recursal/Fanatic-Fandom huggingface dataset:
Mule

**Ex Con/Good Ol Boy**

A Hustler that can get you anything you need a lot of things you dont. Works a lot with Montenegro

### Role Moves

* **Friends on the Inside:** When you contact your former inmates for information about a crime or a possible criminal introduction, roll +Smooth.
	+ On a 10+, the DJ will tell you something useful about the crime or make the connection.
	+ On a 7-9, the DJ will tell you something that may or may not be useful about the crime, or may require a favor of their own.
* **Jailhouse Tattoos**: When Getting in Someone’s Face, you can roll +Heat instead of +Might.

### Story Moves

* **Sweet Ride:** All Good Old Boys start with a Sweet Ride at no cost. For details see the section on Vehicles later in this chapter.
* **Hot Wheels:** When in the driver’s seat...
	+ If you need to **Deliver a Beatdown**, add your car’s power to your roll.
	+ If you need to **Keep Your Cool**, add your car’s power to your roll.
	+ If you **Get in Somebody’s Face** add your car’s power to your roll.
	+ If you try to **Get What You Want**, add your car’s looks to your roll.
	+ If you **Help a Brother Out** add your car’s power to the roll.
	+ **Super-Slab:** Thanks to your CB, you’ve got a network of eyes on the road in every direction. When you reach out on the CB airwaves to assess the situation ahead of you, roll +Smooth.
		- On a 10+, get a reliable report of what’s going on down the road.
		- On a 7-9, get a secondhand report which may be incomplete or contain some misinformation.
Sarnuil Elves

The Sarnuil is an extinct elven culture. The Sarnuil inhabited southern Aeboria, inhabiting the Mankhegi Steppes and the Tungarian Peninsula. The Sarnuil were descendants of the Vindalaerans who migrated south. Originally living a more nomadic lifestyle on the steppe, the Sarnuil would settle and establish grand states, culminating with the Sarnuil Empire. The Sarnuil were known to be industrious and innovative, inventing many new technologies and utilizing an early type of steam powered engines. At their peak the Sarnuil influence rivaled that of the Vindalaerans.

The Sarnuil culture would collapse quickly upon the arrival of the God Beast Galgoroth. Galgoroth would unleash its destruction upon the Sarnuil Empire, fracturing the Sarnuil realm completely and laying waste to their cities. When Galgoroth was slain by the gods, the Sarnuil were unable to reestablish their empire and other cultures would move in the dominate them. Eventually the Sarnuil culture and language would fade as they integrated into the new dominant cultures or migrated back to regions where elves still dominated.

## Culture

As the Sarnuil inhabited a land with a harsh environment andscarce resources, the Sarnuil developed to become creative and industrious to overcome their limitations. Inventing new tools to make society more effective was highly valued, leading to a lot of technological breakthroughs during the Sarnuil golden age. Some of these technological breakthrough are thought to have been even more advanced than certain contemporary technologies, but were forgotten and lost to time during the destruction of the Sarnuil culture. An important technological breakthrough includes the creation of early steam-powered engines. The Sarnuil also created an early version of a rifle, as well as a primitive zeppelin.

The equally industrious Baladin Dwarfs had good relations with the Sarnuil. Today the Baladin continue to admire the Sarnuil.. The Baladin would replicate some of the Sarnuil technologies and to this day are trying to replicate lost Sarnuil technology. The Baladin would become the first culture to reinvent the steam-powered engines once pioneered by the Sarnuil.
Hoodlum

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Climbing d6+2, Lockpicking d6+2, Stealth d8+2, Fighting d4, Guts d4, Shooting d4, Notice d4, Streetwise d6, Persuasion d6

Charisma 0, Pace 6, Parry 4, Toughness 5, CV 50

Hindrances: Curious, Greedy, Wanted.

Edges: Thief, Acrobat.
Black Belt

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Skills: Climbing d4, Fighting d8, Notice d6, Shooting d4, Stealth d6, Intimidation d6, Guts d6, Taunt d4, Throwing d4

Charisma 0, Pace 8, Parry 6, Toughness 5, Power Points 10, CV 74

Hindrances: All Thumbs, Code of Honor, Style Vulnerability.

Edges: Arcane Background (Psionics), Fleet Footed.

Powers: Speed, Blast.
Embrace 38: I Know Everything Must Die

## Content Warnings

Body horror, family conflict, betrayal

*"Embrace is a hole. A rip in the heart of the world. It’s like the gardens of Crown’s Ait – petal and green cloistered by wall from the world around. Ordered sweeps of fragrant colour and soft, useless lawn. Beautiful, I’m sure, but that beauty belies the effort put into maintaining it."*

 *Show more/less*

*Nilkat*"

## Summary

As the Gall blossoms into new life within Winter’s Lodge, betrayal and despair bury their roots beneath it. Hidden out of sight of the revolution, long laid plans break and new purposes are found. Duty and despair clash violently as those drawn to the Gall’s new beginning are at odds over what it means. Oken, Neah and Ash each find themselves grappling with destiny and choice.

## Notes

### Attributions

* Episode title from Orville Peck's *Nothing Fades Like The Light*
* Music from Kai Engel's *Satin*
* Game system can be found here
* Art and maps from Ben Swinden; can be found on the TFR website maps page
* Narration and summary text from the TFR website episode page

### Plot Notes

**Warning! There may be spoilers ahead!**

*These Flimsy Rituals is distributed under a CC BY-NC-SA license. This wiki contains excerpts of scripted text and official shownotes, and is considered to be under the same license. Official artwork is not to be used on this wiki. Fanart pieces are distributed under licenses determined by the artist- please check the caption or alt-text.*
Preacher

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d4

Skills: Fighting d4, Guts d4, Healing d8, Notice d6-2, Shooting d4-2, Persuasion d8, Streetwise d6, Repair d4

Charisma 0, Pace 5, Parry 4, Toughness 4, Power Points 10, CV 36

Hindrances: Cautious, Elderly, Bad Eyes.

Edges: Arcane Background (Miracles).

Powers: Deflection, Healing.
Scarface

Prerequisite: Narcotics Tolerance, Coke Fiend Hindrance)
You not only love cocaine, but you feel like a freaking Superman when you’re high. While under the influence of coke you can ignore all Wound penalties for 3 rounds and gain the benefits of the Berserk edge. After a binge you suffer 1 Fatigue point until you can get a night’s rest.
Superfly

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d6, Investigation d6, Lockpicking d4, Notice d6+2, Shooting d6, Guts d4, Tracking d4, Streetwise d6+2, Persuasion d6+2

Charisma 2, Pace 6, Parry 5, Toughness 5, CV 56

Hindrances: Overconfident, Enemy: Police, Illiterate.

Edges: Attractive, Alertness.
Felicia "Scratchy" Wilson

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:***You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing

or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened senses:***When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.
Solomon Bloodstone

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:***You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing

or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened senses:***When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.

## Quotes

"Nah, guppies you gotta leave the girl back"

"Ugh, we in M\*\*\*\*F\*\*\*\*\* Avalon!!!"
Black Eyed Susan

### Role Moves

* ***Question Authority:*** When you are dealing with a hostile organized group, you get to roll with Something Extra.
* ***Dancing Queen or King:*** While dancing to your inner beat, roll Something Extra when Free Your Mind
* ***Turn On, Tune In:***(Requires Dancing Queen) You gain environmental protection for your current area (Breath underwater, High Altitudes)

### Story Moves

* ***Heart on Your Sleeve:*** Underneath it all, you’re still a good person. Roll with Something Extra when you do something to help a civilian.

* ***Beginner's Luck:*** When gambling or otherwise relying on chance to determine success roll with Something Extra.
Jamie "Soup" Clark

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:***You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing

or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened senses:***When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.
Um-Simi

Um-Simi is the First-last Remnant, and features in Belka's story in Tiding 05:

*When the world was new, there was only concept; thought without form. Only everything at once, and yet nothing at all. The First-last Remnant, Um-Simi, saw that there should be more. And so it took the threads for the Beginning and it spun them with the other ideas, right through until the Last. When the work was done, they took the thread and dove downward into the world, waiting to be where they crashed into the ground. Where they hit, the impact was so great they sunk a whole region, and were torn apart."*

*"The soul still held the thread, and so it burrowed deep underground to anchor the Beginning in the world, from where it stretched high up into the sky towards the End. Deep under the earth, it curled up around the start, and slept. High above, split from the sleeping knowing, the being body walked in circles around the world thread; and from its being and its witnessing, the world was born. Everywhere it passed, the thought of things solidified, and wound another thread around the world’s string. And so it wanders still, gathering the tales of life until the rope is thick and strong. Until the Sleeper awakens. Until they pull down the end of things."*
―Belka
Politician

Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6

Skills: Streetwise d6, Stealth d4, Shooting d4, Fighting d4, Repair d6, Lockpicking d4, Persuasion d8, Notice d6, Guts d6

Charisma 0, Pace 4, Parry 4, Toughness 5, CV 52

Hindrances: Enemy: Corporation - Doorusher Inc., Phobia, Lame.

Edges: Luck, Arcane Resistance, Common Bond.
Vindalaeris

Vindalaeris is a large and powerful state in western Aeboria, inhabited by the Vindalaeran Elves. It is a heavily forested land protected by its geography with mountains and highlands surrounding most of its borders. The country is abundant in natural resources and blessed with vibrant flora and fauna. These factors have made Vindalaeris an reclusive society independent from world politics, only trading with its dwarven neighbors to the east and the other nearby elven societies. Recently the country is facing challenges from the expanding powers of the Damagor horde in the north and the Chalkan Empire to its south, both posing an existential threat to Vindalaeran independence and political pacifism.

## Politics

Vindalaeris is ruled by a High King or High Queen of elven descent. Historically most High Kings have been high elves, although wood elves have also been elected to the position. All lords answer to the High King, but they also enjoy a high degree of autonomy. Most major cities in Vindalaeris act as de facto city states with their own rules and customs. The title is elected and is non-hereditary. When the post of High King is vacant, the lords of the realm elect a High King. 30 years after election, the lords meet again to assess if a new ruler High King or Queen is needed. If the lords of the Vindalaeran realm are disgruntled by the high ruler and if he or she displays signs of negligence or tyranny, the lords can appeal to the Emerald Council. The Emerald council consists of philosophers, elders and holy men, who are tasked with handling issues regarding morality, duty, faith and justice. If both the lords and the Emerald council agree that the High King or Queen is unfit to rule, they may be deposed and a new election is held.

## Locations

### Towns

Towns
 Cideris | 13,000
Tree of Time

Located in the barren highlands of Manakos lies the Tree of Time, a gigantic tree towering at 500 meters. The exact age of the tree is unknown, and it is said to have been created by Vestica as a timeless everlasting natural wonder within Cintias. Manakos was once covered in lush forests that disappeared over time due to a drying climate and deforestation. However, the Tree of Time appears to have been unaffected by these changes and has remained the same for time immemorial.

People have experienced surreal and extraordinary visions at the tree. People who have slept by or mediated at the tree has reported on going through various experiences where they may experience past and upcoming events, such as getting omens of the future or envisioning their childhood or the life of an ancestor. Cults exist that worship the tree, although continuous exposure to the tree's magical properties are known to take a toll on a persons mind and make them lose sight of reality.
Embrace 33: Look The Bastards In The Eye

## Content Warnings

Mindreading, manipulation, surveillance, betrayal, break-ups

*"From Crown’s Ait, three columns of nim Shif soldiers marched on us, followed by Ministers and the Lanterns and the fucking Swifts. And at their head Valour and Vigor themselves, armour gleaming and spears in hand, come to remove the last bit of grit from the shine of their ambition.
The second siege of Tail’s End were upon us and we welcomed it... We welcomed it."*

 *Show more/less*

*Nilkat*"

## Notes

### Attributions

* Episode title from Onsind's *Pokémon City Limits*
* Music from Kai Engel's *Satin*
* Game system can be found here
* Art and maps from Ben Swinden; can be found on the TFR website maps page
* Narration and summary text from the TFR website episode page

### Plot Notes

**Warning! There may be spoilers ahead!**

*These Flimsy Rituals is distributed under a CC BY-NC-SA license. This wiki contains excerpts of scripted text and official shownotes, and is considered to be under the same license. Official artwork is not to be used on this wiki. Fanart pieces are distributed under licenses determined by the artist- please check the caption or alt-text.*
Flatfoot

When you joined the force, you were just a regular blue uniform working the usual domestic disputes and misdemeanor offenses. You longed for more serious work but never had the right connections or education to be a rising star. Your buddies think you’re nuts for volunteering to work in OCB – scuttlebutt around the Department is that OCB is for weirdos and burnouts only – but ever since you got here you really felt like you were doing something important for the first time.

Recommended Edges: Alertness (N); Investigator (N); Woodsman (N)

Starting Kit: A badge, a 9mm pistol, a maglite
Hoodrat

**Attributes:** Agility d6, Smarts d6, Spirit d8, Strength d6,

Vigor d6

**Skills:** Fighting d4, Intimidation d6, Notice d6, Persuasion

d10, Shooting d4, Streetwise d6, Taunt d6

**Charisma:** +2; **Pace:** 6; **Parry:** 4; **Toughness:** 5

**Hindrances:** One Major, two Minor

**Edges:** Attractive, Strong Willed
Headcase

Sometimes there’s things that happen in this job that you wish you could unsee but simply can’t. You’ve gone on one Gug hunt too many and have started to go around the bend. The Union won’t let the Department kick you out; they keep you on so that you can draw medical benefits but they’re careful not to entrust you with anything too sensitive. Who knows when you might snap for good?

Recommended Edges: Mysterious Past (N); Danger Sense (N); Arcane Resistance (N)

Starting Kit: A bottle of pills and a Magnum revolver
Groups: Shards and Fragments

All groups, communities and factions for the season are listed here, along with a brief description. For more detailed information, follow the link to the group's individual page.

Columns can be sorted with the small black arrows, and the table can be expanded or contracted using the teal arrows on the right.

## Shards and Fragments

*These Flimsy Rituals is distributed under a CC BY-NC-SA license. This wiki contains excerpts of scripted text and official shownotes, and is considered to be under the same license. Official artwork is not to be used on this wiki. Fanart pieces are distributed under licenses determined by the artist- please check the caption or alt-text.*
Trans-Kordobian Trade Company

The Trans-Kordobian Trade Company is a Kordobian trading company that trades throughout many countries. It acts mostly independently and has become a global trade power.

The trade company sells stocks to wealthy investors. These investments guarantee that the company can buy ships, ports, warehouses and crew for its operations. The largest shareholder is the Gradenius family, led by Porto Gradenius, who holds 30% of the shares.

## History

After Kordobia gained its independence from the Azurite Empire in 1135, a huge question in the country was how to fund the state without aid from their imperial overlords. With Kordobia's strategic geographic position, trade was emphasized. Eventually, the Trans-Kordobian Trade Company would be established in 1210. The company would quickly grow to become a global trading giant within mere decades of its founding.

## Organization

The Trans-Kordobian Trading Company's base of operation is located in Adriana, the capital of Kordobia. Hundreds of company trading posts have been established throughout the world, each focusing on the trade of specific goods and resources. The tight organization and access to global goods and markets means that each company trading post can offer competitive prices, often outcompeting local merchants when selling imported goods.

## Members

* Porto Gradenius
* Maviano Gradenius
Magic Items from Blaxploitation Films

Sure, here are a few magic items inspired by Blaxploitation movies:

1. The Dolemite Suit

* Item Type: Armor (Leather)
* Rarity: Rare
* Attunement: Requires attunement by a character with the proficiency in the Intimidation skill.
* Description: This studded leather armor is covered in rhinestones and features a large, exaggerated collar. When the wearer enters combat, the suit grants them the ability to use the Intimidation skill with advantage. Additionally, the wearer gains resistance to psychic damage.

1. The Superfly Cane

* Item Type: Weapon (Cane)
* Rarity: Rare
* Attunement: Requires attunement by a character with the proficiency in the Acrobatics skill.
* Description: This silver-tipped cane is decorated with gold filigree and inlaid with diamonds. When wielded in combat, the Superfly Cane grants the user a +1 bonus to attack and damage rolls. Additionally, the wielder gains proficiency in the Acrobatics skill, allowing them to use the cane to perform daring stunts and maneuvers.

1. The Shaft Revolver

* Item Type: Weapon (Revolver)
* Rarity: Very Rare
* Attunement: Requires attunement by a character with the proficiency in the Investigation skill.
* Description: This sleek, black revolver is engraved with the word "Shaft" in gold lettering. When wielded in combat, the Shaft Revolver deals an additional 2d6 damage to targets that the wielder has investigated thoroughly beforehand. Additionally, the revolver grants the wielder the ability to see through illusions and disguises, allowing them to see the true form of their enemies.

1. The Foxy Brown Perfume

* Item Type: Consumable (Perfume)
* Rarity: Rare
* Attunement: Does not require attunement.
* Description: This small bottle of perfume is a deep shade of red and smells of sweet vanilla and sandalwood. When applied to the skin, the Foxy Brown Perfume grants the user advantage on all Charisma-based checks made against male characters. Additionally, the wearer gains the ability to cast the spell "Charm Person" once per day, without requiring a spell slot.

Note: These magic items are designed to be flavorful and fun, but their effects can be adjusted to fit the power level of your campaign. Additionally, their names and descriptions can be changed to fit the specific Blaxploitation movies that inspire them.
"Mittens"

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Way of the Fist***: When you utilize a Kung Fu technique instead of brute force, you may roll +Hustle instead of +Might.
Rick Austin

Good Old Boy X-Tech

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:***You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing

or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened senses:***When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.

## Quotes

"Nah, guppies you gotta leave the girl back"

"Ugh, we in M\*\*\*\*F\*\*\*\*\* Avalon!!!"
The Hearts

## Notable members

* Belka
* Karuun
* Keepers of Ur-Taal

## Traditions

* Appointing a Heart is a very long process and can only be done formally on a certain day of the year; Belka's replacement is unlikely to have been appointed by the time the story starts.
* Somebody becoming a Heart will put aside their previous name, and take on a new name, as well as a title befitting their post.
* If someone leaves the Hearts, their story is written down- a cause of great grief for the Heart in question.

## Relationships

* Belka
* Keepers: The Hearts oversee and train up the Keepers of Ur-Taal.

## History

*These Flimsy Rituals is distributed under a CC BY-NC-SA license. This wiki contains excerpts of scripted text and official shownotes, and is considered to be under the same license. Official artwork is not to be used on this wiki. Fanart pieces are distributed under licenses determined by the artist- please check the caption or alt-text.*
Arcane Contractor

he Force sometimes hires you out to consult on really weird crimes they can’t solve themselves. They just think of you as some kind of occult expert but the truth is you’re a practicing Magician who has decided to use your powers to hinder the encroachment of the Great Old Ones. You try your best to be careful with your abilities but you sometimes get the nagging feeling that your sanity is already starting to slip away by degrees.

Recommended Edges: Arcane Background: Black Magic (N); New Power (N); Arcane Resistance (N)

Starting Kit: Temporary ID badge on Metro-Dade lanyard, a piece of chalk, an Elder Seal amulet
Uuhu

Uuhu is an Aarakocran scholar, translator from the lands of Keluhi. She was born in the city of Krenoxhi, but travelled with scholars from an early age. She speaks Aarakocran, Common, Elvish, Dwarvish, Draconic, Halfling and Celestial.

Uuhu has been a companion of the Maravian Adventures party.

## Maravian Adventures

Uuhu had been captured by slavers who sold her to a travelling troupe of carnival performers in Maravia, where she was forced to perform. During a performance in Tarrington, the Maravian Adventurers saw how poorly Uuhu was treated and attacked the performing troupe, killing all the performers and freeing her. She decided to travel with the party for safety.

Upon arriving at Kantmark Academy, Uuhu decided to establish herself at the school as a scholar. After the conclusion of the Maravian Adventures, Uuhu would depart from the world and begin travelling again, travelling between different magic institutes and academies. She would pick up spellcasting in order to become more self-reliant and able to stand up for herself.

## Notable Works

### Books

Uuhu released a detailed account on the tragedy of the Maravian Piergard family and the death of Isabetha Piergard, titled "On the Domestic Trauma of the Aristocracy - An Account of the Piergard Family". The biography brought a lot of attention to the toxic expectations of female nobility on Maravia.
William White

Was an ex high school teacher on the run who was a street chemist for a gangster named Phoenix, things got a little too hot for him and he had to fake his death. He was the victim of an attempted mugging when he arrived in the city but was saved by Montenegro Jones.

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:***You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing

or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened senses:***When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.
Undercover Cop

You’ve been immersed in deep cover for so long you barely remember who you used to be. Whether it’s posing as a foot soldier in one of the local mafias or working your way into the esoteric ranks of a Hastur cult, you are committed to taking the bad guys down from the inside. If your work should happen to bleed over into your normal life a bit, so be it – it comes with the territory for guys like you.

Recommended Edges: Connections: Street or Occult (N); Charismatic (N); Luck (N)

Starting Kit: A cunning disguise, a cipher (for coded messages), an audio recorder
S.W.A.T.

You are either a former S.W.A.T. team member or are on indefinite loan to OCB to help them with their bizarre cases. Your specialty is weaponry, urban warfare and intrusion tactics. You believe that there isn’t a monster out there that can’t be brought down so long as you have the right guns.

Recommended Edges: Quick Draw (N); Marksman (S); Nerves of Steel (N)

Starting Kit: Kevlar vest, combat shotgun, regulation 9mm, a flashbang grenade
Dolomite's Soul Power Spotlight Wiki

**Welcome to the Dolomite's Soul Power Spotlight Wiki!**
A place for tabletop RPG set in the later part of the 20th century.

We're a collaborative community website about Dolomite's Soul Power Spotlight that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Compli Xender Bross

## Quotes

*These Flimsy Rituals is distributed under a CC BY-NC-SA license. This wiki contains excerpts of scripted text and official shownotes, and is considered to be under the same license. Official artwork is not to be used on this wiki. Fanart pieces are distributed under licenses determined by the artist- please check the caption or alt-text.*
Edges

Arcane Background: Psychic

Arcane Journeyman

Arcane Master

Arcane Resistance

Arcane Resistance, Improved

Archmage

Blood Magic

Cuban Heritage

Elastic Mind

Ghetto Roots

Grounded

Haitian Heritage

Mysterious Past

Narcotics Tolerance

Scarface

Seventh Son of a Seventh Son

Super Rich

Coke Fiend (Major)

More than just a simple recreational user, you are a full-blown cocaine addict. You suffer a Fatigue level every day unless you have a fix. Your Wealth die is permanently decreased by 1 level since you’re always in debt to pay for your habit (but you’re also almost always holding). If you are in the presence of cocaine, you will do just about anything to get your hands on it.

Dementia (Minor/Major)

Characters afflicted with Minor Dementia suffer a -2 to their Sanity score. They are slightly delusional and claim to see and hear things that aren’t there. Characters with Major Dementia suffer a -4 Sanity score and have full blown imaginary friends, claim to have lived in Atlantis, believe they will be reincarnated as a Great Old One, etc.
Blue Funk

## Role

* ***Hardcore:*** All Tough Guys start with +1 Might (Max +3).

* ***Always Armed, Always Dangerous:*** In your hands anything becomes a deadly weapon. When you pick up a nearby object to wield as a weapon, roll +Brains.
	+ On a 10+, Pick 3:
	+ On a 7-9, Pick 2: Then describe the object. Basic Improvised Weapon (1-harm, hand, clumsy)
		- It’s heavy (+1 harm)
		- It’s sharp (+1 harm)
		- It can be easily thrown (range close)
		- It’s long (+area)
		- It’s not Clumsy (-clumsy)

* ***Bustin’ Loose:*** When you use pure strength to destroy an inanimate object or obstacle, roll +Might.
		- It doesn’t take a very long time.
		- Nothing of value is damaged.
		- It doesn’t make an inordinate amount of noise.
		- You can fix the thing again without a lot of effort.

## Story

* ***Tougher than Leather:*** You have +1 armor, either by your choice of kung fu training, special metal bracelets that reflect bullets or maybe you’re just too bad-ass to feel the pain.

* ***Ain’t Got Time to Bleed:*** When you have more than 4-harm, you suffer no negative penalties (although you still risk additional harm and death at 5-harm or more

## Quotes

"you tripping dog, have a draw on this, it'll mellow you out"

"I didn't order any sushi this large"
Weydalaeron

Weydalaeron is the capital city of Damaria. Located in the duchy of Cameria, It has a strong strategic location, being located south of the Saerin River estuary and north of the Saerin's two main branches, the Blue Saerin and the White Saerin, giving the city access to the inland regions of the realm as well as access to the sea.

## Places

### The Vermillion Citadel

The Vermillion Citadel is the royal castle of Damaria. It is an expansive fortress complex and the biggest fortification in all of the Midrealms. Its name derives from the red-tinted brick walls and bright scarlet roofs and spires. It houses the royal halls of the Damarian royalty and is almost like a self-sustaining city onto itself, with more than 7000 inhabitants calling the citadel home.

The Citadel houses the Damarian Royal Cavalry, the most prized soldiers of the Damarian army. The main hall of the Royal cavalry is a domed building with a large wyvern statue nested on its top.
Mysterious Past

There are some serious skeletons in your closet. Your co-workers know better than to ask too much, but they always give you funny looks when you suddenly bust out some bit of knowledge or flash of skill that you’ve never shown before. Once per game session you can make any single Skill Check or Knowledge Check at a d12, citing some vague or cryptic past experience.
Pinnacle Entertainment Group

**Pinnacle Entertainment Group** is a publisher of role-playing games and that is owned and operated by Shane Lacy Hensley and was founded in 1994. Some time before 2003, the company was renamed Great White Games and in 2005 returned to the original name. In 1996 the company published what would be their flagship title for several years *Deadlands*, a role-playing game set in an alternate-history U.S. of the 1870s. *Deadlands* features magic and horror amidst the tropes of the Old West.

In 2003, as Great White Games, they produced *Savage Worlds*, a game designed to be both a role-playing game and a miniatures game. A highly streamlined, generic system, it is designed to provide game play in any genre. Subsequent releases for *Savage Worlds* are self-contained campaigns designed to minimize the preparation time of the GM and maximize the time spent running the game with players. *Savage Worlds* carries the tag line "Fast! Furious! Fun!" to emphasize the streamlining and quick play inherent in the system.

In late 2005, Shane Hensley announced that Great White Games would return to using the Pinnacle Entertainment Group moniker as its brand name for subsequent releases.

## References

1. ↑ HENSLEY Shane Lacy, *Deadlands: The Weird West Roleplaying Game*, Pinnacle Entertainment Group, August 1996, 224 p. soft cov., ISBN 1-889546-00-3
Rookie

The department is full of total rock stars like Detective Burnett. You feel honored just to hang out in the same room as that guy. Every day you come to work anxious, hoping Rico or Burnett will call your number to come help out on a bust. When that day comes, you swear you’ll never let them down!

Recommended Edges: Quick (N); Investigator (N)

Starting Kit: Police Academy T-shirt, a night stick, a regulation hand gun
Chad Williamson

Vigilante Former Badge

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:***You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing

or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened senses:***When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.

## Quotes

"Nah, guppies you gotta leave the girl back"

"Ugh, we in M\*\*\*\*F\*\*\*\*\* Avalon!!!"
Disco Inferno

"Disco Inferno"

The year is 1977, and the disco craze is sweeping the nation. You and your group of Spirit of 77 players are all employees at the hottest disco club in town, "The Inferno." But when the club's owner, Tony "The Torch" Torino, turns up dead in the club's office, it's up to you and your coworkers to figure out who did it and clear your names before the cops come knocking.

As the night progresses, you'll have to navigate the seedy underbelly of the disco scene, dealing with shady businessmen, rival gangs, and crooked cops. Can you uncover the truth and save the Inferno before it goes up in flames?

The one shot will be a mix of investigation, social interaction and action.

Player Roles:

* The DJ: You're the life of the party, and know all the ins and outs of the club. You have a keen sense of observation and can quickly read people's emotions.
* The Bartender: You're the club's resident wise guy, and know everyone's secrets. You're also a master of mixology and can use your drinks to gain information or seduce people.
* The Waitress: You're the club's main attraction and know how to work the crowd. You're also a shrewd observer and can spot when something's amiss.
* The Bouncer: You're the muscle of the club, and know how to handle any situation that comes your way. You're also a bit of a softie and have a strong sense of loyalty to your friends.

Story moves:

* When you try to charm or intimidate someone, roll +Cool. On a 10+, they give you what you want. On a 7-9, they give you what you want, but it comes with a cost. On a miss, they refuse your request, but you learn something new about them.
* When you use your knowledge of the club to gain an advantage, roll +Sharp. On a 10+, you get what you need. On a 7-9, you get what you need, but it comes at a price. On a miss, you get what you need, but it comes at a cost, and you get a negative reputation.
* When you try to uncover a secret, roll +Sharp. On a 10+, you discover something important. On a 7-9, you discover something important, but it comes at a cost. On a miss, you discover something important, but it comes at a high cost.
* When you try to escape danger, roll +Cool. On a 10+, you escape with no problem. On a 7-9, you escape with some trouble. On a miss, you escape with a lot of trouble.
* When you try to fight, roll +Tough. On a 10+, you win the fight easily. On a 7-9, you win the fight, but it comes at a cost. On a miss, you lose the fight, but you get away.

Each role has it's own specific moves that will be revealed during the one shot depending on the actions of the players.

Side effects can include getting injured or getting into trouble with the law. Additional benefits can include gaining valuable information or allies.
Lubo Duke

Was an ex high school teacher on the run who was a street chemist for a gangster named Phoenix, things got a little too hot for him and he had to fake his death. He was the victim of an attempted mugging when he arrived in the city but was saved by Montenegro Jones.

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:***You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing

or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened senses:***When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.
Liaison

You don’t work directly for the Force, but you have been sent by some other Agency to help OCB put a stop to any extra-dimensional intrusions. You have great political connections and access to lots of cash and material but don’t like to talk about your superiors. For you it’s all about getting the job done even if that means losing a few good people along the way.

Recommended Edges: Connections: Government (N); Rich (N); Charismatic (N)

Starting Kit: Agency badge (FBI, ATF, INS, etc.), a 9mm pistol, a brick-sized mobile phone
Aloysius "Sweet Leaf" Walker

A Hustler that can get you anything you need a lot of things you dont. Works a lot with Montenegro

### Role Moves

* ***Skiptrace:*** You know all the ins and outs of tracking down fugitives. When you do some legwork to locate a person who’s hiding out locally, roll +Brains. On a 10+, you’re able to find where that person is or a lead to someone who would know. On a 7-9, you’re able to find a lead, but it’s going to come at a cost determined by the DJ.

* ***Repo Work:*** You may use “Skiptrace” to track down leads to stolen, or otherwise missing items like automobiles, art, or other valuables.

* ***Always the Underdog:*** When you are outnumbered, gain +1 armor.

### Story Moves

* ***Conspicuous:*** You have physical traits that mark you as non-human: A glowing red gem in your chest. These traits can be hidden with clothing or makeup, but anyone making a thorough physical inspection will discover your abnormality.

* ***Heightened Senses:*** When you "Scope Out the Scene" you always will roll Something Extra.

* ***Old School Body:*** Your muscles are not human. When utilizing your Physicality to exceed human physical capabilities, roll with Something Extra.
Sultanate of Izhmat

Izhmat is a major empire in Kesrica, situated primarily in the Qoz’t Desert. Its’s heartland lies in the Izhari homeland of the lower Axor River valley, one of the few fertile areas in the Qoz’t region, and extends to the Droza Highlands which serves as the trading hub with the Midrealms to the north. The Axor river grants access to the exotic regions to the south of the sultanate, which allows the realm to trade valuable goods that cannot be attained in any other place, such as exotic fruits, jewelry, silk, etc. Although still a powerful nation, Izhmat is undergoing a slow decline. It once controlled most of the northern continent of Kesrica but has been losing territory and influence to its neighbors in recent times.

## History

### Izharian Empire (400's-1200's)

The Izharian empire was established in 420. the empire spanned present day Izhmat, all of the southern Qoz't region, including the Alwalliah Valley and the Seyanite lands of the Teboou Peninsula in the northeast.

In 1122, during a war against the Dakhazians to the west, the Seyanites of Teboou rebelled, starting the War for Seyanite Independence. The empire was unable to suppress the rebellion, leading to the lands beyond the Teboou range breaking away from the empire in 1125.

In 1290, the Shadjahnis in the Alwalliah Valley rebelled. The emperor Qunos VIII died in a decisive battle against the rebels. Eventually, the people of the Alwalliah won and seceded from the empire, forming the Emirate of Ahmam and the Emirate of Fana'an in 1294.

### Izhmat-Akarros Trade Wars (1372-1380)

In the late 1300's, trade flowing through the Azure Sea and the Sea of Sethos was tightly contested between Akarros and Izhmat. This led to the initiation of the Izhmat-Akarros Trade Wars in 1372. The war consisted of many sea skirmishes and raids on coastal communities. In 1378, Akarros conquered the important port city of Nias, allowing Akarrosian soldiers to march into the heartland of Izhmat and do significant damage to the countryside. A peace treaty would be signed, declaring Akarros as the winner of the dispute and giving them Nias, giving Akarros absolute control of trade flowing into and out of the Sea of Sethos.

### Towns

Towns
 Geveh Dir | 11,000
Hook-Up

**Attributes:** Agility d6, Smarts d6, Spirit d8, Strength d6,

Vigor d6

**Skills:** Fighting d4, Intimidation d6, Notice d6, Persuasion

d10, Shooting d4, Streetwise d6, Taunt d6

**Charisma:** +2; **Pace:** 6; **Parry:** 4; **Toughness:** 5

**Hindrances:** One Major, two Minor

**Edges:** Attractive, Strong Willed
Lincoln Harp and the One Step Beyond

Lincoln Harp was an arcane detective, known for his ability to solve supernatural crimes and mysteries. He had a keen mind and a deep understanding of the arcane, which he used to uncover the truth and bring criminals to justice. His secretary, Maude, was an Oracle, a person who has the ability to see the future, and her visions often helped Lincoln in his investigations.

One day, Lincoln received a desperate plea for help from a renowned scientist named Dr. Emma West. Dr. West had been working on a groundbreaking experiment, but she had gone missing, and her lab had been ransacked. Lincoln knew that this was no ordinary case, as Dr. West's work dealt with powerful and dangerous arcane forces.

Lincoln set out to investigate, determined to find Dr. West and bring her home safely. He began by interviewing her colleagues and associates, but no one seemed to have any information about her whereabouts. He searched her lab, but it was clear that someone had tampered with her equipment and erased any clues that might have been left behind.

As he delved deeper into the case, Lincoln realized that Dr. West's disappearance was connected to an industrialist named Donovan Fain. Fain was known for his ruthless business practices and his obsession with technology and progress, regardless of the consequences. Lincoln soon discovered that Fain had been funding Dr. West's research, and he believed that she had uncovered something that he wanted to keep secret.

With the help of Maude's visions, Lincoln was able to track Fain down to his secret laboratory, where he found Dr. West, held captive and forced to continue her research for Fain's gain. Lincoln and Maude were able to free Dr. West and stop Fain's nefarious plans, and they were able to bring him to justice.

Dr. West was grateful to Lincoln and Maude for their help, and she returned to her work, determined to use her research to help others, not to be exploited by a power-hungry industrialist. Lincoln and Maude, meanwhile, returned to their office, ready for their next case, and the future looked bright for the arcane detective and his Oracle secretary.