recursal/Fanatic-Fandom huggingface dataset:
Asking For Help

One thing that crops up on a lot of hobbies, not just larp, is the fact that people don't like to ask for help.

We've all been there, sat at the edge of our new favourite pastime, biting our tongue only to regret it later on.
Asking your first question of the Refs can be a very nervous thing, it means you're having to question them.
Them, the folks that wrote and run the system…

Thankfully the Camarilla Invictus Ref Team are really approachable, one of them is a player herself so is always around during a game if you need to discretely double check a rule or how something works.

The other Ref bounces around the room, listening to a half dozen conversations, taking pictures and making notes about twenty other players all at once, but he'll always and we really mean always take time out to answer a question, regardless of how unsure you are, how vague it is, how rules crunchy it is.
Anything!

Seriously, he's gone from 7pm through until 3am in the past speaking with just one player in the past to help them get to grips with a few rules before having a couple hours sleep, going to work and spending most of the day answering experienced players questions, coming home and helping to sooth the nerves of some one having a panic attack about the up coming game.

CI Refs will always take time to answer anything.
Drop them a message via facebook and they'll answer you as quickly as they're able to.
Downtimes

## Actions

You have a number of actions based on the Seasonal Effects.

You gain 1 extra action for each Retainers level, however using Retainers will cost 1 point of blood per retainer used for this months Downtime.

## Deadline

The Downtime must be received by the following Monday (8 days) at 7pm.

If you need an extension on that deadline let us know as soon as possible.

If you ask for an extension come the weekend just before the deadline you will be granted one but you can only do this three times a year before you receive a "Grey Mark" for failing to adhere to the rules of our game.

## Ref Email

All DT's are to be sent, as a plain email, to kbnrefteam@gmail.com

Do not send it as an attachment if you can help it.

## Downtime Links

What is a Downtime

How to Write a Downtime

Influence Master List

Spending XP

How to do an Awesome Thing in a DT!

## Ref Team Availability

During the Downtime Week the Ref Team are only available to give any form of feedback or answer questions Monday though til Thursday.

Each day they are generally available from 10am through til 7pm.
Outside of those times/dates we will not be answering IM's unless we happen to be at a computer.

7pm Thursday on wards we will not be able to provide any feedback or advice for your down times and they will be replied as submitted.
The Social Contract

The Social Contract for Camarilla Invictus is pretty straight forward.

We, the Refs, will respect you regardless of your faith, gender, sexuality, skin colour, hair colour and how rich you are.
We, the Refs, expect you to do exactly the same for every other player in game.

Unlike a number of systems we're very big on removing bullies and idiots from the game.
If you have a complaint to make about another member of the game we will take it very seriously.
We will deal with it.
We've done this a number of times in game.

We don't tolerate intolerance.

Play by the rules and we won't have a problem with you and you wont have a problem with us.

See, it's that easy.
What the Average Kindred Knows

## Our World, But Darker

Most Catholic church leaders ARE paedophiles. Take an unregistered taxi and you WILL be raped. That Chav on the street corner WILL attack you if you look at him funny. Nice guys ALWAYS finish last. And so the list goes on.
Or at least that's the pervading sense of the world, its possibly not really as dark as that but everyone seems to think it is.

## The Plague

During 1999 & 2000 kindred all around the world started to die from a plague that targeted vampires, by mid 2000 the plague had run its course, and a death toll equal to nearly one full third of all Kindred were wiped out.
The Sabbat took a greater toll than the Camarilla, but continued a heavy recruitment drive and soon replaced the bulk of its ranks.

## The Gangrel and the Camarilla

Just prior to the Plague outbreak the Gangrel officially left the Camarilla, and have since split in to 2 distinct factions themselves.
The Alphas, the typical Gangrel & more thuggish members of the clan, and the Mystics, those who embrace The Old Ways and are said to practice a form of Blood Magic which the Tremere have yet to master…
Since then the Mystics have become the Lhiannan once more.

## About England in General

Riots, civil unrest, strikes. All the things that occur “once in a while” are a lot more frequent.
For the last couple of years London has been in lock down, for a year before that it was held by the Sabbat, for the two and a half years before that it was held by a number of Princes, none of whom managed to keep control of its court or domain.
The various Courts of England have seen a lot of conflict with the Sabbat, some Domains are still controlled by the Sabbat.

## Other Things

Vampires exist, and you should know, you are one.
There's some Vampires called the Black Sabbath or something like that, they're a bit like the Lost Boys or the vampires in 30 days of night.
Vampires don't sparkle, Sunlight & Fire really hurt a lot.
Werewolves might exist but you've never seen one.
Pagans and those with strong Faith are able to harm vampires some how.
Goals

Make sure you know why you're coming to Court. Don't just turn up because you've been told to.
Go there to make trade deals, to discover who the competition is, to earn prestige and status.

Make sure you have a few short term goals and a couple of long term goals.
Even if the goal is “learn the history of my clan…” or “find out why I was embraced…”.

Goals should be flexible, you should keep reviewing your Goals based on what you do each game.
And just because you achieved a goal it doesn't mean you can't work for something bigger as your next one..

As soon as you stop setting goals and dreams for yourself you start to fail as a character and become lazy as a player, an that's where you start not enjoying the game.

And just because you failed a goal it doesn't stop you from playing, if anything it gives you more reason to keep playing, to find out why you failed, who caused you to screw up and so on.

As a WoD game we'll tell you now it's not going to be pretty, it will be emotionally challenging at times.
But World of Darkness games can be incredibly cathartic.
Step 4: Clan Influences

Most
vampires have a broad range of allies and contacts they are able to call upon
in times of need. Indeed a great many vampires treat collecting these people as
a sort of fun past time. However the more power or control a character has the
more they want which can lead to bitter conflicts amongst the clans and even
within the clans.

Each clan
throughout the ages become perhaps synonymous with certain aspects of society.
Vampires have shaped society just as much as society has shaped vampires.

* Brujah: Education, Street, Underworld
* Caitiff: Any 2 appropriate to the character concept, 1 of which is chosen by the Ref

Team.

* Gangrel: Industry, Street

* Malkavian: Any 2 appropriate to the character concept, 1 of which is chosen by the Ref

Team.

* Nosferatu: Bureaucracy, Media, Street

* Toreador: High Society, Media, Street

* Tremere: Church, Education, Occult

* Ventrue: Finance, High Society, Politics

For independent and advanced clans, please see their respective clan page for
their influences.

Within each
field of influence, a character will know a specific person for each level of
influence possessed. These people are sometimes referred to as vassals or
contacts depending on the age of the vampire. These people should not be
confused with retainers. Retainers are trusted allies who are loyal to you.
Vassals/contacts are usually paid, whether it’s in the form of money, services
or favours. Some vampires enjoy holding thrall over their contacts through use
of blackmail and threats.

You have 5
points to spend on clan influences. You may not purchase other influences as
this stage.

Step 5: Clan Disciplines
Your Haven and Feeding Grounds

## Havens

Every Vampire needs a safe place whilst the suns up.
This safe place is generally known as a Haven.
Your Haven will be in Kent or East Sussex, its exact location is up to you as a player, but you'll need to let the Ref know when you're doing your Character Concept where it'll be.

Your haven is generally a sign of how rich and influential your character is.
It is generally quite secure already, but you might want from time to time to upgrade it, especially if you've been attacked by another character in the game.

Your Haven has a rating, or level if you will.
This rating is the same as your Resources Background.

Your Haven rating automatically changes with your Resources rating.
The higher the rating the better it is, the safer you are and the harder you are to find.

If you want to have more than one Haven you'll need to inform the Ref Team, the Haven ratings must be split from your Resources however and may not exceed it.

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 3
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## Personal Feeding Grounds

Once you've been Approved by the Prince of Kent you'll be allocated a Personal Feeding Ground.
This means you're able to go hunting there when ever you feel like it.
However the Prince will expect you to keep the area well looked after, and if you make a mistake there then you have to clean it up or suffer the deadly consequences.

If you have a Rack rating this will indicate places within that area that are 100% safe and easy to feed in without getting caught or other consequences.

You do not have to live in the confines of your Personal Feeding Grounds, however many vampires do so out of convenience.
What You Know About the World as a Vampire

Unless you have Camarilla or Vampire Lore 1 when you start you won't really know much of anything.

And to be honest that's not a bad thing, it means that you've got the perfect opportunity to have your eyes opened by other members of the game about the world setting as a whole.

A lot of vampires don't really know much, Lores are generally left to dusty old scholars but over time everyone picks up a bit of useful information.

So, you won't know about the other things that go bump in the night, you might not know a lot about the other Sects or Clans. You might have some scant knowledge passed on to you by your sire about your own bloodline, but that's about it really.

Time to learn things in game, have a blast with the shock of it all, let it shape and change your character.
Frenzy Triggers

Each character will be given something that "puts them dangerously close to the tipping point" and two other things that "really piss them off..".
However the Brujah, being the angry boys and girls that they are, get Two Major Triggers and Two Minor Triggers.

If those events crop up in game players are expected to roleplay accordingly.

Just what the Frenzy Triggers are are down to the player, however they should be based on the characters world view, motivations and personality.
Each of the three Frenzy Triggers must be selected at character creation much like any Derangements or Bestial Traits and given to the Ref Team to check out.

Examples of some already featured in game:
Archon Sanders found out that some one who was brought to court was a "Sabbat affiliated kiddy fiddler".
He reacted by letting the frenzy take him over and attacking/killing that person because they were such an affront to what he sees as right and proper with the world.
His Major Frenzy Trigger was "People who harm children".
His Minor Frenzy trigger was "Sabbat".

It's understandable that he lost his shit and killed the person..

Alexia Manx met a Nagarajah in Court one time.
The Nagarajah proceeded to not only lie to the Court about what and who he was but he also joked with Alexia that he "liked to rape and eat ghosts" not knowing that she was very fond of the Mortally Bereft.
One of her Frenzy Triggers was "Harming Innocents unduly", another was "Rapists" and a third was "harming wraiths".
A bit of a triple whammy…

Needless to say she found a way to ensure that the Nagarajah didn't leave Court alive that evening, though she did have to spend willpower to prevent the Beast from taking over instead using a swift cold calculated revenge as a way to sooth the Beast inside.

One Nosferatu, Judas Pitt, who attended Court was assaulted by a Court member who took samples of his blood with out permission.
His Minor Frenzy Trigger was "Breaches of Courtly Etiquette", and for many long months then waged a silent war against the hapless Tremere who violated him in Court.
Of course, he did first alert the Prince of the Domain that he had been violated, after all it's only polite…

Frenzy Triggers are not designed to replace the Frenzy Pools but to assist in roleplaying just what really irks your character and what will get a response from them.

Rotshreck can also have Triggers, such as "taking a lot of damage in one hit", "being tortured" or even "seeing an innocent murdered", anything that could realistically instill a very real threat of fear in them.

## Changing Triggers

It is possible for a Trigger to change, often this will be at the behest of the Ref Team, though you can "petition" for a change to one Trigger which will not take up a DT action, however you can change no more than 1 Trigger per 4 months and you'll need a really good justification for it.
Moving a Minor to a Major trigger is also an option especially if you want to get rid of your Major trigger if the Minor has been "activated" a number of times…
Step 9: The Spark of Unlife

It's
time to really flesh out the basic concept you gave to the Ref's and which they
approved.

You
will need to not only include who you were but who you are now, and what your
various goals are for the near and far future.

## Things to Consider

**The Becoming:**

So, you get embraced…
Why?
Why did the vampire choose you above all those
other schleps in the world?
What makes you Special for them?

**Your**
Sire:

Is your sire still in your life, such as it is, or have they
since dropped you in favour of some other play thing?
Are they still alive or have they since suffered
the Final Death some how?

**Here:**

And why ?
The Prince performs a frequent census which your
character and sire wouldn't be on, meaning you've come here in the last few
months…
What brings you to
and what do you bring to ?

**Now and**
Next:

And what does he want, next month, next year and in five
years time?
How does he want to exist in life, tied to the
job, a name on peoples lips or in obscurity until he finds something that grabs
his attention…

## Generation and Background Length

It's
worth noting that you should in general aim to provide a page to a page and a
half "background" for your character, essentially half a page on who
you were, half on why you were selected and how it changed you and a final half
page on who you are now.

In
addition to this, the Ref Team ask that you try to include an additional page
for each point of generation you purchase.

We
also ask that the maximum length of your background is no more than six (6)
pages (size 10. font: arial) for your background.

Your background should be concise in the details presented without too much
waffle or unnecessary information. It should include the information regarding
the sections featured in the things to consider paragraphs above.

Backgrounds
for independent and advanced clan characters must be a minimum of five (5)
pages and include one (1) page on why the character would work in a primarily
Camarilla and Anarch game.

Once you have done this you have a completed character and may now play the
game.
The Traditions

The Traditions are the major laws of the Camarilla, all Kindred of the Camarilla must follow these laws. The punishments for breaking them can be as severe as death.

## The First Tradition: The Masquerade

Thou shall not reveal thy true nature to those not of the Blood. Doing such shall renounce thy claims of Blood.

## The Second Tradition: The Domain

Thy domain is thine own concern. All others owe thee respect while in it. None may challenge thy word while in thy domain.

## The Third Tradition: The Progeny

Thou shall only Sire another with the permission of thine Elder. If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.

## The Fourth Tradition: The Accounting

Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command them in all things. Their sins are thine to endure.

## The Fifth Tradition: Hospitality

Honour one another’s domain. When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.

## The Sixth Tradition: Destruction

Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine Elder. Only the Eldest among thee shall call the Blood Hunt.
Step 2: Attributes

## ***Step 2: Attributes***

### **Primary, Secondary, Tertiary**

You
need to think what aspect of your character is their primary, secondary and
tertiary: Physical, Social or Mental.

Each
aspect then is split further in to defining attributes.

## Physical

·
Strength: Determines how much you can lift and carry as well as
brute force for attacking.

·
Dexterity: Determines how nimble and graceful you are as well as
how precise your strikes can be.

·
Stamina: Determines your overall ability to roll with the punches
and resisting .

## Social

·
Charisma: Determines how likeable and trustworthy you can be.

·
Manipulation: Determines how cunning and deceitful you can be.

·
Composure: Determines not just your looks but how well you carry
yourself.

## Mental

·
Perception: Determines how well you understand the nuances around
you.

·
Intelligence: Determines how smart and knowledgeable you can be.

·
Wits: Determines how fast a thinker you can be.

## **Points**

Once you have decided on what is your primary,
secondary and tertiary attribute you may put points into each category.

All attributes start at one (**1)** automatically for free and are at this
stage capped at a maximum of  four (4)
points in any one attribute.

## Primary

Your primary attributes have 7 points to split
between them.

## Secondary

Your secondary attributes have 5 points to split
between them.

## Tertiary

Your tertiary attributes have 3 points to split
between them.

## Limits

You may not
have more than 2 attributes at level 4 at this point.

## What do the Levels Mean?

Level 1
generally means that you are very weak, simple, ugly, blunt, uninspiring or
just plain lacking.

Level 2 is the
average human ability, it does not stand out in any way shape or form.

Level 3 is
the high end of average.

Level 4 is
considered to be significantly above average.

Level 5 is
considered to be the pinnacle of human ability.

## Hints and Tips

Do NOT to
have any attributes at level 1 as it will leave your character exceptionally
weak and should you lose that single point for some reason your character may
be rendered unplayable.

## Secondary Attributes

Your
physical attributes will also determine several abilities relating to combat.
If your character has a preferred fighting style you will need to pay attention
to where you put your points.

·
Strength: Helps to determine the damage you do with a 2 handed
weapon

·
Dexterity: Helps to determine the damage you do with a 1 handed
weapon or ranged attacks

·
Stamina: Helps to determine your health rating.

Step 3: Abilities
The Blood Plague

Before playing Camarilla Invictus it's best that you read over all the available Lore, as some of it differs from the usual White-Wolf Lore.

Our game is set After a series of Official White-Wolf Novels known as the Blood Curse Trilogy, written by Gherbod Fleming.

In the novels a Plague rapidly spreads through out the Kindred Populace world wide and devastates them, reducing their numbers dramatically…

## The Blood Plague

Back in 1999-2001 vampires all over the world began to go crazy, thinking they were their sires, the result being they thought they had more blood to use than their bodies actually had, and they gorged on blood thinking they could hold more than they really could ever hold.

It was 100% lethal to anyone who caught it, especially Malkavians and the Tremere.

Approximately half of the Sabbat were destroyed by the plague, one third of the Camarilla was annihilated and there was never an official count of how many Independent Kindred were destroyed.

The Plague was blamed on the Tremere and the Assamites, neither of whom claimed responsibility for it.
Whilst each Clan claims the other caused the Plague no one is at all sure just where or how it begun, and Clan Tremere have banned all further research in to the Plague lest it start up all over again and decimate the Camarilla once more..

As the kindred of the world were slowly being wiped out, the plague seemed to all but vanished of its own accord.

Humans who were Carriers still have the dormant plague in them, but it is a pseudo magical infection and as such remains virtually undetectable, despite continued efforts by Kindred and other factions to learn more about the Disease…

Now and then an individual dies from it, as it comes out of its dormancy, a ticking time bomb for Any Kindred in the game.
Requesting to Play an Independent Clan

In order to play an independent clan you must have an independent clan slot available. These are unlocked by playing a basic clan character for 18 months or longer.

You must also pay a 50xp tax to play an independent and submit an extended length concept and background for approval.

You must also have easy access to a copy of the Camarilla Invictus rulebook where further information may be found.
Important Rules

1

If some one is uncomfortable with your actions rein it back a bit.
You may be making them uncomfortable for OOC reasons and crossing that line IC.
Speak with them After time out and ask what made them uncomfortable so you know not to push that boundary again, or ask the Ref Team to ask on your behalf.

2

We all game to have fun, even the Ref Team.
If it starts to stop being fun for any reason, speak to the ref team and we'll see what we can do.
But don't forget, it's meant to be a highly emotional game, that's what WoD is all about after all.

3

If some one asks for an OOC moment let them have it.
Seriously, they may really need to run to the loo or your IC actions may have OOC blindsided them and they need a few moments to get their emotions in order again and remember it's just a game.

4

Remember your Actions have consequences, and if you do something that snowballs be prepared for the after effects.
Whining and threatening to quit (or just never turning up again) will leave a bad taste in everyone's mouth.

5

Don't be afraid to complain to the Ref Team.
Seriously, we now and then get "i didn't want to say anything at the time.." or "oh so and so said…".
If you don't come to the Ref Team then they cant resolve matters quickly and quietly.
The Grace Period

Every now and then either a new player joins Camarilla Invictus or an old one starts a new character, and sometimes just sometimes there may be history between the player and other characters/players which follows over.

In an effort to stop people being dicks and "one shotting the nubcake" we have a 3 month "Grace Period" for any new character.

During this time they are still unknown (unless another character goes out of their way to research them) and as such no one really knows what they can or cannot do.

Due to being sometimes hesitant creatures no kindred will act out immediately against some one who is new to court.

After all, you never know how well connected that new character is..

Players who actively and for no reason at all persecute a new character will receive a black mark against their name, once a player has three of these marks they will be asked to leave the game due to what is little more than petty bullying.

Whilst CI is a social game where everyone is out to keep themselves top of the pile please remember it is also a game and no one likes players who damage the fun for other players.

## What is the Grace Period?

During the first 3 games a new character is essentially not able to be targeted for attacks made during IC or DT periods.

If the new character goes out of their way to antagonise some one they will however immediately lose the grace period status and all bets are off over how long they last. Additionally if the new character is from an independent clan they have no grace period.
Cheeky Chocolate (disambiguation)

The following is a list of links to pages that might share the same title.
Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Cheeky Chocolate** is one of the first 3 Shopkins to appear in The Shopville Series. She is a blue chocolate bar Shopkin with a wrapper and wears the number 4. She is one of the oldest Shopkins on the North Western Railway.

Cheeky Chocolate is also one of the strongest Shopkins in Shopville and always views herself as the most important Shopkin, mostly because of her size and strength, and that her main task is to pull the Express. At times, this leads to her feeling superior. However, she usually learns her lesson, realizing that all Shopkins have their place on the whole railway. **Cheeky Chocolate** may also refer to:

## Character in other continuities

* Cheeky Chocolate (TylerTales), from the TylerTales series.
* Cheeky Chocolate (Shopkins: World Vacation), from the Shopkins: World Vacation reality web series by TylerTheMan201 Productions.
Your Background

During your Grace Period you'll need to flesh out the basic concept that you made the character with into a proper Background.

This covers who you were before the embrace, who your sire was, why you were chose and embraced and what you've been up to since then.

Your Background also helps provide the Ref Team with some special plot just for you as parts of your past start to come back to haunt you in some manner or other.
Creating a Character

Creating a character takes several stages which are detailed below.

## Concept and Clan

First of all you must come up with a concept. Think of the person behind the vampire and establish who they are first and foremost. After you've done that you can pick a clan from those available.

## Concept Submission

You must then submit your concept and clan choice for the Ref Team's approval. Once you have an approved concept and clan choice you may book a character creation session.

## Character Creation Session

During a character creation session you will go through every bit of creating a character step by step with the character coordinator. If you have thought about what your character would have in advance it makes the session quicker and smoother. The average character creation session lasts between 60 and 90 minutes.

## Character Background

Once you have completed the character creation session you must submit a background for your character to the Ref Team. The background must be a minimum of a page and a half (Arial, font size 10, 1.5 cm margins). If you take certain backgrounds or abilities during character creation, such as generation, your background may have to be even longer.

## Play

Once your background has been approved all you need to do is source your costume and then show up to play.
The Basic Clans and the Clanless

There are several basic clans within the world of Camarilla Invictus. Below are some details on them.

## Brujah

Thugs, gangsters and troublemakers descended from great tacticians and warrior poets. Brujah are brutal creatures of passion and rage but will always have a strategy behind their actions.

## Caitiff

Those without a clan. In most cases their blood was too weak to inherit the traits of their clan but a rare few choose to be Caitiff, forsaking their clan. Caitiff are at the bottom of the social ladder, treated with scorn and distrust, often seen as a sign of the end times.

## Gangrel

The Gangrel all show bestial traits and are often nomadic wanderers, often overcome with a desire to keep moving and never stay too still. They have an affinity with animals and can often control them and sometimes even transform into them.

## Malkavian

Vampires who are gifted with unique insights into the world around them, often considered mad and insane. They come from all walks of life before the embrace.

## Nosferatu

Cursed to be hideous, the Nosferatu often live out of sight, secretly watching and gathering information. If there is something you need to know you can often ask a Nosferatu...for a price.

## Toreador

Dilettantes, artists and morally depraved junkies, the Toreador are obsessed with art, creativity, beauty and perfection. It is said that the finest works of creativity can stun a Toreador to absolute stillness.

## Tremere

Secretive students of the occult. The clan follows a strict hierarchy and practices strange blood magics which they guard jealously and will often attempt to destroy wielders of blood magics outside of their clan.

## Ventrue

Politicians, the social elite and corrupt bankers, many Ventrue come from old money and are often wealthy and influential. All Ventrue have a restricted palate and will only feast on specific victims.
Campana protectora del joven señor

## [Plantilla]

La **Campana protectora del joven señor** es un objeto clave de *Sekiro: Shadows Die Twice*.

Descripción

*Campana protectora recibida de una anciana como ofrenda para Buda.*
*Las campanas protectoras cuidan de sus portadores gracias a la protección divina de Buda. Si alguien se encuentra en posesión de la campana de otro, es una cortesía ofrecerla a Buda de su parte. El Escultor del templo desolado puede aconsejarte sobre cómo ofrecerla.*

## Localización

La madre de Inosuke Nogami se la entrega a Sekiro en los Alrededores de Ashina.

## Características

Hay que ofrecerla a la estatua de Buda en el Templo desolado para poder acceder a la Hacienda Hirata.
What You Know About Kent as a Vampire

You're probably new to the Domain of Kent.
If you have Vampire Lore 1 then you'll know that a Domain is run by a Prince and you should probably attend the Elysium Gathering before to long.

If you're recently embraced however you won't know who the Prince is, but you'll be given a special way to find out after you've made your character and you're ready to attend the first game.

So, other than there is a Prince of Kent you wont know what other clans are in the Domain, what other supernatural creatures might lurk here, or even who any of the more note worthy characters are.

It's a scary thing being new in a Domain, but that gives you the perfect chance to build alliances in Court and to learn all about the Domain whilst playing as your character.
Bálsamo hidratante del Ministerio

## [Plantilla]

El **Bálsamo hidratante del Ministerio** es un objeto rápido de *Sekiro: Shadows Die Twice*.

Descripción

*Medicina en polvo de los guardias del Ministerio del Interior. Es un poco más efectiva que el bálsamo normal, cura la anomalía "Quemadura" y reduce su acumulación y el daño de los ataques que la infligen.*
*El ministerio temía a Ashina y a sus ojos rojos por las aguas rejuvenecedoras. El bálsamo actuaba como protección para cuando las paredes ardieran.*

## Localización

Se encuentra en el Castillo Ashina y los Alrededores de Ashina durante la invasión final.

## Características

Cura el efecto de estado Quemadura y reduce la acumulación de Quemaduras temporalmente al mismo tiempo que aumenta la resistencia a este efecto de estado. Se pueden llevar hasta cinco. Es un poco más efectivo que el bálsamo hidratante regular.
DTs

## New Players DT Information

Camarilla Invictus is a game very much of two halves.
On one hand you have the Court Events, where you all meet and mingle, where you trade rumours and gossip, where you snipe and bitch at each other and where you try to show that your clan is the best.
And on the other hand you have the Down Time, which represents the time you're not at Court. When you're sending out your minions to do your bidding, where you're spying on your enemies and bolstering what allies you might have or working on your own projects to make you more powerful. It is also where your character grows themselves the most.

The Down Time is where you tell us what you're doing each month, what your plans are and if you're improving some aspect of yourself.
Permissions

Camarilla Invictus and it's Ref Team do not give permission for these rules or any variant there of to be used by any other individual, larp group, society or institution.

Except with the express written permission granted and signed by all members of the Ref Team.

A lot of hard work has gone into reinterpretation of the world of darkness and it is done not for profit but as a personal labour of love for those who attend games run by N.Sands and S.Pointer.
Corte perseguidor

Esta Arte marcial permite dar un gran paso adelante y ejecutar un corte con la espada después de usar determinadas herramientas de prótesis para acortar las distancias con el enemigo.
Puede usarse con: Shuriken cargado, Barreno de shinobi, Lanza cargada

## Descripción

La primer arte de combate del árbol de habilidades Artes de prótesis. Se necesita 1 punto de habilidad para desbloquearla.
Búho (padre)

## [Plantilla]

El **Búho** es un personaje enemigo de *Sekiro: Shadows Die Twice*.

## Descripción

Sekiro vuelve a enfrentar al Búho en el recuerdo extendido de la Hacienda Hirata, al que se puede acceder después de derrotar al Gran shinobi - Búho en el Castillo Ashina.

## Localización

Para acceder a esta versión de la Hacienda Hirata, Sekiro tiene que espiar a Kuro y seguir el plan de Emma para buscar una forma de acabar con la inmortalidad del Descendiente Celestial sin que muera, y luego escuchar a escondidas a Emma mientras habla con el Escultor. Después de esto hay que confrontarla para que ella le entregue al Lobo el Amuleto de campana del padre, el cual desbloquea el recuerdo extendido.

## Estrategia

### Primera Fase

Utiliza varios ataques del combate anterior, pero ahora es más rápido y más agresivo. Afortunadamente, ya no usará sus ataques con veneno y el amuleto que bloquea la curación. Se recomienda dedicar algunos intentos para aprender a defenderse contra sus ataques.

Tiene un pequeño tiempo de recuperación después de algunos de sus ataques, siendo una buena oportunidad para castigarlo. Cuando hace su combo que termina con un ataque con petardos explosivos, se puede esquivar hacia él mientras lanza la pólvora y colocarse detrás de él para atacarlo o saltar hacia atrás para no recibir el ataque. A veces utiliza un ataque vertical fuerte que se puede esquivar para luego castigarlo, pero si el jugador se aleja demasiado mientras el Búho levanta su espada, este hará una finta y saltará en el aire.

Una vez que su salud esté a la mitad se puede dejar de atacar y pasar a la defensiva, tratando de desviar todas sus secuencias de ataque y atacándolo ocasionalmente para desgastar su Postura. Para defenderse de la Caída sombría hay que esperar el ataque y usar el Contraataque Mikiri en el momento exacto; este ataque lo usa generalmente después de terminar su combo con los petardos.

### Segunda Fase

En la segunda fase se puede usar el Barreno de shinobi para interrumpir sus ataques y herirlo mientras se encuentra aturdido. Se pueden aplicar los mismos principios que en la primera fase, aunque habrá que estar atento a los ataques que tienen que ver con el búho que invoca. Usará al búho para teletransportarse justo encima de Sekiro y lo atacará con un corte fuerte; se puede desviar este ataque o alejarse del búho para evadirlo totalmente. Otro ataque que tiene que ver con el búho ocurre cuando lo coloca sobre su mano y luego lanza un búho en llamas que no se puede bloquear, seguido de Caída sombría; para evitarlo hay que saltar el búho en llamas y luego usar el Contraataque Mikiri para detener su estocada.

## Recompensas

* Recuerdo: Padre adoptivo
* Flor aromática
* 10.000 XP
* 12.500 XP (NJ+)
Caqui de Taro

## [Plantilla]

El **Caqui de Taro** es un objeto rápido de *Sekiro: Shadows Die Twice*.

Descripción

*Un caqui rojo maduro, comúnmente conocido como caqui de Taro. Aumenta mucho la recuperación de la postura durante un tiempo limitado incluso al atacar o sufrir daño.*
*Las tropas de Taro de Ashina prácticamente se crían con estas frutas, así que todos saben cuál es el mejor momento para recogerlas.*

## Localización

Kotaro se lo entrega al Lobo en los Salones de la Ilusión. Para enviarlo a esa ubicación hay que usar el Secuestro divino sobre él después de entregarle el molinillo blanco.

## Características

Recupera la postura rápidamente durante un tiempo.

Se puede entregar este caqui a la Niña Celestial después de que ella lo solicite, lo cual sucede tras pedirle arroz varias veces. Entregarle este caqui o un caqui común es uno de los requisitos para conseguir el final **Retorno**.
Recuerdo: Simio sin cabeza

## [Plantilla]

**Recuerdo: Simio sin cabeza** es un objeto clave de *Sekiro: Shadows Die Twice*.

Descripción

*Recuerdo de combate contra un enemigo extraordinario que permanece en la mente del Lobo. Conecta con un ídolo del Escultor y enfréntate a estos recuerdos de combate para aumentar el poder de ataque de forma permanente.*
*El simio guardián decapitado era una bestia colosal afectada por el poder de la inmortalidad.*

## Localización

Recompensa por derrotar al Simio sin cabeza.

## Uso

Se puede conectar con un ídolo del escultor para incrementar el poder de ataque de forma permanente.
Agua del palacio

## [Plantilla]

El **Agua del palacio** es un objeto clave de *Sekiro: Shadows Die Twice*.

Descripción

*Vaso lleno de agua divina, una bebida popular entre los nobles del palacio.*
*Cuando llega una comitiva nupcial al Palacio del Manantial, esto es lo primero que se le ofrece.*
*"El néctar del palacio de los nobles. Bebed cuanto queráis".*

## Localización

Se encuentra en la **Mansión Mibu** en el Palacio del Manantial, en una habitación secreta a la cual se accede buceando. La ubicación del agujero que da acceso a la habitación se encuentra antes de alcanzar el ídolo **Escenario de las flores**.

## Características

Hay que dárselo al Sacerdote de la Aldea Mibu para recibir sake Fuente del dragón.
Decapitado

Castillo Ashina, Palacio del Manantial

## [Plantilla]

El **Decapitado** es un enemigo de *Sekiro: Shadows Die Twice*.

## Descripción

Como su nombre indica, se trata de un ser que no tiene cabeza. Su piel es pálida y blande una espada púrpura en combate.

## Localización

Alrededores de Ashina (Ako): Se encuentra cerca del ídolo **Valle bajo el puente**. Hay que volver a subir por el acantilado hasta llegar a un pequeño santuario con una nota. Se debe usar el gancho de agarre para saltar y luego girar la vista hacia el acantilado. Luego hay que saltar y agarrarse al borde, desplazándose hacia la izquierda. A partir de allí hay que bajar y entrar en la cueva para encontrar al Decapitado.

Valle sumergido (Gokan): Desde el ídolo **Valle bajo el santuario**, hay que darse la vuelta y cruzar con el gancho a través del abismo, donde habrá dos tiradores. Desde la ubicación de los tiradores hay que usar el doble salto y subir por la pared a través de la pequeña brecha. Hay que saltar hacia otra pared, abrazar la siguiente y a partir de allí desplazarse por el borde. Se puede huir o derrotar a los tres fantasmas esgrimidores y luego hay que sumergirse en el estanque de la derecha. Se debe nadar por la cueva hasta salir a la superficie. El Decapitado se encontrará frente al jugador dentro de la cueva.

Profundidades de Ashina (Gachiin): Escondido en la niebla en el nivel inferior del **Bosque oculto**, cerca de la estatua de Buda.

Castillo Ashina (Ungo): Se encuentra en el fondo del lago, cerca de la torre de observación justo antes del ídolo **Tumba antigua**.

Palacio del Manantial (Yashariku): En el fondo del lago, a la derecha del ídolo **Escenario de las flores**.

## Recompensas

Alrededores de Ashina

* Caída espiritual de Ako

Valle sumergido

* Caída espiritual de Gokan

Profundidades de Ashina

* Caída espiritual de Gachiin

Castillo Ashina

* Caída espiritual de Ungo

Palacio del Manantial

* Caída espiritual de Yashariku
Hijas del cuidador de la gran carpa

* Primera hija
* Segunda hija

## [Plantilla]

Las **hijas del cuidador de la gran carpa** son personajes de *Sekiro: Shadows Die Twice*.

## Descripción

Estas mujeres son las hijas del cuidador de la gran carpa de colores. Ambas se lamentan por lo que le sucedió a su padre.

Siguiendo el ejemplo del Lobo luchan hasta su último aliento para tratar de salvar a su padre.
Oferentes del Lecho del Cuervo

## [Plantilla]

**Oferentes del Lecho del Cuervo** es un personaje de *Sekiro: Shadows Die Twice*.

## Descripción

Se trata de uno de los miembros de los Oferentes que se ha instalado cerca del ídolo del escultor **Muro exterior - Escaleras** en los Alrededores de Ashina.

## Mercancías

* Gragea - 50  / 4 a la venta
* Antídoto en polvo - 30  / 6 a la venta
* Dulce de Ungo - 50  / 2 a la venta
* Monedero ligero - 110  / 3 a la venta
* Barrenos de Robert - 500  / 1 a la venta
Oferentes de la mazmorra

## [Plantilla]

**Oferentes de la mazmorra** es un personaje de *Sekiro: Shadows Die Twice*.

## Descripción

Se trata de un miembro de los Oferentes que se estableció cerca del ídolo del escultor **Entrada a mazmorra abandonada** en el Castillo Ashina.

## Mercancías

* Gragea - 80  / 4 a la venta
* Gota de Sangre del Dragón - 180  / 1 a la venta
* Medicina tópica - 30  / 8 a la venta
* Hígado de anguila - 50  / ∞
* Esfera Mibu de posesiones - 50  / 2 a la venta
* Confeti divino - 300  / ∞
* Semilla despertadora - 80  / ∞
* Monedero ligero - 110  / 4 a la venta
* Monedero pesado - 550  / 3 a la venta
* Hierro - 150  / ∞
* Pólvora negra - 150  / ∞
* Máscara: adorno dragón - 5.000  / 1 a la venta
* Cuenta de oración - 1.400  / 1 a la venta
Kunai fantasma

## [Plantilla]

El **Kunai fantasma** es una mejora de herramienta de *Sekiro: Shadows Die Twice*.

Descripción

*El kunai de la Dama Mariposa adaptado a la rueda de Shuriken. Cuesta emblemas espirituales.*
*Crea un sonido especial al lanzarlo que hace que un grupo de mariposas fantasma siga su estela. Las mariposas persiguen a los enemigos e infligen daño incluso a los que están en guardia.*

## Requisito previo

* Shuriken giratorio
* Hacha con resorte
* Pluma añeja de cuervo de niebla

## Materiales necesarios

Es una mejora del Shuriken cargado. Se necesitan 1.000 sen, el material de mejora Kunai fantasma, Magnetita x3, Bulto de grasa x3 y Hierro x6.
Simio sin cabeza

## [Plantilla]

El **Simio sin cabeza** es un enemigo de *Sekiro: Shadows Die Twice*.

## Descripción

El Simio sin cabeza es la continuación del combate contra el jefe Simio guardián encontrado en el Pasadizo del valle sumergido. Este jefe no aparecerá hasta que el Simio guardián haya sido derrotado.

La primera fase del combate es idéntica a la segunda fase del Simio guardián, mientras que en la segunda fase el Simio sin cabeza llamará a un simio de color marrón para que lo ayude en combate.

Usar la Espada Mortal para acabar con la inmortalidad del simio después de derrotarlo recompensa al jugador con el Ninjutsu de la concesión. Si se derrotó al jefe antes de obtener la Espada Mortal, el ciempiés del simio permanecerá en la arena hasta que el jugador regrese con la espada y lo elimine.

## Localización

Profundidades de Ashina: Se encuentra en una enorme cueva, más allá del **Charco de veneno** y tras derrotar al minijefe Shirahagi Ojos de la serpiente.

## Estrategia

La primera fase de este combate es igual a la segunda fase del Simio guardián, aunque la arena es más pequeña y no hay puntos de agarre.

Después de infligirle el primer Golpe mortal, el Simio sin cabeza rugirá, invocando a otro simio con pelaje marrón el cual lo ayudará durante la segunda fase. Para acabar con el segundo simio solo es necesario un Golpe mortal, y posee el mismo set de movimientos del Simio guardián, excepto los ataques que infligen el estado de veneno. Debido a que este segundo simio es un enemigo tipo bestia, el Barreno de shinobi y el Conducto llameante son muy efectivos. Aunque solo es necesario derrotar al Simio sin cabeza, se recomienda acabar con el otro simio, ya que puede ser una molestia durante el combate.

Tras infligirle el segundo Golpe mortal habrá que hacer otro más, removiendo al ciempiés que tiene dentro y acabando con él.

Como se mencionó anteriormente, usar la Espada Mortal para aniquilar al ciempiés y acabar con su inmortalidad recompensa al jugador con el Ninjutsu de la concesión.

## Notas

* Se puede saltear este combate si el jugador encontró el ídolo **Bosque oculto** antes de derrotar al Simio guardián en el Pasadizo del valle sumergido.

## Recompensas

* Recuerdo: Simio sin cabeza
* Ninjutsu de la concesión
* Cuenta de oración x2
* 5.000 XP
Esfera Mibu de almas

## [Plantilla]

La **Esfera Mibu de almas** es un objeto rápido de *Sekiro: Shadows Die Twice*.

Descripción

*Una esfera Mibu rosa llena de agua del manantial, imbuida de una bendición para las almas de los difuntos.*
*Reviéntala para obtener un mayor poder de resurrección.*
*Se trata de la más antigua de las esferas Mibu, y se sabe que los sacerdotes Mibu las revientan como ofrenda de paz para los difuntos.*

## Localización

* Se encuentran en diferentes localizaciones a lo largo del juego.
* Las sueltan las Guerreras Okami en el Palacio del Manantial.

## Características

Aumenta la cantidad de poder de Resurrección que Sekiro puede obtener durante 150 segundos (2 minutos y 30 segundos), permitiendo llenar los nodos de Resurrección mucho más rápido. Se pueden llevar hasta cinco.
Lanza espiral

## [Plantilla]

La **Lanza espiral** es una mejora de herramienta de *Sekiro: Shadows Die Twice*.

Descripción

*Lanza cargada con una espiral grabada en la hoja. Cuesta emblemas espirituales.*
*Sus embestidas afiladas dañan la vitalidad y la postura del enemigo, aunque esté en guardia.*
*La espiral de la lanza crea un vórtice que se hunde al penetrar la carne.*

## Requisito previo

* Shuriken giratorio
* Lanza cargada: embestida
* Lanza cargada: contundente

## Materiales necesarios

Es una mejora de la Lanza cargada. Se necesitan 1.000 sen, Hierro x10 y Magnetita x4.
Fortaleza de hierro

## [Plantilla]

La **Fortaleza de hierro** es un material de mejora especial de *Sekiro: Shadows Die Twice*.

Descripción

*Un abanico de hierro fabricado en Occidente.*
*Puede colocarse en una prótesis de shinobi y usarse como herramienta. Los expertos en el uso de abanicos de hierro pueden desviar flechas e incluso balas con esta arma.*
*Ha pasado de generación en generación entre los asesinos del templo Senpo. No sería una sorpresa que su próximo propietario decidiese que pesa demasiado.*

## Localización

Lo vende el Tejón de los Sombreros Negros en el Castillo Ashina por 1.600 sen.

## Características

Sirve para crear la herramienta de prótesis Abanico de hierro.
Nota: preso abandonado

## [Plantilla]

La **Nota: preso abandonado** es un objeto clave de *Sekiro: Shadows Die Twice*.

Descripción

*Una nota de un hombre muerto que se pudre en la mazmorra abandonada.*
*"Al parecer, la piedra fragante está en el altar de un pueblo en las profundidades de Ashina. Pero ¿cómo interpretar "arrojarse"? Hasta aquí he llegado con el viejo libro de las Okami. Pero ¿realmente llegaron al Palacio del Manantial? Me gustaría saberlo, pero nunca podré. Kotaro... Perdóname".*

## Localización

Se encuentra en un cadáver en la Mazmorra abandonada, en una pequeña habitación a la izquierda, justo después de entrar en la mazmorra.