recursal/Fanatic-Fandom huggingface dataset:
Balam

## Appearance and Physical Traits

Jaguar people, or balam, as they liked to be called look like humans with black hair and green eyes, but depending on their ethnic background their skin becomes either ivory, pure ebony, or burnished into hues of bronze, they're renowned for being among the most beautiful monsters.

Their eyes always have a faint glow which increases in intensity when they are aroused and thus about to transform.

In their Transformered state Balam look just like a typical Jaguar, six feet long with black fur, the only notable difference from a true Jaguar is that they retain their glowing eyes.

## Socio-Cultural Characteristics

Balam originated from Central and South America and spread fairly rapidly from there. While they are part of the "upper crust" they face discrimination from other monster calling them "loose and immoral" as well as demands to increase sky patrols at the border to stop them from crossing into the U.S..

They tend to want to turn others that are as good-looking as themselves
but those who get their attention tend to be "torn to ribbons"due to involuntary transforming into jaguars when aroused and never being able satisfy themselves because of it.

However Percy Katz has been trying to control it via hexes which still allow him to change but now requires concentration.

Balam ride in Mexican step pyramids that they have figured out how to "float like balloons". These are tethered to earthbound structure with chains and gondola lines.

## Skills, Abilities and Weaknesses

**Shapeshifting:** will involuntary transform into a jaguar when aroused

**Conversion:** can turn humans into Balam.

**Holy Symbols:** phobia, Holy Symbols will cause Balam to panic and flee.

**Cats:** weakness, a scratch from a cat will instantly kill Balam.

## Notable Balam

* Leona Pryde
* Percy Katz

## Trivia

* kitty is the derogatory term for Balam.

## References

1. ↑ 1.0 1.1 1.2 Wolfman Confidential (Kindle Locations 4406-4407)
2. ↑ Fifty Feet of Trouble (Kindle Locations 2166-2170)
3. ↑ Fifty Feet of Trouble (Kindle Locations 2360-2361)
4. ↑ Fifty Feet of Trouble (Kindle Locations 2366-2371).
5. ↑ Fifty Feet of Trouble (Kindle Location 2375)
6. ↑ Wolfman Confidential (Kindle Locations 315-316)
7. ↑ Fifty Feet of Trouble (Kindle Locations 3765-3766)
8. ↑ Wolfman Confidential (Kindle Locations 4408-4410)
9. ↑ AFifty Feet of Trouble (Kindle Locations 2331-2332)
10. ↑ Fifty Feet of Trouble (Kindle Locations 3363-3365)
11. ↑ Fifty Feet of Trouble (Kindle Locations 1974-1976)
12. ↑ Fifty Feet of Trouble (Kindle Locations 2391-2392)
13. ↑ Fifty Feet of Trouble (Kindle Locations 2720-2723)
14. ↑ Wolfman Confidential (Kindle Locations 4411)
Human fly

## Appearance and Physical Traits

Human flies have a fly head, a fly left hand, one fly leg, and a human right hand. Their head is mostly green with huge compound eyes taking up the bulk of it and insect mouthparts which are only capable of making buzzing sounds instead of human speech and contains a proboscis.

Human flies also have fly wings that unfold from the shoulders and are strong enough to fly with, they also reflect rainbows in the sun much like their red eyes.

They bleed a whitish yellow paste.

## Socio-Cultural Characteristics

Not being able to talk they use preprinted cards to communicate and apparently they commonly work for the JPL or similar groups.

## Skills, Abilities and Weaknesses

**Flight:** can fly using their wings.

**Wallcrawling:** can stick to glass windows.

**Enhanced Strength:** supposed to be pretty strong like their insect brethren.

**Conversion:** Can turn humans into Human flies.

**Newspapers (possibly):** phobia, Newspapers will cause Human flies to panic and flee.

**Insecticide:** weakness, Insecticide can kill Human flies.

## Trivia

* Bug is the derogatory term for Human flies.
* their prime is the Mad Scientist.
* Are one of the newer monsters only coming into being 6 months before the start of City of Devils.

## References

1. ↑ A Stitch in Crime (Kindle Locations 337-339)
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 City of Devils (Kindle Locations 52-70) Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content Cite error: Invalid `<ref>` tag; name "general info" defined multiple times with different content
3. ↑ A Stitch in Crime (Kindle Locations 340-342)
4. ↑ A Stitch in Crime (Kindle Locations 342-343)
5. ↑ A Stitch in Crime (Kindle Locations 973-975)
6. ↑ A Stitch in Crime (Kindle Location 3387)
7. ↑ A Stitch in Crime (Kindle Locations 340-342)
8. ↑ A Stitch in Crime (Kindle Locations 527-528)
Sasquatch

## Appearance and Physical Traits

Sasquatches are eight feet tall, covered in fur, with a pointy head, large tough feet and have the smell of a"ran over a skunk cooked it in rosemary".

## Socio-Cultural Characteristics

Sasquatch are peaceniks and mostly want to be alone in nature however while they're solitary that does not mean they're antisocial since despite being notoriously shy they are like anyone else one on one.

when a Sasquatch chooses to change someone they take them to the wilder parts of their home, like a Park, to teach them wilderness survival, local plants and animals, and hiding.

They also sleep on piles of pine needles and branches.

## Skills, Abilities and Weaknesses

**Enhanced Strength:** A sasquatch has several times the strength of a man.

**Conversion:** can turn humans into Sasquatches.

**Cameras:** phobia, Cameras will cause Sasquatches to panic and flee.

## References

1. ↑ Fifty Feet of Trouble (Kindle Locations 2812-2814)
2. ↑ Fifty Feet of Trouble (Kindle Locations 1005-1006)
3. ↑ Fifty Feet of Trouble (Kindle Locations 2901-2903)
4. ↑ Fifty Feet of Trouble (Kindle Locations 2828-2829)
5. ↑ Fifty Feet of Trouble (Kindle Location 1000)
6. ↑ Fifty Feet of Trouble (Kindle Location 2833)
7. ↑ Fifty Feet of Trouble (Kindle Location 2807)
8. ↑ Fifty Feet of Trouble (Kindle Locations 2807-2808)
Açai

Açai (BabyAfter10PM#8813) was a player in Trial By Fire, the first installment in the Trial By series, from the Lederon and Belfeast tribes. After her elimination, she became part of the Trial By Fire Production Team.

## Strategy

### Trial By Fire

Açai was a social player. She relied on being well-liked by her team and becoming un-targettable, leading the spotlight to the less likable personalities. She also had a strong alliance with Harry, and later in the game allied herself with both Mark and James. She and Harry allied with Mark to deal with the presence of Heather on the team, while James contacted her for an alliance himself.

## Performance

### Trial By Fire

Her debut was int Trial By Fire, which is also the only season she was on of the series. She placed 16th after being eliminated by the Metefole Alliance, specifically Rolf and Caleb.

## Reputation

She was almost universally liked by her peers, with the exception of Caleb, who she confronted in the early days of the Lederon Tribe. After being eliminated by Rolf and Caleb, she became an Owner, and hosted the rest of the season along Paul and Ant, and was well liked in that role as well.

## Trivia

-Açai's elimination was the only one before the merge where all contestants could vote.

​​​​​-Her elimination is also the only one before the merge where more than one contestant used an advantage. (Rolf and Caleb)
Moonshade Extract

**Item Level:** 9

**Price:** 550 gp

**Usage:** Consumable

**Bulk:** L

**Activation:** [Action]

Moonshade Extract is a rare and exotic substance derived from the petals of the elusive Moonshade Flower, which blooms only under the light of the full moon. It is coveted for its ability to induce vivid dreams and hallucinations, often of distant and eerie landscapes. Moonshade Extract is a favorite among mystics, seers, and those who seek visions beyond the ordinary.

### Effects:

1. **Dreamwalker's Reverie (1 hour):** When the user consumes Moonshade Extract as an action, they are transported into a dreamlike state for one hour. During this time, they experience vivid and surreal visions. They can use their dreamlike perception to gain insights into current events, solve puzzles, or seek knowledge.
2. **Visions Beyond:** While under the influence of Moonshade Extract, the user can communicate with other individuals who are also using Moonshade Extract, sharing their dreamscapes and experiences. This allows for collective dream exploration and shared visions among those partaking in the substance.
3. **Ethereal Alacrity:** When the effects of Moonshade Extract wear off, the user gains a temporary burst of insight and agility. They receive a +2 alchemical bonus to Intelligence and Dexterity for 10 minutes after the dream experience concludes.

### Drawbacks:

1. **Dreamscape Confusion:** While using Moonshade Extract, it can be challenging for the user to distinguish between the dream world and reality. This can lead to disorientation and difficulty in making decisions.
2. **Moonlight Dependency:** Moonshade Extract only works when consumed under the light of the full moon. Attempting to use it during other phases of the moon results in no effect, and it can only be used once per night, as multiple doses in quick succession can lead to severe disorientation.
3. **Dreamer's Fatigue:** After the effects of Moonshade Extract wear off, the user experiences mental and physical fatigue. They become drained and may require rest to recover fully.

### Crafting:

Creating Moonshade Extract requires skilled alchemical knowledge and the ability to capture the essence of the Moonshade Flower's petals under the light of the full moon. The process is time-sensitive and delicate, making it a rare and sought-after substance.

### Adventure Hooks:

1. The PCs discover a hidden grove where the elusive Moonshade Flowers grow. They must protect the grove from those who seek to exploit the flowers for their valuable extract.
2. A local seer or oracle employs Moonshade Extract to provide visions and guidance to the PCs. They may seek the party's assistance in obtaining more Moonshade Extract for their mystical work.
3. A character in the party becomes addicted to Moonshade Extract and begins to lose touch with reality. The group must find a way to help their friend break free from the substance's grip.
Rudolfo Huerta

Rudolfo Huerta is a 40-something Spanish-speaking man Noted for his repeatedly repaired simple clothing and his appearance of someone "ground down into small and hard nubs by a life of hard work" along with his bowlegged stance and incidental cuts on his knuckles that attested to a life of a lifting and carrying, came to Nick to find his missing daughter.

# References

1. ↑ Wolfman Confidential (p. 282)
2. ↑ Wolfman Confidential (p. 282)
3. ↑ Wolfman Confidential (pp. 281-283)
Harry-Josh-Liz-Mark

Harry-Josh-Liz-Mark was the alliance between Harry, Josh, Liz and Mark made after the Second Tribe Swap in Belfeast

## Significance

This multi-alliance didn't trust itself at first, but together they nominated the game, organizing every elimination since its creation.

After Mark betrayed the bunch and was properly voted out, Harry, Josh, and Liz continued to dominate the landscape without him.
Ogre

## Appearance and Physical Traits

Ogre's are twelve feet tall with large tusks jutting out from their lower jaws and consist thick strands of saliva dangling from their tusks.

## Socio-Cultural Characteristics

Ogre's are known for leaving a mess that becomes the stuff of horror stories for the cleaning staff and for their aggression, mashing stuff that annoys them, but they will still back down from other powerful monsters like clowns and witches.

They tend to carry large weapons like a billy club with railroad spikes pushed through the end
and have sized up accommodations like a meal of whole of whole lobsters served from a barrel or two story guardhouse for their jobs as gate guards, bouncers, and security.

Most ogres live in tribes away from the rest of society in caves within the hills and mountains where the law leaves them alone due to the sheer danger they present.

Each ogre tribe marks their domain with roadside  shrines made of large stones topped with a log driven through the top and decorated with bones hung like wind-chimes, the iconography of which can be read in a manner similar to medieval banners.

## Skills, Abilities and Weaknesses

**Enhanced Strength:** strong enough to snap ogre-sized handcuffs.

**Enhanced Durability:** durable enough not to feel being hit by wolfmen.

**Conversion:** can turn humans into Ogres.

**Blessed Weapons:** weakness, blessed Weapons can kill an ogre.

## References

1. ↑ 1.0 1.1 City of Devils (Kindle Locations 808-813)
2. ↑ 2.0 2.1 Wolfman Confidential (Kindle Locations 1075-1076)
3. ↑ Wolfman Confidential (Kindle Locations 2012-2014)
4. ↑ Wolfman Confidential (Kindle Locations 301-302)
5. ↑ Wolfman Confidential (Kindle Locations 306-307)
6. ↑ A Stitch in Crime (Kindle Location 2842)
7. ↑ Fifty Feet of Trouble (Kindle Locations 767-770)
8. ↑ City of Devils (Kindle Location 1048)
9. ↑ A Stitch in Crime (Kindle Locations 2431-2433)
10. ↑ Wolfman Confidential (Kindle Locations 2553-2554)
11. ↑ A Stitch in Crime (Kindle Locations 690-691)
12. ↑ A Stitch in Crime (Kindle Locations 2410-2411)
13. ↑ A Stitch in Crime (Kindle Locations 2426-2430)
14. ↑ Wolfman Confidential (Kindle Locations 66-67)
15. ↑ Wolfman Confidential (Kindle Locations 51-54)
16. ↑ Wolfman Confidential (Kindle Locations 1080-1082)
Killer robot

## Appearance and Physical Traits

Killer Robots have shiny chrome bodys, antennae, box like heads, pincer hands, and a screen for a face which flickers to different patterns depending on mood.

They give off the smell of ozone.

## Socio-Cultural Characteristics

Killer Robots are upper crust monsters although they have been seen acting as guards for other monsters such as mad scientists.

They don't tend to have a lot of "warm feelings"  but it's unknown if this is if this is merely a disposition many robots have or a problem resulting from their programming.

Robots feed on circuit boards and electric currents with with the latter risking an 'electrolic' addiction and possibly leading to death by fried circuits.

They also tend to compulsively state "terminate all humans” over and over again.

## Skills, Abilities and Weaknesses

**Robot Physiology:**

* **Enhanced Strength**
* **Enhanced Calculation**
* **Electricity Generation** (from their antennae)
* **Death Rays**
* **Enhanced Senses:** can see in a spectrum where they don't need light.
* **Internal Phone**
* **Mechanical Precision**
* **Sleeplessness**

**Conversion:** can turn humans into Killer robots by moving their targets brainwaves into their new body via hooking their head up to a machine connected to a robot body.

**Optical Illusions:** phobia, Optical Illusions or even abstract statements like "love is a many-splendored thing" will cause robots to crash and reboot.

**Power Surges:** weakness, high voltage electrical currents will fry a robots circuits.

**Water:** weakness, water causes robots to short out.

## References

1. ↑ City of Devils (Kindle Locations 1094-1095)
2. ↑ 2.0 2.1 City of Devils (Kindle Locations 1689-1691)
3. ↑ City of Devils (Kindle Locations 1174-1178)
4. ↑ City of Devils (Kindle Locations 1682-1683)
5. ↑ Wolfman Confidential (Kindle Locations 315-316)
6. ↑ 6.0 6.1 Wolfman Confidential (Kindle Locations 2590-2591)
7. ↑ City of Devils (Kindle Locations 1131-1132)
8. ↑ City of Devils (Kindle Locations 1100-1103)
9. ↑ Wolfman Confidential (Kindle Locations 5613-5614)
10. ↑ Wolfman Confidential (Kindle Locations 5604-5605)
11. ↑ Fifty Feet of Trouble (Kindle Locations 4217-4218)
12. ↑ City of Devils (Kindle Locations 1160-1161)
13. ↑ Fifty Feet of Trouble (Kindle Locations 3958-3959)
14. ↑ City of Devils (Kindle Locations 1117-1118)
15. ↑ City of Devils (Kindle Locations 1641-1643)
16. ↑ City of Devils (Kindle Locations 2135-2136)
17. ↑ City of Devils (Kindle Locations 1653-1654)
18. ↑ City of Devils (Kindle Locations 1680-1681)
19. ↑ City of Devils (Kindle Locations 3913-3916)
20. ↑ City of Devils (Kindle Locations 1694-1696)
21. ↑ City of Devils (Kindle Locations 3132-3134)
22. ↑ City of Devils (Kindle Locations 331-332)
23. ↑ Fifty Feet of Trouble (Kindle Location 2943)
Zombie

## Appearance and Physical Traits

Zombies look like corpses covered with bite marks, mold, exposed bones, milky eyes, missing skin  broken yellowed teeth. and they may also have prosthetics to replace missing body parts like eyes.

They are only capable of saying the word "brains" with different inflections but are still able to understand and think in whatever languages they knew, however this does not extend to understanding other zombies.

Zombies aren't very fast their movements are described as a squared-shouldered, stiff-legged gait  moving in a semi-controlled forward fall.

They also have lousy eyesight being unable to see a human in a a low light room.

They smell like decay.

## Socio-Cultural Characteristics

Zombies are working class monsters largely and work for other more powerful monsters existing in a state where they have been
changed but not much improved by it barely better then the humans they had been in the eyes of most other monsters.

## Skills, Abilities and Weaknesses

**Undead physiology:**

* **Pain Suppression:** They don’t seem to notice if their skin is being dissolved.
* **Immortality:** they will not die of old age.
* **Enhanced Smell:** They can smell fresh, living, human brains.

**Conversion:** can turn humans into zombies by eating their brains.

**Suggestibility:** when a new zombies is created they will obey the first command of the first "Brain" that tells them want to do.

**Salt:** phobia, salt will cause zombies to panic and flee and if ingested will cause them to pass out.

**Head Trauma:** weakness, destroying a zombie's head will kill them.

## References

1. ↑ Wolfman Confidential (Kindle Locations 2223-2228)
2. ↑ City of Devils (Kindle Locations 3727-3728)
3. ↑ City of Devils (Kindle Locations 3725-3726)
4. ↑ 4.0 4.1 Brains
5. ↑ Fifty Feet of Trouble (Kindle Location 2693)
6. ↑ Fifty Feet of Trouble (Kindle Locations 3567-3568)
7. ↑ City of Devils (Kindle Locations 1624-1625)
8. ↑ Wolfman Confidential (Kindle Location 2220)
9. ↑ Wolfman Confidential (Kindle Location 201)
10. ↑ Fifty Feet of Trouble (Kindle Locations 1639-1640)
11. ↑ Fifty Feet of Trouble (Kindle Locations 365-366)
12. ↑ Wolfman Confidential (Kindle Locations 2188-2189)
13. ↑ If a wolfman wanted to shack up with a sea hag or a headless horseman wanted to spend the rest of his immortality with a zombie, that was as fine as any other damnfool idea. - Tombstone Math
14. ↑ City of Devils (Kindle Location 1053
15. ↑ Fifty Feet of Trouble (Kindle Location 4266)
16. ↑ City of Devils (Kindle Locations 300-304)
17. ↑ Wolfman Confidential (Kindle Location 4716-4717)
18. ↑ Fifty Feet of Trouble (Kindle Location 4252)
Nosferatu

## Appearance and Physical Traits

Nosferatu are gray skinned generally taller and thinner then their vampire cousins. they have pointed ears and their incisors are long, sharp and flat, coming to a wedge-shaped point at the end and are faintly yellow. They also have bald heads, big eyes, and burp out little screeches.

Nosferatu also don't need to breath.

## Socio-Cultural Characteristics

Nosferatu and vampire share some-sort of relation either as "cousin" species or with nosferatu being an ancestor to the vampire line. While an outsider might not see much difference between these two monsters vampires, who have a Slavic aesthetic , treat nosferatu, who have more German aesthetic, with disdain. Additionally while some nosferatu try going into law like their vampire "cousins" a nosferatu attorney is considered second-rate and thus they often choose to go into pest control given their ability to control rats.

Nosferatu sleep in coffins along with grave dirt, wear skin-tight fitted suits, and bat shaped wallets and suitcases shaped like a coffin are all the rage amongst them.

While the new line of umbrellas called Para-sols allow Nosferatu to go out in the daytime most like to avoid it especially the early morning since it's tougher to block the sun when it’s at an angle.

## Skills, Abilities and Weaknesses

**Rodent Manipulation:** are able to call in and control every rat in a five-block radius.

**Enhanced Strength:** are even stronger then their vampire cousins.

**Conversion:** can turn humans into Nosferatu.

**Death Like Sleep:** Nosferatu (and vampires) are somewhat easier to kill than some other monsters owing to that fact that they "sleep like the dead" allowing hunters to sneak up on them.

**Holy Symbols:** phobia, Holy Symbols like crosses will cause Nosferatu to panic and flee.

**Guano:** phobia, bat guano will cause Nosferatu to panic and flee.

**Sunlight:** weakness, sunlight will kill a Nosferatu, can be somewhat mitigated by use of a parasol.

## Trivia

* Batboy is the derogatory term for Nosferatu.

## References

1. ↑ 1.0 1.1  Fifty Feet of Trouble (Kindle Locations 2123-2124)
2. ↑ Fifty Feet of Trouble (Kindle Location 2304)
3. ↑ 3.0 3.1 City of Devils (Kindle Locations 292-294)
4. ↑ Fifty Feet of Trouble (Kindle Locations 2302-2303)
5. ↑ Fifty Feet of Trouble (Kindle Location 2113)
6. ↑ Fifty Feet of Trouble (Kindle Location 2254)
7. ↑ Fifty Feet of Trouble (Kindle Locations 2237-2238)
8. ↑ Fifty Feet of Trouble (Kindle Locations 2305-2306)
9. ↑ Fifty Feet of Trouble (Kindle Location 2311)
10. ↑ Fifty Feet of Trouble (Kindle Locations 2290-2291)
11. ↑ Wolfman Confidential (Kindle Locations 3939-3941)
12. ↑ 12.0 12.1 Fifty Feet of Trouble (Kindle Locations 2299-2300)
13. ↑ Fifty Feet of Trouble (Kindle Location 2256-2258)
14. ↑ Fifty Feet of Trouble (Kindle Locations 182-184)
15. ↑ City of Devils (Kindle Locations 323-324)
16. ↑ Fifty Feet of Trouble (Kindle Locations 2086-2087)
Forest hag

## Appearance and Physical Traits

no forest hags have appeared in the story so far.

## Socio-Cultural Characteristics

as no forest hags have appeared in the story so far they so any customs or roles in monster society they may have are largely an unknown however forest hags are stated to be less reliable than swamp hags.

## Skills, Abilities and Weaknesses

**Conversion:** can turn humans into Forest hags

**The Evil Eye:** phobia (Speculative), seeing the evil eye will cause forest hags to panic and flee

## References

1. ↑ 1.0 1.1 “They, uh, they like the term ‘siren.’” “That’s ridiculous. They’re part of a long and proud family of hags. There’s forest hags, and mountain hags, swamp hags… ” “There are swamp hags?” “Oh yes. Ugly as sin, but much more reliable than the forest variety. Less distractions, I think.” - Fifty Feet of Trouble (Kindle Locations 1190-1194)
2. ↑ “A new monster could conceivably go anywhere it liked. Granted, most inherit weaknesses from their parent species. Sea hags, for example, got our aversion to evil eye charms, and the jicama weakness from the gill-men.” - Fifty Feet of Trouble (Kindle Locations 3435-3436)
Orangutron

## Appearance and Physical Traits

Orangutron's are seven feet tall with an apelike body and a round and bubble-like television for a head topped with antennae and threads of electricity climbing between them.

Said to smell like a skunk  or ape

## Socio-Cultural Characteristics

as there is only one known Orangutron currently in existence they are largely an unknown factor and lack any customs or an accepted role in monster society.

## Skills, Abilities and Weaknesses

**Robot-Simian Physiology:**

* **Enhanced Strength**
* **Enhanced Calculation**
* **Electricity Generation** (from their antennae)

**Conversion:** can turn humans into Orangutrons

## Trivia

* Their prime is the Mad Scientist

* Orangutrons did not inherit the weakness of there parent monsters (Killer robot, Monkey khan)

## References

1. ↑ Fifty Feet of Trouble (Kindle Locations 3237-3240)
2. ↑ Fifty Feet of Trouble (Kindle Locations 353-354)
3. ↑ Fifty Feet of Trouble (Kindle Location 629)
4. ↑ Fifty Feet of Trouble (Kindle Locations 353-354)
5. ↑ Fifty Feet of Trouble (Kindle Locations 3958-3959)
6. ↑ Fifty Feet of Trouble (Kindle Locations 5013-5014)
7. ↑ Fifty Feet of Trouble (Kindle Location 3454)
Invisible person

## Appearance and Physical Traits

Invisible People are always completely invisible and are only really discernible from each other by the clothing they're currently wearing and their scent.

## Socio-Cultural Characteristics

New Invisible People can take awhile to acclimatize to their non-visible state often forgetting that others cannot see their physical expressions and gestures or expressing embarrassment at having to be unclothed to take full advantage of their abilities.

However when they do start to settle in as Invisible People this can lead to overconfidence in what they can accomplish as well as "losing sight of who they are" without the threat of accountability keeping them in check ending in them committing acts ranging from trespassing and squatting to murder.

Invisible People will sometimes wear fake glasses or mustaches so others might have something to look at when talking to them.

## Skills, Abilities and Weaknesses

**Invisibility:** Invisible People are completely invisible.

* This does not extend to clothing or held objects.
* Animals can still see Invisible People.
* A monster with an enhanced sense of smell, like a Wolfman, can still identify Invisible People by their scent.

**Conversion:** can turn humans into Invisible People.

**Visibility:** phobia, by covering a Invisible person in something like dust, flour, or powdered concrete and allowing them to be seen will cause Invisible People to panic and flee.
However this only seems to be a problem when done by others with the intent of making visible as they have no demonstrated issue choosing to wearing items that would make them visible such as clothing or even a mask covering their full head.

**Fire:** weakness, fire will kill an Invisible person.

## Trivia

* Glass Men is the derogatory term for Invisible People.

## References

1. ↑ 1.0 1.1 1.2 Wolfman Confidential (Kindle Locations 179-181)
2. ↑ City of Devils (Kindle Locations 833-834)
3. ↑ City of Devils (Kindle Locations 847-852)
4. ↑ Wolfman Confidential (Kindle Locations 616-617)
5. ↑ Wolfman Confidential (Kindle Locations 4350-4361)
6. ↑ Wolfman Confidential (Kindle Locations 407-411)
7. ↑ City of Devils (Kindle Locations 4162-4164)
8. ↑ Wolfman Confidential (Kindle Locations 5075-5077)
9. ↑ Wolfman Confidential (Kindle Locations 5065-5066)
10. ↑ Wolfman Confidential (Kindle Location 5130-5132)
11. ↑ Wolfman Confidential (Kindle Location 529)
12. ↑ City of Devils (Kindle Locations 1935-1937)
13. ↑ Wolfman Confidential (Kindle Locations 534-540)
Giant

## Appearance and Physical Traits

Giants look as they did before their change with the exception of now being 50 feet tall.

## Socio-Cultural Characteristics

Giants are among the more glamorous monsters virtually guaranteed to be famous especially if they're attractive, although Nick has mused that if he was a giant he would get a job down at the Docks.

Most places only had one or two giants do to the difficulty in feeding them and it seems they are only be able to accomplish this feat through the experiments of the mad scientist enlarging animals and vegetables for them to eat.

They also have unfortunate habit of accidentally stepping on people and need the aid of microphones and speakers to hear non-giants.

## Skills, Abilities and Weaknesses

**Giant Physiology:** 50 feet tall with proportional strength and durability

**Conversion:** can turn humans into Giants

**Beanstalks:** phobia, beanstalks will cause giants to panic and flee

## Trivia

* all giant monsters are exactly 50 feet tall

## References

1. ↑ Wolfman Confidential (Kindle Locations 4418-4420)
2. ↑ Fifty Feet of Trouble (Kindle Locations 1741-1742)
3. ↑ Fifty Feet of Trouble (Kindle Locations 1792-1793)
4. ↑ Fifty Feet of Trouble (Kindle Locations 1726-1727)
5. ↑ Fifty Feet of Trouble (Kindle Locations 1825-1826)
6. ↑ Fifty Feet of Trouble (Kindle Locations 1779-1780
7. ↑ Fifty Feet of Trouble (Kindle Location 1772)
8. ↑ Fifty Feet of Trouble (Kindle Locations 1795-1796)
9. ↑ Fifty Feet of Trouble (Kindle Locations 1792-1793)
Doppelganger

## Appearance and Physical Traits

Doppelgangers are humanoid shapeshifters that can appear as any person they want, changing everything from hair, eye and skin color to even altering their size by shortening or lengthening their bones.

In their "true" form they appear as genderless entities, tall and slender, with blank stretches of skin where their faces should be.

While in their true form the voice sounds echo-y.

## Socio-Cultural Characteristics

Doppelganger are among the upper-crust of LA due to their Shapeshifting ability's making them a natural fit as actors. They also go into undercover work with the police.

## Skills, Abilities and Weaknesses

**Shapeshifting:** can appear as any person they want with their features running like melting wax, changing everything from hair, eye and skin color to even altering their size by shortening or lengthening their bones. However a werewolf can still smell them out.

**Self-Clairvoyance:** can mentally perceive all aspects of their outward appearance.

**Conversion:** can turn humans into Doppelgangers by showing their true face to them.

* **Healing:** an aborted conversion of a human, and presumably a completed one too, will result in the targeted human being healed.

**Mirrors:** phobia, Mirrors and reflective surfaces will cause Doppelgangers to panic and flee.

**Iron:** weakness, iron will kill a Doppelganger.

## Notable Doppelgangers

* Imogen Verity
* Mira Mirra
* Turner Coates

## References

1. ↑ 1.0 1.1 City Of Devils (Kindle Locations 121-124)
2. ↑ City Of Devils (Kindle Locations 469-472)
3. ↑ City Of Devils (Kindle Locations 3306-3307)
4. ↑ City Of Devils (Kindle Locations 4181-4182)
5. ↑ City Of Devils (Kindle Location 696-697)
Wolfman Confidential (Kindle Locations 170-171)
7. ↑ City Of Devils (Kindle Locations 979-981)
8. ↑ She gave herself a final mental inspection. The thought of a mirror filled her with the heebies, but she could easily picture precisely what she looked like in her mind’s eye. Her flesh softened ever so slightly, her nose came to a more delicate point, her lips swelled a bit fuller. Satisfied, she stepped into the office of the head of Visionary Picture - The Couch
9. ↑ City Of Devils (Kindle Locations 1403-1405)
10. ↑ City Of Devils (Kindle Location 1446)
11. ↑ City Of Devils (Kindle Locations 1423-1425)
12. ↑ Wolfman Confidential (Kindle Locations 504-505
13. ↑ City Of Devils (Kindle Locations 1423-1425)
14. ↑ Wolfman Confidential (Kindle Locations 588-589)
Hunchback

## Appearance and Physical Traits

They haven't featured in the book's yet but one would assume that they have a hunched back.

## Socio-Cultural Characteristics

nothing is known about Hunchbacks yet as they haven't featured in the book's yet but it has been stated that they sometimes work for vampires.

## Skills, Abilities and Weaknesses

**Conversion:** can turn humans into Hunchbacks.

## References

1. ↑ They were easier to take out than some other monsters, because unlike gremlins or phantoms, vampires weren’t big on traps. The worst you had to deal with were ghouls, hunchbacks, or zombie manservants, or the occasional hellhound. And other than that, vampires slept like the dead, no pun intended. - Fifty Feet of Trouble (Kindle Locations 2256-2258)
Wendigo

## Appearance and Physical Traits

Wendigos are seven feet tall, covered white fur, yellow teeth, glowing yellow eyes, and curved six-inch yellow claws attached to hand that comfortably palm a bowling ball on arms that falls past their knees and a grayish face with skin stretched tight over a distended skull.

They're not suited for warm weather and will literally give off steam from the heat.

## Socio-Cultural Characteristics

Wendigos prefer below freezing temperatures and seem to enjoy working as a coroner since access to the morgue gives them a free lunch as a perk of the job along with air conditioning.

## Skills, Abilities and Weaknesses

**Enhanced Hearing:** their hearing is mention to be on par with the enhanced senses of other monsters like the scent of a Werewolf or the sight of a Crawling eye.

**Conversion:** can turn humans into Wendigos

**Fire:** weakness, Wendigos don't like the heat.

**Algonquin Ceremonial Masks:** phobia, Algonquin Ceremonial Masks will cause Wendigos to panic and flee.

## References

1. ↑ 1.0 1.1 City of Devils (Kindle Locations 1568-1579)
2. ↑ City of Devils (Kindle Locations 1583-1584)
3. ↑ 3.0 3.1 Fifty Feet of Trouble (City of Devils Book 2) (Kindle Locations 72-73)
4. ↑ City of Devils (Kindle Locations 978-979)
5. ↑ Fire was great against wendigo, who didn’t even like it when the mercury climbed past eighty. - A Creature Was Stirring
6. ↑ The fire blazed merrily, and then, with a whoosh, blue-tinged air shot through with snowflakes washed over the flames, smothering them in ice. I cursed, yanked an Algonquin ceremonial mask out of the front window and stuck it in the fireplace. A terrified yelp came from the chimney, followed by frantic scratching. - A Creature Was Stirring
Leviathan

## Appearance and Physical Traits

Leviathan look like giant whales with a mix of shark parts along with clumps of tentacles and partial shells. They carry with them entire schools of fish, coral reefs and, in the case of King Humboldt, an island nation.

## Socio-Cultural Characteristics

There are only seven of Leviathan alive at any one time they act the kings and queens of the seas. Most rule over various sea life, such as fish and crabs, with the exception of King Humboldt who has a nation of human (and monster) subjects on his back.

## Skills, Abilities and Weaknesses

**Giant Sea Monster Physiology:**

* **Enhanced Strength**
* **Enhanced Durability**
* **Aquatic Adaptation**

**Conversion:** can turn humans into Leviathans

## Trivia

* King Humboldt is the king of the North Pacific

* A Leviathan "ate a good chunk of the American fleet" in the Battle of the Chesapeake during the Night War

## References

1. ↑ Wolfman Confidential (Kindle Location 2662)
2. ↑ 2.0 2.1 Wolfman Confidential (Kindle Locations 2667-2668)
3. ↑ 3.0 3.1 Fifty Feet of Trouble (Kindle Locations 3043-3044)
Palatine

Palatine is a "ersatz nation" of sea-born ghosts whose bodies have been lost at sea and have yet to be recovered in full preventing them from setting foot on dry land.

Palatine is constructed from ghost ships that have sunk with each new addition lashed to the old, layering outward like a tree ring showing the evolution of nautical technology all the way to a basic raft at it's core.
Lizard King

**Note**: this monster has not been named within the series "Lizard King" is provided via word of God.

## Appearance and Physical Traits

Lizard Kings are 50 feet tall amphibian or crocodilian like monster with hard and leathery green skin, red glowing eyes, black curling claws, teeth "as big as a baby’s arm", and spade-shaped bony spines down there back.

They also have an inability to speak human languages and are only able to communicate with roars.

## Socio-Cultural Characteristics

as there is only one known Lizard King currently in existence they are largely an unknown factor and lack any customs or an accepted role in monster society.

## Skills, Abilities and Weaknesses

**Giant Physiology:** 50 feet tall with proportional strength and durability

**Amphibious Physiology**

**Atomic breath:** strong enough to destroy a martian tripod in one hit

## References

1. ↑ Fifty Feet of Trouble (Kindle Locations 4645-4646)
2. ↑ Fifty Feet of Trouble (Kindle Location 4992)
3. ↑ Fifty Feet of Trouble (Kindle Locations 4740-4742)
4. ↑ Fifty Feet of Trouble (Kindle Locations 4687-4689)
5. ↑ Fifty Feet of Trouble (Kindle Locations 4740-4742)
6. ↑ Fifty Feet of Trouble (Kindle Locations 4635-4637)
Monkey khan

## Appearance and Physical Traits

Monkey Khans are 50 foot tall gorillas and as they age the fur on their turn more silver.

They can't speak human languages and so need translators for their grunts and ululations to be understood

Monkey Khans smell like apes

## Socio-Cultural Characteristics

Monkey Khans like large vaulted room that allow for climbing and their furniture is constructed constructed like actual buildings with boards were fitted together and maybe even sections of concrete and rebar behind them or otherwise are mad scientist enlarged trees grown into suited shaped like chairs.

## Skills, Abilities and Weaknesses

**Giant Physiology:** 50 feet tall with proportional strength and durability.

**Climbing:** are excellent climbers.

**Conversion:** can turn humans into Monkey Khans

**Airplanes (possibly):** phobia, Airplanes will cause Monkey Khans to panic and flee.

**Beauty (possibly)** weakness, beautiful woman can kill a Monkey Khan because beauty killed the beast.

## References

1. ↑ 1.0 1.1 1.2 Fifty Feet of Trouble (Kindle Locations 2478-2480)
2. ↑ 2.0 2.1 2.2 Fifty Feet of Trouble (Kindle Locations 3800-3803)
3. ↑ Fifty Feet of Trouble (Kindle Locations 2483-2484)
4. ↑ Fifty Feet of Trouble (Kindle Locations 3928-3929)
5. ↑ Fifty Feet of Trouble (Kindle Locations 4361-4362)
6. ↑ Fifty Feet of Trouble (Kindle Locations 3844-3846)
7. ↑ Fifty Feet of Trouble (Kindle Locations 3847-3851)
8. ↑ Fifty Feet of Trouble (Kindle Locations 2481-2482)
Hunter of the Silver Moon's Pistol

***Item:** 8* Enchantment, Evocation, Magical, Transmutation, Silver

**Price:** 300 gp

This specialized pistol is meticulously crafted for lycanthrope hunters who seek to eradicate the scourge of shape-shifters and werewolves. The weapon's barrel, trigger, and grips are adorned with intricate engravings depicting lunar cycles, hunting scenes, and symbols of protection against the supernatural.

**Usage:** one hand; **Bulk** 1

**Reload:** 1 (capacity 1 round); **Range** 40 feet; Critical Special

**Damage:** 1d8 piercing

**Property:** *Silver,* critical specialization, special

### Critical Special:

On a critical hit with the Hunter of the Silver Moon's Pistol, the target must succeed at a DC 24 Fortitude save or be inflicted with a *curse of lycanthropy*. The DC of this curse can be increased if the user is particularly skilled or knowledgeable in lycanthrope hunting.

**Activate:** [one-action] Command; Frequency once per hour

### Effect:

You invoke the pistol's enchanted power, imbuing your next shot with an additional silvered potency against lycanthropes. For the next minute, your attacks with the Hunter of the Silver Moon's Pistol deal an additional 2d6 silver damage on a successful hit against lycanthropes.

The Hunter of the Silver Moon's Pistol is a potent tool for those who dedicate themselves to the pursuit of lycanthropic threats. Its combination of intricate craftsmanship, silver enchantments, and the ability to inflict the curse of lycanthropy on critical hits makes it a symbol of vengeance against those who walk the path of the beast. Whether you're tracking down werewolves under the full moon or battling shape-shifters in the shadows, this pistol is a fearsome asset in the arsenal of a lycanthrope hunter.
Siege of Carthage

The **Siege of Carthage** was the final battle of the Punic Wars. Happening in the spring of 146 BC, the Roman Republic enacted a swift and brutal siege of Carthage. Carthage had a population of 500,000. After the siege, 450,000 Carthaginians were killed, while the 50,000 survivors were enslaved. This thoroughly destroyed the entire nation and permanently wiped Carthage off the face of the planet. It's considered the first genocide in history. The Roman general was Scipio Aemilianus, while the Carthaginian general was Hasdrubal the Boetharch.
City of Devils Wiki

**Welcome to the City of Devils Wiki!****City Of Devils** is a book series written by Justin Robinson and published by Candlemark & Gleam.

## **Synopsis**

*World War II was only the beginning. When the Night War ravages America, turning it into a country of monsters, humans become a downtrodden minority. Nick Moss is the only human private eye in town, and he’s on the trail of a missing city councilor. With monsters trying to turn him – or, better yet, simply kill him – he’s got to watch his back while trying to find his man. Or mummy, as the case may be.*

*Once, it was the City of Angels. But now, Los Angeles is the City of Devils…and Nick has a devil of a job to do.*

## **Main Books**

City Of Devils (Book 1)Fifty Feet of Trouble (Book 2)Wolfman Confidential (Book 3)A Stitch in Crime (Book 4)Unwitch Hunt (Book 5)Moonlight Special (Book 6)

## **Companion Stories Set in the City of Devils Series**

* All Wet
* Brains
* Clown & Out
* The Couch
* The Councilman's Curse
* A Creature Was Stirring
* Here We Come Iässailing
* Light or Dark
* The Song of Sawbones
* Tombstone Math
* A Touch of Verdigris
* Vengeance is Fine

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Battle of Iwo Jima

The **Battle of Iwo Jima** was a battle in the Pacific Theater of World War II. It took place on the Japanese island of Iwo Jima. It took placed from February 19, 1945 to March 26, 1945. It was fought between the US Marine Corps (with support from the US Navy) against the Imperial Japanese Army.

## Engagements

* **Flag Raising Over Iwo Jima**: After clearing Mount Suribachi, a detachment of US Marines raised the American flag over Iwo Jima. A photograph of the event has become one of the most important cultural icons in American history.
Swamp hag

## Appearance and Physical Traits

no swamp hags appeared in the story so far but are stated to be "Ugly as sin".

## Skills, Abilities and Weaknesses

as no swamp hags have appeared in the story so far they so any customs or roles in monster society they may have are largely unknown however swamp hags are stated to be more reliable than forest hags.

## Skills And Abilities

**Conversion:** can turn humans into Swamp hag

**The Evil Eye:** phobia (Speculative), seeing the evil eye will cause swamp hags to panic and flee

## References

1. ↑ 1.0 1.1 1.2 “They, uh, they like the term ‘siren.’” “That’s ridiculous. They’re part of a long and proud family of hags. There’s forest hags, and mountain hags, swamp hags… ” “There are swamp hags?” “Oh yes. Ugly as sin, but much more reliable than the forest variety. Less distractions, I think.” - Fifty Feet of Trouble (Kindle Locations 1190-1194)
2. ↑ “A new monster could conceivably go anywhere it liked. Granted, most inherit weaknesses from their parent species. Sea hags, for example, got our aversion to evil eye charms, and the jicama weakness from the gill-men.” - Fifty Feet of Trouble (Kindle Locations 3435-3436)
Gargoyle

## Appearance and Physical Traits

Gargoyles have stone-gray skin, claws, horns, bat wings, and are about the size of a man.

## Socio-Cultural Characteristics

Gargoyles have security jobs guarding buildings.

## Skills, Abilities and Weaknesses

**Flight:** can use their wings to fly short distances.

**Conversion:** can turn humans into Gargoyles.

## References

1. ↑ Fifty Feet of Trouble (Kindle Locations 4068-4069)
2. ↑ 2.0 2.1 Fifty Feet of Trouble (Kindle Locations 308-309)
3. ↑ Fifty Feet of Trouble (Kindle Locations 2920-2921)
Primes

Witches, Sidhe, and Mad Scientists are the three original monsters, called primes, an ancestor to all other monster types.

Each had their own reasons for getting together and producing the other monster types, witches, for their part, did it in an attempt to gain some protection from the persecution they suffered.

# References

1. ↑ patreon
2. ↑ 2.0 2.1 Wolfman Confidential (Kindle Locations 588-589)
3. ↑ Fifty Feet of Trouble (Kindle Locations 3435-3436)
4. ↑ 4.0 4.1 4.2 4.3 Fifty Feet of Trouble (Kindle Locations 1190-1194) Cite error: Invalid `<ref>` tag; name "hag" defined multiple times with different content
5. ↑ City Of Devils (Kindle Locations 62-64)
6. ↑ Fifty Feet of Trouble (Kindle Locations 4635-4637)
7. ↑ Fifty Feet of Trouble (Kindle Locations 5013-5014)
8. ↑ Fifty Feet of Trouble (Kindle Locations 3435-3436)
Baphomet, Satan's friend and ally

Many people have seen the statues the TST are creating and lobbying to put up on the court house steps right?

Many people believe they see two children stand at "Satan's Feet" as he sits in a chair or on a throne. But that isn't Satan, as no one knows what Satan looks like. This is Baphomet, Satan's friend and ally.  Baphomet (Baysha may) is seen similar to Satan as the Holy Spirit supposedly is to the Christ figure and the body of sacrament to the Christian belief system. However, what the Baphomet's original purpose is or was, is unknown. It is sometimes believed that they "find" true satanists and bring them to Satan or too the symbols of the works, or the finding glyphs to awaken a satanist. This is a path in the mind though, that many would say is "mental" or "psychosis" and at the time due to hormonal levels (msh being one of these hormones) draws the "satanist" "in". Which if they are on drugs and are an alcoholic and or an abuser of their being, isn't good. However, if they don't abuse the drugs or drink they have a good chance of coming out of the harmful "effects" of one's own mind, not due to "Satanism" taking over which isn't harmful UNLESS the "Satanist" wants to cause HARM with it, in which case they are not wise or a Satanist because Satan isn't about this, true satanism as Templar was once a true brotherhood of caring and love, universalism spirituality, protecting their own.

The Red ugly "devil" that has a pitched fork? A symbol of the world's hate for controlling things. Something to wave in their face concerning their morals and the lack of others. It is a plain, bad, sadness.

I am sorry to the Christians "scholars" that believe that Satanism is an all powerful religion because they don't understand the symbols, some which aren't even satanist or even real. You really don't center or live in "Christ" or christian values because they frighten you. This means, your irrational mind is so terrible and so horrible you can't control your fears, and you think and envision horrible things. Being a scholar of wisdom, you'd know what these symbols represent, what they don't and how they work or don't. Living in Christ, means you are centered in God's teaching which says you shall not fear. Why will you let these things be over you?

I don't believe in traditional Christian values and teachings. I don't believe in Christ and I don't believe he existed the way they stated. I believe in caring for others if I can and if they try to care for me in return why I am here. We are in this together. But some supernatural force threatening me or telling me how to live? No, thank you. I have seen what "Deim" wants from me and so far it has given me peace of mind and a sound future in it's trust.