recursal/Fanatic-Fandom huggingface dataset:
Professions

**Attributes**

* Dexterity 2
* Strength 3
* Charisma 1
* Composure 1
* Perception 2
* Intellect 0

**Talents**

* Alertness 1
* Athletics 3
* Unarmed Combat 2
* Specific Weapontype (of choice) 4
* Specific Weapontype (of choice) 1
* Intimidation 2
* Leadership 1

**Attributes**

* Dexterity 1
* Strength 1
* Charisma 1
* Composure 1
* Perception 3
* Intellect 2

**Talents**

* Alertness 3
* Unarmed Combat 1
* Specific Weapontype (of choice) 1
* Lockpicking 2
* Empathy 2
* Investigation 4
* Examination 2
* Tracking 1

**Attributes**

* Dexterity 3
* Strength 0
* Charisma 1
* Composure 2
* Perception 2
* Intellect 1

**Talents**

* Alertness 2
* Stealth 4
* Lockpicking 3
* Sleigth of Hand 3
* Disguise 3
* Investigation 1

**Attributes**

* Dexterity 0
* Strength 1
* Charisma 3
* Composure 1
* Perception 2
* Intellect 2

**Talents**

* Alertness 1
* Empathy 2
* Leadership 2
* Negotiation 3
* Performance 2
* Manipulation 2
* Ettiquette (of choice) 2
* Seduction 1

**Attributes**

* Dexterity 0
* Strength 1
* Charisma 2
* Composure 2
* Perception 2
* Intellect 3

**Talents**

* Alertness 2
* Investigation 2
* Examination 2
* Knowledge (of choice) 4
* Knowledge (of choice) 2
* Knowledge (of choice) 2
* Knowledge (of choice) 1

### Modifications

1. You may distribute 9 points on your Attributes. Note that none can be increased above 3.
2. You may distribute 15 points on Talents. Note that none can be increased above 5.
Talents

### **Social Talents**

* **Disguise** –used to create disguises, move unsuspiciously in social settings and pretending to be someone else
* **Empathy** – used to understand or feel what another person is experiencing from within their frame of reference aswell as if they are lying
* **Intimidation** – used to intimidate, establish social presence, talk over people
* **Confidence** – used to give convincing speeches or lead others, lie aswell as seduction or
* **Negotiation** – used to make advantageous deals, consiliate hostile parties
* **Manipulation** – used to subterfuge and trick the minds of others

### **Mental Talents**

* **Alertness** – used to spot ambushes or for social and situational awareness
* **Investigation** – used to search through libaries, archives or messy places
* **Inner Eye** – used to spot supernatural activity and sense their presence
* **Willpower** – used to resist mental and magical attacks, empower ones spells and endure pain
* **Focus** – used for staying concentrated, not loosing focus, driving
* **Memory** – used to remember forgotten information
Constructs

## Introduction

Constructs are Gravespawn that through the fleshtwisting arts of Metamorphosis are comprised of several conjoined bodies. These abominations can take and shape and size and are highly customised by their respective creator.

## (Rules) Building a Construct

When it comes to the creation of Constructs the potential is near limitless, simply dependant on the Transcendants time and resources. Creating a construct will usually require a lot of dead bodies; aquiring them will require large sums of money/work and is sure to raise some suspicion. The Storyteller can frequently demand *Necrotic Resources* (1-6) depending how many changes they wish to made.

When creating or modifying a Construct the Transcendant may spend any amount of AP. For every second AP spend they gain a number of points equal to their Specific Knowledge (Medicine) to spend as XP on the Construct. They will start with the stats of a regular Gravespawn without any Talents, however none of the regular stat-limits apply. At a certain size (larger than a bear) their speed will be reduced and their Initiative (per Action) cant be increased above 10, 8, 5 (depending on the size). They may make any of the additional changes below:

* Divide Initiative on Multiple Actions (Free)
* **Flesh Weapon** (Increases Unarmed damage by X) [3 XP per 1 damage, up to +4]
* Other Changes

A construct can not learn any necromantic powers by mere XP. **Flesh Changer, Charnel Pit** and **Weave the Threads of Unlife** can also be applied to improve the chosen Construct.
Knowledge References

Knowledges can be applied to normal rolls as additional dice if the Storyteller deems it adequite. *For instance an Intellect + Investigation Roll may be increased with Mortal Politics knowledge when searching for a politicans dirty secrets; an introduction to an aristorcrat through a Charisma + Confidence Roll may be increased with the befitting Ettiquette, and the knowledge about a specific weapon may be applied when attacking with it.*

## Academic

* **Medicine**
* **Science**- Biology and Chemistry
* **Mathematics**- This also encompasses engineering and physics
* **Architecture**
* **Finance**
* **Psychology**
* **History**
* **Art**
* **Technology-** Understanding of mechanical and artifical processies (Hacking in Modern)
* **Philosophy-** This may also encompass theology
* **Linguistics-** For every point spend in your character will be fluent in an additional language.

## Political

* **Etiquette**- Knowledge about the ettiquette of a faction, class or specific culture (Proletariat, Bourgeoisie, Academic, Strigoi, Goth, Country of choice)

* **Mortal politics**
* **Undead politics**
* **Streetwise-** Encompasses knowledge about the chronicles city; including escape routes, hiding spots and old tunnels etc.
* **Criminal Underworld**

* **Hongkong**

## Supernatural

* **Folklore-** Ancient myths, Afflicted stories and cultures and their supernatural truth
* **Umbral-** Encompasses knowledge about the spirits and the Umbra
* **Underworld-** Emcompasses knowledge about the underworld, liches and wraiths
* **Occult**- Everything about invisible world and its worshippers.
* **Witchhunting**

* **Fleshcrafting**
* **Spirit Binding**
* **Sanguine**

## Weapons

* **Ranged Weapontype** (eg. Pistols, Rifle, Shotgun)
* **Melee Weapontype** (eg. Knifes, Blades, Bats)
* **Brawl**
* **Martial Art** (of choice)

## Crafts

* **Smithing**
* **Masonry**
* **Carpentry**
* **Fabric Work**

## Misc

* **Animal Handing**
* **Locks**
* **Military Strategy**
* Debate
Aloka

## Introduction

The Aloka are the western House of Revenants. They inhabit west africa aswell as parts of america and the caribbeans. Aloka have developed a unique type of sorcery that consists of smypathetic magic and a unique interweaving of curses and blessings inspired by Hoodoo.

## See also

* Aloka (Overview)
* Aloka (Rules)
* Opinions
Blackdagger Syndicate

## Introduction

The Blackdagger Syndicate, also known as the Blackdagger Gang or simply the Blackdaggers; is an incredibly aggressive and violent gang operating in all of London. They are by far the largest gang in the city and recieve support from the police and insiders in the local law enforcement. The gang is under direct controll of the Covenant and through its support and their brutal tactics they have consumed one gang after another; forcing them to join or be destroyed.
Azrael (Storyteller Section)

## Introduction

Azrael is the Supremus of Southwark and the representative of the Custodes in London. She serves the Covenant with an almost fanatic devotion that often blinds her to the wickedness of her subjects. She is widely considered one of the most stubborn and strict individuals of her Bloodline.

## Stats

* **Attributes**: Dexterity 6, Strength 5, Charisma 1, Composure 3, Intellect 2, Perception 3; Initiative: 20, Impression: 3, Toughness: 5
* **Talents:**
	+ **Physical**: Throwing Blood (3), Unarmed Combat (4), Athletics (6), Swords (6)
	+ **Social:** Animal Handling (3), Empathy (3), Leadership (4), Intimidation (5), Etiquette (Covenant) (5)
	+ **Mental:** Linguistics (3- Latin, Italian, German), Tracking (4), Examination (4), Alertness (5)
		- **Knowledges:** Generic Knowledge (Academic) (3), Specific Knowledge (London) (3), Generic Knowledge (Occult) (4), Generic Knowledge (Politics) (4), Specific Knowledge (Covenant Lore) (4), Specific Knowledge (Custodes Lore) (4)
* **Physique:** Health 10, Essence 12, Binding 10
* **Necromancy:**
	+ **Blood Sorcery (4) [Methusalem]-** The Kiss, Strigoi Swiftness, Accursed Lifeforse, Grace, Hemostasis, Chiroptean Sensibilisation, Bat Form [Chiroptean Transformation], Quicksilver Blood; Thirst of Sitis, Aspect of the Storm | Create Stryga
	+ **Prospection (3)-** Attuned to Death, Minds Eye (4), Eye of the Webworker, Uncanny Reflexes | Attuned Senses
	+ **Resurrection (1) -** Rigor Mortis | Weave the Threads of Unlife
	+ **Illusion (-) -** Spook [Spooook, Mirage]
* **Advantages and Flaws:**
	+ **Belongings:** Sword of Milan (Imprisoned Soul- +3 damage; Lifestone (1))
Houses

## Introduction

### Advantages

Aloka increase their **Execration** and **Creation** by 1.

They start with the following powers:

* **Execration:** *Fateweaver*
* **Creation:** *Necromantic Enchantment* and *Barrow Gift*

### Advantages

Krasue increase their **Wraithcraft** and **Illusion** by 1.

They start with the following powers:

* **Wraithcraft*:*** *Mistform*

### Advantages

Orcus increase their **Resurrection** and **Distortion** by 1.

They start with the following powers:

* **Distortion**: *Voice in the Veil*
* **Resurrection:** *Gift of Unlife*

### Advantages

Yunsong increase their **Distortion** and **Prospection** by 1.

They start with the following powers:

* **Distortion:** *The Beckoning* and *Imprison Soul*

### Advantages

Senshi increase their **Creation** and **Wraithcraft** by 1.

They start with the following powers:

* **Creation:** *Necromantic Enchantment* and *Ward of Hecate*

* **Wraithcraft:** *Sagiris Shroud*
Lucinda Grimvitch (Storyteller Section)

## Introduction

Lucinda is the youngest member of the Grimvitch family. As a former member of the royal family represents their influence into british nobility.

## Stats

* **Attributes**: Dexterity 1, Strength 1, Charisma 3, Composure 2, Intellect 2, Perception 1; Initiative: 7, Impression: 6, Toughness: 2
* **Talents:**
	+ **Physical**: Pistols (1), Throwing Blood (2)
	+ **Social**: Disguise (2), Leadership (3), Negotiation (3), Seduction (4), Empathy (4), Etiquette (Bourgeoisie) (5)
	+ **Mental:** Linguistics (4- French, Spanish, Italian, Russian)
		- **Knowledges**: Generic Knowledge (London) (1), Generic Knowledge (Academic) (2), Specific Knowledge (Covenant Lore) (3), Generic Knowledge (Political) (4)
* **Necromancy:**
	+ **Illusion (2):** Spook [Spooook, Mirage, Swing the Mood]
	+ **Blood Sorcery (1):** The Kiss, Accursed Lifeforce
Necromantic Compass

## Introduction

The Necromantic Compass is a way to determine the views of a Necromancer or Afflicted on the natura of arcane aswell as its relation to the current political state. It is a simple way to map and compare the believes of an individual with that of the large Bloodlines, Clans and Houses. The points below are questions a player can answer to deepen the views and convictions of their character (although they only deal with the supernatural and its direct consequences); they may place them on the Necromantic Compass to gain a better understanding where their character stands in Undead Soceity.

## Axes and Values

There are two Axes on the compass; the linear one refers to the extend to which a necromancer should alter the laws of reality and the greater powers that influence it, note that standing in the middle will mean they will simply advocate for the status quo; the horizontal axe refers to their views on mortals and the Undead. Each of them in- or decreases their final rating on the graph.

## Alteration; Questions

1. Akasha, as the force of natural death, is the innate enemy of any necromancer. Cooperating with it will only result in ones destruction and that of their kin; it is there for irrational.
	* Strongly Agree (+1)
	* Agree (+0)
	* Disagree (-2)
	* Strongly Disagree (-5)

1. In our pursuit of power over the natural world, we must not meddle with powers greater than anything we can comprehend. Since it is the goal of every Necromancer to achieve power in the natural world, the worship of a Lich can never achieve that.
	* Strongly Agree (-2)
	* Agree (-1)
	* Disagree (+1)
	* Strongly Disagree (+3)
2. Ahriman is the great enemy of this world, protecting it is our natural obligation as we are part of it.
	* Strongly Agree (-3)
	* Agree (-1)
	* Disagree (+2)
	* Strongly Disagree (+5)
3. Dealing with or worshipping Liches is a valid way of achieving necromantic power.
	* Strongly Agree (+3)
	* Agree (+1)
	* Disagree (-2)
	* Strongly Disagree (-5)
4. Should the pursuit of power at any cost be ones goal, they must consort with Ahriman to achieve this goal.
	* Strongly Agree (+4)
	* Agree (+2)
	* Disagree (-1)
	* Strongly Disagree (-2)
5. Material Reality is inherently restricting and should be destroyed.
	* Strongly Agree (+6)
	* Agree (+2)
	* Disagree (-0)
	* Strongly Disagree (-1)
6. Undeath is an unnatural state that defies what should be; we should rid the world of it even through the usage of necromancy.
	* Strongly Agree (-5)
	* Agree (-2)
	* Disagree (+0)
	* Strongly Disagree (+2)
7. Manipulating ones soul is a wreched practice, ridding an entity from its most important component: Identity.
	1. Strongly Agree (-4)
	2. Agree (-1)
	3. Disagree (+1)
	4. Strongly Disagree (+2)
8. Only savages deal with Curses and Diseases; something any true necromancer should avoid practicing.
	* Strongly Agree (-1)
	* Agree (-1)
	* Disagree (+1)
	* Strongly Disagree (+2)
Solon (Storyteller Section)

## Introduction

Solon is the Supremus of the City of London.

## Stats

* **Attributes**: Dexterity 3, Strength 2, Charisma 3, Composure 6, Intellect 4, Perception 3; Initiative: 16, Impression: 8, Toughness: 6 (Mask)
* **Talents:**
	+ **Physical**: Athletics (3), Unarmed Combat (3), Pistols (4), Throwing Blood (6)
	+ **Social**: Leadership (3), Empathy (3), Negotiation (5), Subterfuge (6), Intimidation (6), Etiquiette (Covenant) (7)
	+ **Mental:** Alertness (5), Linguistics (10- French, Latin, Greek, Sumerian, Gaelic, Chinese, Japanese, Korean, Sanskrit, Russian)
		- **Knowledges**: Generic Knowledge (Academic) (4), Generic Knowledge (London) (4), Generic Knowledge (Necromancy) (5), Specific Knowledge (Witch Hunting) (6), Specific Knowledge (Vuldonen Lore) (6), Generic Knowledge (Politics) (6), Specific Knowledge (Covenant Lore) (8)
* **Physique:** Health (12), Essence (12), Binding (15)
* **Necromancy:**
	+ **Blood Sorcery (4) [Methusalem]:** The Kiss, Strigoi Swiftness, Chiroptean Sensibilisation, Hemostasis, Grace, Batform [Crowform, Chiroptean Transformation], Mastery of the Mortal Essence; Grim Winters Kiss | Create Strygor
	+ **Execration (4) [Vudon]:** Uncanny Odem, Accursed Grasp, Leech Life (Death Hex), Fateweaver | Curse of Lethargy, Curse of Pathos, Curse of Spite, Redirection, Curse of True Death, Curse of Necromancy
	+ **Contagion (3):** Nergals Flesh, Attuned Symptoms | Caldron of Pestilence, Taint Essence, Plague of Flesh, Ninkilims Mastery
	+ **Illusion (2):** Spook [*Spooook, Mirage, Swing the Mood*], Sensual Overload
	+ **Distortion (1):** Voice in the Veil, Claw of Dust | The Beckoning, Imprison Soul, Create Familiar
* **Advantages and Flaws:**
	+ **Belongings:** Mask of Solon *(Bird Theatre Mask in venetian style, with delicat golden feathers covering all but the eyes and the beak, Mouth and Eyes visible;* **Lifestone,** Minds Eye (5), Dead Sight, Voice in the Veil, Barrow Gift (True Death when touching))
Eternals of Eridu

## Introduction

The Eternals of Eridu were the first (...) to ever walk the mortal world. After holding sway over their ancient dominion of Sumer, they slowly faded away due to the curse of (...). In modern times they are but a forgotten legend, yet their corpses and ancestors still stalk their ancient chthonian tombs.

## History

Also known as Edimmu these Proto-(...) reigned over the fertile lands of mesopotamia until the rise of Persia. While their influence remained strong over the ancient deserts and swamps until the fall of the Sassanids, they were but a shadow of their former might. Since the rise of Islam, the Edimmu have officially been purged from the face of earth. Yet there remain countless of their ancient tombs buried beneath sand and mud. Beneath countless ruins their sepulchre servants still attend their sleeping kings and it is believed that the ancient Zikkurat of Eridu, buried deep in the desert sands, still hosts a court of their kind.

## Characteristics

Although the Edimmu shared similarities with Wigths, they were fare more powerful as their necromantic mastery outshined even that of the mightiest modern (...). Their veins where filled with a thick dark mucus containing their powers which granted them the byname Blackbloods, a title for undead nobility to this day. Their skin withered away and turned grey while their lenses colored themselfes black. Most Edimmu retainted their mortal form, mostly resembling a corrupted corpse, yet there where those that displayed features of tainted divinty.
Archetypes

...

break-in abilites - aspect of the ocean god / batform / mistform / vicious transformation

### Artifact weapon interactions

crippling weapon - (necromantic enchantment + curse of corpus (fragility)) 15 exp (+ optional damage ability on artifact)

toxic weapon - (necromantic enchantment + curse of corpus (mortality) + venom(item)) 15 exp
Miles Bishop (Storyteller Section)

## Introduction

Miles Bishop is a respected member of the Whitechapel Wanderers. (...)

## Stats

* **Attributes**: Dexterity 1, Strength 3, Charisma 1, Composure 3, Intellect 1, Perception 1; Initiative: 8, Impression: 2, Toughness: 4
* **Talents:**
	+ **Physical**: Unarmed Combat (4), Athletics (2)
	+ **Social**: Negotiation (2), Empathy (2), Etiquette (*Proletariat*) (2)
	+ **Mental:** Alertness (1), Linguistics (2- Latin, Italian)
		- **Knowledges:** Generic Knowledge (Politics) (2), Specific Knowledge (Medicine) (5)
* **Physique:** Health (8), Essence (5), Binding (10)
* **Necromancy:**
	+ **Resurrection (3):** Gift of Unlife and Endurance of the Grave | Restoration of Unlife, Inscribe Command
	+ **Metamorphosis (2):** Master of Flesh, Feral Patronage | Malleable Form
	+ **Prospection (1):** Minds Eye (1)
Stryga

## Introduction

The Stryga are a type of sentient Undead created by Strigoi. Similar to Wights they are bound to the will of their creator, however they are incapable of learning necromantic powers. They are the product of Strigoi mutation that distorts their flesh and makes them more repulsive the older they grow.

## Powers

Stryga are incapable of learning common necromantic powers since their Essence does not possess the same arcane properties as that of other Afflicted. However do to the mutative powers locked inside their flesh, they can learn certain powers of Bloodsorcery; which are listed below:

* The Kiss
* Strigoi Swiftness
* Chiroptean Sensibilisation (Without the required Prospection powers)
* Accursed Lifeforce
* Grace
Katharina Grimvitch (Storyteller Section)

## Introduction

Katharina Grimvitch is a member of the local Grimvitch family and the wife of their matriarch. She acts as a family member and organises the mansion.

## Stats

* **Attributes**: Dexterity 2, Strength 3, Charisma 1, Composure 2, Intellect 1, Perception 2; Initiative: 9, Impression: 3, Toughness: 4
* **Talents:**
	+ **Physical**: Unarmed Combat (3), Throwing Blood (3)
	+ **Social**: Etiquette (Bourgeoisie) (2), Intimidation (3), Etiquette (Russian) (3), Seduction (3), Leadership (4), Empathy (4)
	+ **Mental:** Alertness (1), Linguistics (2- French, Russian)
		- **Knowledges**: Generic Knowledge (London) (2), Generic Knowledge (Political) (2), Specific Knowledge (Grimvitch Lineage) (2)
* **Necromancy:**
	+ **Blood Sorcery (3):** Striogi Swiftness, Accursed Lifeforce, Grace
	+ **Resurrection (1):** Endurance of the Grave | Restoration of Unlife
	+ **Illusion (1):** Spook [Spooook, Mirage]
	+ **Prospection (-):** Minds Eye (1)
Roughbarry Rooks (Storyteller Section)

## Introduction

The Roughbarry Rooks are a smaller gang operating in Whitechapel. Despite engaging in the usual criminal endevours of a bandit-gang they direct their efforts against the wealthier inhabitants of the borough. They are one of the main mortal associates of the Whitechapel Wanderers.

## Notable Members

* **Robin Dalton**, a young woman from a wealthy family in Whitechapel. She was abducted by a Vuldon that wished to sacrifice her in order to place a death-curse on her father. Robin managed to escape shortly before her families estate was burned down. She was forced to make a living on the streets and through willpower, blood and her knowledge of the supernatural she managed to found a gang of her own. Soon enough she was contacted by Cat Dalton, a former relative and member of the Whitechapel Wanderers.
* **Lewis Potter**, a former factory worker and soldier. While his duties in the army took him out of London all of his children died in an explosion in the Imperial Gasworks. He joined several resistance groups that wished to topple factory owners until ending up in the Roughbarry Rooks. As an old war veteran and incorrigible idealist he is a respected voice within the gang, taking on most of the more dangerous jobs.
* **James Fulton,** a Wight send by the Franklins to gain trust in the gang and spy on the Wanderers. He is a rather young individual liberated from an Orcus that was destroyed in the debts of London. He was raised as a cultist and necromancer before his liberation and the macabre means in which he was raised alienate him to the mortal world. He is usually fairly quiet but the unnatural resilience of his undead flesh made him into a famous fighter in the gang, simply refered to as "Tough James". He earned that title after surviving two rounds from a police officer during a raid of a former hideout.
Senshi (Rules)

Senshi increase their **Creation** and **Wraithcraft** by 1.

They start with the following powers:

* **Creation:** *Necromantic Enchantment* and *Ward of Hecate*
* **Wraithcraft:** *Sagiris Shroud*

## Unique Powers

**Forger of Souls [5 points]**- *Due to their supernatural connection with the world of spirits, the Aspirant can manipulate its inhabitants far easier. With this power spirit and steel can become one with a mere touch.*

Passive: Increases the number of points the Aspirant may spend on **Imprison Soul** by 2.

**Spectral Arsenal [Requires Spectral Avatar and Imprison Soul (Distortion) | 5 points]-** *Allows the Aspirant to freely move bound spirits between their body and an artefact in their possession.*

Active: The Aspirant must make a successful Evocation Roll. A spirit bound to a weapon through **Imprison Soul** can be pulled out and bound to their body through **Spectral Avatar** and vice versa. This can also be used to switch out spirits in a weapon, in which case they will either all apply the same effects or may instantly apply or revoke one specialised to each. (*E.g. the Aspirant may use two spirits, one increases the weapons damage, the other increases the weapons parry bonus*)

## Unique Rituals

**Invocation of Prowess [10 points]-** *This ritual allows the Aspirant to tap into the wisdom and experience of their ancestors to increase their figthing prowess. They may choose a traditional weapon to gain insight about for a limited amount of time. To do so they must surround themelves with a ring of ash, salt, grinded down burdock root and dried soil; atop they must place and light incense sticks. After everything is readied the Aspirant must enter ritual medidation, allowing them to communicate with their ancestors.*

Duration: 1 AP/ 1 hour

Ritual Resources: Exotic (3), Necrotic (2)

Effect: The Aspirant may choose one of the following weapontypes: *Sword, Knife, Polearm* or *Bow*. For the next scene the Aspirant can reroll up to three dice for any skillcheck related to the chosen weapon.

## Backgrounds

* **5 points; *Senshi Great Clans-***
	+ **Ashikaga**- After making a successful Evocation Roll and spending a full round of Absolute Focus the Ashikaga may instantly recharge an artifact in their possession.
	+ **Hojo**- After making a successful Evocation Roll and spending four points of Initiative the Hojo may summon a mist warrior that automatically blocks an attack in sight.
	+ **Minamoto**- After making a successful Evocation Roll the Minamoto may make a spectral blow with a weapon of choice, converting its *physical* to *mental damage.*
	+ **Shimazu**- After making a successful Evocation Roll the Shimazu may add their Weapontype Rating onto a Stealth Roll when making a stealth attack.
	+ **Takeda-** After making a successful Evocation Roll the Takeda may controll an animal Gravespawn for a full round without requiring any *Focus*. When using this on horseback all riding rolls succeed automatically should the horse be under their controll.
Uschebti

## Introduction

Uschebti are unliving servants created by the Sphingians. Like Wights or Stryga they are bound to the will of their creator, however they are not Afflicted but a unique type of Gravespawn with a spirit bound to them. Without Essence they rely their masters necromantic bandages to regenerate their bodies.
Spirits

## Types of Spirits

* Shade- Umbral replica of a concious mortal mindlessly acting out their former lifes
* Phantom- The recorded conciousness of a deceased stored in the Underworld. They are either in the process of being dissolved or under the direct controll of a Lich
* Spectre- A Phantom bound to a haunted region over which they have limited controll. This may happen due to necromantic manipulation or an irregularity (for instance caused by a greatly unsatisfying death)
* Familiars- Spirits that have been summoned and recreated by a nercomancer to serve their foul will.
* Changeling- A Phantom that regained the controll over their conciousness. They may freely move between layers of reality.
* Wraiths- An artifical conciousness granted a specific form and powers by a Lich or a Revenant
Alvin and the Chipmunks: The Squeakquel

***Alvin and the Chipmunks: The Squeakquel*** is a 2009 musical comedy film produced by 20th Century Fox, and is the sequel to *Alvin and the Chipmunks*.

Below is a list of all known airings to date of this movie on Disney Channel:

## 2020

 February 8, 2020 | 4:50pm
 November 13, 2020 | 6:25pm
 November 14, 2020 | 5:00pm

## 2023

 January 31, 2023 | 8:00pm
 March 10, 2023 | 6:25pm
 May 7, 2023 | 6:25pm
 June 12, 2023 | 8:00pm
 July 28, 2023 | 6:25pm
Shades

## Introduction

Shades are a tpye of Spirit that is naturally spawned within the uncounted layers of (...). They are mere reflections of the past, acting out their physical counterparts until fading away. Shades possess no conciousness or powers of their own and are but magical projections. Under regular circumstances they will simply move through any material object or lifeform they encounter without reacting to it.

## Characteristics

Shades are mere magical simulations of creatures regularly possessing a soul, representing the non sentient aspect of their past as oppose to a Ghost. Within their subsequent layer within the (...) they act out the past of their counterpart. While young Shades might be confused with a real lifeform should they be encountered, older ones are but faded reflections, sometimes even growing transparent. This does not only concern their appereance but also their voice and senses which grow into numbed whispers the closer they are to the Underworld.
Between Sessions

## Action Points

During each downtime every character gains Action Points (AP), which they can spend to perform Downtime actions. The Storyteller decides how many AP the characters gain, depending on how long the time is and how efficiently they can use it.

Between two sessions characters typcially gin **10 Action Points (AP)**.

### Spending AP

Most AP actions have a base AP cost; and often require a specific Roll given by the storyteller. The player may improve their chances of success by spending additional AP on the action, each AP granting them additional 2 dice (excluding rituals).

Every Action can only be done once per downtime (excluding rituals).

Most AP actions are fairly reliable; but some more riskier ones like espionage are risky and have a high difficulty. The base difficulty for an action is usually 3, more demanding takes will have one of 5-15.

## Learning

The character can freely spend their XP; but many backgrounds, abilities and stats require an unlocker before they can be aquired. An AP action can sometimes provide such an Unlocker.

### Unlockers

Certain tomes, artifacts or simply trainers can unlock new powers, rituals or Talents. The most reliable way of unlocking this knowledge is through a trainer that can teach the character. When teaching another character this requires a number of AP given by the Storyteller. Note that players may train each other if they so wish. To qualify as a trainer the chosen character requires a higher level in the chosen Talent. Otherwise various forms of literature suffice to unlock such skills. To learn new powers a character requires certain necromantic literature (likes tomes) or teachers.
Vivien Grimvitch (Storyteller Section)

## Vivien Grimvitch

### Relatives

 Katharina Grimvitch (Progeny),  Cassandra Grimvitch (Progeny),  Lucinda Grimvitch (Progeny)

## Introduction

Vivien Grimvitch is the Matriarch of the local Grimvitch family. She is a deceptive and powerhungry Dracul seeking political power within the Covenant and East End. She was recently awarded the Privelege of Allegiance and is one of the Covenants local leaders.

## Stats

* **Attributes**: Dexterity 1, Strength 1, Charisma 4, Composure 2, Intellect 2, Perception 2; Initiative: 8, Impression: 8, Toughness: 2
* **Talents:**
	+ **Physical**: Pistols (2), Throwing Blood (3)
	+ **Social**: Empathy (2), Intimidation (3), Etiquette (Bourgeoisie) (4), Seduction (4), Leadership (4), Subterfuge (5), Negotiation (6)
	+ **Mental:** Alertness (3), Linguistics (4- French, German, Italian, Rumanian)
		- **Knowledges**: Generic Knowledge (London) (3), Generic Knowledge (Political) (4), Specific Knowledge (Grimvitch Lineage) (4), Specific Knowledge (Covenant Lore) (5)
* **Necromancy:**
	+ **Illusion (2):** Spook [Spooook, Mirage, Swing the Mood, Trick the Herd]
	+ **Blood Sorcery (2):** The Kiss, Accursed Lifeforce, Batform, Master of Mutation | Reshape Visage, Induce Mutation
	+ **Prospection (1):** Minds Eye (2), Dead Sight
	+ **Execration (-):** Fateweaver | Curse of Pathos
* **Advantages and Flaws:**
	+ **Covenant Backgrounds:** Allegiant
Focus

Some action a character performs require direct Focus. Multitasking can be a tideous task and the more of such actions they perform, the less Focus remains. Engaging into a duell while trying to keep up several illusions in the background will severly weaken the characters combat prowess. To describe how much of their attention is occupied by a task, there are four types of Focus:

* **No Focus**
* **Faint Focus**- Tasks that require some though in the back of your mind but arent too complex. Examples are conversations, running or sneaking.
* **Intense Focus-** Tasks that require most of a characters attention and are exhausting to perform. Examples are fighting, playing an instrument, picking a lock or reading a book.
* **Absolute Focus-** Tasks that are so demanding that one has no energy left for anything else. Walking, talking or even being aware of ones surroundings become a task too great to undertake simultaneously. Examples are sleeping or specific powers of Necromancy.

When attempting to perform an additional task on top of the current one, the following modifiers are applied:

* **Faint Focus**- Reduces the characters dicepool by 1/2 (1 if their dicepool is =/< 3).
* **Intense Foucs**- Halves the characters dicepool (before applying negative modifiers but after applying positive ones)
East End

## Overview

The easternmost district of london is a shithole.

-Wish to offer an alternative leadership to the Covenant and reclaim their lost city

-Cooperate with Uriel to make the the (Insert Name) Station accessable

-They despise Solas and desire its death (alot)

-Dominated by Vuldonen, kinda democratic, outsiders can prove their worth/determination

#### Franklins

-Gang of liberated Wights (with some Ghouls)

-Desire to kill the masters to free their Wights

-Homebase but desire no territory

-Dislike Uriel and refuse any contact / mutual ignorance

-Tensions with The Danelaw (insighted by Uriel)

#### Whitechapel Wanderers

-Strong group of revolutionaries (wild mix of Covenant outcasts)

-No offical base, every member is constantly on the move (secretive meetings)

-Very good connections to local gangs (espec. freedom focussed)

-Main enemy of Uriel

-Active in all of East End and the rest of London

#### Cultivators

-Inhabiting "The Garden" (Free commune of Ghouls and humans living openly and equal together)

-Despise other Undead, Ghoul supremacists

-Extremly territorial

-Zemedi (?)

#### Followers of Zarathustra

-Lead by Zarathustra, Old Zalim (Feud with Uriel, founded a Revol. Cult to oppose him)
Голем Лигуров

## Описание

Лигуры самые известные противники всего связанного с магией, но даже в их культуре есть исключения. Одним из таких исключений является ритуал создания железных големов, которые становятся их верными помощниками для охраны деревень и в противостоянии Империи.

## Поведение

Обычно големы сопровождают отряды Лигуров в их патрулях и военных походах.

Эти могучие великаны могут одним ударом нанести вам существенный урон, однако, если вы не маг и не член Легиона, возможно вам ничего не грозит. Голем ответит агрессией лишь когда вы нападёте на него или Лигуров.

## Место спавна

Спавнятся вместе с отрядами Лигуров, преимущественно на равнинах.
North American Afflicted

## Strigoi Bloodlines

* **The Iovia Family**-
* **The Hauser**-
* (?)**Morningstar**-

## Ghoul Strains

### **Wendigo**

Hailing from the Great Lakes, the Wendigo are a particulalry aggressive Strain of Ghoul Shapeshifters with a particular appetite for human flesh. Originally the Wendigo where one among many Shapeshifters that lived under the Naitive Americans, but after the war against the european settlers the Wendigo where among the only ones to remain.

Wendigo have traditionally only accepted outcasts, criminals and murderers into their ranks; as hatred towards ones own kind is central to the Wendigo Turning. Today they prefer those embittered and alienated by the modern world, giving them new purpose in their great hunt. The Wendigo have a disdain for all humans and Afflicted and usually try to avoid them if possible. Only during their hunts will they interact with them, often taking a human shape to trick their former kin into becoming kin. However due to their bloody and genocidal conflicts with the Strigoi they have directed their efforts to protect their territories and hunt down any Bloodsucker that dares leave the security of their cities.

Wendigo are Shapeshifters and take the shape of twisted humans, perfected to hunt and kill. However besides their strength and physical prowess their sorcery is one of their greasted weapons. They can conjure ice, frost and the winters chill; advancing in a cover of snow before descending upon their enemies.

(Traditionally Wendigo would only accept tribal outcasts and murderers in their ranks; and their culturue was centered hunting and avoiding humans, only speaking to their former kin to trick them into becoming prey. Even though they where extremly powerful in their monsterous forms, Wendigo had mastered the arts of passing has human and copying their mannerisms. However they bore nothing but hate for their former kin and it is this hatred and bitterness that is central to the Turning of every Wendigo. Their gaze would soon be shifted away from their former tribes when the european settlers arrived, and with them the Covenant. In the wars to come most american Shapeshifters where whiped out, and only those aggressive and fierce had a chance for survival. It was during this time that the Wendigo fought side by side with their old tribes, directing their hunger and fury against the Strigoi.)
Империя Вики

## Добро пожаловать в Империю!

Эта вики посвящена серверу Империя. Здесь вы найдете информацию по новым мобам, предметам, крафтам, а также гайды по использованию команд.

Для игры на нашем сервере рекомендуем использовать официальный лаунчер или TLauncher Legacy. На других лаунчерах возможен конфликт скин системы и все НПС и игроки будут отображаться неправильно.

Скачать TLauncher Legacy можно по ссылке: https://tlaun.ch

## Как быстро начать играть?

Вот список шагов, необходимых для того чтобы начать играть на нашем сервере.

1. **Скачать лаунчер.** Для игры на нашем сервере рекомендуем использовать официальный лаунчер Minecraft или TLauncher **Legacy**. На других лаунчерах возможен конфликт скин системы и все НПС и игроки будут отображаться неправильно. Скачать TLauncher Legacy можно по ссылке: https://tlaun.ch
2. Зайти в **Сетевую игру**, нажать кнопку **"Добавить",** в поле **"Адрес сервера"** ввести **imperia-mc.ru,** нажать кнопку **"Готово"**
3. **Зайти на сервер** и **зарегистрироваться,** используя команду **/register пароль повтор\_пароля**
4. Готово. Приятной игры!

## Полезные статьи

* Категория:Существа
* Категория:Предметы
* Категория:Навыки
* Категория:Локации

## Информация о сервере

Версия Minecraft: 1.20.1

IP сервера: imperia-mc.ru

Discord: https://discord.gg/CFdhSuu

Группа VK: https://vk.com/imperiamc3
Dice Rolls

## Basics

Some actions in the game require a character to test their skills.

When doing to the character consorts their stats. The dicepool of each skillcheck is consists 3+ Attribute + Skill (if appliable) dice (D6). Each 4 or higher yields a single success. The amount of successes determines successful the roll was.

## Focussed Mind

For a particularly pecurious roll a character might use their Vigor/Binding to modify their dicepool. This might be used to reflect the strength of their will as they use all physical and mental ressources available to them. While this strengthens them it also will wear a character out over time. A character may spend up to three points of Vigor/Binding per round.

* They may choose to gain a die and reduce their Vigor/Binding by 1. This can also be done after the main roll.
* They may choose to increase their Initiative by 2 and reduce their Vigor/Binding by 1.
Clans

## Introduction

### Lore

Aedifex are a clan of creators. They are not only masters of raising the dead but can also twist their flesh into towering monsters whose strength surpasses that of any Afflicted. They offer their services to the highest bidder and in return for favours. Aedifex are integrated into almost every undead empire across the globe, influencing them from the shadows instead of seeking the mantle of leadership themselves. They are by far the most unified Clan, each of them working towards a shared goal they elevate above personal interests.

### Advantages

Aedifex increase their **Metamorphosis** and **Resurrection** by 1.

They start with the following Powers:

**Resurrection:** *Gift of Unlife*

**Metamorphosis:** *Flesh Changer*

### Advantages

Vetala increase their **Prospection** and **Creation** by 1.

They start with the following Powers:

* **Prospection:** *Mind´s Eye* and *Dead Sight*

### Advantages

Nereids increase their **Execration** and **Resurrection** by 1.

They start with the following Powers:

* **Execration:** *Curse of Spite*
* **Resurrection:** *Curse of the Undying*

### Advantages

Sphingians increase their **Execration** and **Distortion** by 1.

They start with the following Powers:

* **Execration:** *Uncanny Odem*
* **Distortion:** *Claw of Dust*

### Advantages

Vargr increase their **Metamorphosis** and **Prospection** by 1.

They start with the following Powers:

* **Metamorphosis**: *Malleable Form* and *Pazuzus Maw*

## Gallery

1/3
Zemedi

## Introduction

The Zemedi are one of the six great Ghoul Clans. They rule over the ancient kingdom of Aksum, in modern times known as Ethiopia. Yet they project their influence across all over Africa and the outer world. The Zemedi are masters of powerful, mostly forgotten magic and the creation of Artifacts of power.
Uriel (Storyteller Section)

## Uriel

### Aliases

Baron of East End, The Red Angel, Blood of the Wyvern (Sângele Viermelui), Aethrek

## Introduction

Uriel is the Supremos and ruler of East End. He represents the Dracul in the Undying city, although he is particularly urbane and modern in his attitude and demeanor. He struggles to uphold the Covenants law in the district, yet unlike others he is willing to make compromises with the Covenants enemies. Through wits and intriuge he desires to play out the various rebelling factions against each other.

## Stats

* **Attributes**: Dexterity 4, Strength 4, Charisma 3, Composure 5, Intellect 3, Perception 3; Initiative: 15, Impression: 8, Toughness: 5
* **Talents:**
	+ **Physical**: Athletics (3), Throwing Blood (3), Unarmed Combat (4), Swords (5)
	+ **Social**: Performance (2), Intimidation (3), Subterfuge (4), Leadership (5), Etiquiette (Covenant, Bourgeoisie) (6), Empathy (6), Negotiation (7)
	+ **Mental:** Alertness (5), Linguistics (9- French, German, Latin, Greek, Sumerian, Spanish, Italian, Rumanian, Russian)
		- **Knowledges**: Generic Knowledge (Academic) (4), Generic Knowledge (Necromancy) (4), Specific Knowledge (Witch Hunting) (5), Generic Knowledge (London) (6), Specific Knowledge (Dracul Lore) (6), Generic Knowledge (Politics) (6), Specific Knowledge (Covenant Lore) (6)
* **Physique:** Health (15), Essence (10), Binding (8)
* **Necromancy:**
	+ **Blood Sorcery (4) [Methusalem]:** The Kiss, Strigoi Swiftness, Chiroptean Sensibilisation, Accursed Lifeforce, Grace, Batform [Chiroptean Transformation]; Sire of Spawns | Instill Mutation, Reshape Visage, Create Strygor
	+ **Illusion (3):** Spook [*Spooook, Mirage, Trick the Herd, Swing the Mood, Purge the Seed of Doubt*], Sensual Overload
	+ **Prospection (3):** Attuned to Death, Minds Eye (5), Eye of the Webworker, Dead Sight, Uncanny Reflexes
	+ **Resurrection (2):** Endurance of the Grave, Gift of Unlife | Restoration of Unlife, Inscribe Command, Weave the Threads of Unlife
	+ **Distortion (1):** Voice in the Veil, Claw of Dust | The Beckoning, Imprison Soul
* **Advantages and Flaws:**
	+ **Belongings:** Mask of Uriel [Artifact- Minds Eye (5), Dead Sight, Sphere of Shelter (3 T.); *The Mask is a depicition of a human face in the style of a greek statue, leaving only an opening for the eyes. Its is clear and without any ornaments; white as marble encircled by a thin golden edge*]
Seraphiel (Storyteller Section)

## Introduction

Seraphiel is the Supremus of Westminster. (Bottom Text)

## Stats

* **Attributes**: Dexterity 2, Strength 3, Charisma 5, Composure 4, Intellect 3, Perception 4; Initiative: 15, Impression: 12, Toughness: 4
* **Talents:**
	+ **Physical**: Athletics (3), Unarmed Combat (3)
	+ **Social**: Performance (2), Empathy (3), Negotiation (4), Subterfuge (5), Etiquiette (Covenant, Bourgeoisie) (6), Intimidation (7), Leadership (7)
	+ **Mental:** Alertness (3), Linguistics (9- French, German, Latin, Greek, Sumerian, Spanish, Italian, Hebrew, Arabic)
		- **Knowledges**: Generic Knowledge (Academic) (4), Generic Knowledge (London) (6), Generic Knowledge (Strigoi Lore) (6), Specific Knowledge (Covenant Lore) (6), Generic Knowledge (Politics) (7)
* **Physique:** Health (12), Essence (10), Binding (12)
* **Necromancy:**
	+ **Illusion (4) [Mentalist]:** Spook [*Spooook, Mirage, Trick the Herd, Swing the Mood, Purge the Seed of Doubt, Assault on Reality*], Drown the Echo, Mind-Web, Shadow in the Mind, Cipher
	+ **Prospection (4) [Haruspex]:** Attuned to Death, Minds Eye (5), Dead Sight, Uncanny Reflexes, Undo the Curse of Babel | Attuned Senses
	+ **Blood Sorcery (3):** The Kiss, Strigoi Swiftness, Chiroptean Sensibilisation, Grace, Eloquence, Whisperer in the Darkness | Create Strygor
	+ **Execration (1):** Curse of Pathos, Redirection
Tomes

## Introduction

Tomes are forms of necromantic literature that contain oocult and forbidden knowledge. Due to the everchanging nature of Akasha necromancers grant these tomes a life of their own so that they may adapt and rewrite outdated methods. Interacting with such a Tome can be quite challenging.

## Lore

In order to write various kinds of necromantic tomes a necromancer must perform various rites and bind a Phantom with sufficient knowledge to the texts to give it its own conciousness. The Greater Tomes such as the *Book of the Dead (Liber Mortuus)* often contain the Phantoms of necromancers with great knowledge. For that reason these tomes are extremly hard to replicate and the possession of a single one can grant the reader unimaginable powers.

These tomes are written in a languge the bound spirit understands and due to their connection to Akasha and great intellect, they can rewrite outdated passages. Should a reader damage the Tome or fall into bad graces with its conciousness, they pages might be emptied. Maintaining good relations with the Tome can be very advantageous for a necromancery, even leading to the discovery of new secrets.

Reading a tome can be compared to having a conversation with its conciousness, just in a cryptic and mad way. In addition to the required linguistical knowledge it can be quite challenging to comprehend the given passages.

### List of Grand Tomes

* *Book of the Dead (Liber Mortuus)-* Unlocks all Resurrection Powers and Rituals.
* *Book of Curses (Liber Maledictum)-* Unlocks all Execration Powers or Rituals.
* *Book of Divination (Liber Haruspicium)-* Unlocks all Prospection Powers or Rituals
* *Book of Aberration (Liber Spiritus)-* Unlocks all Distortion Powers or Rituals
* *Book of Deceit (Liber Impostura)-* Unlocks all Illusion Powers or Rituals.
* *Book of Corruption (Liber Caries)-* Unlocks all Contagion Powers or Rituals.
* *Book of Artificing (Liber Artificium)-* Unlocks all Creation Powers or Rituals.

## System

Interacting with a Tome might require some roleplaying and befitting descriptions. Usually the Tome will simply unlock certain powers. Treating it badly might reduce or even remove this feature. When getting into a positive relationship with the tome either through excessive care, certain quests or pretending to be author the book might even reduce the required XP for learning certain powers. This happens at the Storytellers discretion.