recursal/Fanatic-Fandom huggingface dataset:
James (Ratkin)

**James** is a Ratkin drifter.

## Biography

Two years ago, you thought you would never escape from your dreary existence. A dead-end job, a lifeless marriage, a lifetime of forgotten friends — your life was going nowhere. The drinking problem pushed you over the edge, leading straight into fights with your wife that lasted for hours. Then one day, you walked out of the house on the spur of the moment for a pack of cigarettes and never looked back. Sure, you're wife thinks you're a rat bastard, but you know you're both better off this way.

You used to have nightmares about the life you left behind, but now your existence is one unending dream. Since the day you walked out, you've traveled just about everywhere. The credit on your ATM card ran out a long time ago — which is just as well, since you don't want to be tracked down to pay old debts. You've had nightmares about people from your old life tracking you down, but there's no way you'd ever go back. Drifting from one small town to the next, you never trust anyone for long. Staying in one place just seems too damn dangerous, so the road has become your home. Sure, it was hard at first. The first time you got really sick, there was no one to take care of YOU... until the sickness got worse and Infection began. When the plague hit you for the first time and the Rat God called you, there really wasn't much of an old life to give up. Instead, you found out about your new life, one filled with constant change.

Unfortunately, others like you want you to join their ranks... and that worries you. You already messed up one family, so why should you be eager to screw up another one? You'll use these Rat People around you as long as you need to, but on a moment's notice, you'll decide to strike out on your own all over again. You don't have a home, nor do you want one. Everything you need is in carried on your back — physical baggage is as burdensome to you as emotional baggage. As far as you're concerned, change is good. Every few months, you change some aspect of your appearance—whether that means growing a beard, dying your hair, or even shaving your head. When you really need to hide out for a while, you just take to your rat form, dropping out of human society altogether. You have no intention of ever getting close to anyone ever again. Trusting someone means setting yourself up for betrayal. The only people you trust are the members of your pack, and even they seem like the sort who will desert you if they find something better. Your identity is a façade, one which you intend to preserve. The rats you consort with only give their first names, and that's fine with you. As long as no one inquires into your past, you don't really care about theirs. Your new life is a series of adventures, and the other travelers you work with are all means to fulfilling those ends. You're a man of mystery and prefer to keep it that way.

**Equipment:** backpack jammed with scavenged supplies; well-worn thrift store clothes
Hyakkimaru

**Hyakkimaru** is a survivor of the outbreak.

Hyakkimaru in the present

### Family

Kagemitsu Daigo (father, deceased), Nui No Kata (mother, deceased), Tahomaru (younger brother, deceased) Jukai (foster father, deceased)

## Overview

At the beginning, Hyakkimaru couldn't express himself due to lacking his voice. He is shown to have an intense personality and is kind to those he does not deem a threat. If his only friend Dororo goes missing, he makes it his mission to get him back.

## Pre-Apocalypse

### Japan

Hyakkimaru was the first born son of Lord Kagemitsu Daigo and Nui No Kata. He was born with no eyes, skin, nose, or limbs due to a pact his father made with demons in the Hall of Hell. Nui loved her son deeply and was deeply saddened that she could not love her son. The midwife placed the infant on a boat and sent him out to sea to abandon him as Daigo instructed. Hyakkimaru was found by Jukai a doctor and was cared for by him giving him prosthetics to replace his missing body parts. Since then, Hyakkimaru was on a mission to slay the demons to regain his body back. He met a young orphaned thief named Dororo and together the two slayed all the demons and Hyakkimaru became much kinder with his full body restored to him.

## Post Apocalypse

Hyakkimaru and Dororo find themselves in Malibu, Beach surviving the outbreak

## Killed Victims

This is a list of victims Hyakkimaru has killed.

* Possibly numerous counts of Kamo'o'hali *(Caused)*
Happy-With-Gaia

**Happy-With-Gaia** is a Garou.

## Biography

Your mother was a Garou, not just Kinfolk, and that makes you rare among the Children of Gaia, where you learned tolerance for other tribes and other breeds for example. You learned the ways of the wolf and the human, and love both and fear neither. Your unique upbringing allowed you to understand the similarities between humans, wolves and Garou, and understand what keeps them apart as well.

Your First Change was not traumatic, but a happy and curiously arousing experience.

You use your talents to show other Garou that they hurt themselves when they hurt one another.

You believe in the old saying "Laughter is the best medicine." You deliberately play the fool to liven gatherings and lighten moods. You use your talents to make other Garou laugh, and bring joy into their lives. Their grim demeanors hang over them like a palpable cloud, weakening their resolve with cynicism.

The weight of their gravity and misery only helps the Wyrm. Gaia is strengthened when they laugh and love life.

You understand homid and lupus, human and wolf. You know what to do to make everyone laugh and play like pups. You're not afraid to be the object of ridicule, and often lower yourself to bring others together.

Your antics have defused escalating tensions, and stopped open fighting.

You make friends easily, and bring together rivals through their common friendships with you. As rivals get to know each other, you help them see that they are not really so different from each other. You are loyal to your friends and always ready to lend a hand, a paw, or a tail. as a result, you have a wide network of allies.

Smile often and easily. Be charming, gracious, spontaneous and funny. Tell good natured insightful jokes, do acrobatic stunts, dance. Do not respond to anger with anger. Playfully chide dangerous behavior, but don't scold or punish. Laugh and the world laughs with you.

**Equipment:** Juggling balls, cloak of many colors, marbles, bits of string, chew toy, kite.

## Stats

**Breed:** Lupus

**Auspice:** Ragabash

**Camp:** Aethera Inamorata

**Physical:** Strength 2, Dexterity 3, Stamina 2

**Social:** Charisma 4, Manipulation 3, Appearance 3

**Mental:** Perception 2, Intelligence 2, Wits 4

**Talents:** Alertness 3, Athletics 3, Brawl 1, Dodge 1, Empathy 3, Primal Urge 2, Streetwise 1

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

**Knowledge:** Enigmas 3, Medicine 2

**Backgrounds:** Allies 5

**Gifts:** Heightened Senses, Blur of the Milky Eye, Mother's Touch, Open Seal

**Rage:** 2

**Gnosis:** 5

**Willpower:** 4

**Weakness:** WEAK VEIL: WITNESSES AT +5 ON DELERIUM CHART
Noah

**Noah** is a Gurahl.

## Biography

You grew up in rural Tennessee, the child of a country doctor. Although medicine interested you, your love of animals led you to decide to study veterinary medicine.

Your First Change took you by surprise. In one cataclysmic moment, you went from being an animal lover to being an animal yourself! For a while, you succeeded in hiding what you had become from your family and friends. Then you started having dreams that seemed more like messages from someone who wanted you to come to him. So, after you told your parents that you need to take some time off from school and "get yourself together, “you packed a few things and set off to follow your dreams.

Your travels led you into the Great Smoky Mountains National Park, where you found a soft-spoken giant of a man who worked as one of the wildlife managers of the park. He took you under his wing and taught you about your true heritage as one of the Gurahl. You took to your new existence readily, enjoying the rites your mentor taught you and learning the tragic history of the Gurahl with rapt fascination.

Now you operate a practice for large and small animals not far from your home, and within a day's travel of the Smoky Mountains, where you tend (unofficially) to the park's black bear population. Even though you had to delay your full participation in Gurahl society for several years, you are now ready to fulfill your responsibilities. In battles to come, Gaia will need healers as well as fighters, and you possess the abilities of both.

A true healer of animals, you utilize both medical and magical practices to tend to the creatures under your care. Although you are still a "beginner" among the Gurahl, you have grown beyond the playful and battle-hungry stages into the third phase of your life as a werebear. Other Gurahl consider you a cub, because you only know the basic Gifts and rites. Your spirit has moved on, however, and you now consider yourself one of the Kieh. In time, you will learn what you need to support your claim. Mean while, there is work to be done, animals that need your care, and all those rituals to perform...

You are a few years older than most Gurahl "cubs." You have a maturity that others of your Rank and place in Gurahl society do not. You tend to "diagnose" any animal you come across, and you never refuse to help sick or injured creatures. Money is secondary to you; you didn't become a veterinarian to get rich, but because you knew you were meant to be an animal doctor. Your ability to function in both human and Gurahl society makes you an important asset to your kind.

**Equipment:** Traveling medicine bag, four-wheel drive vehicle
Golden-Staff

**Golden Staff** is a Garou.

## Biography

You were brought to the Children of Gaia shortly after your real parents tried to drown you. You don't know their tribes, and you don't care. The Children care for you as their own and you desire no other home.

You were scorned by visitors from other tribes, but the Children of Gaia defended you.

You began to stand out among all metis in your sept, and showed special gifts. The Unicorn marked you as one of her own; you bear a single horn on your brow. You learned to heal the physical wounds that your tribemates received and you have tried to heal the emotional ones as well. You remedy wounds, salve sorrows, and restore spirits.

You are the perfect balance, the perfect bridge. As Philodox, you are the balance between passion and wisdom

As a Child of Gaiam you are a bridge between human and wolf, brought up among the Garou, both human and wolf and yet neither. You use your special station to bring fairness and justice to all Garou. You felt the scorn of Garou society, but you also felt the love of Gaia and her Children. Gaia has bestowed her greatest gifts upon you, and you will prove worthy of Her faith. You will heal Her Children.

Speak softly but authoritatively. you are confident in yourself and your abilities and secure in your beliefs.

You teach by example more than by words. You know that Gaia and the Garou can be healed, but you are not afraid to take strong action against those who deserve to be stopped, even if they are other Garou.

**Metis Disfigurement:** Unicorn Horn

**Equipment:** Walking staff, bandages, first aid kit.

## Stats

**Breed:** Metis

**Auspice:** Philodox

**Camp:** Demeter's Daughter

**Physical:** Strength 2, Dexterity 3, Stamina 4

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

**Mental:** Perception: 3, Intelligence 4, Wits 3

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

**Skills:** Melee 2, Leadership 2, Survival 1

**Knowledge:** Enigmas 3, Law 1, Medicine 2, Rituals 3

**Backgrounds:** Mentor 2, Past Life 3

**Gifts:** Sense Wyrm, Truth of Gaia, Mother's Touch, Resist Pain

**Rage:** 3

**Gnosis:** 3

**Willpower** 5

**Weakness:** WEAK VEIL WITNESSES AT +5 ON DELERIUM CHART
Phil and Bill (vampires)

**Phil and Bill** are a pair of Siamese Twins.

## Biography

Your parents balked when the man from the circus wanted to take you on the road.

You and your brother, inextricable since birth, were their beloved children, not sideshow freaks.

"People are curious," the circus man said. "Your sons can teach them about the bizarre oddities of nature." Your father rejected the deal by reaching for his shotgun.

Maybe the man from the circus was right. Your sire was certainly curious the night she met you. You thought she'd never stop asking questions.

What does it feel like? Did you ever have any privacy? Does it make sex awkward?

You'd been asked these questions all your life, and you enjoyed the attention of someone who seemed sincerely curious.

Then she started asking questions you didn't quite understand.

She threw around the word "embrace" a lot and you thought maybe she was coming on to you.

But you really didn't see how she intended to "embrace" one of you without "embracing" the other.

Sometimes you miss your brother. You're dead yourself, but he's really dead. At least, you're pretty sure he's dead.

Her curiosity satisfied, your sire abandoned you to the night.

But you had the --- luck? Misfortune? --- of being Embraced in a Sabbat city.

A nomadic pack thought you looked "really fucking weird," so, of course, they invited you to join the Vaulderie.

For now, you stick with your new pack -- who else would believe your story? You used to take a lot of shit from your packmates, and sometimes you still do, but it seems like they admire your ability to perceive auras and read minds.

Pretty soon, they say, you'll hardly need a body at all.

Adjusting to existence without your brother has been almost as difficult as adjusting to unlife itself; to you, the two concepts are intertwined.

While you had a few hard won friends in life, the local Cainites don't respond to your simple honesty.

That is, until you frankly tell them what you think of what they're thinking.

Recently, you've experimented with the fleshcrafting abilities of your clan.

But you're not ready to part with your brother just yet.

**Equipment:** Specially tailored clothing, random bric a brac from your mortal days to which you've developed a sentimental attachment
Dances-With-Indians

**Dances-With-Indians** is a Wendigo.

## Biography

You were born of the wolf people, a lupus.

After your First Change, the Wendigo wolf changers brought you to a Native reservation near a caern.

Your first glimpse of humans was at a powwow, a gathering of the human tribes,

There, in a converted gymnasium, they danced, dressed in colors and feathers, and chanted their thanks.

You wanted more than anything to be like them, to dance for grandmother and chant songs to her.

While you learned the ways of the wolf changers, you also studied the ways of the humans who lived nearby. Although they thought you a bit odd (they called you "slow"), some of them adopted you and taught you their dances. Eventually, they let you dance with them in a costume of your own. Your agility amazed them all, as did the passion with which you sang and twirled.

You quickly became a favorite.

You now know many dances: the hoop dance, the deer dance and others. As much as you like to hunt the Horned Serpent People with your pack, you hate it when it draws you away from the powwow circuit.

Therefore, your pack decided to travel the circuit with you to aid Natives against the Wyrm wherever you all go.

You're a wolf in love with sacred, ceremonial dance. Ancient stories come to life when you enact ritual dances. You have won many prizes, but you care little for them (sometimes) it is the actual dancing you enjoy.

You're not very talkative -- you are a lupus, after all. You communicate best through gesture. You have recently tried incorporating your dancing into combat. Doing so has improved your ability to avoid enemy blows, and even to confuse enemies at times.

**Equipment:** The only thing you own is your dancing outfit: a colorful shirt, loincloth and leggings, all adorned with ribbons and feathers. You also have an eagle feather fan and some hoops.

## Stats

**Breed:** Lupus

**Auspice:** Galliard

**Physical:** Strength 2, Dexterity 3, Stamina 3

**Social:** Charisma 3, Manipulation 3, Appearance 4

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

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

**Skills:** Animal Ken , Performance 3, Stealth 2, Survival 2

**Knowledges:** Enigmas 1, Investigation 1, Linguistics 1, Medicine 1, Occult 2, Rituals 2

**Backgrounds:** Fetish 1, Allies 1, Pure Breed 2, Totem 1, Rites 2

**Gifts:** Leap of the Kangaroo, Call the Wyld, Call of the Breeze, Balance

**Rage:** 4

**Gnosis:** 4

**Willpower:** 4

**Weakness:** WHEEL OF SEASONS: WEAKNESS VARIES BY SEASON
Carla

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

## Biography

Tales of the blood-sucking devils always plagued your town. Farmers never left their goats outside; parents sent their children to bed before night had fully fallen. The marauding blood-drinkers had terrified the town for so long, it had finally begun to die — no one ever came there, and people were too afraid of the monsters to try to flee. Night after night, the entire population cowered in its shanty houses and prayed for the first rays of the sun. Of course, no one had ever seen the monsters up close. It’s not that the chupacabra would murder people in their homes, but they would certainly drink dry rats, cats and anything else left outside after dark. Every now and then a drifter would disappear without a trace, but no one doubted that his blood fed the beasts just past the porch lights. One night, you stayed too long at the market, even as the proprietress hurried you out. Out of the shadows, the creature dragged you down, gorged itself on your blood — and then dragged you into its wretched unlife. It was lonely, it said, but you knew within a few nights that the two of you could not stay together — it was too monstrous, you couldn’t relate. You lacked the conviction to step into the next sunrise, so you fled. And so it has been since then, fleeing, hiding and fleeing again when your “hosts” raise their rifles and pitchforks against you. You are the night-monster, more afraid of yourself than even the terrorized others are of you. Unlife is a vagabond ritual; you’re just going through the motions and following your urge. Every now and then, you remember some bit of what your life used to be, but those memories fade as the hunger burns in your dead belly. All you want is blood, anymore — and the more blood, the better. In fact, you might even take it from a person sometime soon. Only with the greatest effort can you be social, and that becomes more difficult with each passing night. You don’t hate the other chupacabra, you just don’t relate to them. Every now and then you fall in with a pack of them, but rarely for any length of time — your solitary nature drives you to leave the pack and hunt on your own.

**Equipment:** Filthy tatters of the clothes in which you were Embraced, random bones and feathers
Blood-Wound

**Blood-Wound** is a Rokea.

## Biography

Born in America, his Long-Swim began a youngling he had saved a young Rokea from a net and developed a friendship with the Rokea realizing this, he knew he would find himself to be a hero to the Rokea. He rarely goes on land and when he does, it's to spy on a group of humans that are suspicious to the Rokea much like Shining Sea. He is quite ugly in Homid form sporting a pair of black eyes and sharp shark teeth. He bears many scars from battles past but marks them as his "trophy's".

## Personality

Blood tends to come off as unheroic. He is shown to be extremely arrogant and condescending to those around him, often bragging about certain important things. He showed open hostility towards humans, mainly because of his near death experience as a pup. He even threatens many Rokea when in a rough argument. Aside from this he is loyal to Sea and to the respected Rokea and those he is closest with.

## Stats

**Breed:** Squamus

**Auspice:** Brightwater

**Species:** Great White

**Physical:** Strength 3, Dexterity 2, Stamina 2

**Social:** Charisma 3, Manipulation 3, Appearance 2

**Mental:** Perception 3, Intelligence 4, Wits 2

**Talents:** Alertness 3, Athletics 4, Brawl 3, Dodge 3, Intimidation (Threat) 4, Primal Urge 3, Streetwise 3

**Skills:** Animal Ken 1, Leadership 4, Melee 1, Performance 3, Seafaring 4, Stealth 1, Survival 2

**Knowledges:** Enigmas 2, Investigation 3, Linguistics 1 (English, little), Medicine 3, Occult 1, Politics 1, Rituals 2, Science 2

**Backgrounds:** Allies 3, Contacts 3, Remora 3

**Gifts:** Breach, Killing Bite, Gulp, Patient Hunter

**Rank:** 3

**Rage:** 6

**Gnosis:** 5

**Willpower:** 4

**Other Traits:** Instruction 4, Meditation 2, Area Knowledge 2, Traps 2

**Gifts:** Strange Waters, Ocean's Peace

**Rites:** Rite of the Man Form, Rite of the Fetish, Rite of Wounding

**Nature / Demeanor:** Predator /  Rebel

**Merit:** Berserker, Concentration, Elder's Favor

**Flaw:** Shark Teeth, Hatred

**Allies:** Other Rokea, Remora

**Contacts:** Other Rokea, Remora

**Remora:** 3

**Resources:** Clothing

**Totem:** Shark

**Grotto:**

**Name:** Dark Red Blood

**Location:** Pacific Ocean

**Level:** 5

**Totem:** Shark

## Quotes

*"The sound of the sea."*

*"Is he here?"*

-To Mateo

*"Tsh, this kid's hilarious."*

-To Mateo
Helga

**Helga** is a vampire from Clan Toreador.

## Biography

You worked in your dad's bar all your life.

That's where you learned how to jerk beers, water down whiskey, make a great burger from dangerously old meat and use a straight razor on sailors who see "waitress" but think "prostitute."

Daddy passed on just about the time the neighborhood started to change.

People joke that he keeled over from shock the first time someone asked for a Zima.

But gentrification meant a big ka-ching for you, once you were able to convince the yuppies that your bar had "authenticity."

Soon business was great. Sure, the mob still took its skim, but daddy taught you how to do right by the goodfellas.

Pretty soon you were able to go in on a restaurant uptown.

A real ritzy joint. The night you walked in on your coowner draining some young beauty queen, you discovered that you weren't even surprised.

You just helped move the body, your partner apologizing the whole time, really shook up over the whole thing.

Said he got "carried away." Said that you could keep his secret so he could make sure it never got out.

Now you understand what life is really all about.

It's a shame you had to die first.

There's no zealot like a convert. You were brought over as a convenience, but thanks to the Embrace you can perceive beauty in a way that you never did in life.

You're still a practical, no-nonsense woman on the surface, but in your heart you're devoted to the Toreador vision of beauty.

Speak plainly -- you're almost gruff.

Inside that tough gal act, you're just starting to awaken to a new world of aesthetics and sensation, but that is only a small part of you.

The rest is business.

**Equipment:** Straight razor, Beretta Centurion 9mm pistol, Anne Klein pantsuit with razors sewn into the lapels, pearl necklace, Volvo coupe on short term lease
Dulce

**Dulce** is a vampire from Clan Giovanni.

## Biography

You still haven't recovered.

Before it all started, life was good. Sure, your parents sent you off to a private school with no boys, and the snotty, stuck up bitches there made fun of you for being "new money," and when you came home your parents never let you go out unaccompanied because it "wasn't safe." But you had cute clothes, lots of money (new or old, money is money) and servants who had to put up with any shit you decided to dish them.

Then the world went mad.

It was El Dia de Les Muertos---"the Day of the Dead." At first you thought it was an earthquake, when the dishes started breaking and everything started flying around.

But earthquakes don't make walls bleed, don't make sounds like howling voices.

Uncle Hugo told you that the Pisanob rule the dead, but you'd never actually seen the dead until that night.

Then you watched their translucent forms fling your brother down the stairs; chase your cook away with a burning, airborne tablecloth; hoist your father into the air and tear at his clothes...You ran then, but the roots in the garden became hands, pulling you to the ground.

The spirit that you saw next looked no more substantial than cigarette smoke, but the hammer it drove between your eyes was completely solid.

The next thing you knew was hunger. You were drinking from the corpses of your servants even before you realized what you were doing.

Uncle Hugo was standing above you, frowning. "Dulce," he said, "I wanted your initiation to be a beautiful thing, not this rushed and ugly mess. Still, better this than for your Pisanob soul to fall into the hands of those spirits."

You're nervous and you miss your parents, but you're also looking forward to your lessons.

You can think of a few things you'd like to do to the spirits who attacked your home. Not to mention those hair pulling bitches at school....

Concept: You were a spoiled, immature 16 year old girl who hadn't grown up and who now never will.

You'll never kiss your first boy with living lips, you'll never really understand making love, you'll never have that final growth spurt.

But you'll also never miss what you never experienced.

Roleplaying Hints: Everyone over 30 is either really stupid or really scary.

You put up a tough front, but don't forget that underneath you're a young girl who watched her family die and saw that hammer coming straight at her head.

Just when everyone has dismissed you as a bubblegum brained twit, you can come through with a perception that's surprisingly accurate and unspoiled.

**Equipment:** Clothes from BCBG and Betsey Johnson, Vespa scooter, Victoria Ash CD's
Mona

**Mona** is an Ananasi.

## Biography

Mom always had plenty of boyfriends. It seemed like every time you came home from school that there was a new "uncle" waiting for you. Some were nice, most weren't. The worst ones would come into your bedroom at night for a few games that your mother didn't know about.

You knew that you would get out of that mess one day. In fact, you were going to go to Hollywood and become a star. You never waited for your 18th birthday, and ran away when you were only 15. Your mother probably didn't even call the police. It didn't matter, you had a plan, and you were going to set the world on fire.

Except Hollywood wasn't quite what you expected. It seemed that some of your "uncles" had relatives on the west coast, and all they were interested in was sex. So, that's what you gave them, only this time you were well paid for your wares. To hell with them.

Things changed for you slightly when you discovered your true Mother. Suddenly there was a solid motivator in your life. A figure that you could respect and admire. You haven't changed your profession, but you have changed your outlook. Now, they weren't just screwing you, they are getting screwed by you. You have them under your control. They are your tools for conquest, and there are more of them lining up outside every appearance you make.

Sex is a weapon, and you are the consummate warrior. The human sex drive is so powerful that you can get anything that you want, and you can have anyone get it for you. Man or woman, it doesn't matter. You are a master of seduction, as long as it doesn't involve subtlety.

You know how to use your looks in your favor, but more importantly, you know how to be manipulative. Even if you're not physically to someone's taste, you know ways of making him or her want to be your slave. just about every man between 18 and 30 knows your name, and the majority of them are willing to give up anything for one night with you.
Ocean:The Rising Wiki:Beginners Guide

**Please read this before doing anything on the server or the wiki this is important so you understand the basics**

## Discord Server~

When joining the server, there are a few things you must do before doing ANYTHING

1. Check out the #terms vocab lexicon channel if you aren't familiar with the terms we will be using when roleplaying
2. Read the #about channel to learn the basics about the world
3. Visit the #pronouns server to set up your pronouns
4. Visit the #reactions channel to set up your roles
5. Please read the #rules I can't stress this enough I'm a very sensitive person
6. Keep yourself updated in the #update channel
7. You can head down to the Fun and Games category to just chill and have fun

## Wiki

The rules are already provided for you in the wiki so, please check them out
Shark Night

**Shark Night** is a season in Everything Dies.

## Overview

Newly arrived at her family's beach-side house, college student Sara and her friends prepare for a weekend of fun in the sun. But soon after they dive into the lake, football player Malik stumbles out of the water with a grievous wound. Thinking Malik is the victim of a freak accident, the friends pile into a tiny speedboat and head for the hospital. To their horror, they discover that they are surrounded by hundreds of massive, hungry sharks. As well as facing the outbreak of an ancient virus from a shark bite.
Zygaena

**Zygaena** is character. He is a hengeyōkai, a type of shape shifting Japanese demon.

## Background

Some indeterminate time prior to the game's events, Zygaena had killed Yukie's master, prompting her to avenge him. Zygaena later traveled to Los Angeles, where he would then meet his death at the hands of Yukie, and the fledgling. He also seemed to respect Ming Xiao, as he announced his presence in her city.

## Abilities

As a hengeyōkai, Zygaena is a very powerful and dangerous being, having the ability to change his shape at will. He can turn into a bipedal great white shark, thus capable of inflicting large amounts of damage.
Jonathan Ferston

**Jonathan Ferston** is a Children of Gaia.

## Biography

You were one of the lucky ones. Your parents were Kinfolk, and they coaxed you to live with your growing Rage and taught you the precepts of Gaian life. Sometimes a relative from the tribe came to visit, doing what little they could to prepare you for your destiny. Your Change came during a hiking trip in the north woods, with no one seriously hurt.

When your tribe came to pick you up, you weren't frightened --- you were thrilled.

One of the Children took you under her wing, and did her best to make sure that you got the college education you were looking for. Without her constant intervention, using her Gifts to reduce your Rage, you might not have made it through. Although the gibbous moon fills you with too much anger to become a full-time teacher, you've found an interesting alternative -- traveling from school to school, educating children between your duties to the sept.

You work as a science educator, going from school to school and explaining nature in a Gaian way, slipping in an environmental message and using wolf Kin as teaching partners when you can. You also use these presentations as a chance to use your Gifts to smell for Wyrm-taint or lost cubs in each school -- there's no more important battleground, in your mind.

You enjoy teaching like nothing else. Telling stories about the natural world, about wolf packs or other animals, watching your audience learn before your eyes --- it's exhilarating. You relish the chance to teach Garou lore when you can; you'd love to someday have a Garou cub of your own. You know a lot of ?Garou tales, but want to learn more of the Silver Record. Luckily your work allows you to travel, besides providing income. If you have a fault, it's that your idyllic upbringing has somewhat sheltered you from the pain and blood of your people's war-- but who knows what the future will bring?

**Equipment:** Work khakis, library of educational and nature videos, compound of exotic animals.

## Stats

**Breed:** Homid

**Auspice:** Galliard

**Physical:** Strength 2, Dexterity 2, Stamina 2

**Social:** Charisma 4, Manipulation 2, Appearance 2

**Mental:** Perception 3, Intelligence 4, Wits 3

**Talents:** Brawl 1, Empathy 1, Expression 2, Primal Urge 1

**Skills:** Animal Ken 3, Drive 2, Leadership 1, Performance 2, Survival 1

**Knowledges:** Computer 1, Investigation 2, Law 2, Linguistics 1, Medicine 2, Politics 1, Rituals 1, Science 3

**Backgrounds:** Allies 1, Kinfolk 2, Resources 2

**Gifts:** Smell of Man, Beast Speech, Swallow Rage, Sense Wyrm, Scent of the True Form

**Rage:** 4

**Gnosis:** 1

**Willpower:** 5

**Tribal Weakness:** WEAK VEIL WITNESSES AT +4 ON DELIRIUM CHART
Chakara-Teeth-In-The-Enemy

**Chakara-Teeth-In-The-Enemy** is a Rokea.

## Biography

Chakara is a lean, 12 foot great white. He bears scars around his head from battles past. In Homid form, he is a tall white man with an odd body shape; he looks like a long distance runner with a slight hunchback.

Staying away from the dirtwalkers would be your first choice --- were it possible. The dirtwalkers continue their invasions, year after year, and the stubbornness of your fellow Rokea might doom the Sea!

You consider yourself a great innovator and warrior for Sea, and you plan to make dirtwalkers understand, one way or another, that the Sea must be respected. You believe that humans don't intend to hurt Sea, they are simply ignorant of what ramifications their actions have.

You have no special love or even fascination about the Garou, but as they are the most numerous of the Breeds (after the Rokea, that is) and the Breed best acclimated to human society, they are the best choice for an alliance.

Born in the waters of Shark's Bay, Chakara entered his Long Swim while being baited by a research vessel. He has observed humanity from afar for most of his life as a Rokea, in between hunting down Qyrlings and other abominations.

Chakara has never been part of a slew. Other Rokea consider him radiacal and a loose cannon ---after all, he want to visit Unsea to talk with other Changers, not to hunt betweeners. Chakara, for his part, does not care what the other Rokea think of him.

Chakara has activated his Relentless Hunt Gift and focused it on allying with the Garou.

He therefore receives no automatic success on any roll that would lead him to accomplishing that goal

## Stats

**Breed:** Squamus

**Auspice:** Brightwater

**Species:** Great White

**Nature/Demeanor:** Director/Alpha

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

**Social:** Charisma 4, Manipulation 2, Appearance: 2

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

**Talents:** Alertness 3, Athletics 4, Brawl 4, Dodge 2, Expression 2, Intimidation 3, Primal Urge 3

**Skills:** Animal Ken 2, Leadership 3, Survival 4

**Knowledges:** Linguistics 1 (English), Rituals 1

**Backgrounds:** Allies 3 (other Rokea), Remora 2

**Gifts:** Breach, Eyes of the Wound, Killing Bite, Unseen Attack, Gulp, Narke's Gift, Shagreen Shield, Consume Taint, Wriggling Teeth, Best Policy, Relentless Hunt

**Rank:** 4

**Rage:** 7, Gnosis 6, Willpower 6

**Rites:** Rite of the Hunt

**Fetishes:** Sea's Garb (a grey bandanna, bleached to a sick bone color by the sun).

## Quotes

*"NO! You can't make me late for meeting!"*

*"The Wound is a painful thing, Dirtwalker."*
Wise-Ocean

**Wise-Ocean** is a Rokea.

## Biography

You have been able to hear the heartbeat of the sea since the day you were born. You've always talked to it, Little did you know that one day it would talk back.

You'd climb up, or walk on the beach and as you looked out across the ocean you'd seas spirit hovering over it like the early morning smog.

Your First Change occurred at the beach , but you escaped, where you went through a kind of vision quest.

During the vision, Fish came to you and gave you the. She told you what spirit ran through each and made you her prophet. Now you walk the streets and beaches, telling everyone what the streets and beaches  hold for them. You see the streets and the sea as eternal rivers of destiny on which the fate of the city flows.

Others think you don't have all you faculties. That's not true; it's just that you're listening to the street-spirits that cluster around you-- and they like you! Your drumming and the primitive spirit rites you do in public often get you in trouble, but you don't care.

You'll keep drumming if that's what it takes to follow your path.

Talk to cars, trucks, telephone booths, power poles, monuments, buildings, sidewalks, alleyways, sharks, fish the ocean, anything else that looks like it needs a talking to.

You are smart enough to convince the cops you're not quite crazy. You're just another prophet in a world where prophets are regularly misused and misrepresented, and you know that most people don't share your fascination with the sea and the voiced that talk to you.

**Equipment:** Large keyring with keys that open many things you don't quite remember, business cards, baseball cards, lint, crumpled pieces of paper, notes, loincloth, extra clothes.

## Profile

Wise-Ocean is an elder Rokea born in Honolulu, Hawaii. He first assumed his human form as a boy, then a teenager, then a young man, and finally as an elderly man.

### Personality

Wise-Ocean is very mysterious and sometimes very well-known not many Dirtwalkers see him. As his name implies, he is very wise and intelligent.

## Quote

*"You must understand the beauty of sharks before you see them."*
Professor Simon Krill

**Professor Simon Krill** is a Rokea.

## Biography

You never expected, nor wanted an exciting life.

What you like best are stories: reading them, telling them, discovering new ones.

The best stories, of course, are the true ones. That's why you went to graduate school and became a professor: so you could get paid for telling true stories.

You were always a bit of a maverick in your department (your one concession to an exciting life).

Instead of wars, politics or sweeping social movements, though, your research focused on the strange and bizarre: ancient magical practices, cryptozoology, myths of fairies and monsters.

None of it was true, of course. No such thing as magic existed, and monsters resided solely in fair tales.

The fact that people actually believed in these things, that they let these beliefs run their lives --- now, that's a good story.

Except of course, as it turned out, it wasn't a story at all.

It was the truth. You took an interest in Rokea myths.

The more you dug into the subject, the more interesting it became.

On a trip to Hawaii, you dropped your research on legends of hairy hominids in the Indian subcontinent and turned exclusively to weresharks.

Five months later, you had nearly enough for the great book, maybe even a popular book.

Then one night, you received a call from the -- as you now know --- inevitable visitor.

What you did not know at the time was that he was a Rokea, sent by the city's concerned slew leader to check up on you and make sure you hadn't found anything you shouldn't.

As it turns out, you were Rokea and you'd managed to find quite a bit that you shouldn't.

You knew about Small-Wounds, about slews, about the Betweeners, even about the dangers of Sea.

Hey, you're good at what you do. It turns out you'd uncovered some stuff even he didn't know.

It wasn't long before the First Change.

You spend your nights researching Rokean history, searching for ancient artifacts and occasionally helping your fellow Rokea in disputes or the race of Homids despite you being a Homid yourself.

But the Shark blood in you is beginning to sour.

You're growing tired of helping others. It's time to start helping yourself.

It's time to add some judicious excitement to your own, personal story.

You are quiet, watchful and ultimately as ambitious as nay of your breed.

You've fought for betweeners before, and the game isn't that different.

Wait for the moment to reveal what you know, and use it to its fullest respect.

You have the authority of knowledge, something you're not slow to lord over the less informed.

**Equipment:** Library of Rokea history, laptop with a concordance of Rokea traditions and precedent, diary of every offense every Rokea in the city has made that you know about, Japanese sedan
Mizuchi

**Mizuchi** is a legendary hero and founder of the Same-Bito branch of the Rokea shapeshifters, in the Beast Courts of Asia. The Same-Bito follow his code.

## Biography

By turns lauded as a hero and teacher or reviled as a traitor, *Sensei Mizuchi* does indeed swim the seas today. A Darkwater by birth (or Irono, as his kind are called among the Same-Bito), Mizuchi was approached in the distant past by Meiying, a Zhong Lung. She spoke with him and found him to be curious about the surface and about other Changers, and told him to leaving the Beast Courts and rejoining the Rokea proper, but centuries of tradition die hard. For the moment, Sensei Mizuchi swims Sea's Soul, searching for a way to reunite the Same-Bito and the Rokea before the Great Unmaking occurs.

## Trivia

* Mizuchi was born in Okinawa
* Mizuchi knows English

## Quotes

*"I find myself curious about the surface (In Japanese)"*

*"All the Same-Bito follow me as I am their sensei."(In Japanese)*
Kaina

**Kaina** is a Nagah.

## Biography

Kaina is a crude, arrogant, short-tempered, and aggressive person. Kaina tends to come off as unheroic. This problematic behavior goes all the way back to his early childhood days. He never mentions his past as he is uninterested in it. He is said to be leader of a group of Nagah. He is very cunning yet caring to his group. His relationship with humans is very slim and he has shown no interest in them.
Leaps-To-The-Wound

**Leaps-To-The-Wound** is a Rokea.

## Biography

He is called Leaps-to-the-Wound, because he could jump so far above Sea's surface he looked like he might just fly away. One day he noticed that something had attached itself to his tail. He leaped and crashed, thrashing his tail back and forth trying to shake it loose, and finally, in frustration, used the Sending to call another Rokea to help him get the damned thing off. As soon as he did, it let go, and he saw it was a Remora. Leaps made a deal with Remora people, for battle against the Qyrall.

## Quotes

*"I trust the Remora now."*

*"You must beg for his forgiveness."*
White-Snow

**White-Snow** is a Gurahl.

## Biography

You grew up in the ice-bound world of the Arctic, learning the essentials of life (like catching fish through holes in the ice) from your mother. Even more curious then the rest of your species, you investigated every new thing that came into your world, especially the funny, awkward two-legs who sometimes traveled through your wandering grounds. You found yourself fascinated by everything the two-legs did, the strange dens they bult and the four-legs who often traveled with them.

Your First Change came upon you in a fashion much different from most of your kind (something you discovered much later in your life). During your second summer, you followed a two-legged female and her four-legged companions on a long trek, watching them from a distance. When they stopped to rest, you crept as near as you could to get a better look at them. After many endless days of travel, you left your familiar territory, but the lure of your new obsession kept you with them.

When you slept, sheltered in the snow out of their sight, you had strange dreams, dreams in which you walked on two-legs. The dreams grew stronger.

One morning you woke up in the body of a two-leg. The shock of the cold air on your skin frightened you and you tried to become a bear again. You couldn't.

Panicked, you started to scream and change once more -- this time into something truly formidable and even more frightening (but at least you were no longer cold). You fled, in your new body, from the two-legs.

It took another day to discover how to regain your natural shape, and it took two weeks of dreaming and traveling through unfamiliar territory to find your Buri-Jaan -- the same woman whose presence had drawn you so far from your home.

When you located her, she had human clothes for you. The two of you (and her sled dogs) spent a year on the ice, during which time you learned about the Gurahl and about your tribe, the Ice Stalkers.

You are a primitive artist, depicting in your sculptures the simple lines of your early life as a polar bear. Humans continue to fascinate you, and you have learned their ways quickly.

You hope, in time, to teach them of the beauty of sun and snow, the stark elegance of ice-floes under the northern lights and the deadly splendor of the frozen wastes. You occasionally return to bear-form when you feel the need to remember your childhood, but walking on two legs and using your hands to shape the world around you had proven too interesting to give up the long periods of time.

Watch the people around you. If they have any customs that are unfamiliar to you, practice those customs. Learn new words. Look for new ideas to incorporate into your art -- both the small things you sell and the hidden artworks back home in the High Arctic that regularly claim your attention.

**Equipment:** Sculpting tools, book on human behavior.
Susan

**Susan** is a vampire from Clan Ventrue.

## Biography

In life, Susan was a lifeguard she had a natural swimming ability and she soon got rich for unknown reasons and made enough money to buy wine for her cellar he life was going well until she met her future sire.

### Meeting her Sire

One day on her walk to the beach, she met *him* he was in the shade, and had an odd look to him he looked like the average beach goer, but he was pale and had sharp canine teeth he told her he had been watching her. Susan thought it was a "deal breaker" at first, what was the point of being immortal if you couldn't enjoy a good Bordeaux. And when she tasted blood for the first time after he Embraced her, it was delicious, divine, inspiring --- sensual. Wine paled to nothing in comparison --- you were hooked. For you, vitae became an obsession. From that point on, she became a surveyor of vitae.

### Hints

You watch mortals, seduce them to your haven, feed them certain foods or chemicals, subject them to certain stimuli --- you're even doing research on a long term breeding project to bring out certain nuances in their vitae. Like a vintner, you monitor every step, producing blood that tastes not only delicious, but complex. Most of the time, the herds from which you draw your blood don't even know what's going on. Of course, occasionally, for an especially rare vintage, you take a mortal and keep it under controlled circumstances, nurturing it along until it's just right.

Other Kindred, not only Ventrue, pay premium prices for your intoxicating blends. Wealthy beyond your needs, you seldom take money in exchange for your wondrous vintages any longer. Instead, you trade blood for favors. More than a few Kindred in the city have become...enthusiastic...about your vitae, unable to resist its charms and unable to find it anywhere but from you. Thus far, your specialty has earned you much praise and recognition, but you know that the true market remains untapped. Fine Kindred vitae is far more tantalizing and far more dangerous

**Equipment:** Shunts, needles, syringes, air tight flasks for storing your samples, English luxury sedan with a refrigeration unit built into the trunk, wine cellar at your haven