recursal/Fanatic-Fandom huggingface dataset:
Anarch Commonwealth (VtR)

The Anarch Commonwealth is unlike the other Sects in that it does not have any internal Covenants. Each city is ruled fairly lightly, with a few key consistencies.

## Anarch Domains

Each is lead by a Baron, who acts as a leader of the city and representative in the global organization. Their biggest duty however is not necessarily the day to day operation, but more to arbitrate disputes between Anarchs within their Domain.

Each city has an Emissary who acts as a right hand to the Baron. They are the court advisor, seneschal, and diplomat all wrapped into one. They keep the Baron up to date on the gangs, groups, and big players within the Domain. They also directly deal with other city's Barons & Emissaries when the need arises.

Every Baron has his own hand picked enforcers for when the time comes. The Sweepers sometimes literally sweep across the city searching out threats to the stability of the Commonwealth. They hunt for Sabbat, Gehenna Cults, Infernalists, Camarilla agents, the list goes on and on. A Sweeper's job is never truly over.

The Sweepers are the hammer, the Chamelon is the dagger. The Chaemlons are spies, infiltrators, and saboteurs of the Commonwealth. Only a handful ever remain in a Domain at a time, with the rest operating in rival cities. Whether those cities are other Anarch cities, Camarilla, or Sabbat - it does not matter. Chamelons are loyal first to their Baron, and second to the Commonwealth. Despite this, they serve a very crucial function within the Commonwealth and add a great deal to its stability.

## Revolutionary Council

The Anarch Commonwealth is lead by the Revolutionary Council which sits in Los Angeles (assuming the Free Commonwealth State exists). While they have the authority to make executive decisions for every Baron, the authority is rarely ever exercised. Instead, the Council's job is to make sure each Barony is both loyal and doing its part to perpetuate the ideals of the Commonwealth. Barons found wanting are reeducated, fined, or even replaced. While it is rare, it is possible the Council can even sentence a Baron to death. Even worse they even have the authority to declare an entire city lost and to be recaptured. However it has only ever happened once, and was shortly after the formation of the FSC.
Furstenwalde League

The Furstenwalde League is a cabal of about 100 Magi who have formed independently from the Traditions. They operate bases out Germany, Poland, Ukraine, the U.S.S.R, Crete, and Iraq. Using a complex system of web-like Space connections, the Furstenwalde League moves across eastern Europe and the Middle East studying ancient texts and the other denizens of the World of Darkness.

## Organization

The League is organized by city. Typically there are no more than 3 or four Chapters spread across a country, and each member introduces themselves as their full name, followed by "Of the X Chapter" where X is the name of the country's capital city. The only notable exception is the Furstenwalde Chapter, where the League was founded.

### Chapters

Chapters are the main organizational force of the League. They typically consist of no more than a handful of Awakened (3-6), with around a dozen Sleepwalker staff.

### Bases

Chapters operate out of Bases, usually constructed with and hidden by Magic. They are further hidden by the fact that they are constructed usually in the middle of nowhere deep in forests, deserts, or mountains. Bases are connected via a web-like system of "tunnels" created by high level Space Mages, allowing instantaneous transportation across thousands of miles.

### Awakened Agents

Awakened Agents are the core of the League. They are the "rank and file" so to speak. Agents are dispatched to contain Masquerade breaches, deal with run away experiments, pursue Mysteries - and when the time comes, wage war. The number of Magi in the League stands at around 100.

### Sleepwalker Agents

Sleepwalkers are trained and used as staff for the League. In terms of numbers they make up the vast majority of the League. Their numbers currently stand at around 1000.

### Sleepers/Mortals

Sleepers occupy a vast portion of the League's enrolled staff. Since the Furstenwalde League is about driving scientific discovery and using magic for Technocratic reasons, Sleepers often find themselves under the indirect employ of the Furstenwalde League. Whether they are staffing radar stations, power plants, or vehicle factories - the League is not out of touch with mortal society.

### Mysteries, R&D, Soldiers

The Furstenwalde League's primary concern is conducting research into Mysteries. That said, they are not solely scholar-based. Indeed, the Furstenwalde League has grown to encompass more aspects of society than just academia or mystery. They regularly recruit (and sometimes create) Sleepwalkers to staff facilities, conduct R&D, and even fight against the League's enemies. Aside from Sleepwalkers, they also regularly train Hunters to better fight against other Supernaturals.

### War

The League is almost constantly at war. If they aren't fighting to defend their Nodes, they're warring with Kindred. If they aren't warring with Kindred, then it's another Mage cabal; or a Uratha tribe, or any other supernatural that wants what others have. The World of Darkness is a dark place, and if you aren't prepared to defend what you have from those who wish to take it, you don't survive very long.
Enoch

Enoch is the name given to the city of the dead built by the *True Black Hand*. It is located in the Upper Reaches of the Underworld, where Necromancers of all walks of life live together. The city is home to ghosts, zombies, skeletons, Horrors, Vampires, Mages, Werewolves, Sin-Eaters - the list goes on.

It is often hailed as a waystation for ghosts entering the Underworld. The last place a ghost can act like a normal human before being sucked further and further into the Underworld.

Despite its location and its inhabitants, the city functions like any other city would. It has good areas, bad areas, industrial areas, warehouses, store-fonts, harbors, rich areas, poor areas, et cetera. Enoch is largely considered to be a crown jewel in the Underworld, and thus a great many envy its prosperity.

Enoch is and has been under siege for centuries. A rival faction known as the Tal Maheera seek to overthrow its current leadership and install themselves as rulers of Enoch. These black magicians don't go more than a month without gathering an army of undead and assaulting Enoch's obsidian walls.
Archon

Archons are the agents of the Justicars, acting with limited authority afforded to them by their overseeing Justicar.

## Overview

The amount of Justicars in the world is limited specifically to one per Clan. As a result they cannot be everywhere at once. This necessitates the creation of Archons - kindred handpicked from a cities population to act as field agents for the Justicars. Each Archon is selected based on a specific need: soldier, infiltrator, spy, assassin, the list goes on. They serve in their position until a Justicar at which time they are dismissed. On occasion, Archons may end up serving more than one Justicar; while rare these kindred are have to be incredibly skilled to warrant the maintaining of their station.

 Archons are afforded sizable political leverage awarded to them merely by position. As a result Justicars are very selective and deliberate when an Archon is named. At which time the Archon is Blood Bound to the Justicar in question and remains so until said Justicar is replaced.

### Classifications

There exist no codified titles or ranks within the Archons, but some positions have cropped up more than others over the centuries.

* Praetor - The most common title of an Archon; Archons are elevated to the position of Praetor for exceptional service, giving them authority over their peers.
* Alastors - Archons who assist their Justicar in the hunt of Red List members.
* Dogcatcher - Archons who make a habit of dealing with werewolves and their ilk.
* E Division - Ordo Dracul members elevated to Archon to deal with supernatural, occult matters, and other unknown phenomena.
* Josians - Archons who have the responsibility of hunting down and eliminated Gehenna Cults.
* Quaesitors - Archons who are Tremere and other magic users who deal with other magical threats - such as Mages, Kolduns, rogue Tremere, etc.
Vicissitude

Vicissitude is the unholy Discipline of the Tzimisce Bloodline. In short Vicissitude allows its practitioners to shape the flesh of other beings. The two most common applications of Vicissitude are the transformation of Tzimisce Havens into bleeding, writhing, houses of horror. The other is the manipulation of appearances. All Tzimisce use Vicissitude to shape their own flesh into whatever alien form they desire.

For Discipline mechanics, go here.

### Szlachta

War-ghouls, as they're called, are fleshcrafted soldiers of the Tzimisce. They are typically ghouled mortals (but not always) who have been transformed and twisted into hideous, powerful mutants to serve as soldiers, bodyguards, and test subjects. The manipulation of a Szlachta's form can vary wildly depending on the Tzimisce. Some are simply given hardened ribcages or increased bone density for extra protection. Others are completely twisted monsters with extra limbs, organs, bone weapons, etc.

### Vozhd

Vozhd are immense monstrosities crafted by the merging of a dozen or more Szlactha, turning them into living siege weapons. Capable of tearing through virtually anyone and anything with ease, Vozhd are near-insane blood fueled monsters. Prior to the Modern Nights the Vozhd were almost single-handedly responsible for the survival of the Tzimisce Bloodline. However the practice of Vozhd creation has fallen out of use in the Modern Nights, but still see occasional use.

## Origin

The origin of Vicissitude is unknown to all but The Elder. Scholars and researchers have been able to piece together information but never a whole picture. The leading theory is that Vicissitude is a disease that originated from the Abyss, and was a curse placed upon the Tzimisce Bloodline by Tzicath. It was intended to spread through the entire Bloodline and allow Tzicath to manifest anywhere it desired using the vampire's bodies as anchors. However, the entity was banished back to the Abyss by the Free Council, the Tremere, and werewolf Theurges before his plan could be fully realized.
Artemis Morales

Born in the year 370, Artemis was raised and hardened through the harsh disciplines of mighty Sparta during the last centuries of it's existence. Believing he had no greater purpose in life than to master the art of war, he earned a remarkable reputation during his service to the Sparta's mighty army. His final battle among the living took place during the fall of his homeland, when the Visigoths overthrew the dwindling holds of Greece's many city-states. Artemis fell amidst piles of countless dead, fighting to his very last breath in hopeless defense of his dying country. It is said that in those moments before Artemis' demise, his beast had awakened, yanking him down into a rage that destroyed him and all those that dared challenge him on the burning fields.

Once the flames had set, he was not granted a journey to the River Styx. Instead, he awoke before the creature that would come to be his Sire. Artemis felt every fiber of his body being warped by the curse he was granted, every snapping bone and every twisting, bleeding change. When his transformation subsided, his reflection was forever changed. He could no longer hide the murderous chaos within him. The monster he had always been was forced to the surface, and with it's arrival came a descent into madness and contempt that lasted throughout the better part of his next 300 years among the damned.

Looking inward, Artemis sought the company of wolves, bears, vermin and even insects during his extensive, solitary wanderings. Shunning the company of all, even those of his own Nosferatu blood, he sought little more than the solace of the open road and the comfort of his many animal companions.

Artemis has last been spotted within the domains of Germany.
Red List

The Red List is a group of the Camarilla's most wanted. Most of the names on the List are Sabbat, rogue Camarilla agents, or sometimes even other supernaturals. The names on the Red List are judiciously hunted down by Alastors: Camarilla Archons who serve the Sect in full. Most Princes are expected to give hospitality to Alastors and ensure all available resource is allocated to their charge.
The Communion of the All-Seeing Eyes

*"Survival. Proliferation. Truth."*

The Communion of the All-Seeing Eye is the most enigmatic of the Wyoming Freeholds. They only show up whenever it's totally necessary, never spend more time there than they have to and always disappear before anyone can ask any questions. They have their feelers out in every direction, spies from the Communion have been found within Arcadia, within the motleys of the Brotherhood, within the herds of the Garden and even within the executive circles of CrowSys(much to their own chagrin). The Communion is viewed by most as a necessary evil, some believe that the Brotherhood's success emerges from the behind-the-scenes actions of the Communion. There are certain theories that go as far as to say that none of the Wyoming Freehold's courts would be very successful without the Communion. Acolytes come in all shapes and sizes, but they must be prepared to infiltrate and lie about who they are and what their purpose is.

## Approaches

### The Maze of Mirrors

Huntsmen rarely hunt the Communion. This is because it's nearly impossible, they need to first do one of each of the Approaches from the other Courts.

### The Maze of Individuality

Instead of forming a vulnerable, broad approach all members of the communion gain a free, personal approach upon gaining 1 dot of mantle.

### The Maze of Truth

A Huntsman that gains the true name, fetch and frailty of a member of the Communion immediately gains a point of yearning.

## Rituals

### Chameleon Soul

The Communion's sole ritual is simply attending one of the rituals of the other Courts... By doing this, they fool the True Fae into believing they've carried out their own ritual. Their Court, itself, possesses a chameleon soul. Only one member of the Communion need attend another ritual, legally or otherwise.

## Mantle

• The Mantle of the Communion adds an additional, third eye on the Acolyte's forehead. They gain a single dot in the anonymity merit, this can bring them over five dots.

•• Goblin Vow(Remaining Anonymous)

••• The Acolyte's mantle begins to meld with him, the third eye becomes a second brain, growing out of the top of his head. It has grown two additional eyes, smaller than the original and flanking it on both sides. Any sort of rolls made to scrutinize the Acolyte's identity do not have the 10-again quality.

•••• Personal Approach

••••• The Acolyte's mien has fully melded with the Mantle, the Acolyte has eye stalks growing out of its back, where a strange creature has grown. It has seven eyes, not including the ones on the stalks. It is disturbing to witness. The Acolyte gains the three-dot version of the Alternate Identity Merit and can freely change this identity to any identity produced by other members of the Communion. Additionally, the Acolyte cannot be surprised in the Hedge.

Crown: The Communion's Overseer gains an additional three dots in Anonymity that can take him over the five dot limit. If a person doesn't know the Overseer's identity while speaking to him, he gains an automatic success on all social rolls. If they do know, they gain an automatic success on all social rolls against him.
Abraham Embraer

Detective Abraham Zoroaster Embraer is an american homicide detective currently active in the Seattle area. Detective Embraer is an unbelievably talented investigator, which afforded him no small amount of renown within the entire Washington state, often being referred to as 'Super Cop', not only due to his exploits as a detective but also a marksman, having saved a man's life by shooting the gun out of another man's hand.

However, despite his successes in work, his personal life was in shambles; his wife and son seemed to despise him, every moment spent with them was, to say the least, unpleasant for both parties. The man's marriage was on the verge of crumbling when he experienced his First Change during Christmas, 2016.
Wrathful Sword of St. Michael the Archangel (Advanced)

Some Endowments, Benedictions, Castigations, etc. can be upgraded to Advanced. In order to do this, many months of preparation, along with significant willpower expenditure is required.

The Advanced version of the Wrathful Sword is a complex, highly dangerous, and heavily guarded secret. Only the most inner of inner workings of the Maleficarum know the proper procedure. Recorded inside an ancient tomb of incredible age, the Wrathful Sword blessing is not to be taken lightly.

## Material Requirements

The material requirements for the weapon to be blessed should be steep, and often require some sort of deep holy significance.

## The Ritual

To even start, one must spend 3 Willpower points, and spend the next 24 hours fasting while meditating within a holy place.

The ritual can only be cast upon September 29th, which requires the ritualists to fast and meditate on the 28th.

This is an extended action. Roll Intelligence + Benediction. Spend two Willpower *dots*. The number of required successes is 10, and the ritualist may only roll as many times as they have Integrity. If they cannot complete the ritual in time, the melee weapon is completely destroyed and they must wait another year to make another attempt.

When successfully completed, the melee weapon in question takes on a new appearance. Holy iconography and various other Enochian symbols embed themselves within the weapon. The weapon takes on a hot white glow, almost as if on fire. The weapon often sings as it soars through the air, and casts a subtle glow when in darkness.

## The Weapon

After the ritual is complete, the newfound Holy Weapon is capable of afflicting aggravated damage instead of lethal, regardless of the supernatural in question. On top of this, the weapon is indestructible. It cannot be dispelled by Prime mages, nor can be broken by Disciplines or any other supernatural means.
Outland Rangers

The Outland Rangers are a largely autonomous Wing within the Camarilla. Unlike the other Wings, the Outland Rangers do not exist as an organization. More appropriately it is a name given to a collection of kindred who exist in the American Midwest; an area largely thought to be difficult to inhabit for vampires. The Rangers are little more than outlaw bikers, truckers, and other modern nomads who have banded together to assist one another against both Sabbat and in the case of the mid 1800's, werewolves. Since then the Outland Rangers have made it their duty to assist in any vampire not outright hostile to the Rangers safely traverse the Midwest.

## Overview

The youngest of the four Wings, the Rangers organically formed to defend Camarilla ranching interest on the American Frontier. Given that there was virtually zero infrastructure, crossing the Midwest as a vampire was a dangerous prospect on the best of days. It is mostly comprised of Gangrel, Mehket, and Nosferatu who had the unique ability to survive and traverse the open plains of America. In the Modern Nights Clan representation has somewhat evened out as transportation infrastructure improved. The more mortal savvy of the Rangers began to invest heavily into infrastructure projects, attempting to bridge the gaps between the eastern and western seaboards.

## Organization

The Outland Rangers do not exist like the other Camarilla Wings. There is no strict hierarchy; indeed the opposite is true. The Outland Rangers are a very loose collection of biker gangs, truckers, and outcasts who maintain contact with one another over ham & CB radios. In the modern era they have since taken to constructing and maintaining their own radio towers and receivers, allowing them to exist completely off-grid.

## Culture

Being a collection of biker gangs, truckers, and others most people would consider to be "rough around the edges" the common belief in the Rangers is "don't want none, don't start none." They mostly keep to themselves and their mortal constituents. They own and run dive bars, diners, trucking companies, and the like that serve as rest stops for all who come.
Magnus Waldmüller

Magnus Waldmüller is an Awakened, practicing therapist who prefers using his magic with relative subtlety to assist his comrades (and further his own motives). He is known by some in Berlin's supernatural network, typically as an affiliate of 363 Industries; it is not necessarily common knowledge to all factions, however, that he is a Mage.

## Personality

Magnus has a preference for presenting himself as easygoing and open to others, aiming to be a soothing presence in the room even if he has to outright lie to do it. At times, he may even seem meek or cowardly in order to deflect suspicion of his capabilities around those that may wish him harm.

His penchant for prying into the minds of his allies through both magical and mundane means sometimes causes him to be treated with suspicion, as though he may be looking for leverage. In truth, his ultimate goal is to root out all of the negative emotion and hesitation that plagues his friends/allies, a common motive for a therapist that he pursues with reckless abandon; only, his powers make removal of these things not unlike a surgeon excising a tumor from the ill, perhaps even simpler.

A fairly accomplished pianist, Magnus desires to pursue this hobby much more feverishly than he ever has time for. Both playing and composition have proven to be less challenging for him with the introduction of Mind magic, which allows for perfect memorization of music and fully realized potential of artistic expression.

Lastly, he resents the perpetually sad state the world is in, not unlike many Mages who hold the Utopian ideals that herald back to fabled Atlantis. Using his spells for harm and destruction brings pangs of guilt, as he believes himself to be a healer. Unfortunate, then, that he consorts with a typically violent Hunter cell. He dreams of one day finding a place within the reaches of 363 Industries that will distance him from the violence, perhaps treating the company's employees for the inevitable mental anguish they will encounter.
Eli Rollins

Eli Rollins is a Kindred (Daeva) that makes his home on the plains of the American Frontier. Though not particularly inhuman by comparison to many others of his kind, he is not above murder; not unlike many people who have to adapt to the harsh reality that the Frontier is a savage, unforgiving place.

## Personality

Eli largely "lives" his life as a hermit outside of a decently populated settlement. Naturally, he makes visits to the town during the night to interact with humans, typically becoming a fixture of the night life due to his use of Majesty. This is his tried and true method of staying sane, keeping his humanity in balance.

Contemplative and determined, Eli tends toward ensuring his words are not wasted. In spite of his overwhelmingly average intellect, he finds relative success in this venture, believing that fewer words present you with fewer opportunities to invoke the ire of others. This is not to say that he doesn't find himself in a scrap or two every now and then, but he does not want to broadcast his superhuman strength and stamina brazenly, lest he alienate the only group of humans in reasonable proximity to him.

Investigation is what satisfies his need to hunt; he believes that if his powers are directed at the right people, nobody of import will notice them or even care to investigate them more thoroughly. If a bandit is plaguing the town, or a particularly rowdy bar patron is regularly causing trouble, nobody's going to miss them when there's no Marshal nearby to deliver justice.

Of all the things Eli desires, a proper dwelling burns the strongest at the front of his mind. Rather than the hovel and hole he lives in, he wishes for a log cabin built by his own hands. This is the activity that occupies the majority of his time, though it is likely he will finish the activity in a far shorter amount of time than any normal man; wood shatters in his grip, and save for the blazing sun's watchful eye scaring him underground, there is no limit to how long he can put his body to work.

Though rarely mentioned unless directly asked of him, he at one point had a wife named Abigail. As with many men and women who attempted to make the trek out west, Abigail fell ill and succumbed to dysentery; she never saw what was to be their new home. More important to Eli, however, is that she didn't have to be around to see him become one of the Kindred.
Domhnall ap Còmhan

Domhnall is a millennia old salubri of the warrior caste, embraced in the aftermath of the Third Servile War by Caerellia Numeriana and brought out of a life of servitude for entertainment into a life of servitude to the greater good. Despite being a savage warrior at heart, Domhnall has been taught, throughout the centuries, that his purpose on this earth is not to kill, nor to conquer; but to protect and to serve the weak.

He travels the world alongside a band of companions that treat him like a legendary figure. The Travelling Companions of Numeria shall never know who Domhnall truly is, nor what he is; they'll never even know who their namesake is... But all the same, they follow their charismatic leader wherever he goes and he serves Domhnall.
Gehenna Cults

Gehenna Cults are vampires who worship the Volscii and seek to begin a Gehenna in an attempt to awaken their ancient blood gods.

## Known Gehenna Cults

***This list is to be taken as optional content for a vampire campaign; it wil be updated with more as they are made.***

* Brotherhood of the Ninth Circle - Kindred who believe opening seals of the Ninth Circle by killing, spreading disease, and performing unholy rituals will summon Barbas.
* Goetic Order - Kindred who worship Goetia as Angels of Heaven. They seek to bring Paradise on Earth by summoning and freeing sixteen Goetia.
* The Eldest Circle - Primarily made up of Tzimisce, these Cainites want to free The Elder from its magically sealed prison.
363 Industries (Company)

This is the page for the company.

363 Industries on the surface imports delicious Spanish chocolate and distributes it in Berlin. They also own multiple warehouses, an auto-body garage, and a few mom and pop shops scattered around the city.

Those aware of the truth however know that the import business is a front for the 363 hunter cell, run by the Vidal brothers. As their arsenal and manpower continue to grow, the group has made bolder attempts to rid the city of supernatural influence and corruption.
Sabbat Packs

Sabbat Packs will share surface level similarities to their VtM counterparts, which can be found here.

## Overview

Packs are but one half of the whole that is Sabbat society. They form what are often referred to as the dredges of Sabbat society by those who live above them. The truth of the matter is the pack is the backbone of the American Sabbat. When ever a city needs to defend itself, or is called to Crusade, the Sabbat packs are usually the first to go in.

Packs are such an integral part of Sabbat society that Cainites without a pack are often viewed with suspicion and distrust. Each pack usually fights within itself until some authority rises to the top, such as a Priest to conduct rituals and a Ductus to lead in secular matters.

## Variations

Some packs are nomadic, while others are "founded". **Founded packs**, or more formally **covens**, are packs who have taken up a permanent haven within a city. They may travel occasionally, but they almost always return to the city which they have taken as their home. In most cities, each coven dwells within a communal haven - a haven in which all pack members live together.

Packs that travel from city to city are naturally referred to as **nomadic packs**. Although some packs are known to live within cities for months or even years; they are still considered to be nomadic until they declare themselves a founded pack.

A coven will usually give hospitality to the nomads that come to them - at least whatever is closest to the idea of hospitality the Sabbat share. Additionally in many Sabbat cities, at least one communal haven will be available to all Sabbat, not just members of one pack, although guests would typically be expected (or required) to share in the Vaulderie with their hosts.

A pack consisting of entirely Tal Maheera is called a hazma. Most if not all hazmas are nomadic, traveling where ever they are needed at the time. Unlike packs, hazma are short-lived; usually dissolved after their intended task is complete. A permanent hazma is rare, and is called a column.
Justicar

Justicars are the most powerful and visible aspect of Camarilla society. Their job is to deal with the Traditions on a wide scale, chiefly with Princes, Primogen, and the other high ranking members of the Camarilla. There is a Justicar for each Clan. Justicars are also served by Archons, who act soldiers, bodyguards, spies, infiltrators, and representatives for their respective Justicar.

## Overview

A Justicar's first and foremost responsibility is the enforcement of the Traditions on a global scale. And while there exist only five of them, they nevertheless touch the foundations of every Camarilla city world-wide. Justicars deal with the most heinous of Tradition breaches. When arriving in a city they are usually only have a single offender or those who support them. Typically, the Archon is responsible for handling Tradition breaches on a larger scale - simply because there are more of them.

## Ivory Tower

The Justicars are handpicked by the Ivory Tower and as a result represent their shadowy cabal. They are the face of the ancient masters of the Camarilla, and when they arrive in a city it is usually at the behest of the Tower. Because of this they are given a great degree of freedom to conduct business how they see fit. They can seize any property or asset with impunity as long as it helps them conduct their affairs. This near limitless authority is backed by the Ivory Tower and as a result the vast majority of Princes acquiesce to their demands.

The vast power they command does not necessarily sooth tempers. A Justicar who overstays their welcome, over taps resources, or otherwise is considered to be abusing their station can often earn them resentment from any and all vampires. Justicars are typically intelligent enough to not abuse their authority or overstay their welcome.

## Other Responsibilities

Typically a Justicar spends most of their time calling and overseeing Conclaves. Conclaves can be called for any reason, from settling disputes, to mere gatherings intended to encourage social events among the Camarilla. Additionally, Justicars oversee the war against the Sabbat, usually by drafting Princes of the affected cities together into war councils.
Elhanan Kedar

Elhanan Kedar is a Beast whose horror is the Kraken. Initially, his power was directed at the Nazis when he operated alone, and for good reason: being a Jewish man in Germany during the time of Hitler's reign became kill or be killed.

Eventually, after his capture at the hands of the German military, he ran in to a couple Awakened operatives working with The Zionist Vendetta. This was, of course, not by accident, though the operatives expected they were being sent on a rescue mission. Instead, they ended up working with Kedar to destroy the bunker that was thought to be strong enough to be his prison. He had already escaped before they even arrived.

At present, he resides in the flooded section of Berlin. After parting ways with The Zionist Vendetta, he chose to make it his lair; fitting that the Kraken occupies the flooded seat of the German government. Unbeknownst to him, however, his actions bleed through into the world of mortals, the growing hunger and whispers of his horror seep into the minds of normal men, corrupting them with power they were never meant to wield.

## Personality

Silence pervades the majority of Kedar's actions, interrupted only by fitful bursts of destructive power. Perhaps the only reason Kedar fell so well into his new life after the Devouring was that Hitler's reign gave him plenty of things to bring to ruin.

His expression is not unlike stone, not because he is cruel or callous, but because he is a man of action who merely wants some peace and quiet. Kedar wishes to be helpful, but acknowledges he is best suited to destruction, and so, he distances himself from everyone on a personal level; the Kraken only knows hunger, it does not derive solace from love or companionship. Few in number are the people who know where Kedar now resides, and they are exclusively participants in The Zionist Vendetta's crusade against the Nazis. If not for them, Kedar would likely never know company in his new home.

In spite of this, sadness punctuates Kedar's behavior. There is a quiet resentment in his heart for the things he has done, what little of this he conveys is perhaps the most potent, and perhaps final vestige of the man he was before the beast swallowed his soul.
Augustus Family

The Augustus Family is a Kindred family who claims to be descendant from the House of Scipiio. Whether or not that is true is unknown, as recorded history is flimsy at best. The Augustus Family has over time, become it's own separate bloodline within the Gangrel clan.

## Disciplines

The Augustus Family has developed into its own separate bloodline, coupled with a unique Discipline.

### Vitaic Supremacy

Thick Blood (•) The Vampire has basic control over their Vitae allowing you to willfully harden your blood to absorb blows. By spending a point of Vitae, gain one general armor per dot of Blood Potency for an entire scene.

Blood-Brother (• •) By spending three points of Vitae, a Kindred can create a semi-sentient creature made of flesh and blood. This creature can only take simple commands, such as "Guard me", or "Attack them". The creature only lasts a scene before violently exploding in a shower of gore and blood.

Material Destruction (• • •) The Vampire's control over Vitae has greatly expanded. By expelling Vitae any weapon that strikes your body can be shattered. Spend two Vitae, roll Blood Potency - Weapon's Size. Gain successes equal to Size to shatter the weapon.

Blood Scythe (• • • •) The Vampire is able to redirect and harden blood to be used as an exterior weapon. Spend 5 Vitae, choose an arm. That arm now counts as a bladed weapon with damage half of Blood Potency rounded up. If off-hand, suffer penalties without the proper merit.

Grasp of Life (• • • • •) The Kindred has mastered the art of Vitaic Supremacy to the point that they can direct the blood of other creatures. As long as the creature has taken Lethal damage, the Vampire may roll Dexterity + Vitaic Supremacy versus the victims Stamina. Each success replenishes one Vitae and deals 1 Lethal per Vitae taken as the blood drains from the wound and effortlessly glides towards the caster. The blood can then be consumed or stored.

## Member Groups

Like most organizations, the Augustus Family has allies. Specifically, they are lesser groups of Kindred who are undeserving to join the ranks of the family, but still prove useful enough to keep around.

* Krakow Stalkers - The Krakow Stalkers are one of the first Kindred groups ever encountered by 363. They are a relatively weak group made up mostly of fledglings and neonates. They are mostly used as canon fodder by the family to avoid Augustus casualties.
* Darkland Prowlers - The Prowlers are a group of Kindred who own the Darklands closest to Lake Zollern. They are arguably one of the most powerful factions within the Darklands.
* Maxian's Enforcers - Maxian's Enforcers are a blood cult that worship Maxius as their god. They are currently fighting for control of the Darklands along every other faction.
Crud Hut

**Crud Hut** is a terrible restaurant envisioned by Gail.

Many facts are known about Crud Hut, and here they are for your vacation planning needs:

* Crud Hut only has one flavor of ice cream and that flavor is Cross-Country Windshield Scrapings.
* Crud Hut also has Cap'n Crunch Raw Chickenberries for the tots.
* Crud Hut has a customer loyalty punchcard plan where after you eat five lunches, they pee in your glovebox.
* Hipsters think Crud Hut is ironic, but in fact, it is just shit.
* Crud Hut has a complete breakfast menu of just British cereals and American chocolate.
* Crud Hut's slogan is PIZZA! PIZZA! They don't have pizza.
* One time at Crud Hut? A guy got a chicken nugget in his bowl of rats.
* The Happy Meals at Crud Hut are just sacks of prescription drugs.
* The official mascot of a Crud Hut is Lupus.
* On your birthday, the entire staff of Crud Hut comes to your table and re-enacts their favorite hilarious Geiko commercials.
* The Employee Training Manual at Crud Hut is just a bunch of episodes of Game of Thrones.
* At Crud Hut, if your clerk forgets to give you a reciept, you get a free side of ranch-flavored tanning lotion dippin' sauce.
* Crud Hut is a theme restaurant and the theme is Rob Schneider films.
* Crud Hut is a terrible restaurant, you guys.
* Lindy's WISHES it was Crud Hut.
* Evidently, Crud Hut has a car rental agency now.
* Never order weasel at a Crud Hut.
* They serve crappy dip at Crud Hut.
* Crud-Hut is now owned by Sizzler!

It should be noted that Gail Simone has NEVER recommended Crud Hut in any way she'll admit to.

1. ↑ First mention of Crud Hut
2. ↑ https://twitter.com/GailSimone/status/712644478427901952?lang=en
Cesar Vidal

Most sensible folk would agree that driving a vehicle without seatbelts at speeds exceeding one-hundred miles per hour is absolutely insane. To César, and by extension the rest of 363, this is merely another day on the road. A self-styled vampire killing badass and part-time genius mechanic, 363 Industries' César Vidal is one of the leading members of the group; not because he should be, but because he does not allow it to be any different.

César and Juan were born into the Vigil, their father being the descendant of another hunter, whom in turn was a descendant of another hunter. The supernatural tends to be attracted to the Vidal family and it fights back fiercely. César possesses a plethora of skills all put to good use in the Vigil, although Juan is the oldest brother, César is most alike to their father. When it comes down to brass tacks, most would prefer to have César covering them rather than Juan... But the younger Vidal brother has been accused of being rude, unapproachable and, at best reckless, at worsst suicidal.
Juan Vidal

### Titles

CEO of 363 Industries, El Rey (Possible future), King Juan Vidal I (Possible future)

## Social Attributes

### Composure

• • •

Juan 'Wallace' Vidal is the head of 363 Industries and older brother of Cesar. Being the face of a corporation, Juan rarely gets directly involved, rather working with the political and financial circles of the Berlin campaign, using his position as a member of the Agricultural Cabinet and his status as the head of the 363 Industries Hunter Cell he keeps the heat off the hunters and money in their pockets.

## Personality

Juan is equal parts charming and intelligent and he knows it, using these gifts to advance the 363 cause. A proud member of the Vidal family, Juan seeks to honor his family legacy by continuing the crusade against the supernatural alongside his brother, Cesar. Unlike many hunters, however, Juan does not believe all supernatural creatures to be innately evil, offering captured foes a chance to turn heel and work for him, provided they are reasonable and capable of loyalty. While Juan firmly believes what he does is for the betterment of humanity, he is secretly plagued by the idea that despite his best efforts, he is only shoveling shit against the tide and thus far has not had an opportunity to make a real difference.

## The Continuity

While there is an established continuity where main events, such as Berlin being flooded, are fixed, other events such as Juan becoming King are not fixed and are entirely dictated on play. Despite any and all possible futures, all powers (players) agree that Juan, and 363 industries as a whole, are a pivotal key in determining the future of the world.

### The King of Spain

In a different timeline, Cesar Vidal was shot and nearly killed. During this near death experience, the hunter had an awakening and ascended to become a Mage. While traveling through the Stygian planes, Cesar came across a hallway showing each individual family member at the time of their death. Cesar took this opportunity to peer into the future of Juan. This room showed Juan Vidal older and grizzled, camped out in a cave with several armed revolutionaries. The cave was quickly wracked with artillery fire and the event fades before the fate of Juan is determined. In certain timelines, Juan Vidal succeeded in his revolution and became the king of Spain.

### Death of a Loved One

In at least one possible future, Juan is crowned king but is struck down prior to unifying the country. In this timeline, Cesar has taken up the mantle of creating a Vidalist Spain, but never fully succeeds, throwing Spain into chaos and turmoil for decades.
King Shark

**King Shark** is, by all accounts, a shark. Significant doubt remains in the minds of many, prompting them to need verification that King Shark is a shark.

This wiki takes no official position on whether King Shark is a shark, but is willing to allow that it is possible that King Shark may indeed be a shark.
Prince Ebredus

Prince Ebredus is the Count of Oldenburg, ruling behind the scenes as the figurehead of the Cainite influence in the county. Originally a member of a Germanic tribe, he was embraced during the Roman Empire's vast expansion from Italy. Gaining traction within the Ventrue, Ebredus has seen many lifetimes worth of military campaigns and earned his place to begin a new chapter in his unlife as he attempts to rise to a position of note. His purpose as a ruler is being realized and he wishes to see just how far his ambition will take him.

As stated before, Ebredus rules Oldengurg behind the scenes, his use of the discipline Presence ensuring no mortal disrupts his plans or question his mortal puppet. Cattle should obey the shepherd after all. He works with his fellow Cainites in the county to ensure the stability and prosperity of the province, allowing their goals to be accomplished. His vast wealth and influence within Clan Ventrue has ensured that the group is equipped with the finest armor and weapons (if they choose to wield any), and that only the most thoroughbred of steeds carry them to battle.
Earl, the Little Mermaid

**Earl**, as told in legend, was a mermaid. He fought a witch on a boat, and fell in love with a man who turned out to be a prince. In the end, they are married and live happily ever after, which is the fashion in fairy tales.

The full story is as follows:

1. ↑ https://twitter.com/GailSimone/status/676787384499970048
Boobus

**Boobus** is a genre of comics, the name of which was coined by RocketSpouse and Ed the Sock during a visit to a Canadian comic book shop. The most important defining factor of a Boobus comic is, of course, Boobuses. Occasionally there are faux-Boobus comics which provide a clearly Boobus cover but only provide disappointment inside, featuring characters and junk instead.

One of the greatest outrages in the comics world today is how far behind Boneses comics are in terms of representation.

1. ↑ https://twitter.com/GailSimone/status/655903113186906112?lang=en
2. ↑ https://twitter.com/GailSimone/status/655903645356003328?lang=en
3. ↑ https://twitter.com/GailSimone/status/655904733245235200?lang=en
4. ↑ https://twitter.com/GailSimone/status/655904002056454144?lang=en
Lesbian Churros

**Lesbian Churros** are what happens when two female-identifying churros love each other very much. Sometimes their games can get a little risque, and it is true that not all lesbian churros are cisgender. But we welcome churro diversity with open arms. Lesbian churros can be found in the pavilions of Italy.

Het churros aren't bad or anything. They're just a bit disappointing.

1. ↑ First mention of lesbian churros
2. ↑ https://twitter.com/GailSimone/status/735256509727137792
3. ↑ https://twitter.com/GailSimone/status/735812463162216448
4. ↑ https://twitter.com/GailSimone/status/741623195007094784
Sex Giraffe

**Sex Giraffe** is a valued member of the X-Men. His powers are, as the name makes obvious, either laser eyes or force beams.

 The character spent time in X-Force in the 90s, but the design of that incarnation is now criticized.

Sex Giraffe has his own Twitter, but has sadly retired from maintaining it.

1. ↑ First reference to Sex Giraffe
2. ↑ https://twitter.com/GailSimone/status/409486251134156800?lang=en
3. ↑ https://twitter.com/GailSimone/status/409485909432606720?lang=en
Gail Simone's Twitter Wikia

## Welcome to the Gail Simone's Twitter Wikia

This is an unofficial, fan-created guide to the wild and twisting ways of comic author Gail Simone's legendary Twitter account. From what blue milk is made of, to the KISS vampires, to the horror of King Buttermilk, we do our best to document all its glorious weirdness.

Caution: May contain some factual material.

## About Gail Simone's Twitter

Gail Simone, author of a wide variety of comics including *Batgirl*, *Birds of Prey*, *Deadpool, Clean Room, Leaving Megalopolis*, *The Movement*, *Secret Six* and far too many others to list here, is also well known for her Twitter feed. There, Gail is free to spin tales and make wild assertions (but never, ever trolling), to the delight of tens of thousands of fans worldwide. The aim of this wiki is to prevent these gems from vanishing into the oblivion of Twitter's archives, and to make it easier to share the outlandish world she has created there. Where possible, links to the actual stories will be provided so people can read them directly.
King Buttermilk

**King Buttermilk** is the evil king of frogs, who reigns from the Magic Happy Room in Japan. His reach is worldwide, and will follow those unfortunate enough to spend a night in his domain no matter where they may flee.

Pretending to be a friend to children, he gains their trust before his evil nature is revealed. He then devours their souls, using their bodies as firewood. There are endless stories about the terrors caused by King Buttermilk, each more horrible than the last, but alas too disturbing to be recorded in written form. The frog king's foul exploits do enjoy a thriving oral tradition, as his victims-to-be tell each other stories as they attempt to find a brief, fitful sleep.

There is evidence that the staff of the Japanese hotel which houses The Magic Happy Room are likely thralls of King Buttermilk and aware of his terrible deeds.

1. ↑ First appearance of King Buttermilk, via Storify
2. ↑ Video evidence of the hotel's complicity
Kung Fu Panda Wiki:Políticas do Fórum

## **Comportamento**

* Inserir mais de 4 imagens em um post, é considerado flood, e banimento por 24h.
* Falar palavrão 24h de banimento. Falar 2 palavrões banimento 48h, falar 3 palavrões banimento 72h, falar 4 palavrões banimento de 12 meses, falar 5 palavrões banimento permanentemente.
* Fazer posts na haver, com assunto que não está, ou é, na wiki, banimento 1 semana.
* Flood, Spam, imagens, vídeos e mensagens inapropriáveis, contendo nudez, pornografia... Banimento 6 meses.
* Discussões que levam brigas em outras wikis, diferentes da KFPBR, 5h de banimento.

**Aviso:** Quem reportar esses comportamentos favor enviar uma mensagem no mural de Mensagens do Prestesfoxy842 e do Perola Verde, ou tirar um print, e fazer o mesmo, Obrigado.