recursal/Fanatic-Fandom huggingface dataset:
Linguistics

You begin play with the native language of your choice for free, but if you want to speak any other languages, whether modern or ancient, Linguistics is a must. This ability allows you to understand additional languages, but at high levels also offers a more general understanding of linguistic structure. Linguistics may allow you to recognize accents or decipher word puzzles.

• Novice: One extra language.

•• Practiced: Three extra languages.

••• Competent: Six extra languages.

•••• Expert: Ten extra languages.

••••• Master: Fifteen extra languages.

Specialties: Romance Languages, Kanji, Idioms, Hieroglyphics, Written Expression, Ciphers.
Pasadena

Pasadena is a Grey suburb of the LATMA Metro, near the northern borders of LATMA.

## Theme / RP Hooks

Pasadena has always been considered a fairly 'Grey' city, having an interesting mixture of Bright citizens and those who are Dark. For some reason the two populations seem to operate fairly well together and generally without incident.

Pasadena connects with Altadena, which continues up into the foothills of the San Gabriel mountains.

## Security

Stig-Martyr holds the contract for Pasadena, though MetSec has been known to step in if things get out of hand and threaten to spill over to the Corporate Center or Downtown, just ten miles southwest.

## Known Characters

(Use Character/Pasadena)

 Blackwell
## Known NPC

(Use NPC/Pasadena)

 Dalia

## Logs

(Use Log/Pasadena)

 1-15-18:LOG:New Wolf in Town 7-13-15:LOG:Coffee Talk 7-17-15:LOG:Boxes of Books 7-18-15:LOG:Beers and Boxes
## Plots

(Use Plot/Pasadena)

 Blood on the Streets Don't Be Afraid of the Dark
## Old School DM

Pasadena is the most popular tourist destination for Bright and Dark citizens.

The crush of people results, therefore, in a confusing mass of humanity. It's within this almost-safe city that strange concealed conflicts occur, often invisible to the untutored observer - partially due to the sheer instability of the population, and partly due to the crush of nightclubs, bars, and mashed together commercial and residential zones.

As rumor has it, at one point, Pasadena was once almost like the pre-Fall Washington D.C. where politics, above all else, governed everything.

Those in charge, now, have either taken a willing vow of secrecy under which subtle control can be wielded, or have vanished, fled to more hospitable climes. The resurfacing of these corporate leaders is always a threat to the citizens and visitors to Pasadena, however.

The whispers behind closed doors are of fears that Pasadena, like Downtown, will reemerge as a city held under the concrete and steel fists of skyscraper-housed tyrants.
Stunner

A "Stunner" is a bit of Dark Tech found in the Shipwreck out in the Wastelands. The object is organic in nature and roughly six-inches in diameter.

## What is known

* When any one of the light-colored panels on the sphere are compressed, the sphere will detonate in roughly 12 seconds.
* When detonated, the explotion creates an effect similar to a flash-bang grenade (which produces a bright flash of light and a deafing pop which will often disorientate those within 10 feet).
* The stunner does more than just a flash-bang, it paralyzes anyone within a 12 foot radius of its center for approximately 20 seconds.
Shipwreck

A ship of unknown origin crashed somewhere in the middle of the Wasteland (near Old Phoenix). Strange things have been spotted around the wreckage. Runners who travel the area reported that their vehicles would stop working whenever they got close to it. Strange buzzing sounds were 'felt' as they approached.

Obviously there was a lot of investigation projects launched by the Consortium and their findings were internally published in a document called the Phoenix Report. Such a document has found its way into other parties (most notably other research corporations) and the race is on to discover, possess and deconstruct any Alien Tech available in the wreckage.

## Details

Location: Wasteland
See also: Phoenix Report

## Setting

Could be an alien ship that crashed in the interior of the Wastes. Could be some new repulser technology that had an accident. No one's really sure what happened or where it came from but what they do not is that everything is dead for exactly one mile in radius from the crash.

The silouette of the ship with the exposed access hatch on the south end.
Troupe

Troupe style is now the dominant form of roleplay (RP) on Dark Metal. Troupes are basically small groups of players which are lead by a Storyteller (ST). The players and the storyteller decide on what type of story they want to explore with their characters. Some troupes will encompass multi-sphere RP and some will stay focused within one sphere. It's entirely up to the troupe.

Troupe style RP allows for a much more in-depth bit of RP as players don't have to get their characters approved by this staff or that staff, they simply have to get themselves reviewed and approved by the ST. If they want something unique for their character and the ST is fine with it, voila - done. The only caution is that if a character were to transfer Troupes, the new ST may not allow some things that the previous ST did. This is why it's important to review each Troupe's Convention list.

## Current Troupes

(Use Rp Troupe)

 Bad Moon Rising Blood and Chrome Prometheus Rising The Fallen Wasteland Security
## Troupe Zones

(Those areas on the grid built for or commonly used by troupes for their roleplay. Default policy is that areas linked to the public grid are also open for public roleplay, but check individual troupe zones for details.)

 Las Vegas Freehold The Galleria
## Current Conventions

*Main article: Convention*
Conventions are modifications to the setting specific to each troupe. Some troupes may adopt the same convention or slightly modify it to fit their needs.

 Convention: Bright Convention: Dark Convention: Fauna Convention: Magic Convention: Medical Convention: Plot Convention: Primacy Convention: Region Convention: Spheres Convention: Technology Convention: Vehicle Convention: Weapon
Shadowlands

The Shadowlands are the death-based reflection of the living world found in the Classic World of Darkness and serves as one of the primary settings for Wraith: The Oblivion. The Shadowlands wrap and reflect the living world - every location in the Skinlands has a direct physical analogue in the Shadowlands, although the relationship can sometimes be tenuous. A wraith living in the Shadowlands of New York, for example, can walk from Manhattan to the Bronx. However, objects which are remembered in the living world still exist in the Shadowlands, so that same wraith may be able to climb the memory of the Twin Towers.

Cities in the living world are represented by the Necropoli in the dead world; many of the Western cities are considered independent with tenuous ties to the Hierarchy, although there are exceptions, such as the territories of the Dark Kingdom of Wire.

Each of the Dark Kingdoms in the Shadowlands also roughly corresponds to one of the major continents or cultures in the Skinlands. For example, Stygia encompasses most of Europe and North America, while the Yellow Springs holds sway over China, Japan, and many of the more "oriental" cultures of Asia.

The Shadowlands overlay the Tempest in most places, although it will poke through on occasion. Occasionally, nihils to the Tempest or to Oblivion will open up in in the Skinlands. Even rarer is one that exists as a permanent channel.

The Shadowlands are accessible to any wraith who still possess Fetters, such as Gaunts. Wraiths who have lost their Fetters, such as Domem, will dissolve from the Shadowlands in minutes if they do not return to Stygia or another stable point in the Tempest.
Redlands

The Redlands is an area that encompasses the ruins of San Bernadino, south of the mountain range that divides it from the Wastelands. The Redlands represent the eastern-most portion that could be partially considered part of the LATMA Metropolitan Zone. No Tube reaches the Redlands and many consider it to be a 'fringe' area of the Wastelands where many Lowtech , Dark citizens live.

The Redlands is the start of the Mojave Freeway that can provide access to Barstow and eventually Old Vegas.

## RP Hooks

* **Off The Grid:** Since the area is beyond the Tube and considerd almost the 'fringe of the fringe' of LATMA , it is left on its own. There are no corporations present, no real industry and plenty of nooks and crannies where people can get lost.
* **Lawless:** There is no MetSec in the Redlands. It's too far beyond their sphere of influence and without some corporate holding being located within its borders, there's no need to patrol it. Occasionally there will be a gunship fly over while on the way towards the Wasteland or maybe a security force if they're tracking down a super but that's very infrequent.
* **Ruins**: The Redlands exist upon the remains of the city of San Bernardino which was extremily large (the 17th largest in the state and the 100th largest in the country Pre-Fall) and exceptionally poor. San Bernardino was the poorest city of its population size in California, and the second poorest in the United State after Detroit.

## Points of Interest

* San Bernardino International Airport (Ruined but now a habitat)
* San Manuel Ampatheater (Converted into terraced farmland)
* Sante Fe Depot (Old Train Station, sturdy, now habitat)
* Inland Center Mall (Ruined, now a habitat)
* The Wall (a massive wall that surrounds the Red Lands and blocks the only pass through the mountains to the Mojave Freeway
* Paradiso Tower (unfinished apartment building, now home of the Paradiso Colony )

## Nearby Landmarks

* San Bernardino Mountains (forested, wild)
* Big Bear Lake (San Bernardino Mountains)
* San Gabriel Mountains (forested, wild)
* San Jacinto Mountains (forested, wild)
* Cajon Pass (the pass between the San Bernardino and San Gabriel Mountains)
* The Wall : A fortified structure with a single gate on the Mojave Freeway.
* The Scrub Lands : Unclaimed and generally sparsely settled areas south of the Redlands.
The Schism

?

The Schism is a convention within the Vampire Sphere that deals with the breaking of the Sabbat

## Summary

Within this convention, a large number of the Sabbat left their faction and joined the NAE, helping then to destroy those who remained loyal to their original Sect. By doing so, they helped create the vampire-based Theocracy within South America.

## Details

This left the sabbat wounded and their power much less within the region. Many of the elders were destroyed in the process leaving a huge vacuum in their power structure.
Old Vegas

Old Vegas is the name given by many Wastelanders to the ruined city of Las Vegas.

Designated as part of the Las Vegas Freehold , it is an area of the Wasteland that has been reclaimed by the desert.

The city itself is populated by what could be described as zombies, though perhaps they are something else entirely. They remain inactive until noise disturbs them. They exist in the shells of buildings jutting from the sands.

   The outskirts of the main strip contain small enclaves of survivors as well as the remains of those who were overrun and destroyed.

## Plot Elements

* Nosferatu and Ratkin have carved out a necropolis empire below the ruins of Old Vegas, but have no access to the Helix Facility.
* The Helix Facility (a holding of the Helix Corporation ) is a techno-nephandi corporation transplanted from another reality and exists beneath the city -- think Umbrella Corp
Palos Verdes

Palos Verdes is a Bright City on the coast, southwest of the Corporate Center and west of LA Harbor.

## Theme / RP Hooks

LATMA beachfront property; Palos Verdes is home to the brightest of the Bright.

## Logs

(Use Log/Palos Verdes)

Category *Log/Palos Verdes* not found
## Old School DM

The richest of the Bright and connected live here, openly eschewing the less fortunate but often more righteous. Even amidst the obvious wealth of this city and the influence and affluence of its inhabitants, cracks of corruption and near lawlessness can sometimes seep up to contaminate well-manicured lawns and heavily-gated mansions.

Unlike Anaheim or Lynwood, overt trouble and violence are never seen within Palos Verdes, but trouble comes in all forms. In Palos, the violence is insidious, political, and life shattering. Neighbors report neighbors to MetSec, claiming supernatural activity, even though the definition is vague and foggy.

Daughters have come to slowly poison fathers, if only to get a bigger portion of what they believe they deserve, but never worked for. Sons sit in their palatial bedrooms and plot out how to take over the family business, regardless of who they hurt to get it.

For visitors to Palos, the pristine image of this place, upheld by the Palos Verdes Neighborhood Association, conjures up thoughts of ambition and drive.

Little danger awaits the commoner in Palos, though causing trouble in this city - with the entirety of it fully under MetSec contract - will elicit some of harshest treatment imaginable.

Look, but don't even think about touching.
San Clemente

The blasted remains of a city in central LATMA, now part of the Radiation Zone. The city lies north of San Onofre and south of Laguna Niguel.

## Theme / RP Hooks

The Tube station still functions, but why would you want to go there? Though fallout and radiation from the meltdown of the San Onofre reactor has faded somewhat, there's still nothing there but blasted wasteland, and if the rumors are true, O47 monstrosities.

## Security

None -- individuals must supply their own security.

## Recent Events

A large jungle, called the San Clemente Jungle, spread throughout a region of San Clemente when a Reality Bubble intruded upon this 'Prime Reality'. The bubble is populated with a few variety of dinosaurs which suggests that it may be a Temporal Bubble.

## Logs

(Use Log/San Clemente)

Category *Log/San Clemente* not found
## Old School DM

San Clemente once held a sizable Garou population and even a Caern. To limit access to the area, the Garou destroyed the Tube station preventing folk and MetSec agents from gaining easy access.

Long thought to be an irradiated wasteland by mortals, San Clemente is still believed, by the majority of humans, to be an area of fallout. This myth is slowly fading, however, as residents have begun to rebuild the city. The rebuilding efforts have extended almost out to the highway itself that runs through the so-called radiation zone.

The city is a refuge for dark citizens and others who wish to escape the oppressive control of the corporations, or the danger of the streets in other dark areas. It has its own law enforcement and small government, behaving and formed as a Greek city-state. Rumors, however, have begun to circulate that the very corporations San Clemente's citizens want to escape may be the next to inhabit, and take over, the city. The rumors surround recent interest in renovating and bringing to life, under corporate sponsorship, the San Onofre nuclear power plant.

Still not widely known to humans, the word of the city has spread to Garou and Kinfolk. It is known to the Nation as an area with a high concentration of Garou and Kinfolk, and one of the last truly safe locations for the Garou in LATMA.
System Mechanics

Dark Metal was originally created to use the 'traditional' White Wolf, World of Darkness games as well as some elements from Cyberpunk.

## Mechanics

To allow the players to engage in either 'Classic World of Darkness' or the 'New World of Darkness', a seperate Metropolitan Area has been opened for roleplay. This new Metro is located in the area that connects New York with Boston and is called 'NewBos '.

Troupes can explore NewBos (as an area within the commonly shared setting) without converting to the New World of Darkness and vice-versa.

 Vampire: The Masquerade
 Mage: The Ascension
 Changeling (Not sure)
 Cyberpunk (?)

## Troupe Style RP

To accomodate a more free-floating rp style, the mush has adopted a Troupe Style Roleplaying system. The idea is that the characters are attached to a group of other characters and they have their own set of plots and stories within the commonly shared world of Dark Meta.

* Troupe

Within each Troupe are a series of Conventions which can augment the Canon elements of the Setting.
Prometheus Rising

## Theme

Prometheus Rising is a Rp Troupe based on the Shipwreck Convention. Rp will vary in location from LATMA to the Wastelands.

## Membership

(Use Character/Prometheus Rising)
Players wishing to play in this troupe should contact Wyck in game to discuss their character's background and contribution. Additionally you will need to speak with Lovecraft to see how you would come to work for him on his team.

### Looking For

* Scientist Types / Researcher

* Wasteland Runners

## Spheres

This Troupe and the main Convention that we're playing would probably be suited more for Mortal, Mortal+, etc. There's always the possibility of pulling in characters from other spheres but you'd have to have a good reason how you're involved with the exploration of an alien ship in the Wastelands.

* Are you a Wastelander?
* Are you a corporate type from LATMA?
* Scientist?
* Security Officer?
* Scout?

## Territory

The Troupe will bounce between the Wastelands and LATMA

## Plot Evolution

* **Reports:**The first plot for the Troupe will involve investigating their copy of the Phoenix Report and make plans to investigate the remains of the crashed ships in Shipwreck.
* They have information on a Sentinel and a Holo Projector.
* Session #1: Background investigation into the Phoenix Report. See Log:
* Session #2: Getting to Blythe to secure Runner guides. See Log

## Logs

(Use Log/Prometheus Rising)

 7-19-15:LOG:Phoenix Report 7-21-15:LOG:Convoy to Blythe 7-24-15:Log:Interview in Blythe 7-28-15:LOG:Fragments 8-2-15:LOG:Prometheus Base
Snakemen

The Snakemen are a radical group of Wasteland Raiders who are known to attack settlements out in the Wastes and take those prisoners that they are able to capture back to their settlements. Once they have returned, the Snakemen hold a large, orgy of blood and flesh where they sacrifice some of their prisoners to juvenile Wasteland Wyrms which they believe is some kind of deity. Those who aren't sacrificed are killed and their bodies eaten to increase the 'power' of their people.

    Reports from Wasteland Runners vary but it is thought that there are more than one tribe of Snakemen. Each tribe has between twenty and thirty warriors and they always are on the look out for a settlement to attack. It's said that they hunt when the moon is dark so that they can sacrifice their victims under the 'serpent's eye' (crescent moon).

Snakemen always attack in large numbers on modified Hellcats. They never use Rovers and prefer melee weapons over ranged though they're not above using barbed spears to stab at and injure their prey. They will often use a tactic where each one of their riders will carry a flaming torch so that they can toss it either at the walls of the settlement that they're attacking or at the gate in the hopes of burning it to the point of weakening. This does make them more visible, in a sense, but it is also a tactic to breed fear.

   The sight of the long trail of fire, the sound of their horns and the roar of their Hellcats have been enough to drive people to simply abandon their settlements and set out in whatever vehicle will carry them.

*"When the Snakemen come - all you can do is run...and hope you're fast enough."*

## Rp Hooks

* Snakemen always take prisoners.
* A tribe of Snakemen have been identified north of the Mojave Freeway somewhere between Barstow and Old Vegas.
* Snakemen villages are sedentary because they have to have the pit to house the Wyrms.
* You can always tell that you're entering the territory of the Snakemen as they build large
* Snakemen are similar to the 'Vendu' in 13th warrior. They sound big horns, they attack, they inspire great fear.
Valley of Life

The Valley of Life convention is a Reality Bubble convention located in the region formerly known as Death Valley, north of LATMA and west of Old Vegas.

## What is known

   In an event that coincides with the arrival of the wrecked spaceship (though the two events do not appear related), drones from the Consortium report large swaths of green vegetation (of the normal, Terran variety) having 'grown' rather rapidly all over the area formerly known as Death Valley.

## With some investigation

* Life: The valley seems to be teaming with life now. Thermography scans suggest that there are a number of life forms now living within the valley.
* Climate change: It's uncertain if the Reality Bubble is in effect still but the climate within the valley is now approaching what could be considered normal for a temperate climate.
Vitas Veritae

Vitas Veritae is a Convention of the Mortal and Vampire spheres.

Put simply: Vitas Veritae is the convention that humans (at least some) have discovered the healing properties of vampire blood and have started to buy it on the Black Market. Normally such a commodity is priced so high that it avoids the Dark areas of the city, but if you're the right person and know the right people... it can be had.

## Details

Because of the restriction on Supernaturals (Order 47), possession of a vial of 'Vitas' or sometimes called simply 'V', is a punishable offense. However, a single vial of the precious liquid can heal wounds, repair internal injuries, etc.

It is even rumored that an aged CEO of the Consortium used three vials of V to rid himself of a cancerous growth that was eating him alive.

If you taste it, even a drop, it will fill you with a huge rush of energy - better than any of those synthetic chemicals out there.

## RP Hooks

* One vial of V will give the drinker the following boosts: +2 Perception for approximately 1 hour after drinking.
* The after effects are lethargy and an increased appetite. Many people who have tried V had reported hungry for meat and have consumed two or three steaks after the effects wore off.
* Should there be an injury, the after effects are less severe as the potency of the 'V' is burned out to repair the damage. Additionally, the enhanced perception is only vaguely present should the 'V' need to repair damage.
Tycon

Tycon, sometimes called Tyco (tie-ko) or Tyco Station,  a well-protected trading post that many would consider as a stronghold out in the Wastes. Built out of the husk of an old Aircraft Carrier once known as the 'USS Ticonderoga', the name was mutated over the years since the Fall.

It's uncertain as to how the aircraft carrier, previously located in...well, the ocean, somehow became located so many hundreds of miles inland but the Wasteland Refugees did not care. It was a sturdy shelter from the sun, the elements and Wasteland Raiders.

Tycon is located south of Moly Mountain deep within the Wastes in an area formerly known as Kelso, Ca.

## Known NPC

* Captain Vex : The self-imposed ruler of Tycon, Vex likes to occasionall assert his own dominance over the settlement by using his loyal band of thugs to take what he wants from anyone who might be in or around the carrier.
* Nugget : An orphan girl who lives within the air ducks and storage pannels of the ship, she is well-connected within the small community but is quick to disappear should trouble ever head in her direction.

## Market

* Parts: Tycon is known as one of the best places to get newly crafted parts for vehicles and machinery within the wasteland. They're generally not cheap but they're almost always of good quality.
* Fuel: One of the most lucrative trade items that people come to Tycon for is fuel. It's uncertain where they get it, and chances are that you'll be paying a lot for it - but if you need to run...

## Rp Hooks

* Magi or anyone who is awakened will feel a residual tingle of primal energies around the large ship. Though not a node, there still lingers enough of a 'tingle' that could suggest that magic might have been used to move the ship.
* The machine shop in the old carrier was / is fully functional and as such it's one of the best places to get rebuilt and repaired engines and parts for Hellcats and Rovers .
* The Trading Post is always a familiar stop for Scrappers who are wanting to unload whatever metal or technical bit that they've scavenged from the Waste.
Yaska

Yaska was the former Boss of Blythe. He went missing after the Consortium spread its influence after the Crash.

Yaska was man who devowered the souls from people - almost literally. His 'gift' was that he could somehow find the one thing that a person valued most and take it from them - often to use it against them. Blythe existed to serve him and his needs. The town was not really much - not even protected by much of a wall - but it was his.

When he came to power as Boss, he started building a compound of his own in a corner of the town; a safe place of sheet metal walls, tall towers and such. It was his tiny palace on a tiny hill - a king of the wastes in his own mind.

## Snakeman Raid

About two years ago, the town of Blythe came under attack. Snakemen came out of the Southern Wastes in a great horde and swarmed into the town. When the people ran to Yaska's compound, beating on the walls to get in - he literally picked those who he liked and only those were let in before the raiders got close enough to strike. Snakemen couldn't really breach his high metal walls so they mostly ignored them - taking their pleasure in running down the many refugees that tried to hide in old buildings and such.

All told, the Snakemen took away nearly a hundred survivors that day - most of them young folk. The rest were either killed on the spot, if they were lucky, or eaten and then killed.  After the raid, Yaska was the first and the only authority in the town. His word was the only law. If you wanted his protection you gave him what he wanted and if you were lucky it would only be your body.

## The Crash

Everything in Blythe was just as Yaska wanted it. Nothing happened without his say and without his cut. And then the sky burned as a 'meteor' left a trail of ash and smoke as an alien ship of some kind came crashing down in the ruins of Old Phoenix . Old Phoenix, up until then, was prime Scrapper ground and most of Yaska's trade wealth came out of reselling pre-Fall goods that the scavengers were able to pull out of it.

Only a week or so afterwards, a research team of the Consortium showed up to Blythe and used it as a forward base for their explorations into the ruins of the old city and the crashed remains of the ship. Being the parasite that he is, Yaska saw the research team as a means to suck even more wealth and power out of a larger beast. The Consortium tolerated him for a while - but when they returned from their first mission and Yaska saw that they were injured and at low-strength, he tried to turn on them and take from them all of their bright and shiney technology.

In a fight that lasted all of about twenty minutes, Yaska and his men were no more - the Consortium team pulled up their gear and returned to LATMA and Avin, an underling of Yasks, proclaimed himself the new Boss of Blythe.
Paladin

Paladins were land vehicles designed for operation in harsh environments like the Wastelands. Where as the ARC land craft were designed to be a portable laboratory, the Paladins were designed to provide defense and security for them.

Designed to be operated by two individuals (driver and weapons) and carry an additional six security / soldiers, the Paladin was equiped with a heavy calibur machine gun on its top (turret) that was controlled by the gunner inside as well as a pair of short-range, high-yield missles that could be used to remove obstructions should the research convoy be trapped by a landslide.

## Details

* Crew Compliment: 2
* Security: 6
* Twin 50-cal turret guns (2000 rounds average)
* Twin missles turrets (6 missles total)
* Max speed = 60 mph
* Longevity = 12 hours of operation before refuel.
* EMP Shielded (since they were designed for radiation research)

## Resources

Resources of 5 are required to legally possess such a vehicle. Typically two are assigned to protect an ARC vehicle.
Linda

Concept
 Age
 Status
 Nature
 sphere
 Troupe

## RP Prefs & Disclaimer

* ***Open to the Darkness in the WoD*:** Consider me automatically up for anything that doesn't result in a permanent change to the character. Anything that might permanently change Denise - physically, emotionally, mentally - either ask me first or go ahead and RP the scene but don't be offended if I require some sort of deus ex machina to avoid whatever change is coming. But if it's epic and awesome, I'm all for it, so don't hesitate to put her in crazy situations. She *IS* a Space Marine, after all :)
* ***Frequently interrupted by RL*:** My RL is hectic, so I'm only able to get online a little here and there. And as much as I try to avoid it, I may need to log off at inopportune times. I appreciate your understanding.
Melee

Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake…

• Novice: You know the right way to hold a knife.

•• Practiced: You may have been in the occasional streetfight.

••• Competent: You could make a college fencing team.

•••• Expert: Blades are like extensions of your body.

••••• Master: Your enemies would rather face a SWAT team than your blade.

Specialties: Knives, Swords, Improvised Clubs, Stakes, Disarms, Axes
Realities Amalgamated

Realities Amalgamated, Multinational Conglomerate

Home office: Boston Metropolitan Region

Specializing in: Communications Technology, Personal Electronics, Neurotech

## Background

In 1996, legislation was passed in the United States that severely affected all of the telecommunication fields. Many companies collapsed, were absorbed, or merged in the following years. Realities Amalgamated was born at this time. Originally an alliance of several businesses representing communications, computer, and entertainment technologies, R.A. solidified into one entity, just before The Fall occurred, in late 1999. Looking back, one can almost imagine that the Fall was predicted by this corporation, or at least seen as a distinct possibility, because not only did it come together in the proverbial nick of time, its performance during the dark years that followed was nothing less than extraordinary.

While international corporations were crashing, and companies in the states and abroad were dissolving into nothingness in the span of a day, R.A. remained remarkably stable, and even expanded to a degree. When paranormals were revealed to be truth rather than myth, a great demand occurred for technology that would help the 'normals' combat, or at least defend against, the paranormal threat. R.A. was right there, a forerunner in advanced sensory and neurological cybernetics. When the governments of the world began to crumble, and the global community threatened to regress into hundreds of warring city states, R.A. provided a life-line of communication with its formidable internet and satellite network, offering a badly needed sense of stability and contact to a world thrown into chaos.

Finally, as the world began to steady itself, R.A. was well positioned to pick up the pieces left scattered by the Fall. Growing at a phenomenal rate, it became a powerful force in the world's rebuilding process, helping other corporations and even governments settle back into productivity.

Now, however, it seems that luck has run out for this Multinat. Its reach overextending its grasp, R.A. may have spread itself too thin. Certain branches have been left to atrophy, while other limbs of this monster have been severed completely. While there is no doubt that R.A. is still an economic juggernaut, there is an underlying sense that it may well be in its Autumn years.
Stig-Martyr

Stig-Martyr Security is one of a number of private security companies that patrols bright areas in and around LATMA. Stig is a licensed subgroup of MetSec though they are not as well equipped. They do not, normally, maintain mechs, gunships, or major artillery, and function with limited personnel. They can, however, always call upon MetSec for support should they encounter a threat beyond their means.

## History

Stig-Martyr is known for being given the security contract for Pasadena after the contract was lost by Aegis Security who started an open conflict with some O47 violators (Vampires) on the streets of Pasadena.
Wasteland Security

## Theme

Its a badlands/wastelands based troupe. Char concepts include desert rats, survivors, reclaimation type enthusiasts. A place where water is gold, metal is currency and running in packs is safer than alone.

## Territory

The Troupe will bounce between the Wastelands and LATMA

## Logs

(Use Log/WAS)

Category *Log/WAS* not found
Victory Towers

Is this a gothic cathedral? Nay, it is the Victory Towers apartment building, for low and middle-income tenants. However, it does have more than a few characteristics in common with cathedrals such as the Notre Dame of Paris. The most notable elements of this construction include pointed arches supported by buttresses that distribute the pressure of the vaulted ceiling onto the columns and pillars inside and over flying buttresses outside. The first floor's inner and outer lobby's ample space is lighted by glass windows and vitrails.

The door and its tympanum remain important elements of this architecture, and, as in Romanesque churches, those spaces are privileged by sculpture. Besides these elements, pinnacles and gargoyles have been arrayed to impressive effect to complete the picture.
The Point (of Inaccessibility)

**Storyteller:** Wyrd

The Point (of Inaccessibility) will be run as OOC conversations with me, your IC roleplay, and an archive of canonical logs maintained by participants here on the wiki.

## OOC Conversations:

When you chat with me, you can ask questions and I'll answer them. I'll ask questions in turn, and you answer them.

NOTE: I'm not requiring that you tell the truth, as long as you don't actually break internal game rules to do it. I may not either. However, I will remind you that pissing off the ST can really entertain the rest of the group, at your expense.

Our chats are your responsibility to post up as OOC logs, but you can delete anything you don't want shared. Don't edit my words. Do delete wholesale or decline to post at all, it's your choice. Effectively our chats are game canon which you can choose to let your partners discover on their own, or share with some ICly or all of them OOCly.

## IC Roleplay:

Once you feel you have enough to work with themewise, go play. We'll have a small grid at first, and you'll have a fairly clear idea of what makes sense to +spawn. Exploration is the name of the game-- and a lot of that exploration will be each other. You'll be working as a team. Try to get together on-game when life and time permit, and play with the various other participants.

Double back to asking me OOC questions at any time. Paging me questions while you're RPing is awesome, include the answers in your logs where you can.

Read each others' logs, OOC and IC.

And I will give you IC tasks.

## Logging:

* OOC Logs (Storyteller canon)
* IC Logs (public roleplay)
Potence

Vampires that master the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great distances, lift massive weights and strike opponents with terrifying force.

Even the lowest ranks of this power gift the Kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, throw or toss cars aside like tin cans, and punch through concrete as if it were cardboard.[1] In the Dark Ages, vampire nobles have been known to break open fortress gates with their bare hands and cut war horses in two with one stroke of a greatsword.

Members of Clans Brujah, Lasombra, Giovanni, and Nosferatu are naturally gifted with this Discipline, although almost every clan finds some use for it, and members of other Clans often make a point to find someone who can teach them the awesome power of Potence.Each dot grants an automatic success on any rolls involving Strength, and does not require activation. It is also a fairly common discipline among ghouls.

Potence's aspect in the curse of vampirism is that a vampire slowly unlearns to be gentle. Those who rely to much on Potence begin to show complete disregard for what they perceive as the weakness of others, putting all their strength in any physical action, regardless how mundane it is
Maverick

Mavericks are one of those post-Fall weapons that never seems to go away. You can't turn a corner out on the Wastes without seeing someone who's got one. They are a handy pistol, firing a round that can easily pierce the armor of most vehicles. The problem is that it's a single-shot pistol. There is no 'auto-fire' setting to the weapon so the user must pull the trigger each time.

The second draw back to this modified revolver is that it only holds five shots. So it's not exactly the most reliable in a big fight. Still, when you have to drop something and you've got only a second - this pistol's ammunition will take anyone and nearly thing out with one shot.

Mavericks are typically a 'Dark' weapon, found mostly in the Wastelands and in some of the Fringe areas like the Redlands or Scrub Lands
Wraith

## Characters

Characters should add 'Character/Wraith' to their categories.

## Rp Troupes

Troupes should add 'Troupe/Wraith' to their categories.

Category *Troupe/Wraith* not found
## Events

Events should add 'Event/Wraith' to their categories.

Category *Event/Wraith* not found
## Setting

Events should add 'Setting/Wraith' to their categories.

 Angst Castigate Deathsight Domem Fatalism Fetter Flux Gaunt Intimation Keening Lifesight Mnemosynis Necropoli Shadowlands Skinlands Stygia Usury
Sense of the Blood

Something like 'the Highlander Effect', vampires can often tell the immediate presence of others of their kind based on the potency (generation) of their blood.

When a vampire enters the immediate location of another vampire the two should roll Perception+Generation vs 6.

Number of Successses

1. Presence of another Vampire within the immediate vacinity.(i.e. There's a vampire in this bar)
2. Relative direction of the new vampire from the source. (i.e. He/she is near the entrance)
3. Specific Physical description of the new vampire. (i.e. It's the blonde-haired woman)
4. Relative Generation of the new vampire (i.e. She is of Stronger/Weaker blood than I)
5. Specific Generation of the new vampire (i.e. She is two steps closer to Caine than I)
6. Relative Clan of the new vampire (i.e. Feels like one of the Low Clans
7. 7: Specific Clan of the new vampire (i.e. She's a Gangrel.)

## Modifiers:

Obfuscate will increase the difficulty of the roll. A vampire with Obfuscate 2 activated will increase the difficulty of the roll by the level of their obfuscate (max 10). (i.e. a vampire with obfuscate 5 using obfuscate 2's effect, will raise the difficulty to 10).

Protean will increase the number of successes on detection. Due to the discipline's beastial nature it makes the vampire more easily detectable to other vampires.

Frenzy / Rotschrek will increase the number of successes on detection. A vampire who has recently frenzied is more easily identified by other vampires.

* Within the past week: + 1 autosuccess
* Within the past day or same night: +2 autosuccess

Generation will increase the number of successes on detection. A vampire's generation makes it easier for them to be detected by other vampires. For every level of generation (background) possessed by the vampire, the difficulty is lowered by 1 (generation 3) or by 2 (generation 4+).

## Scenario:

An 11th generation gangrel who has frenzied within the past day or so (+2 autosuccesses for the opponent) with protean 2 (+1 autosuccess for the opponent) walks into the local sanctuary where there's a 10th generation ventrue.

Both players roll Perception+generation (Gangrel has 2 in generation, Ventrue has 3).

The ventrue rolls versus 6. The ventrue automatically has 3 successes due to the gangrel's circumstances and can easily pick out 'The brown haired guy by the bar is a vampire'.

The gangrel rolls versus 5 (-1 difficulty for the ventrue's generation).
Leadership

You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people's desires than it does with presenting yourself as the sort of person they want to follow. This talent is usually paired with Charisma rather than Manipulation.

• Novice: Captain of your Little League team.

•• Practiced: Student body president.

••• Competent: An effective CEO.

•••• Expert: Presidential material.

••••• Master: You could be the lord and master of a nation.

Specialties: Oratory, Compelling, Friendly, Open, Noble, Military, Commands.
Red Rock Caern

The Red Rock Caern is a now 'dormant/dead' Caern that was located in Elysian Park near Downtown in LATMA. The heart of the Caern was located in the ruins of Dodger Stadium and held within it a Spirit of Granit.

## Organization

The Sept of the same name was lead by members of the Children of Gaia and of the Uktena tribes.

## Events

* The Uktena were keeping something asleep under it prior to the Wars.
* Caern Wars
* The Spirit of the Caern was a spirit of Granite.
Miathangol

Miathangol: (Me-ATH-an-gol): The Spider is an Lord of the Court of Hell.

Miathangol appears as a shadowy figure dressed in robes and wears a hood to conceal his features. Never seen in daylight or in any direct light, the Spider, as he is known, is always accompanied by small swarms of his eight-legged minions. Miathangol favors those who prize subtlety and subterfuge. His altars are found in places where shadows grow long and darkness can be felt. His symbol is that of a spider.
Usury

Usury is, without a doubt, a very useful ability. With Usury, a wraith can exchange Pathos with another, heal their Corpus, or turn Corpus into Pathos and back again. The only real restrictions on this ability are that it only grows more powerful with experience, and that a Usurer must be touching their target for it to work.

Usurers have something of a dodgy reputation in the Shadowlands. While their powers hold much potential for noble and respectable acts, more than one Usurer has fallen prey to the suggestions of their Shadows and indulged in outright theft of wraithly forces. It is because of these schemers that Usury has become an art viewed with suspicion and scorn. The Hierarchy in particular has dealt with too many troublesome Usurers, leading to its keeping an eye on those who know the arts of Usury.

When Usury goes wrong, it usually results in a reverse flow from what the Usurer intended. For example, a Usurer trying to feed Pathos into another wraith may find themselves accidentally draining it instead. Needless to say, victims of these accidents are rarely happy with the Usurer when they happen.

## Basic Abilities

* **Assessment**: A Usurer can estimate with some degree of accuracy the energy levels in an individual.

## Standard Powers

* **Transfer**: A Usurer may transfer Pathos between themselves and another.
* **Charitable Trust**: A Usurer may apply their Corpus to another to heal wounds.
* **Early Withdrawal**: A Usurer can steal another’s life with a touch.
* **Exchange Rate**: A Usurer can convert Pathos into Corpus and vice versa.
* **Investment**: A Usurer can store Pathos or Corpus in a relic for later use.
Matrix Law

Matrix law is even looser than most legal codes. Given that events in the Matrix can occur literally at the speed of thought, lethal countermeasures are often approved in defense of Consortium assets. The slang term "Console Cowboy" is apropos, given the often-Wild West nature of the Matrix.

## Details

The OPpTI backbone of the Matrix allows virtually limitless speeds, and so a decker's actions on the most advanced cyberdecks occur as quickly as she can think. Because of this, defense systems usually only get one shot at blocking an intrusion, and since there's no way to know beforehand whether a security breach will be anywhere from harmless to literally fatal to millions, the Consortium has granted legitimate security defense contractors carte blanche within the Matrix with regards to defense of Consortium assets, with one restriction: contractors are not allowed to breach the security of legitimate members of the LATMA Consortium without permission, even to track rogue deckers. With one exception:

ComSec, being a division of MetSec, enjoys the same "umbrella" contract with the Consortium that MetSec has, granting ComSec open access to *any* system connected to the Matrix. (See MetSec:contract.) This freedom is a double-edged sword. Rogue deckers have no place to hide, but this unfettered access also makes the "good guys" very, very nervous.

Any breach by ComSec into a corporation's private data is followed up by an investigation, but so far every intrusion by ComSec has been for legitimate purposes. MetSec Management knows that any confirmation of an illegitimate incursion by ComSec would put MetSec's overall contract with the Consortium in jeopardy, which Management will not allow, under any circumstances. Even the possibility of malfeasance has given ComSec quite a Big Brother reputation, deservedly so or not. Management keeps ComSec on a very tight leash.

## RP Hooks

Common knowledge to any decker thinking of risking the wrath of ComSec:

* Use of cracker/icebreaker programs is grounds for any response up to termination.
* Use of offensive software on Consortium assets is grounds for any response up to termination.
* Possession or use of lethal offensive (not defensive) software is illegal and is grounds for termination.
* ComSec may terminate anyone in violation of any of the above anywhere at anytime.
* Corporations with membership in good standing with the LATMA Corporate Consortium may use lethal software in their corporate defenses (see Black ICE).
Pymander House

The Pymander House is a large estate in Forest Lawn.

## Details

It was also the Chantry of a Cabal of traditions formed by the Hermetic Mage, Nadia Nakyrischov, out of the awakened who gathered at the Dire Manor.

The Cabal settled within the manor and embued their own Node within a chamber below the grounds.

## Recent News

* The Chantry the location of a mid-level Node prior to the Caern Wars.
Ragatha

Ragatha: (ra-ga-THA): The Inferno is an elder of the Court of Hell.

Ragatha is fire incarnate. He, like Azmarath, favor destruction and would respond to those who wish to burn the world just to dance upon the ashes. Several of his followers will pray to him by staring into flames. Those sacrifices made to him are always consumed in flames.

His altars are always built upon large and continually burning flame such as a blast-furnace or foundry. His symbol is that of a lick of flame.
Unhallowed

Unhallowed (3 point flaw)

You are unholy. Anything that has been blessed (ground, water, buildings, etc.) can cause you pain.

Consecrated ground burns your feet (you take no actual damage but remain in great pain as long as you walk on hallowed ground).

Consecrated water will burn you as though it were boiling.