recursal/Fanatic-Fandom huggingface dataset:
In the Cards

Card Battlers have changed a lot throughout the eras.

During the ancient times, they used slates, scrolls, or other written objects. it is possible that these things existed within games, however some may have been based off of mythology or stories. The existence of rules for these early objects is unknown, but it is possible that the rules were created for these early things between early card battlers.

During the age of myth, when paper was more common, it is possible a change occurred, lading to them carrying more card like objects to use their ability with. It is possible that some game cards could have been used during this time due to the creation of such things.

In the Dark Era, it's hard to tell what they could have used. Because of the persecution, they mostly kept secret how the ability worked. The rules would have to be figured out by non=card battlers.

In the Secret Era, more modern printing techniques probably gave rise to more modern looking cards. Card Battlers would practice in secret at hiding places for ability users.

During the Light Era, where games were more common, it is possible they had more cards to work with.

The Modern Era However is where many of them get gaming cards to use. They have more strict rules, however they are also powerful.

There is a balance to how difficult a card is to use versus how powerful it is. The harder to use cards often produce more powerful effects when used correctly.

Also, though many card games are incompatible, there seems to be some supernatural rules dictating how certain cards may work with other series.

One power that seems enigmatic however is the power to change cards temporarily. It seems to happen only for powerful Card Battlers and only when they need it. The changes seem to vary depending on the card battler and they always follow the rules of the game the cards come from. Though it seems like cheating, the playability of the card is often more difficult, yet obtainable to the battler at the time it changes.

It was tested to see if homebrew games would work for the ability. It seems they do, however the effects of these homebrew games seem weaker than those that are recognized as "official". In the case of homebrew cards for official games it seems they work as well. Homebrew cards work better the closer they are to the "feel" and "spirit" of the original games. They have to follow the rules and be completely balanced in order to take effect. In the case of mixing card games together, homebrew cards must be balanced for both games in order to work. Depending on the effect of the mixed cards they may need to match the spirit of one game, the other, or even both.
Cooking and its History with Ability Users

The history of this one and how it became known as an ability is a strange one. Noone knows when it first became an ability, or how, but it is known that long ago in the era before ability user's were known someone invented the idea of cooking. The creation of this may have allowed the ability to become a thing, or perhaps it was something else. In the Era of Myth, strange and rare ingredients were found by some cooks. These ingredients required unusual amounts of talent and only certain cooks were probably people with the cook ability.

During the Era of myth several weird and now considered ancient recipes were created. Before the culinary world existed certain individuals appeared with unusually high amounts of cooking skill. In some cases they could make fantastical dishes beyond anything a normal person could. In some cases they could cook things almost perfectly with supernatural precision. In some cases they invented new foods or uses of foods. This is the time when Cooking became known as an ability.

During the Dark era, when many ability users went into hiding, cooking was still considered normal enough that they could still operate normally. Many cooks during this era helped out ability users in secret while maintaining a facade of a normal restaurant. However it happened, many of the recipes of myth went into secrecy. Being kept by a select few or hidden in places, they disappeared from the public eye. It is thought the cooks of this era were some of the first of the secret era to create places where ability users could practice powers and not be found.

The Secret Era Marked a time of change. The cooks who were originally known as ability users went into secrecy and the ties between ability users and cooking almost disappeared. Cooks with unusual or special talents still practiced, and created special stores to operate in. Those who knew the secrets or found them were lucky enough to be brought into those places to eat. Many of these secret restaurants went in two paths. Some continued to operate in secrecy, while others hid recipes in encoded recipe books for cooks with the ability to find.

when the era of light came about, not much had changed. Some of the cooks were still operating in secrecy, however the descendants of some families began finding secret recipes and learning how to be ability users themselves. Upon this new awakening, some of the cooks were discovered to be ability users by an unknown Mimicopy who stumbled into the secret that some people had an ability that helped them cook. Cooking as an ability was rediscovered and many secret shops opened their doors to ability users. Whispers of old secrets still float around even to this era. Those with supernatural cooking ability may yet discover them someday.
Elemental Recipes

Though **Elementals** do not often craft, there are some things they can do with the right recipes.

An Elemental can generate a little bit of an elemental energy every so often.

* Fire Elemental(Generate) = Fire Energy

An Elemental can also generate some of that element every so often.

* Water Elemental(Create) = Water

An Elemental with the right skill can change an energy to be more like thier element.

* Fire Elemental (Earth Energy) = Lava Energy
* Water Elemental (Earth Energy) = Mud Energy

An Elemental with the right skill can combine base energy together into one of thier element.

* Energy A + Energy A = Fire Energy
* Energy B + Energy B = Water Energy
* Energy C + Energy C = Wind Energy
* Energy D + Energy D = Earth Energy
* Energy E + Energy E = Light Energy
* Energy F + Energy F = Dark Energy
* Energy A + Energy C = Elec Energy
* Energy A + Energy D = Plant Energy
* Energy B + Energy C = Cloud Energy
* Energy B + Energy D = Sand Energy
* Energy E + Energy D = Crystal Energy
* Energy F + Energy A = Poison Energy
* Energy F + Energy B = Ice Energy
* Energy F + Energy C = Gravity Energy
* Energy F + Energy D = Metal Energy

An Elemental with a rare skill can change materials somehow, be it to make them into the shape of the element, change the element of a material, or change a property of a material of thier element.

* Water Elemental(Physical) + Stone = Liquid Stone
* Fire Elemental(Element) + Water = Liquid Fire
* Electric Elemental(ElementType) + Electricity = Dark Electricity
Elements

Elements, not to be confused with the periodic table kind, are forces like Fire and Water. They emulate similar properties to the forces they have a connection to and have **strengths and weaknesses** to each other. They come in many forms such as physical manifestation, energy, or crystalized element. Certain people with the **Elemental** ability can create some of that element's physical form and sometimes the energy kind.

Some common elements are:

* Fire, Water, Wind, Earth, Light, and Darkness.
* Some call these the Primary Elements

Some uncommon elements are:

* Sand, Star, Crystal, Sound, Plant, Ice and Metal

Some elements can emulate qualities of multiple such as Lava being of both fire and earth/stone. These are less common in pure energy form. These are called Combo Elements. Here are a few examples of some Combo Elements:

* Lava = Fire + Earth/Stone
* Mud = Water + Earth
* Ore = Earth/Stone + Metal
* Magnet = Elec + Metal
* Meteorite = Fire + Star
* Comet = Ice + Star
* Nebula = Wind + Star
* Aurora = Water + Star
* Moon = Earth/Stone + Star
* Starlight = Light + Star
* Eclipse = Darkness + Star
* Black Hole = Gravity + Star

Please note that not all combo elements have names. As such they are usually referred to by the two elements that make it up. Example: Fire-Electric

Some elements have peculiar qualities about them such as the element Star. Neither fire nor light, this element has the qualities of both. Being of the stars and found in certain types of meteorites, this mysterious element has a strange quality of other-worldlyness about it. The combination of Star and other elements often has a unique, space themed, name, such as Meteorite, Comet, Moon, or Black Hole.

Some elementals are able to modify the Element of something, creating something that is unusual. For example, changing the element of some water to fire, resulting in a liquid fire. This is called Element Change.

Combining elements together can have some random effects, resulting in anything from something with qualities of both, to something that has some of one and some of the other. A Mage Casting them as magic can change the spell by combining multiple elements for a variety of effects beyond normal spells.

In one case of combining elements together in different ways, there is some documentation on it **here**.
Awakener

General Overview: Awakener

This ability allows one to awaken new abilities in others or possible oneself. It is either super rare or non-existant, as it mainly exists in rumors and legends. It is possible someone exists or existed with this ability, however any such individual is shrowded in secrecy.

Powers:

* Awaken: To awaken a new ability or power in someone
* Unlock: To unlock some hidden power, ability, or some other talent or latent skill.
* Empower: The power to increase someone's ability level. It is possible this requires a reagent of some kind.
* Concoct: The power to make something that unlocks or awakens something in someone.
* Know: The power to know or figure out how to awaken or unlock something in someone. How this works may vary from individual to individual. supposedly.

Recipes: Unknown, but supposedly recipes for awakening abilities are tricky or complicated.

Power levels: Unknown, but some theorize it may relate to what kinds of things the Awakener can awaken or unlock.

Main Materials: UNKNOWN. It is unknown whether these individuals need anything but theorized that they do not. It is possible that they can make something that unlocks something though.
Dimentions

The idea of "Another Dimension" can be seen in many different places, but what is it? There are several different parts of information about it. Since not much is specifically known, some of the know information will be gathered here.

* The idea of multiple planes of existence goes back a long time, but in essence the idea is that there is another version of everything for every dimension, and that every copy is somehow different from the others.
* Each dimension is different, sometimes with small changes, sometimes with bigger ones. To cross these dimensions would require something very special. Whether via ability, machine, or dimensional anomaly.
* Dimensional Anomalies are places in which the dimensions leak a little into each other. This could be dangerous or amazing depending on the dimensions.
* Breaching another dimension is very dangerous. On purpose it is difficult to tell how safe the other dimension will be. Teleporting mishaps can happen and could send someone into another dimension unknowingly. At best this would be temporary, or the other dimensional counterpart would end up trading places.
* Objects touched by other dimensions could change slightly. Dimensional Anomalies do this to some things when in contact with them. This is partly why dimensional anomalies are dangerous.

Some examples of dimensions:

* One in which abilities do not exist.
* **One** in which abilities are the opposite of what they would be normally. For example. A type of mage that has a technology based magic.
* A **world** in which it is similar to an old school RPG type setting, with castles and the like.
Itemizer

General Overview: Itemizer

A variation on Summoner. This ability user can change **Monsters** into Items. It is like reverse summoning. Due to this it is sometimes called a Negative Ability by some.

Powers: There could be a lot of different types of itemization. Due to the variations between users of this ability. Due to this I am going to list a few variations of Itemize that some may have. Please note that some can control what they turn a thing into and may have multiple of these at the same time.

* Itemize(Material Version): Turns summoned monsters back into the materials used to summon them.
* Itemize(Weapon Version): Turns a summoned monster into a weapon of some kind. The weapon type varies based upon the monster and the Itemizer.
* Itemize\*Armor version): Turns a summoned monster into some kind of armor.

**Recipes**: Recipes would vary depending on what kind of object an Itemizer makes from a summoned monster.

**Ability Levels**: Ability level determines how much control they have over the ability, and possibly what monsters they can Itemize.

Main Materials: summoned monsters
Plants

Though there are many plants in the world, not all of them are useful for ability users. Aside from Cooks, not many things use normal plants except for Druids. There are a few plants of note aside from those used in foods. I will list some of them here.

* Clothweed: A plant that seems like cotton, except it grows annoyingly like a weed. It has some uses, mostly for making cloth or string.
* Ivy: A long plant. It is useful for Druids in making whips. Makeshifters can also use them to tie things together.
* Flowers: Useful for making colorful pigments for artists and others.
* Thorny Brambles: Dangerous brambles covered with thorns.

Elemental Plants: Some plants growing in high magic regions can display elemental like properties like elemental herbs. Unlike the herbs however, they aren't as reactive or useful. Druids may still find some use for them.

For wood and trees please see this page **here**.
Enhancer's Enhancement

Long ago in ancient times, Enhancers only used simple things to boost with. This might be due to a misunderstanding on how the power worked, or how they can't use "important" things to boost with. Discarded bones and the like.

Things changed during the age of myth. Enhancers began to discover new things they could boost with, and so the ability became one with more power. metals were now more common and could be used, and so were many other materials. Some Enhancers would go on quests just to find more things they can use with their ability.

Then the dark era came. Like most ability users, enhancers went quite during this time. Some only boosting with things they knew they could get away with. Books were risky, as the contents of the book determined what the boost would be like.

The very same was said for the secret era, however electronics, which were starting to become more common during this era, could be boosted with. Old discarded junk could be boosted with, and that brought upon more possibilities. Some Enhancers would work with other ability users in hiding.

The increase in commercial production during the light era meant even more things that could be used.

The modern era changed some things however. Enhancers could work more easily with other ability users. This would change how some viewed the ability and experimentation could be done with things only ability users could make.

Now a little about the ability.

Nonone is certain how the ability can distinguish what is important and what isn't but it does. This supernatural aspect of it is still a mystery even after a lot of study.

Say for example there is a key. It is the only key to a front door. it can't be boosted with. Say someone makes a few copies of that key. Now one of the copies can be used. Now they change the lock so the key is useless. Now the key can be used.

A mage's spells can be used if they are placed inside scrolls, the effects varying depending on the scrolls.

Enchantments change boost, and so do coatings and other enhancements.

Figuring out what a boost can do isn't as tricky as one might think. There is a certain awareness of the gained power that one gets when they use it. Not all boosts are useful, however the effects can be super varied.

To make a complete list would be like making a dictionary of objects in the world.

Some have actually tried, though others only list some of the more noteworthy objects or findings.

There are things people are looking for when it comes to boosting. Like finding a way to unlock more abilities or awaken others as enhancers. it may be possible but the exact objects are not known yet. It is possible it could be something rare that causes this to happen.
Wood

Wood is a good all purpose material. It can be worked in a variety of ways by those with abilities and without. As a basic material it has many uses from tools to wands depending on what a person may want.

It comes in a variety of forms, but most of the time they are referred to as "Wood"

* Many trees, such as oak, cypress, etc. are considered normal wood. It can be found in any forest or may places with natural wilderness.
* Mushroom trees are said to exist, however are super rare. "Wood" from these trees is said to vary depending on the variety. They normally grow underground in caves.
* GhostWood is a type of wood that appears transparent. It comes in different varieties and is very rare, only being found in select areas. It can be found rarely in forests, though it normally comes from things like ghost ships or haunted places.
* Elemental wood exists rarely. It is something one can find in high magic regions sometimes. It isn't as reactive as herbs so it's not as useful for crafting. Using it for tools has an effect, but only when used on other elemental things.
Mushrooms

Magical Mushrooms come in a several different varieties and are mostly useful for alchemists in making potions, or by cooking into food.

A few different types include.

* Magic Mushroom: A blue mushroom that enhances potions. Has a good flavor
* Brown Mushroom: A tasty mushroom often used in foods. Has good umami.
* Warp Mushroom: An unstable mushroom that teleports the user when consumed. Has some flavor.
* Odd Mushroom: A strange green mushroom that changes things. Has an odd flavor.
* Dangerous Mushroom: A red mushroom that is very poisonous! Inedible.
* Golden Mushroom: A rare type of magical mushroom. Has a variety of good effects. Has an expensive flavor.

Mushrooms are useful for enhancing/changing potions! Alchemists can use Magic Mushrooms to enhance a potion, or an odd mushroom to change a potion.

* Green Herb + Slime = Potion (20 HP)
* Green Herb + Slime + Magic Mushroom = Potion (50HP)
* Green Herb + Strange Mushroom = Regen Potion (5 HP 3 times)

Brown mushrooms make great ingredients for foods! Cooks use them all the time.

Blacksmith's can also use Mushrooms to make Armor Coatings.

* Oilstone + Magic Mushroom = Base Armor Coating

Witches can create concentrated powder from mushrooms.

Druids can use mushrooms for a variety of things.
Crafting Recipes

Crafting Recipes are the basis for this system that can be used for games or other things, and the recipes used can vary depending on game or thing they are used for!

Some more about crafting. Crafting is basically making something somehow. This could be creating something from materials; however, it can also be changing materials in some way. Though most abilities do this, some abilities may be able to assist in crafting such an analyst finding uses for something.

Crafting recipes can have things in them that do not change or barely contribute to the recipe. These things are considered "inspiration" and can be used to modify the output. On the opposite side of the scale, some things can have different outputs, such as using Metal C to make armor or a shield. Things that are not used up in the recipe and come out the same as before are called "Catalysts".

For more on the actual abilities themselves look here: **Abilities**.

For information about the materials look here: **Materials**.

The crafting recipes listed here are lore/examples. Actual uses of crafting in games can and may vary.

* **Alchemist**
* **Mage**
* **Summoner**
* **Mechanic**
* **Cook**
* **Monster Trainer**
* **Fighter**
* **Psychic**
* **Enchanter**
* **Blacksmith**
* **Witch**
* **Pirate**
* Mimicopy: Uses the recipes of other abilities.
* **Jewelcrafter**
* **Card Battler**
* **Enhancer**
* **Medic**
* **Ninja**
* **Elemental**
* **Artist**
* **Druid**
* Artifact User: These vary depending on the artifact being used.
* **Makeshifter**
* **Wordsmith**
* **Programmer**: A little different from others.
* Duplicator: Any recipes are useable for whichever abilities have been copied.
* Card Battler; Depends on the Card Game they use.
* **Replicator**

Ability Variation Recipes:

* **Chemical Alchemist**: Similar to Alchemist but a little different.
* **Chrystal Technician**: A little complicated, but versatile.
* **Weather Mage**: Similar to mages but weather themed.
* **Itemizer**: Similar to Summoners but backwards.
* **Either Enchanter**: Similar to Enchanter but more indirect
* **Accessory Crafter**: A little like enchanting.
* **Transformation Item Users**: This one is a little complicated. Due to the varied nature of Transformation items, the method and results of crafting can be just as varied.
* **S Druid**: Somewhat like a druid but more dealing with stone and minerals.

Other types of crafting exist.

* **Non-Ability Crafting**: Crafting without the use of abilities.
* **Transmutation**: Changing something to something else similar.
* **Machine Output**: things that come out of machines made by Mechanics

Special Recipes:

* **Fireworks**: Makeable by Ninja and Mechanics
Alchemist

General Overview: The Alchemist

Mostly know for potion brewing abilities, Some types of alchemists can also use alchemy to reshape materials into objects, or create new materials. Though it looks like a sort of magic, it seems this ability may be something else entirely. The main things an Alchemist can do are to create gear, make potions, or make materials. Alchemists can also make materials that would be more useful to other ability users, making them very useful to have around.

Powers:

* Material Shaping: Making an object from materials using alchemy. Because an alchemist can shape things without the need for tools, this gives them an advantage over Mechanics. They can also use Energy materials. Objects are often weapons or other gear.
* Create: Use multiple materials to create something. Usually a new material. Some materials may not be useful to the alchemist, and may be better used by others.
* Potions: The ability to make and mix new potions from ingredients. Potions are useful for attack, defense, or health depending on the ingredients.
* Breakdown: The ability to take apart things into component materials.
* Humunculus: Usually rare or requiring a lot of skill and materials. Humunculi are like summons for an alchemist.
* Alchemical Rusting: The ability to rust or corrode an object or material with alchemy.
* Alchemical Renewal: The ability to un-rust or un-corrode a material or object.

**Recipes**: Alchemists can make a lot of things, but not all of them are useful to an Alchemist. Mostly potions and shaping materials into objects.

**Ability Levels**: Ability levels affect how complicated an object Alchemists can make, and what they can do. With an ability level of three an alchemist could create a bomb for example.

Main Materials: Metals, Herbs, Oils and liquids, energy materials.

Other Materials: Most materials are available, but many are not useful.
Weather Mage Ability Levels

**Weather Mage**

Level 1 Powers:

* Spellcraft: The ability to make weather themed spells from energy materials.
* Cast: The ability to cast spells.

Level 2 Powers:

* Be Prepared (magical gear): The ability to make some simple things like robes and wands.
* Scrolls: Can be made now, and which can store spells for later.
* Energy Combine!: Can combine energies together into different energies.

Level 3 Powers:

* Change Forcast: Can modify spells with more materials for even more effects!
* Medium Magical Gear: Better magical gear can be made.

Level 4 Powers:

* Weather Cauldron Potions: The ability to make potions with strange weather like effects.
* Diffusion: The ability to seperate energy materials apart into different materials.

Level 5 Powers:

* Natural Disasters: Powerful spells can now be made that could even get to the point of a natural disaster.
* Master Crafting: Can now make better magical gear than ever!
Mage Ability Levels

**Mage**

Level 1 Powers:

* Basic Spellcraft: Use an energy material to make a spell.
* Spellcraft Robes:Use an energy and cloth to make a protective Robe.

Level 2 Powers:

* Basic Modify Spell: Can add a basic energy to a spell to modify it once.
* Scrollcraft: Allows the user to put a spell into a scroll so another person can use it.
* Wands and staffs of wood: The ability to create wands or staffs of wood. These can slightly ampify a spell.
* Energy Combination: Can combine energy together to make other energy.

Level 3 Powers:

* Modify Spell: Can combine spells with energy to make better spells. his includes adding in more elemental energy or modifying a spell more than once. Only up to three times.\
* Magical Gear: The ability to create more things than just robes and simple wooden wands/staffs
* Energy Crystals: Th ability to combine together the same energy materials to make a crystal. That crystal gives off a little bit of energy when swueezed, though it has to recharge after.
* Spell Crystal: Make a crystal with lots of an energy that can cast a spell. It has to recharge, but it can fire again later.

Level 4 Powers:

* Cauldron Potions: The ability to make some potions with a cauldron.
* Modify Crystal: The ability to modify a spell crystal with additional energy as if it were a spell (though it still costs more energy)
* Diffusion: The ability to diffuse energy materials into less complicated energy materials.

Level 5 Powers:

* Unlimited Spell control: Can modify a spell as many times as you want to by adding energy to it. The limit is how powerful a spell can be even when modified.
Tabletop Map Scope

The scope of a map is like a list of how big the map will be and what will be included in it. Sometimes scope can get a little out of hand when one is creating something, so it helps to have a plan in mind when designing it.

How long the map will be is an important thing to consider. Also, it is entirely possible you could make something meant to take a long time, and the players do something to make it much shorter. Remember, tabletop games are both the player and the creator working together to make a story.

How big or how many secrets in the map may also change the duration. Players could take a long time solving a puzzle, but they also could solve it in a short amount of time. It's good to have at least a few different things planned in advance in case players stumble onto something they were not supposed to yet. Consider that maybe things could play out differently than you intend. You can have multiple ways to get to the same place.

A good thing to consider just how many possibilities the player will have is the consider how crafting may affect your map. Can someone make a wagon? Will they have to make something to do something else? Considering all the ways someone could get out of a situation is a good idea when designing situations.

Finding a good scope also depends on what the players are looking for. If they want something short, you could either make a short adventure/contest, or make a longer one made of short mini adventures/contests.

Finally. Some things you make may not be seen when they play it. This one is important to keep in mind when making an adventure/contest.
Mystery of the Artifacts

Of all the ability users, Artifact Users have one of the most mysteries beginnings of all of them.

Once, during the Age of Myth, the first Artifact with powers was found. Others already in the possession of others began to awaken. Had they existed before this? Could it be other undocumented cases of Artifacts existed? How were they created, and by whom?

These questions would go unanswered as a great time of exploration and adventure would come about. People would find these things in ancient ruins or far of places. Deep in the water, or high in the mountains. These things have been made and placed there. Some of them looked too new, and some incredibly ancient. Others were hard to tell how old they were. In many cases these things were powerful.

And some people feared power. During the Dark Era most Artifact User's hid what they were and went into hiding. Artifacts were still found, but in the oddest of places. It seems the quality of them simply being found by the users had begun. Perhaps Artifacts gain more power over time? It seems most lost artifacts try to find another place to be again.

It was the secret era where more mysterious properties began surfacing. The first recorded Link-Ups were recorded during this era. Maybe it was due to ability user's grouping together, or maybe artifacts really did increase in power it's unknown.

During the Secret Era something new happened. sometimes modern looking objects from antique stores started exhibiting strange qualities. they were often unmarked and had no seller. it was then known that new artifacts came from some unknown place and ended up in the hands of Artifact Users. Is it possible they were newly made, or was the Artifact User ability creating them to be found?

It was during the Light era when Artifact users and other ability user's made contact again. They became recognized officially as ability users again.

In the Modern Era Artifact's are hard to find, so they remain uncommon. Somehow they still end up being found, and somehow new artifact users still happen, but how it all works is a mystery.
Pirate

General Overview: The Pirate

Thought to be the opposite of Ninja, it is easy to see the comparison when the two are looked at side by side. However, it is slightly rarer, leading some to believe it is either being hidden, or that some are unaware they have it.

There are supposedly different kinds of Pirate, from those that are more traditional to those that can curse or grant boons. Like Ninja, the type of Pirate can vary, so not all pirates have the same powers.

* Traditional Pirate: A person who has various skill relating to the pirates or long ago.
* Magical Pirate: Piracy spoken of in age old legends and stories. The type with magical abilities.
* Swashbuckling Pirate: A dramatic, almost theatrical type of pirate.

Powers:

* Pirate Fighting Style: A unique way of fighting that includes unique dual wielding.
* Pirate's Boon: Using materials to cast a temporary boon upon someone.
* Pirate's Curse: Using materials to cast a temporary curse upon someone. This curse can be broken in some way. The method varies depending on the curse.
* Sea's Bounty: A pirate can find something called "Sea Energy" too, which can be used for boons or curses.
* Dramatic Presence: The ability to move or act in a way that draws the attention of all those nearby.
* Swimming Ability: Enhanced swimming and underwater combat.
* Shipwright: The ability to craft a boat from materials. Also includes boat like things.
* Gunpowder: Pirates can work with and make things from Gunpowder. They can also make Gunpowder.
* Barrelcraft: The ability to make barrels.

**Recipes**: Pirates can do a lot. Boons and curses, ships, and other things.

**Ability Levels**: Since there are different kinds of pirates this can mean a few different things, however it can still be measured.

Main Materials: Wood, Minerals, (for gunpowder), various others (boons and curses)

Skill or ability?: There are many pirate-y things that can be attributed to skills. Some of the crafting abilities are like this, however the Boons and Curses are different. The Enhances swimming ability is also a little super natural as it includes a minor ability to hold ones breath longer than usual. It would still take more time for a person without the skill to learn the crafting than those already with it too.
Jewelcrafter

General Overview: Jewelcrafter

A Jewlcrafter is able to combine minerals and crystals together into special gemstones. These gems have various powers when held or worn. Though they are limited in a similar way as Enchanters, they have a lot of freedom with the amount of combinations they can work with.

Powers:

* Crystal Synthesis: The ability to synthesize crystals out of different types of energy.
* Melding: The ability to combine a crystal and a mineral together into a gem
* Fabricating: The ability to make jewelry/accessory like parts for gems out of materials.
* Crafting: Using gems or other materials to make jewelry/accessories.

**Recipes**: Jewelcrafters can make crystals, gems, and treasure.

**Ability levels**: This could determine what kind of gems are made, or what other powers this ability can perform.

Main Materials: Minerals, crystals, metals, some other things.
Forging Ahead

Blacksmithing is something that has been a part of people's history for a long time. The Ability is something a little different than normal blacksmithing.

Let me explain.

Blacksmithing is about metalworking and some woodworking. The ability is a supernatural version of that. The ability user can also work crystal and monster materials as well.

In the early days before ability users, the first blacksmiths appeared. In this age before metal weapons were common, they would use monster materials and stone to make gear. As time passed into the era of myth, metal became more common and so did the blacksmith's ability to make things from it. Strange things are said to be made during this era, however not much is known about them.

As time passed into the dark era blacksmiths gained a double life. Acting as if they were normal people and then using their ability when no one was looking. Blacksmiths can work supernaturally fast when they use their ability.

During the Secret era many blacksmiths would work for both normal people and ability users, hiding the latter with secrecy.

when the light era came they loosed up the secrecy. Nowadays they are more active as ability users due to the changing times of technology.

Now that you know a little about how blacksmith connect to ability user history, let's go back into more about the ability. One noteworthy thing it can do is the ability to work with energy materials. Though anyone can touch them, only an ability user can make full use of them.

Blacksmiths are also good at working monster materials, which some find difficult to work with as well. They can make weapons or armor from it.

Weapons and armor are the specialties of this ability user. Using a lot of different materials for them. Metals are a big part of making gear. Like Alchemists, Blacksmiths are good at adding things to metal to change them. Minerals, Crystals, Energy materials. Lots of things can be added to change a metal.

Now let's talk about coatings. Coatings can further change gear. Usually coatings are just used to strengthen it, but they can be used for more than that. Depending on what is added, coatings can have more unique effects.

Like Mechanics and Alchemists, Blacksmiths can make some basic metal objects and simple machines.

Like Alchemists and Jewelcrafters, Blacksmiths can shape crystals.

Blacksmiths have a variety of talents they can employ to create things.
Making a Way

Makeshifter's are often overlooked when it comes to ability users. The ability they have may appear less supernatural at first when one looks at it, however it does have some effects.

Makeshifters are good at finding uses for things. Usually these are alternative uses things are not designed for. Other times they can craft stuff out of junk.

In the times before, it would be impossible to distinguish an individual as a makeshifter or as a very clever individual. As times passed however one could see the difference in how "inventive" makeshifters can be. The more powerful the ability user, the more supernatural it becomes, almost like an analyst.

It was first discovered to be an ability during the age of myth when a Mimicopy gained something from a particularly strong individual. It is unknown whether the supernatural strength is also part of the ability, however some Makeshifters do have it.

Anyway, the Dark era didn't do too much to makeshifters. They sort of drifted away from other ability users and the ability was almost forgotten.

The ability was rediscovered during the secret era when one person who was thought to be ability-less snuck into a hideaway unnoticed. They were promptly put into storage. Upon escaping three times they were welcomed as an ability user when a mimicopy checked them for powers. Other individuals with unique "skills" were found and the ability became more well known.

Not much to say about the light era. Makeshifters became slightly more common during the modern era due to ability users gathering together into areas.

Now more about the ability. This one is strange. The more supernatural aspects of this ability seem similar to analysts in a way. The enhanced ability to adapt and create things from junk is also to note, as any very clever normal person could also achieve this feat.

Makeshifters also have a way of trying to make things work. This is thought to be a big part of the ability since a lot of what they do seems to be related to making things work. They say the more supernatural mythical level 6 or 7 can even make impossible things work.
Mimicopies Through the Eras

Mimicopies are an odd one. Legends tell that the ability once came from those who were more powerful. Those with powerful abilities like awakeners, duplicators, and even ability masters. Many who were probably Mimicopies never realized they had even awakened because of their ability relying on other ability users. In the Ancient Times, this ability would have been there, unknown, as ability users were rare.

It wouldn't be until the era of myth before Mimicopies were even known to exist. However that existence was still met with an air of mystery and rumors. Noone believed that they existed. Mimicopies would perform an ability and it would be seen as the ability user they copied. Some used this to their advantage, some wandered in search of abilities to copy, and some were unlucky. By the middle of the era of myth Mimicopies were seen as a special or weird thing, some now being known and others being discovered. It was still an uncommon ability, but by this time they were now seen.

Then the dark era happened. The mimicopies were one of the first groups to go missing. They hid the "fabled" ability and hid among the others, pretending to be other types of ability users. It was seen as bad to show others they were a Mimicopy unless they trusted someone completely.

As the secret era came about, the ability was talked about as some ancient lost thing while the ones who wielded it walked among them unknown. The mimicopies became one of the most secret groups of them all, and yet they were there. Missing but not gone. Hidden better even than some ninja.

Then the light era happened. As if the light crept into the very shadows mimicopy came out of hiding to other ability users. It became known again the Mimicopies existed and they became known again. And so they changed with the next passing of era among the ability users instead of hiding. In the modern era they may be uncommon, but they are known.
Words are Power

Wordsmiths have a strange ability, having three ways to cast a spell instead of casting styles like a mage. Though it seems limited, it is possible that the intent of the caster affects how the spell activates. So it could be assumed it would have an infinite number of "styles" one could use.

Wordsmiths can be very powerful, however they also tend to run out of mana quickly if they cast. This is the tradeoff. Cast a powerful spell that takes a lot of mana or a weaker one that costs less. For a wordsmith, words are powerful, but how does that work with other languages?

The words must then be a focus of some kind. Meaning and intent from the caster. What they are casting is as important as why.

Is is noteworthy that the words must be written down for this effect to happen. Because of this some theorize there is a link between Wordsmiths, Artists, and Programmers. Those that follow ability evolution theory often put these three close together.

In the history of Ability users, Wordsmiths have been seen to come and go. It could be due to the rarity of these ability users however.

For what little is known, they were seen and known during the age of myth, but they disappeared during the dark era. It is possible that the ability, having such an explosive effect, was kept secret. They existed in all eras, and yet most say they only reappeared during the light era. If they have used their ability during the secret era, it was appropriately a secret. Only recently during the modern era can you find them with any regularity.

They are often found with a book of some kind, using it to cast spells. Any book will do, including ones that are handwritten.

It is possible that words of different languages could cast different spells, however finding a multilingual Wordsmith is difficult. So naturally testing this has been difficult as well.

Interesting enough, no wordsmith has been found that is illiterate. It is possible the ability does help a person with reading skill. It is good to note here that sometimes abilities do have a passive effect upon a person's basic abilities and skills.
Accessory Crafter Ability levels

**Accessory Crafter**

Level 1 Powers:

* A Melding: The ability to combine crystals with certain types of gear to make gear with unique properties.

Level 2 Powers:

* A Fabricating: Making certain types of gear from materials for use in Melding.
* Basic A Synthesis: Some crystals can be made from energy materials.

Level 3 Powers:

* Better A Melding: Improved Melding, allowing for more than just certain types of gear. Any magic crystals can be used now, including types not made by the Accesory crafter.

Level 4 Powers:

* Better A Synthesis: More crystals can be made with Synthesis, but not as many as Jewelcrafters

Level 5 Powers:

* Powerful A Melding: Melding can be done with more things now!
Mind over Matter

Psychics have been around a long time, however they were not officially recognized as an ability until much later.

It is said that all people have a little psychic ability, but only Psychics can use it the most.

It is hard to figure out when people started manifesting psychic abilities, however they are known to have the ability by the ancient times. In those days, psychics were looked to by the normal people for wisdom and guidance. Since some psychics can see the future they could help in that regard. As time passed into the age of myth, some Psychics set up travelling fortune telling services. These services would come under hard times during the dark era however. When superstition made people dislike strange abilities, many psychics had to hide. There is hope though, during the secret era some psychics found their way into doing services for ability users. In some cases they were saved.

It wouldn't be until the light era before they were discovered to be ability users too! Now they appear sometimes in places thick with ability users.

So, Psychics had it rough during the dark era, but now they are doing pretty well.

Let's take a look at those powers.

Psychics have many powers, possibly even more than other ability users. Another way they are different is in how the powers work. Some psychics have many powers, and some have a few.

Power level can be very difficult to ascertain with psychics. Because some can be very powerful with only a few powers or have many powers and be weak. The powers are also so varied that some of them in use could be considered to be high power, like seeing the future.

One type of power that goes under study are the various forms of kinesis.

Kinesis is the manipulation of something. Pyrokinesis, Cryokinesis, and others. This power seems to be similar to Elemental's element manipulation. Some can even make fire or other things.

Other more mystical powers dealing with the mind or reading the future are more unique to psychics. Even when compared, the Analyst ability is far different in what it can see than psychics. Psychics can see many things that are immaterial.

Some of the abilities are spirit based. There no other known abilities with these sorts of powers, except for summoning ghost like monsters.

When does someone become psychic enough that it becomes an ability? The short answer would be to ask a Mimicopy to check, but the long answer is more complicated. People can claim to have psychic ability, but they don't become an ability user unless it is strong enough. Some say with the right kind of training anyone can unlock psychic abilities, however this comes more naturally for some than it does others. Getting to a level where it becomes an ability isn't easy, so many do not get to this level with just training alone. It is uncertain exactly how people can awaken the psychic ability, however ability researchers are studying new ways to unlock abilities.
Card Battler Recipes

The **Card Battler** is a difficult one to make recipes for because of how card games work. It can be hard to list them, however a few things can be listed as crafting information.

Some Card games have a crafting or fusion system. Since card battlers have to use them these would technically be recipes.

Sometimes when a Card Battler is in a dire situation and they are powerful enough a Blank card will change into a normal card for whatever game they are playing. This varies based on several factors. Sometimes a non-bank card may also change.

Sometimes a card battler can make homemade cards for the games that they play, but the rules for how these work are strict.

* First, the new card must work within the rules of the game it is made for. If it is made for multiple it must adhere to all the rules of both games.
* Second, the new card must be completely balanced to fit with the game. If it is powerful it has to have some kind of limitation or weakness.
* Third, The new card must match the spirit of the game in question. If it is for multiple games it must match one, the other, or both.

If these conditions are met the new card should work when a Card Battler uses their ability.
Starting Gear

During any sort of contest or adventure, some Ability Users bring some gear of thier own. If it's a contest of some sort these things have to be okayed beforehand, however that also means everyone in the contest are held to the same rules. Here are some examples of this gear.

* Alchemist: Bottles, vials, or some other potion containers. An Alchemist without potion containers severely limits their ability to make potions. Alchemists who need to make or buy potion containers are often at a disadvantage.
* Mechanic: Tool Belt with a Mini Smelter Device. The mini-Smelter is important for shaping metal on the go but can be very complicated. Without it a mechanic would need to make some kind of metal foundry. Although some wouldn't mind, in a contest this would be a great disadvantage.
* Were-Creature: Any sort of thing they use to control thier Were-beast side. Some were-Creatures cannot control the transformation and rely on a special object that helps them maintain themselves.
* Artist: It is debatable whether artists should be given starting equipment in a competition or if they have to find art supplies like the other have to find materials. Since all an artist would need is a pen and paper to make something dangerous, it is natural an artist going on an adventure would take some form of art supplies with them. In the case they do not draw, other things may be considered. A painter may bring an easel for example.

These are just a few examples. Due to the wide variety of abilities and the myriad of situations it could be difficult to judge what things one can or should start out with on thier quest or competition.