recursal/Fanatic-Fandom huggingface dataset:
Fulgura; Book of Lightning

With a thousand bolts, Fulgura fell from the sky, landing in the hands of who would become the first Stormcaller. Since then, the knowledge has moved through the realm, exposing many to the power of thunder. The Book of Lightning specialize in long range strikes and chain attacks.

 Abilities

### **Tier 1**

* **Chain Lightning (2PP)**
	+ The caster launches a blast of lightning that leaps between foes.
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Lightning Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: Spell Damage. An enemy within 3 hexes of the target also takes your casting attribute in damage.
* **Complete Circuit (2PP)**
	+ Electricity is always trying to find a path, and you are the hand that guides it.
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Lightning Spell Style/Stance
	+ Range: 3
	+ Target: See Effect
	+ Effect: Draw a line between as many targets on the field as you can, with no more than three hexes between each target. The line must start with you. Roll once for all targets.
	+ Attack: Int/Wis/Cha VS Grit
		- Hit: Spell Damage + Attribute
* **Thundering Strike (2PP)**
	+ Which is worse, the scorching bolt of lightning or the ear shatter bang of thunder?
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Lightning Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Grit
		- Hit: Spell Damage and Deafened (1). All adjacent enemies are also Deafened (1).

### **Tier 2**

* **Storm Cloud (3PP)**
	+ A cloud drifts atop the battlefield, tossing bolts of lightning down at those who dare tread beneath it.
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Lightning Spell Style/Stance
	+ Range: Self
	+ Target: Burst 5
	+ Effect: Create a storm cloud. It moves one hex in any direction at the start of your turn. All targets underneath the storm cloud are attacked by it. Lasts 3 turns.
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: Spell Damage
* **Lightning Strike (3PP)**
	+ From the sky comes a thunderous bolt, striking a wide area.
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Lightning Spell Style/Stance
	+ Range: 15
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: Spell Damage + Attribute. All adjacent enemies also take half damage and are knocked away 1 hex.
* **Zeus' Javelin (4PP)**
	+ The caster tosses a bolt of lightning from their hands, it shakes with energy. Upon impact, the blast is a mesmerizing sight to behold.
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Lightning Spell Style/Stance
	+ Range: Line of Sight
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: 4 Spell Damage + Attribute
At the Codfish Ball

**The Farmer In The Dell** was a song for Boppin' with the Hoppin'

## **Lyrics**

The farmer in the dell The farmer in the dell Hi ho the dairy-o The farmer in the dell The farm takes the wife The farm takes the wife Hi ho the dairy-o The farm takes the wife The wife takes the child The wife takes the child Hi ho the dairy-o The wife takes the child The child takes the nurse The child takes the nurse Hi ho the dairy-o The child takes the nurse The nurse takes the dog The nurse takes the dog Hi ho the dairy-o The nurse takes the dog The dog takes the cat The dog takes the cat Hi ho the dairy-o The dog takes the cat The cat takes the rat The cat takes the rat Hi ho the dairy-o The cat takes the rat The rat takes the cheese The rat takes the cheese Hi ho the dairy-o The rat takes the cheese The farmer runs away The farmer runs away Hi ho the dairy-o The farmer runs away The wife runs away The wife runs away Hi ho the dairy-o The wife runs away The child runs away The child runs away Hi ho the dairy-o The child runs away The nurse runs away The nurse runs away Hi ho the dairy-o The nurse runs away The dog runs away The dog runs away Hi ho the dairy-o The dog runs away The cat runs away The cat runs away Hi ho the dairy-o The cat runs away The rat runs away The rat runs away Hi ho the dairy-o The rat runs away The cheese stands alone The cheese stands alone Hi ho the dairy-o The cheese stands alone

## Kids

1. Nicki Bell
2. Lori Bell
3. Travis Briggs
4. Steven Brooks
5. Fabby Brown
6. Jeremy Brown
7. Damon Bryant
8. Michael Burke
9. David Chan
10. Kelly Chan
11. Kristy Chan
12. Sander Byfuglin
13. Jessica Appell
14. Adanelly Camacho
15. Tameka Claybrook
16. Katinka Chun
17. Tiffany Bailey
18. Donetta Charles
19. H.B. Charles
20. Kristy Espinoza
21. Tina-Marie Espinoza
22. Chris Finch
23. Gabriel Diaz
24. Robby Rosellen
25. David Klingenberger
26. Bradley-Dean Fox
27. Mandie Fox
28. Trek Potter
29. Marcus Mendoza
30. Gregory Harrison
31. Shawn Harrison
32. Kenny Ford
33. Richard Shoff
34. Devyn Puett
35. Ingrid Dupree
36. Ryan Dorin
37. Suzanne Aoki
38. Dee Caspary
39. Nicole Cropper
40. Kimberly Duncan
41. Jade Calegory
42. Angella Kaye
43. Brian Poth
44. Gina Marie Vinaccia
45. ShVaughn Heath
46. Hillary Hollingsworth
47. Myisha Jackson
48. Jennifer Kayner
49. Jensen Karp
50. Ninette Kohley
51. Shauna Steenhoek
52. Chris Lytton
53. Scott Lammom
54. Rachael Holly
55. Carla Martyn
56. April Hong
57. Triskin Potter
58. Tuhk Potter
59. Andrea Schuete
60. Errean Rutledge
61. Tricia Woods
62. Alanna Mulhern
63. Dakeisha Payne
64. Shanika Washington
65. Lou Richard
66. Paul Smith
67. Coleman Saucier
68. Malcolm Loungway
69. Gordon Mandich
70. Nicole Mandich
71. Nicholas Matus
72. Chloe Matus
73. Neal Mayo
74. Andres McKenzie
75. Olivier Mercier
76. Ryan Olson
77. Catherine Przybylska
78. Katie Polk
79. Tarrish Potter
80. Karli Supera
81. Brian Rosenstein
82. Richard Stuart
83. Ernestina Taylor
84. Vladimir Triaca
85. Josh Keaton
86. Terrence Williams
Oh You Can't Get to Heaven

**Oh You Can't Get to Heaven** was a song for Action Bible Toddler Songs

## Lyrics

Oh, you can't get to heaven
(Oh, you can't get to heaven)
On roller skates
(On roller skates)
'Cause you'd roll right by
('Cause you'd roll right by)
Those pearly gates
(Those pearly gates)

Oh you can't get to heaven
On roller skates
'Cause you'd roll right by
Those pearly gates
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more

Oh, you can't get to heaven
(Oh, you can't get to heaven)
In a rocking chair
(In a rocking chair)
'Cause a rocking chair
('Cause a rocking chair)
Won't get you there
(Won't get you there)

Oh, you can't get to heaven
In a rocking chair
'Cause a rocking chair
Won't get you there
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more.

Oh you can't get to heaven
(Oh you can't get to heaven)
In a limousine
(In a limousine)
'Cause the Lord don't sell
('Cause the Lord don't sell)
No gasoline
(No gasoline)

Oh you can't get to heaven
In a limousine
'Cause the Lord don't sell
No gasoline
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more.

If you get there
(If you get there)
Before I do
(Before I do)
Just tell my friend
(Just tell my friend)
I'm coming too
(I'm coming too)

If you get there
Before I do
Just just tell my friend
I'm coming too
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more
I ain't gonna grieve my Lord no more.

## Kids

1. Jamie Grable
2. Cedric Canada
3. Cory Warfield
4. Dolly Reber
5. Anna Clare Snyder
6. Hope Cervantes
7. Phillip Jacobs
How to Play

Guild House is best played with 3-5 players, along with a Game Master.

Guild House functions mainly in two modes. Narrative play, where players use their backstory, gear and whit to solve mysteries, journey through dungeons, and explore far off lands. Or combat, where characters use their carefully crafted character and abilities to fight off their foes.

The goal of this game is to keep roleplay gameplay streamlined and fun, more focused on the roleplay than the gameplay, while keeping combat tactical and dynamic. Too many rules can bog down narrative play, or make it more complex than it needs to be.

The Game Master leads the gameplay experience. They craft a story for the players to traverse through, and operate the non-player characters in combat.
Quick Reference Sheet

* Use a Movement Ability.

* Speak.
* Switch Loadouts.
* Grab or drop a Weapon, Shield, or Item.
* Drop Prone.
* Open or Close a Door.
* Use a Free Action Ability.

* A blinded character can’t see. All attack rolls are made with Disadvantage, and any attempt for a character to conceal themselves from this character is made with advantage.
* The character takes a -10 penalty to any check that relies on sight.
* Any attack made against your Defence or Reflex is with Advantage.

Numbed

* A numbed character loses any feeling of touch.
* Any attack made against the character’s Grit has Advantage.

Phantomed

* A phantomed character loses the sense of their bodies’ movements and position.
* The character takes a -10 penalty to any Dexterity Check.
* Any attack made against the creature’s Willpower has Advantage.

Deafened

* A deafened character can’t hear anything.
* The Character takes a -10 penalty to any check that relies on hearing.

Muted

* A muted character can’t speak.
* The character takes a -10 penalty to any check that relies on speaking.

Imbalanced

* An imbalanced character loses any sense of balance.
* At the start and end of its turn, the character falls prone.

### Stunning Afflictions

Staggered

* Any attack made against the character has Advantage.

Dazed

* A Dazed Character can’t make Reactions.

Stunned

* A Stunned character can’t make Actions or Reactions.

Unconscious

* An unconscious character can’t take Actions, Moves, Free Actions, or Reactions.

* The character falls Prone if possible.

* Any Attack made against the character has Advantage.

### Body Afflictions

Immobilized

* An immobilized character cannot move other than from teleportation and forced movement.

Restrained/Lagged/Restricted

* Any attack made against the character's Defence or Reflex has Advantage.

Rooted

* A rooted character cannot take Move Actions and cannot be moved from their space for any reason.

Slowed

* A slowed character’s speed is reduced to 1. This does not affect forced movement or teleportation.

Weakened

* A weakened character’s Attacks, Skill Checks, and Non-Skill Checks all have Disadvantage.

Withered

* A withered character’s attacks all deal half damage rounding up. Ongoing damage is not affected.

Paralyzed

* A paralyzed character cannot take Actions, Moves, Free Actions, or Reactions.
* Any attack made against the character’s Defence or Reflex has Advantage.

# Conditions

Invisible

* An invisible character is impossible to see without the aid of magic or special senses.
* The character can always try to Conceal itself, even without cover.
* Attacks against the character’s Defence have Disadvantage, and the character’s Attacks against Defence have Advantage.

Incorporeal

* ½ damage from abilities that do not require a magical loadout to use.

Nullifying

* ½ damage from abilities that require a magical loadout to use.

Vanished

* This Character isn’t physically present, likely because they were temporarily teleported to a different plane of existence. They will reappear in the same space or the closest space possible on a later turn.
Bataille d'Aurora

La bataille d'Aurora s'est déroulée le 7 juin 2020 après la fondation d'Arcadia, en plein coeur de la ville d'Aurora. Cette bataille a opposé les forces d'assaut de Noctaf aux forces armées d'Aurora sur terre et les forces d'assaut navales de Noctaf à la flotte de guerre de Wallobon et au Mjolnir avec à son bord l'ancienne générale, Sheraza Daro et l'ancien grand pirate Batosaï Chanteluth.

## L'assaut.

En fin d’après midi, les troupes terrestres de Noctaf entrèrent dans la ville par le nord, ravageant tout sur leur passage. Les auroriens, bien que pris au dépourvu, organisèrent une défense mais cette dernière ne fit pas le poids contre la puissance de feu de Noctaf. Elle permis cependant à une grosse partie des habitants de quitter la ville. Afin de couper toute retraite à Aurora, les forces navales de Noctafs attendaient au large de la ville, avec pour but de prendre le port. Cependant, Noctaf, peu au courant des exploits navales de Wallobon, n'ayant pas connaissance de l'existence du Titan, navire de guerre faisant la fierté de la flottes Wallobonoise ainsi de la présence du Mjolnir, navire pirates commandé par le légendaire pirate Batosaï Chanteluth avec à son bords l'ancienne générale de Wallobon Sheraza Daro dont l'efficacité au combat n'est plus à prouver, se virent rapidement stopper dans leur avancée.

"Le Titan tenait en respect les flottes désordonnées des envahisseurs à lui seul tandis que tout les autres navires de Wallobon tiraient à feu nourri sur les navires à portée, aucun d'entre nous n'avait le courage de lancer son navire en première ligne pour tenter une percée. Il faut dire que, bien que l'ennemie éprouvait de la difficulté a couler nos bâtiments, il faisait des ravages dans les équipages et un navire sans équipage n'est qu'une épave flottante... Après plusieurs heures de lutte acharnée sans qu'aucune issue ne se dessine, un trois-mâts barque lourdement armé fendit l'écume bouillonnante entre nos navire pour fuser vers l'ennemi. Il ne faisait partie d'aucune flotte et arborait le pavillon noire d'un pirate qui s'était déjà battu à nos cotés lors de la guerre d'Ulkad si ma mémoire est bonne. Avant qu'aucun d'entre nous n'ai pus réagir, il fusa au milieu des rang ennemis avant de tirer en continu sur tout navire hostile passant à portée. J'aurais juré voir notre ancienne générale et entendre un homme rire sur ce navire mais passons. Grâce à cette intervention totalement inconsciente ou de génie selon comment on le voit, notre flotte à pu éclater celle de l'ennemi et les quelques navires civiles que nous protégions ont pu s’échapper."

-Loic,dit *La Mouette*, Marin sur *Le Bélier,* Ketch à hunier.

## Conséquences

Suite à l'assaut, la cité d'Aurora est sous la domination ennemie et il est quasiment impossible d'y entrer. Les rescapés quand à eux ont fuis vers #insererNomDUneVille
Armor

Armors have set stats which support the playstyle of your class, but may give you weaknesses in other areas depending on your ability scores. The type of armor you can equip is determined by your Class.

Once you’ve chosen your class frame, write in the stats for your chosen armor.

### Sturdy Armor

* Speed 3, Health +15, Defence +11
* Speed 3, Health +15, Defence +8, Grit +6
* Speed 3, Health +26, Defence +8

### Balanced Armor

* Speed 4, Health +15, Defense +8
* Speed 4, Health +12, Defence +7, Reflex +4
* Speed 4, Health +21, Defence +6
* Speed 4, Health +0, Defence +10, Grit +2, Reflex +2, Willpower +2

### Powered Armor

* Speed 3, Health +15, Defense +5, Grit +3, Reflex +3, Willpower +3
* Speed 3, Health +12, Defence +5, Grit +4, Willpower +4
* Speed 3, Health +21, Defence +5, Willpower +4
* Speed 3, Health +0. Defence +10, Grit +4, Willpower +8

### Swift Armor

* Speed 5, Health +15, Defense +5
* Speed 5, Health +6, Defence +8
* Speed 5, Health +8, Defence +5, Reflex +4
* Speed 5, Health +0, Defence +10
Necronomicon; Book of Necrotic

“The body becomes blood,

Sickening, pure blood,

Let it be tainted, for Xeno’l!

Hail! Oh, Vile Lord of Hell!” ~ Necronomicon, Book XIV

The book of Necrotic has spells that focus on self sustain and life stealing.

 Abilities

	+ *The caster sucks the soul out of their target, taking it's strength for their own.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Necrotic Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Def
		- Hit: Spell Damage. Heal for damage done.
* **Leech (2PP)**
	+ *You hook into the heart of your target with dark magic, sucking out their very life force.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Necrotic Spell Style/Stance
	+ Range: 5
	+ Target: One Character
	+ Effect: Int/Wis/Cha VS Will
		- Hit: Become a leech to your target. At the start of your turn, roll an Attribute check. If you pass, steal Attribute health from the target. Max 3 times.
* **Vampire (3PP)**
	+ *The caster sucks blood from the target, recovering health in turn.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Necrotic Spell Style/Stance
	+ Range: Melee
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Def
		- Hit: Spell Damage + Attribute. Heal for 2x damage done.
* **Death Mark (3PP)**
	+ *The caster bargains with a dark power, and in return, is granted a great boon of strength.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Necrotic Spell Style/Stance
	+ Range: 15
	+ Target: One Character
	+ Effect: The target is marked for death. If the marked for death character dies before the start of your next turn, heal 20 HP.

### **Tier 2**

* **Forced Aging (2PP)**
	+ *The target is aged, shortening their lifespan by an unknown amount.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Necrotic Spell Style/Stance
	+ Range: 5
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Grit
		- Hit: Withered (1), you heal 3 Attribute
* **Chaos Division (3PP)**
	+ *All things in the Universe can be divided into smaller, more insignificant parts.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Necrotic Spell Style/Stance
	+ Range: Melee
	+ Target: Battered Enemy
	+ Attack: Int/Wis/Cha VS Grit
		- Hit: Reduce opponents current HP by 1/2. Heal equal to that amount.
Psiona; Book of Psychic

The Psiona is not a book for mortal eyes. To completely understand the Psiona would drive any mind mad. To understand Psychic magic one must carefully walk the border of madness and sanity, knowing exactly what amount of knowledge is too much. The Book of Psychic contains spells that can manipulate the enemies wills and disables their senses.

 Abilities

### **Tier 1**

* **Possess Legs (2PP)**
	+ *Like a puppetmaster, the caster leads the target around however they may like.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Psychic Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Will
		- Hit: Shift the character up to their movement in any direction. Attribute damage.
* **Numbing Prison (3PP)**
	+ *The caster traps their target in their own bodies, numb to the world around them.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Psychic Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Will
		- Hit: Numbed (3), Phantomed (3)
* **Sensory Shutdown (2PP)**
	+ *The caster shuts down the enemies primary senses, greatly inhibiting their ability to do anything.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Psychic Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Will
		- Hit: Blind (1), Mute (1), Deafen (1)

### **Tier 2**

* **Self Mutilation (2PP)**
	+ *There are few things more horrifying than watching a man dismantle himself, especially when they're bent to do it against they're will.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Psychic Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Will
		- Hit: Make the enemy basic attack themselves once.
* **Ego Death (3PP)**
	+ *The caster blocks the foes memories, turning them into a feral fight or flight monster.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Psychic Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Will
		- Hit: Target character goes into a frenzy for 2 turns. Will attack closest allies or enemies without regard. Character may only use at-will abilities or basic attacks in this time.
* **Turncoat (2PP)**
	+ *The caster saps into the mind of their target, making them forget whose side they're on.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Psychic Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Will
		- Hit: Force the character to basic attack or use an at-will ability on an ally in range. If the target does not have an ally to attack, this spell has no effect.
		- Miss:
If It Never Ever Rained Again

**If It Never Ever Rained Again** was a song for Boppin' with the Hoppin'

## Lyrics

If it never ever rained again, again,
If it never ever rained again.
I do declare I couldn't wash my hair
If it never ever rained again.
If it never ever rained again, again,
If it never ever rained again.
I need water and a pail to wash the rail
If it never ever rained again.
If it never ever rained again, again,
If it never ever rained again.
I couldn't wash my toes or even my clothes
If it never ever rained again.
If it never ever rained again, again,
If it never ever rained again.
I couldn't wash my tail, couldn't wash my hair,
Couldn't wash my toes or anywhere.
See what I mean? I couldn't get cleaned
If it never ever rained again
## Kids

1. Joseph White
2. Matthew Neal
3. Graham Leach
4. Nathan Regan
5. Jonathan Curry
6. Daniel Cal
7. Tiffany Burton
8. Trent Richardson
9. Emily Smith
10. Cory Warfield
11. Peter Woo
12. Corey Lopez
13. Paul Chapman
14. Anthony Mullins
15. Shirley Temple
16. Lauren King
17. Richard Terran
18. Augustus Michaels
19. Darius Cal
20. Robert Gay
21. Marty Gay
Spellbooks

Spellbooks offer players an option to use their spell styles in specialized ways. These are also strong spell options for players who aren't interested in the spellcasting classes. Each spellbook is tied to a specific spellstyle, so make sure you have the right one!

### Spellbooks

* Aether; Book of Arcane
* Atlas; Book of Earth
* Infernia; Book of Fire
* Freya; Book of Ice
* Fulgura; Book of Lightning
* Eukaryota; Book of Nature
* Necronomicon; Book of Necrotic
* Psiona; Book of Psychic
* Theos; Book of Radiant
* Luna; Book of Water
* Gust; Book of Wind
Atlas; Book of Earth

Atlas is the tale of how the earth formed. A tome that records the position of every pound of rock that forms the mighty realm. It’s endless pages hold every possible truth. The book of Earth has spells that can modify the terrain and create impenetrable defense.

## Abilities

### **Tier 1**

* **Hurl Boulder (2PP)**
	+ *The caster tosses a massive stone through the air, creating a block on the battlefield upon a brutal impact.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Earth Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Effect: The rock blocks line of sight and acts as cover. It has 10HP and defensive stats are 10.
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: Spell Damage. Leave a rock in the effect hex and target character is knocked back one hex.
		- Miss: Leave a rock in the effect hex. Target character must move to an adjacent hex of their choice.
* **Rock Mail (2PP)**
	+ *Rocks crawl around the user, turning them into a golem like figure.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Earth Spell Style/Stance
	+ Target: Self
	+ Attack: Int/Wis/Cha Check
		- Hit: +3 defense, until the end of combat
* **Stone Sentry (2PP)**
	+ *Trading all movement for a rock solid shell, the caster becomes an immovable but nigh unkillable object.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Earth Spell Style/Stance
	+ Target: Self
	+ Attack: Int/Wis/Cha Check
		- Hit: Reduce damage taken by your casting attribute. Lasts until you move. You cannot be moved unwillingly.

### **Tier 2**

* **Clashing Rocks (2PP)**
	+ *Two rocks rise from the ground and slam together, catching those too slow to escape their clasp.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Earth Spell Style/Stance
	+ Range: 5
	+ Target: One Character
	+ Effect: At the start of your next turn, leaves a stone pillar in it's place that blocks ranged attacks. It has 15HP and defensive stats are 10.
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: Rocks begin to close in on the target. Make the attack roll at the start of your next turn. If the target moves, willingly or unwillingly, before the start of your next turn, the attack misses. 2 Spell damage + Attribute.
* **Rock Cover (2PP)**
	+ *The caster bends the earth to make a large stone wall.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Earth Spell Style/Stance
	+ Range: 1
	+ Target: Line 3
	+ Attack: Int/Wis/Cha Check
		- Hit: Create a 10ft wall of stone. Breaks line of sight for both sides, the wall has 20 hp, if it hits 0 all sections of the wall collapses into dust.
* **Terraform (3PP)**
	+ *Raise the Earth beneath you, creating a massive mountain*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Earth Spell Style/Stance
	+ Range: Self
	+ Target: Burst 5
	+ Effect: The hex directly underneath you is raised to 30ft. All adjacent hexes around it are raised to 20ft. All hexes adjacent to those hexes are raised to 10ft.
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: Spell damage + Attribute
		- Miss: Attribute Damage
Theos; Book of Radiant

“Be brave, go forth, spread my word,

For I am Power, I am the sun, I am all,

And you, are my children. And I bless you all.” ~ Theos 4:12

The book of radiant has powerful line damage spells and potent healing.

	+ *Call upon a heavenly power to perform a miracle, healing your ally with potent magic*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Radiant Spell Style/Stance
	+ Range: 5
	+ Target: One Ally
	+ Attack: Int/Wis/Cha Check
		- Hit: 3 Weapon + Attribute Healing.
		- Miss: Attribute Healing
* **Searing Beam (2PP)**
	+ *Meld the feet of your foes to the ground with this searing beam that radiates from the earth.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Radiant Spell Style/Stance
	+ Range: 1
	+ Target: Line 7
	+ Effect: Choose a space adjacent to your character, then draw the line in any direction you choose. You or any allies would still be targetted if caught in the line.
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: Immobilized (1)
* **Gift of Life (2PP)**
	+ *Give a small portion of your strength to an ally in need.*
	+ Frequency: At-Will
	+ Action Type: Free Action
	+ Requirements: Radiant Spell Style/Stance
	+ Range: 10
	+ Target: One Ally
	+ Effect: Transfer up to 5HP from yourself to an ally. May only be used once per round.

### **Tier 2**

* **Sun Laser (3PP)**
	+ *Unleash a beam of radiant power, dealing unbelievably potent damage.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Radiant Spell Style/Stance
	+ Range: 1
	+ Target: Line 10
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: 5 Weapon Damage.
* **Resurrection (3PP)**
	+ *The caster pulls the targets soul back from the dead, returning them to the mortal world.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Radiant Spell Style/Stance
	+ Range: 1
	+ Target: One Dead Character
	+ Attack: Int/Wis/Cha Check
		- Hit: Character is brought back to life with 5 HP
* **Astral Healing (3PP)**
	+ *Using a secret prayer, call upon a long forgotten god to perform an ancient and powerful rite.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Radiant Spell Style/Stance
	+ Range: 1
	+ Target: One Ally
	+ Attack: Int/Wis/Cha (dis.) Check
		- Hit: Restore the ally to max HP. They cannot take damage until the end of their next turn.
		- Miss: Restore 1/2 of the allies max HP
Conditions

Conditions are similar to Afflictions in that they are kept track of using points. However, during a Recover, each Condition loses one point.

Invisible

* An invisible character is impossible to see without the aid of magic or special senses.
* The character can always try to Conceal itself, even without cover.
* Attacks against the character’s Defence have Disadvantage, and the character’s Attacks against Defence have Advantage.

Incorporeal

* ½ damage from abilities that do not require a magical loadout to use.

Nullifying

* ½ damage from abilities that require a magical loadout to use.

Vanished

* This Character isn’t physically present, likely because they were temporarily teleported to a different plane of existence. They will reappear in the same space or the closest space possible on a later turn.
Joe Wilson

**Joseph Gold WIlson**, ou mais conhecido como **Joe Wilson**, é um personagem coadjuvante em Sexta-Feira 13: Mar de Sangue, também é o herói do filme junto a Tiffany.

## Biografia

Joe Wilson foi chamado por Filipo Bargo para supervisionar uma construção, de cara Joe aceitou. Durante o percurso percebeu que sua namora Amy também ia.

### Acampamento Higgins Haven

No acampamento, após anoitecer, Joe decidiu mergulhas junto aos seus amigos, quando houve o desaparecimento de Dylan Brown, rapidamente Joe saiu do mar.

Nas barracas Joe e sua namorada sempre estavam brigando por besteiras, mas mesmo assim Joe ainda amava ela.

Quando Joe pela primeira vez viu um assassinato em sua frente, foi com a morte de Califórnia, rapidamente Joe ficou desesperado e fugiu para uma das cabanas junto a Tiffany enquanto acabou perdendo a sua namorada de vista na fuga.

Nesse tempo Joe acabou encontrando uma espingarda, e decidiu usá-lo para acabar com Jason. Ele acabou se juntando com Joseph Callum, Tiffany Oliver e Amy Williams para acabar com o Jason. Enquanto os outros tinham morrido.

Nesse meio tempo, Joe acabou se separando de Amy, sua namorada e de Joseph Callum, o seu amigo.

Joe, junto a Tiffany descobriram sobre a cabana de Jason e de sua mãe morta Pamela. Tifafny decidiu usar o casaco da mãe do Jason para acabar com ele.

E então, enquanto Jason estava muito partido pela morte de sua mãe, Joe aproveitou para matá-lo. Porém, Jason percebeu antes e usou o machado para matá-lo.

Joe WIlson foi o 7º personagem e último a morrer em Sexta-Feira 13: Mar de Sangue.
Gust; Book of Wind

Gust is not a book, but the knowledge gained from listening to the wind. The first key to wind magic is communicating with the wind, and then the secrets may be revealed. The first wind speakers gave this knowledge to mortal peoples. Book of Wind spells allow incredible movement and powerful control.

## Abilities

### **Tier 1**

* **Gliding Leap (1PP)**
	+ *The caster leaps into the air with a gust of wind, and soars, before landing with grace.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Wind Spell Style/Stance
	+ Target: Self
	+ Attack: Int/Wis/Cha Check
		- Hit: Your character flies up to 2 times their speed. Must end movement on the ground.
* **Updraft (1PP)**
	+ *The caster creates a vertical shaft of air currents that can be used to navigate vertical surfaces, or to scout an area.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Wind Spell Style/Stance
	+ Range: 5
	+ Target:One Hex
	+ Attack: Int/Wis/Cha Check
		- Hit: Create an elevator of air that can carry the caster or their allies up to 50ft in vertical height or safely lower them. Lasts 1 turn.
* **Sonic Wave (2PP)**
	+ *The caster unleashes a cresent blast of wind, effectively dealing with multiple foes.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Wind Spell Style/Stance
	+ Range: Self
	+ Target: Cone 3
	+ Attack: Int/Wis/Cha VS Grit
		- Hit: Spell Damage. Attribute knockback.

### **Tier 2**

* **Gale Force Dash (2PP)**
	+ *The user flashes out of view, before reappearing somewhere else. The only sign of their movement is the sonic boom left in their wake.*
	+ Frequency: Chapter
	+ Action Type: Move
	+ Requirements: Wind Spell Style/Stance
	+ Target: Self
	+ Attack: Int/Wis/Cha Check
		- Hit: Move up to 5 times your speed.
* **Tornado (3PP)**
	+ *The caster creates a violent cyclone, and uses it's currents to sling friend or foe across the battlefield.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Wind Spell Style/Stance
	+ Range: 10
	+ Target: Burst 2
	+ Attack: Int/Wis/Cha Check
		- Hit: Create a tornado. Any character (friend or foe) that enters the effect hexes is shifted 5 spaces away. Enemies launched by the tornado also take your spell damage.
* **Hurricane Gale (3PP)**
	+ *The caster creates a powerful wind tunnel. The surging gale is strong enough to break bones, and sends foes tumbling back.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Wind Spell Style/Stance
	+ Range: 20
	+ Target: Line 20
	+ Attack: Int/Wis/Cha VS Grit
		- Hit: Spell Damage + Attribute, 5 Knockback
		- Miss: Half Damage
Race

Race currently has no effect on your gameplay, and won’t have much of one in the future. We felt your race should not define what you can do as a character, if you want to be an elven barbarian, go ahead! Orc wizard? Be my guest!

In the future, races will have ability trees that you can only access as that class, but they will be optional additions to your character. Not limitations.

You can make your race whatever you’d like, but for some examples, we have:

* Human
* Elf
* Dwarf
* Orc
* Halfling
* Tiefling
* Dragonborn
* Beastborn
* Vampire

Again, we encourage you to use your own if you would like, these are just to give you a place to start.
Classes

Classes refer to the ‘frame’ your character is based around. A class determines the general direction of your playstyle, your defensive bonuses, and your speed via Armor

## Class Roles in Guild House

It is recommended that a party have at least certain roles filled in order to have a balanced party with each member contributing to their success in combat.

2 Players: Striker, Support

3 Players: Striker, Defender, Support

4 Players: Striker, Defender, Support, Striker/Controller

5 Players: Striker, Defender, Support, Controller, Striker/Defender

6 Players: At least one of each role but no more than two of each.

However, the above roles aren’t required in order to have a good balanced party.  For example, if a couple members of your party picked up some support abilities, then perhaps you could forego the need for a dedicated Support.

The below classes are sorted into roles based on what their abilities generally favour towards, however with your own customisation, multiclassing, and dipping into other trees your character could fill a different role entirely or multiple different roles at the same time.

### Striker Classes

Strikers are typically about high damage against single targets, with abilities that enhance their damage output. They tend to be more frail, requiring protection by the rest of the party or some method of avoiding dangerous situations.

* Assassin
* Barbarian
* Cavalier
* Conjurer
* Mage
* Monk
* Sniper
* Spellblade
* Warrior

### Defender Classes

Defender Classes can typically take a hit, more so than other classes. Their abilities revolve around lowering the enemy’s attack capabilities, holding them in close combat and otherwise reducing their mobility, as well as boosting their own protective abilities.

* Beastmaster
* Crusader
* Knight
* Necromancer
* Runemaster
* Scoundrel

### Support Classes

Support Classes focus on healing and bolstering their allies, improving the attack potential of their allies while also shielding them from harmful effects and healing their wounds.

* Anatomist
* Champion
* Leader
* Medic
* Mender
* Thaumaturge

### Controller Classes

Controller classes are typically about AoE and hindering enemies, as well as maintaining control over the environment. Controllers typically favour offence over defence, and more than other classes typically have a more versatile arsenal of powers.

* Alchemist
* Rogue
* Spellbow
* Tinkerer
* Warden
* Warlock
* Wizard

### Versatile Classes

Versatile classes are dependant on how you choose to use the abilities of your character. They could fit multiple or all roles and don’t fit cleanly to any one respect.

* Shapeshifter
Adventurer Abilities

Adventurer abilities are all Tier 0, so they don't require XP! You can use these to pad out your character.

## Abilities

### **Tier 0**

* **Weapon Toss (1PP)**
	+ *Perhaps as a last resort technique or a way to take your enemy by surprise, you are skilled at throwing your otherwise non-thrown melee weapon at a target.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Melee Weapon
	+ Range: 5
	+ Target: One Character
	+ Effect: Your weapon lands in the space where the target is.
	+ Attack: Str/Dex VS Def
		- Hit: 2 Weapon + attribute Damage
* **Sprinter (1PP)**
	+ Push yourself to the limits, making a full out sprint.
	+ Frequency: Passive
	+ Effect: You may take the Move move as an action.
* **Spell Blast (2PP)**
	+ Using their Spell Style, the caster attacks with an explosive ranged blast.
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Spell Style/Stance
	+ Range: 10
	+ Target: Burst 2
	+ Attack: Wis VS Def
		- Hit: Spell damage
* **Spell Ray (2PP)**
	+ Using their Spell Style, the caster attacks with a precise ranged blast.
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Int+2 VS Def
		- Hit: Spell damage
* **Spell Strike (2PP)**
	+ Using their Spell Style, the caster attacks with a powerful ranged blast
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Spell Style/Stance
	+ Range: 10
	+ Target: One Character
	+ Attack: Cha VS Def
		- Hit: Spell damage +1
* **Runner (2PP)**
	+ Running is a honed skill, and hone it your character has.
	+ Frequency: Passive
	+ Effect: Your speed is increased by 1
* **Additional Loadout (2PP)**
	+ Your character is a user of many weapons, and carries a couple extra scabards or spellbooks.
	+ Frequency: Passive
	+ Effect: You gain one additional Loadout
Chapter 3

**Chapter 3** is the third episode of the 2020 Netflix fantasy television series *The Ghost Bride*.

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Synopsis

Official episode synopsis for Chapter 3 from Netflix:

As Mr. Pan's time runs out, Li Lan visits a figure from Lim Tian Ching's past and follows Lim Yan Hong at the gambling den, putting herself in danger.

## Cast and characters

Starring:

* Huang Peijia as Pan Li Lan
* Wu Kang-jen as Er Lang
* Ludi Lin as Lim Tian Bai
* Kuang Tian as Lim Tian Ching
* Janet Hsieh as Hsiao Yu
* Susan Leong as Amah
* Jordan Voon as Mr. Pan
* Wilson Tin as Old Wong
* Angeline Tan as Madam Lim
* Jojo Goh as Lim Yan Hong
* Teresa Daley as Isabel De Souza

Co-starring:

* Fai Chen as Shi Ching
* Meisim as Fu Mei
* Andrea Sarah Jalleh as Little Li Lan
* Ng Chooi Hong as Mrs Yin
* Tammy Yee as Sim
* Daphne Chuah as Ang

## External links

* Chapter 3 on the Internet Movie Database
Afflictions

An Affliction can change a character’s capabilities in specific ways. Afflictions are typically inflicted by abilities, with the ability defining how long the Affliction will last or the circumstances to remove it. All Afflictions are harmful, whereas Conditions are beneficial.

### Sensory Afflictions

Blinded

* A blinded character can’t see. All attack rolls are made with Disadvantage, and any attempt for a character to conceal themselves from this character is made with advantage.
* The character takes a -10 penalty to any check that relies on sight.
* Any attack made against your Defence or Reflex is with Advantage.

Numbed

* A numbed character loses any feeling of touch.
* Any attack made against the character’s Grit has Advantage.

Phantomed

* A phantomed character loses the sense of their bodies’ movements and position.
* The character takes a -10 penalty to any Dexterity Check.
* Any attack made against the creature’s Willpower has Advantage.

Deafened

* A deafened character can’t hear anything.
* The Character takes a -10 penalty to any check that relies on hearing.

Muted

* A muted character can’t speak.
* The character takes a -10 penalty to any check that relies on speaking.

Imbalanced

* An imbalanced character loses any sense of balance.
* At the start and end of its turn, the character falls prone.

### Stunning Afflictions

Staggered

* Any attack made against the character has Advantage.

Dazed

* A Dazed Character can’t make Reactions.

Stunned

* A Stunned character can’t make Actions or Reactions.

Unconscious

* An unconscious character can’t take Actions, Moves, Free Actions, or Reactions.

* The character falls Prone if possible.

* Any Attack made against the character has Advantage.

### Body Afflictions

Immobilized

* An immobilized character cannot move other than from teleportation and forced movement.

Restrained/Lagged/Restricted

* Any attack made against the character's Defence or Reflex has Advantage.

Rooted

* A rooted character cannot take Move Actions and cannot be moved from their space for any reason.

Slowed

* A slowed character’s speed is reduced to 1. This does not affect forced movement or teleportation.

Weakened

* A weakened character’s Attacks, Skill Checks, and Non-Skill Checks all have Disadvantage.

Withered

* A withered character’s attacks all deal half damage rounding up. Ongoing damage is not affected.

Paralyzed

* A paralyzed character cannot take Actions, Moves, Free Actions, or Reactions.
* Any attack made against the character’s Defence or Reflex has Advantage.
Luna; Book of Water

The Luna was written by an old sage, a woman who was said to come from the moon. Her teachings were first learned by a tribe of nymphs, and since have been given to mortals. The book of water is used for moderate damage and knockback, as well as healing.

## Abilities

### **Tier 1**

* **Hydropump** **(2PP)**
	+ *The cast fires a pump of water, pushing back those trying to approach.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Water Spell Style/Stance
	+ Range: 5
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Def
		- Hit: Spell + Attribute Damage. Attribute Knockback.
* **Water Whip (2PP)**
	+ *The caster lashes a long whip of water, dealing high mid-range damage.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Water Spell Style/Stance
	+ Range: Casting Attribute
	+ Target: One Character
	+ Attack: Int/Wis/Cha VS Def
		- Hit: Spell Damage. Attribute Knockback.
* **Saturation (2PP)**
	+ *Heal an ally using special water magic techniques. Using it again is even more effective.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Water Spell Style/Stance
	+ Range: 10
	+ Target: One Ally
	+ Effect: Heal 1d8. Using this ability on the same ally again increases healing to 1d12.

### **Tier 2**

* **Sailors Knot (2PP)**
	+ *Tie two enemies together with a rope of water before slamming them together.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Water Spell Style/Stance
	+ Range: 5
	+ Target: Two Characters
	+ Effect: Both rolls need to be successful or the attack fails. There can be no objects between the two targets.
	+ Attack: Int/Wis/Cha VS Grit
		- Hit: Spell damage + Attribute. Targets are pulled into each other and meet in the middle.
* **Healing Rain (2PP)**
	+ *Summon the gift of rain, restoring all those who bathe in its warmth.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Water Spell Style/Stance
	+ Range: Self
	+ Target: Burst 5
	+ Effect: It begins to rain drops of rejuvenating water. Every character (including enemies) in the burst heals 2 Attribute health.
* **Tsunami (4PP)**
	+ *The caster raises an enormous wall of water, and pushes it forwards, mowing down anything in it's path.*
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Water Spell Style/Stance
	+ Range: 1
	+ Target: 5 Hex Line
	+ Attack: Int/Wis/Cha VS Ref
		- Hit: A tsunami forms. Create a five hex line. As soon as you cast it, and at the start your next turn, the line sweeps five spaces away from you. Everyone caught in the sweep is targeted by you for a Int/Wis/Cha VS Ref attack. Being hit by this attack deals 2 Spell damage + Attribute
		- Miss: Spell damage + Attribute
Dual Wield Mastery

Those who choose to wield two weapons have lightning reflexes and rapid attacks. They can move unpredictably and engage multiple foes at once.

## Abilities

### **Tier 1**

* **Dual Strike (2PP)**
	+ *You make two quick strikes, holding your ground against multiple foes.*
	+ Frequency: At-Will
	+ Action Type: Action
	+ Requirements: Dual Wielding or Off-Handing
	+ Range: Weapon Range
	+ Target: One or two Characters
	+ Effect: You make two attacks for this ability. The attacks can either both target the same enemy or each target a different enemy within range.
	+ Attack: Str/Dex vs Def
		- Hit: 1d6 + Attribute damage
* **Parry and Counter (2PP)**
	+ *You deftly parry an attack away from you with one weapon, and use your other to take a quick jab*
	+ Frequency: At-Will
	+ Action Type: Reaction
	+ Requirements: Melee Dual Wielding
	+ Range: Melee
	+ Target: One Character
	+ Effect: When an enemy targets you with a melee attack against your defence and misses, you may use this reaction to make a follow up attack against the target.
	+ Attack: Str/Dex vs Def
		- Hit: Weapon Damage
* **Cross Sweep (3PP)**
	+ *You swing both weapons down with unforgiving speed in the shape of an X, which will leave a deep and damaging wound on your target.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Melee Dual Wielding
	+ Range: Melee
	+ Target: One Character
	+ Effect: Make 5 attacks against one enemy
	+ Attack: Str/Dex vs Def
		- Hit: 2d6 + Attribute
* **Flurry (4PP)**
	+ You let loose a practiced set of five strikes, one after the other wasting the enemy.
	+ Frequency: Chapter
	+ Action Type: Action
	+ Requirements: Dual Wielding
	+ Range: Weapon Range
	+ Target: One Character
	+ Effect: Make 5 attacks against one enemy
	+ Attack: Str/Dex vs Def
		- Hit: 1d6 + Attribute Damage

### **Tier 2**

* **Lacerating Blur (3PP)**
	+ *Unleash a blur of strikes, followed by a moment of silence, and then a fountain of blood.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements: Dual Wielding
	+ Range: Cone 3
	+ Target: All
	+ Effect: Make two attacks against each enemy within cone
	+ Attack: Str/Dex vs Def
		- Hit: 1d6 + Attribute Damage
* **Dancing Blades (3PP)**
	+ *Deftly dodge around the battlefield, avoiding attacks and repositioning.*
	+ Frequency: Passive
	+ Requirements: Melee Dual Wielding
	+ Effect: Whenever a melee attack that targets your defence or reflex misses you, you may move two spaces in any direction. This movement will trigger opportunity attacks from anyone other than the character who made the attack
* **Whirlwind Strike (4PP)**
	+ *Twhirl in a circle with your weapons, attacking all surrounding foes.*
	+ Frequency: Combat
	+ Action Type: Action
	+ Requirements:
	+ Range: 1
	+ Target: All
	+ Effect: As part of this ability you may move 2 spaces before making your attack. This movement does not trigger opportunity attacks
	+ Attack: Str/Dex vs Ref
		- Hit: 2 Weapon + 2 Attribute
Head Shoulders Knees and Toes

**Head Shoulders Knees and Toes** is a Song for Boppin' with the Hoppin'

## Lyrics

Head and shoulders knees and toes, knees and toes
Head and shoulders knees and toes, knees and toes
Eyes and ears and mouth and nose
Head and shoulders knees and toes, knees and toes

Head and shoulders knees and toes, knees and toes
Head and shoulders knees and toes, knees and toes
Eyes and ears and mouth and nose
Head and shoulders knees and toes, knees and toes

Head and shoulders knees and toes, knees and toes
Head and shoulders knees and toes, knees and toes
Eyes and ears and mouth and nose
Head and shoulders knees and toes, knees and toes

Head and shoulders knees and toes, knees and toes
Head and shoulders knees and toes, knees and toes
Eyes and ears and mouth and nose
Head and shoulders knees and toes, knees and toes

Feet and tummies arms and chins
Arms and chins
Feet and tummies arms and chins
Arms and chins
And eyes and ears
And mouth and shins
Feet and tummies arms and chins
Arms and chins

Hands and fingers legs and lips
Legs and lips
Hands and fingers legs and lips
Legs and lips
And eyes and ears
And mouth and hips
Hands and fingers legs and lips

Head and shoulders knees and toes, knees and toes
Head and shoulders knees and toes, knees and toes
Eyes and ears and mouth and nose
Head and shoulders knees and toes, knees and toes

## Kids

1. Trent Richardson
2. Cedric Canada
3. Lori Bell
4. Adam Schramm
5. Heather Green
6. Becky Swonke
Janet Hsieh

**Janet Hsieh**  is a Taiwanese-American actress who appears in Netflix's 2020 fantasy television series *The Ghost Bride*.

*Our community needs more information on this page! Can you help out? Click here to add more.*

## External links

* Janet Hsieh on the Internet Movie Database
* Janet Hsieh on Twitter
* Janet Hsieh on Instagram