recursal/Fanatic-Fandom huggingface dataset:
Storm

The ancient power harnessed by the Storm Mother Kataigida from the times of old, passed down to one single individual of the genetically closest race to her, that being the Stormhoof right now. The current Stormwielder is Uragan. The power is extremely potent and puts the Stormwielder as the second most powerful type of mortal next to a Wrath Lord.

## **Characteristics**

Users of Storm have always been reported as the closest thing to a living corpse. That is, outside of actual undead creatures. They are emotionless, and, from birth, their eyes crackle with divine Lightning, their hair flowing by itself. The weather itself is under their control, but is not seen exercised often. Due to the secretive personality of this power, and it being locked to one single person who can't help but completely turn into a hermit, it is still a mystery of what it is capable of, and why some Stormwielders seem so much stronger than others.

## **Lightning and Wind**

After Kataigida's death, her children parted ways to evolve to different species. None of them retained the pure power of Storm except for one, the Stormhoof. The Stormhoof are the genetically purest species in which Kataigida's blood flows through. With this, they are capable of being born into the world as a Stormwielder. The rest of the races settled across the world to evolve and change. Her strength split into two forces across the other two children, that being the dominion over Lightning, or the Wind itself. It has never been attempted in history to combine these two forces into one entity.

It is said that these gifts of Kataigida may never be wielded by those who's bodies do not have her blood coursing through her, but who knows what mortals are capable this day and age.
Νερό σαν μανία

> Wear your knowledge as armor
>
> -Νερό σαν μανία

...

*Νερό σαν μανία (Romanized: "Nerò San Manìa", Shayek: "Fury-Like-Water")* is a Perosak follower of the Lady of the Deeps whose activity has been noted somewhere between the fall of the Warp-Dragon Proangelos and the events surrounding the war between the Akusatu and the Molkhid, although he has not appeared in the latter.

Ever since his part in felling the Warp-Dragon, Nero has been marked a 'hero' alongside his companions.

Nero roams the lands of Kouvia to study the cultures of its inhabitants and their ways of weaving Wrath and Warp, his true goal and current whereabouts unknown.

Last seen in the emerged Capital of the Amakhol accompanying the High Abyss-Priest Inkosi under the alias of 'Lotan'.

## **Physical appearance**

Before the events surrounding the Warp-Dragon's fall, Nero had a body similar to most Perosak- slender and firm, with a rock-like obsidian composition and glowing, bright purple eyes. In this form, he adorned his horns with pieces of gold and donned a belt, his side weapon being a sword of chewed-out gemstone, a peculiar choice for his kin, who prefer blunt weapons that break stones.

After the events surrounding the Warp-Dragon's fall, Nero's body adapted and changed greatly, becoming much larger, bigger, and stronger with sharper features and blue cracks that seeped through the stone of his body. His eyes mysteriously turned sky-blue after the event, yet his scales blackened as they started.

In more recent times the Perosak has been noted to don more exotic equipment by those who saw him, a blend of many different cultures.

## **History**

**Background**

**T.B.D**
Backpack

You can find Backpack in the sidebar of Mainland, Wild Field and Idle Screen. General items are all stored in your backpack. It’s convenient to use materials, check equipment info, merge Hero Fragments, and sacrifice runes in the backpack.

By tapping the item, you can see the description and share the info to channels, as well as check and jump to the feature where you can obtain the item.
Adeona Cabin (25)

The **Adeona Cabin** (25) is the cabin for the children of Adeona, Roman goddess who guides the child back home, after it has left the parental house for the first time and safe return.

## Claiming and Cabin

When Adeona claims her children a picture of a child finding home appears over her head then dissipates. they feel a warm glow because her mother is giving some protection.

The building itself is a cozy little cottage made of wood and gives off a aroma of home. It gives off a different aroma for each person. The theme of the cabin is warm colors. The main colors are burgundy, scarlet, brown, and beige. In the common area there is a large fireplace surrounded by cozy chairs and couches. There are faux animal fur rugs and soft pillows all around the room. The hallway leading to the dorm area if full of doors. Each door leads to a person's home and there is a door for everyone currently in the cabin. For those who actually live there their doors are permanent. The whole cabin is lit with warm lighting and gives off a very homey feel.

## Cabin Members

Head Counselor: Amelia Blackwood

Lieutenant Counselor: Gianna Homer

Other Members: Nadia Batt, Payla Batt, Aoife Turret, Adeona Porter

Famous Children of Adeona: Revé Walsh and John Walsh, founders of NCMEC.

## Powers and Traits

1. Children of Adeona are very kind.

2. Children of Adeona never get lost.

3. Children of Adeona are great babysitters.

4. Children of Adeona are strongest when a little kid is going to be hurt.

5. Children of Adeona love everyone.

6. Children of Adeona hate conflict.

7. Children of Adeona only fight when necessary.

8. Children of Adeona can charmspeak children.

9. Children of Adeona have a great sense of navigation

10. Children of Adeona usually have a fatal flaw of risking themselves for other people.

11. Children of Adeona can create shields.

12. Children of Adeona love reading to children.

13. Children of Adeona can teleport to someone's home.

14. Children of Adeona love the series "Fablehaven".

15. Children of Adeona have a sibling like bond with children of Hestia since they are quite alike.

16. Children of Adeona can curse people that hurt children.

17. Children of Adeona can turn people into babies for 1 day.

18. Children of Adeona can make people act like babies for 1 week.

19. Children of Adeona can make illusions to make people happy.

20. Children of Adeona immediately know where the safest place is for a lost child.

21. Children of Adeona always know when someone took their first steps/when they are going to and when they moved away from home/when they are going to.

22. Children of Abeona have good affiliation with the children of Abeona and work together very well

23. Children of Adeona know the safest routes to and from school.

24. Children of Adeona make great parents and they tend to be lenient in letting their kids go places since they'll know if something is wrong anyway.
Double-barrel Shotgun

(Double-barrel Shotgun)

*Weapon*

## Details

The first double-barrel shotguns were originally muzzle-loading firearms. The primitive, but efficient, design was popularly used during the era of the American frontier. Double-barrel shotguns are mainly used for hunting and home defense. They come in an either a side-by-side or over-and-under barrel configuration.

Used commonly after the Great War, the double-barrel shotgun is still seen frequently in the wasteland.

## Stats

4d4 piercing, 9lb, 12 gauge, (*ammunition, range 30/90, reload 2-rounds, two-handed*)

## Modifications

[**Barrel**: Long, Sawn-off. **Reciever**: Hardened. **Sights**: Electronic]
Atomic Coffee

Raoul Duke, the Coffee Baron of New York (Art by Li Didkovsky)

**Atomic Coffee** is a unique bean grown in the radioactive blast zone that the **Children of Atom** have occupied in **New York**.

Atomic coffee is much regular coffee but with twice the potency, duration, and addictive nature; as well as the added radiation. Some people even say it adds a pep to your step. (Movement speed bonus?)

It was first discovered by **Raoul Duke**, an enterprising ghoul who became a glowing one during his time setting up and establishing the now present atomic coffee trade within **New York**, thanks to his connections and deals made with the leader of the Children of Atom in New York, **High Confessor Simulacrum**.
Aba Cabin (1)

The **Aba Cabin** (1) is the cabin for the children of Aba, Greek nymph-goddess of the springs, well or fountain of the town of Ergiske in Ciconia, Thrace.

## Claiming

When Aba claims her children, the outline of the town of Çatalca (Ergiske) appears above the child's head.

## Cabin

The cabin looks normal outside, except that it is painted with various swamp and pastel colours. On the inside it looks like a spring with bushes and flowers everywhere. The beds are made from turkish textiles and the couches shaped like huge plants. On the backyard, there is a fountain with Aba's statue in the middle. On the rooftop there is a little lake with water from their mother's spring, that has essential oils in it.

## Cabin Members

Head Counselor: Coronia von Fontein

Famous Children of Aba: Ergiscus, founder of the town Ergiske, son of Poseidon.

## Powers and Traits

1. Children of Aba have minor hydrokinesis or water control.

2. Children of Aba have telmakinesis or wetland control.

3. Children of Aba can camouflage in every swamp.

4. Children of Aba know everything about Çatalca.

5. Children of Aba have good affiliations with Poseidon's and the other Nymph's children.

6. Children of Aba are kind and caring.

7. Children of Aba know the Turkish language.

8. When the children of Aba are 18 year old, they visit Çatalca to complete three commands from their mother. If they succeed, they are granted one wish.

9. Blessing of Aba: When a child of Aba is blessed, they drain the water of the springs, wells and fountains of Çatalca and use it for their own use. After the blessing, they are dehydrated for a day and feel nauseous when they see water.
God Village fanon Wiki

**Welcome to the God Village fanon Wiki!**
It is about camp half-blood, that is now a village that houses demigods.The cabins are listed alphabetically with every roman and greek god and goddess.

We're a collaborative community website about God Village fanon that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Solid Eye System

(Prop by https://www.therpf.com/forums/threads/metal-gear-solid-eye-system.279114/)

### Effects

Toggle between Darkvision, Identify, Spyglass, or True Sight

*Equipment*

The **Solid Eye System** combined ENVG (*Enhanced Night Vision Goggles*) light amplification and imaging technology, and also allowed for binocular functionality (*though not simultaneously*). In addition, the NV capability could also reveal things that normally wouldn't be seen, such as footprints, thus allowing the user an easier time predicting enemy route patterns and reacting accordingly.

The Solid Eye can detect in body temperature, heart rate and sweat secretion to calculate a soldier's physical and emotional state. Its camera vision utilized the fish-eye perception. This model can also act as a corrective lens for any sight problems such as far-sightedness. When heavy artillery such as tanks enter the field of view it displayed their specifications and armaments.
Aeolus Cabin (44)

The **Aeolus Cabin** (44) is the cabin for the children of Aeolus, Greek god of the winds and the island Aeolia.

## Claiming and Cabin

When Aeolus claims his children, a spectral closed bag appears over the child's head, then suddenly opens and dissipates in a tremendous, omnidirectional blast of wind.

The cabin itself looks normal, but the bricks are enchanted to look like the sky, same with the ceiling. On the inside. Also, there is a bronze, miniature version of the bag of Aeolus above the door, and the furniture moves around from the erratic winds that always blow through the cabin.

## Cabin Members

Head Counselor: John Wright

Lieutenant Counselor: Dakota Crane

Other Members: Mike Rockfall, Jack Mansion, Jasper Garcia

Deceased Members: Johanna Cairn

Legacy Members:

Famous Children of Aeolus: Charles Linbergh, the best pilot through history .

## Powers and Traits

1. Children of Aeolus have the power of *major* Aerokinesis, or the power to control the wind.

2. Children of Aeolus can communicate and control birds, and can turn into Aeolus' sacred animal, Kingfishers.

3. Children of Aeolus have advanced lungs, being able to hold their breath for an hour.

4. Children of Aeolus have the power to use the wind to fly.

5. Children of Aeolus can easily tame storm spirits, like Tempest.

6. Children of Aeolus can manipulate the temperature of the wind.

7. Children of Aeolus tend to make good meteorologists as they can sense the weather.

8. Children of Aeolus have control of the weather, but causing storms drains them.

9. Children of Aeolus tend to have really, *really* erratic moods (their moods can change on a dime).

10. Children of Aeolus can control storm spirits as their father is the keeper of the winds.

11. Children of Aeolus have lilapsokinesis or the manipulation of tornados.

12. Children of Aeolus can solidify air and their breath and shape it as weapons.

13. Children of Aeolus have acoustikinesis or the manipulation sound.

14. Children of Aeolus know everything about Aeolia.

15. Blessing of Aeolus: When a child of Aeolus is blessed, their body dissolves into air and can teleport wherever they want. Their eyes turn black and can disappear and reappear, whenever they want. They can turn mad and turn on friends. After the blessing they become ill, for one week, and cannot move from bed.
Classes & Types

There are 5 classes in total: Warrior, Assassin, Ranger, Mage and Priest. Each class is related to a type such as Strength, Agility, and Wisdom. Heroes can only equip gears of the same type of their classes.

## Warriors-Strength

Warriors have a strong ability to survive, but their Attack ability is relatively low. They are more suitable to be placed in the frontline to take damage.

## Assassins-Agility

Assassins have low survivability but their single-target attacks are extremely strong. They will target heroes placed the furthest away in the opponent's formation.

## Rangers-Agility

Rangers are good at basic attacks and skills, which make them the best choice for continuous damage output.

## Mages-Wisdom

Mages' basic attack ability is relatively low, but they deal huge AOE damage.

## Priests-Wisdom

Priests' damage output is mediocre, but they are very good at healing.
Lilly Laroche

One of **Eartha**’s two most trusted lieutenants of the **Wasteland Queens**, **Lilly** is only seventeen but has been forged by a harsh life in the wastes into a vicious sadist whose dainty appearance belies her true nature.

Her and **James Morris** were saved from feral ghouls by **Eartha**, and became the first recruits in the super mutant’s gang.
Zalama

***Take this, and do not return until you have the grand prize. You and I, brother, will reign over the world like the Shayek once had. We, instead, will not depend on some Divine power. We will conquer it, and make it succumb. I have the key to this goal. You do your part, I'll do mine.***

***Good luck on your journey, Zalama. Your foe is great, but we will persevere.***
Aceso Cabin (6)

The **Aceso Cabin** (6) is the cabin for the children of Aceso, Greek goddess of the process of healing wounds and curing illnesses.

## Claiming and Cabin

When Aceso claims her children, a red plus (similar to the logo of the Red Cross) appears above the child's head.

The cabin resembles a hospital building with a pill container above the door. Inside, the building is equipped with hospital beds and hospital waiting rooms. There are pictures of famous physicists and doctors, hung in the walls. There are all sorts of medicine in the every closet and every drawer. When you enter the cabin, you feel more steady and more stabilized. That's because Aceso has casted a spell that keeps everyone that is the cabin, healthy. If someone is hurt inside the cabin they will be healed in 10 minutes. In the rooftop is a deathbed the resurrects dead people for about 20 minutes for everyone to say their goodbyes to a person that has died.

## Cabin Members

Head Counselor: Helen Pashens

Lieutenant Councilor: Maggie San

Other Members: Denis Gydantis

Famous Children of Aceso: Henry Dunant and Gustave Moynier the founders of the Red Cross.

## Powers and Traits

1. Children of Aceso have the power of vitakinesis process control or manipulating the process of healing something.

2. Children have the power of nosokinesis process control or manipulating the process of curing sicknesses.

3. Children of Aceso can tell if someone is ill or not by just looking at them.

4. Children of Aceso can identify every sickness.

5. Children of Aceso can create every pill in their hands.

6. Children of Aceso can use every surgical item as a weapon.

7. Children of Aceso are the best surgeons, surpassing the skills of Asclepius children.

8. Children of Aceso have limited patience control.

9. Children of Aceso are slow-runners.

10. Children of Aceso tend to like sports with rackets.

11. Children of Aceso usually end up working in the health industry.
.357 Magnum Revolver

(Smith & Wesson 686 .357 Magnum Revolver)

*Weapon*

## Details

The **Smith & Wesson Model 686** is a six- or seven-shot double-action revolver manufactured by Smith & Wesson and chambered for the .357 Magnum cartridge; it will also chamber and fire .38 Special cartridges. Smith & Wesson introduced the Model 686 in 1981. It is the stainless steel version of the Model 586, which featured a blued steel finish. They are available ported and unported with a choice of 6- or 7-round cylinders.

The Model 686 is based on S&W's **L** (medium) revolver frame. During the 1980s, Smith & Wesson developed its L-Frame line of .357 Magnums: the Model 581, Model 586, Model 681 and Model 686. The Models 581 and 681 have fixed sights, whereas the 586 and 686 use adjustable sights.

## Stats

2d8 piercing, 2.2lb, .357, (*ammunition, range 40/120, slow reload 6-rounds, special*)

## Modifications

[**Barrel**: Short, **Grip**: Comfort Grip, **Receiver**: Hardened, **Sights**: Electronic, Scope, Recon]
Iris

## 3YE-R15

The Eyebot is a hovering all-purpose robot with whip-like radio antennas resembling long "whiskers" pointing to its back and loudspeakers in the front. Uses of Eyebots vary and have been known to include the spreading of propaganda, reconnaissance, and surveillance, delivering messages, and even repair and medical services.

## Physical description

### Species

Robot (Eyebot)

**3YE-R15** (named **Iris**) is a refurbished Enclave Eyebot. It bears emblems that the **Green Crooks** use.
Mel (clay) ipt

*Characters*

There is no solution that cannot be solved with technology. No reservations. I love my machine learning inspired, personified, pip-boy.

## Biography

### Background

After have survived an increasingly dangerous cooking show, at the hands of the ominous expressionless robots. It was kill or be killed... or hack.

## Character Information

### Notable Items

* Pip-Boy
* Vault 56 Vault-Suit
* studded leather armor
* .44 magnum revolver
* light crossbow
* throwing knife

### Items

* thieves’ tools
* backpack
* crowbar
* hammer
* 10 pitons
* 10 torches
* tinderbox
* 50 feet of hempen

### Abilities

#### Racial Abilities

* Night Vision (*Vault Education*)
	+ You have an exceptional ability to see in the dark, even in interiors or underground. You have darkvision out to a range of 120 ft.

#### Class Abilities

The abilities bestowed upon you by your class.

##### Class Features

The features bestowed upon you by your class.

#### Feats

Additional feats you may have opted to take or have gained on your journey.

#### Additional Features

Abilities bestowed upon you by "magic" items.
Stealth-Boy

## Stealth-Boy Mk1

One of the two variants found in the Wasteland, this belt-strapped version of the Stealth-Boy has been found in the Commonwealth, Appalachia, and New York.

### Effects

30 seconds (5 rounds) of Invisibility, cloak is removed if you attack.

The Stealth-Boy is Pre-War consumable tech item that allow the user to briefly go completely invisible by using a harmless but radioactive "cloaking field".

The most common variant of the Stealth-Boy are the Mark 1's, which has two distinct variants; being wrist-mounted or belt-mounted.

They both function identically, and usually burn out after a single use because many Wastelander's are unfamiliar with the delicate instruments. Technologically adept few are able to use it more efficiently, knowing how to adjust the device multiple times as well as reload it with fresh energy cells before it eventually burns out from repeated use.

Nightkin are Super Mutants that have become addicted and schizophrenic due to decades of prolonged use, this has turned their flesh a unique blue and has warped their minds beyond repair.
Vault 56

**Vault 56** was a survival shelter designed by Vault-Tec Corporation on contract with the U.S. government to protect a selected fragment of the United States population from nuclear holocaust so that America could be repopulated, but as with many such Vaults like it; it was subject to awful inhumane experiments as part of some strange unknown experiment by Vault-Tec.

As part of the vault experiment, all entertainment tapes were removed except those of one particularly bad comic actor, who was installed into a central AI system that took on the responsibilities of an Overseer. Many of his duties included recording an indefinite amount of tapes using the recording equipment provided to create informative and comical cooking show episodes. This went on for ages, some people withstood the tedium, others went crazy, some left, some died, but this went on until only one dweller remained.
Oasis of Atom

A flock of worshippers from the Children of Atom make their pilgrimage to the sacred site. (Art from http://the-knowledge.org/en-gb/post-apocalyptic-art/)

The crater in the North.

### Location

New York

The **Oasis of Atom** is the area of **New York** that has been devastated by a unique experimental **MIRV nuke** that has left a massive crater in its wake. The resulting chain of explosions caused the shattered glass from nearby buildings to whip up into a tornado, becoming fine granules of radiation soaked glass that are now stained green.

A ghoul wasteland explorer named **Raoul Duke** ventured into this region during a scavenging run, and being able to withstand the radiation discovered a strange quality to the sand, a surprising amount of flora had grown with no intervention as a result of the fertility of the land. Being the enterprising man that he is, Raoul shared this knowledge with a contact that got him in direct communication with **High Confessor Simulacrum**, the two making a deal.

After the two made their deal, the details of which are kept secret, the **Children of Atom** left their **Dweller** lifestyle behind and ventured to the surface taking pilgrimage towards their new home at the Oasis of Atom.
Followers of the Apocalypse

(Art from New Vegas Playing Cards)

The **Followers of the Apocalypse**, or simply the **Followers**, are a humanitarian organization originating in New California. Followers focus on providing education and medical services to those in need, as well as furthering research in non-military areas. One-time allies of the New California Republic, they have since parted ways due to disagreements over NCR foreign policy.

Forgoing preaching in favor of humanitarianism, the Followers are generally welcomed by the inhabitants of the wasteland. Wherever they go, the Followers seek to provide services to those in need, namely medical care and agricultural instruction. Those in positions of power often regard them as seditious anarchists; though such accusations are not entirely without truth, the organization as a whole has no interest in seizing power.

The Followers of the Apocalypse readily assist those who require aid and welcome anyone who wishes to join their ranks, including former members of the Enclave, Brotherhood of Steel, or just about any other faction. Although pacifists by nature, the Followers will not hesitate to defend themselves against attackers and will take up arms against those who threaten their ideals. Often times they will be seen with hired guards adding much-needed protection and firepower to their organization.

They are located in Jersey City, and have taken hold of Ellis Island and Liberty State Park.
Mare's Leg

(Art by Fernando Correa)

*Equipment*

*Lever-Action Rifle, 251 Caps, 2d10 Piercing, 9 lb., .45-70 Ammunition (range 60/180), Slow Reload (5 rounds), Two-Handed, Short Barrel, No Grip, Hardened Receiver, +1 Weapon*

The **Mare's Leg** is a modified **Cowboy Repeater** with an ornamental **Sunset Sarsaparilla Star Bottle Cap** attached to the lever.

You can bounce a bullet off of one hard surface (i.e. a wall) and hit an opponent. You must be at a 45 degree angle to the wall to use this feat. You make an attack on the wall (AC 10), and if it hits, it bounces and travels along the opposite 45 degree angle line. You then make an attack roll against the opponent with a -4 penalty. If you hit, you deal half damage. The total distance the bullet travels cannot exceed your range increment.
Mart Town

One of the few children of Mart Town enjoying a Nuka-Cola. (Art by Laeyrda Vaina)

### Location

New York

***Source***

**Mart Town** is a settlement that is slowly becoming much bigger. The name comes from the fact that it is built inside the walls of an Atom-Mart supermarket building.

It’s a small settlement right now, and while its location is defensible, the low numbers of its populace make it vulnerable to larger groups of raiders.

Recently, they have been getting harassed by a group called the **Wasteland Queens**.

## Members

* Mayor Marianne Marshall
* George Marshall
* Louisa Vane
* Edgar Duncan
* Paul Blake
* 17 Mart Town Civilians
* 4 Mart Town Children
* 10 Mart Town Defenders
Railway Rifle

(Railway Rifle)

*Weapon*

## Details

The railway rifle fires railway spikes as projectiles in the same manner as an air rifle. These are rarely found as ammunition, but are cheap to buy and may be recovered from enemies slain using the weapon. In exchange, the railway rifle has become enormously more powerful from its last iteration while retaining its ability to do extreme damage to limbs—sometimes even pinning detached ones to walls.

In addition, a train whistle can be heard when reloading the weapon.

## Stats

3d10 piercing, 14.4lb, Rail Spike, (*ammunition, range 60/180, slow reload 10-rounds, two-handed, special*)

## Modifications

[**Barrel**: Long. **Grip**: Recoil Compensating. **Muzzle**: Bayonet. **Sights**: Electronic, Scope, Night Vision, Recon]
Notable Persons

Uragan - The Hundred Fifty Sixth Stormwielder of Kouvia.

Tajfun - The Eighty Fourth Stormwielder of Kouvia

Kyklonas - The First Stormwielder

Zalama - Lone Jetu

Barandir Brewhammer - Crafty Dwarf which halted the Brannskjold Invasions

King Ragnar - Former King of the Brannskjold Invaders

Hans Flammenvogel - Wrongly punished Edelflug

Henker Blutschnabel - Der Boss of the Jeweled Mountain Ring

Feynrier - The First Lupine Warpwild

Asalwi'las - Creator of the Aruvriinian Plague

Matagi - The Maniac

Aku - The Cyclone of the South
Creechers

(Art from https://www.redbubble.com/people/cherishspringer/shop)

*Factions*

**Creechers** are a faction of heavily mutated people that reside within New York. They were forcibly created against their wills by Shale Hawthorne, the leader of the Ork Empire, by being dipped in a cocktail or radioactive water and F.E.V. virus that was mixed in the JKO Reservoir found in Central Park. One third of the subjects put through this died, the remainder became known collectively as the Creechers.

The members of this group turned the vile word "creature" that was hurled at them time and time again and warped it into a honorable title. They are also known to have all sorts of strange and irregular deformities, such as extra fingers, tails, scales and fur, and all sorts of other changes.

These changes stemmed from the grazing nearby animals that had escaped captivity and survived the apocalypses using the JKO Reservoir as a waterhole, drinking and bathing in the irradiated waters. After hundreds of years of this activity, mixed with the large amounts of F.E.V. virus that Shale Hawthorne had put within that body of water, many of the residents now share similar traits of those surviving mutated animals.

These surviving animals would be the the grizzly bears and snow leopards, along with other small animals that may have grazed over time such as small lizards and birds.

### Members

The group is vast and spreads across the majority of New York sharing the space with the Ork Empire and the raider group known as The Slavs.
Assault Rifle

(M199 5.56mm Assault Rifle)

*Weapon*

## Details

Fed from a side-mounted magazine, this assault rifle has anti-aircraft style sights and interchangeable barrels and magazines. It includes a charging handle on the right fashioned out of wood. A common sight in the Wasteland, this assault rifle is used by higher-ranking raiders, and some super mutants.

Firing standard 5.56mm rounds, the gun was described as the "most well-recognized weapon in the modern U.S. Military arsenal" before the Great War. It was known to make a distinctive sound when ejecting a spent shell, leading it to be nicknamed "the Backtalker". It was displayed as part of a museum exhibit on loan from the International Ordnance Museum at the Museum of Technology in Washington D.C. alongside weapons and ammunition used by the military in past conflicts all over the globe.

## Stats

2d8 piercing, 13.1lb, 5.56mm, (*ammunition, range 70/210, reload 30-rounds, two-handed*)

## Modifications

[**Barrel**: Long. **Grip**: Recoil Compensating. **Magazine**: Drum. **Muzzle**: Suppressor. **Receiver**: Automatic, Hardened. **Sights**: Electronic, Scope, Night Vision, Recon]
Hunting Rifle

(.308 Hunting Rifle)

*Weapon*

## Details

A classic bolt-action rifle design dating back to the 20th century. Its rugged design, performance against a variety of game and accuracy made it a staple of American hunting before the Great War.

They weren't designed with the intent to survive a nuclear war in mind, however the availability of replacement units makes finding parts easy, though their performance even while damaged and far between repairs is a testament to the quality of this all American design. The accuracy of the weapon means that it is often used in place of dedicated sniper rifles by some groups in the wasteland, such as the New California Republic Army's 1st Reconnaissance Battalion.

## Stats

2d6 piercing, 9.6lb, .308, (*ammunition, range 80/240, reload 5-rounds, two-handed*)

## Modifications

[**Barrel**: Long. **Magazine**: Large. **Muzzle**: Bayonet, Suppressor. **Receiver**: Automatic, Caliber Downgrade .38, Caliber Upgrade .308, Hardened. **Sights**: Electronic, Scope, Night Vision, Recon]
Edgar Duncan

Doctor Duncan is **Mart Town**’s resident physician. He trained in Rivet City in the Capital Wasteland. His skills are above the level normally found in small settlements, a fact which he likes to remind the mayor of every now and then.

Arrogance aside, Duncan actually likes living in Mart Town and is in no hurry to leave. Chiefly because he’s actually in love with Mayor Marshall.

Despite the tragic injuries and loss of life involved, the recent hostilities with the Wasteland Queens have offered Edgar an opportunity to practice his craft. He has felt energized and at the top of his game.
Shotgun

(Single Shotgun)

*Weapon*

## Details

A shotgun, also called a "scattergun," is a firearm designed to shoot a multitude of lead or steel balls of varying sizes, greatly increasing the weapon's hit potential. This makes it very effective at hunting game. However, the accuracy and power found at close range starts to diminish as the target gets farther away.

Shotguns designed for the military's use are often called "combat shotguns."

## Stats

4d4 piercing, 7.5lb, 12 gauge, (*ammunition, range 30/90, loading, two-handed*)

## Modifications

[**Barrel**: Long, Sawn-off. **Reciever**: Hardened. **Sights**: Electronic]
Poseidon Energy

(Art by by Helga Sable)

**Poseidon Energy** was a pre-War energy company that operated a number of oil rigs, factories, refineries, gas stations, and power plants.

It was not a single, monolithic company, but was rather a cartel of various Poseidon-owned corporations controlling various aspects of the global energy market; the PoseidoNet data transfer system provided instantaneous communication between various Poseidon facilities including the Poseidon Oil Reactor № 5, the Enclave Oil Rig, and other locations throughout the United States.
Characters

Important figures in the world of Fallout: The Horizon Ahead.

## Player Characters

* Degen, the Gen-2 Intelligent Deathclaw from the Green Crooks
* Subject Five, the Modified Gen-3 Courser from The Institute
* Mel (clay) ipt, the Human Vault Dweller from Vault 56

#### Children of Atom

* High Confessor Simulacrum, the Head of the Oasis of Atom for the Children of Atom
* Raoul Duke, the Glowing Entrepreneur who discovered the Oasis of Atom
* Jason Schaeffer, a Scientist & Zealot for the Children of Atom
* Gatekeeper, the Half-Nightkin Preacher for the Children of Atom
* Brother Glowe, the Ghoul Preacher for the Children of Atom

#### The Slavs

* One-Armed Bandit, the Leader of The Slavs

#### The Highwaymen

* Grimm Reap, the Leader of The Highwaymen
* Don Thunderstruck, a Lieutenant for The Highwaymen

#### The Wasteland Queens

* Eartha Kill, the Leader of The Wasteland Queens
* Lilly Laroche, a Lieutenant for The Wasteland Queens
* James Morris, a Lieutenant for The Wasteland Queens

#### Tunnel Snakes

* Butch DeLoria, the Leader of the Tunnel Snakes

### **Ronto**

#### Green Crooks

##### Prime

* Goris, a Prime Intelligent Deathclaw and Leader of the Green Crooks

* Xarn, a Prime Intelligent Deathclaw and Lieutenant for the Green Crooks

##### Gen 1

* Visionary, a Generation 1 Intelligent Deathclaw and member of the Green Crooks

* Dirge, a Generation 1 Intelligent Deathclaw and member of the Green Crooks

* Corvega, a Generation 1 Intelligent Deathclaw and member of the Green Crooks

* Glare, a Generation 1 Intelligent Deathclaw and member of the Green Crooks
* Thackeray, a Generation 1 Intelligent Deathclaw and member of the Green Crooks

* Rehrt, a Generation 1 Intelligent Deathclaw and member of the Green Crooks

##### Gen 3

* Richard, a Generation 2 Intelligent Deathclaw and member of the Green Crooks

* Nyuk, a Generation 2 Intelligent Deathclaw and member of the Green Crooks

* Triumph, a Generation 2 Intelligent Deathclaw and member of the Green Crooks

##### Others

* 3YE-R15 (Iris), a reprogramed Enclave eyebot for the Green Crooks

### **Character Template**

Terry Template, the Character Sheet Template for Ease-of-Use
Submachine Gun

(Thompson Submachine Gun)

*Weapon*

## Details

The submachine gun's high rate of fire can quickly damage enemies at the cost of having little individual shot damage, going through ammo rapidly, and having sub-par range. Thankfully, reloads are fast enough and hip-fire spread is manageable, but recoil while aiming can be an issue without a muzzle brake fitted.

The .45 submachine gun is a staple of the Wasteland, following old pre-War mafia values and traditions.

## Stats

2d6 piercing, 12.7lb, .45, (*ammunition, full auto, range 50/150, reload 50-rounds, two-handed*)

## Modifications

[**Grip**: Recoil Compensating. **Muzzle**: Suppressor. **Magazine**: Drum. **Receiver**: Hardened. **Sights**: Electronic.]
Character Creation

Character creation in D&D 5e boils down to a few things, your characters race, class, and background. You might even get additional feats at level one.

* **Species** (*the various sentient races that roam the wastes*)
* **Classes** (*the various allowed/rebalanced classes from 5e that apply to the Fallout setting)*
* **Backgrounds** (*various backgrounds for character creation which give you unique feats and some items*)
* **Feats** (*also known as perks, feats are special unique boosts to your character*)
Gauss Rifle

(.45mm Combat Rifle)

*Weapon*

## Details

The Gauss rifle is a coilgun, a type of projectile accelerator, which uses electromagnetic coils configured as a linear motor to accelerate ferromagnetic or conductive projectiles to extreme velocities. Though these weapons were historically suffering from a number of difficulties, focused on discharging the coils in sequence or providing enough power for the coils, these design issues were overcome by German scientists in the 21st century and entered limited service.

This class of weapons is named in honor of the German mathematician Carl Friedrich Gauss, responsible for formulating the math underlying the magnetic acceleration principle of coilguns.

## Stats

3d8 piercing, 15.8lb, 2mm EC, (*ammunition, range 90/270, reload 7-rounds, two-handed, special*)

## Modifications

[**Barrel**: Long. **Grip**: Recoil Compensating. **Magazine**: Drum. **Muzzle**: Suppressor. **Receiver**: Automatic, Hardened. **Sights**: Electronic, Scope, Night Vision, Recon]
Gatekeeper

(Art by https://www.patrickbrownart.com/)

*Characters*

**Gatekeeper** was a member of the Children of Atom, and was shot in the head by Subject 5 without hesitation for telling a bad joke. They were put out of their misery by Degen.

Before their untimely and needless death, Gatekeeper traveled with a fellow preacher of Atom named Brother Glowe, a wizened old ghoul.
Combat Shotgun

(Combat Shotgun)

*Weapon*

## Details

A combat shotgun such as this is designed specifically for offensive situations. With the gun being semi or fully automatic and having large magazine capacities, the combat shotgun is the premier rapid-fire high-capacity shotgun in the Wasteland.

## Stats

4d4 piercing, 11.1lb, 12 gauge, (*ammunition, range 30/90, reload 8-rounds, two-handed*)

## Modifications

[**Barrel**: Long. **Grip**: Recoil Compensating. **Magazine**: Drum. **Muzzle**: Bayonet, Suppressor. **Reciever**: Automatic, Hardened. **Sights**: Electronic, Scope, Night Vision, Recon]
Radium Rifle

(Radium Rifle)

*Weapon*

## Details

A pre-War carbine upgraded to fire irradiated rounds. The weapon is classified as both a ballistic and energy firearm, allowing it to benefit from buffs that affect either classification. The radiation damage is handled separately and cannot be enhanced.

## Stats

1d8 piercing + 2d4 radiation, 11.1lb, .45, (*ammunition, range 80/240, reload 20-rounds, two-handed*)
Louisa Vane

Louisa is a confident and clever woman in her mid to late twenties. She owns and runs Guns Akimbo, **Mart Town**’s exclusive store for weapons, ammunition, and armor.

Louisa has recently begun dating George. While things aren’t yet serious between them, dating prospects in a small settlement are fairly slim and it is perhaps understandable that she is against the idea of handing her boyfriend over to bandits.
George Marshall

George is a young adult in his early twenties. He is handsome, albeit a little scruffy in appearance. For the most part, George is a nice, kind young man. As the mayor’s son he has a proud streak, but Marianne has raised him well and never tolerates any display of entitlement on his part.

Through no fault of his own, George is the reason for **Mart Town**’s current misfortune. Eartha Kill of the Wasteland Queens saw him while he was out hunting and fell in love with him—or the idea of him, at any rate.

Although George has never considered himself a coward and he’s putting up a strong front, he’s secretly terrified of being handed over to the super mutant and is glad that his mother has resisted pressure to cave to Eartha’s demands.

He has been secretly gathering supplies in case he needs to make a quick exit, a task complicated by the fact he is currently unable to leave the Atom-Mart.

George has a blossoming relationship with Louisa Vane, Mart Town’s weapons dealer.
PRESSIN

(Image from https://www.youtube.com/watch?v=FHmFUT9tEdg)

*Weapon*

## Details

Developed in 1978 and produced by Llama until 1995, the PRESSIN was a two-shot derringer made to be disguised as a pair of glasses.

It was intended for use by politicians, military officers, and other potential victims of kidnapping by groups like the ETA.

A total of about 900 were made, most of which were deactivated and sold on the Spanish civilian market after Llama’s bankruptcy.

It held two rounds of a special 7.65mm E cartridge, which was a rimless .32 ACP with a case cut down to 15mm. It was loaded to a higher pressure than normal .32ACP, firing a 5 gram (77 grain) bullet at 250 m/s (820fps).

*More Information*

## Stats

1d8, 1lb, .32ACP, (*ammunition, range 5/10, reload 2-round*)

When this weapon lands a sneak attack or critical hit, the target becomes stunned and incapacitated until the end of their next turn.
Friends

Friend is an important feature in the game. You can add up to 50 friends and send/receive 30 Love daily. With Love, you can carry out Friendship Summon in Summon Circle.

## Friendship Points

You can receive 30 Love at most from your friends per day, which will be converted to Friendship Points  , which can also be collected by loaning heroes in Magic Expedition and Abyss Battlefield.

You can claim 10 Friendship Points  every time you loan hero to your friends and guild members.

Friendship Points can be used for Friendship Summoning in Summon Circle. It takes 10 Friendship Points  to summon once.

## Loan and hire heroes

Heroes can be loaned to friends once a day, and you can also hire heroes from your friends and guild members in Magic Expedition and Abyss Battlefield.
Uzi

(Image from https://en.wikipedia.org/wiki/Uzi)

*Equipment*

The **Uzi** is a family of Israeli open-bolt, blowback-operated submachine guns. The Uzi was one of the first weapons to use a telescoping bolt design which allows the magazine to be housed in the pistol grip for a shorter weapon.

*More Information*
AER9 "Half-Life"

(Art by Fernando Correa)

*Equipment*

**AER9** is a model of laser weaponry that can vary from pistols to rifles.

*66 caps, 2d8 energy, 3.9 lb, Fusion Cell ammunition (range 60/180), reload (30 rounds)*

The **AER9 "Half-Life"** is a modified **Laser Rifle** that features a recon scope.

*1d10 energy + 1d8 fire, 4.5 lb, Fusion Cell ammunition (range 80/200), reload (3 rounds), Recon Scope, Experimental Tau Particle Accelerator, Recoil Compensating Grip, +1 Weapon*

The attached Experimental Tau Particle Accelerator created by the scientists over at █████ ████ ████████ ████████ figured out a way to convert a laser rifle into an experimental railgun, by superheating the magazine they were able to essentially convert the fusion cell inside the weapon into part of the projectile itself, firing off a superheated hunk of molten metal and plastic with the laser projectile. The drawback to this increased potency is the increased ammo cost, cutting back the shot count from 30 down to 3.
Gauss Pistol

(PPK12 2mm EC Gauss Pistol)

*Weapon*

## Details

The German-designed PPK12 Gauss pistol is a handheld alternative to the Gauss rifle.

When fully charged, 2mm EC rounds are accelerated along the electromagnetic rail with enough force to maintain staggering stopping power against long distance targets. In the hands of a competent shooter, it is capable of piercing all but the most resilient armors.

## Stats

4d4 piercing, 4.4lb, 2mm EC, (*ammunition, range 60/180, reload 12-rounds*)

## Modifications

[**Barrel**: Short, **Grip**: Comfort Grip, **Magazine**: Large, **Muzzle**: Suppressor, **Sights**: Electronic, Scope, Recon]
Resources

Here are a list of various resources that can help the Dungeon Master.

## Audio

### Ambience

* **Fallout 1**
* **Fallout 2**
* **Fallout 3**
* **Fallout: New Vegas**
* **Fallout 4**

### Music

* **Begin Again - Vera Keyes**
* **New Vegas Valley - The Lonesome Drifter**
* **Home on the Wastes - The Lonesome Drifter**
* **Streets of New Reno - The Lonesome Drifter**
Heartbeat Sensor

(Image from https://callofduty.fandom.com/wiki/Heartbeat\_Sensor)

*Equipment*

The attachment allows the user to track multiple targets, somewhat like the UAV; revealing the position of enemies, displaying them as red dots on the display for 30 seconds, even when they are not firing their weapon, this effect can be counteracted by jamming or with the use of a Stealth-Boy.

It displays the positions of people who are fairly close to and in front of the player. It also will produce a beep whenever it picks up a hostile target, which will increase in pitch the closer the target is to the user.
Dwellers

(Art fromhttp://the-knowledge.org/en-gb/post-apocalyptic-art/)

**Dwellers** are people who live underground, usually in subways or basements and rarely in bunkers or vaults.

People often chose this life as they find safety that they otherwise cannot get on the surface, or find it easier to defend key areas due to the narrow passageways.

## Groups

The cold war between the Tunnel Snakes and Sewer Rats finally goes hot and the two sides engage in bloody conflict with one another.

### Tunnel Snakes

The same group from the Capital Wasteland, the Tunnel Snakes rule; and want to prove that to everybody! They are very accepting but highly competitive, and fight for control to unite the chaotic forces together for a more honest pursuit.

* Butch DeLoria (Leader)

### Sewer Rats

The Sewer Rats are a group of incredibly violent chem users that border on being addicts. They're raider adjacent and will not hesitate to leave one or two dead bodies behind in order to make a point heard. They take on mercenary and wetwork jobs, and work somewhat like the Gunners or Talon Company.

* Comrade (Leader)

### Vault 135

The timed lock in Vault 135 opens in a month, and the impatient but eager residents are both frightened and excited at the idea of revitalizing New York; completely unaware that the surface is overrun with super mutants.

* Overseer
FaceCamo

(Image from MGS4)

*Equipment*

The **FaceCamo** is a piece of Prewar military technology that utilized a special advanced form of camouflaged known as **OctoCamo**, which in addition to allowing the face to utilize camouflage utilizing the surrounding environments, also allowed for the user to disguise themselves as another person.
Jason Schaeffer

*Characters*

**Jason Schaeffer** was an Institute researcher before defecting and fleeing with stolen data that could seriously damage the organization as a whole. Subjects One to Five have been dispatched to recover the data, and as a secondary objective have been told to recover Jason dead or alive.