эпизод.

* 54 эпизод.

* 55 эпизод.

* 56 эпизод.
First Aide Skill

## First Aid (SE)

Ability to use salves, bandages and home remedies to heal
characters from damage and illness.  A
medic can only apply a single application to a patient each hour.  Also, negative reduction only lasts for 1
hour if the negative is associated with a long term illness or injury.  First aid uses Intellect and Wisdom to
calculate the stat bonus. **Skill bonus:**
special chart with abilities by level.
Gems and Jewel Crafting Spell List

## your make something

Gems hold special you tell nobody.  Jewelry itself does not hold when use something, only
the gems jewelry contain.  There are
limits to how many imbued gems each person can wear before the magic aura
produced by the articles will interact and short circuit, resulting in none of
the items functioning.

 1-5
  6-10
  11-15
  16-20
  21-30
  31-50
  51-100
  Each 50 above

### **Gem Limits Chart**

This chart outlines the limits of gems a player can
carry.  More than this makes all of them
malfunction and not work until some have been removed.  Gems installed into Staves, wands or other
weapons to not apply to this gem count.

**Imbue Gem – Follow**
these steps for making a magical gem and imbedding it into jewelry.

Cast **‘Fractal**
Gem’ **spell on a gem to prepare it for receiving the magic imbuement.  Note the cast time and cost.**

Cast the selected **‘Imbuement spell’ or ‘target spell’** onto the gem.  It will be absorbed by the gem.  Another spell caster can do this each time it
is required.

Cast **‘Gem**
Binding’ **spell onto the item. Note the cast time and cost.**

Roll a ‘success roll’ described below.  The gem will either (1) imbue successfully
that day; (2) fail for that day and require an additional day to create; or (3)
disintegrate and cast the spell randomly.

Repeat steps 2, 3 and 4 each day for a total of
days equal to 2X the imbuement spell’s level, plus 2 days for any days where
the Alchemist failed his ‘success roll’ in step 4.

Cast **‘Imbed**
Gem’ **spell to set the gem into a piece of jewelry suitable for containing**
the magical gem.  A magical gem does not
have to be set in jewelry to use its imbuement, but it then must be in the
user’s hand to use, making jewelry the simpler and easier option.

**Notes:**

**a.       An Alchemist cannot imbue a gem with a**
spell greater than his level.

**b.      There is a 25% base chance that each day**
when the ‘Gem Binding’ spell is cast that an article will disintegrate or be
defective.

·
**25 +**
level of spell = adjusted failure

·
**1-100**
roll + Alchemist’s Character level + Intellect Stat Bonus = success roll

·
**If the**
player’s ‘success roll’ is higher than the ‘adjusted failure’ then the ‘Imbue’
spell was successful for that day.

**If**
the ‘success roll’ is more than 20 points below the ‘adjusted failure’ then the
article disintegrates and randomly casts the spell towards a target within 30’.
Obsessed With Peanut

**Obsessed With Peanut** is the fourth episode of *Puppy Pals* from the first season.

### Characters

* Jack
* Max
* Rose
* Fray
* Lucy
* male Caring Paws employee
* female Caring Paws employee

## Summary

Lucy gets a huge plush turtle named Peanut as a gift, but she becomes obsessive over Peanut. Peanut causes her to ignore and become distant from her puppy pals, which hurts Fray's feelings. The puppies know this is not good for Lucy, so they decide to try whatever they can to get her to give up Peanut. They must get Peanut away from Lucy.

## Trivia

* The lesson in this episode teaches how bad it is to be too obsessed with something.
Мой Дизайн Коорда КЦ

**Мой Дизайн Коорда КЦ** (マイデザインCFコーデ, *Mai Dezain CF Kōde*) — это коорд натурального типа от бренда КоКосовый Цветок. Он впервые дебютировал в Июльской Миллефауйской Коллекции Том 7.

## Появление

### Платье Моего Дизайна КЦ

Одутловатое рубиновое платье украшено узором из белых, розовых и жёлтых цветов с сочетанием тёмно-красной надписи «GF». В центре расположен толстый раздел цвета слоновой кости, который украшен крошечным цветками, соответствующие цвету самого коорда. Манжет каждого рукава украшен белыми оборками, которые подходят к нижней части юбки, напоминающая шар. Вокруг живота расположен коричневый пояс с золотой клипсой в форме сердечка. На правой груди пришито оранжевое сердце с логотипом КоКосового Цветка. Важной особенность является яркий красный бант. Под сердцем находится бант зелёного цвета. В нижней левой части также пришиты два банта оранжевого и зелёного цвета, которые подчёркивают дизайн платье. Обладательница коорда носит на шее тёмно-коричневое колье с красным сердцем.

### Обувь Моего Дизайна КЦ

Красные туфли-лодочки с чередованием красного, розовго и зелёного цветов.

## Интересные Факты

В игре этот коорд считается очень редким.

## Галерея

### ПриБилеты

    Сайлюмовый Коорд КоКосового Цветка • Коорд Зелёного Розмарина • **Мой Дизайн Коорда КЦ** • Коорд Солнечной Страны Альп • Коорд Леса Страны Альп • Коорд Неба Страны Альп • Горячий Оранжевый Богемский Коорд • Коорд Зелёного Листа Шифона • Смелое Лето ☆ Коорд Путешествия • Коорд Тирольского Флера • Гавайский Алоха Коорд • Гавайских Махало Коорд • Коорд Сказочной Синей Птицы • Коорд Счастливой Птицы.
Сайлюмовая Фея

**Сайлюмовая Фея** (англ. Cyalume Fairy) — это один из видов Сайлюмового Изменения, который доступен только вместе с Сайлюмовым Очарованием. Впервые он был показан в 48 эпизоде.

Внешний вид и форма крыльев зависит от типа идола.

## Исполнители

### СоЛаМагеддон МИ

* Арома Куросу
* Лаала Манака
* Мирей Минами
* Софи Ходжо
* Микан Ширатама

### Разукрашенный Цветок

* Фувари Мидориказэ
* Лаала Манака
* Шион Тодо
* Дороши Вэст
* Реона Вэст

## Типы

### Прекрасный

Ангельские крылья светло-розового цвета. По краям градиент розового и жёлтого цветов. На крыльях расположены розовые сердечки, от желтого до розового градиентные сердца, одно сердце с тонкой полосой и два желтого цвета.

### Поп

Большие, несколько в чиби-стиле крылья с градиентом голубого, белого, мягкого желтого, фуксии и светло-синего. Граница крыла - желтый, голубой, лайм, и ярко-синий. На крыле точками расходятся тропы, которые переходят в жёлтый, лаймовый, белый, голубой. В конце каждого следа находится уникальная форма: верх - голубая звезда, середина - голубой с бледно-зеленым к кончику и в форме цветка, в то время как низ - желтое и лаймовое сердце.

### Крутой

Необычное сочетание фиолетового, ярко-розового, красного в крыльях, напоминающие крылья летучей мыши. Наконечник скручен, в то время как на вершине небольшой ромб. Ряд различных размеров точек плавает между верхней и средней частью, а различные алмазы составляют нижнюю часть. В конце каждого наконечника расположен небольшой шар.

## Галерея

Посетите также: *Сайлюмовая Фея/Галерея*.
Коорд Зелёного Листа Шифона

**Коорд Зелёного Листа Шифона** — это коорд натурального типа от бренда КоКосовый Цветок. Он впервые дебютировал в Июльской Миллефауйской Коллекция 2015 Тома 7. Коорд пока не появлялся в аниме.

## Внешний Вид

### Платье Зелёного Листа Шифона

Сине-тематический платье состоит из рукавов, которые достигают локтя и покрыты оранжевой полосой, прикрепленной к белым манжеты. На туловище красуются части белого тюля с двумя яркими оранжевыми пуговицами в центре, в то время, как плющ тюя простирается на область шеи, прилагается к ряду голубых сфер. Под грудь. выстроен раздел белых кружков, изображающих зеленый лист, прикрепленный к трем небольшим белым шарам. Юбка того же цвета, что и верх, однако в центре выложен белый пушистый материал с окраской бледно-голубого. Под основной юбкой находится нижняя юбка.
Shield Descriptions

There are many different types of shields that a character may use. This page provides a list of shield types. For details about how to use shields for defense, combat and maneuvers go to this page: http://tag.wikia.com/wiki/Skills#Shield\_Proficiency

## Shield Types

  o
**Buckler (Small)**
+5 leather and wood.**A small round**
shield gripped in the fist on a center mounted handle, generally 12" -
18".

o
**Buckler**
(Small) +6 iron, steel or sheeted wood**.**
A small round shield gripped in the fist on a center mounted handle,
generally 12" - 18".

o
**Center**
Grip or Round (Medium) +8leather
and wood.**A medium shield – may be**
round or oval shaped 24"-30"

o
**Center**
Grip or Round (Medium) +9iron,
steel or sheeted wood**.  A medium**
shield – may be round or oval shaped 24"-30"

o
**Target (Medium)**
**+11 leather and wood**.  A medium shield rounded with two or three
straps to hold it on the arm, generally.
Can be – 30"- 36” round.

o
**Target**
(Medium)+12 iron, steel or sheeted
wood**.  A medium shield rounded with**
two or three straps to hold it on the arm, generally.  Can be – 30"- 36” round.

o
**Kite (Medium)**
+15 leather and wood**.  A medium/tall**
shield shaped like a kite square, rounded, or faceted on top, can be 18” to 24”
wide and 34"-44" tall.

o
**Kite**
(Medium) +17 iron, steel or sheeted wood**.**
A medium/tall shield shaped like a kite square, rounded, or faceted on
top, can be 18” to 24” wide and 34"-44" tall.

o
**Heater (Large)**
+19 leather and wood**.  Slightly**
smaller than a wall shield.  Can be many
shapes.

o
**Heater**
(Large) +21 iron, steel or sheeted wood**.**
Slightly smaller than a wall shield.
Can be many shapes.

o
**Wall**
shield (Very Large) +23 leather and wood**.**
Rectangular in shape.  May be kite
shaped or oval.  From 24” to 32” wide and
50” to 55” tall.

o
**Wall**
shield (Very Large) +25 iron, steel or sheeted wood**.  Rectangular in shape.  May be kite shaped or oval.  From 24” to 32” wide and 50” to 55” tall.**
Diseases Spell List

Diseases spell list can cure or cause diseases.  Diseases, their effects and descriptions are
found in the TAG Rule Set book.

#### **Cause Diseases Spells Special Costs**

Cause Disease spells have special costs.  If you spend the base costs the disease is a
level one disease of the type and rank.  In
order to increase the level of the disease the caster must spend +1 spell point
per level of the disease.  As an
example:

*Fred*
the Cleric casts a 20B Cause Disease Septic Recoverable spell for 20 spell
points and adds 15 spell points.  This
casts a level 15 Cause Disease Septic Recoverable spell and it costs a total of
35 spell points.  The target must save verses
a level 15 spell, not a level 20 spell.
If Fred the Cleric had spent 20 spell points + 40 additional spell
points the target would have to save verses a level 40 spell.

Under no circumstances can the caster add additional spell
points greater than twice his level.  Thus,
a level 10 caster can only add an additional 20 spell points to a cause disease
spell.

#### **Save Verses Diseases**

A character is allowed to attempt a save verses all diseases
before contracting them, unless the game master deems otherwise.  The save against a disease contacted in
natural ways is slightly different than a disease caused by a spell caster.

#### **Spell Cast Diseases Save**

**Caster’s level + stat**
bonus + roll **against** Character level
+ stat bonus + roll **and the target’s total must be higher than the caster’s**
total or the character is inflicted.

Back to Flesh Manipulation Discipline page
Rogues Class

## Rogue Class

A rogue is a cross between a thief and a warrior balancing the advantages of those two classes. They have more combat capabilities than a thief, but not as many as a warrior. They likewise can learn deception skills better than a warrior, but not as quickly as a thief. They provide a good balance.

## Pros:

* Rogues are balanced between combat and deceptive skills.
* Rogues can learn range and melee weapons easily, but not as many as quickly as a warrior.

## Cons:

* Because he is balanced a rogue typically does not gain in proficiency in combat nor deception as quickly as a warrior or a thief.
* Takes a long time to learn magic spells.

## Class Bonuses:

**Rogues** gain +1 sneak, +1 sneak attack and +1 attack bonus per each character level, and +1 for each 5 character levels for the other deceptions skills.

## Primary Stat:

* Agility will give the rogue bonuses for his deception skills, ranged attacks and melee attacks.
* Strength is always good for improved damage for melee attacks.

## Secondary Stats:

* Endurance will improve the thieve’s health points, which is valuable for all classes, especially if you plan to get in close to your foe for a stealthy attack.
* Strength is always good for improved damage for melee attacks.

## Primary Spell Realm:

The Rogue does not have a primary spell realm.

## Create a Rogue

You can create a Rogue by following the steps on the Character Creation page.

Back to Character Classes master page.
Critical Damage Chart

## Critical Chart Usage Rules

If the Attack Chart says that you did points of damage
followed by a letter – A, B, C, D, E or F – use the Critical Damage Chart with
the adjustments noted in the critical chart section.  Roll your critical open ended roll and add in
any appropriate bonuses or penalties and apply that number to the appropriate
Critical Damage Chart to find the row that contains the critical damage you
have done.  You will always do the Base
Damage (adjusted by bonuses listed below by letter) and always the special
damage in the appropriate special damage column, such as puncture, slash,
etc.  The weapon or spell description you
are using will typically indicate the special type of critical your attack does.  On Large and Super Large creatures – as
defined by your GM – you may be required to use one of the columns marked as
such.

## Critical chart Adjustments

·
“A” critical hits use Base Damage Column.

·
“B” critical hits add + 2 to Base Damage Column.

·
“C” critical hits add + 4 to Base Damage Column.

·
“D” critical hits add + 6 to Base Damage Column.

·
“E” critical hits add + 8 to Base Damage Column.

·
“F” critical hits add + 10 to Base Damage
Column.

·
“G” critical hits add + 12 to Base Damage
Column.
Engineering Spell Lists and Special Rules

## Mythic Engineering Disciplines

Mythic Engineering realm is focused on spell enhanced
mechanical and synthetic gadgets and gizmos.

*Caution: Engineering is a more complex character type to play. Make certain you are willing to invest the extra time to learn and play a Mythic Engineer before you create one.*

### First and Second Engineering Spell lists

A Mythic Engineer must use the discipline specific to his
type of engineer and the General Engineering lists for his first spell discipline.  As examples:

·
Warmonger must use Warmonger Discipline and
General Mythic Engineering for his first Discipline.  He can choose either mage or cleric for all
other disciplines.

·
Hooligan must use Hooligan Discipline and
General Mythic Engineering for his first Discipline.  He can choose either mage or cleric for all
other disciplines.

·
Wizards must use Wizards Discipline and General
Mythic Engineering for his first Discipline. He can choose either mage or
cleric for all other disciplines.

#### Build Costs and Build Time for Devices, Gizmos and Gadgets

Some of the Mythic Engineer spells are used to create a
device.  Creating the device costs the
level of the spell in spell points.
Creating the device requires certain amount of time to complete and that
amount of time is described in the Stats column.

#### Reducing Build time

A Mythic Engineer can reduce the build time of an item by ½
by spending 1 silver per Spell List level of the item to be built.  So, if it requires 8 hours to build a level
10 item, the engineer can spend 10 silver for higher quality components and
reduce the build time to 4 hours.  Of
course the engineer would have to spend those silver in a town that is large
enough to have a blacksmith.

If the Mythic Engineer wants to reduce the build time to ¼
of the time, he can spend 1 gold per Spell list level of the item to be built,
but he can only find those types of quality material in a large town or
bigger.  Availability of the materials is
at the discretion of the GM.

#### Using Devices, Gizmos and Gadgets

Some of the effects of devices, gizmos and gadgets are
permanent, or in other words they work without costing spell points.  Other effects are casted and cost the level
of the spell in spell points to cast for the duration as described.

### **Warmonger Spell Lists**

(combine with General Mythic Engineering Spell lists for the Warmonger's 1st spell discipline)

### **Hooligan** **Spell Lists**

(combine with General Mythic Engineering Spell lists for the Hooligan's 1st spell discipline)

### **Wizard Spell Lists**

(combine with General Mythic Engineering Spell lists for the Wizard's 1st spell discipline)

### **General Mythic Engineering Spell Lists**

#### Guns, Grenades and Gruesome Gadgets

Back to Spell Realms and Disciplines page
Observation Skill

## Observation (SE)

Observation is a skill the player uses to deliberately look
for something, or for the GM to determine if a player notices something.   A player may look for a secret door, or
notice a trap.  The player’s skill level
plus skill bonus is added to a random 1-100 roll.  This is applied to the difficulty level of
seeing or noticing the item, etc.  The GM
will either roll this secretly or let you know if you noticed something, or ask
you to roll so he can determine if you found what you were looking for.  The GM may tell you if you found something or
not, but could decide not to tell you that just because you did not find a trap
does not mean there is not a trap.
Lucien Lachance

**Lucien Lachance** (или *Люсьен Лашанс*) — карта золотого качества.

## Лор

**Из The Elder Scrolls Wiki:**

*Люсьен Лашанс появляется в Oblivion, а также в Skyrim как спектральный ассасин, которого можно призвать заклинанием. Это позволяет использовать его как практически полноценного компаньона (если не учитывать то, что он не выполняет приказы и не носит найденные в путешествиях предметы), так как его дух призывается бессрочно. Также его можно призвать в дополнение к основному спутнику (вместе с лошадью и собакой получается маленькая армия). Он использует уникальные фразы в большинстве локаций, например, если Довакин посещает с ним старое убежище Тёмного Братства или любой крупный город.*
*Люсьен крайне недоброжелательно относится ко всем смертным, кроме Довакина, ввиду высокого положения того как Слышащего. Кроме того, Лашанс постоянно мотивирует главного героя совершить убийство просто так (убить случайного прохожего).*
Riding Skill

## Riding and Mounted Maneuvers (AG/SE)

Players mounted on horse, camel or other type of mount must
apply a penalty for any actions while they are mounted, such as combat.  The Mounted Actions Penalty table lists the
penalties associated with different mounted situations.

 Actions Penalty **– applied to combat and maneuvers**
  **Stationary Mount**
  **Walking Mount**
  **Jittery Mount**
  **Mounted in Combat**
  **Scared Mount**
  **Charging Mount**
  These penalties can be offset
 by the riding skill.  Otherwise all
 actions and combat are adjusted.

A player must make a riding success roll each hour, special occurrence
or situation.  While traveling the player
will roll once per hour of travel based on the type of travel – casual riding
or trotting.  If the player is galloping
or in combat, or if the mount is in a state of fear the player must make a
success roll and then additional rolls every 10 rounds (1 minute).  The player’s total roll + adjustments must be
greater than the difficulty level in the riding difficulty chart.

If a player roll is not greater than the difficulty level a fall
occurs and the Mounted Fall Damage chart is used to determine the damage.

The Mounted Fall Damage chart is used to determine the
results of a fall.  Is damage only taken
or did the character take a critical hit or not?  The GM chooses the Mounted Circumstances most
closely describing the circumstances of the fall and then rolls 1 to 100.  That roll is applied to the chart above for
the circumstances type.  If the roll falls
within the first column no critical is taken but the GM rolls 2, 10 sided dice
to determine damage.  Otherwise the GM
rolls 1-100 for the appropriate critical on the crush critical chart.  Tall mounts may increase the damage by adding
the damage only column to a critical.
That is up to the GM.  **Skill bonus: base**
Health, Spell and Aggression Point Regeneration

## Spell and Aggression Point Calculations

Spell points are used to cast spells.  The level of the spell dictates how many
spell points are required to cast that spell.
So, how do you know how many spell points you have?

The number of spell points a character has is calculated by
taking the **(Character's level + Spell**
Points skill level) x Spell Point Bonus**.**
Spell points are recalculated each level using this formula.  This formula is repeated for each realm of
magic.  Therefore, Spell Point Skill
levels must be purchased individually for each realm of magic.

**Character's level:**
this is character's current level.

**Spell Points skill**
level: **this is how many total levels of the "Spell Points" skill**
the character has purchased (for each realm) from the Skills Acquisition Chart
as they have leveled their character up.

**Spell Point Bonus:**
this is determined by finding the character's stat on the Spell Point Bonus
Chart and the corresponding spell points.

**Example:**  A 10th level Mage, who has purchased a total
of 12 levels of Spell Points skill levels, and has an Intelligence Stat of 96 has
198 spell points: (10+12)x9=198.

The rules for spell points apply for aggression points.  And rules that describe spells and spell
points apply to combat specialties and aggression points.

## Points Regeneration

As a character casts spells the level of the spell indicates
the cost in spell points, thus a level 7 spell costs 7 spell points.  If the spell is from the mage realm the spell
points are taken from the spell points calculated off of intellect.  If the spell is from the cleric realm then
the spell points are taken from the spell points calculated off of wisdom.  That means that a player has two pools of
spell points: one pool calculated off of intellect for mage realm spells and
another pool calculated off of wisdom for cleric realm spells.  A combination of sleep and a good meal is the
fastest and most efficient method to recover spell points.

Once a character uses spell points there are specific ways
that those spell points can be regenerated: sleeping, resting, eating,
etc.  The following tables explain the
rules for how spell points can be regenerated.

Eating a meal and resting returns you spell points every 10
minutes.  The table below provides you a
formula for determining how many spell points will be returned depending on the
type of meal you are eating and the type of rest.  For a well-rounded meal and rest you will
regenerate spells points back at the rate of your Spell Power Skill Level + Character's
Level every 10 minutes.  If the meal is
below average you will regenerate 40% of those same spell points every 10
minutes.

## Description of Meals Table

  Standard Meal: missing one of the well-rounded elements,
  Below Average Meal: missing 2 or more rounded elements,
  Slow walk: walking at a pace that will not raise your
  Rest: sitting and no more than idle conversation.
Barbarian Class

An expert in weapons and learns to use them faster than
anyone else.

## Pros:

* Becomes proficient with weapons faster than any

other class

* Very good range skills
* Gains health points, but not as easily as a

warrior.

## Cons:

* Poor at learning spells
* A little harder to wear armor than a warrior
* Strength if your Barbarian wants to specialize in

melee damage, in which case it will improve his chance to hit with melee and
thrown weapons;

* Agility if you want your Barbarian to specialize

in defenses and projectile ranged attacks, but agility will still benefit the
melee chance to hit as well.

## Class Bonuses

**Barbarians**
gain +1 to attack bonus per character level, +1 to damage for each 5 character
levels for melee weapons, and +1 attack bonus for each 5 character levels for
off-hand weapons.

## Primary Stat:

* Strength - if your Barbarian wants to specialize

in melee damage, in which case it will improve his chance to hit and increase
his damage with melee and thrown weapons;

* Agility - if you want your warrior to specialize

in defenses and projectile ranged attacks, but agility will still benefit the
melee chance to hit as well.

* Agility is great for ranged attacks, except

thrown.

* Endurance will improve the character’s health

points which is valuable for all classes, but especially someone who is going
to be mostly melee attacking.

## Create a Barbarian

You can create a Barbarian by following the steps on the Character Creation page.

Back to Character Classes master page.
Percy

**Other Voice Actors:** Linda Ballantyne (2000; *Thomas and the Magic Railroad*)

**Percy** is a green 0-4-0ST engine who works on the North Western Railway. He was first brought to Sodor to help run the railway when Gordon, James and Henry went on strike and later became station pilot at Knapford. Following the renovation of New Harbour, Percy was permanently moved to Thomas' branch line, where he now works as a goods engine. His favourite job is pulling the mail train and he is Thomas' best friend.
Weapon Types

## Weapon Categories

Following is the list of Weapon Category Types that can be learned on the Skill Acquisition Chart and assigned to a Weapon Category:

·         **Blades** – swords and daggers mostly.

·         **Crushing** – hammers, maces, staves, clubs, etc.

·         **Chopping** – axes mostly

·         **Spear / Lance** – poking weapons like spears, lances and I guess sharp sticks

·         **Thrown** – darts, rocks, spears and most any weapon you can throw.

·         **Projectiles** – bows, crossbows, slings, etc.

**Hand to Hand** - Brawling – street fighting, boxing, etc. Or Martial Arts  - finer forms of combat as modern martial arts.  For more details on Hand to Hand combat.

As you can see there are a total of 7 Weapon Types or Categories and on the Skills Acquisition Chart there are 6 Weapon Category Costs. You will assign 1 weapon type to each of the first 5 category costs and assign 2 weapons types to the 6th category cost.

## Weapon Chart

The weapon chart provides a list of most types of weapons.  If the GM wants to create a new weapon he can base that weapon off of an existing weapon from this chart.

The **Weapon Description column** provides the general name of the weapon, specifies if it is a one handed (1h) or two handed (2h) weapon and if there are any bonuses for that weapon type to the attack roll.  Generally small weapons gain +5 to attack.

·         The **Weapon Attack Chart column** tells you what Attack Chart to use: small, medium, large or X-large.

·         The **Weapon Skill type column** tells you what weapons skill you need to learn to better your attacks with that weapon.

·         The **Critical Type column** tells you what kind of special critical effect the weapon does with its critical hits.

·         The **Effective Range column** tells you what the effective range you can use the weapon as a projectile or thrown without penalties.  The GM may allow you to use the weapon at a longer range with a penalty.  A suggestion would be up to twice the effective range at -70 to hit.

## Alternative Weapon Use

A melee weapon can be thrown and a range weapon could be used to strike a foe in a melee situation.  As examples, you fight with a sword in close combat using the blades skill, but you can throw it if you want to.  You would then use the thrown weapon skill and not the blades skill.  Also, a bow is a projectile weapon, but you can use it like a club if the foe gets too close.  You would then not use the projectile skill, but the crushing weapon skill.  Also, in the case of the bow used as a club the critical type would change from puncture to crush.  The GM needs to confirm the critical type when a weapon is used alternatively from its design.
Spell Realms and Disciplines

Spells are the one of the key elements of TAG that makes it a unique and versatile RPG system.  There are two major realms and two minor realms of magic.  Each major realm has 4 disciplines; each of those discipline has six spell lists, and each spell list typically has 26 spells.  The minor realms have fewer but more specialized spell lists: Engineering has 7 spell lists and 26 spells each; and Bard has a large list of songs and a spell list with 26 spells. Some lists have some extra spells scattered through the lists. This gives the TAG spell system approximately 1700 spells, and a lot of spells means a lot of diversity of characters.

## Spell Realms, Disciplines and Lists

### **Mage Realm (Intelligence)**

Mage Realm focuses on magical powers of the elements and the power of space and time. There are four disciplines in the Mage Realm:

### **Cleric Realm (Wisdom)**

Cleric Realm focuses on magical powers of life forces, nature and higher spiritual powers. There are four disciplines in the Cleric Realm:

### **Engineering Realm (Ingenuity)**

Engineering Realm focuses on magical powers of mental cleverness and ingenuity with a focus on the creative nature of combining craftsmanship and magical powers. There are three realms that are each specific to one of the three types of Mythic Engineers and one general Engineering Discipline:

#### General Engineering

*Caution: Engineering is a more complex character type to play. Make certain you are willing to invest the extra time to learn and play a Mythic Engineer before you create one.*

### **Bard Realm (Countenance)**

Bard Realm has two spell lists. One is structured as a typical spells list and then there is a list of songs that is a unique type of spell list.

### **Summary**

All of those spells combined with the non-spell skills a character can learn makes for a very robust Role Playing experience.  An individual player will likely never tap into the nearly endless possibilities and combinations for creating a character.  TAG is the Mother of All Role Playing Games – (MARP game).
Thief Class

An expert in deception skills, learning them faster than any other class.

## Pros:

* Easy to learn all deception skills.

* Can learn a couple weapons very well.

## Cons:

* Does not have as much diversity in combat skills as other non-spell caster classes.
* Not good with magic.
* Slow to learn armor skills.

## Class Bonuses:

**Thieves** gain +1 to all deception skills per character level.

## Primary Stat:

* Agility will give the thief bonuses for his deception skills, ranged attacks and melee attacks.

## Secondary Stats:

* Endurance will improve the thieve’s health points, which is valuable for all classes, especially if you plan to get in close to your foe for a stealthy attack.
* Strength is always good for improved damage for melee attacks.

## Primary Spell Realm:

The Thief does not have a primary spell realm.

## Create a Thief

You can create a Thief by following the steps on the Character Creation page.

Back to Character Classes master page.
Bard's Song List

A Bard learns a song by spending 2 Skill acquisition points
to learn a specific song.  Other classes
can learn Bard Songs at an increased cost. Almost all songs are level one, so that
the Bard can learn a song by expending 2 skill acquisition point.  There may be songs that are different levels
as the game progresses.  If a song is
Level 10 the player must be level 5 to purchase it to comply with the rule that
a spell caster can only learn a spell 2 times his level.  A player can spread the cost of expensive
songs over multiple levels.

A Bard is only limited to the number of songs he can learn
per level by the number of skill acquisition points he has, which always starts
at 20.  Thus, a Bard can learn 10 songs
each level by expending all of his points, but that is not advised a the lower
levels.

### Bard Song Effectiveness and Range

Some Bard songs have different effective ranges and their
ranges are increased by different instruments.
Those details are described in the spell list.

### Bard Songs Casting and Cost

A Bard Song is just that – a song.  Every round the Bard performs the song, the
song costs spell points and produces effects.
Because Bard Songs are different than other spells they have different
casting rules.

**Musician Level** – When
performing a Bard song a caster expends spell points per round equal to his
musician level. Thus, a caster with 20 levels of the Musician Skill can perform
a song he has learned at the 20th level, which costs him 20 spell
points.
A character must learn a song in order to perform a song, but they also need at
least one level of musician skill to actually play the song and cast its
effects.

#### Maximum Level a Bard can perform a Song

**Character Level x 2 =**
Maximum level a character can play a song.

If a Bard has 10 levels of Musician Skill and is level 5 he
can play that song up to level 10 and expend 10 spell points, or he can perform
that song as low as level 1 and expend only 1 spell point, or anywhere in
between, expending 1 spell point per level he wants to perform the song.

#### Bard Standard -Formula for Bard Song Spell Point Costs:

**Spell points expended**
per Musician Skill Level (maximum: 2 x Character level) = Bard Song Cost and
Level

Even though the Bard may be able to perform a song at level
16, he may choose to expend only 10 spell points per round and thus the bonuses
would be calculated as a level 10 song.

## Bard’s Song List

Unlike other spell lists, Bard songs can be learned in any
order.

Back to Bard Spell and Song list and Special rules page
Race Descriptions

Characters can be many different races in TAG. The GM may limit which races are playable in a certain world system he has created. The lore for each race is to be established by the GM as his world evolves in game play.

## Race Descriptions

There are many races in the TAG world and the GM can choose to add, modify, remove or restrict a race from the world. The GM makes these decisions in order to enhance the world he has created. The GM can make some races outcasts, or privileged. The GM can dictate which race a character or character class can be. Remember these decisions are to be made by the GM in order to improve the game experience and not arbitrary restrictions.

The following two tables describe the races:

### Race Description Table

This table provides a general description as well as giving height and weight. While height and weight often do not impact game play, sometimes they are important. You will want to record these items on your character sheet for future reference.

### Race Resistances Table

The following attributes need be recorded on the character sheet during character creation. These attributes should be considered when selecting a race for your character. Some races are more suited for some classes, but ultimately there are no restrictions unless the GM sets restrictions for his world.
Fire Starting Skill

== Fire Starting
(SE) ==
The art of fire staring is twofold.  First, you must be able to find adequate fire
starting material, and second you must be able to set the material on
fire.  You use your Intelligence and your
Senses to get your stat bonus for fire starting.  First you must be able to find fuel for your
fire.  Use the chart to locate fuel for
your fire.

**Skill bonus: base**

You calculate your Fire Starting skill level as follows:

**Fire Starting Skill**
total= (Intellect stat bonus + Senses Stat bonus) / 2 + Fire Starting Skill
Bonus

Fire starting takes on the form for multiple skills:  finding inflammable material, setting the
material on fire and building torches and candles.  The following chart describes the conditions,
finding material, effort and chance to start the fire.

·
If you have flint you can cut the time to get
full fire going in half.

·
You have to have a successful for to find
material.

·
You can reroll every 15 minutes until you find
material.

·
You have to have a successful roll to start the
fire and ensure the fire will stay lit.

·
You can reroll every 10 minutes until you start
the fire.

·
If you have embers from a previous fire you gain
+20 to start a fire.

·
People with no skill in fire starting can find
materials only using their stat bonus for either intellect or senses whichever
is higher.

·
People with no skill in fire starting can roll
to start a fire at -20 and taking two times as long as the chart says.

·
Torches, candles and wicks ignite easily with
flint; no roll is required.  Without
flint you have to roll to start the item burning just as lighting a fire.

·
You need to make a successful roll collect the
materials.  You can keep looking until
you find what you need.

·
The time to build is how long it takes to build
the item once the material is collected.
You do not to make another roll to start the item burning.

These items can be purchased in town or the
supplies can be purchased.  Spend on hour
and you have them.  No roll required.
Thomas

**Other Voice Actors:** Eddie Glen (2000; *Thomas and the Magic Railroad*)

**Thomas** is a blue 0-6-0T engine who works on the North Western Railway. He was initially the station pilot at the Big Station. After helping rescue James from an accident, Thomas was rewarded with two faithful coaches, Annie and Clarabel, and permanently assigned to the Ffarquhar Branch Line.