recursal/Fanatic-Fandom huggingface dataset:
Strepp Kamura

*"This isn't like that. That was different! That wasn't certain death! This is something else. I have...I have people I need to take care of. I'm sorry."*
― Strepp telling the others that he won't go after Lee[src]
**Strepp Kamura** is a vampire living in New London. He is a member of The Book Club and studies photography at the University of New London.

## History

Not much is known about Strepp's life before the show other than at some point he began studying at the University of New London and became a part of the book club.

## Appearances

Season 1
"Life Sucks"
Strepp is present at Lee Gray's first time at the book club. He tells Lee that the blood doesn't taste great, but is better than "the alternative."

"Deliver Us"
Strepp is at the next meeting, where he decides that Lee's weekend was worse than Jill's.

"Cold Bite of Frost"
Now having befriended Lee, he and Strepp leave a club meeting discussing the upcoming party hosted by Jack the Ripper. When Jill tells Lee to meet her outside his flat to train to fight, he teases him. Later,Strepp arrives at Jack the Ripper's party and he does not reach the door in time. He is then teased by Lee and Jill as he now has to wait. When Nils arrives, Strepp is one of the book club members that moves to protect Lee.

"Bloody Situation"
Strepp, as a distraction, poses as Lee. He, Isiah, and Heracles are ambushed by Nils and fight back. Strepp kills one before being discovered, making the others leave. Later, he helps look out for Lee when his mark officially comes through. Strepp fights once more when Nils finds Lee and attempts to kidnap him.

"Vampire: Part One"
After the fight, Strepp helps clean up the library, where Heracles warns that if they try to go looking for Lee, they may not make it our alive. When Isiah calls a meeting as to whether they will do so, Strepp is the only one to refuse to go. This angers Jill, who calls him a coward for abandoning his friend. Hurt, Strepp leaves.

Season 2
"What Happens Now"
A month after Lee is saved by the others, Strepp tries to reach out to Jill to ask her if she knows where he is. Still mad at him, she brushes him off, but tells him that she doesn't know where Lee is.

## Personality

Strepp appears to be quite friendly and extroverted. He jokes with the others and quickly makes friends with Lee. He is shown to be very loyal to his friends and willing to risk his own life to help them.

## Relationships

### Lee Gray

Strepp and Lee begin to become friends soon after they meet and the two tease each other constantly. Strepp is also willing to risk his life for Lee under the belief that he would do the same for him.

### Jill Goode

Jill and Strepp seem to have a friendly relationship, with her joining Lee in teasing him when he cannot get into Jack the Ripper's party. This, however, is ruined when, after Lee's kidnapping, Strepp is unwilling to try to rescue him. This enrages Jill, who calls him a coward. After the battle, Jill still resents Strepp for his inaction and is openly antagonistic towards him, despite his efforts to repair their relationship.
Nynaeve Linn

*"You didn't...you didn't have to tell her. Sometimes...I don't know. Sometimes people are better off living in denial."*
― Nynaeve on telling Polly about Lee[src]
**Nynaeve Linn** is a vampire living in New London and a member of The Book Club. She works at Paperback as a librarian, allowing Isiah and the others to use it as a base for the club.

## History

Not much is known about Nynaeve's life before the show other than at some point, she began working at Paperback as a librarian and befriended Isiah Robinson. As such, she allowed him to use one of the rooms for their "book club" and joined him.

## Appearances

Season 1
"Life Sucks"
Nynaeve is present at Lee Gray's first meeting and introduces herself to him. She pats him on the back after he drinks blood for the first time.

"Deliver Us"
Nynaeve allows Jill to use Paperback to contact Boris Anderson. She is weary around the AVD member, but lets him talk to Jill and eventually leave. Afterwards, she comforts Jill and is present at the next club meeting.

"Cold Bite of Frost"
Nynaeve goes to Jack the Ripper's party. Upon seeing Nils looking for Lee, she places her hand on the invader's shoulder to try and get him to leave.

"Bloody Situation"
Nynaeve and Jill help Lee escape while the others distract Nils. She then watches over him while they hide at Paperback. She helps defend Lee when Nils finds them.

"Vampire: Part One"
Nynaeve patches Heracles up after he got injured. Isiah and Polly then arrive and Jill tells Polly about Lee being a vampire. Later, Nynaeve and Jill get food and she suggests that she shouldn't have told Polly, saying that "sometimes people are better off living in denial." When the group gathers to decide whether to rescue Lee or not, Nynaeve decides to stay and help.

"Vampire: Part Two"
As Heracles and the others slowly make their way to their best guess as to Lee's location, they come across Boris once more. Feeling sympathetic towards Jill, he offers to help them get past the attacking AVD. At a crossroads, however, they are attacked and Boris is killed. They soon find Lee after his fight with The Widowmaker and take him to safety.

Season 2
"What Happens Now"
After a club meeting, Nynaeve and Heracles meet at Heirloom to discuss Lee. There, the owner, Kop tells them about Kara coming to New London. They are then interrupted by Patrice, who announces that he is looking for a man called Bartyn Fassa. When they tell them that they don't know anyone of that name, they leave and Nynaeve remarks that "if we didn't have a problem before, we sure as shit have one now."

## Personality

Nynaeve appears to be kind and caring to other vampires, sympathising with their plight.

## Relationships

### Jill Goode

Jill and Nynaeve appear to be close. She allows Jill to use the library as a meeting place for her and Boris and comforts her when it doesn't go well.

### Strepp Kamura

Nynaeve and Strepp seem to be friends. They frequently joke around with each other.

## Trivia

* Nynaeve is one of the last members of the book club to be introduced, along with Strepp Kamura
One Bad Night

**The One Bad Night** story arc is the first arc of Season 1 and the first arc of the story overall. It follows Lee Gray in the moments before, and hours after, being turned into a vampire.

## Episodes

 2
 3

## Story Impact

* All the major characters are introduced in this arc
	+ This includes:
		- Lee Gray
		- Jill Goode
		- Polly Gray
		- Isiah Robinson
* Lee Gray is turned into a vampire.
	+ This would prove to be the catalyst for the story as a whole
* The Anti-Vampire Department is established in this arc
	+ This includes characters such as:
		- Harriet Green
		- Boris Anderson
		- Valerie Allen
* The Blood-born, a vampiric gang wreaking havoc in Camden, is introduced in this arc, along with the main antagonist for this season, The Widowmaker
* The Mysterious Man is introduced in the Pilot.
	+ He would not be seen again until the second season.
* The Book Club is mentioned for the first time, though Lee would initially refuse to join
	+ He would later join in The Book Club story arc
Dante Young

*"Hey, I am not a bad person, okay? The humans I feed on are already dead when they come to me. There's no hassle and nobody notices a missing pint. It's no worse than what you guys at your little club are doing. Anyway, this gives me a way to make a little more money, you know?"*
― Dante excusing his career choice.[src]
**Dante Young** is a member of the AVD who is secretly a vampire. He takes leftover blood from cadavers to feed on and sells information on members of the police to those who wish to buy it.

## History

A few years ago, Dante joined the AVD as a way to steal the blood from bodies to feed upon and sell information.

## Appearances

### Season 1

#### "Life Sucks"

Dante sells information on Boris Anderson to Jill Goode. When he asks what she wants from him, she tells him to "piss off" and calls him a "traitor to your own kind."

### "Deliver Us"

Dante is seen talking with Boris, who he tells that Henka's body has been disposed of finally, and that he found nothing more that was valuable from it.

#### "Vampire: Part One"

After informing The Widowmaker about the upcoming attack on the Blood-born, he is kidnapped and thrown from the roof of an abandoned factory with the word "TRAITOR" engraved on his head

## Trivia

* Dante is the first confirmed member of the AVD to be a vampire.
Kelly

**Kelly** is a member of Patrice's group and a minor antagonist of Season 2.

## History

Not much is known about Kelly's life prior to the story other than at some point, she joined the group that Patrice is a part of.

## Appearances

### Season 2

#### "What Happens Now"

Patrice and Kelly visit Heirloom. When she insults Heracles' face, he apologises and inquires as to whether they know about a man called Bartyn Fassa. When they say no, he thanks them and leaves.

## Relationships

*To be added...*
Locations - The Building

## The Building

"By now, some of the others had turned round and looked back at where they’d come from."

The Building is the first location introduced. It is the where The Awakening occurred.

## Description

The Building is described in Part One as an immense, square building; so much so that it was able to easily store 10,000 Glooms in containers with glass doors. The Building can still be seen after walking towards The City for an hour. The area surrounding The Building is completely destroyed. "The earth was black and scarred by craters full of junk and filthy water. There were shattered, rusting vehicles. Dead animals. Dead people. In the distance, fires burned and smoke drifted into the sky." Many of the windows have been broken and it is completely dark, except for a single light at the top.
Locations - The City

## The City

"Another woman pointed to a road that led towards some kind of settlement. ‘There might be people there.’"

The City is the second Location encountered. Once the Glooms regrouped outside The Building post-Awakening, a team of four Glooms is sent looking for answers. It is here that The Old Man and The Little Girl are first encountered.

## Description

Like everything surrounding it, The City looks covered in layers of dirt and ash. Leading into the city, a pile of bodies were found stacked in a smoldering pyre. Upon first entry, one structure was on fire and several others emitted dark smoke. Several cars and a bus were setup across the road as a barricade, with the rest of the vehicles around completely burnt out.
The Book Club

**The Book Club** is a front for Isiah Robinson to provide vampires with blood without the need to kill a human. It is only used by a small few vampires as of now.

## History

At some point prior to the story, Isiah set up the book club as a members-only gathering, allowing for only vampires to attend without human interruption. He eventually recruited Jill Goode and various other vampires.

## Present-Day

### Season 1

When he is turned by a mysterious man, Isiah invites Lee Gray to join the book club. While he initially denies that he is a vampire, he eventually gives in. Eventually, however, Lee finds himself targetted and kidnapped by the Blood-born. The group is then forced to decide whether or not to risk their own lives to save him, with Strepp choosing not to. The others, however, manage to save him, but not in time to prevent his sister's death and Lee's brutal murder of the gang's leader, The Widowmaker.

### Season 2

A month after the battle, the book club is still together, though Lee visits more infrequently, instead deciding to hunt the man who turned him.
Named Characters - Bird

## Bird

"What didn’t feel right was the color of her eyes – they were black, a striking contrast to her ponytail of white hair."

Bird was revealed in Part One. Also known as Gloom Punk #3328, Bird was the 1st out of 19 Named Characters to be revealed.

## About

Part One focuses on The Awakening as Bird is experiencing it. She forms a early bond with Sky. Bird feels a responsibility to find answers and a way forward for all of the Glooms.

## The Bird

The bird that hangs in Bird's hair is described in Part One as having bright plumage. In Part Two, Butterfly names the bird "Sweetie."

## Traits

Background: Green

Skin: White

Mouth: Gold

Eyes: Black

Eyebrows: Thin

Hair: Ponytail White

Clothes: Tank Top

Head Accessory: Bird
Henka

*"You don't taste the best, but you'll do. I'm starving"*
― Henka to Lee before he continues feeding on him[src]
**Henka** was a vampire living in New London in Camden.

## History

Not much is known about Henka's life prior to the story, but it is hinted that he has killed multiple people in similar ways. He may also have a past with The Mysterious Man, as he seems to recognise him.

## Appearances

### Season 1

#### "Pilot"

After killing Darla Jenkins, Henka later attacks Lee Gray on his way home. He is about to kill him when he is interrupted by a mysterious man, who tells him "not him." Henka ignores him, but the man kills him, slicing off his head to save Lee.

## Killed Victims

* Darla Jenkins
* Multiple humans
* Possibly multiple Vampires

## Killed By:

* The Mysterious Man

Upon refusing to leave Lee alone, the mysterious man kills Henka, beheading him.
Named Characters - "Number 1"

## "Number 1"

Number 1 refers to Gloom Punk ID #0001. No reference to this Gloom Punk, or her name have been made thus far; so much about her is unknown.

## Unique Traits

Number 1's existence was discovered when the Gloom Punk Club team released the Gloom Punk Rarity Tool. Number 1 has several unique traits that are not found on any other Gloom Punk. These traits include "Red" eyebrows, "Red" hair, and "Patient" clothes.

## Traits

Background: Solana2

Skin: White

Mouth: Pink

Eyes: Blue

Eyebrows: Red

Hair: Red

Clothes: Patient[1]
Religious service

### **Downtime Activity; Religious Service** *XGE p131*

Characters with religious tendencies might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.

**Resources**: Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.

**Resolution**: At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service.

For more conclusive and numerical information, check this link
Communism

**Communism** is a game mode in which you, being inspired by the ideas of Communism, will propagandize your views, recruit supporters and take over the world. The ultimate goal is to subjugate the whole world, which will live according to the ideas of the ideology you are promoting, and to lead the world government.

On the way to success, you will encounter many problems, the main one of which will be the resistance of your activities from the international community. Alliances of states will prevent you from spreading your political views in these states in many ways.

## Game mode features

* Сommunism causes a low Reaction in poor states.
* Сommunism causes a high Reaction in rich states.
* Due to the lack of market incentives for development, the quality of goods and services begins to decline over time, and with it Appeal.

## Interesting facts

* The famous hammer and sickle from the flag of the USSR was taken as a symbol of communism.
South Asia

**South Asia** is a region with **weak** statism and **developing** economy, has 3 votes in teh UN. This region includes such states as: Burma, Laos, Thailand, Vietnam, Cambodia, Malaysia, Philippines, Indonesia.

## Neighbors

**South Asia** has 3 neighbors: China, India, New Guinea

## Region features

* In South Asia, Communism causes a low Reaction, and Capitalism - a high, because it is a region with developing economy.
* Anarchism in South Asia is spreading easy, as this is a region with weak statism.
* Imperialism in South Asia causes high Reaction, because it is a region with weak statism.
Miriam van Dyne

**Miriam van Dyne** was the firstborn child of Eleanor Kimball and her husband. In her 20s, she married the scientist Vernon van Dyne and had a daughter with him. Little Janet would grow up to become the first Wasp, eventually succeeded by Miriam's granddaughter Hope.

When Janet was a child, Miriam sustained severe brain damage in a car crash. She withered away and succumbed to her injuries when her daughter was only 14, outlived even by her own mother.
Sam Wilson

## Sam Wilson

### AKA

* **The Falcon**
* **Captain America**

### Age

* 40
* 45

### Birth

September 23 1978 in Harlem, New York City, New York, USA

### Affiliation

* Wilson Family Seafood
* United States Air Force
* The Avengers
* Air National Guard (formerly)
* United States Department of Veterans Affairs (formerly)
* District of Columbia Support Group (formerly)

## Relatives

### Parents

* Paul Wilson †
* Darlene Wilson †

### Nieces & Nephews

* Cass Wilson
* AJ Wilson
NGC - The Old Man

## The Old Man

"‘I could ask you the same thing, girl. Don’t think about doing anything with that pipe.’"

The Old Man is first encountered by Glooms in their first trip to The City. He is the first NGC encountered.

## About

Part Two describes The Old Man as having baggy, torn clothes and a grimy face. He carries a long wood-axe as a weapon. The Old Man makes first reference to The Demons. He offers to help find David Scarwood, who had a woman with him that looks similar to the Glooms.
Monica Thompson

*Great-Grandchildren:*

* Janet van Dyne
* Susan Ellerh
* Melissa Bowen
* Meredith Quill †
* Michael Quill
* Kevin Thompson †
* Maria Hill
* Natasha Romanoff †?
* Pietro Maximoff †?
* Wanda Maximoff
* Yelena Belova

*2nd Great-Grandchildren:*

* Hope van Dyne
* Leslie Dean
* Tandy Bowen
* Peter Quill
* Madeline Jones

*3rd Great-Grandchildren:*

* Karolina Dean
* Elle Dean
* Josephine Jones

**Monica Thompson**, who was born as **Monica Pierce**, was the mother of Eleanor, Sarah, Henry, Jack and Maxine Thompson. She did her best to offer all of her children the love and care she missed out on during her own upbringing, keeping them away from her father and brother as well as she could. Her family was involved in the affairs of HYDRA even before World War II, and that tradition was handed down from her misled younger brother to her nephew, Alexander.
Witch Hunter

You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:

* Whenever a hostile creature targets you with a spell, make a wisdom saving throw against the spellcaster's spell save DC. On a success, the creature must choose a new target, or lose the spell. This does not protect you from area effects, such as the explosion of a fireball.
* Whenever you hit a spellcaster with a melee attack, the target's speed is reduced by 10 feet until the beginning of your next turn.
* You have advantage on saving throws against being cursed.
Mirage

## Appearances

### Appears In

Gridrunner 1: Gridrunner, Gridrunner 5: Rebooted, Gridrunner 6: Firewall, Gridrunner 7: Glitch, Gridrunner 8: Terminate

### Debut

Gridrunner 1: Gridrunner

**Mirage** (born Mercer Maddox) helps reform the Gridrunners and organizes a new militant revolution to bring down Wellspring Systems and free the working class by any means necessary.

## Biography

### Personality

In her youth, Mirage saw life through an optimistic lens. However, as she grew older and saw that Echo's efforts to free humanity from corporate enslavement ultimately failed, her innocence eroded and she began to view the world through a much harsher lens. She begins her fight with the reformed Gridrunners not out of optimism, believing that a better future is possible, but out of anger for the better world she is being robbed of.

Her most significant change throughout the series comes in the form of letting go of her hate and pessimistic attitude, and instead doing what she is doing out of a desire to build something new rather than simply to tear down what is old.

Over the course of the second arc, Mirage starts to realize that if a little 10-year-old girl sees her in all of her anger and resentment, they will not likely be inspired to join the revolution the way she was when she met Echo. Mirage works to shape herself into the vision of what she saw in Echo when she was a little girl, even if what she saw, as she learns throughout the story, was a lie.

### Appearance

Mirage is known for all the lean muscle she has packed on in adulthood. Her body is extraordinarily athletic, with tremendous definition. She keeps her very dark hair in short braids, the longest of which fall only to about her chin.

## History

### Early Life

Due to complications from living in harsh environmental conditions, Mercer was born missing both of her legs from above the knee. Despite spending her childhood confined to an antiquated manual wheelchair in the overcrowded Nest-47, she has a positive outlook on her life and a tendency to look optimistically at any given scenario. She has only known hardship, so that is normal to her, and any blessing, no matter how small, she views as a tremendous gift.

In the year 2084 at age 10, Mercer meets Gridrunner Echo, who is just returning from fighting in Center City. This meeting has a lasting impression on Mercer, who one day wishes to fight against the "bad guys" just like Echo.

## Notes and Trivia

* Inspired by Echo in Gridrunner to continue the fight against corporate slavery.
Windstorm

A wind storm lasts for 1d6 hours

While you are in a windstorm, everyone needs to make a DC 19 athletics check to stay stable.

If this fails, the depending on your size catagory different things happen.

Sheltering or hiding from the storm might make these checks easier or harder.

 Medium
 Large or Huge
 Gargantuan or Colossal

* **Blown Away:** Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of damage due to battering and buffeting.
* **Knocked Down:** Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
* **Checked:** Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.

In addition to these effects, structures and buildings might be damaged.
NGC - The Little Girl

## The Little Girl

"‘Very pretty! Have you seen my mom?’

The Little Girl is the second NGC encountered; she appears during a conversation with The Old Man in The City.

## About

The Little Girl is described as being in "no better state than the old man." She carries a teddy bear. The Little Girl is looking for her mother, who she hasn't seen.
Lightning Caster

*Prerequisite: The ability to cast at least one cantrip*

Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed granting you the following benefit:

* Whenever you cast a cantrip that only targets a single enemy, you can use your bonus action to target two enemies within 5 feet of one another instead.
East Africa

**East Africa** is a region with **weak** statism and **developing** economy, has 3 votes in the UN. This region includes such states as: Madagascar, Ethiopia, Sudan, Eritrea, Somalia, Tanzania, Kenya, Uganda, Mozambique, Zambia, Burundi, Rwanda.

## Neighbors

East Africa has 3 neighbors: West Africa, North Africa.

## Region features

* In East Africa, Communism causes a low Reaction, and Capitalism - a high, because it is a region with developing economy.
* Anarchism in East Africa is spreading easy, as this is a region with weak statism.
* Imperialism in East Africa causes high Reaction, because it is a region with weak statism.
Draconica Wiki

**Welcome to the Draconica Wiki!**
This community was brought to live to help facilitate the sharing of information, rules and miscellaneous knowledge to do with my table top role playing game running on the Dungeons and Dragons 5th edition system.

## Info on the current running campaign

The current running campaign will be going through the "lost mines of phandelver" module. I am aiming to test some new items and mechanics in here, to see where they are flawed, and where they could be improved.

## Important pages

* Downtime Activities
* Resting
* Additional homebrew rules
* Weather
* Character Creation
* Grimhollow Campaign Guide
Illusory Instrument

Duration: 10 minutes

You create an illusionary copy of a mundane musical instrument. The copy of the instrument takes on the shape of your fondest memory of the instrument, such as the first flute you owned, or the half harp gifted to you by a loved one. This illusion moves as its physical counterpart would, but it is weightless and is tangible only to the caster of the spell. This instrument dissipates if the spell caster moves 10 feet away from it or chooses to end the spell. As a bonus action, you can command your instrument to create one of the following effects:

* Mimic basic sounds heard on a daily basis, such as a bird chirping, footsteps or a slamming door.
* Automatically play a basic beat at the tempo of your choice.
* Record anything played on it, and play it back on a loop.
* Record and play back any noise that it could pick up within 15 feet such as a conversation, a royal decree, or a snoring party member who swears that they don't.
Crime

### **Downtime Activity; Crime** *XGE p130*

Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.

**Resources**: A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.

**Resolution**: The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime. The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table. To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception). The total value of the loot is dependent on the amount of successes in the rolls.

For more conclusive and numerical information, check this link
The Many Monsters of New London

**The Many Monsters of New London** is a hypothetical supernatural TV show set in a future version of London, now called New London. It follows Lee Gray following his transformation into a vampire. It consists of one upcoming season.

## Premise

### Season 1

In 22nd century New London, English student Lee Gray is attacked in the night by a vampire. Bleeding, alone and dying, he comes across another vampire who unwillingly saves him by feeding him his blood, transforming him into one of the monsters that almost killed him.

Soon after being turned, Lee is kidnapped by an underground gang of vampires called the Blood-born. He is later saved by his classmate Jill Goode and his teacher Isiah Robinson. Isiah reveals that they are also vampires and offer to let him join their secret "book club" where the members drink blood acquired without killing humans. There, Lee reluctantly drinks the blood given to him and tries to continue his life as it was. This seems, however, impossible as his relationship with his sister Polly soon begins to break down.
Deacon Min

*"This is a momentous occasion. A hundred years ago, the destruction of a whole gang of vampires was something unheard of. And yet here we stand, on the precipice of such an event. Whatever happens, whether we die tonight, or whether we survive to fight another day, the future of New London will be forged with our blood."*
― Deacon's speech before the battle at the catacombs[src]
**Deacon Min** (AKA The Scalpel) is a high ranking member of the Anti-Vampire Department. He is well regarded by his peers and is known for his simple, elegant fashion of killing vampires.

## History

Not much is known Deacon's life prior to the story other than at some point, he joined the AVD and gained a high enough reputation among the community to be given the nickname "The Scalpel"

## Notable Items

* Hellsing - A silver sword that uses programmable nanoparticles to change its shape into a bracelet when not in use.

## Appearances

Season 1
"Bloody Situation"
Deacon arrives at the AVD. He speaks to the whole department, telling them that he does not want to interrupt with their work while he is here, before asking Valerie Allen for all their information that they have gathered so far.

"Vampire: Part One"
After discussing the plan with Valerie, Deacon gives a rousing speech to the members of the AVD as they prepare for the assualt.

"Vampire: Part Two"
Nils finds Deacon alone in a room filled with dead vampires. He taunts him and tells him that he has always wanted to go up against The Scalpel, but when he goes to fight him, Deacon immediately cuts him down.

Season 2
"What Happens Now"
A month later, Deacon gives a speech at the funeral of all the fallen officers.

## Personality

Deacon is reserved and dislikes talking for too long. Despite his reputation as a clinical and emotionless killer, he understands the repercussions of dangerous operations and the several losses they will incur.

## List of Killed Victims

* Nils Fier
* Multiple vampires

## Trivia

*To be added...*
Crafting items

### **Downtime Activity; Crafting an Item** *XGE p128*

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

**Resources and Resolution**: In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.

 *Weaver's tools* | Cloaks, robes

If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.

For more conclusive and numerical information, check this link.
Hope van Dyne

*Great-Grandparents:*

* Eleanor Kimball †

*2nd Great-Grandparents:*

* Monica Thompson †

**Hope van Dyne** is the daughter of scientists Hank Pym and Janet van Dyne. Her parents worked for S.H.I.E.L.D. under the codenames "Ant-Man" and "Wasp" when Hope was still a child. As an adult, she adopted her mother's alias, becoming the second Wasp and independently fighting crime alongside Scott Lang, the new Ant-Man.

Through her grandmother Miriam, Hope is a descendant of the Thompson family. She is a grand niece of Maxine.
Scatter Weapon Master

*prerequisite: Proficiency in advanced martial Weapons*

Through many hours spend using these destructive weapons, whether on the training grounds, or setting hag huts ablaze, you have gained immense experience with scatter weapons and gain the following benefits:

* Critical hits double the damage dealt by the scatter property on a failed save
* When making an attack with a weapon with the scatter property, you may choose any number of targets yo gain advantage on saving throws caused by your attack
* You ignore the loading quality of scatter weapons with which you are proficient.
Greater Animate Dead

Duration: instantaneous

This spell may only be cast at night. Choose a corpse, or a number of corpses, within range that are equivalent to the size of creature or creatures you are animating (the GM will determine how many corpses are required). You can animate a number of large or smaller undead creatures equalling a total challenge rating of 2 or lower.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 120 feet of you (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).

You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no such commands, the creature only defends itself against hostile creatures. Once given an order the creature continues to follow it until its task is complete The creature is under your control for 24 hours, after which time it stops obeying any command you've given to it.

To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one. Additionally, casting the spell in this manner does not require spell components with a GP cost.

**At higher levels.** When you cast this spell using a spell slot of 7th level or higher, you can animate or reassert control of an additional CR worth of undead creatures created with this spell. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over an additional two CR worth of undead creatures created with this spell. Additional creatures must be animated with sufficient corpses or bones.
Research

### **Downtime Activity; Research** *XGE p132*

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.

**Resources:** Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 100 gp spent on materials, bribes, gifts, and other expenses.

**Resolution**: The character declares the focus of the research—a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 100 gp spent beyond the initial 100 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. the result of this check determines the succes of the downtime activity.

For more conclusive and numerical information, check this link
Weaver of Maledictions

*Prerequisite: The ability to cast at least one spell*

You have learned how to use effigy dolls when cursing your targets. These dolls take 8 hours to create and can only be used on the target the effigy was created to resemble. Only you can benefit from dolls you have created. When you use an effigy doll you gain the following benefits:

* The target of the curse has disadvantage on the initial saving throw
* The target of your curse does not know you tried to curse them upon a successful save against being cursed.
Silver

**Silver** is a Vampire's biggest weakness. For some unknown reason, it interacts with a vampire's physiology differently, making it able to cause irreperable damage. As such, it is employed by the Anti-Vampire Department as weapons.

### Silver Guns

A regular gun that uses lead can be modified to be able to fire Silver instead. While the composition of the gun itself does not matter, the silver in the bullets can be fatal to a vampire.

### Silver Stakes

Stakes made of Silver can be driven into the body of a vampire and used to kill them. As such, members of the AVD and regular police officers are each given a stake to be kept on their person in case of a one-on-one encounter with a vampire.
Guard

Guard weapons are made to fight defensively, often designed with a long reach or flat surface for parrying.

While wielding a Guard weapon, whenever a hostile creature moves within reach, and you did not move on your last turn you can use your reaction to make a weapon attack with a Guard weapon against that creature.

If the attack hits, then it deals normal damage, the creature immediatly stops and its speed becomes 0 until the end of its turn.
Undead Enthrallment

Duration: Instantaneous

This spell can only be cast at night. Choose a corpse, or a number of corpses within range that are equivalent to the size of the creature you are animating (the GM will determine how many corpses are required).Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. You may choose for the target to become an undead creature of CR 3 or lower (The GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (If you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).

You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no such commands, the creature only defends itself against hostile creatures. Once given an order the creature continues to follow it until its task is complete The creature is under your control for 24 hours, after which time it stops obeying any command you've given to it.

To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one. Any creature you have maintained with this spell for 30 days remains permanently under your control. You may only control a maximum of four creatures with this spell.
Tornado

The tornado is only somewhat central to a thunderstorm, so a large area around it is harder to traverse.

Central to this thunderstorm is a tornado, which has the following effects:

* All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Perception checks.
* Instead of being blown away (see the Wind Storm Note), characters in close proximity to a tornado who fail their Athletics Check are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply).
* While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.

The following checks are related to a tornado.

 Huge
 Gargantuan or Colossal

* + **Blown Away:** Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of damage due to battering and buffeting.
	+ **Knocked Down:** Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
	+ **Checked:** Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.
Nocturnal

Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark. You gain the following benefits:

* You gain darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet, to a maximum of 120 feet.
* You have advantage on Dexterity (stealth) checks while in dim light, or non-magical darkness.
Feeding

Transcended beyond mortal needs, vampires do not need to eat. However, the gripping nature of their curse requires them to feed on the fresh blood of humanoids. A task they undertake with delight

On your turn, as an action, you can make an unarmed bite attack against an unconcious, restrained or charmed humanoid. If you do so, the target is drained for 1 pint of blood and bears a bite mark on the location you bit them. This attack does not wake sleeping creatures or end the effect of spells and abilities. A creature bitten this way gains a level of exhaustion, which can only be removed with the use of a greater restoration spell or a month's worth of rest.

A vampire that does not feed **within** the required time goes into an **unconcious** feeding frenzy, **under the GM's control.** The next time they sleep or enter a trance they attack all nearby living creatures and attempt to feed on them. A vampire remains in this state until they have drained a creature completely, thus killing them, at which point the vampire falls unconscious for 4 hours.
Floods

In many wilderness areas, river floods are a common occurrence.

In spring, an enormous snowmelt can engorge the streams and rivers it feeds. Other catastrophic events such as massive rainstorms or the destruction of a dam can create floods as well.

During a flood, rivers become wider, deeper, and swifter. Assume that a river rises by 1d10+10 feet during the spring flood, and its width increases by a factor of 1d4×50%. Fords may disappear for days, bridges may be swept away, and even ferries might not be able to manage the crossing of a flooded river.

A river in flood makes swimming acrossharder (calm water becomes rough, and rough water becomes stormy). Rivers also become 50% swifter.
Holy word

Duration: Instantaneous

You mutter a word of the divine under your breath, being careful not to speak it any louder, for such a celestial power is not for the tainted and unworthy. Make a ranged spell attack against the target. On a hit the target takes 1d8 radiant damage. If you hit an undead, fiend or fey then its speed is reduced by 10 feet and it cannot take reactions until the end of its next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Harsh Sunshine

If it is really sunny out exhaustion is a problem which needs to be taken into account.

If you are in an area which suffers from Harsh Sunshine, you need to make a Constitution saving throw for every 2 hours travelled, or suffer a level of exhaustion.

This can be prevented by using spells, wearing protective clothing or hiding from the sun.

This can be made worse by travelling for extended periods of time or wearing heavy armor

 4 hours exposed
 6 hours exposed
 8 hours exposed
 10+ hours exposed
Powerful Storms

Very high winds and torrential precipitation make seeing this very difficult.

* Making a perception or investigation check while under the effects of a powerful storm gives you a -8 to the check.
* Ranged weapon attacks are impossible, and ranged spell attacks are made at disadvantage.
* Fire damage is reduced by 1d8.
* In addition to this the storms have additional effects as detailed in their respective pages.

There are 3 powerful storms total.

1. Windstorm
2. Hurricane
3. Thunderstorm with Tornado
Intaglio

Duration: Concentration, up to 1 hour

You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text onto parchment you provide, choosing how to resize, or crop it. This spell provides a single page with each action, and cannot copy sections larger than 9x12 inches at a time. When copying a spell book, you can do so using the same method as you would to replace a spell book, except the time and GP requirements are both halved.
South Africa

**South Africa** is a region with **weak** statism and **developing** economy, has 3 votes in the UN. This region includes such states as: South Africa, Cameroon, Angola, Gabon, CAR, Congo, DRC, Namibia, Botswana, Lesotho, Zimbabwe.

## Neighbors

South Africa has 5 neighbors: Canada, United Kingdom, West Africa, East Africa, Australia.

## Region features

* In South Africa, Communism causes a low Reaction, and Capitalism - a high, because it is a region with developing economy.
* Anarchism in South Africa is spreading easy, as this is a region with weak statism.
* Imperialism in South Africa causes high Reaction, because it is a region with weak statism.
Blood Hound

*Prerequisite: wisdom 13 or higher*

Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:

* While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you can immediately become aware of its presence.
* Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
* You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on sound or smell.
Assisted aim

Duration: 1 minute

You invigorate up to three creatures within range with improved accuracy. Each targeted creature gains +1 to hit for all ranged weapon attacks they make. Additionally, targeted creatures may double the normal and long range of weapons they are wielding

**At Higher levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above first.
Relaxation

### **Downtime Activity; Relaxation** *XGE p131*

Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don't want to make use of the downtime system.

**Resources:** Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.

**Resolution:** Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.

For more conclusive and numerical information, check this link
Blackpowder Expert

*Prerequisite: Proficiency with advanced weapons, and experience with blackpowder weapons*

You are well-versed in the use of blackpowder weapons and wield them with deadly efficiency. You gain the following benefits:

* You ignore the loading property of blackpowder weapons with which you are proficient
* Whenever a hostile creature moves within 10 feet of you, and you did not move on your last turn, you can use a reaction to make a ranged weapon attack with a blackpowder weapon against this creature.