recursal/Fanatic-Fandom huggingface dataset:
Curse or Cure?

**Curse or Cure?** is the ninth episode in Season 3 of Hunter Street. It first aired on August 8, 2019 to 0.09 million viewers.

## Plot

Having figured out the workings of the mysterious map, the gang splits up in search of another riddle stone.

## Cast

### Main Cast

* Daan Creyghton as Sal Hunter
* Kyra Smith as Anika Hunter
* Kate Bensdorp as Evie Hunter
* Eliyha Altena as Oliver

### Recurring Cast

* Wilson Radjou-Pujalte as Jake Hunter
* Ronald Top as Erik Hunter
* Cystine Carreon as Dottie
Emerald Coast

### Tierarten

Stoppelwachtel, Elstergans, Rotfuchs, Axishirsch, Schweinehirsch, Wildziege, Damhirsch, Östliches Graues Känguru, Wildschwein, Rothirsch, Mähnenhirsch, Sambar, Salzwasserkrokodil, Banteng

## Emerald Coast Australia

Die Punkte auf der Karte basieren auf häufigem wiederkehrenden auftreten einer Spezies.

Die Australische Emerald Coast ist ein Revier in TheHunter: Call of the Wild. Dieses Revier orientiert sich am östlichen Australien und bietet eine leicht bewaldete hügelige bis Bergige Landscgaft mit vereinzelten Feldern. An der Emerald Coast sind verschiedene Tierarten heimisch, darunter Rotfüchse, das östliche graue Riesenkänguru, Rothirsche und Salzwasserkrokodile. Spieler können in dieser Umgebung auf die Jagd gehen und die Natur erkunden. Insgesamt gibt es 11 Aussichtspunkte in 5 Regionen.

Das Emerald Coast DLC ist am 20. Juni 2023 für PC und Konsole erschienen. Das DLC kann für 7,99€ gekauft werden und enthält neben dem an Australien angelehnten Revier Emerald Coast auch das Gewehr Zargan Varminter .22-250 für die Tierklassen 2-4.

## ***Emerald Coast Australia***

*An der Emerald Coast in Australien wimmelt es nur so vor verwilderten und eingeschleppten Tierarten, die die einheimischen Ökosysteme unter Druck setzen und den Farmern zu schaffen machen. Durchstreife das Outback, subtropisches Buschland und tropischen Regenwald und begegne einigen der faszinierenden Spezies, für die Australien bekannt ist: der Spaltfußgans, dem Banteng-Rind und natürlich dem Östlichen Grauen Riesenkänguru. Oder wage dich in die Territorien des Salzwasserkrokodils vor ...*
Tim Turkel

**Timothy "Tim" Turkel** is a recurring character in Nickelodeon live-action series, *Hunter Street*.

He is portrayed by Barnaby Savage.

## Plot

The Hunters were the only family that Tim could find for Max. Tim and Simone helped take care of the Hunter kids when Erik and Kate Hunter were missing.

## Personality

Tim is a friendly person but he does take his job seriously. He has warned Max many times that if he can't get along with the Hunters, he'll have to put him into an orphanage.

## Episode Appearances

### Season 1

* The New Hunter
* Saganash
* The Secret Room
* Rinus
* The Key
* The Blue Diamond
* MGP
* Aunt Hedwig & Uncle Eugene
* Contact
* The Relatives
* The Red Diamond
* Anika's Birthday
* The Maze
* Sophie
* The Deed

### Season 2

* Max
* Hide and Seek

Overall Appearances: **17/40 Episodes**

## Trivia

* He is currently dating Simone.
* He is the social worker to Max.
* Tim had a very minor role in Season 2, only making two appearances.
Mage

## Class Information

***This class is a specialist class, and follows different rules for character creation. See Specialist Classes for details.***

The Mage is a magic user that exists outside the established dogma of magical traditions. Their Art, whatever its origins, allows them to emulate the techniques of other casters.

All mages must have a permission that justifies their spell casting (Hermetic Education or Eldritch Font). Mages may take Lay Magic stunts that do not match their permission. They may not take the full-fledged version of any magical tradition, but are welcome to develop their own later in the game.

### Class Specific Stunts

 **Lay Skald** | Once per battle, you may influence the roll of an ally or enemy by 1. You must be able to see the target, and the target must be able to hear you. This action does not use a turn.

 **Spell Parry** | [Requires Sixth Sense] Defend against physical magical attacks with Will instead of Reaction Time.
Simple Session Ideas

This section has a few scenarios good for one-shots and feeling out the system.

### **Fortress Assault**

Plain and simple. There's a fortress over there, and you've been hired to sack it. Do you go in guns a'blazing? Do you try stealth and diplomacy? Or something wholly unexpected?

Staff the fortress with ten to twenty mooks, a couple mini-bosses, and some traps. Make sure there's more than one way for the players to get in.

### **Fortress Defense**

Remember that fortress you sacked last week? Now you're in charge of defending it and the drunken recluse that runs it. You have ten mooks under your command, a few traps, and three days to make this place ready for a raid.

The enemy should have a few mooks (a necromancer mini-boss is a good way to handle this) and a rival party of adventurers leading them. Let the players know what's around the fortress. Is there a nearby village to find recruits? A forest that can be scouted for assets? Or maybe a secret underground chamber in the fortress itself?
Monster

## Class Information

The Monster is hardly human, having traded their humanity for power. Monsters grow as they slay terrible beasts, gradually evolving into something more dangerous than their prey.

**Stared Into the Abyss:** Monsters may acquire new abilities killing powerful supernatural enemies and absorbing their essence. Every new ability comes with both a benefit and a catch (see below list for examples). ***Monsters do not earn new stunts as they level up.*** They do still earn Skill Points.

**First Kill:** Monsters may choose one of the following as a starting ability:

* **Manticore’s Spikes**- Melee attackers that fail their attack rolls against you take one damage from your spikes. Grapples automatically deal one damage against enemies. Athletics is permanently reduced by one, as the spikes make movement unwieldy.
* **Troll’s Regeneration**- Injuries heal at twice the normal speed, and you heal one Physical Stress point every two rounds in combat. The touch of metal burns your flesh, and metallic weapons deal one extra damage on successful hits.
* **Basilisk's Venom**- Spend a Fate Point to spray corrosive acid from your mouth at nearby enemies. Any that roll Reaction Time below +2 take an immediate Physical Injury. You roll -1 at all skills in the Charm archetype except Provoke and can never share a tender kiss with anyone other than a basilisk.
* **Revenant's Hate**- Check off the highest marked stress box whenever you take out an enemy. Gain a +2 to Will saves against mental attacks and illusions. Lose your Minor Mental Injury slot from having to continuously suppress the never-ending hatred inside (mental injuries start at Moderate).

### Starting Stunts

 **Predator** | Use Combat instead of Stealth when tailing prey.
Namer

## Class Information

Namers are a peculiar form of magic user. They can stem from either the Hermetic or Eldritch traditions, though comers from both have a voracious appetite for knowledge. Their magic is based on a special form of spell called a Power Word.

**Power Word:** Unlike spells, Power Words do not act in a reliable fashion. A Namer with the word for Sleep might use it to put an enemy to sleep, or they might whisper it to calm an active volcano. The use is dependent on context and generally involves the Charm skills (Persuasion, Provoke, Command, Counsel).

Using a Power Word has a variable cost depending on the action taken, with the most common being one mental stress for simple actions.It is possible to accidentally injure oneself through their use. Performing a Power Word that will *obviously* injure the user requires a Will roll, in the same way that willingly choosing to break one's own arm might.

Example Power Words are listed below, though players may choose to create their own with GM approval:

* **Sleep**
* **Mend**
* **Slow**
* **Darkness**
* **Mirror**

As a frame of reference:

* **One Mental Stress**- Attempting to put a guard to sleep.
* **Two Mental Stress**- Attempting to put an adrenaline-fueled in-combat guard to sleep.
* **Three Mental Stress**- Attempting to put several guards to sleep.
* **Four Mental Stress**- Attempting to put several adrenaline-fueled in-combat guards to sleep.

### Starting Stunts

 **Namer** | [Requires Seeker of Knowledge] Choose a Power Word from the Namer's list, or create one with GM assistance. You may invoke the Power Word at an unknown and variable Mental stress cost.

### Class Specific Stunts

 **Experience** | [Requires Namer] You may know the mental stress cost of using your power word for any given action before you take it.
Battlemage

## Class Information

**Elemental Blast:** Sorcerers may make magical attacks by rolling Combat. Magical attacks take the form of elemental blasts (fire, lightning, etc.), the type of which must be determined at character creation.

**Overload:** Sorcerers may expend Mental stress to increase the power of their attacks. One Mental stress box (not point) translates into a +1 on the roll. A Sorcerers can use as many boxes as they have levels in Physique (so a +2 Physique allows for a 2 box boost). A Sorcerers may take injuries in this manner.
Leader

## Class Information

***This class is a specialist class, and follows different rules for character creation. See Specialist Classes for details.***

The Leader is someone that others naturally gravitate towards. Their skill at Commanding makes them useful for many endeavors, though most have an area of expertise. They are often found at the heart of organizations, managing others through respect or fear.

### Class Specific Stunts

 **Razor Wit** | You may attack with Provoke instead of Combat, provided that the target can be affected by feints (enemies like gelationus cubes or mindless zombies would not be included.)

 **Hard Stare** | [Requires Assistance] Once per battle, defend against an attack using Command instead of Reaction Time.
Kaffernbüffel

Allgemein

### Wissenswertes

Sehr aggressiv und widerstandsfähig. Grast nur in der Nähe von Wasserstellen und kommt nur im Umkreis von 20km um diese vor.

Der **Kaffernbüffel** (*Syncerus caffer*) ist ein sehr großer Vertreter der Familie der Hornträger, welcher in weiten Teilen des östlichen und südlichen Afrikas vorkommt.

## Der Kaffernbüffel

Die Bullen können bis zu doppelt so schwer wie die Weibchen werden. Insgesamt ist der Kaffernbüffel kräftig gebaut und besitzt verhältnismäßig kurze Gliedmaßen und einen Buckel oberhalb der Schultern. Das Fell hat eine rabenschwarze Färbung.

## Jagd

Pirschjagd im Dickicht in Flussnähe ist effizient. Ansitzjagd ist eher ungeeignet; es gibt keine Lockmittel. Ein großkalibriger Revolver zur Verteidigung ist angeraten, Kaffernbüffel nehmen gerne mal ihren Jäger auf die Hörner. Die nächtliche Jagd im Dickicht hat einen ganz besonderen Reiz. Der Lungenschuss ist eine vernünftige Wahl, obwohl viele Büffel selbst bei Verwendung größten Kalibers daran nicht sofort sterben.
How to Play

> *"If you’ve never played a roleplaying game before, here’s the basic idea: you and a bunch of friends get together to tell an interactive story about a group of characters you make up. You get to say what challenges and obstacles those characters face, how they respond, what they say and do, and what happens to them."* - FATE Core SRD on the Basics
>
>

> *"The default format for a tabletop RPG is for one player to be selected as the Game Master while the others each create Player Characters who will collectively act as the heroes of the game's plot. Individual sessions or "episodes" of the game are commonly called "adventures", and the ongoing game story itself is usually called a "campaign," a holdover from these games' own heritage from tabletop wargames."* - TV Tropes article on Tabletop RPG
>
>

**Players** should begin by creating a character, and reading the Doing Things and Fighting Things pages.

**Game Masters** (GM's) act as the directors of the world. They create the world and make it react to player decisions. As such, they will need to be familiar with most, if not all, of the content on this website.

### **General Rules**

1. **It's for fun**. Enjoy yourself and don't be an ass.

2. **GM has the final word.** The GM is the person leading the campaign. If you think something is unfair or imbalanced, you should say so. The group can discuss it and the GM may make a change. But, if the GM says it stays, it stays.

3. **Roleplay a little.** You don't have to speak Old English, but play your character. If they're a self-centered thief, they might not save the burning orphanage. Or maybe they will, if they used to be an orphan. Justify your actions for your character.

4. **Conflict is okay.**  Your character can attack other players and vice versa. Just because you can, though, doesn't mean you should. Try to approach this option with some restraint and remember the previous rules.

5. **Relax.** Things will go bad at some point. Your character might die. Other players might be the cause. You might have a long streak of bad rolls, or the GM might be a little overwhelmed. Remember that it's just a game, and use problems to create new opportunities.
Sorcerer

## Class Information

The Sorcerer is a powder keg of offensive power. They fling magic across the battlefield, causing all sorts of havoc with little control.

### Starting Stunts

 **Sorcerer** | [Requires Overload] You do not need to pay mental stress to throw an elemental blast. However, using Overload still incurs a cost.

### Class Specific Stunts

 **Steady** | [Requires Sorcerer] Gain some control over the duration of blasts.
Gleeman

## Class Information

The Gleeman is a travelling entertainer (and sometimes conman). Though many lay claim to the title, there are as many kinds of Gleeman as there are Gleemen. They depend on sleight-of-hand and flashy tools to win the day.

**Tools of the Trade**:

* ***Smoke Bomb***- Once per session, roll Stealth regardless of location, even in Combat.
* ***Fireworks***- Once per day, roll Mechanics to penalize an attacker by blinding them.
* ***Firebreather***- Once per battle, blow fire at a target, forcing them to roll a Reaction Time of +2 or higher to avoid being burnt.
* ***Hidden Knives***- Once per battle, throw an unexpected knife at an enemy by rolling Stealth instead of Combat. The target may defend with either Reaction Time or Notice (whichever is higher).
* ***Kafta Leaf***- Once per day, chew a bitter Kafta Leaf to clear out one Physical stress and one Mental stress. Does not affect injuries. Cannot be used by anyone other than the Gleeman.

**Performer Stunts:**

* **Acrobat**- Use Stealth in place of Athletics for movement.
* **Combat Acrobat** - [Requires Acrobat] Use Stealth in place of Reaction Time for melee attacks.
* **Minstrel**- Use Mechanics to perform with any instrument, and use Counsel instead of Knowledge when recalling a piece of lore.
* **Stage Magic**- Gain a +2 to Provoke when inspiring awe or fear in non-magical persons.
* **Story Teller**- Add half your Stealth rounded down to Persuade and Provoke rolls.
* **Card Sharp**- Gain a +2 to Stealth checks relating to sleight-of-hand. Also, you may use a normal playing card as a weapon.

### Starting Stunts

 **Performer** | [Requires Bag of Tricks or Cutting Deep] Choose one of the stunts from the Gleeman's ***Performer*** list.
Knight

## Class Information

The Knight is a noble warrior capable of withstanding greater punishment than most others. Knights have the ability to take damage in place of their allies.

### Starting Stunts

 **Chivalry** | [Requires Stubborn and Stubborn II] Roll Reaction Time in place of an adjacent ally once per turn, absorbing an attack meant for another. This does not use your turn.

### Class Specific Stunts

 **Knight's Justice** | Gain a +1 to Combat rolls against an enemy that has injured (as opposed to stress damage) either you or your allies.
Spy

## Class Information

Spies can be found in any line of work. Some are soldiers, others mages or priests, but none are trustworthy. They possess some of the abilities of their alias, though never to the fullest extent.

Players playing as Spies are advised not to inform the rest of their party, instead passing themselves off as one of the four open classes (Fighter, Rogue, Scholar, Diplomat). Anyone (player or otherwise) that discovers their true class gains a permanent +2 against their Charm skills. Those who are aware of the spy's secret may also tell others, spreading the benefit.

### Starting Stunts

 **Alias** | [Requires Two-Faced and Hard to Pin Down] Choose a class from an Archetype you have (Charm or your Secondary Archetype) that you meet the permission requirements for. Gain the first two stunts listed under that class' "Starting Stunts" section. You may never take the third stunt for that class. You may not use the Monster class.
Anyone who discovers your alias gains a permanent +2 resistance against your charm skills and the ability to tell others about your nature.
Druid

## Class Information

The Druid follows an old tradition of spellcasting, one that predates modern Wizards and their ilk. Druids draw their power from the land itself (whether the land likes it or not). Some seek to establish a balance between humanity and the world, while others tend strongly to one side.

**Druidic Magic:**

* **Entangle**- Wild flora come forth from the ground and grapple up to three enemies. Enemies must beat a +2 using a relevant skill to move.
* **Refresh**- Clears two points of physical stress from the target. Cannot remove injuries. Requires physical contact.
* **Command Animal**- Attempt to command a nearby animal. Roll the Druid’s Command skill against the animal’s Will. The order must be simple enough for the animal to understand. Can be used against swarms of insects.
* **Purify**- Banish toxins and raw magic from a living creature. Can also be used on water. Cannot be used on manufactured items.
* **Barkskin**- Ignore one damage from the next two physical attacks that harm you. Dissipates otherwise after two hours.
* **Decay**- Wither all nearby plant life and rust all nearby metals on touch. Has little effect on living animals, but will accelerate the rate of decay in corpses.

### Starting Stunts

 **Druid** | [Requires Lay Druid and Forest Friend] Choose two more spells from the Druid's spell list.

### Class Specific Stunts

 **New Spell** | [Requires Druid] Choose another spell from the Druid list to learn. Or, create a new spell with the GM's approval.
Martial Artist

## Class Information

***This class is a specialist class, and follows different rules for character creation. See Specialist Classes for details.***

The Martial Artist is one who seeks wisdom through intense training. All develop their Physique, but also supplement their training with the teachings of their path.

### Class Specific Stunts

 **Willful II** | [Requires Willful] Gain an additional mental stress box.
Character Advancement

The heart of a Role Playing Game is exploring a new world with friends, but the spirit of a Role Playing Game is character advancement. We love to see our avatars grow into more mature versions of themselves. We enjoy watching them rise to the task of facing more difficult trials.

Leveling up represents the mechanical side of character growth. It models characters becoming stronger as they grow in experience. This manifests as an increase in skill levels and the expansion of abilities.

* At the end of every session, all participating characters gain one **Skill Point**.
* At the end of an arc (defeating a big boss, solving a big problem, etc.) all involved characters gain a new **Stunt**.

A character’s level is determined by how many stunts they’ve learned since character creation. A level one character has three stunts (the starting amount), a level two character has four stunts, and so on.

## Skill Points

Skill points are used to increase a character’s skills. To increase a skill, a player needs to spend an equal number of skill points to that skill’s new level. A +0 skill needs 1 skill point to become +1, a +1 skill needs 2 skill points to become +2, and so on. Player’s cannot jump levels. So a +0 skill cannot become a +2 skill without first becoming a +1 skill.

Player’s should pay special attention to the Physique and Will skills, which can change the number of stress boxes they have.

## (Optional) Creating Custom Permissions and Stunts

Players with a very specific idea for a character may need to tailor their own Permissions and Stunts. This is how FATE works by default, but it can be overwhelming. There are a few things to keep in mind when building a Permission or a Stunt:

* **Abilities should match the character.** A Navy Sharpshooter might have “Point Blank Shot”, but she probably won’t have “Expert Shadow Mage” (unless there’s a very cool backstory to justify it).

* **Abilities should be reasonably powered**. Benefits must be weighed with costs. Some abilities can only be activated by spending a Fate Point. Others are limited to a few uses per session, or only apply in specific circumstances. The GM will likely have something to say about this.

* **Abilities should help.** This one seems obvious, but it gets missed fairly often. Players should create abilities that they can see themselves using at least once a session.

Keep in mind the differences between Permissions and Stunts. Permissions expand what’s physically possible, while stunts improve what a character is already capable of. As always, GM approval is needed for any new abilities.
Wizard

## Class Information

The Wizard is the most recognizable of the Hermetic magic users. They use spells to channel magical energy towards very specific tasks. Beyond that, Wizards also have a strong understanding of the theoretical underpinnings of magic.

**Wizard Magic:**

* **Magic Missile**- Roll Knowledge instead of Combat to make a ranged attack against an enemy.
* **Burning Hands**- Envelop an area with flames, dealing two physical stress to any that fail to pass a +2 Reaction Time roll.
* **Grease**- Cover an area in a slick oily substance that takes a +2 Athletics roll or better to cross.
* **Mage Armor**- Increase target's Reaction Time rolls against attacks by +1 for the duration of a battle.
* **Dispel**- Attempt to disrupt magic by rolling Knowledge against it.
* **Knock**- Attempt to unlock a lock using Knowledge instead of Mechanics.

### Starting Stunts

 **Wizard** | [Requires Lay Wizard and Arcane Scholar] Choose two more spells from the Wizard list to learn.

### Class Specific Stunts

 **New Spell** | Choose another spell from the Wizard list to learn. Or, create a new spell with the GM's approval.
Abjurer

## Class Information

The Abjurer is a specialist in hunting down rogue mages or dangerous supernatural creatures. Most are trappers by nature, given the unpredictable and dangerous nature of their prey. Abjurers carry a set of rings to use as impromptu magic circles or whips.

**Barrier:**

* **Air Barrier**- A wall of hardened air, requiring a roll of +2 Physique or greater to escape from.
* **Fire Barrier**- A wall of flame that inflicts 2 physical stress when trespassed.
* **Dark Barrier**- A wall of darkness blinds those within the circle.
* **Silent Barrier**- A soundproof wall isolates the inside of the barrier from the outside.

**Note**: Supernatural creatures caught in a magic circle must roll against the creator’s circle to escape. Mundane creatures may simply walk out, unless an abjurer has empowered the barrier with some physical obstacle (like fire or hardened air). Anyone with the Eldritch Font permission counts as a magical creature. Hermetic Education spell casters may be trapped depending on the nature of their magic (i.e. an Enchanter could walk out, but her magic sword could not).

### Starting Stunts

 **Abjurer** | [Requires Lay Abjurer and Counterspell] Choose two barriers from the Abjurer’s barrier list. You may cast one of these barriers on any magic circle you touch at a cost of one Mental stress. The Mental stress cost is waived if a supernatural creature is trapped within.

### Class Specific Stunts

 **Perpetual Barrier** | [Requires Abjurer] Spend a Fate Point to make a barrier permanent, provided it either contains a supernatural creature or has a power source to draw upon. Does not consume Abjurer's Rings.
Clued In: A Hunter Street Special

**Clued In: A Hunter Street Special** is the sixth episode in Season 1 of Hunter Street. It first aired on March 17, 2017 to 1.11 million viewers.

## Plot

The first five episodes are reviewed and a preview of the rest of the season.

## Trivia

* This episode is not technically an episode since it does not give a new episode it is a review on the past episodes and gives a sneak peak on more episodes in the season.
* It premiered to a total of 1.30 million viewers.
Loremaster

## Class Information

***This class is a specialist class, and follows different rules for character creation. See Specialist Classes for details.***

The Loremaster is a walking library, Knowledgeable about many topics. Each Loremaster has one or two specific domains that they focus their efforts upon.

### Class Specific Stunts

 **Demagouge** | Gain a +2 to rallying the masses with Provoke.
Skald

## Class Information

Skalds channel the energies of long-remembered stories and bloody battles. They draw on ancient memory to fill their words with weight. Skalds can influence the actions of others, for better or for worse, with their voice.

### Associated Stunts

 **Skald** | [Requires Lay Skald and Oral History] Choose one of the three class-specific stunts.

### Class Specific Stunts

 **Curse** | [Requires Skald] At the cost of one mental stress, you may use Command in lieu of Combat to physically harm an enemy. The enemy defends with Physique or Will, whichever is higher.
Fate Spin Wiki

## What is FATE Spin?

FATE Spin is a tabletop game, like Dungeons & Dragons or Pathfinder. A group of friends sit down together to play a game with certain rules. One person chooses to be the Game Master (GM), while the others create characters to play. Together they create and explore a fantasy world filled with adventure, magic, and monsters. See the How to Play section for how to get started.

### **For Experienced Tabletop Players**

FATE Spin is an overhaul for the FATE Core Tabletop RPG system with a focus on swords-and-sorcery combat. It takes some of the best parts of the original system and mixes them with concepts from other tabletop fantasy games. The system is designed to be a middle ground between rule-based systems (like Pathfinder or d20 Modern) and narrative-based systems (like FATE and Dungeon World). Its goal is to be something that fans of both groups can enjoy, while still being accessible to new players.

## Why is FATE Spin?

The FATE Core system is a powerful and versatile tool for running tabletop games. It has been successfully adapted to a number of settings, including the popular *Dresden Files RPG*. That said, the FATE system isn't everyone's cup of tea. Gamers that prefer more detailed rulesets tend to find FATE's open-ended mechanics less enjoyable, and new players can be overwhelmed by sheer variety of options.

FATE Spin attempts to strike a balance between freedom and prescription, giving players more stringent guidelines for play while still maintaining the flexibility that's made FATE popular. A few highlights include:

* **Simplified Character Creation**

* **Classes Inspired by D&D and Pathfinder**

* **Fantasy Skill List**

* **Streamlined Aspect System**

* **Strategic Combat**

* **Reduced GM Workload**

Veterans of FATE can go here for a specific list of differences from FATE Core.

GM's can go here for an explanation of why various changes were made.
Ranger

## Class Information

Rangers are known by their beasts, powerful and unusually intelligent animals who live beside them. They are also recognized for their unnatural skill at forestry.

**Animal Companion:**

The animal companion is treated as having +1 in all Combat and Cunning skills, and +2 in two specialty skills:

* **Bears** (Combat, Physique)
* **Wolves** (Combat, Investigate)
* **Birds** (Notice, Investigate)
* **Raccoons** (Stealth, Mechanics)
* **Cougars** (Combat, Stealth)

### Starting Stunts

 **Ranger** | [Requires Forest Friend, Herbalism, and Natural Empathy] Rangers are allied with an animal companion that is more intelligent and powerful than most specimens of its race. The animal companion trusts the Ranger implicitly and will follow orders in most circumstances. Rangers also gain the maximum benefit of Teamwork with their animal companion, regardless of their Command skill. See the table above for common animals.

### Class Specific Stunts

 **Training** | [Requires Ranger] Your animal companion becomes more powerful. All their Battle archetype skills increase by +1.
Thief

## Class Information

***This class is a specialist class, and follows different rules for character creation. See Specialist Classes for details.***

The Thief is (or was) a member of a crime organization. All Thieves are Stealthy, but most find a more comfortable living by developing a niche.

### Class Specific Stunts

 **Poisoncraft** | Twice per session, declare that you have some form of poison or venom on your person. On a successful poisoning, roll Medical against the target’s Physique as a flat value (defender does not roll). Damage skips the target’s stress track and moves directly to injuries (+2 is Minor, +4 is Moderate, +6 is Severe).

 **Uncanny Dodge** | [Requires Hide In Plain Sight] Once per battle, roll Stealth instead of Reaction Time to dodge an attack.
Summoner

## Class Information

The Summoner is a one-man army, capable of laying an ambush by themselves. Summoners keep a gathering of minions about them that aid in any task at hand; be that carrying luggage or taking a life.

**Minion Type**: The type of minion a Summoner uses will influence various mechanics. Summoners can either choose one of the forms in the below list or create their own with GM approval.

* **Necromancer**- Your minions are the living dead, animated by bound energies. They possess none of the knowledge or skill from their previous life. Mint-condition skeletons are the preference of necromancers as they stink far less than their fleshy counterparts. When destroyed, you must find a new corpse to animate.
* **Elementalist**- Your minions are elemental spirits with a shred of awareness. They lack a strong physical presence, but their elemental natures make them useful for some tasks. When destroyed, you must wait 24 hours before summoning a new minion. You must choose a type of minion at the beginning of each session (fire, wind, water, air).
* **Onmyoji**- Your minions are complex oragami constructs, similar to an Enchanter's golem. While not especially strong, most have razor-sharp edges that can cut through skin or leather. When destroyed, you must spend two hours folding a new construct. Onmyoji minions can be stored in a sleeve or boot, ready to unfold at a moments notice.
* **Demonologist**- Your minions are bound demons. They are nefarious creatures, ever looking for loopholes to exploit, but far more intelligent than other minion types and capable of executing complex tasks. When destroyed you must wait 24 hours before resummoning your demon. Each demon is unique and has a particular personality (lazy, sadistic, etc.) The GM determines the nature of your demon.

### Starting Stunts

 **Summoner** | [Requires Lay Summoner and Summoner's Contract] The stress cost for maintaining a summoned creature in battle is removed.

### Class Specific Stunts

 **Overseer** | [Requires Familiar] The Summoner's **Familiar** has a +1 in Command for the purposes of Teamwork.
Sage

## Class Information

Sages occupy an odd place in the hierarchy of magic users. While they've never received formal training, most do some adept with various kinds of magic.

Sages are unique in being welcome amongst normal civilization. They lack ties to the enigmatic Arcane College, and are shielded from much of the stigma attached to being magic-touched. Villagers and royalty often seek them out for counsel.

### Starting Stunts

 **Lay Magic** | [Requires Wisdom] Choose one of the Lay \_\_\_ stunts.

### Class Specific Stunts

 **Lay Skald** | [Requires Eldritch Font or Wisdom] Once per battle, you may influence the roll of an ally or enemy by 1. You must be able to see the target, and the target must be able to hear you. This action does not use a turn.

\* Sages may not take Hermetic Education or Eldritch Font as their Permission.
Assassin

## Class Information

The Assassin is a killer, plain and simple. Their abilities are focused on ending lives, preferably without a fight.

### Starting Stunts

 **Assassination** | [Requires Menace and Poisoned Edges] A fatal sneak attack does not break stealth.

### Class Specific Stunts

 **Harm** | [Requires Assassination] Once per day, an Assassin may escalate an injury they inflict (Minor -> Moderate -> Severe).
FATE Core Changelist

FATE Spin is based on FATE, but overhauls several systems.

* **Aspects are gone.** Everything beyond the High Concept and the Trouble has been done away with. Permission Cards take the place of aspects for Extras.

* **Fate Points are beefed up and simplified.** Fate Points can be used to give any action a +2, declare that something exists, or convince the GM something goes your way (like not dying when you fell off that cliff). The GM does not have Fate Points, but powerful enemies do.

* **Stress follows the “Check Two” rule** from the FATE System Toolkit. A three-stress hit can either be taken up by the three-stress box or by checking both the one-stress and two-stress box.

* **Physical and Mental Consequences (called Injuries) have separate slots.** This means that characters can have both a mild Mental Injury and a mild Physical Injury at the same time.

* **Injuries affect Skills instead of providing free compels.** See the "Injuries" section in Fighting Things for more details.

* **Concessions and Take Outs are the exception, not the rule.** While the GM shouldn’t be trigger happy with players, she should keep them aware that death is a constant threat, and that fights are better handled with thought than firepower.

* **Character creation is more narrow**. Players pick a class (which comes with stunts and a mostly finished skill set) and a Permission Card. A handful of classes allow players to build their own stunts, but the majority are prebuilt.

* **"Defender Wins" is the default.** Someone hiding in the shadows is "defending" so they win ties. Someone sneaking up on a guard is on the offensive, so they lose ties.

* **Narrative powers are (mostly) in the GM's hands.** FATE Core encourages cooperative storytelling. FATE Spin leans towards traditional Game Mastering.

* **New Skill List** tailored for swords-and-sorcery. Most of the skill should look familiar, but a few have had their mechanics switched about. In particular, "Fight" has been traded out for "Combat" and "Reaction Time".

* **Combat Overhaul** that introduces a crunchier system for fighting. Pulls from *The Dresden Files RPG* for inspiration on how to make battle more interesting, and adds a few *Pathfinder* flavored twists.

* **Teamwork Changes** that follows the advice of a blog post by one of the designers.
Permissions List

## Permissions

Permissions are distinct from stunts in that they make things possible rather than improving on preexisting abilities. Permissions extend what a character is capable of. They are what allow Wizards and Druids to cast spells, or give Sorcerer's the power to throw fireballs. The nature of permissions is to be more narrative than mechanic. They *allow* rather than *describe*.

Permissions are broken down into two-categories: Class Permissions and General Permissions. Class Permissions are required for certain classes (i.e. Wizards must take Hermetic Education). General Permissions consist of all others.

* A player that chooses a class without a Permission requirement may choose any Permission, including Class Permissions.
* Stunts may be used to expand on the utility of Permissions. For instance, Unmagic might be expanded to include a character's weapon as well as their own body. GM's have final say on whether a stunt is allowed.
* Permissions are an excellent opportunity to build a character's backstory. If a Knight takes Storied Weapon, then that begs the question of how he came to possess the weapon. GM's might choose to use these backstories as plot hooks.

### **Class Permissions**

 **Eldritch Font** | Magic exposure has significantly less effect on you, and you are able to manipulate raw magic by force of will.
 **Hermetic Education** | You’ve been trained in the proper handling and application of magic. In addition to a theoretical understanding of magic, you can draw circles to contain magical forces.
 **Natural Empathy** | You have learned the ways of the Rangers, foresters who develop a mystical connection with the land itself. You can speak with animals and have a general sense of nature augmented by your survival skill.
Priest

## Class Information

Priests are the chosen elite of a powerful supernatural entity. They have some ability to cast Eldritch magic, as well as powers specific to their patron.

Unlike other magic users, Priests willingly embrace the changes that come from working directly with magic. Their patron helps to shape the changes in a beneficial manner. Priests who can endure the taxing process will gradually become supernatural creatures themselves.

**Channeling:** A Priest may choose either **Lay Druid**, **Lay Sorcerer**, or **Lay Skald** at character creation.

**Transformation:** An overexposure to raw magic has begun the Priest's transformation into a supernatural creature. Their changes are a reflection their patron's nature and are beneficial so long as the Priest continues to serve their patron's ideals. A few examples are given below:

* **Servant of the Silver Lynx:** You can see perfectly in any darkness, even magically produced darkness. Gain a permanent +1 to Notice and Investigate. Your eyes resemble those of a cat.
* **Minion of the Broken King:** You possess the ability to inflict pain on others using only your voice. Roll Command against a target's Will to inflict mental stress. Your presence unnerves others, especially animals.
* **Disciple of the Unseen:** Your mind has regularly been exposed to thought-twisting koans and mind-bending trials. You gain an additional mental stress box and minor mental injury slot, but have an utterly alien morality system.
* **Order of the Bloody Palm:** You are sworn into service under a monastic temple worshiping Pel'nor the Enlightened. Gain a single Ki Point per day, to be used as though you were a Warrior Monk. You may not speak a lie, lest you be struck down by Pel'nor's disapproval.

### Starting Stunts

 **Transformation** | [Requires Iron Will and Channeling] Choose a patron from the Priest's patron list and gain their corresponding stunt. Or, work with the GM to create a patron and stunt.

### Class Specific Stunts

 **Scarred Palm** | [Requires Bloody Palm] Gain an additional Physical stress box.
Barbarian

## Class Information

The Barbarian is a savage warrior whose presence inspires fear and awe. Barbarians gain strength from defeating their enemies and shrug off pain.

### Starting Stunts

 **Indomitable** | [Requries Bloodlust] Ignore the negative effects of minor injuries.

### Class Specific Stunts

 **Mindless Fury** | [Requires Indomitable] Use Physique instead of Will to defend against mental attacks.
Stunts List

## Stunts

A Stunt is something that a character is especially good at it. Unlike Permissions, **Stunts reflect things that characters can already do**. They may be a particular case of a single ability like a bonus to disarming enemies, or an unusual application of a skill (like using Physique instead of Will to block mental attacks).

Stunts can expand on Permissions. A Rogue with the *Unmagic*permission might take a stunt that lets her dismantle magic traps and items using Mechanics. In this case, it's something that the Rogue may have been able to try previously but without much understanding of their actions. Taking the stunt denotes a proficiency in the skill.\*

Some stunts are specific to a given Permission or require other stunts to use. Classes make use of this to build stunt trees, where more powerful stunts can be acquired by taking prerequisite stunts.

Players that wish to make their own stunts are encouraged to do so. They should read over the stunt creation section in Character Advancement for more details.

*\* FATE GM's will often let the first novel application of a skill work as a standard roll ("I want to use Physique to shield bash the demon."). If the player makes a habit of using that same technique, the GM may penalize it with a -1 or -2 until a corresponding stunt can be acquired.*

## Stunts List

### **Hermetic Education Stunts**

 **Summoner's Contract** | [Requires Hermetic Education] You may use Command to force a supernatural creature to serve you, provided that it's been bound in a magic circle. Unless you're in possession of the creature's True Name, any bindings you set will desolve on the next sunrise (regardless of whether or not the creature is in the sun).

### **Eldritch Font Stunts**

 **Lay Skald** | [Requires Eldritch Font] Once per battle, you may influence the roll of an ally or enemy by 1. You must be able to see the target, and the target must be able to hear you. This action does not use a turn.
Wanderer

## Class Information

***This class is a specialist class, and follows different rules for character creation. See Specialist Classes for details.***

The Wanderer is a nomad, never staying in one place for too long. All Wanderers are well-versed in the art of Survival, while each brings their own specialties to the table.

### Class Specific Stunts

 **Quick Retreat** | Gain a +2 to Athletics when escaping a pursuer.
Tactician

## Class Information

The Tactician prefers a plan to a sword, but doesn't hesitate to use either. Tacticians have abilities for quickly analyzing their enemies and making use of newfound knowledge. They are at their best when they have allies (or pawns) to work with, allowing them to hit an enemy at its weakest.

### Starting Stunts

 **Predictive Fighting** | [Requires Quick Mind and Art of War] Against an enemy you have investigated, you may add half your Investigate skill (rounded down) to Combat and Reaction Time rolls.

### Class Specific Stunts

 **Savant** | [Requires Predictive Fighting] You may use Investigate instead of Notice for non-social observations.
Eugene Hunter

**Uncle Eugene** is a guest character in the TV series, Hunter Street. Uncle Eugene is seen to be a very greedy character and first appears in the episode, Aunt Hedwig & Uncle Eugene, just to target the family fortune.

## Episode Appearances

### Season 1

* Aunt Hedwig & Uncle Eugene
* Contact

Overall Appearances: **2/40 Episodes**

## Trivia

* In the episode, Aunt Hedwig & Uncle Eugene, it is revealed him and his spouse Hedwig are only after the family fortune.
Skill List

## Contrasting Skills

 **Investigate** is active.
 **Physique** is physical strength.
 **Medical** treats physical wounds.
 **Stealth** is used for theft.
 **Notice** is about awareness.
 **Persuasion** is logical arguments.
 **Persuasion** and **Command** are about convincing others.
 **Persuasion** and **Counsel** are vs. Notice.
Performer

## Class Information

***This class is a specialist class, and follows different rules for character creation. See Specialist Classes for details.***

The Performer spends much of their time in the limelight, Provoking awe from the audience. Each has their own set of tricks to earn a living.

### Class Specific Stunts

 **Red Ether** | Once per session, produce a vial of powder that reduces the effects of all injuries (physical and mental) by one for three days. Inflicts a mental injury when it wears off.
Quick Start

## Skills

Your class tells you what skills you get. Look for a table that looks like this:

Everything in your Primary Archetype starts at +2. Everything in your Secondary Archetype starts at +1. Use the below table to figure out what those are.

Then, choose your favorite Primary Archetype Skill and your favorite Secondary Archetype Skill. Boost them by one. See the filled out character sheet for an example.

## Health

Everyone gets two boxes. You get more boxes the higher your Physique and Will Skills are. You also get more boxes if you have the Stubborn II or Willful II stunts.

 +1 or +2
 +3 or +4

You also have injury slots. If you have the Stubborn or Willful stunts (from your class), you have more injury slots.

 **Mental** | Mild

 **Mental** | Mild

 **Mental** | Mild (x2)
The Second Stone

**The Second Stone** is the tenth episode in Season 3 of Hunter Street. It first aired on August 9, 2019 to 0.07 million viewers.

## Plot

The gang uncovers a second riddle, but cracking it proves tricky; the treasure hunt may end when an emergency arises and the Hunter kids must return to the city.

## Cast

### Main Cast

* Daan Creyghton as Sal Hunter
* Kyra Smith as Anika Hunter
* Kate Bensdorp as Evie Hunter
* Eliyha Altena as Oliver

### Recurring Cast

* Wilson Radjou-Pujalte as Jake Hunter
* Ronald Top as Erik Hunter
* Tooske Ragas as Kate Hunter
Ms. Clutterbeek

**Ms. Clutterbeak** is a minor character on the series, Hunter Street.

## Personality

She is seen to be a very strict character, she always keeps her school in order and takes no disrespect.

## Episode Appearances

### Season 1

* Saganash
* Principal
* The Blue Diamond

### Season 2

* The Plan

Overall Appearances: **4/40 Episodes**

## Trivia

* She only appears in four episodes overall in the series.
Random Injury Table

When players take more damage than they can absorb with Stress, they take an Injury. The specifics of the Injury is determined by the GM.

It can be difficult for GM's to come up with injuries on the fly. These tables are for GM's that aren't sure what to do. It's recommended that the GM roll two or three times and pick the Injury they like most. This is by no means a comprehensive list, and is only intended to jog the GM's imagination.
Muiden Castle

The Castle’s Exterior

The Muiden Castle is a location that appears in Hunter Street, this is where the Relatives perform rituals and have meetings.

## Appearances

### Season 2

* The Ritual
* Hunters Forever

## Trivia

* In the episode, Hunters Forever, it is revealed Evie’s necklace is the key to the castle.
	+ In the same episode, majority of the episode took place at the castle.
* This is where Jerry, Bernard, and Lucia were chased and arrested by the police.
Hacker Hideout

**Hacker Hideout**is the thirteenth episode in Season 2 of Hunter Street and thirty-third episode overall. It first aired on February 13, 2018 to 1.01 million viewers.

## Plot

The Hunters approach Detective Simon with their evidence but are dismissed; Apoll0 appears with news that he can find their hacker; a daring mission leads the children to a abandoned railway yard.

## Cast

### Main Cast

* Thomas Jansen as Daniel Hunter
* MaeMae Renfrow as Tess Hunter
* Daan Creyghton as Sal Hunter
* Wilson Radjou-Pujalte as Jake Hunter
* Kyra Smith as Anika Hunter
* Kate Bensdorp as Evie Hunter

### Recurring Cast

* Michael de Roos as Detective Simon
* Mark Wijsman as Jerry
* Tooske Ragas as Kate Hunter
* Ronald Top as Erik Hunter
* Yootha Wong-Loi-Sing as Simone

### Guest Cast

* Emma Dingwall as The Receptionist
* Delilah van Eijck as The Burglary Victim
* Petto Koop as The Escort
* Erika Minderop as The Restaurant Owner

## Trivia

* Max was absent in this episode marking this as his eighth episode of absence in Season 2.
* In this episode, the Hunters find out the location of their hacker.
* This episode aired to a total of 1.26 million viewers.