recursal/Fanatic-Fandom huggingface dataset:
Шанки

### Имена

у черни и рабов – только личное имя, у среднего класса (лично свободных земледельцев, мастеровых, лавочников, купцов) – личное имя и патроним, у знати – личное имя, патроним и фамилия. Имя также может содержать титул или почётное прозвище (иногда несколько). Ориентир: арабские и персидские имена

Все шанки смуглые, с расцветкой кожи от оливковой до шоколадной, с тёмными цветами волос и глаз, многие из них худощавы, однако совсем не хрупки. Повседневные одеяния и бедняков, и знати довольно скромны и просты – главным критерием в выборе костюма является удобство и долговечность; впрочем, церемониальные и праздничные наряды богачей одним своим видом поражают воображение.

Будучи плодом смешения множества рас и народов, народ пустыни безусловно идентифицирует себя как людей, однако абсолютно толерантен ко всем другим видам и конфессиям – абсолютно любое существо, которому довелось иметь дела с шанки, может как озолотиться, так и быть преданным, разорённым и проданным в рабство на восточном рынке. Всё зависит лишь от того, какой исход партнёр изберёт ради выгоды или просто по прихоти. Настоящий шанки – человек практичный, коварный, жадный и беспощадный, заботящийся лишь о себе и своей семье. Купцы шанки, впрочем, сумели создать себе репутацию дельцов, всегда верных своему слову... За некоторыми исключениями, но деловая практика показывает, что это вполне устраивает как шанки, так и их партнёров.

Шанки поклоняются Единому, богу людей, но их вера существенно отличается от сигмальдианства и коривианства. Некоторые из них являются прихожанами культов Младших богов.

Населяют, в основном, пустыню Хаст и пограничные с ней земли (особенно Карган, республику Ахад и герцогство Кениран). Также шанки встречаются и в других восточных землях, в горах, на севере Альтанара и в юго-восточной части Сельмириона. Предприимчивых выходцев из пустыни Хаст можно встретить даже на другом краю континента.
Шаладар

Упивающиеся кровью (воины Коривара)

**Места обитания**: вампиров-шаладар можно повстречать в крупном городе или на пустынной дороге, в свите вампирского князя или среди бандитов всех мастей. Воины Коривара – превосходные бойцы без каких-либо моральных принципов, а должность громилы или бандитского главаря позволяет им регулярно заниматься любимым делом – проламывать головы своим противникам.

**Размножение**: шаладар, когда хотят создать вампира, выбирают себе нового птенца из числа солдат, стражников, гладиаторов или разбойников. Их мало интересует социальное положение будущего вампира, главное, чтобы он физически силен и развит.

Шаладар окружает много слухов о том, что они полностью отдались внутреннему Зверю, что они практически являются лишь чуть более разумными, чем упыри. Все это – досужие домыслы. Потомки Коривара находятся в полной гармонии со своим внутренним Зверем, Кровавая жажда не столь сильно влияет на их разум. Даруемая Зверем яростная страсть стала для них одновременно благословением и проклятием. Они быстро загораются и принимаются за кровавое дело, но так же быстро впадают в бешенство.

Другой же особенностью потомков Коривара является то, что они куда сильней, быстрей и опасней других вампиров. Уже с самого момента своего Обращения птенцы отличаются физической силой, превышающей все возможности смертных. Могущество позволяет им прыгать на большие расстояния, поднимать тяжелые предметы и наносить удары невероятной силы. Известно, что шаладар иногда разбивали ворота осаждаемой крепости голыми руками и разрубали боевого коня напополам одним ударом меча. Во времена, когда все военные столкновения так или иначе сводятся к ударам меча об меч, рыцарь с силой десяти человек может изменить ход битвы.

Преступления, деятельность за гранью закона также часто ассоциируются с шаладар. Тому есть свои причины. Как и другие вампиры, они неплохо знакомы с преступным миром, некоторым из них сверхъестественные способности помогают построить преступную карьеру. Вампиров из линии крови Коривара много среди главарей банд, скупщиков краденого, контрабандистов, убийц, бандитов, пиратов и представителей всех прочих направлений нелегальной деятельности.

Большинство шаладар редко задерживаются на одном месте дольше, чем на несколько десятилетий; они странствуют от города к городу, из одной страны в другую в поисках славы, наживы и хорошей драки. А порой – бегут прочь от властей или разгневанных крестьян с кольями и факелами.
Гильдия Воинов Альтанара

Частная организация Альтанара, имевшая функцию учебно-тренировочного центра для желающих развивать навыки владения оружием и прочие воинские дисциплины. Также выступала как наёмническое объединение, выполняющее задания соответствующего профиля: охрана, сопровождение караванов, ликвидация преступных группировок, чудовищ, содействие страже и армии. Имела представительство (крепость с прилегающими территориями) в Илсэ. Основана Роландом Вархайтом. Первым и единственным главой был Джейк Вархайт.

Гильдия просуществовала всего несколько лет (1370-1375 гг.), но получила широкую известность и почтение за свои высокие идеалы – воины, позиционировавшиеся как наёмники, никогда не брались за сомнительную и незаконную работу, а также иногда выполняли задания на добровольческой основе, помогая тем, кто не может оплатить их услуги. Глава гильдии имел много связей: основатель династии Сандорфайт был его заместителем, будущая, на тот момент, королева имела с ним личное знакомство, а тогдашний глава Дома Гроуз не раз отмечался сотрудничеством с ним. В 1375 году в результате внезапной целенаправленной атаки армии демонов Гильдия Воинов была разрушена до основания, почти все её члены были убиты, за исключением главы и двух его ближайших соратников. Принципы Гильдии Воинов во многом послужили основой для созданной позднее Ассоциации Боевой Элиты.
Великое герцогство Зоарское

Неожиданно обретя свободу от вассальной присяги Альтанару, Зоар оказался предоставленным самим себе и с большой готовностью шансом воспользовался, не только отстояв свою независимость перед амбициозным Вермилоном, но и сумев отщипнуть кусочек от последнего. На волне национального самосознания и патриотизма герцогство с интересом оглядывает соседние территории Аскардской лиги и тайком точит зуб на Айсгард. На запале Зоар возомнил себя великой державой ближайшего будущего, которому осталось лишь захватить некоторые соседние области и показать выскочке-Вермилону, кто на самом деле новый наследник Альтанарского величия.
Хёллинги

### Язык

хёлл-тала, равно подходящий как для громких конкретных выкриков-команд в бою, так и для суровой героической поэзии.

### Имена

образуется из личного имени и патронима (с постфиксом «-сон» для мужчин и «-доттир» для женщин). Широко распространены прозвища. Ориентир: скандинавские имена.

Хёллингов часто называют детьми снегов, северянами.

Почти все хёллинги светловолосы, светлоглазы (голубые и серые цвета глаз) и имеют очень бледную, «снежную» кожу. Изредка можно встретить темноволосых и рыжих северян. Большинство этих людей низкорослы, но очень крепко сложены и совсем не склонны к полноте. Мужчины бреют или коротко постригают бороды; длинная заплетённая борода – атрибут вождя или жреца. А вот причёски отличаются большим разнообразием и изобретательностью как у мужчин, так и у женщин; рабам, преступникам и изгоям выбривают череп наголо.

Дети снегов жестоки и суровы, как и земля, которую они населяют. Они живут борьбой – с природой, с соседями, а также друг с другом. Они грубы, выносливы и бесстрашны. Однако, вопреки расхожему мнению, они не примитивные глупцы – также их отличает почти что звериная хитрость и коварство. Среди хёллингов вы не увидите трусов, слабаков, немощных или калек – таких либо убивают, либо оставляют на верную смерть. Они поклоняются Единому, известному здесь под именем Крадхар; эта его версия полностью лишена сострадания и милосердия, Крадхар так же суров и свиреп, как и сами хёллинги. Дети и женщины считаются собственностью господина, однако женщина также может стать воином, если поднимет оружие против обидчика. Занятие колдовством разрешается только для женщин и мужчин-жрецов.

Хёллинги населяют неприветливые просторы Хёлленланда, Стылый Берег и Ледяной Порог. Большая часть этих территорий ныне объединена в королевство северян Харпанварг. Некоторые из детей снегов пускаются в путешествия в поисках лучшей жизни, чаще всего находя её в ремесле наёмника на службе одного из южных государств.
Великий Дом Фэл О'Лифар

Его выходцем является нынешний Король-Скорпион, что делает этот Дом самым влиятельным в Эллендиаре. Существует несколько столетий, ведёт родословную от матроны Дома, некогда бывшего первым, а ныне канувшего в небытие. Как образцовые тёмные эльфы, Фэл О'Лифары умело шли к вершинам – через заговоры, предательства, убийства и прочие излюбленные трюки своих сородичей. Они вовремя разглядели перспективы сотрудничества с Домом Ллат'тар, глава которого в своей кровавой борьбе за власть возвысился до королевского трона Эллендиара. А когда он внезапно пропал без вести, и началась гражданская война, Фэл О'Лифары, наконец, решили отказаться от покровителей и в новой борьбе вышли победителями, став Первым Домом и сделав своего главу новым Королём-Скорпионом.

Основой деятельности Дома является торговля. Также они владеют собственной гладиаторской школой и неплохо зарабатывают на выступлениях своих бойцов. В различных частях Эль'ндиара находятся три дома удовольствий, принадлежащие Фэл О'Лифарам. А в гавани Аратоамина у Дома есть ремонтные верфи и несколько складов.
Centaurs

A **centaur** (/ˈsɛntɔːr, ˈsɛntɑːr/ *SEN-tor, SEN-tar*; Ancient Greek: κένταυρος, romanized: *kéntauros*; Latin: *centaurus*), or occasionally **hippocentaur**, is a creature from Greek mythology with the upper body of a human and the lower body and legs of a horse.

Centaurs are thought of in many Greek myths as being as wild as untamed horses, and were said to have inhabited the region of Magnesia and Mount Pelion in Thessaly, the Foloi oak forest in Elis, and the Malean peninsula in southern Laconia. Centaurs are subsequently featured in Roman mythology, and were familiar figures in the medieval bestiary. They remain a staple of modern fantastic literature. Rod is one irl though.
Marlins Soar

Let's play ball it's game day

   We want strikeouts, base hits, double plays

Take the field, hear the roar of the crowd

Come on Marlins make us proud!

Come on Marlins make us proud!

Keep hoping and dreaming and you

Will

Soarrrr

With a little faith and love

You

Will soarrrrrrrr

One strike two strikes swing away

A diving catch!

A stollllen baasse

A perrrrfect game

A trrrriple playyy

Anoooother playyyoff raaaace YES!

WORLD SERIES CHAMPS WE'LL BE!

Keep hoping and dreaming and you

Will

Soarrrrr

With a little faith and love

You

Will soarrrrrrr

Keep hoping and dreaming and you

Will

Soarrrrrrrrrrrrrr
Swims-With-The-Sea

**Swims-With-The-Sea** is a Rokea.

## Biography

Swims-With-The-Sea is the leader of the slew on a boat on the lookout for betweeners.

## Personality

Swims is a gruff and stern leader always making sure his slew members stay in line not messing up. He is known to deliver 'severe' punishments to his mates if they disobey him. Humans are not welcome on his boat interactions with them often lead in bloodshed or a stern talking to as a warning to not return there again. He is the 'captain' of the boat. He is close friends with Swims-Across-The-Waves

## Quotes

*"Leave."*

*"Dirtwalker you are not welcome here."*

*"Leave now and don't make me tear you to pieces."*
Blue Line

# TfW Kanton Blue Tram Line

The TfW Kanton Blue Tram Line is a manual light rail line serving western Kanton City. It is the most recent of all KLR Lines.

## Route

The Kanton Blue Tram Line has 3 stations, being Rockaway Lake Station 1.

## History

### Old proposals

Since the 1940s, there were already plans in Kanton City to build a tramway between 22 St and Rockaway Lake (Then known as Rockaway Jungle). However, it was never built, due to a lack of funding and the fact that there were no built structures in that area. In the 1960s, however, with the rapid growth of Kanton City's population, urbanization started in Beaulieu Green and some industries started to settle on Rockaway Lake areas. Greenmead also started to get built. This revived the old plans from the 1940s.

### 1970s - 2014

In 1972, the newly founded KTL started the construction of the tramway between Greenmead and Rockaway Parkway (Now Rockaway Lake) stations for the Blue Line. Construction faced funding issues, so only the section between Guild Boulevard and Rockaway Parkway was built. Decades later, when the extension never came, the tracks leaving Guild Boulevard were left on the station, and can be seen from the platforms. A gap was also left on the bridge for the railway to pass through.

The construction was complete on 1980, with trams going in both directions, one every 6 minutes.

In 1992, the construction of the section between Guild Boulevard and 22 St was resumed, however it never got to open, due to the suspension of services on the Blue Line from 1995 onwards, due to low passenger numbers and high costs.

However, in 2013, the purchase of the Blue Tram Line by the newly formed Transport for Wakefield from Explandia was public, adding "TfW" to the name.

### 2015 - 2022

For 2 years, the section of the tracks between Rockaway Parkway and Guild Boulevard were renovated, including a platform and structural renovation. And, on the 11th March 2015, the Kanton Blue Tram Line was reopened, and on the first day of opening more than 525,000 passengers used the line. In 2018, the extension to 22 St and beyond was confirmed and started, and the new sections are expected to open in the future, as a line to "connect passengers from Western Kanton closer to Wakefield".
Resists-The-Wyrm

**Resists-The-Wyrm** is a Shadow Lord.

## Biography

For as long as you can remember, the world has felt off to you in some fashion.

you could never quite put your finger on why or how, but you always suspected there was something else moving around beneath the skin of the world everyone seems to take for granted.

When your First Change came upon you, you met it with something approaching relief.

Now at last you understood why you'd always felt so different.

To your dismay, however, that surreal sense that something was out of place still didn't go away; the poor fit between you and the people around you was explained, but the strangeness of the world continued to gnaw at you.

It was only when the others took you in that you were able to finally understand what it was you'd been sensing all this time.

The taint of the Wyrm was on everything around you, and you could sense it even before your First Change.

The Garou around you spoke endlessly about fighting the Wyrm, about destroying corrupt beings and fixing the damage the Wyrm caused, but this is all nonsense to you.

The Wyrm cannot be defeated in direct battle. It can only be fought from within, and that means you need to enter its midst before you can affect any lasting change.

Your packmates think you're crazy. Hell, your whole sept thinks you're crazy.

But you recently learned that you're not alone in your opinions.

There are other Garou, other Shadow Lords, who think as you do.

Crazy or not, the time is coming soon when you'll have to make a decision about how to proceed.

You have no interest in manipulating the affairs of the Garou Nation. You're set on descending into the depths of Malfeas and seeing what comes out the other side, nothing and no one is going to stop you.

The things you're contemplating scare you a lot, but as far as you can tell there's just no other way to fix the terrible things that are wrong with the world.

You have no wish to drag your packmates along with you, however, since this is a quest best undertaken on one's own. So you bide your time, waiting for the opportunity you need to split from your pack and embark on your quest.

You're somber and moody, but skilled in the mystic arts and fiercely dedicated to your packmates. You tend to ponder the spirits around you, and often seem to be lost in thought as a result.

Political games bore you, but that doesn't mean you have no understanding of power or how to use it.

Keep your more outlandish ideas to yourself, as they tend to worry your packmates and your elders.

Your goal is to conquer the Wyrm, not fall to it, and you have to be sure that they understand that.

**Equipment:** Backpack, fetishes and talons, items of chainage for spirits.
Jonathan

**Jonathan** is a vampire from Clan Gangrel.

## Biography

Your mouth has always gotten you in trouble. Caught up in the excitement of your first hacker bulletin board, you claimed to be close personal friends with the Legion of Doom. It was difficult to explain to your parents why they had to change the family’s telephone number. A few years later, the feds paid you a visit after you claimed to be able to break into the Treasury Department’s computers in a Usenet post. Ironically, your tendency to shoot your mouth did force you to become a better hacker; eventually you learned how to cover your tracks — most of the time. Then one day you fed the wrong guy a line. The local coffee-shop crowd knew from long experience to take your stories with a grain of salt. But the stranger at the counter didn’t; and when you told him that you could write a program that would incorporate subliminal commands into the user’s desktop environment, or manipulate the electricity going to his household appliances, he believed you. He followed you home, dragged you out of bed and forced his blood down your throat. You spent the last year of high school as a ghoul. It didn’t take very long for your regnant to figure out that you were full of crap; he kicked your ass once to let you know not to do it again, but he seemed to find your bravado humorous. And even though you couldn’t do all those things you said, you were knowledgeable enough to be of use to him. After you graduated from college (with a computer science degree), he made you a vampire. You barely survived your Embrace; your sire stuck you in the middle of a national park without even a cell phone. When you crawled out of the woods a week later, scraped raw and really tired of squirrel blood, he dragged you to another godforsaken green spot to introduce you to all his friends. Your mouth still gets you in trouble, but you’ve mastered the art of rolling over and showing your throat, which usually makes everything okay

You are ideally suited to the role of omega, the bottom of the pecking order. You’ve got the skills to make yourself useful in ways that the rest of your clan is only beginning to understand, though, and you’re going to make sure you use them. When all the other creatures of the night finally plug in, they’ll find that you're top dog.

You have a hard time passing up any opportunity to embellish your reputation, or to make a joke at someone’s expense. You expect to get your butt kicked now and then, and take your lumps with good grace. You can count on your reputation as a wimp to keep you from seeming like a threat — at least among the Gangrel.

**Equipment:** Gateway laptop on Your:) Ware lease, Gateway tower on Your:)Ware lease, dirty clothes, old Saturn coupe
Cletus (Nosferatu)

**Cletus** is a Nosferatu.

## Biography

Humans are such easy prey. You hated them all when you were alive, and you hate them even more now that you are dead. In vampiric society, you go through the motions of being civilized, but when you have the chance to stalk human beings, the urges of the Beast overtake you. Why take just a little blood when you hunt? Take their lives instead. Other vampires — especially Nosferatu — must not learn who you really are or what you have done. If they learn that your soul is as repulsive as your flesh, they’ll destroy you immediately. Even the Sabbat wouldn’t understand your little hobbies. Since even the Creeps have to remain hidden, they wouldn’t like an obsessive killer stirring up the local kine. You must work especially hard to show that you are an upstanding member of vampiric society and struggle tirelessly to support your brood. Once you’ve done that, you’ve earned the privilege to let the Beast within you roam free. Rack up a body count, and hide the bodies well.

All vampires are predatory creatures; you’re just better at stalking and killing than most of them. Occasionally, you are very ruthless but not enough to reveal your true nature. Each session, while you hunt, you must do so in secret. (Note to the Storyteller: Each session, the player roleplaying this character should write you a note describing his character’s atrocities for the session. Play them out in a “secret conference” if you like, and keep those Morality rolls secret.)

If you feel inexorably drawn to playing a vampiric serial killer, you probably don’t need advice from us. However, if you’ve get stuck, do what any great Leatherface would do: Study the masters. Bookstores are filled with tales of true crime — what motivates a Gacy, Bundy, Dahmer or Klebold? What makes people like that break down? If your head starts to ache too much from it all, snap your character back into its alternate personality: That carefully maintained façade is essential to your monster’s sanity.

**Equipment:** nondescript (but absolutely filthy) clothing, icepick, blowtorch, rundown van (with malfunctioning seat belts and door locks), surgical table with restraints
Rodney Berry Wiki

**Welcome to the Rodney Berry Wiki!**
Rodney Berry, twitch streamer and podcaster. Half-Horse. Half-Ghost. Full time Goblin friend.

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Darwin

**Darwin** is a soldier and a vampire from Clan Ventrue.

## Biography

You wanted to make the military your life, and indeed that's what you did.

You enlisted at age 17, fought in Vietnam, then transferred to Europe where you served for most of the rest of the Cold War.

Then, it was on to Washington, the Pentagon, the rank of lieutenant and... that was it.

After 22 years of service, they forced you into a pension at age 40.

Now what? Disgruntled and unable to find work in civilian life that could keep you happy, you'd just about come to the end of your rope.

You'd even started looking at mercenary companies in the back of those God awful magazines.

Then things changed. A beautiful woman showed up at your door one night and, you, to your surprise, just let her in.

The two of you talked until just an hour before dawn.

Just talked. And you revealed everything there was to know about yourself.

Not only couldn't you help it, you didn't want to. You were glad to finally get it all off your chest.

These nights, three years later, you know the truth. She sought you out because of your background, because you knew how to lead but had no one to command.

She was looking for a commander, a leader in a time of crisis and her search brought her to you.

She could make you into everything she needed.

She told you all this, flat out. She was going to train you to lead again in a new kind of war.

A secret war fought in the night and over centuries.

Now, it's like you've started all over again. Your Embrace made you a newbie, a trainee.

And you certainly didn't know a damn thing about being a vampire.

Now you do, though. You're part of a clan that's dedicated to taking back the ground it lost long ago.

You've got a noble heritage and fine traditions, just like you had in the army.

You loved the army, ever God damned minute of it.

You loved the authority, the discipline and the ability to give an order and expect it to be carried out.

Now the enemy is Camarilla "Kindred" and the slumbering blood gods, instead of the Viet Cong or Saddam Hussein.

You've moved up quickly in just three years, and you already hold the honorific of True Sabbat.

You're a ductus, and maybe you'll be a priscus one night.

You've got your sights set on the very top, and if it takes 500 years to get there, so be it.

Until the elders rise, you've got all the time in the world.

You are a leader. You expect those below you to follow your orders without question or delay.

You are also a follower. When a leader gives you a task, your whole being focuses on getting it done.

You are, in essence, the perfect soldier.

The only thing is, leading is a whole lot better than following....

**Equipment:** Cold M1911A1, black hummer, flak vest (just in case)
Thomas (Vampire)

**Thomas** is a vampire from Clan Assamite.

## Biography

Your mortal life seems so long ago. It's as though you half remember someone else's life.

You were a soldier, and a good one, but your people were betrayed, and you had to flee.

For years you wandered from camp to camp. It was in the camps that you first met the old man.

You sat up all one night talking -- reflecting on the glories of the past and the problems of the future.

His words hypnotized you. The way he spoke of Saladin and Suleyman, it was as if he had known them as friends.

You sought his company every evening for weeks.

After a few months, the time came for you to move on to another camp, and you asked the old man if he would help the cause by working as a contact point in the camp.

You were surprised and a little offended when he refused.

He said he was a soldier like yourself, with his own duties to attend to -- and when you challenged him, he pinned you to the ground and disarmed you, holding you as helpless as a baby. Then he laughed -- kindly, not mockingly -- and said that you owed him your life because he had spared you.

You would accompany him on a journey, leaving that night.

That is how you came to Alamut.

When it was all made clear to you, you realized that the cause of Alamut was the same as your cause, and you threw yourself into training.

The old man was proud of you the day you were admitted to the clan.

You learned the history of Alamut, and of how it was so often betrayed and attacked -- just like your own people.

You swore revenge against those who had poisoned the clan's Blood -- your Blood -- and swore that the glories of the past would be restored.

The clan expects devotion from every member, but you are Assamite in every cell of your body.

You live and breathe Alamut -- and you hunger to burn out the shame and humiliation of the clan's forced submission to the Camarilla. Every Camarilla vampire you destroy is another blow for the clan -- and to think they actually seek you out to do this. Fools.

Keep a small, dangerous light burning at the back of your eyes all the time. Be irritable and contemptuous when dealing with members of Camarilla clans, and dismissive when dealing with the Sabbat and other groups. Your only reason for dealing with any of them is to encompass the doom of Camarilla members, and you don't care who knows it.

You are a little in awe of the Assamite antitribu; they have escaped the curse, and embody everything that the Assamites should be.

**Equipment:** Pair of mini Uzis with hollow point ammunition, combat knife
Doris (Vampire)

**Doris** is a vampire from Clan Giovanni

## Biography

You were raised in the Mausoleum, at the very heart of the Giovanni family.

Although your family tried to keep you as insulated as possible, there are limits even to immortals' powers of concealment --- especially when they have so much to hide.

By the time you were 12, you knew about vampires.

By the time you were 14, you not only knew the facts about ghouls, you eagerly awaited the honor of the Proxy Kiss yourself.

You kept waiting, "Maybe next year," you were told.

"In a few years, when you reach your full growth." Then, "Perhaps after you have a child or two."

As you aged, their excuses became more elaborate --- they praised your clear thinking (unmuddied by blood bonds and vitae addiction), they spoke of the places where a 40 year old woman was acceptable but a younger woman would excite comment.

You became a ghoul at the humiliating age of 55 thanks to your own son.

you ought to be partially bound to at least a dozen vampires because of your desperate efforts to stave off further age.

Now, at last, they've given you your due. At last, you've received the Embrace and can be considered an equal by the other Powers That Be in the clan.

Except that everyone in Venice knows that anybody Embraced so old must be unimportant, fit only admiringly obey the orders of the superiors who have her bound.

They don't suspect that you hate them as much as you love them.

But when you asked permission to go to America --- "the Land of the Free," after all -- to watch over those rebellious double bloods, they might have begun to suspect you to be one old dog with a few new tricks, after all.

The family is everything to you, and if they'd only appreciate all you have to offer you could be a lot more to it.

You just want the respect due to you as Kindred and a Giovanni.

You've paid your dues a hundred times over, and you'll be doubly damned if you're going to let anyone beneath you have an easier time of it.

Be respectful yet pushy to the authorities immediately over you.

Be fawning and admiring toward the real elders --- the ones even you rarely saw in the Mausoleum, and who therefore never asked you to do anything demeaning or humiliating.

Be emotionally ruthless to your inferiors.

**Equipment:** Liz Claiborne dresses from a year or two ago, sensible shoes, a Coach purse with a Sig Sauer P.230 handgun inside. Also, a nice stout aluminum cane.
Felum

**Felum** is a Vampire from Clan Tremere.

## Biography

Down with authority! Fuck the rules! Jack up on a shitload of chemicals, and screw some animals! Blame it on distant parents, warped society, your own screwed up psyche, a need for attention or just plain boredom. Whatever the case, you dabbled in drugs, Satanism, fetish sex, counter culture --- anything to freak the mundanes.

Although you went to school and an endless parade of therapists, you never outgrew your obsession of screwing with people's heads. A little high school arson and "blacke magick," attracted the requisite disapproval, and you decided to make bigger ratings. When your peers enrolled in college, you sold them acid and played around with animal sacrifices and personal scarification.

The midnight slot on public access cable became home for your deranged rantings and antics. You attracted a small following of cultish masochists, freaks and malcontents, and you happily abused them all.

As you aged, you became more jaded and cynical, your turn of mood more brutal. The march of mortality brought difficulty to your tirades: you turned from a juvenile prankster to a truly perverse sociopath

Indeed, you delved into the occult out of a sense of bleakness, a need to refute the sensible world and knee jerk antiauthoritarianism. The joke became stale, and you started to rot.

Still, once you finally broke down the puerile boundaries of simple shock culture, you opened the door to truly horrific discoveries. Somewhere along the line your witchcraft took on purpose.

Your actions, though still geared to shock and desensitize, served some deeper pattern glimpsed in the chaos of occult paraphernalia.

Having once glimpsed that pattern, you couldn't go back. Eventually your antics became serious enough to attract equally serious attention.

"Normal" human life passed by long ago. These nights became zigzag between trying to find some stable point of order, and indulging the violence of your morbid Curse. You don't fit in with anyone, and you'll probably never amount to much of anything.

The most absurd aspect of this existence, of course, is that you finally have real power, but you've so heavily shoved yourself into your elders' hierarchy that you may never manage to make real use of it.

As long as you can provoke the people around you, you're perversely pleased. However, you feel a need not only to piss people off, but to degrade yourself in the process. Thus engage in all manner of rude and shocking behavior, but it's as often directed at yourself as at others. Fortunately, you know just enough to toe the line of authority.

**Equipment:** Knife, wand, cheap Tarot cards, excessive B&D paraphernalia
The Tutorial is Too Hard

## Synopsis

One day, amidst a boring life, an invitation message appears before my eyes. [Would you like to enter the tutorial world?]

Following it is a difficulty-selection window. [Easy] [Normal] [Hard] [Hell]. I select hell-difficulty without hesitation.

And I regret it.

I know it said hell-difficulty, but this is just too much.
Creature

During the spring of 2022, Rodney Berry frequently streamed *MLB The Show '22* and created his own player "Rod Berry" who chat referred to as Creature because of his large size and strange, dented face. Creature's freakish strength and ability to hit dingers outweighed his sloppy baserunning and he was quickly promoted from the AA Tennessee Smokies to the AAA Iowa Cubs before being called up to the Chicago Cubs. During one stream there was a glitch in the game that briefly generated a mysterious small version of Creature commonly known as Baby Creature.
Noonday Sun

**Noonday Sun** is a Mokole.

## Biography

You hatched in the blazing noon of an Australian riverbank and headed for the water. The river was full of fish and you made yourself at home. mom fussed over you more than the others, but you hardly noticed. Tough enough to survive out there; you never felt the many pairs of eyes on you.

The river began to taste bad one day, after the rains had come and gone. Filth made the fish die. Then tow-legs came. Thunder from a blue sky, and Mom bleeding and still, same as the rest of the mob. Rage filled you for the first time, and the two-legs fled before a living Allosaurus. They didn't flee far.

Human meat was better than fish any day.

As you roared triumph, the Crowning found you. The rites they taught you filled you with the wisdom of a thousand ancestors and the law of eons. Now you put that wisdom to work for you; it's the fire that floods your muscles when you set into motion. And you can move damnably quick when need be.

You serve your mob as a judge and lawspeaker. You are young for a judge; you have some knowledge of the Law but want to know more about it. you have already sat as judge at several Gathers, and you services are in  demand among clutches, as good judges aren't easy to find. Your Gnosis helps keep you steady. Be harsh, as it's what the lawbreakers deserve, but fair. You can relax at Gather, though. and enjoy your clutchmates' company.

You speak slowly and deliberately; some would mistake it for a lack of intelligence, but it's simple desire to say exactly what you feel. Speaking quickly garbles words. You are also relatively slow and measured in your movements--as you carefully observe the situation and watch for the precise point of action. When you actually choose to act, you're quicker than any snake.

**Equipment:** Body paint, favorite stones, staff of office.

## Stats

**Breed:** Suchid

**Stream:** Gumagan

**Auspice:** Unshading

**Varna:** Karna

**Physical:** Strength 4, Dexterity 3, Stamina 4

**Social:** Charisma 2, Manipulation 2, Appearance 2

**Mental:** Perception 3, Intelligence 3, Wits 2

**Talents:** Alertness 3, Athletics 1, Brawl 1, Dodge 1, Expression 1, Intimidation 2, Primal Urge 3

**Skills** Animal Ken 2, Leadership 2, Performance 1, Stealth 1, Survival 3

**Knowledges:** Investigation 1, Law 1, Occult 1, Rituals 3

**Backgrounds:** Fetish 2, Totem 3, Wallow 3

**Gifts:** Speed of Thought, Truth of Olodumare

**Rage:** 5

**Gnosis:** 4

**Willpower:** 5

**Sun Dice:** Subtract one die from dark related foes' dice pool
Mia

**Mia** is a vampire from Clan Tzimisce.

## Biography

You love animals -- spiritually, mentally and intimately --- even more than you do humans.

They're loyal and attentive, and they don't betray your sorbid secrets.

You started life as a Bratovitch ghoul, befriending the dozens of monstrosities raised in your family's kennel.

You slept in their cages and shared their food bowls when your parents starved you for weeks on end.

Invariably, you could communicate with them far more easily than you could speak English.

Finally, matters came to a head when you disobeyed your mother while your Tzimisce master visited the kennel.

When she tore after you with a butcher's knife, the entire menagerie was suddenly at your side with just a word, protecting you from your parents.

The Tzimisce lord intervened by liberating your kin's heads from their shoulders.

Better to destroy them than their gifted daughter and her loyal herd of animals.

He took you under his wing and eventually Embraced you as the new Kennel Master.

Now, you raise animals for the Sabbat, creating packs of hell hounds and the like and overseeing their training.

You're Dr. Dolittle and Hannibal Lecter all rolled into one twitchy ball of flesh.

Uncomfortable around mortals and Cainites, you spend your time with animals, training new beasts for the master.

Unlike most Bratovitches, you temper your flesh crafting ministrations with love.

You rarely need vitae to ensure the animals' loyalty, though that does guarantee your creations rarely turn against you.

You despise interacting with others, even though you must.

Therefore, social intercourse is a chore because it demands more of your patience than necessary.

Cainites mistake you for shy, but you operate with animal efficiency.

If somebody angers you, you snap and bite at them.

If you're attracted to someone, you use physical prowess to prove yourself in courtship rituals, and you have a rival, you try and establish yourself as the alpha by besting them in combat; dwelling among animals destroyed certain mortal considerations in you.

**Equipment:** Soiled and bloodied butcher's smock, cell phone, bowie knife, whip and dog whistle
Mateo

**Mateo** is a human-born Rokea.

## Biography

Mateo was born in Honolulu, Hawaii to a human mother and Rokea father. He had no idea he was a Rokea until his father took him to Sea and told him he was a Rokea at the age of 13. Shocked at this Mateo had decided to live alone at age 20 keeping his relations with his family secret and began dying his hair black. He went one sunrise to see the Rokea so he could learn their ways all 5 attempts involved him being nearly killed by them due to being a Betweener. The Rokea later saw potential in him with his hunting and stealth skills and after fighting Guards-The-Shoals on land (which was the first Rokea he encountered) he was taken to Bleeds-Night and taught the ways of the Rokea all the while Mateo having a strong urge to mate with a female. He later met Leaps-to-The-Wound.

## Trivia

* Mateo has a tiger shark form in the second version of Ocean: The Rising

## Quotes

*"Got it, fucker?" I know how to kill you! I know how to fucking kill you! Want some more, bitch?"*

*-To Guards-the-Shoals*

*"What am I?"*

*-To Guards-the-Shoals*

*"No reason not to tell me then."*

*-To Guards-the-Shoals*

*"Silver."*

*To Guards-the-Shoals*

*"That's gay. Why not just say silver?"*

*- To Guards-the-Shoals*

*"Yeah. Well, I figured, it burnt me when I touched it..."*

*-To Guards-the-Shoals*

*"No. I haven't been dreaming at all lately. And the sea...I get sad. Like lonely, when I see the ocean. But I feel like I should stay here, on land, and then last night...*

*I worked on the docks. I help unload the nets, and cut out anything that we can't use. Some big shark had fouled in the net, as I was cutting it out, I just felt pissed. I don't know, more pissed than I ever did. Like I never really wanted to kill anybody before, but I felt like finding the captain and eating his face for killing the shark. I wasn't thinking. I just jumped in the water, just to stop feeling pissed."*

*- To Guards-the-Shoals*

*Yeah, I changed, But I changed into a shark. I came up out of the ocean this afternoon, naked and just..."*

*-To Guards-the-Shoals*

*"To mate. Christ. Yeah."*

*-To Guards-the-Shoals*

*"What the fuck is Rokea?"*

*-To Guards-the-Shoals*

*"Yeah whatever gill man. Suppose you've got a story for all this."*

*- To Guards-the-Shoals*

*"Bleeds-Night?"*

*-To Bleeds-Night*

*"How long have I been out?*

*-To Bleeds-Night*

*"They'll be coming for me?"*

*-To Bleeds-Night*

*"You got some-"*

*-To Bleeds-Night*

*"So, if I'm not possible, how come I'm...well...here?"*

*-To Bleeds-Night*

*"No, all he did was tell me how the world got made and shit."*

*-To Bleeds-Night*
Shamu

**Shamu** is a Skinthief and orca whale trainer.

## Biography

### Early Life

Shamu was born in Honolulu, Hawaii and showed a strong interest in working as an orca trainer from ages 10-13. When asked by a teacher what he wanted to be when he grew up, he told her he wanted to be an orca whale trainer at SeaWorld.

### Later Life

At age 19, Shamu became an orca whale trainer at SeaWorld he had quickly become famous. As a result of him fame many tourists came just to see him.

### Becoming a Skinthief

On a walk home one morning he wondered what it would be like to change into a killer whale he had this idea for a long time and he wondered if it could be possible. He had heard of skinthieves before most notably El Wray Rodriguez. He spotted a dead orca washed up on the beach and knowing what he must do, it became his talisman. At 20, he is still doing his shows with the ability to shapeshift into an orca.

## Personality

Shamu is a kind and intelligent man who is very passionate about his job.

## Stats

**Aspects:** Hunter / Killer, Animal Speech  , Hybrid Form  , Long Life  , Shapeshift

**Totem Aspect:** Permanent Talisman

**Intelligence-**

**Wits-**

**Resolve-**

**Strength-**

**Dexterity-**

**Stamina-**

**Manipulation-**

**Composure-**

### Skills

**Crafts -**

**Medicine -**

**Athletics -**

**Brawl -**

**Animal Ken -**

**Intimidation -**

### Merits

**Patient -**

**Allies -**

**Iron Stomach -**

**Natural Immunity -**

## Trivia

* Shamu is named after many famous Orca's
Karl

**Karl** is a Vampire from Clan Gangrel.

## Biography

For so many, science is cold and sterile, to be performed in a laboratory full of stainless steel and glass. For you, science is everywhere, but best of all it’s outdoors. You put in your time at university, watching the rats and rabbits scurry about their cages. You learned how to write a grant proposal and how to get your results published. When your grants came through, you headed for the cold north to study the timber wolves. Your results were stunning. Such an extensive study of the wolves had never been done before; your work broke new ground. With the help of a ghostwriter, you published the story of your yearlong sojourn with the wolves, and later winced as it was poorly dramatized for an inspirational Sunday night movie. Your overnight celebrity dwindled quickly — you never were very telegenic or outgoing — but enough pop culture allure stuck to your name to float your grant proposals to the top of the stack. It was easy to gather funding for another year in the forest. That second trip went all wrong. The group of wolves you were observing behaved strangely, thwarting your efforts with an intelligence you’d never seen before. You knew something was very wrong when the wolves managed to get into your film canisters one night, leaving your careful evidence to be destroyed by the rising sun. It would have been smart to pack and leave, but curiosity demanded that you stay. The next night the wolves tore your throat out. The first rays of the sun woke you from your stupor and drove you under the snow, wrapped in the shredded remains of your tent. On the night you first brought down a mule deer for sustenance, the wolves came back. Your sire resumed her native form, and explained what you had become and what she expected of you. In some ways, it’s like being back in college, except that your graduate advisor drinks blood.

You had hoped to escape the politics of academe by working in the field. Now you’ve found yourself in even deeper waters — the stakes here are larger than journal bragging rights. For now, you direct your research to fit political ends. It’s not your choice, but perhaps the ends justify the means. You’re uncomfortable around people who aren’t interested in your work, and distrustful of people who are. In social situations you prefer to err on the side of quiet, which allows you ample time to examine your surroundings and companions with a detached eye.

**Equipment:** Digital video camera, numerous notebooks filled with observational scrawl, field jacket, shoulder pack
El Wray Rodriguez

**El Wray Rodriguez** is a Skinthief.

## Early Life

El Wray was born in Honolulu, Hawaii to a big family some of which he didn't know too much or at all for that matter he was a very quiet kid his father was a marine biologist and he soon took over after his father's retirement. What his parents definitely knew but kept secret from public conversations is their son was obsessed with sharks so obsessed in fact, he refused to talk to anyone for over four hours only wanting to see sharks all the time which, over the years, grew concerning.

### Becoming a Skinthief

With his obsession growing worse as he got older, he had heard of Skinthieves and that combined with his obsession with sharks decided to become one himself. And so his talisman was fresh shark hide on the beach. It took him months to shapeshift and get used to his hybrid and animal form, and once he did, he was Morality 10.

## Personality

El Wray is very mysterious and quiet he has a strong disinterest in human life he only 'wants' shark life nothing else.

## Stats

**Aspect(s):** Hunter / Killer, Animal Speech  , Enchanting Affinity  , Hybrid Form  , Long Life  Shapeshift

**Totem Aspect(s):** Permanent Talisman

**Intelligence -**

**Wits -**

**Resolve -**

**Strength -**

**Dexterity -**

**Stamina -**

**Presence -**

**Manipulation -**

**Composure -**

### Skills

**Crafts -**

**Medicine -**

**Athletics -**

**Brawl -**

**Animal Ken -**

**Intimidation -**

### Merits

**Patient -**

**Allies -**

**Iron Stomach -**

**Natural Immunity -**
Dark Deep

**Dark Deep** is a Rokea.

## Biography

Dark Deep originally had a cold, aloof personality, which stemmed from his secret upbringing. Focused and unemotional, Dark Deep preferred to keep to himself instead of hanging out with other Rokea or being part of a Slew. After the events of a battle with a Dirtwalker, Dark Deep notably became more sociable and kind, even gaining a sense of humor and occasionally smiling, although still retaining some fragments of his previous distant attitude. He later began opening up more to his allies and has lightened up from his usually serious demeanor. As for humans he'd 'rather not' know them it is also extremely rare for him to be seen on Unsea as he tries to avoid human contact as best he can.

## Personality

Dark Deep originally had a cold, aloof personality, which stemmed from his secret upbringing. Focused and unemotional, Dark Deep preferred to keep to himself instead of hanging out with other Rokea or being part of a Slew. After the events of a battle with a Dirtwalker, Dark Deep notably became more sociable and kind, even gaining a slight sense of humor and occasionally smiling, although still retaining some fragments of his previous distant attitude.

## Quote

*"There is nowhere for you to escape, Dirtwalker."*

*"I have you now! Finally!"*

*"Yes. He ran away in that direction."*