recursal/Fanatic-Fandom huggingface dataset:
Convention

*Main article: Troupe*
A convention is a historical element or event that one or more RP Troupe adopts as part of their own story line. Conventions could include the destruction of a city or caern / node, etc. It could also be the development of new technology, the elimination of whole areas of the map, etc.

Think of Conventions as 'previous plot elements' or 'historical moments'. These are basic guidelines for how the world, according to the Troupe, works. Troupes are welcome to share conventions or to invent their own as their Storytellers require.

Conventions can be as small as individual bits of technology (such as Ball Drones) or as large as entire thematic content (such as Zombieland). Conventions will often include locations, factions, technology, etc.

## Known Conventions

See also:

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

Your character knows certain people in useful places to whom she can turn for information and assistance. The Contacts Background defines how influential these people are and how helpful. Major contacts are friends on whom your character can rely to provide her with accurate information in their fields. When creating your character, you should describe her contacts as completely as possible, with profession and area of influence.

This Trait also gives your character a number of minor contacts. When your character wants to get in touch with a minor contact, roll a Dice Pool equal to the number of dots you have in Contacts (base difficulty 7). For each success, she can touch base with one of her minor contacts. At that point, she can attempt to bribe or charm the contact into giving her what she needs.

• Basic: You have one major contact.

•• Minor: You have two major contacts.

••• Useful: You have three major contacts.

•••• Significant: You have four major contacts.

••••• Incredible: You have five major contacts.
Avin

Avin is one of the main traders in Blythe.

Avin considers himself to be an "honest businessman" refuses to pay for cargo that he has commissioned a crew of Runners to retrieve.

Although Avin cannot be trusted any more than any other Wasteland trader, he apparently is consistent enough with the people who keep him in power and profit so that most are willing to do business with him. Avin is clearly a criminal, but he views himself as a business man and "better than" the other traders out in the Wastes.
Background: Herd

You have built a group of mortals from whom you can feed without fear. A herd may take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, although they are typically not very controllable, closely connected to you or even highly skilled (for more effective pawns, purchase Allies or Retainers ). Your Herd rating adds dice to your rolls for hunting.

• 3 vessels

•• 7 vessels

••• 15 vessels

•••• 30 vessel

••••• 60 vessels
Gaol

A Gaol, an old Arness term meaning Jail, is an Arcane gem which houses an Imp or other entity from the domain of Hell. Gaol were created during the War of the Burning Heavens . When the armies of demons and devils realized that they were beaten back into their own realm, they bound several of the smaller of their ranks into gems and dropped them into the world with hopes that they would, in time, reopen the portals.

The term, in time, came to mean any magical gem which was used to imprison an entity from the outter realms. All Gaol that have been discovered have all been housed within Blood Ruby and all, so far, have contained only Imps .

One prophecy widely circulated in the days after the start of the Great Silence was that there were only Thirteen Goal. Others said Thirty.
Gaia

**Gaia** is the spiritual representation of the Earth, the mother of all living things. More directly, she is credited with creating the Garou and most of the Fera to be her warriors, servants and agents in both the material and spirit worlds.

Gaia is a Celestine, and one of the most powerful spirits known to exist - possibly the most powerful. Opinions differ over her exact relationship to the Triat (some say she created them, others the opposite), but she clearly has ties to Helios and Luna. While mages generally see her as a spiritual representation of the planet Earth, Garou and others often think of her as the entire cosmos, with the planet just her most important and vital aspect.

As is the case with other spirits of God-like power, Gaia is almost never encountered directly; instead she communicates with her children and other supplicants via minor spirits under her command.

Gaia has many aspects and is known by a variety of names; these include the Emerald Mother, the guise in which she is known to the *shen* of the Middle Kingdom.
Building Your Wiki Page

Building your Wiki page is easy.

1. sign up to create a personal account
2. log in if you already have one.

Once you have registered yourself with the wiki and logged in, simply follow the steps below to create your character's wiki page.

* Right Click here To create a new page in a new tab.
	+ The Title of the page should be your Character name (IN GAME). So if your character is called 'Marshall' in the game but your character's name is 'Marshall Williams', just use 'Marshall'.
* Click on 'Source' tab at the top of the page.
* Copy the code from the following 'Template ' page onto your new sheet.
* Fill in all of the information that you know about your character.
* If you have any questions feel free to contact Wyck in game.
* Feel free to use Icons to improve your page.
Darkling

## Characters

Characters should add 'Darkling' to their category.

## Details

Darklings are Changelings forever tainted by shadow and darkness. They often resemble folk tale creatures of the night or underground: grave-wights, banshees, kobolds and weirder things still. Every one of them is unsettling in appearance, with many gaunt, tall and thin.

Whether experimented upon, chained in a factory as slave labour or simply tossed in a dungeon and forgotten by their Keepers, all Darklings were kept from the light of Faerie. Their memories of their durance are usually full of foreboding, fears sensed and ever-present, but never revealed. Many Darklings share a sense of curiosity, and most crossed some kind of line that brought them to Faerie, whether they are aware of the nature of their transgression or not.
Drek

## RP Hooks

Think of an post-ex-hippie who's fallen in love, not with wealth, but with technology, and you'll almost have the right idea. Eschewing wealth and social status, often by choice, more often due to a questionable background, Dreks move among the lowest stratum of the population. Of course, in a society where wealth and technology are all but identical concepts, it requires more than a little ingenuity and compromise to maintain their stock in trade.

Dreks are often found running 'bodychop shops' for implantation (and removal, often involuntary) of cheap cyber. Some are rumored to have acquired quite a bit of Nuyen this way, but like all most Darks in this position they do their best to hide it, out of the instinct for self-preservation.

In addition to their trade in cyber, Dreks are also a good source for recreational chemicals, both licit and illicit - although this distinction means nothing in the Containment Zone. The cyber and chemicals they trade are sometimes their own handiwork, it's good advice to think twice before installing these homemade wares in anyone but an enemy. 'Drektech' is famous for its unpredictability.
ChromeST

Concept
 Age
 Status
 Nature
 Demeanor
 sphere
 group
 faction
 position
 Troupe

## Public History

Builder / Storyteller of the Blood and Chrome Troupe

## RP Prefs

A couple things:

1. Drama! If there's no drama going on, create some :-) If the drama is hovering around 6 or 7, crank that mess up to 11. (Note that in my book, drama =/= combat, see below.)

2. Roleplay over "rollplay"! IMHO dice rolls just slow everything down and put speedbumps in the drama, when that drama should be going 100 MPH straight towards the edge of the cliff. If your character is good at something, just RP accordingly. You're on your honor to not RP being good at things your character doesn't have the dots to back up.

3. I prefer to avoid combat because the drama of battle comes from the possibility of harm, which typically requires dice rolls... which paradoxically kills the drama as everything gets bogged down in skill checks. Chances are, if I'm running a scene and a fight breaks out, I'll just declare results privately to the participants, skip the rolls altogether, and let people RP out the results.

4. A huge part of the World of Darkness (especially Vampire) involves mind-control, which is very thematic to the whole concept of mysterious puppeteers manipulating reality from the shadows of the world. However, as a player, losing free will removes the very thing that makes RPing your character enjoyable -- now someone else is RPing your character, while you're just a passive(ish) observer... yay! (not). Mind control of other characters might be allowable in the scenes I run, but assume I'll have Bad Things™ happen if you try to force it on other players.
Dalia

Dalia is a woman who wanders the streets of the city of Pasadena. Obviously an undocumented citizen Dark (as the night, as they say), she rambles here and there and will occasionally scavenge through dumpsters and the like. She's considered by many in the city to be a seer and prophetess - able to see beyond the here and now.

She was welcomed by Wyck at the Wycked Grounds Cafe - though he would welcome her in the loading dock at the back of the building so as not to frighten the customers who came to the front. He always had food available for the Street Folk of Pasadena, even if it was nothing more than Food Bars and Soup Cubes. She never thanked him for the meals or whatever gifts of clothing or supplies - it was not something that she realized.

## Personality

Dalia wanders seemingly aimlessly around the city. She doesn't acknowledge anyone's presence or questions until she's ready to do so. Occasionally she will approach someone and blather some deeply insightful observation about them. She knows secrets. She just doesn't know that they're secret and she seems incapable of keeping any of them to herself when the mood to talk is upon her.

## Details

* It's possible that she's telepathic.
* It's also possible that she's had a break with reality and isn't certain where reality ends and her nightmare begins.
* She sticks to primarily Grey and Dark cities.
Holo Projector

A Holo Projector is a bit of Alien Tech found in the Shipwreck out in the Wastelands. The device is metallic, roughly bronze in color and is exactly six inches in diameter

## What is known

* When the device is activated (by pressing the sides with the markings in a specific combination), the surface acquires a green glow and a light is emitted from the center gem.
* When activated, all light sources (save for fire) are diminished within twenty feet.
* When activated, it project an image of humanoid size to scale for the viewer. (If placed on the ground the humanoid will be of the same height as the person using it) if held in the hand it will project a smaller image)
Fetter

A Fetter is a person, place, or object that ties a wraith to the Shadowlands and keeps them from moving on. Along with allowing a wraith to hang on to their existence and keeping them from falling into Oblivion, Fetters are also places where a wraith can Slumber and gain back Pathos and Corpus. In addition, any Arcanoi a wraith knows are easier to use when they are around their Fetter. Fetters can be manipulated, made, and severed by the Arcanos Lifeweb as well.

If a Fetter is destroyed, the wraith loses a major tie to the Shadowlands, and therefore their existence becomes more shaky. Wraiths with no Fetters do not last long in the Shadowlands, as they have no place to recharge and nothing to tie them to their unlife. Wraiths who lose their Fetters in this fashion will fall prey to a Harrowing and probably end up pulled into Oblivion.

Fetters can also be resolved, meaning a wraith gains the strength to say goodbye to the things and people they loved in life. A wraith who loses all of their Fetters by resolution has taken a major step towards achieving Transcendence.
Bad Moon Rising

## Theme

Bad Moon is a Rp Troupe based primarily upon Garou who are of the downtrodden, dark and such. The idea is that they will be investigating and rping in the near-immediate aftermath of the Caern Wars and the Fall of Red Rock

## Membership

Players wishing to play in this troupe should contact Wyck in game to discuss their character's background and contribution.
(Use Character/Bad Moon Rising)

## Spheres

* Are you a Wastelander?
* Are you a Dark from LATMA or the Redlands
* Are you Garou?

## Territory

The Troupe will bounce between the Dark Zone of LATMA possibly out to the Wastelands and Redlands
Blood of the Mother

From the Caern Wars

   The Black Furies and the Children of Gaia remained within the area though they also suffered heavy casulties in the war. As the Get and Shadow Lords turned on the Uktena, the Children of Gaia turned to the Furies - but to aid them. The Sisters of the Pegasus stood shoulder-to-shoulder in the Great War for the Caerns of their people and lost many of their bravest to the attacks. At its conclusion, many were broken in body as well as in spirit. It was the Children of Gaia who, even with their own losses, shouldered the burden and stood watch over the injured. When the Children could hold no longer, the Silver Fangs, having swallowed some of their pride at the demonstration of such bravery, sent reinforcements to protect the Children and the Sisters in the last days of the war. Subsequently, a stronger bond was forged between these three tribes.
Hellcat

Hellcats are modified, often scavenged bikes that are tossed together from spare parts out in the Wastelands. Those bikes in the Dark Areas or the Wastelands are more functional, often covered in random material and spare parts from whatever can be found.

## Distance

Most Hellcats are built with relatively good engins, scrap parts and filled with bad fuel. They can run for about 400 miles before needing to fill up.

## Modifications

1. Extra Tank: Because running out of gas can easily mean death out in the Wastes - a lot of Runners will have an extra, backup tank on their rig. This backup is often where one of the side-bags should be and will often give them another full tank (400 miles).
2. Jumper: A small oxy boost on the bike will jump the bike's speed up to 90 for about a minute, great for when they need to get ahead of their pursuers.
Darkside Market

The Darkside Market is an area in the city of Lynwood commonly frequented by Dark Merchants, Tribals and such.

## Description

The first thing to assail your senses upon entering the marketplace is the smell: roasting meat, excrement, and the stale reek of human sweat. Breathing deeply enough to smell any of this is chancy at best, however -- the clouds of dust and dirt kicked up by the milling crowd leave many of the merchants wearing disposable surgical masks.
The noise, secondly: merchants haggling and calling their wares, gamblers cheering combatants in a number of (mostly rigged) fights - rooster, dog, and occasionally human - and the general buzz of conversation. It's nearly impossible to distinguish one from the other, or even understand one voice in the crowd: if not due to the sheer numbers, from the fact that no two people in the crowd seem to speak the same language.
The marketplace itself is a warren of tables and shacks, arranged around a narrow avenue that may have once been a residential road. Disused and ruined buildings line the avenue, the crumbled brick and concrete facades providing a makeshift boundary for the bazaar. These, coupled with the highway far overhead, block out most of the sunlight, leaving the area in a perpetual smoky twilight.
Cabal of Ashes

On the Spring Equinox 2021, Althea Jones of the Cult of Ecstasy declared the Reconciliation War over and put out a call for each of the Traditions to send delegates. The delegates met in a remote spot on the Aegean sea and reformed as the Council of the Phoenix.

## Primi

These 10 mages make up what is known as the Cabal of Ashes:

* The Akashic Brotherhood - Kazuma Yoshikuni

* Celestial Chorus - Father Chul-moo

* Cult of Ecstacy - Althea Jones

* Dreamspeakers - Henry Babtu

* Euthanatos - Black Sara

* Hollow Ones - Radio Friendly

* Order of Hermes - Magus Jean-Baptise Antonio

* Sons of Ether - Dr.Madison Hatori

* Verbena - Marianne of Avalon

* Virtual Adepts - DialUp Violet

These 10 mages now serve as the Primi for the Traditions on the Council.
Kacie

Concept
 Age
 Status
 Demeanor
 sphere
 Troupe

## Personality

Revolutionary, rebellious, hates tyranny, free spirited, looks out for the downtrodden/rejects of society.

## Description

Kacie hates the Camarilla, even weakened as it is, with a passion. She advocates self government. Small groups of people/vampires governing themselves without powerful dictators ruling large groups of people. Empires are the root of all evil, no matter WHAT form they take, or what label (democracy) they hide behind. Freedom before security. We can protect ourselves!

## RP Hooks

Anarch, rebel, revolutionary, politics, resistance
Dark Zone

*Main article: Cities*
A Dark City is a city where the majority of the citizens do not have Social Security Numbers and are generally considered either illegal entities within the LATMA Metro area or as less-than-legal.

Dark zones see very little MetSec presence, and except in the case of serious stupidity, most weaponry - both possession and use - will cause little comment (but sometimes retaliation). They're dangerous areas without formal rule of law, so personal security is largely in the hands of the individual.

## Known Dark Cities

(Use City/Dark)

 Altadena Anaheim Lynwood San Clemente San Diego San Onofre Tijuana
Caern

A caern is a natural upwelling of Gnosis, the spiritual energies of Gaia, used by the Garou to power their gifts.

Caerns also have a very thin gauntlet, allowing easier congress between the physical world and the Umbra. It's possible that a caern's Gnosis actually comes from the Umbra in this fashion.

Caerns are very holy sites to the Garou and other Fera, and they will work to their utmost to claim them and protect them. Occasionally this will mean claiming it from another group who isn't looking after it responsibly.

The Garou social unit of the sept tends to be centered around a caern. Moon Bridges may be opened allowing rapid travel between certain allied caerns.

The caerns of the Black Spiral Dancers are referred to as Pits.

Each Caern, that is active, is protected by a Garou Sept .
Anaheim

Anaheim is a Dark City southeast of the Corporate Center, and the closest city to the northern edge of the Radiation Zone.

## Theme / RP Hooks

One of the bleaker Dark neighborhoods of LATMA, Anaheim is rimmed with dingy residentials but is defined by the great festering sore of Disneyland at its center. Though more than one corporation has made dim attempts to resurrect the 'Happiest Place on Earth,' none has yet succeeded, and monsters are said to rule the old amusement park. Their occasional habit of ranging out from the center to terrorize the locals has made this something less than prize real estate.

## Security

None -- individuals must supply their own security.

## Logs

(Use Log/Anaheim)

Category *Log/Anaheim* not found
Investigation

You've learned to notice details others might overlook, and might make an admirable detective. This knowledge represents not only a good eye for detail, but also an ability to do research and follow leads.

• Novice: You've read your share of Agatha Christie.

•• Practiced: Police officer.

••• Competent: Private detective.

•••• Expert: Federal agent.

••••• Master: Sherlock Holmes.

Specialties: Forensics, Shadowing, Discolorations.
LA Harbor

LA Harbor is an industrial zone south of the Corporate Center, separated by the Harbor Channel. The zone is rather Bright east of the bridge over the channel, very Dark in San Pedro on the west side.

## Security

MetSec, though most corporations also contract their own security forces to guard their warehouses, just in case.

## Known Characters

(Use Character/LA Harbor)

Category *Character/LA Harbor* not found
## Known NPC

(Use NPC/LA Harbor)

Category *NPC/LA Harbor* not found

## Logs

(Use Log/LA Harbor)

Category *Log/LA Harbor* not found
## Plots

(Use Plot/LA Harbor)

Category *Plot/LA Harbor* not found
## Old School DM

LA Harbor is split into north and south, a dichotomous and not very similar pair of places.

Industrialism hit northern LA Harbor hard, coating the warehouses and small shops with a layer of soot-colored film. During the summer, the smell of the heavily polluted ocean repels, rather than beckons, the average tourist.

It is in the fall months, as the weather cools slightly and the shipping operations slow, that tourists are seen in small groups, the shops they visit displaying the best and the brightest of what they have to offer. Quiet and sleepy, LA Harbor sees little in the way of outright danger, or any form of true excitement.

South LA Harbor, however, is not a place of peace and calm - it is slice of heaven for the lawless, uncaring, cruel, inhumane, and, most importantly, the Dark. It is a truly industrial city, packed wall to wall with factories, warehouses, and offices of shipping-related companies. Some companies, although they would never admit it in a press release, are involved with the smuggling of everything imaginable, including people (mostly Dark or undocumented).

Many warehouse-owning corporations have privately-owned forces of security guards for each warehouse, guards who are heavily armed and encouraged to shoot at anything they consider a risk. Or anything that moves, if they're bored.

The citizenry consists mostly of squatters, small Dark gangs, and corporations, none of whom seem to understand the concept of 'quality of life.' The pollution index within South LA Harbor is constantly at dangerous levels, with warnings put out urging workers and citizens to wear any kind of air-filtration system they own.
Breaking of the Bone

From the Caern Wars

In one of the oddest events that came from the War was the unification of the two most unlikely of Tribes.

The Glass Walkers used their technology and spirits of construction to help fight against the ravages that the magi could send at them during the Fall of Red Rock. When their positions were being overrun it was the Bone Gnawers who, in the style of every good movie, came riding over the hill as 'Big Damn Heroes' and punched a hole in the enemy lines to rescue their fellow Garou.

Seriously, this is full-on Rohan at Minas Tirith stuff here. They even...had...HORNS!

Such bravery was probably a very stupid thing to do - even for the Gnawers, but it was the 'right' thing in so many ways. Subsequently, the remaining Glass Walkers and the surviving Bone Gnawers agreed that their people should no longer be at odds. The 'Bone' which separated them would soon become the very thing that joined them.
Barony

A Barony is the claimed territory of a Baron.

Though each Barony will be slightly different than the next - depending on the Baron - they each have common elements. Every Barony has a Sheriff , that sheriff may appoint a number of deputies to police the domain and keep the peace. No Baron's court would be complete without a Herald who ensures that those who have business with the Baron get to see him and that no rumor escapes their ears. Under each Baron are Lords of the Domain - that is to say that there are Kindred who have sworn their fealty to the Baron and in return have been given territories within the Barony to rule in his or her name. Within each territory may reside a number of Squires , those kindred of little or no status within the barony or Kindred society in general. Ghouls can play a role wtihin the Barony but only if their master is of some significant status.

The Court of a Baron is where ever he wishes it to be. Normally it is at a location where security can be maintained to an appropriate level so as to protect the kindred gathered. Some Barons will hold court in a Blood Bar where as others will keep Court and Feeding as seperate ideas and hold their meetings elsewhere.

## Known Baronies

This is a list of the Barons (Baronies) of LATMA
Forest Lawn

Forest Lawn is a Bright City near the northern boundary of LATMA.

## Theme / RP Hooks

Forest Lawn tends to be quiet. Whatever conflicts go on there are private, no interlopers wanted. Forest Lawn itself is mostly a commercial district, with a smattering of residential areas, growing to encompass small apartment and condo complexes.

Although the feel of Forest Lawn is rooted in a bohemian, kicked-back environment, underneath the surface ripples the aftermath of a ruined society. The kicked-back feel extends to all, but it does not pervade all. Beneath smiles and laughs are the glances of suspicion, and underlying notes of fear.

Providing stark contrast to this is Forest Lawn's status as the cleanest city within LATMA, all due to resident-run clean-up projects throughout the years. However, its close proximity to the ruins of Hollywood casts a pall over the efforts. The old refuge of the richest, most famous, the glam and glitz, took the Fall very, very poorly. Its Dark remains are, for the most part, ignored.

## Logs

(Use Log/Forest Lawn)

Category *Log/Forest Lawn* not found
Abilities

Abilities

We are still working on adding all of these.

See http://www.darkmetal2039.com/stats.php for a complete list of stats used in Dark Metal, with descriptions.

## Talents

 Alertness Athletics Brawl Empathy Enigmas Expression Intimidation Leadership Search Stealth Subterfuge
## Knowledges

 Computers Finance History Investigation Linguistics Lore Medicine Occult
Fairest

## Characters

Characters should add 'Fairest' to their category.

## Details

The Fairest are changelings for whom Faerie should have been - and in some sense was - bright and wonderful. They embody the wonder and beauty ever-present in folklore: the elves, the Shining Ones, the fairy maidens and dashing fairy knights. But theirs is a beauty not of this world; they are wondrous to look on, but they're too perfect. Their faces may be too symmetrical, or their features impossibly angular or chiseled; perhaps they literally glow with a warm light. They are still changelings, and their true forms are still inhuman.

The Fairest are frequently taken for their beauty, but usually this is not the only reason. Each has some other quality or talent that attracted their Keeper, most often artistic skill or the ability to play music or perform. Since this skill becomes their sole reason for their existence in Faerie, Fairest sometimes become obsessed with it, desperate to prove their worth. They are, however, almost without exception supremely social creatures, used to admiration and hungry for approval.

While the Fairest were ostensibly loved by their Keepers, such clear and pure emotion is unknown to the Fae; what passes for love among them can seem like obsession, cruelty, slavery or worse to mortals.
Clean Slate

See Below

The Clean Slate Convention is a 'blanket' convention that adopts the idea that the Spheres have been essentially 'rebooted' to accommodate for the lack of players on the game.

## Conventions

(All of these conventions are assumed to be just within LATMA and the surrounding territories. Below are listed a few of the main conventions that are used)

* The Broken Throne: The Camarilla has been destroyed.
* The Schism: The Sabbat has been destroyed.
* Caern Wars: The Gaian Garou and the Traditional Mages have nearly wiped themselves out.
* Court of Blood:The vampires have adopted a NEO-Feudal system using Barons.
* Witchcraft: Simple, ritual magic is possible for those who are not awakened.
Chantry

A chantry is a gathering point for collaborating sorcerers, often at the site of a Node or an area that provides some degree of shelter and security. While a chantry may conceivably be a cave, part of a forest, or some other natural location, they are typically buildings that were specifically designed as haven for magic users or have since been dedicated to that purpose. Chantries are often heavily protected by means both mundane and magical, and entrance may only be granted to members of a particular magical society. Thus, wars between rival groups of sorcerers often involves seeking out and attempting to destroy such locations, while others seek to infiltrate a chantry in order to seize any magical lore and artifacts that may be within.
Bright Zone

*Main article: Cities*
A Bright City is a city or a section of a city where the majority of the citizens have active Social Security Numbers and are legal entities within the LATMA Metro area.

   Carrying any form of weapon in Bright zones (such as the Corporate Center or Downtown) is not only close to impossible, but liable to get you into lethal trouble with MetSec. The technology used in the TUBE stations (and TUBE stations, regardless of destination, are always considered Bright for the purposes of security) may be assumed to detect virtually all forms of weaponry, so for the most part only magical methods of concealment will succeed. Use of a weapon in a Bright zone draws immediate, extremely prejudiced response.

## Known Bright Cities

(Use City/Bright)

 Corporate Center Downtown Forest Lawn Palos Verdes Santa Monica
## Bright Conventions

(Use Convention/Bright)

 Armadillo Balancing Act Bright Law Corporate Law Dart Fabricator Hornet Hypo Spray Laws Matrix Law New Tech New U Operation Inoculation OPPTI Paladin Panther R'lyeh (ASM) Shrike Sky Runner SSN Sponsorship Templar The Reboot Revolution Zephyr
Housing

Homes. How do you live in LATMA? That all depends on your level of income, and your status.

Bright, and Average. You're the average joe corper. You have a wife and two kids. One boy, one girl - you picked their genders. You work for a corporation, and in return they provide you with a place to live: a mid-level apartment in a towering high rise, with a good view of the high rise right across the street - and you don't own it. You pay no rent, however: your corporation covers that.

You have three bedrooms: one for yourself, and one for each of your children. Once they are old enough for their minds to handle the interface, the kids are wired with a datajack, and spend much of the rest of their youth wired in - education, entertainment, and everything in between.

Your laundry is sent down a chute, each piece of your clothing tagged with a tracking chit. Every Tuesday, your laundry is returned to your closet, cleaned and folded. Your refrigerator is mostly stocked with pre-made meals that are ready for the microwave. When a meal is taken out and prepared, the dietician software built into the apartment automatically adds a replacement to your shopping list - not that you ever actually go grocery shopping. Your food and other basic essentials are delivered to your living room weekly, as well.

Most of your technology is consolidated into one device, and everyone in your household has one of these devices. Its your phone, your garage door opener, your thermostat, your alarm clock and your morning news, your ATM, your scheduler, and quite likely your life - without it, the average Bright citizen would feel totally lost. In a pinch, it can even double as a low-bandwidth Matrix access node.

If you're not in management, then you're taking the TUBE to work. In the rare circumstance where travel is required, a small two-seat Corporate aerodyne might be signed out for you. If you are lucky enough to be in management, then you either get picked up promptly at 6am at your front door by a carpooling dyne - or, if you're doing really well, you have your own company dyne parked on the roof. The higher you are in your corporation, the higher the floor your live on in your residence. The elite live in penthouse apartments occupying an entire floor, with a view out above the roofs of neighboring buildings, and even above permanent layer of polluted smog clouds that hangs above the city.

## Housing

This is a list of Housing with a wiki page. See +help housing in-game for more info.

Category *Housing* not found
Convention: Magic

Magical Conventions are those ideas that are not -necessarily- Canon but may be adopted for Roleplay.

Many of these conventions involve the Mortal+ Sphere, where the average mortal character has somehow stepped beyond the confines of their limited powers and, through some means, acquired at least some portion of supernatural power.

## Conventions

(Use Convention/Magic)

 Court of Hell Hexenwulf Infernal Pact Lycanthrope Marshall Collection Midnight Market The Forsaken Witchcraft

## Setting Elements

(Use Setting/Magic)

 Gaol Imp Lands of Midnight Otherkin Pact of Beauty Pact of Flames Pact of Seduction Pact of the Beast Pact of Transformation War of the Burning Heavens Witch World
Dire Cabal

The Dire Cabal was the first Cabal formed at the Dire Manor in Palos Verdes.

## Notes

Unfortunately, without a true leader to guide them, the cabal fell into disarray and prior to disappearing from public life, the eldest Verbena named Melissa signed the manor over to Moonbeam , who had at that time expanded his affiliations to include the Digital Anarchy Chantry in Pasadena.
Background: Library

With this Trait, your character has access to a great wealth of information. This 'library' may take the form of books, old scrolls, computer databases or even friends who have it all in their heads and who are happy to share it with you. Most importantly, your character can access this information whenever she wants and study it at will. The knowledge contained in your character's library can include both mundane and occult elements. Although it may not always prove entirely reliable, more often than not your character can take her time, cross-reference and check her information. Best of all, such a library is often a wealth of information that your particular character considers important, so it can have useful knowledge about magic, the supernatural and other obscure topics that wouldn't be found in a more mundane collection.

Libraries are especially useful in unearthing new lore, Sphere knowledge or specialized information. Use a Mental Attribute + Library roll to look up information regarding an arcane of obscure topic. Success helps your character in such an endeavor, possible justifying the expenditure of experience on such Traits.

Depending on the nature of the 'library', your character may choose to keep it somewhere readily available to other characters. In such a case, all player with access can pool their Library scores and benefit from the increased wealth of information (pending Storytelling approval). However, they may run into duplication of information. Thus, a pooled library is only as effective as the best Library rating in the group, plus one for each additional Library thrown in.

x You have no particular information resources.

• You've got some New-Age paperbacks.

•• Your library is 90% pulp and 10% substance.

••• You have numerous useful texts.

•••• You have an enviable collection, both occult and mundane.

••••• You can access lore, lost secrets, common wisdom and obscure facts.
ARC

An Arc or A.R.C. (Armored Research Craft) is a large and heavily-constructed vehicle used to gather research material while out in the hazard environments such as the Wastelands.

The A.R.C. projects were launched after the Fall to examine the radiated zones to see just how bad the damage was. The 44-foot long vechile is equipped with multiple power sources, scanning equipment, a mobile laboratory facility that can be constructed to attach itself to the vechicle as well as a large cargo hold to carry with it smaller craft such as motorcycles to scout the terrain.

The typical secondary vehicle was called an ARC Roamer, a four-wheeled vehicle that could be driven into the rear cargo hatch and drive around while the main unit was anchored for testing.

## Details

* Can hold a crew of 6
* Basic lab facility tailored to mission
* 1 ARC Roamer
* 4 Ball Dones
* EMP Shielded (since they were designed for radiation research)

## Resources

* Corporations with Resources of 5 can purchase permits to operate such a vehicle.
Buster

Buster is a young boy of perhaps 10 or 12 years of age that lives within the trading post of Blythe. Operating as sort of a go-between for Avin and anyone of importance, he seems to know everyone and everyone knows him.

He's the Gavroche (think Les Miserables) of Blythe.

## Description

The boy is dusty from the dry ground in the compound, wearing a pair of calf-length pants, a blue hooded poncho and sandals that look like they were made from old tires.
Driving

You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn't prepare you for controlling a Lotus at 100 miles per hour.

• Novice: Learner's Permit.

•• Practiced: You can drive an automatic without a roll under normal conditions.

••• Competent: You can drive a manual under normal conditions without a roll.

•••• Expert: You can drive an 18-wheeler or other exotic automobile under normal conditions without a roll.

••••• Master: You can make a Yugo do tricks out of a James Bond movie.

Specialties: Off-road, Wheelies, Curves, Stick Shift, Sudden Stops, Heavy Traffic
6-5-51:Journal:Arianna Fox

*Arrived in Blythe, today. Looking for an idea of what passes for Runners on the West Coast. Went right to the source and got a job from the local 'leader' Avin. He's a back-shooting snake of a man with no ambition beyond his own personal pleasures. But he has actual rum which tells me he has Chrome backing somewhere. He's on a heavy leash and running his own personal fiefdom out here in the wastes.*

*Accepted a simple scrap gig from him. Supposed to escort some team of investigators from LATMA to a crash site not far from here. Bring back anything of value for King Shit to parade like a trophy.*

*I know I'm going to have to kill that man, someday.*

*Going to hang around town for a bit while I wait for the team to show. Maybe see if I can build some connections with the locals.*
Escondido

Escondido is a city in southern LATMA, the closest to the southern edge of the Radiation Zone and is only a few hours travel to San Diego; a known buffer area between LATMA and the states of the New Aztec Empire.

## Theme / RP Hooks

A packed mass of humanity, Escondido - previously a mixed commercial-residential area - has become a rat's warren of buildings jammed cheek to cheek, fighting to stay within the patrolled boundaries that keep its Grey area from becoming Dark. Some sections of the city remain Bright enough to look decent, sell decent things, and attract a decent clientele, especially nearest the Tube station. Others, filtering out toward the fringes, are sliding decidedly into the Dark. Some business owners are making a concerted effort to improve the area, but as with most urban renewal projects post-Fall, are making slow headway.

## Security

Technically MetSec, but being so far south means response times can be long (when they bother to come at all). Most residents and businesses supply their own security or contract with a local provider.

## Recent Events

* The Broken Throne: A year ago, a large 'Hover Ship ' crashed into the city (though it's uncertain as to where in the city). The damage has subsequently been cleaned up as much as possible but the swath of destruction to the more dark, fringe area of the city remains.

## Logs

(Use Log/Escondido)

Category *Log/Escondido* not found
Edwards Airforce Base

Outward appearance certainly suggests this place has been left to rot. Buildings stand empty, stripped out. The fences have been cut through or torn down in places. Vehicles are dead where they were left, parts removed and slowly rusting. Even the flight lines and landing strips are a ghost town, no planes in sight.

The Airforce Base lies South West of the Stronghold of Barstow.
Barstow

Barstow is walled, most of the original city having been left to the entropy that settled in during and after The Fall. What remains is a ramshackle fortress, the walls patrolled by armed men and women. Within the walls, the basics are covered: living spaces, storage, entertainment. The roofs of many buildings are covered in makeshift farms and jugs, buckets, cans, barrels, and anything else that can collect water. While they do rely on trade, they also try to fend for themselves where they can.

The streets are generally populated, though Barstow isn't a large community by any stretch, perhaps no more than a few thousand subsisting here.

      Barstow is considered to be west of the Las Vegas Freehold, and is halfway between LATMA and the ruins of Old Vegas.

## RP Hooks

* A small base of Anarch vampires have set up shop within the Stronghold.
* The Anarchs are said to run the Stronghold
* Rumor has it that if you can't trade anything else for Ammo or Fuel, you can always trade blood as a Blood Boy or Blood Babe
Damnation City

Damnation City is a convention which utilizes the suppliment of the same name.

In Primacy, the core gameplay is largely unchanged. A Primacy character can do anything an ordinary Vampire character can do if she’s willing to expose herself to physical harm by going out into the World of Darkness and doing things herself. Stories in which the characters do things themselves are, therefore, played as typical Vampire stories between Primacy turns.

When “pulled back” to the level of lofty politics and manipulations, Primacy play has a few distinct changes from regular Vampire play. For one, a Primacy character’s Attributes are used a bit liberally. The assumption is that masters lead their Assets by example. Thus, a vampire with great Composure has Assets that gain confidence from her grace under pressure and draw on her Composure when taking action on her behalf. A vampire with great Stamina has Assets that learn to suffer and endure by pushing themselves harder with the knowledge (and fear) of what they may be forced to suffer if they do not.
Jugger

## Summary

Jugging is game that has been described as 'Medieval Football it is played by two teams of five players armed with and assortment of padded 'weapons'. The aim of the game is to get a foam 'dogskull' or 'jug' onto a spike at the opposing end of the field while preventing the opposing team from doing the same.

## Details

The game is based on a fictional sport appearing in the movie 'Salute of the Jugger' (or 'Blood of heroes' depending on the release) starring Rutger Hauer and Joan Chen amongst others. Jugging in the movie was played by wandering teams of warriors who crossed the wastelands of the future to play against other teams in the hope of being able to compete in the 'league' one day. The version of the game in the movie was a brutal game featuring steel weapons and frequent serious injuries.

It seems that the game was first adapted into a real world playable version in Germany where several teams now play in a national league. Elsewhere the game has also been taken up but is not as big as in Germany, Other teams are building up here in Australia and in the USA.

Jugging in Australia was started by Gavin Ellis, who had seen the movie and heard of the game in Germany. Gavin gathered some friends together on the Gold Coast to start up the first local Jugging games. Over time several teams were built up on the Gold coast and regular Jugging games where held forming the origin of the local teams that now play the game in Brisbane. Gavin's enthusiasm for the game was an encouragement for people involved to get in and try the game he was so eager to see succeed. Gavin kept the game going through his own efforts and enthusiasm until the end of 2002 when he was no longer able to keep up playing due to complications as a result of his cystic fibrosis from which he passed away in mid 2003, greatly missed by his friends and family.
Fortitude

Fortitude grants the Cainite the ability to resist all kinds of damage, however it fulfills its part of God's curse in that it bred arrogance and overconfidence. Sometimes, Cainite masters of Fortitude become convinced of their own indestructibility to the point that they disregard even mortal danger, as their survival instincts slowly atrophy[1].

Normally Fortitude does not need to be activated, and each dot is added to all soak rolls. Even Risen wraiths may also acquire this Discipline with the right training.
Inspiration

This page is to give some idea of the inspirations behind the Dark Metal Theme.

All inspirations should be categorized by its format (TV, Movie, Book) and then identified as to what element of it ties to a thematic element of Dark Metal. Where possible please provide a link.

## Movies

* Johnny Mnemonic: Elements of the Matrix, cybernetic implants, etc.
* Blade Runner: Spinners (Aerodynes), multicultural dystopian city

## Books

* The Sprawl Trilogy: Cyberpunk in general, cybernetic implants, the Matrix, etc.
Corporate Center

The LATMA Corporate Center is the Bright beating financial heart of the Metropolitan Area, the core of Old Los Angeles.

## Theme / RP Hooks

The Consortium. The hydra-headed god of LATMA, and this is its home. Pristine, gleaming skyscrapers house the strong-minded, financially well-padded businessmen and -women who tug the strings of society, who pull on the lever that moves the world, all while vying amongst themselves for every last ounce of control. It's just business.

## Logs

(Use Log/Corporate Center)

 7-19-15:LOG:Phoenix Report 9-5-16:LOG:Just Sign Here
## Old School DM

Precisely as the name implies, LATMA Corporate Center is a city-sized version of corporate complexes as seen pre-Fall. Strong-minded, and financially well-padded, business men and women flock to, vying for corporate space within the city.

It is not a city without character, however, and there can be seen smaller shops standing firm between sky-scrapers on certain cities. A place of wonderment for tourists and citizens of a different kind - reveling in the sheer quietude that concrete, steel, and glass make up. Within each corporation, all of them under protection from internal forces and MetSec, are housed the best and the brightest - the next leaders, ingenious inventors, and ruthless dictators.

Of the most ruthless and heartless are the leaders, and power-players, within the CHC. A corporation so large and well-connected that their employees are given identifying numbers, their personal lives and families drifting off in the face of realizing, after a short period of time, that they are a corporate sponsored being.

Nepotism runs rampant, and the twisted and vile underbelly of the corporations within Corporate Center set a different sort of standard, a darker one, for all corporations within LATMA to aspire to.
Familiar: Raccoon

* + Dexterity 3, Stamina 3.
	+ All other attributes are 1 base.
	+ You are given 3 additional dots to spend.
* Health levels: 5
* Charms: Claw, Str+1
* Abilities: Alertness 3, Athletics 2, Brawl 2, Dodge 3, Climbing 3, Stealth 4, Empathy 2, Scrounging 2, Search 2
* Lores: 3 free dots, one each must be spent in Lore/Mage and Lore/Spirit
* Paradox negated: 1/week
* Quintessence needed: 1/week
* Willpower 3
* Essence 10

.

**For each additional point of Familiar, Raccoon type familiars add the following:**

* Attributes: +1 dot
* Abilities: +3 dots
* Freebie Points: 10
* Paradox negated: +1/week
* Quintessence needed: +1/week
* Willpower +1
* Essence +2

**Suggested Charms:**

* Acute Sense (Sight)
* Hide
* Nightsight
* Tracking

**Suggested Bans:**

* Compulsion: Washing Food (-1)
* Compulsion: Collecting Shiny Things (-1)