recursal/Fanatic-Fandom huggingface dataset:
Alpinist

**Alpinist** is a Mutation exclusive for Dux and Selma in *Mutant Year Zero: Road to Eden*.

It is a type of *Passive Mutations* where if the player aims at the enemy at lower ground, it will automatically confer this benefit to the player. It cost **5 points** to unlock the mutations.

## In- game description

*You have absolutely no fear of heights and can balance anywhere with ease making you a perfect 'Mountain Monkey' who gets 50% critical hit chance when firing at a target below.*

## Effects

* 50% Critical Chance when shooting from High Ground
Mother Zone Dog

Mother Zone Dog is leader of the pack of the Zone Dog. It is a hulking, mutant dog with glowing eyes and razor-sharp teeth, their fur resembles matted tufts of wire . The Mother Zone Dog is a fearsome predator that stalks the wastelands of the Zone. This monstrous canine are said to be descended from the genetically altered guard dogs after exposed to Rot for too long. In turns, they have slowly become feral and savage, driven by an insatiable hunger for flesh. They are also scavengers, and they will often feast on the corpses of fallen Ghouls (as seen at the Iron Serpent) .

## Ability

Reinforcement Howl - It let a howl which summon two Level 25 Zone Dogs as reinforcement

Pounce - A stalker that are pounced will get incapacitated for 2 turns

## Gallery

Mother Zone Close-upMother Zone Dog Side ViewBormin being pounced by at Mother Zone DogStalkers looking at the fresh skill left by Mother Zone Dogs and her pack
Slinger

## **Description**

Long range rifle

The **Slinger** is a long-range rifle in *Mutant Year Zero: Road to Eden*. Known locations:

1. In a chest guarded by the level 45 Zone Dogs in Izza and Fala.
2. In a chest guarded by a tank in Scraplands.

## Description

*This ancient firearm is battered, but can usually hit targets from a fair distance, its original purpose was probably for hunting grub. - CHRONICLER ELI*

## Upgrades

* Level II: +1 Damage, +1 Crit Damage
* Level III: +2 Damage, +2 Crit Damage (does not stack with Level II)
* Ranger: +1 Damage, +1 Crit Damage (stacks with weapon upgrade)

## Gallery

Location of Slinger chest in ScraplandsSlinger - Level 1Slinger - Level 2Slinger - Level 3
Forbidden City

**The Forbidden City** is a location in *Mutant Year Zero: Road to Eden*.

This locations saw many of the buildings are covered with tarps and quarantine signboard signifying the city was once epicenter of Red Plague (which was confirmed by the Elder) .

It can be reached from Grave of the Ancients. The Sealed Gate can also be reached from it

## Dialogue

The Forbidden city can be seen from as far as Metal Fields.

Bormin : *See those ruins in the distance? They call it the Forbidden City. You don't want to know why.*

Dux : *Look at those ruins in the distance. They call that the Forbidden City, right? Creepy place. Hope I never have to go there.*

Selma : *That's the Forbidden City in the distance. All of the people there died from the Red Plague. Nice place.*

Magnus : *Those ruins in the distance. That's the Forbidden City. A terrible place.*

Farrow : *See those ruins over there? That's the Forbidden City. I don't know why they call it the Forbidden City. I've been scared to go near it*

## Enemies

* A Polis-Bot and two Polis-Bot Enforcer guards the road after entering the area
* MIMIR Z800 patrolling the area after the bridge
* A Polis-Bot and two Polis-Bot Enforcer in the north east
* MIMIR Z800 patrolling the area to the north
* Polis-Bot and Polis-Bot Enforcer on second floor of the roboshack store. Not hostile unless until any robot scrap is looted

## Gallery

Roboshack BuildingDiskotek Quarantined Building
Rage Across The District WTA Wiki

***Wiki is in early alpha. Lot needs to be created. Lots needs to be shared. Game isn't starting yet. But little by little we'll get there.***

## Welcome to The District

Washington DC. 1968. A place of beginnings in a year of endings.

It was a year of Assassinations and in a time just before a Resurgence.

But perhaps most importantly, it was a moment when a small spirit of Rat helped a pack unearth a long forgotten Caern spirit located mere steps away from the Heart of a Nation.

It has been 50 years since that fated day, and that mysterious Caern spirit has fallen in a time when the world might need it the most, the Garou's influence on the capital has never been more fleeting.

DC has become no-mans land for the wolves.

## Mission Statement

My goal here isn't to make a traditional tabletop or 24/7 setting. This is more of an experiment.

I've always been a fan of Monster of the Week style TV-shows, where the tried and true main characters found themselves in new and varying predicaments. While these shows had established main characters and a stable theme, the truth of the matter is that the writers and directors might completely vary from in episode to episode.

So after seeing too many games crash and burn, either by ST burn out or lack of engaged players, an idea came to me. What would a "Monster of the Week" style RPG game look like?

The experiment is to have a game where players can make characters and interact with one another. Explore and socialize in an open pub setting.

Usually, open 24/7 style games have a head storyteller or two, but here, I want it to be an open casting call. If someone has a tale they wish to tell, let's give them a sandbox to tell it. It doesn't matter if you're brand new and want to run your first campaign, or an old veteran whose practically written werewolf canon, the goal is both tell, and be a part of stories.

Naturally, there needs to be a producer or two that keeps everything in line and consistent. To make sure that theme and structure of the world doesn't go off-rails. But for the most part, I want the world to be what the community makes of it.

And that my friend, is up to you.

## How to get started

The easiest way to get started is to follow this mini guide and jump in

## Links

House Rules

History (TBD)

Locations (Updating)

Supernaturals in the area

Character Creation Rules

Storyteller Guidelines

Character Creation Form

“Portions of the materials are the copyrights and trademarks of White Wolf Entertainment AB, and are used with permission. All rights reserved. For more information please visit **white-wolf.com**.”

Material found on this Wikia is not the official material of White Wolf.

Use of White Wolf IP is strictly for non-commercial purposes only.

http://www.white-wolf.com/community/
Bluebottle Wand

**Bluebottle Wand** is an artifact in Mutant Year Zero: Road to Eden. It is located in The Last Stand area inside the two story destroyed building, ground floor. You will need to fight your way to it.

## **Description**

Artifacts are used to purchase upgrades in the Ark.

*As the ancient saying goes "Where there's flies, there's money." and with this magic wand, you will never be short of the former. It looks good, it tastes*

*good and the flies will keep coming ad-libitum, eat them now or save them for a rainy day! Be the envy of your friends and never go hungry again! CHRONICLER HIPPOCAMPUS*
Defribrillator

## **Description**

Turn artifacts in to Pripp in exchange for points.

The **Defribrillator** is an artifact item in *Mutant Year Zero: Road to Eden*. It can be found in the House of Bones area in the bottom southeast room in a corner on the floor. Turn the item in at Pripp's Place's for points to spend in the artifact skill tree.

## Description

*Labelled 'DEFRIBRILLATOR' this appears to have been a relaxation device of sorts as the diagram shows an Ancient relaxing whilst the device was used. Possibly having those annoying 'Ribs' removed at the same time.*  - CHRONICLER BODIN

## Gallery

In Game DescriptionZoom in artifacts locationsArtifact location
Pripp's Place

**Pripp's Place** is the local pub on the Ark in *Mutant Year Zero: Road to Eden*. Pripp does a bit of antiquity trading on the side and is always looking out for cool Artifacts. Artifacts are items that can be found in the Zone while exploring. They are easily identified by the glowing purple aura that surrounds them. Bring them back to Pripp and exchange the points earned for Artifact skills.

## Conversation

*After a killer day in the Zone, you know you can always come to Prips' for some high quality grog. You want to get loaded? Order a shot. No butane, no bleach. Only natural ingredients. I also dabble in a little, uh, antiquity trading, so if you find any cool artifacts out in the wasteland, bring 'em to me and I might give you something*
in return. Comprende?

## Gallery

Pripp and BorminSelma, Dux and Bormin inside the Pripp's place
Elysium - EMP 50

## **Description**

Emits electrical pulses which can be used to inflict severe damage to mechanical enemies.

The *Elysium - EMP 50* is a bottom-side weapon mod in *Mutant Year Zero: Road to Eden*. Upgrade weapons by adding mods in Delta's Fix Pit on the Ark. Known locations:

1. Farrow's Boomstick comes with one
2. Can be found on the body of the Tank in the The Unenlightened map location (doesn't always drop?)

## Description

*Enclave power bricks, which when equipped will give a chance of the weapon emitting electrical projectiles, these can be used to inflict severe damage to mechanical enemies. CHRONICLER ELVIS*

## Effect

1. +2 critical damage
2. 50% chance to disable robotic enemies for 2 turns
Sect Butcher

Sect Butcher is melee enemy unit that is part of Nova Sect . Just like Ghoul Butcher , it seems like it have same variant of type of melee weapons too . They seems to wear a orange radiation hazmat suit (as seen a radiation symbol on the back) as its protective equipment wear.

## Gallery

Sect Butcher holding an axeSect Butcher holding a batSect butcher holding a spannerSect Butcher on fireSet Butcher with the large radiation logo on his backSect Butcher holding a crowbar
Arthur Simpson

*"Arthur is a likeable, enthusiastic and good-looking young man who has only recently finished his articles with Carson & Carson. He is fiercely loyal to his principles and to Jennifer Carson."* - Crawford Productions

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Mausoleum of Suburbia

**Mausoleum of Suburbia** is a location in *Mutant Year Zero: Seed of Evil*. It is the first location of the expansion and you come there after finishing the main quest line in Eden, alternatively you can skip the quest line and go there directly.

## Enemies

* A Pod Burner and three Pod Wolves in the southwest?
* A lone Pod Burner by the large house
* Pod Tank and Pod Jumper near large house
* Pod Jumper to the east
* Pod Burner patrolling to the east
* Pod Burner patrolling to the southeast
* Two Pod Jumper, a Pod Burner and a Pod Rooter near the Elder to the south

## Items

* Grogg Helm - chest by the Pod Burner and Pod Wolves
* Hellraiser Grenade - Artifact
* **Garage Key** - table by the Pod Burner and Pod Wolves
* Noatun - LP50 - chest in the "garage" to the far east, need **Garage Key** to enter
Noatun - EMP 30

## **Description**

Gives the weapon a chance of emitting electrical projectiles (EMP).

The '*Noatun - EMP 30* is a bottom-side weapon mod in *Mutant Year Zero: Road to Eden*. Upgrade weapons by adding mods in Delta's Fix Pit on the Ark.

## Description

*Enclave power brick, which when equipped will gave a chance of the weapon emitting electrical projectiles. these can be used to do additional damage to mechanical enemies.*

*Chronicler Elvis*
Getting Started

**The District has two goals to it:**

The first is be a text-based social RolePlay hub in a *Werewolf: The Apocalypse* setting

The main setting is a small bar for supernatural creatures to relax and interact with one another.

Maybe a Galliard wants to show off with the Piano in the corner. Maybe an Ahroun and Get want to go outside and see whose better.

The second is to be a sandbox environment for Storytellers to create and drive stories. The idea is the provide a pool of characters for any storytell who wants to run a one-shot or small campaign.

**How to be a player:**

House Rules

Character Creation Rules

Submit a Character

Join the Discord

**How to be a Storyteller:**

Read the Storyteller guidelines page

Submit a event proposal
Hammon's Cabin

**Hammon's Cabin** is a location in *Mutant Year Zero: Road to Eden*. It is the location for the mission Investigate Hammon's Cabin and is located north of Ark Outskirts. Also accessible from this area is the The High Road.

The Far-Looker Artifact can be found here.

## Description

*Just north of the Ark on a steep cliff lies the outpost of Hammon the stalker. It is a simple wooden cabin that does not offer the occasional visitor much. This is where Hammon spends much of his time, always on the lookout for the unexpected?*

## Points of Interest

A crashed MIMIR Z800 that crashed just infront of Hammon's cabin

## Enemies

A Hunter (drops Noatun - EMP 30) standing guard inside the Hammon's Cabin
A Marauder (drops Scrap x2) patrolling the area back of the Cabin

## Items

* Common Scrap (x4) - by the boat to the west
* Common Scrap (x4) - near the boat to the west
* Broken Gun (Weapon Parts x5) - house to the west
* Broken Gun (Weapon Parts x5) - house to the west
* Common Scrap (x4) - house to the west
* Hand Grenade - skeleton in a chair next to house in the west
* Old Tool Scrap (x6) - car next to skeleton in chair
* Common Scrap (x4) - wall to the northeast
* Broken Electronics (Scrap x8) - by the fallen MIMIR drone
* Common Scrap (x4) - by the tent and bicycle in the Northeast corner
* Zone Dog Camp - note behind the cabin
* Broken Gun (Weapon Parts x5) - behind the cabin
* Common Scrap (x4) - behind the cabin
* Broken Electronics (Scrap x8) - inside the cabin
* Far-Looker - just outside the cabin
* Common Scrap (x4) - in front of the cabin
* Noatun - EMP 30 - dropped by Hunter
* Medkit - dropped by Shaman
* Scrap (x2) - dropped by Marauder

## Gallery

(shack)(boat)Common Scrap (boat)2 Broken Gun (west house)Grenade, Common Scrap, Old Tool Scrap (west house)Common Scrap (northeast wall)Broken Electronics (drone)Common Scrap (tent and bicycle)Note and Broken Gun (behind cabin)Common Scrap (behind cabin)Broken Electronics (cabin)Far-Looker (outside cabin)Common Scrap (in front of cabin)Closeup of MIMIR Z800Scrap at hammon's Cabin
Locations

## Grove St Bar

 Tucked away like a child's tie after Sunday service, Grove St is hardly a hidden gem of the District. Grove St is your generic be all bar just on the outskirts National Park's Just far enough to keep the townie's away, just clean enough for a politician to stop by when they are down on their luck and just dirty enough to serve PBR.

No one knows why this place is called Grove street's bar. There isn't even a Grove street within the District. Like many things about this bar, it exists even when it shouldn't.

## Hains Point

Former home of the Caern of the Awakening. The Caern's power has long since dwindled. And yet the Gauntlet here remains weaken

## National Harbor, Maryland

The Awakening Statue was moved here in 2008. Whatever power it once had is now long since faded

Huntley Meadows Park South-west of the Capital, Huntley Meadows Park is home to a Sliver Fang Wyrmfoe Caern.

## Lincoln Memorial

Description TBD:

Reflecting Pool (diff 2)

## Smithsonian

Description TBD:

I hold no rights to this image and have adpated it under the Open Data Commons Open Database License (ODbL) by the OpenStreetMap Foundation (OSMF).

IYou are free to copy, distribute, transmit and adapt our data, as long as you credit OpenStreetMap and its contributors.

Imagine has been built upon and is distributed under the same licence.

The cartography uses Open Data commons on database license by the OpenStreetMap Foundation (map tiles) which are licensed under the Creative Commons Attribution-ShareAlike 2.0 license (CC BY-SA).

Data is available under the Open Database License, and cartography is licensed as CC BY-SA

OpenStreetMap® is *open data*, licensed under the Open Data Commons Open Database License (ODbL) by the OpenStreetMap Foundation (OSMF).

https://www.openstreetmap.org/copyright
Jennifer Carson

Sarah Carson - Daughter

Sam Carson - Son

*"**Jennifer** is a woman before her time. A wife, mother and a lawyer. A combination hardly acceptable in those times"*  - Crawford Productions.

## Background

**Jennifer** was raised in the working-class suburb of Collingwood and barracks for the Collingwood Football Club. Her father Vic Brown is a Sergeant at the Collingwood Police Station. Her mother passed away when she was growing up.

**Jennifer**'s parents sacrificed a lot to put her through school because they believed she could have a useful career and do worthwhile things with her life.

She was awarded a scholarship and studied law at university.

**Jennifer** completed her articled clerkship at Carson & Carson in approximately 1905. It was here that she met and fell in love with Bill Carson. They subsequently married and **Jennifer** left work to raise their children Billy, Sarah and Sam.

**Jennifer** and Bill have a strong and loving marriage, despite the obvious disapproval of Bill's father Godfrey Carson, whom **Jennifer** addresses as Mr. Carson.

Despite facing prejudice herself, or perhaps because of it, **Jennifer** has an inherent sense of justice which is reflected in many of the cases she takes on.

## Storylines

**Season 1**

Upon being invited to Godfrey’s residence, **Jennifer** and Bill decide the time is right to discuss the prospect of **Jennifer** returning to work at Carson & Carson with Godfrey. Godfrey initially denies their request before Bill gives him an ultimatum - either he allows **Jennifer** to return to Carson & Carson or Bill will leave the firm and set up his own practice with **Jennifer**.

Immediately upon recommencing work at Carson & Carson, **Jennifer** takes an interest in the notorious Royston case, after having a conversation with her father about his trepidation of the quick arrest and doubt that a proper investigation had occurred.  After attending Royston’s committal hearing and witnessing the enormous prejudice against him, her interest culminates in her visiting Royston in his prison cell and agreeing for Carson & Carson to act in his defence without discussing the matter first with Bill, or Godfrey.

After a strong and tense confrontation between **Jennifer**, Bill, and Godfrey, Bill declares that he will be in fact taking on the Royston case and that is the end of the matter.

## Lorraine Bayly

Write the second section of your page here.
Notes

**Notes** are collectibles that can be collected in the game. There are about total 25 notes that are in the base game.

There are different types of notes such as physical notes, often found scrawled on scraps of paper, weathered journals, or even casset tapes, represent the most tangible form of communication from the Old Age. Some notes chronicle the experiences of Stalkers who ventured too deep into the Zone's uncharted territories, seeking hidden treasures. Their observations provide valuable insights into the Zone's enigmatic properties and the strange creatures that inhabit its depths.

Electronic notes, preserved on data pads , represent a more recent form of communication from the Old Age. These notes, ranging from research reports to personal messages, provide a more detailed and systematic understanding of the world that was.

## Notes

1. ↑ https://www.reddit.com/r/Svenska/comments/195o6wc/translate\_this\_note\_from\_mutant\_year\_zero\_road\_to/
Billy Carson

Sarah Carson - Sister

Sam Carson - Brother

Godfrey Carson - Grandfather

Vic Brown - Grandfather

*"Jennifer's eldest child, Billy is studying law. He is a lively, entertaining young man trying to adjust to his father's sudden death."* - Crawford Productions

## Storyline

Write the first section of your page here.

## Greg Caves

Write the second section of your page here.
Thomas Carson

"*Tommy is the spoilt son. Women find him irresistible. His father believes him to be near-perfect. He is Godfrey's blind spot."* - Crawford Productions

## Thomas Carson

### Family

Godfrey Carson - FatherBill Carson - Brother

Robert Carson - Brother

Amy Carson - Sister

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Robert Carson

Thomas Carson - Brother

Amy Carson - Sister

*"Manipulated by his ruthless father and scheming wife - yet torn between both of them. Robert knows he can never be as good - or as bad as his father"* - Crawford Productions

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Knee Shot

**Knee Shot** is a Mutation exclusive for Dux in *Mutant Year Zero: Road to Eden*.

It is a type of *Minor Mutations* where if the player attack any organic's enemy , the affected enemy will not able to move for 2 turns. (but they are able to attack the player if within the range of attack) . It cost **4 points** to unlock the mutations and **2 kills** to recharge the mutations.

## Description

*No knee, no problem! You are able to knock the patella off an enemy's leg with a single shot, preventing movement for 2 turns. Affects organic enemies only.*

## Stats

Disable an organic enemy's movement for 2 turns.
MIMIR

**MIMIR** is a a former megacorporation (known as Enclave in game) in *Mutant Year Zero: Road to Eden*.

The Bormin and Dux are first introduced to MIMIR , when they seen a actual crashed MIMIR Z800 at the Hammon's cabin to which they commented the logo looked like a star

During the gameplay, Stalkers will come across several crashed drones with the MIMIR name and logo on them. Hammon are also on his own quest to look for Eden after receive strange broadcast by one of the fallen drone. Later on in the games, you can encounter some of the leftover but still activated drones and robots there in the Zone.

Based on what we have seen in game so far, it is presumably a military-industrial complex company (like United States MIC Big 4: Boeing, Lockheed Martin, Northrop Grumman, and Raytheon Technologies) . The motto for MIMIR is "For Freedom, For the Future".  The titan power name is a namesake of Norse mythological being

Here are some of the creations of MIMIR still available in the Zone

* Explorer Helm
* MIMIR C/R 33 Scope
* MIMIR PC98
* MIMIR ZERO G-08
* MIMIR Needle Pistol
* MIMIR - Driver 30
* MIMIR Z200
* MIMIR Z400
* MIMIR Z600
* MIMIR Z800

## Gallery

MIMIR flag in the Lair of the Horned DevilCrashed MIMIR Z800 at Hammon's CabinCrashed MIMIR Z800Stalker examine MIMIR logo in World Ender
1. ↑ Mutant: Year Zero [Mechatron] Page 95
2. ↑ Mutant Year Zero [Elysium] page 87
Brother Lundgren

Brother Lundgren is one of the mini boss enemies for Mutant Year Zero : Road to Eden .

He is found in Cultlands guarding the magic mushroom and the grubs.
As same as other Nova Sect Brother, he have same abilities as other Nova Sect brother.

Power up - Powering up
Electric Shock - Electrical attack

## Gallery

Sideview of Brother LundgrenBackview of Brother LundgrenCloseup of Brother LundgrenLundgren powering up a tankCloseup of Lundgren powering up HunterLightning Attack
Чудесный аппарат

**Чудесный аппарат** — это аппарат который создали гоблины, он может перемещать людей в другое измерение. Ещё гоблины своровали схему его создания у пришельцев, и можно считать что пришельцы придумали этот аппарат. А также этот аппарат может менять цвет кожи у людей. (Благодаря этому аппарату можно сменить расу любого человека, к примеру белого на коричневого)

## Свойства

Этот аппарат имеет дальтоническую лампу, которую не один человек на земле не может различить. Им кажется это красный цвет, но на самом деле синий. Только гоблины могут различить этот цвет. Ещё на этот аппарате внизу есть отпечатка которую сделал один гоблин. Она показывает что Елисей побывал на Марсе. Но был казнён другой звёздной подгруппой.
Supernaturals in the area

## Mage

D.C. has a major technocratic presence

The New World Order has several trained Men in Black that ensure no supernatural influence can reach the White House.

The Celestial Chorus is present near the Washinton National Cathedral.

**Verbena a camp in the Rook Creek Park.**

Hermetics of House Shaea

Virtual Adepts maintain a chantry in one of Washington's suburbs.

## Hunter

The US government's hunter organizations, the CIA, FBI, SAD, NSA, IRS and ATF all have their headquarters in D.C.

The Society of Leopold has a major influence in Catholic University,

## Vampire

Since the American Civil War, D.C. was nominally ruled by a Tremere named Marissa. In 1968, however, the warlock was assassinated and her protegé, Marcus Vitel, took her place as Prince of the city. Vitel ruled as one of the Ventrue clan for several decades.
Elysium - LR678

## **Description**

Weapon uses projectiles that appear to be plasma or electric in origin

The **Elysium - LR678** is a rifle used in *Mutant Year Zero: Road to Eden*. Known locations:

1. In The Grogg Den , eastern building of Executive Office

## Description

A rapid-fire Enclave laser weapon with tremendous destructive capability. Rumours say that this was discovered deep underground.

## Upgrades

Level II: +1 Damage, +1 Crit Damage

Level III: +2 Damage, +2 Crit Damage (does not stack with Level II)

Ranger: +1 Damage, +1 Crit Damage (stacks with weapon upgrade)

## Gallery

Elysuim LR678 IsolatedLocation of Elysium - LR678 Weapon Chest in Grogg DenElysuim LR678 DescriptionElysuim LR678 - Level 1Elysuim LR678 - Level 2Elysuim LR678 - Level 3
Grove St Bar

## Welcome to the Grove Street Bar.

A seedy dive bar that's surprisingly roomy. It doubles as a well-populated church on Sunday mornings, but during the night she hosts some of the wildest patrons on the East Coast. Tucked between the outskirts of Washington D.C.'s industrial district, where all the movers and shakers of the world spend their days, and .lust green forests lost along the Potomac River, Grove Street sees a rather varied clientele. You never know who you might find when the taps are flowing. The only rule the bartend keeps is the hand-painted, wood carved 'No Mauling' sign hung properly on the top shelf, just below a pair of shotguns which, for one with keen senses in the room, just might be able to smell the sliver and gold shells inside.

## Roof Top Access

   There's a few old milk cartons that look like they've seen some asses recently. A small table too with a deck of cards that's missing an 8 if anyone were to count. A string or two of old dollar store Christmas tree have been used to keep anyone that comes up here from being completely in the dark, but most of one's sight comes from the skyscrapers of civilization in the distance or the slivery moon over head.

## Basement

Ol' Johnny in the back doesn't care who comes down here if they want some private time. Just as long as you keep your hands to yourself and don't mess with the taps.

There's few pools of stained blood in the corner and a set of chains hanging from the ceiling in the distance.

But boy don't ask too many questions, you might not like the answer.
What you know

What you know:

The Harns Point Caern was once one of the gem of the east coast. a Level 3 caern with an enigmatic totem that seemed to endure the worst of the modern era, and yet only grow stronger with time.

Caught in a war between the Camarilla and Sabbat, the Garou lost everything. political influences came coming for the statue at Harns Point under the guise of moving it across the river. The truth however, remains and mystery even now.

There was a battle, a war between the Bone Gnawers and political establishment of the city. The Garou lost. The Caern was defiled and the statue was moved south.

No one really knows what happened that night. But there are rumors

Since then, DC has remained a empty echo of its former light. The closest Caern being in Huntley Meadows Park.
Sarah Carson

Billy Carson - Brother

Sam Carson - Brother

Godfrey Carson - Grandfather

Vic Brown - Grandfather

*"Jennifer's daughter, she is slightly precocious with her mother's sense of spirit and adventure but tend to be snobbish - creating domestic friction."* - Crawford Productions

## Section heading

Write the first section of your page here.

## Section heading

Write the second section of your page here.
Storyteller Guidelines

Unlike most games where a single storyteller runs a game from top to bottom- RATD carries the idea of having an open Storyteller system.

Inspired by "Monster of the Week" style TV shows, my goal is to build a sandbox environment where anyone that wishes to run a game can do so within the agreed-upon boundaries of the setting. Games can be a single one-off event or a long multiweek campaign. The "casting call" comes from an established pool of players with their own pre-approved sheets.

Whenever a game is run, it requires trust. Trust that both the Storyteller will be fair and balanced and that the players will be engaged and civil.

This is a huge bridge to cross for strangers on the internet. And because of this, we're going to be asking Storytellers to fill out a single one play overview document of their game. Think of it as a director checking in the producers of a show to make sure everything is done right.

* Theme: What is the experience you want to share with our players? Is this a combat heavy event? A stealth run? An investigation? A social meeting?
* Rating: Mature? PG-13? General?
* Risk: Is this a campaign that you're asking Cliath to fight nexus crawlers in? Is this one where players may die?
* Rewards: What might be a reward for this mission? A Grand Klaive for a walk in the park might be too much.
* Time: Is this a one-shot expected to take 3 hours? Or a multi-night campaign that might take a few weeks?
* Player #'s: How many people are in this run?
* Plot Overview: Describe in a few sentences what your plot is
* Lasting effects to the Universe: Is this a small stakes attack on Pentex or does this involve killing off a legendary hero?

Submissions can be sent here
Enemies

There are multiple types of **Enemies** in *Mutant Year Zero: Road to Eden*.

## Combat Overview

Enemies follow the same tactical rules as players, but can be damaged by their own abilities and those of fellow combatants. For example, a pyro ghoul can fall on their own Molotov, catching themselves on fire, or damage another ghoul who is in the way of a thrown Molotov.

## Enemy Types

Below is a list of the ones we currently know about and their abilities.

### Ghouls

* Rifle Ghoul - Can damage characters from range.
* Tank - cannot climb, harder to kill than standard ghouls, can charge through walls.
* Pyro - throws Molotovs (fire bombs). According to Iridia, Pyro Ghouls will spontaneously combust if 'sparked' in the right way. A knockdown or knockback may cause them to drop their Molotov which is possibly what she is referring to. If they are killed while holding a Molotov, they will drop it and set the ground on fire.
* Marauder - Ranged unit that uses pistol to attack stalker
* Shaman - known to call in reinforcements
* Butcher - Melee units that uses melee weapons such as crowbar / axe to attack stalker
* Hunter - Ranged unit that uses sniper rifle to shoot Stalker from afar.
* Zone Dogs - used by the ghouls primarily. They travel in packs but are occasionally found alone. Will bark to their pack for backup.

Nova Sect

* Sect Butcher - Same as Ghoul Pyro but stronger
* Sect Hunter - Same as Ghoul Pyro but stronger
* Sect Pyro - Same as Ghoul Pyro but stronger

### Robots

* MIMIR 200
* MIMIR 600 - This robot can be reprogrammed to attack multiple enemy types, not just mutants.
* MIMIR 800
* Med-Bot - This robot if left unchecked, will run to downed enemies and resuscitate them during two turns. A knockdown or knockback will interrupt them for one turn.
* Polis-Bot
* Polis-Bot Enforcer

### Bosses

* Chief Husse - Mini Boss Ghoul at Fallen Angel, lvl 5, 16hp
* Brother Bodin - Mini Boss Nova Sect at Sea Titans, lvl 10, 26hp
* Brother Skoog - Mini Boss Nova Sect at House of Bones, lvl 20, 26HP
* Mother Zone Dog - Mini Boss Ghoul at Iron Sepent, lvl 25, 30HP
* Grey One - Female ghoul boss. Higher health pool.
Chapter 3

**Chapter 3** is a chapter in Star Wars Jedi: Fallen Order.

N/A

While descending into Kashyyyk's atmosphere, The Stinger Mantis crew became embroiled in a skirmish between Imperial forces and freedom fighters. Believing Wookiee Chieftain Tarfful could be among them, Cal jumped ship and hijacked an AT-AT, piloting it right into the infamous insurgent Saw Gerrera! Saw and his fighters were in the middle of a campaign to liberate a nearby wroshyr sap refinery. With the possibility that Tarfful could be one of the Wookiees detained there, Cal Kestis and BD-1 agreed to help him.

### Part 2

**The New Allies**

After freeing the imprisoned Wookies and taking the refinery from the Empire, Cal still had no information on Tarfful's whereabouts. Luckily Choyyssyk, one of the Wookies Cal helped liberate, had fought alongside Tarfful in the past. He and Mari Kosan, a member of Saw's guerrilla fighters, agreed to find Tarfful for Cal. However, just as he received this news, Cere discovered an Imperial transmission revealing the Empire was close to unearthing another tomb on Zeffo...

### Part 3

**The Second Sister's Origin**

While it was true that the Empire was closing in on the Tomb of Miktrull, Cal rushed to Zeffo to find himself caught in a trap laid by the Second Sister. She revealed herself to be Trilla, Cere's former Padawan. After a perilous battle, Trilla seemed to get the upper hand on Cal but before she could strike him down, BD-1 intervened - positioning an unbreakable laser field between Trilla and Cal. As Cal escaped into Miktrull's Tomb, he tried to call Cere but as interrupted by Trilla slicing his comm.

### Part 4

**The Tomb of Miktrull**

In another play to kill Cal, Trilla lured him onto a hanging sarcophagus and instructed her forces to shoot it down. In that moment, Cal regained the ability to Pull his lightsaber and narrowly escaped. On their way out of the tomb, Cal and BD found another encrypted log from Cordova, explaining the key to the Bogano Vault is a device called the Zeffo Astrium. To access the Vault, they'll need to find one. Before he could return to the ship Cal was captured by a bounty hunter. Who they work for remains a mystery...
Ethos

Ethos (Or my Mission Statement):

 When I was new to Roleplaying. I wasn't sure what to do and how to act. The best Storyteller I ever knew once told me: "We're all friends here". I'm a big fan of this mindset. If you are here to win the game, this isn't the best place for you. But if you like sharing stories with others come on it.

Game goals:

The District is intended to be two things:

The first is a social Role Play hub.

A bar for supernatural creatures to relax and interact. Maybe a Galliard wants to show off with the Piano in the corner. Maybe an Ahroun and Get want to go outside and see whose better.

The second is it is a setting. An environment for Storytellers, anyone who wants to run a one short or small campaign with our player.
Carson & Carson Offices

## Carson & Carson

### Inhabitants

Godfrey Carson - PartnerBill Carson - Partner

Robert Carson - Partner

Tommy Carson - Partner

Esme Brookes - Legal Secretary

Jennifer Carson - Solicitor

John Kendall - Solicitor

Billy Carson - Law Clerk

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Grave of the Ancients

The **Grave of the Ancients** is a location in *Mutant Year Zero: Road to Eden*. It can be reached from The Castle of Light. The Forbidden City can also be reached from it

## Point of Interest

Stalkers are having following conversation where they encountered upon this wall.
A : *They call it the Forbidden City. That wall surrounds the entire thing.*
B  : *They were trying to keep people out?*
C : *Trying to keep people in. The Red Plague started in this city. It spread fast. Got out of control. So the powers-that-be built a wall around the city to quarantine it, to stop the people inside from infecting the world. Doomed them all. That was a long time ago, but people are still scared to go in. That's why they call it the Forbidden City.*
B : *Excuse me, if the Red Plague's in there, why are we going in there?*

## Enemies

* Mimir Z600 next to the collapsed ground
* Polis-Bot, Two Polis-Bot Enforcer and MIMIR Z200 in the area to the south

## Items

* MIMIR PC98 - chest by the Polis-Bots
* Ingmar's Journal Page 152 - building in the northeastern part
* YOUR JOURNEY IS JUST BEGINNING (Note) - small quarantine area to the northwest
Haxion Brood Bounty Hunter

**Haxion Brood Bounty Hunter** is an enemy in Star Wars Jedi: Fallen Order and Star Wars Jedi: Survivor.

## Tactical Guide entry

*Frequently combines blaster fire, missiles and flamethrower; engage with caution.*

*Relies heavily on jetpack. Destroy jetpack to disable.*

Menacing Bounty Hunters of all kinds make up the Haxion Brood. Augmented with droid parts and jetpacks, they are driven by both the massive reward and the thrill of the hunt, chasing only the most dangerous prey. Cocky and self-assured, they haven't lost a bounty yet and don't intend to.

## Appearance

Wears a flight suit with armored knee pads, has a vest made from droid parts, has a cybernetic arm from a protocol droid. they have three different helmet designs.

* Protocol Droid Helmet with large rim, with white goggles
* Skull like mask revealing bald head
* Roman Centurion style helmet with slit visor, with visible eyes

## Summary

Haxion Brood Bounty Hunters are members of the Haxion Brood crime syndicate.

Bounty Hunters use a variety while hunting their targets including A280C Blaster Rifles, wrist mounted Flamethrowers and wrist rockets. They will mostly use their jetpacks during the fight, they will either fly into the air and fire a missile or dash forward in the air while burning the ground.

Bounty Hunters can be knocked out of the air by deflecting their charged blaster shots or with their rockets. The jetpacks can be removed by pushing them into walls or surfaces from their front, the jetpack will fly off and explode leaving the Bounty Hunter locked to the ground.

Bounty Hunters return in Survivor where a new variant called the Grenadier which also uses a jetpack and uses more explosive attacks.

## Finishing Moves

* Cal kicks the Bounty Hunter then slashes their jetpack causing it to malfunction and send the Hunter flying
* The Bounty Hunter grabs Cal with their Cybernetic arm, Cal slashes the Hunters arm off then slashes them across the chest

## Notable Bounty Hunters

* Anti
* Atticus Rex
* Bing
* Mad Midge
* Null Chance
* The Huntsman

## Appearances

### Star Wars Jedi: Fallen Order

* Kashyyyk
* Zeffo
* Dathomir
* Battle Grid

### Star Wars Jedi: Survivor

* Jedha
* Koboh
* Nova Garon

## Trivia

* Bounty Hunters have the same finishing move as the Commando, but only if the jetpack is removed first.
* They have the same charged blaster attack as the Commando, however their shot can be deflected.

## See also

* Enemies
* Haxion Brood Grenadier

## External links

* Haxion Brood Bounty Hunter on the Star Wars Wiki.
Swamp Soul Over

The swamp soul over is a Betweenlands soul achievable by defeating the Dreadful Peat Mummy

## Abilities

The swamp soul over can see in the darkness of the betweenlands as it has night vision. Its attacks inflict poison on any mob who is not undead or poison immune. Additionally, it has the distinction of not receiving the hunger status effect from bad food such as rotten flesh. It is the size of the player, but its speed is reduced to 0.8x that of the player.

## Acquisition

The Dreadful Peat Mummy is a tough mob who requires mummy bait to lure out. Given it is in the Betweenlands, the swamp soul over is one of the final souls the player is capable of obtaining. Additionally, felling the Dreadful Peat Mummy is an incredible feat on its own given how dangerous the boss is.

## Trivia

- The swamp soul is the only soul which is not directly connected to its boss counterpart. While the Guardians and Elder Guardians, the Endermen and Ender Dragon, and the Wither Skeletons and Wither are linked, the Dreadful Peat Mummy is more connected to the regular Peat Mummys.

- The swamp soul has a much more animated model than any other soul over, largely because The Betweenlands mod is full of mobs that have much more complex models/animations.
Historical Preservation Organization Wiki

## Welcome to the Historical Preservation Organization Wiki

WARNING: Unauthorized Access to this database is strictly prohibited by H.P.O. Protocol 175.32, any instances will be traced back to the suspect resulting in detainment and displacement.

## New Employee Introduction

Welcome to the Vault, the largest collection of digital information on the equipment, objects, entities, and several other classifications that are detailed here:\_\_\_\_\_\_\_\_\_\_[place link here]. As a new or veteran member of the H.P.O. team, you are allowed access to the contents of this site. Signing in to use the site will require implementation of your CAC card, or your 16 digit pin given to you by your immediate superior. Historical Preservation Organization was created as an international community specializing in the study, containment, procurement and [in extreme cases] destruction of objects or entities that is deemed dangerous or can affect the reality of life as the majority know it; not just on Earth but on all planets involved or not involved in the organization. Currently H.P.O. is divided into eighteen major branches known to all staff, each maintaining watch over a single planet; Earth Branch, Humana Branch, Alrenean Branch, Paradisum Branch, Legend Branch, and lastly the Compartment Branch [aptly called the "Hell Branch"]. Please follow the link per your newly assigned branch to learn more about your job.

Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Godfrey Carson

Thomas Carson - Son

Amy Carson - Daughter

Billy Carson - Grandson

Sarah Carson - Granddaughter

Sam Carson - Grandson

*"Godfrey is Jennifer's powerful father-in-law and the patriarch of the Carson family and the influential law firm Carson & Carson"* - Crawford Productions

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The Church Council Transactions

## Synopsis

Godfrey announces to the family that Carson & Carson has enjoyed a "most satisfactory and profitable year" and further announces that Robert was closing in on protracted and delicate negotiations to win over a very desirable client Clive Hamilton which will bring increased profit to the firm.

Later that evening when discussing Godfrey's spontaneous engagement to Felicity Bryce, Robert tells Margery that Sir Humphrey Moore is extremely influential and his connections could help with both Robert's ongoing negotiations with Hamilton, as well as Godfrey's political plans for Tommy.

When Tommy and Robert discuss Jennifer's impending commencement of work at Carsons & Carsons, Robert states that it is important that the firm appear united if he is to secure the lucrative work of the "immensely wealthy church fund" represented by Hamilton, including all of their property transactions, which would be worth thousands of pounds to the firm every year. Robert is frustrated that Tommy does not appear to have any interest in the transaction, or any other transaction for that matter.

Later at the Club, Godfrey, Bill, Robert and Tommy are having drinks with Clive Hamilton, who states that it is all but a formality now that Carson & Carson will gain **the Church Council's accounts** and that they will hear from him very soon.

Upon discovering that Jennifer had agreed to take on the Royston case, Margery attended upon Jennifer at her home, telling her that Hamilton telephoned Robert this morning whilst they were eating their breakfast, to say that he had heard the rumours that Carson & Carson were defending Royston and threatened to take **the Church business** to another firm. Margery requested that Jennifer drop the "insane idea" of representing Royston before she does anymore damage. Jennifer responded saying that Royston is entitled to a fair defence. Margery believes that Hamilton is the first of many clients who will take their business away from Carson & Carson if the firm takes on the Royston case. Jennifer thinks that this idea is absurd. Margery dramatically declares that the practice, the family, will never recover - and that all Jennifer cares about is herself.

After negotiating with criminal defence Counsel Andrew Riley to take over the Royston case, Godfrey asks Robert if he has heard anything more from Hamilton. Robert replies that he has not, so Godfrey asks him to contact Hamilton immediately and tell him that there is absolutely nothing for him to worry about.

This backfires when Bill discovers that Godfrey and Andrew Riley were in cahoots, and going to manipulate Royston into taking a plea. In an act of defiance, Bill takes of the Royston defence.

Robert, later that evening drowning his sorrows, bemoans the fact that he had been working like a "draught house" for months on **the Church accounts**, bowing to Clive Hamilton and now it's all been for nothing. He thinks that he is unlikely to secure **the Church accounts** or his bonus money.
Battlebox

The battlebox is an arena for battlebots to fight in. It contains many deadly hazards such as: hammers called pulverizers, screws on the sides of the arena walls, spikes that come out of the floor, saws that come out of the floor, floor lifters, and parts of the rails move. The battlebox has seen its fair share of damage, such as: having chunks ripped out of it by Tombstone and Nightmare, the pulverizers being bent and thrown upwards by Bombshell and Minotaur, and having bots being thrown out of it into a small space between it and the lexan walls by Bronco.

## The Pulverizers

The pulverizers are hammers controlled by the teams inside of the battlebox, with 2 hammers being used by each team.

## The Screws

The screws are sometimes vital to a battlebots survival, being used to put opponents onto when a bot primary weapon doesn't work, leaving the opponent stranded on them.

## The Killsaws

The killsaws are saws that come up out of the floor that can grind battlebots when over top of them. The killsaws can also trap bots, as seen in the Chomp vs Bite Force fight.

## The Spikes

The spikes are spikes that jab out of the arena floor, trying to do damage to opponents. They really do little damage, except when seen in the Bite Force vs Ghost Raptor fight when they ripped a tire off of Ghost Raptor.
Beta

Beta is a hammer bot that competed in Season 2 of the reboot of Battlebots. Beta was scheduled to compete in Season 1 of Battlebots but had difficulty and had to forfeit. Beta is an electric hammer and needs electro magnets to keep from throwing itself upside-down when it fires. The hammer swings 9 feet in .2 seconds. Beta's debut was highly anticipated and many people thought of it as one of or the best hammer bots of all time. Beta was a Quarterfinalist in Season 2 before losing to Tombstone, although it almost beat it. Beta didn't sign up to compete in Season 3 of Battlebots, and so the best hammer title goes to Blacksmith.

## Season 2

Beta's first fight in Season 2 was against the pneumatic flipper of Lucky. Lucky had added a shock absorber to the back of it for this fight. The fight started with Beta lining up and hitting the front of Lucky, which knocked the shock absorber off. Beta lined up and hit the front wedge of Lucky. Lucky proceeded to flip Beta into the screws, and Beta easily self-righted. The announcers were going crazy from both bots working. Beta lined up and hit the back of Lucky. Beta hit Lucky right on the flipper, just as Lucky flipped Beta. Beta gave Lucky a hit on its flipper, which got it stuck in an upright, cobra position. Beta went after Lucky

## Wins/Losses

3-1

Wins: S2: Lucky, Overhaul, Nightmare

Losses: S2: Tombstone