<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dicey-dangers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vien</id>
	<title>Dicey Dangers Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dicey-dangers.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vien"/>
	<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php/Special:Contributions/Vien"/>
	<updated>2026-05-29T21:19:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.38.1</generator>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=HERO-999&amp;diff=2851</id>
		<title>HERO-999</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=HERO-999&amp;diff=2851"/>
		<updated>2022-03-13T05:29:50Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Table 999: Finished Hero */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:HEROGEN Header}}&lt;br /&gt;
==Table 999: Finished Hero==&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll 1D6 !! Table-999 Hero Outlook&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || You can either go and die later or die now at the hands of your creditors.  &lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || You have nothing left to lose, and nobody left to love. &lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || You have something to prove to the world. &lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || You don't have anything else better to do. &lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || You are very excited to see the world ahead of you. The adventure entices you. &lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || You know that nobody could integrate change into the world, but you–and only you. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
=Grats!=&lt;br /&gt;
&lt;br /&gt;
Welcome, young heroes, to the world of Dicey Dangers! &lt;br /&gt;
&lt;br /&gt;
It will be a tale left for centuries untold, of martyrs whose lives had been sacrificed and heroes whose lives prevail over the rest. It tells a story of the magic that goes on for many years ahead–of spells and curses that would forever be engraved into the foundational roots of this world. This old world is not for the faint of heart. You will be facing ruthless monsters whose talons await your blood, and reverent patrons whose glare could seep into your veins. You will be traversing up the rocky cliffs in search of treasure and artifacts that would hopefully guide you in your quest to both victory and glory. &lt;br /&gt;
&lt;br /&gt;
Your quest will not be easy. &lt;br /&gt;
&lt;br /&gt;
However, you will not do it alone. The moonlight may reveal your shadows, but it will also reveal your companions. They come from many places–heroes who have trekked from the great lands of the strong, civilians who you may have saved from their fates, and even mages whose spells may prove to be advantageous to your journey. Some may travel with you with hearts as clear and transparent as the sea below you, while some may travel with a blade behind their backs. Whether you let them assist in these unchartered waters is wholly up to you, and how you want your fate to unfold. &lt;br /&gt;
&lt;br /&gt;
Thank you for sharing your journey with us at Dicey Dangers. &lt;br /&gt;
&lt;br /&gt;
{{Template:HEROGEN Footer}}&lt;br /&gt;
[[Category:Hero Generator]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=HERO-999&amp;diff=2850</id>
		<title>HERO-999</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=HERO-999&amp;diff=2850"/>
		<updated>2022-03-13T05:19:08Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Grats! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:HEROGEN Header}}&lt;br /&gt;
==Table 999: Finished Hero==&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll 1D6 !! Table-999 Hero Outlook&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || Oh No! Your Hero died a most gruesome death.&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || Whew, Close Call, but al least you didn’t die&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || Things could be worse&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || Your so chill bro&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || Happy Days are here again&lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || Excited to go on an Adventure! Lets Do This!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Grats!=&lt;br /&gt;
&lt;br /&gt;
Welcome, young heroes, to the world of Dicey Dangers! &lt;br /&gt;
&lt;br /&gt;
It will be a tale left for centuries untold, of martyrs whose lives had been sacrificed and heroes whose lives prevail over the rest. It tells a story of the magic that goes on for many years ahead–of spells and curses that would forever be engraved into the foundational roots of this world. This old world is not for the faint of heart. You will be facing ruthless monsters whose talons await your blood, and reverent patrons whose glare could seep into your veins. You will be traversing up the rocky cliffs in search of treasure and artifacts that would hopefully guide you in your quest to both victory and glory. &lt;br /&gt;
&lt;br /&gt;
Your quest will not be easy. &lt;br /&gt;
&lt;br /&gt;
However, you will not do it alone. The moonlight may reveal your shadows, but it will also reveal your companions. They come from many places–heroes who have trekked from the great lands of the strong, civilians who you may have saved from their fates, and even mages whose spells may prove to be advantageous to your journey. Some may travel with you with hearts as clear and transparent as the sea below you, while some may travel with a blade behind their backs. Whether you let them assist in these unchartered waters is wholly up to you, and how you want your fate to unfold. &lt;br /&gt;
&lt;br /&gt;
Thank you for sharing your journey with us at Dicey Dangers. &lt;br /&gt;
&lt;br /&gt;
{{Template:HEROGEN Footer}}&lt;br /&gt;
[[Category:Hero Generator]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Wind_Walk&amp;diff=2847</id>
		<title>Wind Walk</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Wind_Walk&amp;diff=2847"/>
		<updated>2022-02-26T16:03:58Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Wind Walk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Wind Walk==&lt;br /&gt;
&lt;br /&gt;
Every locked door is an opportunity waiting to be explored. The ability to wind walk is nothing new to the mages of the School of Restoration, being one of the very first spells they have learned on themselves. Casters of this spell would be able to survey the places they have already been to, as fast as the wind–as many had said, coining the spell's name. It requires both their concentration and self-awareness, the two foundational characteristics for any adept mage. It could not be cast on others, but only on themselves. While the spell may appear easy, it had been one of the main causes of many accidents, so don't be too cocky just yet.&lt;br /&gt;
&lt;br /&gt;
==Charge Use==&lt;br /&gt;
Hero makes a [[Mind]] [[Skill Check]] for every 2 successes you may pass thru a room that was already expllored without checking for room encounters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Restoration]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Turn_Monsters&amp;diff=2846</id>
		<title>Turn Monsters</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Turn_Monsters&amp;diff=2846"/>
		<updated>2022-02-26T15:59:56Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Turn Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Turn Monsters==&lt;br /&gt;
The beasts that lurk in both night and day are very difficult to control and face, especially in vulnerable times. The mages from the School of Restoration have crafted a spell that could cause fear and rattle amongst any threat surrounding them, whether beast or foe. They would turn away from the slightest rattle, and retreat as the vulnerable warriors appear to take shape of illusioned shadows they had never seen before. Beasts will scream. Monsters will hide. However, illusions and feelings run out in time, depending on the power of the caster, and as such, the spell would require speed and accuracy as well.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
xxxxx&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Restoration]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Time_Stop&amp;diff=2845</id>
		<title>Time Stop</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Time_Stop&amp;diff=2845"/>
		<updated>2022-02-26T15:50:14Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Time Stop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Time Stop==&lt;br /&gt;
Years of research and development had resulted in the discovery of the time stopper spell–a spell that could ultimately stop monsters from noticing any threatening presence, at least for the time being. The spell caster could only cast this for a limited time and distance, and as such, must utilize their agility from any point of contact with the beast. Only the advanced mages have ever successfully casted the spell, and even they have trouble casting it due to the heart-stopping panic. Succeeding in the time stopper spell requires peace of mind and focus, two things that may be difficult in a face of a monster.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
xxxxx&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Restoration]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Wind_Walk&amp;diff=2844</id>
		<title>Wind Walk</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Wind_Walk&amp;diff=2844"/>
		<updated>2022-02-24T01:47:20Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Wind Walk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Wind Walk==&lt;br /&gt;
&lt;br /&gt;
Every locked door is an opportunity waiting to be explored. The ability to wind walk is nothing new to the mages of the School of Restoration, being one of the very first spells they have learned on themselves. In class, they would be asked to walk through glass, crates, and metal walls–anything that could better improve their concentration and self-awareness, being one of the two foundational characteristics to advance to newer heights. This ability, however, is very limited to the user’s power, and could only usually be performed on themselves. Casting it on others may require much more focus and understanding of the human anatomy, and as such, is usually taught in the much later years of their career.&lt;br /&gt;
&lt;br /&gt;
==Charge Use==&lt;br /&gt;
Hero makes a [[Mind]] [[Skill Check]] for every 2 successes you may pass thru a room that was already expllored without checking for room encounters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Restoration]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Remove_Curse&amp;diff=2843</id>
		<title>Remove Curse</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Remove_Curse&amp;diff=2843"/>
		<updated>2022-02-24T01:35:50Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Remove Curse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Remove Curse==&lt;br /&gt;
Curses have been the bane of humanity ever since it had prospered. While some of these curses offer more minimal expenses like popping boils and twitchy limbs, others include a much greater sacrifice for the entire nation. Farmers had their crops die with every pomegranate that falls to the ground. Men had to live their entire lives with a face so horrifying they are locked up in cells. Women would have to sacrifice their tongues, cursed to never speak again. Curses have ruined lives, but only a few know how to reverse it. &lt;br /&gt;
&lt;br /&gt;
While it may appear to be a simple spell, it requires so much focus, precision, and willpower from the caster. Not only should they be knowledgeable of what to remove, but also be able to maneuver around the jinxes the curse could set off. It is like picking a lock, only where every twist could ultimately end the victim’s life. Only advanced and expert mages from the School of Restoration would be able to perform such a feat. It also takes a lot of energy and time from the caster, depending on the curse being removed. However, casters should beware of the risks involved. If the spell had not been done right, the curse might ricochet onto the caster themselves.&lt;br /&gt;
&lt;br /&gt;
==Charge Use==&lt;br /&gt;
Remove a curse from your Hero&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Restoration]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Protection_from_Monsters&amp;diff=2842</id>
		<title>Protection from Monsters</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Protection_from_Monsters&amp;diff=2842"/>
		<updated>2022-02-24T01:20:02Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Protection from Monsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Protection from Monsters==&lt;br /&gt;
Monsters celebrate at the sight or scent of fear. They feed off of the screams of the vulnerable and latch onto those who wander alone. However, there is a way to walk through caves and lone trails without the risk of getting attacked. This spell, that has been fashioned more recently, is utilized as a way to repel monsters with a scent of a much larger creature. The stench and shadow would only be visible to those who hold ill-will against the caster, and are not of human or humanoid descent. &lt;br /&gt;
&lt;br /&gt;
The spell could be casted on an individual or on groups of people. However, its time limit would differ based on the number of people the spell is directed to, and as such, would require multiple casters to keep the spell strong and intact. While it may not require more focus like the other spells, it does require more strength from the caster, which may be difficult for beginners or the newly initiated.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
xxxxx&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Restoration]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Pavlossus_Aid&amp;diff=2841</id>
		<title>Pavlossus Aid</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Pavlossus_Aid&amp;diff=2841"/>
		<updated>2022-02-24T01:05:22Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Pavlossus Aid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Pavlossus Aid==&lt;br /&gt;
&lt;br /&gt;
Pavlossus only aids those who yearn to help and those who yearn to live. The weak, he offers no attention to as he traverses the high mountains–its snow-white fur baring against the harsh winds. As such, the spell he had created only ever works effectively in the hands of the right healer. After all, it does not only require precision, but also a lot of willpower. The caster who wishes to say the spell must direct their hands on their patient’s affected area. The more aid they require, the colder the spell would feel both on the patient and the healer–and would require strength from both ends.  &lt;br /&gt;
&lt;br /&gt;
Pavlossus was said to appear if it recognizes the shear strength you have shown throughout the whole process. While it would stay hidden for the entire process, it would leave icy strands of fur behind – a blessed sign for their journeys ahead. Only a few were able to pay witness to its legendary appearance, but many healers still hope to receive its fur as they advance further into their careers.&lt;br /&gt;
&lt;br /&gt;
==Charge Use==&lt;br /&gt;
Hero makes a [[Body]] [[Skill Check]] for every success restore 1 health&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Restoration]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Restoration&amp;diff=2800</id>
		<title>Category:Restoration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Restoration&amp;diff=2800"/>
		<updated>2022-02-12T05:14:32Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Restoration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Restoration==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; “They restore what many thought to be gone. They heal what many believe to be too broken to be fixed. They take back what was meant to be lost. They restore the lives of those who have faded away into the darkness. They are considered the gods and goddesses behind the veil, but there is only so much they can do before hope is lost.” &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Restoration belongs to the six schools of magic, widely loved by many. However, the reason for its origination stemmed from the darkened times ruled by the mages of destruction and alteration. They were mages who do not know their limits, mages who have decided to test the rules of nature to make the powerless bow on their feet. They were as ruthless as they were merciless, striking anybody in their path. Many had died. Others were on the brink of no return. And a few were left injured and scalded as they had escaped from their burning homes. &lt;br /&gt;
&lt;br /&gt;
Maria Calera has seen the mages’ atrocities and decided to do something about it. She was a mage, but of very little talents in both alteration and destruction. She never really and the heart to play with nature’s gaps, or even cause destruction to her enemies. She had yearned to live a simple life, one that had more to do with her potions and other creations, than her weak castings. However, as more and more people came into her home begging for her potions, she had realized the inner depths of her power–to heal and to save. She stopped the acid from corroding their skin, revitalized their bodies with vitamins from the sun’s rays, and even showered them the comforting and relaxing glow of the moon. Her strength in her art led to the rise of mages who wanted to learn after her. And only then did Restoration solidify to becoming one of the six legendary schools of magic, born to serve the people and the world. &lt;br /&gt;
&lt;br /&gt;
Their magic only ever aims to heal. They are healers, never fighters. However, their core original teaching had always been to restore the balance in the world taken from them by the darkness. If the darkness requires them to fight, then they shall–with potions and poisons of their own. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Restoration School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Kylo Merili – While he can’t speak, his hands do all the talking for him. Kylo Merilli had experienced such a horrifying event that had taken his sense of hearing and rendered him mute. Despite this, he was quite talented in the healing practice. Many would say that all he had to do was look at his patient before knowing exactly what to do. He lived in a very isolated place in the provinces, only ever allowing visitations to those who truly need his help. Other than that, he preferred to live alone with his apprentice right till his deathbed. His apprentice–Micha Velle, continued the legacy Merilli left behind, healing kings and merchants–anyone who’d require his assistance. &lt;br /&gt;
&lt;br /&gt;
2. Hans Arani, Mattias Miro, Layla Car – Referred to as the Healing Trio, Arani, Miro, and Car have traversed the many nations with simply one objective in mind–to heal as many as they could. They actively learned the many properties and salves that tribes had discovered and practiced with, learning of their many side-effects and pathophysiology, before applying and spreading the practice to different parts of the world. They have published many books and scrolls, and people would also like to refer to them as the gods and goddesses of the healing art.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Mind]]&lt;br /&gt;
*[[Body]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Cleric]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Illusion&amp;diff=2799</id>
		<title>Category:Illusion</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Illusion&amp;diff=2799"/>
		<updated>2022-02-12T05:01:09Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Illusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; “The illusionists of the south part with the world they know to create their own. They boost the courage of others who lack them and foster joy in those who to those who have dreamt to start anew. They lead in the fantasy they so intricately fabricate, so much so, that even they find themselves deceived by their own illusions.” &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Illusion belongs to the six schools of magic–respected and feared by the very people who had been victimized by it. Its teachings surpass the laws of nature and the gaps of reality. Most of their magic, in actuality, revolves around the mind. For them, the mind is a very trifle thing meant to be experimented and played with. They do not try to search for the truth of their world but rather find a way to illusion it into something else. They are both creative and logical–creative to keep their spells active, and logical enough to keep them grounded into their own reality. After all, those who have gotten lost in their own illusions would forever be trapped inside the world they’ve created, never to be seen again. &lt;br /&gt;
&lt;br /&gt;
Its teachings had originated in the Southern Canyons, where a group of illusionists has written spells as to how to relieve their village’s hunger and restore their strength. As soon as more and more people had heard of this magic, generals started using this on the battlefield, motivating their soldiers and calling them to arms by deceiving them of their own health and strength. Now, the magic of illusion has become the very foundations of every won battlefield and lost soldier, and it grew into the famous school of magic everyone knew of today. Mages from the Illusion School of Magic are known for their ability to induce hatred and love, take away the target’s senses, and even shift their line of sight.&lt;br /&gt;
&lt;br /&gt;
However, there are limitations to what they can do. Their magic, unlike others, only affects the people they have targeted. It would also only last a short amount of time, depending on their strength and experience. Despite this, the ability to play with the mind is an extremely dangerous power–one that no one wants to play with. Illusionists should be very careful in giving and taking away what they can, for what they may take…they may never return. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Illusionary School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Trixie Petrova – The illusionary mage who had controlled thousands of people to do her bidding. She lived in the mountains, where she had become the leader of her own cult–the Rovalis. It was the most mystifying practice of illusionary magic, as she had thousands of people deceived to believe that she was their queen, and they were meant to gobble at her feet. She had never really been caught, despite the numerous reports that she had. Many of them had only been a testament to her illusions. To this day, Trixie Petrova remained to be caught, having bested even the smartest illusionary mage on the battlefield. &lt;br /&gt;
&lt;br /&gt;
2. Ceris Alamo – An honorary member of the Illusionary School of Magic, Ceris Alamo had spent her entire life studying and enhancing her craft. She had empowered soldiers to cross the battlefields, despite the risk of their impending death. She had worked as one of the interrogators of the prison guard, tasked to remove the senses of their prisoners whenever they wished. Her most astounding accomplishment, however, was getting a hundred monsters to fall asleep, just enough time to get her troops out of danger. She still lived till today, writing books and journals treasured by many illusionary mages around the world. &lt;br /&gt;
&lt;br /&gt;
3. Draco Xali – Draco Xali–the most infamous man in the Southern Ridges. While he may lack in other aspects of illusion magic, he succeeded in the one spell that he had created himself–hysteria. The hysteria casting could bring their target to their knees, making them experience their worst nightmare come to life. Many feared him, to the point that even the police themselves had stopped investigating the man’s whereabouts. While Xali was believed to have died a very long time ago, his shadows still haunt the living.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Reflex]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Bard]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Enchanting&amp;diff=2771</id>
		<title>Category:Enchanting</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Enchanting&amp;diff=2771"/>
		<updated>2022-02-10T12:10:32Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Enchanting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Enchanting==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; “Mages of the Enchantment School of Magic serve as a catalyst. Whether it be for destruction or victory, one ought to find out on their own.” &amp;lt;/i&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Enchantment was one of the practices that had originated from the days of the old. Interestingly, mages had been practicing the spells without even having a title to categorize them. They would add runes in their wood to strengthen the flames. Others would blow softly to cool the air. Some could revitalize their magical objects as if it was nothing more than a flick of a finger. As time had gone by, this seemingly ordinary practice had gained traction from many around the world. They do not aim to create and manipulate the gaps, like any other school of magic. Rather, they prefer to enhance what is already right in front of them. &lt;br /&gt;
&lt;br /&gt;
Instead of turning their enemies’ weapons to dust, they’d rather enhance their own sword enough to pierce through their defense. Instead of altering the sinking sand beneath them, they enhance the magical makeup of their boots to safely traverse the dangerous pathways. They think of solutions rather than changing the rules of the game itself–an important skill to have when backed against the corner. However, their continuous will to stay at the sidelines made everyone underestimate the Enchantment School of Magic. Many believe that they are not strong enough to take the heat, that their magic would not be enough to support them through the horrors of war. What they are not aware of is how an enchanter can turn the very foundations of war with just their presence alone. &lt;br /&gt;
&lt;br /&gt;
They could weaken as much as they could strengthen. They could push as much as they could pull. &lt;br /&gt;
&lt;br /&gt;
However, it should be noted that their enchantments only last for a while, which requires them to draw their spells up every few times on the battlefield. While the most powerful mages could do things would touching objects, others would have to glide their fingers across the steel or metal in order to do their job. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Enhancement School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.  Malaya Lannister – Known to be responsible for Heracles sword–a sword that could shatter almost anything in the world, even its strongest mineral. She lived her days creating weapons for the army of the West, carving her initials at the hilt of every blade she had made. There were rumors and stories saying that whenever soldiers were to see her initials on enemy’s ground, they’d find a way to forge peace than rush into battle–having seen the blade’s strength against their other failed comrades. &lt;br /&gt;
&lt;br /&gt;
2. Cynthia Kane – Cynthia Kane was the very first mage granted the Koyous Eye. Being a treasure hunter herself, she was known to grow extensively rich with the money she made from all the items she had gathered. Some, she even enchanted and resuscitated to revert back into its original state. While many would know enchanters to be supporters in war, she tried to get around any offers as much as possible, preferring to spend her entire life hunting than reeking of blood.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Mind]]&lt;br /&gt;
*[[Luck]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Alchemist]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Destruction&amp;diff=2770</id>
		<title>Category:Destruction</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Destruction&amp;diff=2770"/>
		<updated>2022-02-10T11:57:39Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt; “They walk the world–feared by all. Yet, no one happens to be aware that these seemingly fearless and deadly warriors happen to be the most fearful of what they could do, unchecked. Their powers could be the end of us all, but their fear of committing such violations could be the end of themselves.” &amp;lt;/i&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Destruction–the first, and oldest school of magic to rise from the Northern Woodlands. However, its renowned reputation comes with a lot of spite and fear. After all, the two most menacing wizards Aaron and Ares Hakili had risen from the said school of the North, and they had caused ten thousand deaths till they burned themselves alive.  Many view the mages from this terrifying school to be nothing more than savages–those who see no reason, but to shed blood and tears of their passerby’s. They are said to be merciless, cruel, and unkind. Perhaps, it was why many of its wizards call it to be the most…misunderstood school from the six. &lt;br /&gt;
&lt;br /&gt;
Those who attend the Destruction School of Magic must not simply be violent and terrorizing, but rather empathic and understanding. They must be able to comprehend the scales of life and death, and know it in themselves that all their actions had consequences. While other schools would have focused more on individual growth by asking students to practice themselves, mages in the Destruction School of Magic would be watched like a hawk. In their first year of training, they would not be let out of sight, and they were only allowed to practice with a licensed mage around them to quell the ruin. Students of the school would be noticeably more cautious than their other counterparts, having seen the wretched power and darkness that lie within their fingertips. &lt;br /&gt;
&lt;br /&gt;
Despite being the oldest school of magic, it also graduated the fewest students. There are some who would not be able to stomach such wide fields of flames and smoke. There were also others who had just been so consumed by their power, that they allowed it to conquer their bodies and soul–the same exact phenomenon that had happened to the Hakili brothers. Destruction is the darkest form of magic, one that should not be taken lightly. After all, one mistake could ruin millions of livelihoods. Nothing bodes well for those who have the power to destroy, not even the caster themselves. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Destruction School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Aaron and Ares Hakili – The fearsome brothers who had been infamous for burning a village down, including themselves, in the process. Many believe them to be reckless, merciless, and impulsive. Yet, they seem to be ignorant of the hardships they had faced during their stay in said village. As kids, their powers had been shunned. They were repeatedly kicked, punched, and bruised as if they were nothing more than animals led to slaughter. They were forced to become slaves of men they do not know, forced to bow down to men who had killed their mother. Yet, they had no plans of revolting, no plans of retribution…until someone had forced them apart at the age of fifteen. Using the practices, they had learned over the years, they burned the entire village down and cast acid on anyone who’d try and get close to them. The poor boys had been so consumed with their rage, that their anger had also turned on them. They died that night, buried in each other’s arms–never to be separated again. &lt;br /&gt;
&lt;br /&gt;
2. Layaras – One of the greatest generals known to mankind. Many know him for single-handedly taking down an army of two thousand men with his own spells. He had always liked to push himself to his limits, so much so, that he continued to fling himself in the waves of war so impulsively that even his men could not back him up. He died in the War of the Lilith, where he had charged straight forward to face fifteen thousand soldiers and took down at least five thousand of them. &lt;br /&gt;
&lt;br /&gt;
3. Maria Resaris - She was an assassin during her prime, having taken down many men and women for the sake of having a few coins on her very way. No one could catch her, not until she had turned herself in–having said that she had renounced her ways. Yet, a few years later, she escaped her own prison cell. Now, she's nowhere to be found, having been rumored to live in the mountains for the rest of her days.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Mind]]&lt;br /&gt;
*[[Reflex]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Wizard]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Conjuration&amp;diff=2725</id>
		<title>Category:Conjuration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Conjuration&amp;diff=2725"/>
		<updated>2022-02-09T13:38:28Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Conjuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Conjuration==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt; &amp;lt;i&amp;gt;  “They are creative, the innovative, and makers–they are the Mages from the Conjuration School of Magic. They turn space into a bed of roses, manipulate soulless winds into rows of weaponry, and transform the dead back to life. The reality, for them, is merely a suggestion–a situation they’d rather handle themselves. With innovative minds and a lust for life, they tend to be one of the most unstoppable mages in the West.” &amp;lt;/i&amp;gt; &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Conjuration is another one of the six schools of magic, originating from the West Seas. It had been continuously confused by the School of Alteration, given that is where they have originated, but mages of this school would most likely wither from the reminder. Throughout the years, the School of Conjuration had done everything in their power to separate themselves from their foundation, finding it to be more restrictive and tied down than they had initially wanted. Instead of believing in Mother Nature’s rules, they believed in the countless possibilities of the Void–what they call to be the “gap” in-between reality and fantasy. Advanced mages would later refer to the Void as a door that brings them everything they could ever need–whether that be dancing weapons, a transportation device, or even a glass of wine. &lt;br /&gt;
&lt;br /&gt;
However, not everyone could access the Void. &lt;br /&gt;
&lt;br /&gt;
Those who could must have their minds unbound–where they must be free from any restrictions, which may be why their beliefs had clashed so much with Alteration. While Alteration abides by their own rules, conjuration creates them. They could summon a thousand swords to fight for them, elementals to die for them, and even the dead to protect them. To many, they may seem like walking gods who delight in their creations. However, this newly formed school of magic is not without its limits.  &lt;br /&gt;
&lt;br /&gt;
Their magic only lasts for a short period of time, depending on their strength. Some of their summons may even be deeply entwined with their life force, which could ultimately hurt them in the long run. Majors from the School of Conjuration must be ready to put their blood, sweat, and tears into their craft. Only then, would they be able to see the results of their hard work. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Conjuration School of Magic &amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Snow Alaria – The creator of the Animate Dead casting, Snow had always been quite a powerful mage ever since she could talk. Her parents had noted many near-death sequences for many of their neighbors whenever she would summon their dead cats and rats across the fields. Everyone had shunned her as some sort of demoness child, but she wasn’t one to give up. In fact, she had worked for years perfecting such a spell before she had succeeded. Snow Alaria lived a happy life until she died a few years later, killed by one of the undead beings she had summoned.&lt;br /&gt;
&lt;br /&gt;
Gabriel Nicolaj – A charming man who knows his way around the people he meets, even on the battlefield. Whatever he says would most likely come to the past, which may be due to his great ability to cast his Suggestion spells. Many say that he didn’t need any runes or spells to strengthen his ability. In fact, every word that comes out of his mouth seemed to have already been warped with some sort of suggestion casting. He died quite a happy man, that one, despite having made hundreds of thousands of enemies. As whenever they had tried to assassinate him, he’d find a way to talk himself around it.  &lt;br /&gt;
&lt;br /&gt;
Samael Tanaris – A prodigy in his own right. He had already mastered all the spells at the early age of fifteen. Many generals had tried to recruit him, seeing his ability as an asset in times of war, only to be refused. Samael had never been the type to witness bloodshed and wars. Rather, he preferred a quiet and peaceful life, only ever going out to defend his lands and country when needed be.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Mind]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2721</id>
		<title>Category:Alteration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2721"/>
		<updated>2022-02-08T14:43:56Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Alteration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Alteration==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt; &amp;lt;i&amp;gt; &amp;quot;Masters of the Alteration School of Magic has learned the truth of the very land you've set eyes on. However, it comes with the cost of detaching themselves from the bonds that once held them to live in the world they inhabit. They have seen it all, but is boundless magic ever worth such a sacrifice?&amp;quot; &amp;lt;/i&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alteration belongs to one of the six schools of magic, originating from the Northern Mountains. Its teachings seek to spread their teachings of the world around them, the loops they could tie in, and the gaps they could fill and manipulate as they please. Its scrolls held rules and told stories of men and women who had ruled the world. They tell tales of old, stories of the dark–alluring students from all over the world. Yet, despite their great interest, only a few ever managed to go through its trials. The ability to see the gaps in the physical voids of reality, after all, is to detach themselves from it. They must separate from the anger burrowing in her heart, and the guild clouding their mind–a feat only a relative few had achieved. &lt;br /&gt;
&lt;br /&gt;
Those who did, however, could cast spells that could ultimately wreck the banal conceptions of reality. They hold reality in the palm of their hands, morphing it to however they wish. A light feather could be as heavy as a brick. An entire tree could be as weightless as a flower. A sword that could turn into rubber, or even a cart of coal into diamonds. The mages under the School of Alteration are known to be the walking miracles or catastrophes that could forever change the world to their desires–only sharing the truth of the universe to those who dare follow in their footsteps.&lt;br /&gt;
&lt;br /&gt;
However, as powerful as they may be–even the great have their limits. Unlike the other schools of magic, mages of this skill are bound to the laws of nature, far more than anyone else. They chase the truth beneath the surfaces of the objects they hold, aware of the essence that binds them together. There are limits to what they could do, and if they do not abide by the rules of the scroll, they could only brew chaos from their fingertips. Even then, their omnipotence knows no bounds, having many new and old students to prove such a testament. They are fierce as they are as strong, risk-takers as they are rule-followers. They lie in the balance of many. After all, only those who are aware of the balance of strength and power, know when to stop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Altercation School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Alistair Gardio - A famed man for his ability to combat even the largest of man, despite his short frame. Many would have looked past him if not for his ability to dodge any attacks by facing them head-on. He turned steel into rubber, shields into paper–the first mage who had ever used his power on the battlefield. He garnered many victories for his troops, yet the cold man was said to retreat to his room every night after the war. No one could really read his mind, only knowing him as the force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
• Maria Reynah - A woman not an age over twenty when she had sunk a dozen boats to prevent them from reaching the shore of the land she had called home. What had once been known to be the Unforgiving Sea, now is better known as the Sands of Reyna–where she had turned the waters to nothing but sand, soaring through a hundred miles from their supposed shoreline. It had taken great powers to do so. So much so, that the Sands of Reyna was where this hero had taken her last stand, before also sinking to her death. &lt;br /&gt;
&lt;br /&gt;
• Evonne and Talis Jenesiah - While the other two notable people had utilized their magic as a form of offense, Evonne and Talis had done the complete opposite. They forge shields with their powers, altering the density of air to form a globe-like structure that could bounce any unsuspecting spears and daggers. It was a way to help their troops and people to recover amidst attack, but it had taken so much of their years away. They had died in their mid-forties, having exhausted their magic totally and draining their life force away. However, it was said that they collapsed with smiles on their faces, knowing that they'll enter another journey together.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Body]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2720</id>
		<title>Category:Alteration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2720"/>
		<updated>2022-02-08T14:43:09Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Alteration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Alteration==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt; &amp;lt;i&amp;gt; &amp;quot;Masters of the Alteration School of Magic has learned the truth of the very land you've set eyes on. However, it comes with the cost of detaching themselves from the bonds that once held them to live in the world they inhabit. They have seen it all, but is boundless magic ever worth such a sacrifice?&amp;quot; &amp;lt;/i&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alteration belongs to one of the six schools of magic, originating from the Northern Mountains. Its teachings seek to spread their teachings of the world around them, the loops they could tie in, and the gaps they could fill and manipulate as they please. Its scrolls held rules and told stories of men and women who had ruled the world. They tell tales of old, stories of the dark–alluring students from all over the world. Yet, despite their great interest, only a few ever managed to go through its trials. The ability to see the gaps in the physical voids of reality, after all, is to detach themselves from it. They must separate from the anger burrowing in her heart, and the guild clouding their mind–a feat only a relative few had achieved. &lt;br /&gt;
&lt;br /&gt;
Those who did, however, could cast spells that could ultimately wreck the banal conceptions of reality. They hold reality in the palm of their hands, morphing it to however they wish. A light feather could be as heavy as a brick. An entire tree could be as weightless as a flower. A sword that could turn into rubber, or even a cart of coal into diamonds. The mages under the School of Alteration are known to be the walking miracles or catastrophes that could forever change the world to their desires–only sharing the truth of the universe to those who dare follow in their footsteps.&lt;br /&gt;
&lt;br /&gt;
However, as powerful as they may be–even the great have their limits. Unlike the other schools of magic, mages of this skill are bound to the laws of nature, far more than anyone else. They chase the truth beneath the surfaces of the objects they hold, aware of the essence that binds them together. There are limits to what they could do, and if they do not abide by the rules of the scroll, they could only brew chaos from their fingertips. Even then, their omnipotence knows no bounds, having many new and old students to prove such a testament. They are fierce as they are as strong, risk-takers as they are rule-followers. They lie in the balance of many. Only those who are aware of the balance of strength and power, know when to stop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Altercation School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Alistair Gardio - A famed man for his ability to combat even the largest of man, despite his short frame. Many would have looked past him if not for his ability to dodge any attacks by facing them head-on. He turned steel into rubber, shields into paper–the first mage who had ever used his power on the battlefield. He garnered many victories for his troops, yet the cold man was said to retreat to his room every night after the war. No one could really read his mind, only knowing him as the force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
• Maria Reynah - A woman not an age over twenty when she had sunk a dozen boats to prevent them from reaching the shore of the land she had called home. What had once been known to be the Unforgiving Sea, now is better known as the Sands of Reyna–where she had turned the waters to nothing but sand, soaring through a hundred miles from their supposed shoreline. It had taken great powers to do so. So much so, that the Sands of Reyna was where this hero had taken her last stand, before also sinking to her death. &lt;br /&gt;
&lt;br /&gt;
• Evonne and Talis Jenesiah - While the other two notable people had utilized their magic as a form of offense, Evonne and Talis had done the complete opposite. They forge shields with their powers, altering the density of air to form a globe-like structure that could bounce any unsuspecting spears and daggers. It was a way to help their troops and people to recover amidst attack, but it had taken so much of their years away. They had died in their mid-forties, having exhausted their magic totally and draining their life force away. However, it was said that they collapsed with smiles on their faces, knowing that they'll enter another journey together.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Body]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2719</id>
		<title>Category:Alteration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2719"/>
		<updated>2022-02-08T14:42:49Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Alteration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Alteration==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt; &amp;quot;Masters of the Alteration School of Magic has learned the truth of the very land you've set eyes on. However, it comes with the cost of detaching themselves from the bonds that once held them to live in the world they inhabit. They have seen it all, but is boundless magic ever worth such a sacrifice? &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alteration belongs to one of the six schools of magic, originating from the Northern Mountains. Its teachings seek to spread their teachings of the world around them, the loops they could tie in, and the gaps they could fill and manipulate as they please. Its scrolls held rules and told stories of men and women who had ruled the world. They tell tales of old, stories of the dark–alluring students from all over the world. Yet, despite their great interest, only a few ever managed to go through its trials. The ability to see the gaps in the physical voids of reality, after all, is to detach themselves from it. They must separate from the anger burrowing in her heart, and the guild clouding their mind–a feat only a relative few had achieved. &lt;br /&gt;
&lt;br /&gt;
Those who did, however, could cast spells that could ultimately wreck the banal conceptions of reality. They hold reality in the palm of their hands, morphing it to however they wish. A light feather could be as heavy as a brick. An entire tree could be as weightless as a flower. A sword that could turn into rubber, or even a cart of coal into diamonds. The mages under the School of Alteration are known to be the walking miracles or catastrophes that could forever change the world to their desires–only sharing the truth of the universe to those who dare follow in their footsteps.&lt;br /&gt;
&lt;br /&gt;
However, as powerful as they may be–even the great have their limits. Unlike the other schools of magic, mages of this skill are bound to the laws of nature, far more than anyone else. They chase the truth beneath the surfaces of the objects they hold, aware of the essence that binds them together. There are limits to what they could do, and if they do not abide by the rules of the scroll, they could only brew chaos from their fingertips. Even then, their omnipotence knows no bounds, having many new and old students to prove such a testament. They are fierce as they are as strong, risk-takers as they are rule-followers. They lie in the balance of many. Only those who are aware of the balance of strength and power, know when to stop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Altercation School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Alistair Gardio - A famed man for his ability to combat even the largest of man, despite his short frame. Many would have looked past him if not for his ability to dodge any attacks by facing them head-on. He turned steel into rubber, shields into paper–the first mage who had ever used his power on the battlefield. He garnered many victories for his troops, yet the cold man was said to retreat to his room every night after the war. No one could really read his mind, only knowing him as the force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
• Maria Reynah - A woman not an age over twenty when she had sunk a dozen boats to prevent them from reaching the shore of the land she had called home. What had once been known to be the Unforgiving Sea, now is better known as the Sands of Reyna–where she had turned the waters to nothing but sand, soaring through a hundred miles from their supposed shoreline. It had taken great powers to do so. So much so, that the Sands of Reyna was where this hero had taken her last stand, before also sinking to her death. &lt;br /&gt;
&lt;br /&gt;
• Evonne and Talis Jenesiah - While the other two notable people had utilized their magic as a form of offense, Evonne and Talis had done the complete opposite. They forge shields with their powers, altering the density of air to form a globe-like structure that could bounce any unsuspecting spears and daggers. It was a way to help their troops and people to recover amidst attack, but it had taken so much of their years away. They had died in their mid-forties, having exhausted their magic totally and draining their life force away. However, it was said that they collapsed with smiles on their faces, knowing that they'll enter another journey together.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Body]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2718</id>
		<title>Category:Alteration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2718"/>
		<updated>2022-02-08T14:41:44Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Alteration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Alteration==&lt;br /&gt;
&lt;br /&gt;
{{Center|&amp;quot;Masters of the Alteration School of Magic has learned the truth of the very land you've set eyes on. However, it comes with the cost of detaching themselves from the bonds that once held them to live in the world they inhabit. They have seen it all, but is boundless magic ever worth such a sacrifice?&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
Alteration belongs to one of the six schools of magic, originating from the Northern Mountains. Its teachings seek to spread their teachings of the world around them, the loops they could tie in, and the gaps they could fill and manipulate as they please. Its scrolls held rules and told stories of men and women who had ruled the world. They tell tales of old, stories of the dark–alluring students from all over the world. Yet, despite their great interest, only a few ever managed to go through its trials. The ability to see the gaps in the physical voids of reality, after all, is to detach themselves from it. They must separate from the anger burrowing in her heart, and the guild clouding their mind–a feat only a relative few had achieved. &lt;br /&gt;
&lt;br /&gt;
Those who did, however, could cast spells that could ultimately wreck the banal conceptions of reality. They hold reality in the palm of their hands, morphing it to however they wish. A light feather could be as heavy as a brick. An entire tree could be as weightless as a flower. A sword that could turn into rubber, or even a cart of coal into diamonds. The mages under the School of Alteration are known to be the walking miracles or catastrophes that could forever change the world to their desires–only sharing the truth of the universe to those who dare follow in their footsteps.&lt;br /&gt;
&lt;br /&gt;
However, as powerful as they may be–even the great have their limits. Unlike the other schools of magic, mages of this skill are bound to the laws of nature, far more than anyone else. They chase the truth beneath the surfaces of the objects they hold, aware of the essence that binds them together. There are limits to what they could do, and if they do not abide by the rules of the scroll, they could only brew chaos from their fingertips. Even then, their omnipotence knows no bounds, having many new and old students to prove such a testament. They are fierce as they are as strong, risk-takers as they are rule-followers. They lie in the balance of many. Only those who are aware of the balance of strength and power, know when to stop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Altercation School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Alistair Gardio - A famed man for his ability to combat even the largest of man, despite his short frame. Many would have looked past him if not for his ability to dodge any attacks by facing them head-on. He turned steel into rubber, shields into paper–the first mage who had ever used his power on the battlefield. He garnered many victories for his troops, yet the cold man was said to retreat to his room every night after the war. No one could really read his mind, only knowing him as the force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
• Maria Reynah - A woman not an age over twenty when she had sunk a dozen boats to prevent them from reaching the shore of the land she had called home. What had once been known to be the Unforgiving Sea, now is better known as the Sands of Reyna–where she had turned the waters to nothing but sand, soaring through a hundred miles from their supposed shoreline. It had taken great powers to do so. So much so, that the Sands of Reyna was where this hero had taken her last stand, before also sinking to her death. &lt;br /&gt;
&lt;br /&gt;
• Evonne and Talis Jenesiah - While the other two notable people had utilized their magic as a form of offense, Evonne and Talis had done the complete opposite. They forge shields with their powers, altering the density of air to form a globe-like structure that could bounce any unsuspecting spears and daggers. It was a way to help their troops and people to recover amidst attack, but it had taken so much of their years away. They had died in their mid-forties, having exhausted their magic totally and draining their life force away. However, it was said that they collapsed with smiles on their faces, knowing that they'll enter another journey together.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Body]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2717</id>
		<title>Category:Alteration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2717"/>
		<updated>2022-02-08T14:40:43Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Alteration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Alteration==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;c&amp;gt;&amp;quot;Masters of the Alteration School of Magic has learned the truth of the very land you've set eyes on. However, it comes with the cost of detaching themselves from the bonds that once held them to live in the world they inhabit. They have seen it all, but is boundless magic ever worth such a sacrifice?&amp;quot; &amp;lt;/c&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alteration belongs to one of the six schools of magic, originating from the Northern Mountains. Its teachings seek to spread their teachings of the world around them, the loops they could tie in, and the gaps they could fill and manipulate as they please. Its scrolls held rules and told stories of men and women who had ruled the world. They tell tales of old, stories of the dark–alluring students from all over the world. Yet, despite their great interest, only a few ever managed to go through its trials. The ability to see the gaps in the physical voids of reality, after all, is to detach themselves from it. They must separate from the anger burrowing in her heart, and the guild clouding their mind–a feat only a relative few had achieved. &lt;br /&gt;
&lt;br /&gt;
Those who did, however, could cast spells that could ultimately wreck the banal conceptions of reality. They hold reality in the palm of their hands, morphing it to however they wish. A light feather could be as heavy as a brick. An entire tree could be as weightless as a flower. A sword that could turn into rubber, or even a cart of coal into diamonds. The mages under the School of Alteration are known to be the walking miracles or catastrophes that could forever change the world to their desires–only sharing the truth of the universe to those who dare follow in their footsteps.&lt;br /&gt;
&lt;br /&gt;
However, as powerful as they may be–even the great have their limits. Unlike the other schools of magic, mages of this skill are bound to the laws of nature, far more than anyone else. They chase the truth beneath the surfaces of the objects they hold, aware of the essence that binds them together. There are limits to what they could do, and if they do not abide by the rules of the scroll, they could only brew chaos from their fingertips. Even then, their omnipotence knows no bounds, having many new and old students to prove such a testament. They are fierce as they are as strong, risk-takers as they are rule-followers. They lie in the balance of many. Only those who are aware of the balance of strength and power, know when to stop. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Notable People from the Altercation School of Magic &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• Alistair Gardio - A famed man for his ability to combat even the largest of man, despite his short frame. Many would have looked past him if not for his ability to dodge any attacks by facing them head-on. He turned steel into rubber, shields into paper–the first mage who had ever used his power on the battlefield. He garnered many victories for his troops, yet the cold man was said to retreat to his room every night after the war. No one could really read his mind, only knowing him as the force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
• Maria Reynah - A woman not an age over twenty when she had sunk a dozen boats to prevent them from reaching the shore of the land she had called home. What had once been known to be the Unforgiving Sea, now is better known as the Sands of Reyna–where she had turned the waters to nothing but sand, soaring through a hundred miles from their supposed shoreline. It had taken great powers to do so. So much so, that the Sands of Reyna was where this hero had taken her last stand, before also sinking to her death. &lt;br /&gt;
&lt;br /&gt;
• Evonne and Talis Jenesiah - While the other two notable people had utilized their magic as a form of offense, Evonne and Talis had done the complete opposite. They forge shields with their powers, altering the density of air to form a globe-like structure that could bounce any unsuspecting spears and daggers. It was a way to help their troops and people to recover amidst attack, but it had taken so much of their years away. They had died in their mid-forties, having exhausted their magic totally and draining their life force away. However, it was said that they collapsed with smiles on their faces, knowing that they'll enter another journey together.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Body]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2713</id>
		<title>Category:Alteration</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Alteration&amp;diff=2713"/>
		<updated>2022-02-07T11:44:25Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Alteration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:Core Rule Navigation|right}}&lt;br /&gt;
==Alteration==&lt;br /&gt;
&lt;br /&gt;
Alteration belongs to the Legendary Six. Those who hold mastery over this power could cast spells that could ultimately wreck the banal conceptions of reality. Some may even say that they hold reality in the palm of their hands, morphing it to however they wish. A feather could be as heavy as a brick. A brick can float in the wind as if it was weightless. They could turn water into wine, bricks into the sand, coal into diamonds. The mages under the School of Alteration are known to be walking miracles or catastrophes, with the way they control the truth of the universe. &lt;br /&gt;
&lt;br /&gt;
However, those who have truly managed to learn and master the art of Alteration would say otherwise. Unlike the other schools of magic, students of this skill are practically bound to the laws of nature, far more than anyone else. They chase the truth beneath the surface of the objects that they are holding, aware of the essence that binds them together. While they could alter their shape, weight, and movement, there are limits to what they could do–for if they do not abide by the rules they’ve been set, they could only cause chaos to those around them. Their power still knows no bounds. Many of its students have done great things that would forever be remembered for years to come. Alistair Gardio had sunk thousands of ships by altering their weight. Maria Reynah had turned the long plains of grass to sand, sinking troops into the ground. &lt;br /&gt;
&lt;br /&gt;
They are as fierce as they are strong. Perhaps it is with this very reason why the School of Alteration seemed to only accept those who show humility in their actions, for only those who are self-aware, know when to stop.&lt;br /&gt;
&lt;br /&gt;
==Primary Attribute:==&lt;br /&gt;
*[[Body]]&lt;br /&gt;
*[[Social]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=HERO-302&amp;diff=2658</id>
		<title>HERO-302</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=HERO-302&amp;diff=2658"/>
		<updated>2022-02-01T03:07:26Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Table 302: Neutral Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:HEROGEN Header}}&lt;br /&gt;
==Table 302: Neutral Traits==&lt;br /&gt;
&lt;br /&gt;
There’s a thin line between evil and good–a grey nothingness that spurs within every one of them. It is what makes them, what drives them to the courses they were set to follow, and what brings them to incomparable heights when recognized. Some of these traits have formed saviors, others traitors, and some destroyers. Some of them yearn for a world outside their sight, a world only seen within their imaginations. Others dance the night away, with a heart for fun and laughter. While some dance in the corners of the room to embrace the grim reality ahead of them. Some had faced trauma. Others had faced none. Yet, if there is anything that should be known, it’s that they aim to make the best of what they’ve been given. &lt;br /&gt;
&lt;br /&gt;
Whether they be given all the material luxuries in the world or be with all the lovely people they call their family, they aim to get through life alive and well if it meant saving themselves and saving the ones they deem to be important. They are no villains. They are no heroes. For what lies beneath all these chivalry and disposition lies a person–the silver lining that seems to continually widen and change the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll 1d10 !! Alignment (Keyword)&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || [[:Category:Curious|Curious]]&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || [[:Category:Dreamy|Dreamy]]&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || [[:Category:Extroverted|Extroverted]]&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || [[:Category:Grim|Grim]]&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || [[:Category:Humorous|Humorous]]&lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || [[:Category:Introverted|Introverted]]&lt;br /&gt;
|-&lt;br /&gt;
| '''7''' || [[:Category:Materialistic|Materialistic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''8''' || [[:Category:Precise|Precise]]&lt;br /&gt;
|-&lt;br /&gt;
| '''9''' || [[:Category:Romantic|Romantic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''10''' || [[:Category:Skeptic|Skeptic]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Go to '''[[HERO-300|Table 300: Hero  Alignment]]'''&lt;br /&gt;
&lt;br /&gt;
{{Template:HEROGEN Footer}}&lt;br /&gt;
[[Category:Hero Generator]] [[Category:Curious]] [[Category:Dreamy]] [[Category:Extroverted]] [[Category:Grim]] [[Category:Humorous]] [[Category:Introverted]] [[Category:Materialistic]] [[Category:Precise]]&lt;br /&gt;
[[Category:Romantic]] [[Category:Skeptic]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Skeptic&amp;diff=2609</id>
		<title>Category:Skeptic</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Skeptic&amp;diff=2609"/>
		<updated>2022-01-31T08:25:53Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Skeptic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Skeptic==&lt;br /&gt;
&lt;br /&gt;
It never hurts to be careful. &lt;br /&gt;
&lt;br /&gt;
The skeptics do not trust easily, preferring to base their decisions on pieces of evidence and facts than just wishy-washy proclamations. They cannot be swayed, which may only lead to frustration and annoyance for anyone trying to convince them otherwise. However, this does keep them out of trouble and trickery. It is a great thing to keep a skeptic by your side. Perhaps, you may even learn a thing or two from them along the way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Romantic&amp;diff=2608</id>
		<title>Category:Romantic</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Romantic&amp;diff=2608"/>
		<updated>2022-01-31T08:25:36Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Romantic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Romantic==&lt;br /&gt;
Love, after all, is the strongest emotion in the world. &lt;br /&gt;
&lt;br /&gt;
The romantics value their emotions, sometimes a bit more than their logic. They believe in the idealisms of long-term commitments and loyalty, so much so that it utterly breaks them when a betrayal is amidst. They do everything with their whole hearts that even the most stoic soldier would find themselves amazed by the romantics’ antics. Commitment, for them, is extremely important. They commit to almost everything in their lives, which may lead to many short-sighted and impulsive decisions along the way.&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Precise&amp;diff=2607</id>
		<title>Category:Precise</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Precise&amp;diff=2607"/>
		<updated>2022-01-31T08:25:16Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Precise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Precise==&lt;br /&gt;
&lt;br /&gt;
The precise tend to divert their attention from the bigger picture, but instead, concentrate on the little details. They want to be perfect in every way, whether it be positioning their army or by arranging their desks. Some may consider this as an advantage, but others may consider this as their downfall given how much time it would take them to get things right.&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Materialistic&amp;diff=2606</id>
		<title>Category:Materialistic</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Materialistic&amp;diff=2606"/>
		<updated>2022-01-31T08:24:50Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Materialistic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Materialistic==&lt;br /&gt;
The world runs with a price tag. It only depends on who’s offering and how much it costs. &lt;br /&gt;
&lt;br /&gt;
The materialistic do not concern themselves of what lies beyond the world, only what lies within it. They shower themselves with gold that could rival the emperor’s, jewelries that they themselves could barely carry, and clothes fit for an entire empire. They do not care for things they cannot touch. In fact, many simply concern themselves of the finer things in life and obtaining them in any way they can. Many would say that these are the more predictable bunch, so much so, that even their moralities can be bought…with the right price, of course. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Introverted&amp;diff=2605</id>
		<title>Category:Introverted</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Introverted&amp;diff=2605"/>
		<updated>2022-01-31T08:24:31Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Introverted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Introverted==&lt;br /&gt;
&lt;br /&gt;
The introverted is seen as the more reserved group. They shy away from social events, coming up with excuses to stay in the comfort of their homes. One would usually find them spending the day alone with a relaxed smile on their faces as they invest time in their hobbies. They invest so much in self-growth. While large groups of people may intimidate them, they could sometimes keep up–chiming in every once in a while to keep their presence. However, in time, they’d usually revert back to their comfort zone. &lt;br /&gt;
&lt;br /&gt;
One should not misinterpret them as being unsociable. They may be hard to open up, but when they do, it won’t be easy to let them go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Humorous&amp;diff=2604</id>
		<title>Category:Humorous</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Humorous&amp;diff=2604"/>
		<updated>2022-01-31T08:24:09Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Humorous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Humorous==&lt;br /&gt;
&lt;br /&gt;
In times of a bar fight, the humorous usually find themselves taking on the job in diffusing the tension. They offer great comedic relief, keeping an assortment of jokes within hand’s reach. They are quick on their feet. Wittiness and sarcasm, after all, run through their blood. While some provide off-handed responses, others claim to be a bard with their funny songs and crude poetry. They are generally well-liked, perhaps even far more than the extroverted. Not only can they make the party, but they can also turn it into quite a memorable evening. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Grim&amp;diff=2603</id>
		<title>Category:Grim</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Grim&amp;diff=2603"/>
		<updated>2022-01-31T08:23:41Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Grim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Grim==&lt;br /&gt;
&lt;br /&gt;
While the dreamers imagine a world of love and freedom, the grim bask in the woes of reality. They are intrigued with the fleetingness of life, the frightening effects of diseases, and the ghastly aftermaths of wars. They thrive in the slums, where even the most dreadful people quake in their boots at the mere sight of them. They are assumed to be unapproachable, not just for their appearance but also for their unusual preference for morbidity and torture. Some could even swear to see a twitch in their lips every time gruesome details had been mentioned.&lt;br /&gt;
&lt;br /&gt;
However, despite coming off as creepy and harsh in their dealings, they really do mean no harm. In fact, some might even say that their realism offers quite the trait in protecting the people they care for. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Extroverted&amp;diff=2602</id>
		<title>Category:Extroverted</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Extroverted&amp;diff=2602"/>
		<updated>2022-01-31T08:23:16Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Extroverted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Extroverted==&lt;br /&gt;
&lt;br /&gt;
The life of the party, the belle of the ball–the extroverts rely on the laughter of the people to fuel theirs. They greet strangers as if they were long-lost friends, flip off their enemies with no such reservations, and pull the fun out of silence. Their voices know no bounds, reaching even the farthest man in the room. They could get anyone to listen, despite not being as innovative or intelligent. After all, just the right amount of push could get anyone to agree with them.&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Dreamy&amp;diff=2601</id>
		<title>Category:Dreamy</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Dreamy&amp;diff=2601"/>
		<updated>2022-01-31T08:22:47Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Dreamy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Dreamy==&lt;br /&gt;
What could have been? What has to be? The dreamers may know the answer. &lt;br /&gt;
&lt;br /&gt;
Head high up in the clouds, one would usually find them escaping into their own figurative world. They rely on the comfort of their dreams, so much so that they tend to neglect the realities that happen around them. They ponder on alternatives and differences, sometimes a bit too much that they tend to overthink every little detail. However, while this may prove to be a nuisance to a few of their allies, the dreamers are always known as better thinkers. &lt;br /&gt;
&lt;br /&gt;
Creative and inventive, their alternatives may come up with solutions that could change the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Curious&amp;diff=2584</id>
		<title>Category:Curious</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Curious&amp;diff=2584"/>
		<updated>2022-01-28T14:34:54Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Curious */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Curious==&lt;br /&gt;
&lt;br /&gt;
They traverse the winds and sea, with eyes sparkling with wonder, anticipation, and curiosity. Millions of questions pop into their mind, as the change of the world shines across their eyes. They wish to stare off into the unknown, face the shadows, and unlock its mysteries. They test every possible situation in hopes of coming up with an answer, yet with each question comes a million more. While their quick and wandering mind does not belong on the battlefield, they still play quite an integral role in winning the war. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Vengeful&amp;diff=2573</id>
		<title>Category:Vengeful</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Vengeful&amp;diff=2573"/>
		<updated>2022-01-25T05:53:20Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Vengeful */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Vengeful==&lt;br /&gt;
&lt;br /&gt;
An eye for an eye makes the whole world blind. Don’t worry. They prefer it that way. The vengeful holds onto their grudges like iron, generally having their own self-perceived version of justice. They do not care who gets in their way, as long as they had finally gotten what they came for. &lt;br /&gt;
&lt;br /&gt;
The path to vengeance often leads to pain and death for everyone involved. Yet, when brought up to those who seek revenge, they would merely shrug their shoulders and say–“Then may death be with them all.” &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Unfriendly&amp;diff=2572</id>
		<title>Category:Unfriendly</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Unfriendly&amp;diff=2572"/>
		<updated>2022-01-25T05:52:58Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Unfriendly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Unfriendly==&lt;br /&gt;
Some call them cold. Others label them as heartless. In reality, they just have a harder time communicating their thoughts to their peers, only ending up leaving a sour impression none of them could attend to. Even their mere presence could leave a bitter taste in the room. Nobody knows how to communicate with them. In fact, with their very intimidating appearances, no one wants to try. &lt;br /&gt;
&lt;br /&gt;
The unfriendly, however, could not be bothered. They have no reason to care if their words were to scar or if their insults left tears. They prefer to spend time alone, perhaps because no one could stand being in the room with them for five seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Tactless&amp;diff=2571</id>
		<title>Category:Tactless</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Tactless&amp;diff=2571"/>
		<updated>2022-01-25T05:52:41Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Tactless */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Tactless==&lt;br /&gt;
Blunt as a giant’s club, they talk like there is no tomorrow. And whatever they talk about, they almost always end up finding a way in putting a foot in their mouth by saying all the wrong things. They do not have any filter, only speaking whatever comes to mind. Despite efforts of trying to soften up their words, they ended up stepping on a few other toes along the way. They are definitely the best people at parties. In fact, most of them are generally uninvited.  &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Suspicious&amp;diff=2570</id>
		<title>Category:Suspicious</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Suspicious&amp;diff=2570"/>
		<updated>2022-01-25T05:52:22Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Suspicious */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Suspicious==&lt;br /&gt;
&lt;br /&gt;
Trust is hard-earned, but earning the trust of a suspicious man can be the most Sisyphean task anyone had ever handed to you. They have trouble trusting everything and everyone, always trying to find fault even in the smallest of details. They are secretive as they are unhelpful, afraid that they would spill something that could be used against them. &lt;br /&gt;
&lt;br /&gt;
As cold as they are, a few had their good reasons for doing so. Despite this, they are usually found hostile and hard to handle, hence the fewer acquaintances they have. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Spendthrift&amp;diff=2569</id>
		<title>Category:Spendthrift</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Spendthrift&amp;diff=2569"/>
		<updated>2022-01-25T05:51:59Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Spendthrift */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Spendthrift==&lt;br /&gt;
&lt;br /&gt;
While money may be a problem they have to bear forever, spendthrifts do not necessarily care. They do not need a reason to get what they like. All they have to do is reach from their pockets and give until they have nothing else to hand over. Self-control is but a myth to spendthrifts’, which makes it even harder for them to save up for the rainy days. &lt;br /&gt;
&lt;br /&gt;
	They believe that they cannot take their money to their graves, so they might as well just spend it all as if they were living their last day. They are extravagant, loud, and maybe even irresponsible, but they know exactly how to throw a party. Nobody gives like a spendthrift, which may be why they had earned lots of friends. All short-lived, of course, as soon as they run after them for cash. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=HERO-301&amp;diff=2568</id>
		<title>HERO-301</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=HERO-301&amp;diff=2568"/>
		<updated>2022-01-24T05:47:03Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Table 301: Darkside Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:HEROGEN Header}}&lt;br /&gt;
==Table 301: Darkside Traits==&lt;br /&gt;
&lt;br /&gt;
The shadows answer to no one, rising to the highest pedestal with dreams of power and fame. Perhaps it was for that reason that makes people so vulnerable to their sins. One would see characters succumb to their arrogance, thinking that they could defeat their enemies with their sporadic movements and extravagance. Others rely on their obstructive demeanor in cheating and lying their way out of the light. They leave you with a sweet taste on your lips, unaware of the cold bitterness they have left behind. &lt;br /&gt;
&lt;br /&gt;
Some do so unknowingly, seething in the dark and wishing that they could disappear from their world. Their doubt claws their mind open as the dark latches onto their shoulders. Through suspicion, they become rash, tactless, and vengeful–pushing everyone away in the process. When a hero’s darkness consumes them, they are forced to stand alone. United, they may have stood. But only one truly gets to fall. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll 1d10 !! Alignment (Keyword)&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || [[:Category:Boastful|Boastful]]&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || [[:Category:Cheat|Cheat]]&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || [[:Category:Liar|Liar]]&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || [[:Category:Obstructive|Obstructive]]&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || [[:Category:Pessimist|Pessimist]]&lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || [[:Category:Spendthrift|Spendthrift]]&lt;br /&gt;
|-&lt;br /&gt;
| '''7''' || [[:Category:Suspicious|Suspicious]]&lt;br /&gt;
|-&lt;br /&gt;
| '''8''' || [[:Category:Tactless|Tactless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''9''' || [[:Category:Unfriendly|Unfriendly]]&lt;br /&gt;
|-&lt;br /&gt;
| '''10''' || [[:Category:Vengeful|Vengeful]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Go to '''[[HERO-300|Table 300: Hero  Alignment]]'''&lt;br /&gt;
&lt;br /&gt;
{{Template:HEROGEN Footer}}&lt;br /&gt;
[[Category:Hero Generator]]&lt;br /&gt;
[[Category:Boastful]] [[Category:Cheat]] [[Category:Liar]] [[Category:Obstructive]] [[Category:Pessimist]] [[Category:Spendthrift]] [[Category:Suspicious]] [[Category:Tactless]] [[Category:Unfriendly]] [[Category:Vengeful]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Pessimist&amp;diff=2567</id>
		<title>Category:Pessimist</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Pessimist&amp;diff=2567"/>
		<updated>2022-01-23T11:00:44Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Pessimist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Pessimist==&lt;br /&gt;
&lt;br /&gt;
There lies a silver lining within every detail. It is only a matter of time before it reveals itself. While an optimist exaggerates its presence, a pessimist refuses to acknowledge its existence at all. Every good thing comes with a consequence, they would mutter to themselves. Finding simple joys for them seemed to be more impossible than difficult. &lt;br /&gt;
&lt;br /&gt;
Suspicion clouds a man's judgment, yet they happily let it. Even when things do go their way, they become more questioning than happy. Self-fulfilling prophecies are strong with a pessimistic mindset, which makes it difficult for a pessimist to be on good terms with anybody for that matter. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Obstructive&amp;diff=2566</id>
		<title>Category:Obstructive</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Obstructive&amp;diff=2566"/>
		<updated>2022-01-23T10:54:19Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Obstructive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Obstructive==&lt;br /&gt;
&lt;br /&gt;
Loud, uncooperative, and difficult–the three words to describe them. They would grit their teeth upon being told a demand. Some would even go down to a fistfight, just because they had wanted to. They could talk for days, yet refuse to say a word. They could give everything, and still not have you receive anything worth your while. Not only are they on bad terms with the police, but with any trader in the market. &lt;br /&gt;
&lt;br /&gt;
However, if anything, they are good at obstructing any information–being recruited by the black market. They are arrogant, yet still very clever–knowing when they need to back down and when to step forward. Despite this, they do not do anything that does not suit their ideals. So, if he’s doing you a favor, maybe it’s time you ask yourselves–what do they want that you have? &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Liar&amp;diff=2565</id>
		<title>Category:Liar</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Liar&amp;diff=2565"/>
		<updated>2022-01-23T10:01:10Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Liar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Liar==&lt;br /&gt;
A power to bend all forms of reality without lifting a finger–what more could they possibly want? Masters of mental trickery and allergic to the high consensus of reality, they are far more dangerous than the cheats. While a cheat would appear as the belles of the ball, they appear in the dark–unperturbed and unfazed. They appear professional yet secretive, never to be suspected whenever something was to arise. In fact, the best of them would steal right under your nose and leave you with traces of laughter on your face.&lt;br /&gt;
 &lt;br /&gt;
	While some may do it for greed and power, others utilize their skills just for the “fun of it all”. The latter group makes it all the more dangerous. As had been said by many, “You should never touch a sugared tongue.” &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Liar&amp;diff=2564</id>
		<title>Category:Liar</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Liar&amp;diff=2564"/>
		<updated>2022-01-23T10:00:54Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Liar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
==Liar==&lt;br /&gt;
A power to bend all forms of reality without lifting a finger–what more could they possibly want? Masters of mental trickery and allergic to the high consensus of reality, they are far more dangerous than the cheats. While a cheat would appear as the belles of the ball, they appear in the dark–unperturbed and unfazed. They appear professional yet secretive, never to be suspected whenever something was to arise. In fact, the best of them would steal right under your nose and leave you with traces of laughter on your face. &lt;br /&gt;
	While some may do it for greed and power, others utilize their skills just for the “fun of it all”. The latter group makes it all the more dangerous. As had been said by many, “You should never touch a sugared tongue.” &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Cheat&amp;diff=2563</id>
		<title>Category:Cheat</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Cheat&amp;diff=2563"/>
		<updated>2022-01-23T07:35:59Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Cheat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Cheat==&lt;br /&gt;
A cheat’s tongue must be cut, for even the strongest storm could listen to their words. They offer many promises, yet still, give nothing in return. One hand caresses your cheek, while the other slips into your purse. A cheat must not be trusted, yet they remain where they are–blessed with the eloquence of a royal and a charm of a bachelor. They attract attention the minute they step into the ball, and they love every minute of it. &lt;br /&gt;
&lt;br /&gt;
While they may not be as blessed on the battlefield, they had been trained to be agile and fast–able to outrun any man with a blade. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Cheat&amp;diff=2562</id>
		<title>Category:Cheat</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Cheat&amp;diff=2562"/>
		<updated>2022-01-23T07:35:39Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Cheat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Cheat==&lt;br /&gt;
    A cheat’s tongue must be cut, for even the strongest storm could listen to their words. They offer many promises, yet still, give nothing in return. One hand caresses your cheek, while the other slips into your purse. A cheat must not be trusted, yet they remain where they are–blessed with the eloquence of a royal and a charm of a bachelor. They attract attention the minute they step into the ball, and they love every minute of it. &lt;br /&gt;
	While they may not be as blessed on the battlefield, they had been trained to be agile and fast–able to outrun any man with a blade. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Boastful&amp;diff=2561</id>
		<title>Category:Boastful</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Boastful&amp;diff=2561"/>
		<updated>2022-01-23T07:20:47Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Boastful */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Boastful==&lt;br /&gt;
&lt;br /&gt;
	Those who boast of great achievements are sometimes those who leave nothing behind to remember them. Their arrogance is best displayed both in combat and in the many social events that they partake in. Easily the center of attention for their boisterous laughter and incessant bragging, they could steal both people’s hearts and spears. Their words know no bounds as they talk about the last time they broke a dwarves’ neck, or the other time they battled against an army of monsters. While entertaining on long and tedious journeys, they may prove to be a liability than an asset in times of war. Their stubbornness and strength may have won them the battle, but it does not mean that they have won the war. &lt;br /&gt;
	Sometimes, underestimation can be a great asset found only in those who humble themselves in defeat.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=HERO-303&amp;diff=2560</id>
		<title>HERO-303</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=HERO-303&amp;diff=2560"/>
		<updated>2022-01-23T07:12:25Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Table 302: Lightside Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:HEROGEN Header}}&lt;br /&gt;
==Table 302: Lightside Traits==&lt;br /&gt;
&lt;br /&gt;
	As a gloomy battle terrorizes the world, you may count on the people whose intentions are pure. Their love for diplomacy and forgiveness may take the bloodshed from their intended swords. Others’ minds clouded with the goodness of the world knows no boundaries in leaping for both their friends and strangers. While some may take the backseat in combat and agreements, they see themselves as those who stand by the lighthouse–tall and unmoving–in hopes of guiding many to their homes. They live in a world where evil delivers, yet, their traits and beliefs leave a startling thought to many. Some are soldiers. Others are diplomats. A few are priests. Many are just part of the normal folk struggling to get by. &lt;br /&gt;
&lt;br /&gt;
	The one thing they have in common? Their radiance for hope. For if the world were to fall, everyone knows that these heroes at heart would do anything to lead them out alive and well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll 1d10 !! Alignment (Keyword)&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || [[:Category:Diplomatic|Diplomatic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || [[:Category:Forgiving|Forgiving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || [[:Category:Friendly|Friendly]]&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || [[:Category:Helpful|Helpful]]&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || [[:Category:Honest|Honest]]&lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || [[:Category:Humble|Humble]]&lt;br /&gt;
|-&lt;br /&gt;
| '''7''' || [[:Category:Optimist|Optimist]]&lt;br /&gt;
|-&lt;br /&gt;
| '''8''' || [[:Category:Thrifty|Thrifty]]&lt;br /&gt;
|-&lt;br /&gt;
| '''9''' || [[:Category:Trusting|Trusting]]&lt;br /&gt;
|-&lt;br /&gt;
| '''10''' || [[:Category:Truthful|Truthful]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Go to '''[[HERO-300|Table 300: Hero  Alignment]]'''&lt;br /&gt;
&lt;br /&gt;
{{Template:HEROGEN Footer}}&lt;br /&gt;
[[Category:Hero Generator]]&lt;br /&gt;
[[Category:Diplomatic]] [[Category:Forgiving]] [[Category:Friendly]] [[Category:Helpful]] [[Category:Honest]] [[Category:Humble]] [[Category:Optimist]] [[Category:Thrifty]] [[Category:Trusting]] [[Category:Truthful]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=HERO-303&amp;diff=2554</id>
		<title>HERO-303</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=HERO-303&amp;diff=2554"/>
		<updated>2022-01-21T06:49:38Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Table 302: Lightside Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:HEROGEN Header}}&lt;br /&gt;
==Table 302: Lightside Traits==&lt;br /&gt;
&lt;br /&gt;
	As a gloomy battle terrorizes, you may count on the people whose intentions are pure. Their love for diplomacy and forgiveness may take the bloodshed from their intended swords. Others’ minds clouded with the goodness of the world knows no boundaries in leaping for both their friends and strangers. While some may take the backseat in combat and agreements, they see themselves as those who stand by the lighthouse–tall and unmoving–in hopes of guiding many to their homes. They live in a world where evil delivers, yet, their traits and beliefs leave a startling thought to many. Some are soldiers. Others are diplomats. A few are priests. Many are just part of the normal folk struggling to get by. &lt;br /&gt;
&lt;br /&gt;
	The one thing they have in common? Their radiance for hope. For if the world were to fall, everyone knows that these heroes at heart would do anything to lead them out alive and well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Roll 1d10 !! Alignment (Keyword)&lt;br /&gt;
|-&lt;br /&gt;
| '''1''' || [[:Category:Diplomatic|Diplomatic]]&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || [[:Category:Forgiving|Forgiving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''3''' || [[:Category:Friendly|Friendly]]&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || [[:Category:Helpful|Helpful]]&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || [[:Category:Honest|Honest]]&lt;br /&gt;
|-&lt;br /&gt;
| '''6''' || [[:Category:Humble|Humble]]&lt;br /&gt;
|-&lt;br /&gt;
| '''7''' || [[:Category:Optimist|Optimist]]&lt;br /&gt;
|-&lt;br /&gt;
| '''8''' || [[:Category:Thrifty|Thrifty]]&lt;br /&gt;
|-&lt;br /&gt;
| '''9''' || [[:Category:Trusting|Trusting]]&lt;br /&gt;
|-&lt;br /&gt;
| '''10''' || [[:Category:Truthful|Truthful]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Go to '''[[HERO-300|Table 300: Hero  Alignment]]'''&lt;br /&gt;
&lt;br /&gt;
{{Template:HEROGEN Footer}}&lt;br /&gt;
[[Category:Hero Generator]]&lt;br /&gt;
[[Category:Diplomatic]] [[Category:Forgiving]] [[Category:Friendly]] [[Category:Helpful]] [[Category:Honest]] [[Category:Humble]] [[Category:Optimist]] [[Category:Thrifty]] [[Category:Trusting]] [[Category:Truthful]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Truthful&amp;diff=2553</id>
		<title>Category:Truthful</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Truthful&amp;diff=2553"/>
		<updated>2022-01-19T22:37:21Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Truthful */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Truthful==&lt;br /&gt;
&lt;br /&gt;
They know no lies, only truth. While they may not be the best to bring in meetings and dinners, the truthful makes great friends. They value the trust and words said between their bonds, ensuring that they are kept with the highest form of care and integrity. They see situations in black and white, reporting to what they believe to be the most objective data they can find. They are not there to increase morale. They do not care for their feelings, but they do care for results. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Trusting&amp;diff=2552</id>
		<title>Category:Trusting</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Trusting&amp;diff=2552"/>
		<updated>2022-01-19T22:36:59Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Trusting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Trusting==&lt;br /&gt;
They do not see the world for its two sides but rather see the world with its brightness and goodness. They rely on them, a bit too naive for some others’ taste. They also appear very much approachable to their peers, making them their point person whenever they need some help. The trusting forms greater friends, and sometimes, even fewer enemies. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Thrifty&amp;diff=2551</id>
		<title>Category:Thrifty</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Thrifty&amp;diff=2551"/>
		<updated>2022-01-19T22:36:12Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Thrifty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Thrifty==&lt;br /&gt;
May not be rich in giving, but they certainly are rich in saving. The thrifty thrives in filled pockets and empty hands. They walk down the streets, striking up the best bargain they can find and making an even better one at their request. Many do not like him. Others are too baffled to care. Yet, they are as shameless as they are frugal, making sure to get the best supplies for the lowest price. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
	<entry>
		<id>https://dicey-dangers.com/index.php?title=Category:Optimist&amp;diff=2550</id>
		<title>Category:Optimist</title>
		<link rel="alternate" type="text/html" href="https://dicey-dangers.com/index.php?title=Category:Optimist&amp;diff=2550"/>
		<updated>2022-01-19T22:35:57Z</updated>

		<summary type="html">&lt;p&gt;Vien: /* Optimist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Core Rule Header}}&lt;br /&gt;
{{Template:ToDo}}&lt;br /&gt;
==Optimist==&lt;br /&gt;
&lt;br /&gt;
The optimistic dreams of a better world–always the best-case scenario every to be placed on their plates. They dream that their plans would follow, that their ideas would reap the best results. They imagine a world where dreams come true, and even if it does not, they still continue to dream. While effective in darkened times, optimism can be dangerous when it comes to underestimating the enemy. Remember: war only thrives when two sides continually reimagined the best results for themselves. &lt;br /&gt;
&lt;br /&gt;
{{Template:Core Rule Footer}}&lt;br /&gt;
{{Template:Game Master Category}}&lt;br /&gt;
[[Category:Core Rule]]&lt;br /&gt;
[[Category:Keyword]]&lt;br /&gt;
[[Category:Alignment Trait]]&lt;/div&gt;</summary>
		<author><name>Vien</name></author>
	</entry>
</feed>