recursal/Fanatic-Fandom huggingface dataset:
Counterculture

Counterculture is any culture that is alternative to the mainstream. With this Merit, you gain influence over somewhat unified groups that can mobilized for a cause. The identity of the groups can be diverse and varied; they could be punks, hippies, anarchists, disaffected youths, or college students concerned with social issues. Generally, the prevalent attitudes of these groups would be left-leaning and anti-conformist.

In West Berlin, counterculture is king. The outcasts and runaways all end up in West Berlin; they hang out at the train station to smoke pot and heroin, trade their vinyls of spacey punk rock music, and play final arbiter to what’s cool and what’s not in the infamous nightclubs of Berlin. Artists are not content to just entertain. They can sway public opinion on social issues, as they did on the Vietnam War or the Berlin Wall. West Berlin’s college students are particularly active, and are not shy of using violence to get their views heard. The Student Movement of ’68 was a nationwide movement that culminated in riots and the death of four students. These days the youth’s usual protesting target is the Americans, whom they see as colonial and imperialistic.

## **Status**

••••• Producer of Major Recording Studio, Legendary Celebrity

•••• Major Music Promoter, Celebrity with cult following,
Liberal Arts College Professor

••• Club owner, Popular Opinion Leader, Politically-Active Entertainer, Leader of Local Student Association, Editor of Underground Zine

•• Up-and-comer, Art Scene Darling, Club DJ, “Hype-man” for popular celebrity

• Budding Artist, College Student, Young Punk or Hippie

## **Tasks**

### **Level 1**

Get the word on the street
Identify subcultures and know their turfs and habits
Obtain club drugs
### **Level 2**

Vouch for someone else as a member of a subculture
Hold an illegal rave at a certain venue
Gain access to the VIP room
Be first in line at autograph signings
Influence opinion of a small group of youths
Cause a subculture to follow or abandon a trend
### **Level 3**

Book a club for one night
Organise a local protest
Organise a fundraiser (Resources 3)
Influence the opinion of a large group of youths
Steer patrons away from a club, deeming it a “sell-out"
### **Level 4**

Book major concert venues
Make or break an artist
Organise lengthy or wide-spread protests
Organise culture exchange or music promotional tour to East Germany
### **Level 5**

Book international artists
Cancel or move major concert tours
Have the public overlook an indiscretion
Influence nationwide public opinion on a social issue
Elvira Hochberg

Elvira Hochberg is the foremost numismatist of West Berlin. She collects the currency of Kindred society—boons—and catalogues their provenance as if one might rare coins or antiques. A ruthless analyst with no patience for social gossip, Frau Hochberg approaches her job with the keen, logical mind. Her expert opinion is sought after when it comes to boons and prestation, and as such she occupies a position of some respect in the Praxis.

## Description

Elvira is a woman of average stature, pale and prim, and dressed in a black matching set of suit and skirt. She has grey eyes and dark hair which is often gathered up behind her head in a bun. Her appearance is always restrained and professional, from her makeup to her heels to the silver earrings that dangle at her ears. She has refined, handsome features—a straight nose and neutral lips, framed by an oval jawline.

## Hooks

* Buying... or selling? Depending on who you ask, Frau Hochberg may give you a great deal, or screw you over in the process.

## Rumours

* She is a Mekhet. They're always hiding something.
Police

“To protect and serve” is the motto of the police, but these days, many people have cause to wonder who is being protected and served. That said, Police Influence can be very handy in protecting one’s holdings or raiding the assets of another. Police of all ranks, detectives, clerical staff, dispatchers, prison guards, special divisions (such as SWAT or homicide) and local highway patrol officers make up these ranks.

The city’s own police force is known as Der Polizeipraesident in Berlin or simply Berliner Polizei. It is staffed by 20,000 employees in 12 boroughs, with one or two precincts in each. The Schutzpolizei are equivalent to ‘beat cops’, in charge of patrol and traffic control. Other divisions include the State Criminal Police Office (Landeskriminalamt or LKA), Criminal Investigations Department (Kriminalpolizei or Kripo), river patrol, traffic police, K9, and the Central Service Unit (ZSE) for administrative support.

The chief of police is known as the Police President (in Berlin), operating out of the Police Presidium in Tempelhof. The chief of police is chosen by the Berlin Senate, but must be confirmed by the Allied Commissioner prior to assuming office.

## **Status**

••••• Police President

•••• Command Rank (Commissioner, Director)

••• Senior Rank (Inspector), Criminal Investigator, Forensic Analyst

•• Junior Rank (Constable), Traffic Cop, Crime Scene Technician

• Auxiliary Staff (Administration, Informants, Prison Guards)

## **Tasks**

### **Level 1**

Learn police procedures
Hear police information and rumors
Avoid traffic tickets
### **Level 2**

Have license plates checked
Avoid minor violations (first conviction)
Get “inside information”
### **Level 3**

Get copies of an investigation report
Have police hassle, detain or harass someone
Find bureau secrets
### **Level 4**

Access confiscated weapons or contraband
Have some serious charges dropped
Start an investigation
Obtain money, either from the evidence room or as an appropriation ($1,000)
### **Level 5**

Institute major investigations
Arrange sting operations
Instigate bureau investigations
Have officers fired
Bureaucracy

“***Bernard**: “I’ll just say, ‘The Minister has asked me to thank you for your letter’ and something like ‘The matter is under consideration’, or even ‘under active consideration’.”*
***Hacker**: “What’s the difference?”*
***Bernard**: “Well, ‘under consideration’ means we’ve lost the file, ‘under active consideration’ means we’re trying to find it.”* ”
***—Yes, Minister***
By dealing with social programs and public servants, you can spin red tape, bypass rules and regulations or twist bureaucratic regimentation to your advantage. Bureaucracy is useful in operating or shutting down businesses, faking or acquiring permits and identification papers and manipulating public utilities and facilities. Government clerks at the city and county level, utility workers, road crews, surveyors and other civil servants are potential contacts or allies.

Typical German efficiency has united all of your bureaucracy needs under one roof. This office is called the Burgeramt (Citizen’s Office), responsible for all personal and commercial documents, permits, and licensing. A universal service provider (Grundversorger) supplies electricity and gas, which is automatically connected for every household. Consumers are free to choose alternatives to the Grundversorger if they so wish. Immigration services are operated by the Foreigner’s Registration Office. Germany has mandatory statutory and private health insurance. Social security is available for pensioners, child care, invalidity and unemployment.

## **Status**

••••• Chief Secretary

•••• Undersecretary, Head of Department or Division

••• Supervisor, Head of the Civil Servant’s Union, Policy Consultant, Secretary of powerful Commission or Regulatory Committee

•• Senior Administrative Officer, Tenured Civil Servant, Secretary of obscure Commission or Regulatory Committee

• Clerical Staff, Bureaucratic drone

## **Tasks**

### **Level 1**

Trace utility bills
Expedite bureaucratic enquiries (cutting Downtime by number of dots in Influence)
### **Level 2**

Fake a West German birth certificate, identity card, or driver’s license.
Disconnect a single small residence’s utilities
Close a small road or park
Get public aid (Resource 2)
### **Level 3**

Fake a West German death certificate, passport or visa.
Close a public school for a single day
Shut down a minor business on a violation
Persuade the department to overlook a minor violation.
### **Level 4**

Initiate a phone tap
Fake land deeds
Initiate a department-wide investigation
Persuade the department to overlook a major violation.
Redirect department budget (Resource 4).
### **Level 5**

Start, stop or alter a city-wide program or policy
Shut down a big business on a violation
Rezone areas
Obliterate records of a person on a city or county level
CG/Vampires Only

Vampires get a 12 more experience points to spend on Disciplines, both in-clan and out-of-clan, including Coils, Oaths, Laws, or Blood Sorcery, and 8 XP to spend on minor powers like Devotions, Themes or Rituals. This bonus is meant to round out builds and allow characters to "accessorize" with a limited selection of niche powers.

Unspent XP will not be refunded to characters. Vampires will be unable to access this bonus after CG unless they get a full respec. This bonus is available to pre-established vampires only; mortals and ghouls who later become a vampire on grid will not get this bonus at all.

Commands:

* +stat/list <category>
* +stat/spend <category>/<stat name>=<notes>
* +sheet
* +sheet/check

Back

Next
### Comments:

* +stat/spend is a command used to spend experience points, as opposed to dots.
* "Category" might be used to designate the xp cost of each stat, ie. "Merits" cost 1XP per dot, "Attributes" cost 4XP per dot, and so on.
* This room gives the character 20XP.
* The code should have a way of differentiating Disciplines and other minor powers, and checks that a maximum of 12XP are spent on Disciplines and a maximum of 8XP are spent on minor powers.
* Mortals and Ghouls are not allowed in this room. They don't get the 20XP bonus that pre-established vampires get.
Sites

Sites are locations that provide an equipment bonus to rolls that make use of said location. Control of Sites are bought as Merit dots. A Site will cost a number of Merit dots equal to its skill bonus,

## **Site Caps**

A Site that supports a certain Skill must exist in an environment that is conducive to said Skill. Therefore, the Site bonus that is allowed in a territory is capped by its associated territory Trait. A territory must have sufficient Traits to support a Site. We want sites to fit the environment, and we also want players to work a bit harder to improve their domain, treating site and territory as a collective whole.

For example, an Academics Site, such as a school, must exist in an area with a positive Information rating for it to be effective. If the Information rating for a territory is +2, the Skill bonus for the Academics Site is capped at 2. Some areas can be supported by both the positive and negative values of a Rating, for example, a Military Training Range that gives +4 to Firearms can exist in an area with a +4 Safety rating, and an Illegal Firearms Cache that gives a +4 bonus can exist in an area with a -4 Safety rating.

Below is a list of Skill bonuses capped by their respective territory Traits:

* **Academics** is capped by *Positive **Information***
* **Communications** is capped by *Positive **Information***
* **Craft** is capped by ***Overall Rating***
* **Investigation** is capped by *Positive* and *Negative **Information***
* **Medicine** is capped by *Positive **Information***
* **Occult** is capped by *Negative **Awareness*** or *Negative **Information***
* **Politics** is capped by *Positive **Prestige*** or *Negative **Stability***
* **Science** is capped by *Positive **Information***

* **Athletics** is capped by ***Overall Rating***
* **Brawl** is capped by *Positive* and *Negative **Safety***
* **Drive** is capped by *Positive **Access***
* **Firearms** is capped by *Positive* and *Negative **Safety***
* **Larceny** is capped by *Negative **Safety***
* **Stealth** is capped by *Negative **Awareness***
* **Survival** is capped by *Negative **Access***
* **Weaponry** is capped by *Positive* and *Negative **Safety***

* **Animal Ken** is capped by *Positive* and *Negative **Awareness***
* **Empathy** is capped by *Positive **Awareness***
* **Expression** is capped by *Positive **Prestige***
* **Intimidation** is capped by *Positive* and *Negative **Safety***
* **Persuasion** is capped by *Positive **Prestige*** or *Negative **Stability***
* **Socialize** is capped by *Positive **Prestige***
* **Streetwise** is capped by *Positive **Information*** or *Negative **Prestige***
* **Subterfuge** is capped by *Positive* and *Negative **Stability***
Themes

## Isolation

The Kindred here don't need to be reminded of the Gilded Cage. The very walls are physical - two layers of concrete, 12 feet high and eighteen inches thick. They hold Elysium in an old hotel pushed up against the concrete slabs. Barbed wires coil over their heads, sniper towers loom in the distance, searchlights flood even the darkest corners with a stark, blinding light. They know they're not getting out (easily); not in this decade, anyway. What else is there to do but politick?

## Loyalty and Betrayal

Berlin is full of spies. Trust no one, tread carefully, hold your cards close to your chest. Who do you work for, and why?

## Conspiracies

Much of the World of Darkness is decided by meetings in smoke-filled rooms. Occult societies dip their hands in politics; blood-sucking abominations control the media; the military brass wants to end the world in a blaze of nuclear fire. You start to question everything. In Berlin, one only needs to scratch below the surface to find the webs of tangled threads underneath.

## The Nature of Power

Politics is all about power - and power is what you can get away with. Each character defines what power means for themselves. How are you going to get that position or land that coveted regency? Maybe you're the biggest, baddest guy on the block. Maybe you're the Prince's favourite, or maybe you won the popularity contest that they call “democracy”. How do you pick your battles? What will you sacrifice to gain a place at the top?
Reinickendorf

Reinickendorf exists on the approach slope of the Tegel Airport. It is a pleasant middle-class neighbourhood, comprised of Modernist condos built during the 1920's reform era. The residents enjoy a comfortable existence close to nature parks and the Tegel forest. Reinickendorf is known for its architecture, for example, the striking white condominiums at Weiss Stadt (White City). The streets are safe; the environment is clean. The airplanes are frequently seen sweeping into Tegel at low altitudes, disrupting the peace and quiet of the region. The only drawback to living here is the noise.

## Locations

### **U-Bahnhof Kurt-Schumacher-Platz**

As one of the transport hubs of Berlin, Kurt-Schumacher-Platz has bus lines connecting to the Tegel Airport and various surrounding districts. The underground platform is designed with green natural stone pillars and beige tile walls.
Ordo Dracul Titles

An Ordo Dracul formal title has these components:

* A Rank.
* A Domain (Primary Mystery) modified by a Secondary Mystery.
* Other Decorations (Descriptions) or Titles as the character sees fit.

To refer to someone using their informal title, one only needs to use:

* A Description.
* A Rank or Functional Position.

**Formal Title**:

Illuminated Architect of the Burning Labyrinth and the Black Pyramid, Parliamentarian and Kogaion of Berlin

Knows 9 dots of Coils. Main Coil is Wyrm and secondary Coil is Ascendant. Is a Sworn of the Mystery and knows Gilded Cage. Is exceptionally proud of being an Architect and puts Gilded Cage twice. Has the functional positions of Parliamentarian and Kogaion.

**Informal Title**:

Descriptor: Illuminated, Draconic, or Sable

Title: Architect, Parlimentarian or Kogaion

Konstanze may be referred to as “The Illuminated Kogaion” or “The Draconic Architect” or any other suitable combination for short. The word choice used depends on the context of the conversation, ie, Konstanze may be referred to as “The Illuminated Parlimentarian” when she is hosting a session, and to differentiate her from other Mystery-sworn who do not hold the title “Illuminated”. When discussing how the Kogaion is handling Praxis politics, a Dragon may use the term “Sable Kogaion” to indicate a conflict between her role as Mystery-sworn and her role as Kogaion.

**Wilhelmine von Geheim**

**Formal Title**:

Hermetic Philosopher of the Imperial Umbra, Azure Journeyman and Castellan

Knows 7 dots of Coils. Main Coil is Ascendant and secondary Coil is Voivode. Considers herself an alchemist. Is a Sworn of the Dying Light Journeyman and keeper of the local chapterhouse.

**Informal Title**:

Descriptor: Hermetic, Scorched, Azure

Title: Philosopher, Journeyman, Castellan

Again, the combination of Descriptor or Title used depends on context. One may use "The Hermetic Castellan" when discussing a recent debauched gathering at the local chapterhouse, or "The Azure Journeyman" to call attention to the fact that she has yet to complete her thesis.

## **Positions**

Kogaion: Konstanze Descoteaux-Czartoryska
Grand Wyrm:

Castellan: Wilhelmine von Geheim

### **Sworn of the Dying Light**

Apprentice:

Journeyman: Wilhelmine von Geheim

### **Sworn of the Mysteries**

Parliamentarian: Konstanze Descoteaux-Czartoryska

Navigator:
Iltani

**Parent Clan**: Mekhet

**Disciplines**: Animalism, *Auspex*, Celerity, *Mérges Sorcery*

## **Bloodline Weakness: Seething Beast**

Whenever the player fails a
Discipline roll, roll
one die. One a 1, the Iltani’s Beast
leaps to the fore, forcing the player to roll
to avoid frenzy.

## **Bloodline Gift: Vindictive**

Choose a vendetta as Aspiration. When acting to fulfill the vendetta, regain one Willpower, to a maximum of one Willpower per scene.
Cants

(Damnation City p.55-68)

Gallery goes here

Modifiers: Equipment

Action: Instant or reflexive

Success: The character spots a mark that she already knows.

Modifiers: Equipment, Merits

Action: Instant

Success: The character recognises the origin or purpose of the mark.

Modifiers: Equipment, the lower of the artist’s Subterfuge or Wits

Action: Extended

Target: Total successes of original artist’s roll

Success: The character deciphers the hidden message behind the markings.

The character may make a roll using Intelligence/Wits + Intimidation/Persuasion/Subterfuge at -3 to influence viewers. This roll creates the message. Then the character makes a second roll using Crafts or Expression to create the work that will carry the message.

Action: Instant or Extended, possibly contested

Modifiers: Equipment

**Instant Action**

For hit-or-miss works. The artist’s Intimidation/Persuasion/Subterfuge roll is contested with the viewer’s Resolve + Politics/Streetwise/Composure.

Failure: The work may be clearly received and even appreciated, but doesn’t drive the viewer to action.

Success: The work has real impact, changing minds and potentially driving people to act.

**Extended Action** (Rolls limited by base dice pool).

For long, laborious pursuit of the kind of work the artist wants to be known for. Each roll may represent a night’s or even week’s work.

An extended action represents a complex and nuanced work. The more successes, the longer the work’s meaning stays with the viewer, the farther word spreads of its quality, the greater the number of eyes that see it. In general, consider each success to be about equal to the number of nights the piece maintains its initial impact. As a rough guideline, the Storyteller may declare a work to have significant resonance if at least one exceptional success was rolled during its creation.

### **Creating Cryptolectic Graffiti**

Dice Pool: Wits/Intelligence + Crafts/Expression

Action: Extended. Rolls limited by base dice pool.

Modifiers: Equipment

Success: The character devises numerology, symbols and style that will hold meaning for her comrades and hide some of that meaning from rivals or enemies. The lower of their wits or subterfuge act as penalty for the decryption roll.

Once the work is done, other artists can reproduce the work with an extended action. The target number to reproduce the work is based on its complexity: a number of successes must be accrued equal to the total number of rolls the original artist made to create the work.

### **Marking Territory**

Dice Pool: Intelligence/Strength/Dexterity + Crafts/Expression/Streetwise

Action: Instant

Modifiers: Equipment

Success: The character scratches out a bare-bones symbol to convey a simple message.
Waidmannslust

Waidmannslust is a land of contrasts. The west side is an area of green meadows and idyllic farmland; the east side is undergoing rapid industrialisation, with high-rises and factories sprouting up overnight. “Waidmann” means “hunter”, and the streets of Waidmannslust have similarly-themed names—“Diana ”, “Artemis”, “Nimrod”.

The older parts of Waidmannslust have been affected by this rapid development. Now the streets have just a bit more graffiti and just a bit more crime. The trees are dense and unkempt, allowed to run wild. The residents here are private and keep to themselves.
Schmargendorf

Schmargendorf shares a border with Grunewald, Dahlem, and Wilmersdorf.  It is an affluent suburb which attracts residents because of its proximity to the woods. People live in large, detached homes with well-manicured lawns, on quiet streets which do not see much traffic. This place has become popular with retirees. Older citizens like to move out here to get away from the hustle and bustle in the city.

Part of the Stadtring passes through the district, connecting it with the inner city. Public transport is decent and accessible. Things move at a slower pace, and information is unreliable and mainly through word-of-mouth. This place is notable for its extreme quiet; come nightfall, the streetlights dim and a heavy hush falls over the suburb.

## Locations

#### **S-Bahnhof Schmargendorf (Abandoned)**

Service was stopped at this S-Bahn station some time ago, and now you will find the large station building, sitting next to the platforms and completely abandoned. The building is a stark, late 19th century structure, built from red brick with black accents. From the outside, the design is symmetrical with a middle portion rising up to a peaked roof, one storey above the rest. Short wrought iron spikes wrap around the roof edge. The elongated arch windows are scratched and foggy with age.

Entering the building, one sees a hollowed-out interior and the remnants of a ticketing hall. The floor is caked in dust; the ceiling is quite high and amplifies the sounds made within.

#### **U-Bahnhof Heidelberger Platz**

Underneath the railway station, the U-Bahn runs as usual through this stop, which is named Heidelberger Platz. This station has a high vaulted ceiling where large industrial-looking lamps are suspended. The vaults are supported by thick stone columns.
Болезнь

Болезнь бывает 4ех видов, ими можно заразиться от крысы, от зараженного пилигрима (Игрока) и не важно живой он или мертвый.

(Оспа)
(При болезни персонаж вздрагивает и издает звук кашля)
(Флюс)
(При болезни персонаж вздрагивает и издает звук рвоты)
(При болезни персонаж вздрагивает не издавая звуков)
(Лихорадка)
(При болезни персонаж вздрагивает и издает стонущий звук)

```
На заметку: Больной персонаж не может зайти в церковь.

```

## Диагностика

Вот видео которое может помочь. (правда на англ.)

Может быть и так что вы заболели и при этом у вас наблюдаются все 4 симптома. В таком случае следует обратить внимание, один из симптомов должен появляться чаще остальных.

В самом начале сложно определить какую заразу вы подцепили, но с течением времени болезнь будет прогрессировать, и симптомы возникать все чаще. В следствии чем сильнее вы болеете тем легче определить какую заразу вы подцепили и следовательно можно без проблем найти нужное для вас лекарство.

Будьте осторожны, если вы примите не то лекарство, то вы понизите свои шансы на выздоровление!

После того как индикатор болезни достигнет максимума, то у вас начнет ухудшатся настроение. Если настроение упадет полностью, то вы умрете навсегда! (без возможности возродиться, тогда придется создавать нового персонажа.)

## Профилактика

Можно сделать так чтобы вы не боялись заразы.

Крысы обитают в темноте. Если вы не во тьме то вы скорее всего никогда не заболеете, только если вас заразит другой персонаж.

Так же вам может помочь  Plague Doctor's Masque (Маска чумного доктора) или  Miasma Masque (Респираторная маска). Если на вас одета одна из этих масок, то вы не сможете заразиться от других игроков, так как она отфильтровывает воздух

Пейте  Berry Juice (Ягодный сок) он на время повысит ваш иммунитет.

Зараженные могут надеть   Silk Hanky (Шелковую повязку) для того чтобы не заразить других людей.
CG/Attributes

In this room you will be able to set Attributes for your character. Characters get 18 dots to spend in Attributes. You must spend at least 5/4/3 dots in each stat group (mental, physical, and social) per the traditional stat spread outlined in the World of Darkness Rulebook.

At CG, characters must have no more than two Attributes at 5 and no more than one Attribute at 1. No Attribute can be more than 5. Attributes are set at 1 by default.

The starting stat bonuses are meant to bring characters up to the level of an experienced ancilla. You are welcome to play a "green" character if you wish by leaving some dots unspent. The unspent dots will be converted to XP, and handed out to you after approval at a small amount of XP per week.

### Commands:

* set <attribute>=<value>
* +sheet
	+ To look at what you have so far
* +sheet/check attributes
	+ +sheet/check returns the following:

You have x dots of Attributes left unspent.
You have x Attributes at 5.
You have x Attributes at 1.
You must spend at least 5/4/3 dots in each stat group (mental, physical, social).
Back

Next
## Comments:

* Attributes are at 1 by default.
* No Attribute can be above 5.
* +sheet/check checks the following before approving characters for the next stage:
	+ Not more than two Attributes at 5.
	+ Not more than one Attribute at 1.
	+ Must be able to recognize stat groupings (mental, physical, social) and check that the total number of points spent in the lowest grouping is at least 3, and the total number of points spent in the second lowest grouping is at least 4.
* Unspent Attributes are converted to XP at 4XP per dot at the final stage of CG, and then put in an XP "bank" for the character.
CG/Start

Hello! Welcome to Character Generation. This series of rooms will guide you through how to create a character. At this point you should have the Chronicles of Darkness Rulebook (The God-Machine Chronicle) and Vampire: The Requiem Second Edition (Blood & Smoke: the Strix Chronicle). Please look at the description for the commands available in each room. Type "next" to go to the next room and "back" to go to the previous room. When you are finished, a job will be created. All of our staffers are available to help should you have any questions.

### Commands:

* set template= <vampire/mortal/ghoul>
* set full name=
* set alternate name= *optional*
* set date of birth=
* set concept=

### Vampires:

* set humanity=
* set mask=
* set dirge=
* set covenant=
* set clan=
* set bloodline= *optional*
* set in-clan disciplines=Name the 3 or 4 In-Clan Disciplines for your Clan or Bloodline. Use a comma in between each Discipline.

### Ghouls:

* set integrity=
* set vice=
* set virtue=
* set clan=
* set bloodline= *optional*
* set regnant= Ghouls have the same In-Clan Disciplines as their Regnant.

### Ghouls:

* set integrity=
* set vice=
* set virtue=

Next

## Comments

* Based on the template, the system checks that you have set all of the non-optional info before heading on to the next room.
* Disciplines designated as "in-clan" for a character will be charged at 3XP instead of 4XP whenever they buy it. The system should have a way to tell which disciplines are in-clan for a given character.
* The Ghoul's in-clan disciplines follow their Regnant's. If their Regnant changes, the ghoul's in-clan disciplines change to match their new Regnant's.
* In the next room (Set Attributes), the system should have a way of recognising vampires with Clans, and then prompt the characters to put one more dot into their Clan's favoured Attribute (ie. Dex and Manipulation for Daeva, Stamina and Composure for Gangrel).
Territory Attributes

## Territory Rating

The Territory Rating is a number that describes the “quality” of a territory. Not all territories are created equal. The “quality” of a territory for the terms of our game is related to how much power and respect that territory gives to its holder in vampire society. The territory rating is calculated for you and updated every month by the ST. For those interested, the formula looks like this:

(Feeding pool x 2 + Maximum Interactive Trait + Maximum Reactive Trait + Influence Sphere bonuses x 2) /5

Results are rounded down. The minimum rating is 1.

The territory rating cannot be changed directly. It is a reflection of the quality of the territory and can only be changed by changing the stats that contribute to the rating.

The territory rating is relevant in the gameplay because it generates status points. We start the game with 65 laurels. If you are ever wondering where this number comes from – it comes from the total sum of territory ratings of all the districts in West Berlin. What this means is that the total number of laurels in a city can change. In IC terms, there is less “respect” to go around for the courtiers of a small town compared to the courtiers of a bustling metropolis. Lower quality territories are like the small town – quiet, bland, with not much to offer. Higher quality territories are like the bustling metropolis – unique, teeming with mortals, with opportunities for expanding your influence.

The territory rating does not affect people on an individual basis. It does not modify your roll, nor does it affect how many status points an individual is allowed to have.

## Feeding Pool

The feeding pool refreshes ever day according to their level.

Level 5 – 5 blood/day maximum 20 blood

Level 4 – 4 blood/day maximum 16 blood

Level 3 – 3 blood/day maximum 12 blood

Level 2 – 2 blood/day maximum 8 blood

Level 1 – 1 blood/day maximum 4 blood

Each dot of feeding pool roughly corresponds to 20,000 mortal population. The feeding pool rating cannot be actively changed barring some major grid-altering event. Characters are free to buy feeding pool merits, which represents actively maintaining another feeding pool on top of the base pool of the territory.

## Influence Rating

The Influence Rating is a number that represents the ease of taking action on an Influence sphere within a certain territory. Think the city hall district, Schoeneberg. Politicians work there, city-wide legislations are passed there. You will simply have an easier time taking a Politics action if you're in Schoeneberg. Think the red-light district, Kreuzberg. It's full of punks and anarchists and underground raves. The people of Kreuzberg aren't fond of the Police going around asking questions, but they might be more open to a music promoter with a few dots in Counterculture.

For more on influence rating, please click here.
Territory Claims

The two types of territory ownership recognises two sources of “power” for a vampire:

* Status, hierarchy, acclaim, laurels. This type of power comes from being of a higher “rank” than other vampires, and requires somewhat general consensus from Kindred Society that you are higher up in the hierarchy.

* Blood, mortals, resources, protection. Blood is the main thing and everything else comes second. Vampire is a creature that revolves around getting blood. Blood comes from access to mortals. The Kindred with the most Blood has the most power.

The two types of control are called **Claim** and **Clout**.

## Claim

(Damnation City p.196)

This type of control is defined in Damnation City, where domain comes from the Prince, who grants the control of his lands to Regents, who in turn grants lands to Vassals, who in turn have their own Tenants. **Claim over a territory comes from interaction with Kindred society.** In our city, which is run as a pseudo-communist regime, territory comes from the State. Kindred who have Claim over a territory are recognised and protected by Praxis laws.

## Clout

The Canvassing roll represents the act of gaining Clout in a territory. This is where you meet all the mortal stakeholders, bribe, blackmail, intimidate, wine and dine your way to control over a territory. In other words, **Clout in a territory comes from interaction with mortal society.** The person with Clout will be the one pulling strings from the shadows. They have their fingers in all the pies. When there is a problem, this person will be in the best position to deal with it.

### Differences between Claim and Clout

* One key thing to remember is that Claim involves no dice rolls. Clout is all about numbers and dice rolls. If you're unsure whether something is dealing with Claim or Clout, just ask, “Am I rolling dice?” If the answer is yes, you are most likely dealing with Clout. (this is with the exception of social rolls to convince a Kindred to give you their territory. You're rolling dice only for the social interaction.)
* Ghouls don't have Claim. They can only have Clout. This means that they are holding the territory in their Regnant's name.
* Territory Consolidation only deals with Clout.
* Vassalage only deals with Claim.

### Interaction between Claim and Clout

* Having Clout in a territory is a good reason for the Praxis to recognise your Claim.
* The Praxis may also grant you the territory first. You now have State-approved license to go canvass in that territory to gain Clout.
* A territory is considered to be in dispute if the Claim and Clout-owner do not agree. A territory in dispute provides none of the benefits and all of the disadvantages.
Gatow

Gatow is a district west of the Havel, administered by the British occupation. It has an RAF base, flying biplanes and helicopters of the UK Army Air Corps. The Berlin Wall runs along the western side of the airfield. This section of the wall is a wire fence—which the East Germans claimed to have left as a “military courtesy”. An armoured tank unit of the National People's Army is just across the fence, clearly visible at all times.

Security is tight around the airfield and access is not granted to anyone without proper authorisation. Public transport doesn't come out this way; a car is pretty much the only option of getting around in Gatow. The people here are tight-lipped about just what it is they do at the airfield. Gatow is a sparsely populated district and not many people actually live here. The residents live spaced apart and isolated from each other. Other than the airplanes flying overhead, not much else breaks the silence prevalent in this neighbourhood.

## Locations

#### **RAF Gatow**

* Status: Intelligence
* Drive 3 (Aircrafts only)

Some low-lying buildings and a control tower mark the location of the Royal Air Force Station Gatow. A boomgate and security booths control the entrance, manned by British military personnel. The base has a small fleet of De Havilland Chipmunk T10's. The biplanes are most often seen flying out westwards towards East German territory—presumably to exercise their right to fly over air corridors between Berlin and West Germany (per the Potsdam Agreement). Helicopters of the UK Army Air Corps also make regular landings at the airbase.

The west side of the airfield is a flimsy wire fence marking the Berlin Wall. An armoured tank unit of the National People's Army is just across the fence, clearly visible from the control tower.
CG/Skills

In this room you will be able to set Skills for your character. Characters get 36 dots to spend in Attributes. You must spend at least 11/7/4 dots in each stat group (mental, physical, and social) per the traditional stat spread outlined in the World of Darkness Rulebook.

At CG, characters must have no more than four Skills at 5. No Skill can be more than 5. Skills are set at 0 by default.

The starting stat bonuses are meant to bring characters up to the level of an experienced ancilla. You are welcome to play a "green" character if you wish by leaving some dots unspent. The unspent dots will be converted to XP, and handed out to you after approval at a small amount of XP per week.

### Commands:

* set <skill>=<value>
* +sheet
	+ To look at what you have so far
* +sheet/check skills
	+ +sheet/check returns the following:

You have x dots of Skills left unspent.
You have x Skills at 5.
You must spend at least 11/7/4 dots in each stat group (mental, physical, social).
Back

Next

## Comments:

* No Skill can be above 5.
* +sheet/check checks the following before approving characters for the next stage:
	+ Not more than four Attributes at 5.
	+ Must be able to recognize stat groupings (mental, physical, social) and check that the total number of points spent in the lowest grouping is at least 4, and the total number of points spent in the second lowest grouping is at least 7.
* Unspent Skills are converted to XP at 2XP per dot at the final stage of CG, and then put in an XP "bank" for the character.
Marc Leconte

Marc Leconte is known as the proprietor of a certain establishment in Kurfuerstendamm. He's a long-time resident of Berlin, and neonates with less sensibilities call him the “blood-pimp”. For the right price, M. Leconte can procure any sort of mortal, of any exotic blood type or physical specifications, to fit the needs of the discerning customer.

Leconte took over his sire's position as Groom when she left town to return to Paris. He is principled to remain neutral in politics, which caused a lot of major players in the Praxis to breathe a sigh of relief, as—undoubtedly—a man in his position will know some secrets. Leconte finds it more gratifying when he concerns himself with the affairs of the Daeva. He hosts salons and fetes, and puts forth an effort every year to outdo the Geheim in the scope and debauchery of his parties.

## Description

Marc sits like a coiled Serpent, careless in his elegance. His chiselled features are complemented by his lightly-tanned skin, made even more smooth and flawless by the embrace. His hair is brushed back from his forehead in an effortless quiff. His eyes are piercing blue and usually hidden behind a pair of tortoise-shell Wayfarers. He exudes a certain charming je ne sais quoi in every move he makes. His beauty is delicate—like a woman's—begging to be captured and given warmth with a soft focus lens.

Marc Leconte wears his clothes as if they are allowed the privilege of being able to touch his skin. Wool, silk, cashmere, cotton—only the finest fabrics will do. He likes to put his own personal touch on the traditional male dress. His own flair comes though in his choice of accessories and the odd pocket square.

## Hooks

* **Parties**—Leconte is not content at being second best. One day, one day! His party will be the talk of the town for centuries to come.

* **Blood Dolls**—Looking for someone who looks like your long-lost love? Stringent dietary requirements? Or just a pervert? He understands, and he's got your back.

## Rumours

* There are two types of people in the Praxis; those that Marc Leconte has slept with, and those that Marc Leconte has 'yet' to sleep with.
Territory System

### Influence Spheres

The bonus given to certain influence actions when one acts on them in this territory.

### Maximum Interactive

The maximum value of the Interactive traits; access, information, and prestige.

### Maximum Reactive

The maximum value of the Reactive traits; safety, awareness, and stability.

## Overview of the territory system

**Territory Attributes** – Explains the territory rating, feeding pool, and influence rating.

**Territory Traits** – Explains the traits of access, safety, information, awareness, prestige, and stabilty.

## How it works

**Territory Claims** – Explains the concept of ownership of a territory and what it means, including two types of ownership, Claim and Clout.

**Territory Consolidation** – Explains the concept of blocs (alliances with other players) and overextension, and how to calculate your own territory consolidation modifier. This system replaces "Primacy" from Damnation City. It is created to be a simple and thematic method of encouraging players to play with others.

**Fealty** – What you need to know when you are a vassal of another lord. Includes different levels of ownership and different ways to pay rent.

## Actions - What you can do

**Territory Actions I** – Basic actions that can be taken in a territory–investigations, acquiring territory, patrolling, and covering-up. This is meant as a starter guide for beginners.

**Territory Actions II** – This outline includes general investigation rolls and ways to change the traits and influence of a territory. Read here if you want to learn how to make your territory work for you.

**Territory Actions III** – Attacking and Defending. How to make someone else lose their territory. This is a PvP-focused guide meant for the go-getters and risk-takers.

## Interactions with other systems

* **Territory and Influence**
* **Sites**
* **Crises**
* **Downtime**
Carl von Mansfeld

General Carl von Mansfeld is a man of the people. His pastimes include walking his dogs, moving pictures, and Wagnerian opera. He is the Minister of Defense of the Praxis of West Berlin. As a Field Marshal General, he has more stars in his rank than anyone else in the army.

General von Mansfeld hails from the province of Saxony. He was an officer in the Prussian army before being promoted to its highest ranks for excellence in battle. The dissolution of the Weimar Republic dealt a huge blow to von Mansfeld. After decades searching for a purpose, he finally found a cause worth fighting for in Siegfried Theodor Walther, joining him in the Revolution and the war against the Strix.

After the decisive victory, General von Mansfeld helped our Leader rebuild the Praxis by re-organizing the Democratic People's Army. It is because of General von Mansfeld and his army that the people can sleep easy, knowing that their properties and unlives are protected from the assaults of their enemies.

## Description

The General is a sturdy, well-built older man frequently seen in his military uniform. His salt and pepper hair is cropped short and combed back, tight against his scalp. His hairline forms a prominent widow's peak. Above his eyes are two lightly-arched silvery tufts of hair. He has a large, triangular nose with a downward-pointing tip, and below that, a thin, neat moustache. Framing his face is a square jaw and a strong cleft chin. His posture is straight from years spent in the military. His uniform is decorated with an extremely large amount of brass—pins, medals, badges, ribbons, and a braided cord or two.

## Hooks

* **Recruiting**—promising young neonates who want to do their part. JOIN the ARMY. FIGHT for your PRAXIS.
* **Missions**—beyond the Wall are always a regrettable necessity. The enemy never sleeps. Join the fight to keep your city safe.

## Rumours

* His facial hair is second only to Prince Siegfried.
Alfonse of Triers

Berlin—modern-day Sodom and Gomorrah—is home to Alfonse, a preacher of our Dark Prophet. His charm and magnetism allows him to hold sway over a small congregation. Alfonse is an old school believer of the Monachal Creed. The Kindred are above sin; the only crime is compassion for the living and the failure to be the darkness to his light.

Once, he was known as Alfonse of Triers, a Prince-Bishop of the Holy Roman Empire. A Prince-Bishop was both the religious and secular ruler of their principality, and thus, Alfonse had unlimited power, free to do whatever he wanted in the governance of his own county. God had put him in the position as a test of faith, and he failed. Alfonse became enamoured with worldly pleasures, and succumbed to the sins of lust, pride, greed, and usury. His reign ended on the battlefield, when one of his enemies drove a spear through his chest. Dying and in the throes of ecstatic pain, he had a vision revealed to him by God;

*“I saw in his hand a long spear of gold, and at the point there seemed to be a little fire. He appeared to me to be thrusting it at times into my heart, and to pierce my very entrails; when he drew it out, he seemed to draw them out also, and to leave me all on fire with a great love of God. The pain was so great, that it made me moan; and yet so surpassing was the sweetness of this excessive pain, that I could not wish to be rid of it...”—**Santa Teresa de Ávila. "Libro de su vida". Escritos de Santa Teresa.***

The same night, Alfonse was awakened by one of God's monsters. His path was clear to him. He was to teach and spread the word of Longinus and his first disciple Monachus. Father Alfonse had always had a flair for the dramatic. He converted hundreds, and sired mortals whom he saw fit to be predators. He came to Berlin before the Wall went up, to bring the word of God to a city ruled by heathens.

## Description

This is a man in his mid-forties, blue-eyed and square-jawed, sturdy and cutting a gallant figure. He has short black hair and an oval face that tapers into a strong chin. His eyes are deep-set and narrow, and framed by a pair of thick, angled eyebrows. Fine creases line his forehead and either side of his nose. His mouth is shaped by a pair of deep dimples, lying symmetrically on either cheek. A light dusting of stubble peppers his jaw.

The man is clad in an ankle-lengthed cassock, black with red piping. A length of rosary hangs from his belt. He has the sort of presence that fills a room, and when he speaks, his words are delivered with a smooth, hypnotic cadence.

## Hooks

* The miracles of **Theban Sorcery** can be taught to any promising Sanctified.

* Kindred interested in the faith can seek out Father Alfonse for **spiritual guidance**.

## Rumours

* Let he who is without sin cast the first stone.
Wilhelmine von Geheim

### Titles

Hermetic Philosopher of the Imperial Umbra, Azure Journeyman and Castellan of Wannsee

### Played-by

Grace Kelly

The von Geheims are a sordid page in Berlin's history, marked with ancient debts and old grudges, fraught with scandal, secrecy, and treachery. There were half a dozen of them before the 20th century; Cecilia von Geheim, childe of the bloodline founder Graf von Geheim zu Graz; Gustaf von Geheim, Cecilia's blood-nephew and childe of Volker von Geheim; Theresa von Geheim, childe of Gustaf, Conrad and Wilhelmine von Geheim, childe of Cecilia von Geheim. What happened to them was the stuff of conspiracy and wild speculations. It was generally held that Cecilia left Berlin shortly before the war. The cousin, Gustaf, was executed in a very public manner by Prince Leopold von Hohenzollern. The others straight up disappeared. Only Wilhelmine remained, the last original member of her bloodline in Berlin.

Now Wilhelmine has stepped away from the limelight, content with her self-imposed exile from politics. She maintains the Ordo Dracul chapterhouse in Wannsee, and despite everything, she still throws the best parties in Berlin.

## Description

A blonde woman in her mid-thirties, aristocratic in bearing, with cobalt blue eyes and sharp, Germanic features. Her hair is curled up in side-swept chignon, with nary a strand out of place. She wears an enigmatic half-smile on her wine-coloured lips. Her outfit is a corseted evening gown that hugs her figure like a cocoon. Gemstones of clear blue topaz decorate the lobes of her ears and the base of her neck. On the ring finger of her left hand, she wears a smooth oval stone of lapis lazuli.

## Hooks

* **Hellfire parties** are what the Geheim are known for. Keep your eyes open. You don't want to miss the next round of invitations.
* **Blut Alchemie** and other sanguinary deeds. Transformation is the path to Ascendancy.

## Rumours

* Neonates still laugh and do the goose-step behind her back. She may have made a mistake, but when was the last time your faux-pas started the Second World War?