recursal/Fanatic-Fandom huggingface dataset:
Lycanthrope

Lycanthropes, like Hexenwulf are products of a magical curse the difference is that where a hexenwulf transforms into a wolf (lupus form), a Lycanthrope can turn into a beastial form (Glabro). Again, they are not Garou, have no base knowledge of shifters or any awareness of the spirit world or garou gifts. They are, essentially, nothing more than a mortal who can, as a standard action, get big and fuzzy.

Lycanthropes also find it more difficult to resist the urge to shift as the moon becomes more full. Though they totally retain their human mind while transformed, their instincts will rise to the forefont of their thoughts and logic and rational thought will be suppressed. For this reason, most Lycanthropes will find a way to lock themselves up for the nights of a Full Moon.

The shift can be voluntary but is also triggered by heightened emotional states like rage, panic and fear.

## Forms

* Wolf: Currently the only known form of the curse transforms the person into a near-wolf beast. That is not to say that there can't be near-cats or other creatures but wolf is the most common.

## Stats

Statistic Adjustments: Strength +2, Stamina +2, Manipulation -2, Appearance -1

* Lycans do grow 'claws' of a sort when in their beastial form though they do not cause aggravated damage. They are, essentially, producing the same damage as 'finger knives'.

## Curse

How did they become a Lycanthrope?

* Cursed by a witch.
* Bitten by another Lycanthrope

## Removing the Curse

Removing the curse will involve either a Garou Theurge or a Mage with Spirit magic. In essence they must remove the curse on a spiritual level.

## Transferring the Curse

The curse is transferred by bite. Anyone bitten by a Lycanthrope while in beast form has a 1/5 chance of contracting the curse. The curse can also be transferred through heredity should the person sire children.

## Weaknesses

* Silver. (Human form) Silver feels hot but doesn't blister unless you just hang on to it. It's always hot and will cause you harm if you continue to have it on you. (Beastial) Any silver object can cause Aggravated Damage and will burn the flesh of a Lycan as though it were red hot.
Risen

## Events

(Use Event/Risen)

Category *Event/Cult of Ecstacy* not found
Risen is a term used to describe a wraith that has managed to return to its body to walk among the living in the Skinlands. For want of a better term, Risen are almost zombies, however without the slow gait, decaying flesh, or need to eat brains. To become a Risen is one of the closest guarded secrets in the Shadowlands; however, with help, it can be done.

## Advantages and Disadvantages

Risen gain the following advantages over regular wraiths.

* **A body**. Risen can roam among the living for as long as they exist and take care of their body, far longer in the Skinlands than even a powerful Proctor.
* **Innate abilities of wraiths**. Risen still possess Lifesight, Deathsight, and heightened senses.
* **Conduit tracing**. A Risen will always know the general location of the Conduit if it leaves their sight.
* **Sturdier frames**. Risen take more damage than a regular human and do not register pain in the same way, unless the injury is done by an object that deals aggravated damage.
* **Unrestricted Arcanoi** Castigate, Fatalism, Flux, Intimation, Keening, Mnemosynis, and Usury can be used as normal.
* **New Arcanoi**. Risen may learn the Risen-specific Arcanoi Fascinate or Serendipity.
* **Vampiric Disciplines**. Risen may also learn Celerity, Fortitude, Obfuscate, or Potence, using Pathos to fuel these powers instead of blood points.

Risen have the following Disadvantages:

* **Cold to the touch**. A Risen always feels clammy and corpse-like.
* **Cannot eat**. A Risen who attempts to eat will regurgitate food after a very uncomfortable period of nausea.
* **Angst doubled**. Any Angst gained when using an Arcanos ability is doubled.
* **Conduit damage**. Any damage to a Conduit threatens a wraith's existence in their body. Damaged Conduits keep a wraith from healing their Corpus completely.
* **Conduit separation**. A Risen kept from their Conduit for more than a day will have their body start to decay rapidly. A Risen who loses all of their Corpus falls straight into Oblivion with no Harrowing.
* **Limited Arcanoi** Only certain abilities from Inhabit, Lifeweb, and Pandemonium can be used.
* **Unusable Arcanoi** Argos, Embody, Phantasm, Moliate, Outrage, and Puppetry cannot be used by Risen because their physical presence in the Skinlands makes these abilities useless or non-functional.
Wasteland Strider

Unconfirmed reports from Wasteland Runners have suggested that a large, flightless bird has been spotted in the Wastelands. The more common sightings are west of the Stronghold of Kingsbridge. The birds are approximately five feet in height with powerful, clawed feet that can slash a man open with a single kick. Their beaks are quite nasty too, more than one person, it is reported, has had a finger or a forearm cut off or sliced if they got too close.

## Rp Hooks

These flightless birds have been occasionally hunted as a source of protein for settlements out in the Wastes.
PACNW

PACNW is a metropolitan area similar to LATMA though it is located in the Pacific North West approximately covering the areas around Washington State.

Compared to the broken, wasteful sprawl of southern California, the PACNW arcologies seem like jewels. Developed mostly in the mid- to late-20th century, the cities of the PACNW didn't have time to develop the bloated infrastructures of California. Given this during the post-Fall reconstruction they made use of the new building materials and technologies to build sparklingly clean arcologies based on the original arcology, Silicon Valley.

The main hubs are: Vancouver BC, Seattle, Tacoma, Portland, Boise.

These independent city states act as hubs for the smaller 'sub-urban' arcologies that surround them.

The PACNW is famous for being reclusive, isolationist but at the same time nice. Known as 'deadly casual' the people of the PACNW want little to do with the the Sprawls, having carved out a little utopia of their own to the north. Utopias always come with a price. The urban centers are dens of vice and O-47 activity runs rampant which is how it is designed. In the outlying suburbs, laws are strict, curfews are enforced and people's lives are sterilized and clean.

Natural resources being their number one industry, technology and software design come a close second giving the PACNW the nickname The Silicon Forest.
Yamakura

Yamakura is a corporation within the 'New Tech' Convention.

The company of electronics. If it blinks, it's probably from them. A strong Japanese company before the merger with Windows, they are the dominant software/hardware corporation within LATMA and a strong asset in the race to 'conquer new frontiers'.

Yamakura industries is a financial and technological giant that specializes in communications and electronics.

## History

   One of the few corporations that weathered The Fall, Yamakura was quick to lend their technology and infrastructure to rebuild parts of the world. Based primarily in Japan, the corporation pioneered technologies that would enable those areas that were minimally affected by the events of the Fall to rebuild. One of their largest contributions to the rebuilding effort was their 'Solar Weave' technology which allowed buildings and vehicles to generate their own power. Large canopies of the sturdy, flexible material, could be hung or draped over command posts and city-centers to keep necessary equipment functioning. The CEO of Yamakura, at the time of recovery from the Fall, donated enough Solar Weave sails to accommodate every working hospital in Japan. This also allowed the corporation to spread its influence throughout the country and then, later, abroad.

## Solar Weave

Solar Weave is one of the principle products that has helped Yamakura fund their empire.

The Research and Development division of Yamakura has an annual contest for school children to produce something new (and useful) that uses Solar Weave that will 'improve the lives" of the world. There are slogan boards and vid adds a plenty advertising the hell out of whatever new product is using their basic technology.

Yamakura, however, has been rather tight-lipped about how it was created and has an army of lawyers who will pounce on any upstart corporation or company that tries to infringe upon their copyright.

## Technology

Yamakura is known to be one of the larger producers of:

* Ball Drone
* Solar Weave
* Blade
Spirit: Umbra

A spirit is a disembodied entity that originates in, and usually dwells in, the Umbra. Spirits are primarily encountered by Garou (werewolves) and certain types of mages, although numerous other supernatural beings are capable of discerning or even interacting with the spirit world. Mages use the term Umbrood as an umbrella term for spirits, to minimize confusion with the Sphere of Awakened magic that is also called Spirit. Wraiths and demons are among the more specialized types of spirits, and many references to "spirits" specifically do not include these two types of beings.

## Shifter

Spirits and the spirit world are a major aspect of the lives and cultures of the Garou and the other Changing Breeds. In particular, Theurges are specialists in bargaining with spirits via chiminage and binding them via Gifts and rites. Every caern has a spirit (or multiple spirits) bound to protect it, almost every pack has a guardian totem, and most shapechangers have one or more fetishes. Werewolves deal with fomori and other Possessed far more frequently than any other supernaturals, as they are sworn enemies of the Wyrm and its spawn.

## Magi

Mages view the "Umbrood", as they call spirits, through a more hierarchical lens. In general, mages skilled in the Sphere of Spirit will regularly deal with spirits other than wraiths, mages skilled with Entropy will regularly deal with wraiths, and other mages will avoid spirits or find some other way to deal with them (for example, by using Talismans or other Wonders to bind, banish, or destroy them). The Technocracy almost entirely disregards the Umbra and its inhabitants, with the rather prominent exception of the Void Engineers, who deal almost exclusively with Umbral threats and mysteries.
Lore

This knowledge cannot be taken during character creation without Storyteller approval. You possess information pertaining to a supernatural 'race' (vampire, changeling, werewolf, etc.) - what they eat, when they gather, their strengths and their weaknesses. You can use this knowledge to discover how best to combat them, or how to bring about a peace between them and you. Unlike the Occult knowledge, most of what you believe about your subject is actually true (though certainly not all).

• Novice: Your knowledge is largely speculation and hearsay.

•• Practiced: You know some relevant facts.

••• Competent: You possess a general understanding of your subject.

•••• Expert: You possess expansive knowledge.

••••• Master: You know as much about them as they do themselves.
Occult

You are knowledgeable in occult areas such as mysticism, curses, magic, and folklore. Unlike most other knowledges, Occult does not imply a command of hard, factual information; much of what you know may well be rumor, myth, speculation or hearsay. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a good grounding in other aspects of the occult; at the very least, you can discern what is patently false.

• Novice: You've paged through the New Age section of a Waldenbooks.

•• Practiced: There seems to be some unsettling truth to some of the rumors you've heard.

••• Competent: You've heard a lot and actually seen a little for yourself.

•••• Expert: You can recognize blatantly false sources and make educated guesses about the rest.

••••• Master: You know most of the basic truths about the hidden world.

Specialties: Rituals, Infernalism, Witches.
海港（五河）國際機場

服務城市

**海港（五河）國際機場**（IATA代號：ITS、ICAO代號：RHHI），英文全稱Harbour (Itsuka) International Airport，本地人又稱五河機場（英文：Itsuka Airport），是凜姬海港航空的基地，位於五河市西部，距離五河市約3公里，機場於1955年6月30日啟用。本機場繼1997年海港都政府把鑽石灣領地外售後惟一一個機場。

歷史
--

1955年6月30日，五河機場啟用。初期為軍用機場，並不設民航服務。1961年3月27日，海港都宣佈獨立，五河機場交由都政府管理。同年5月，第一次海韓對峙期間，五河機場受到猛烈轟炸，嚴重損毀。於對峙結束後，海港都機場沒有重建，只有維修到可用程度。1975年，海港交通及貿易公司成立，為開啟海港都航空服務，注資政府重建機場。最終機場於1976年完成重建及改建，並開始提供客運服務。

90年代中開始，隨著航班數量上升，五河機場開始不勝負荷。都政府原計劃於1998年擴建機場。但於1997年，海港都政府因亞洲金融風暴一度面臨破產危機，故機場擴建計劃被無限期押後。

2000年起，五河機場再次不勝負荷，因此都政府重啟當年押後的擴建計劃。工程於2001年1月開始。同年九月，美國發生911襲擊事件，令當時旅遊限制及保安限制增加，減低旅客出遊意欲。但是都政府堅持繼續工程，最終擴建工程於2002年10月完成，2003年1月開始投入服務。可是，同年爆發沙士，令機場猶如死城。疫情過後，為都政府委託凜姬海港集團管理機場，海港五河機場公司於2004年1月因此成立。

於2005年起，航空旅客大幅上升。於是海港五河機場公司於2009年末宣布興建三號及四號客運大樓，並於2011年5月啟用。

## 設計及布局

海港五河機場公司對各項客運、貨運、商業及地勤支援等設施上，於機場劃分了專用的地帶，以方便於集中管理。 目前，按照各項機場設施的類型，在機場島劃分為以下的區域：

* 客運區
	+ 一號客運大樓
	+ 地面運輸中心
	+ 機場站
	+ 一號及二號停車場
	+ 維加斯海港酒店（Vegas Harbour Hotel）
	+ 凜姬機場酒店（Rinki Airport Hotel）
	+ 機場消防主局

* 飛行區
	+ 二號客運大樓
	+ 三號客運大樓
	+ 四號客運大樓
	+ 交通管制中心
	+ 機場消防分局
* 貨運區
	+ 凜姬城
	+ 凜姬商用航空中心
	+ 凜姬貨站
	+ 五河空運中心 （UPS海港都樞紐中心）
	+ 機場行政大樓
	+ 空郵中心
	+ 機場警署
* 航膳區及飛機維修區
	+ 凜姬空廚（由伊井野餐飲營運）
	+ 飛行服務隊總部
	+ 凜姬海港飛機工程有限公司
	+ 機場海上消防救援局

* 商業區
	+ 海港機場博覽館

## 航空客運及貨運設施

### **一號客運大樓**

**一號客運大樓**為五河機場首座客運大樓，在1976年6月1日啟用正式啟用，H形。大樓內設登機櫃位、接機區及香港機場購物廊。部分登機閘口（A01 - A22，其中16個為大型客機登機口，6個位小型客機登機口）以及所有遙距停機位登車處（A23A - A23K，不設A23I）也位於一號客運大樓的建築內。

### **二號客運大樓**

**二號客運大樓**為五河機場第二座客運大樓，於2003年1月開始投入服務，H形。大樓內設26個登機閘口（B01 - B26，其中16個為大型客機登機口，10個位小型客機登機口）、商舖、食肆及航空公司貴賓室。旅客須由一號客運大樓乘無人駕駛列車前往。

### **三號及四號客運大樓**

**三號客運大樓**及**四號客運大樓**為五河機場第三期興建的客運大樓，共分兩座，三號客運大樓為啞鈴形，四號客運大樓為一字形，於2011年5月啟用。兩座大樓內共設個34登機閘口（三號客運大樓為C01 - C20，其中8個為大型客機登機口，12個位小型客機登機口；四號客運大樓為D01 - D14，其中10個為大型客機登機口，4個位小型客機登機口）、商舖、食肆及航空公司貴賓室。旅客須由一號客運大樓乘無人駕駛列車前往。

### **凜姬商用航空中心**

香港商用航運中心主要接持私人包機旅客和貴賓。建築內設有休息室、獨立房間連同淋浴設備、商用會議設施、地勤和行李運輸服務、加油服務、出入境事務、保安服務及提供管理飛行計劃等設備。亦提供專門使用的空間和登機閘予使用的私人飛機。

### **凜姬貨站**

凜姬貨站是由凜姬海港航空投資興建的空運貨站，與五河空運中心地底相連。當貨物離開空運中心時，可提供即時裝箱服務。貨站供提供36個大型貨機泊位。

### **五河空運中心 （UPS海港都樞紐中心）**

五河空運中心是由凜姬海港集團投資興建，提供貨物倉儲設施和物流服務。空運中心內其中一層為UPS海港都樞紐中心。

### **空郵中心**

由海港都郵政營運。中心設有自動化郵件機械處理系統，能自動將郵件分類、包裝、裝箱及運上航機。

## 綜合商業設施

### **機場酒店**

機場範圍內設有兩間酒店，其中凜姬機場酒店於2008年5月落成，設有宴會廳及其他會議、餐廳及康樂設施等。酒店與一號客運大樓之間有一條行人隧道連接。另一間酒店為維加斯海港酒店，於1995年投入服務。

### **海港機場博覽館**

於2016年12月落成，設有十個單層無柱式展館，包括一個適合舉辦大型表演的多用途場館，另設有不同的商店及食肆。

運作
--

### **保安**

五河機場的保安事務由五河機場警區及早坂保安有限公司（HASECO）負責。消防事務由五河機場消防隊負責，救護事務由五河機場救護總區負責。

### **地勤服務**

五河機場的地勤服務由凜姬航空服務有限公司（RASL）提供。他們處理空運貨物、空郵郵件、行李及登機橋、登機梯的操作。

### **飛機維修工程**

五河機場的線路或外勤和基礎維修保養工作由凜姬海港飛機工程有限公司（RAMCO）負責，包括飛機於正常運行期間及臨時滯留期間的例行服務。

## 未來發展

隨著海港五河機場及凜姬海港航空的發展，以及海港都政府打算逐步開放航權，海港五河機場正計劃興建第四客運大樓以及第三條跑道，與現存的兩條跑道平行。

## 交通配套

### **鐵路系統**

目前由Havia營運之**五河線**於五河機場設站，設有急行列車快速前往海港市中心。

### **機場巴士**

機場巴士編號以**A**字為首，由機場開出直接前往市區，不經機場後勤區，車資較高。
另外，應機場後勤區需求，設有對外線以**E**字為首，及以**S**字為首的接駁線。

### **停車場**

海港五河國際機場現共設有2座停車場，詳情如下：

 2號停車場

## 嚴重事故

* 1997年8月22日：機場航空公司登機電腦系統在清晨3時發生故障，所有航班需改由人手辦理登機手續，而航班資料顯示器幕亦未能顯示資料，引致機場出現混亂，旅客需花更長時間辦理登機手續。
Lifesight

Just as they can see the inevitable death in beings via Deathsight, wraiths can also see the life in them as well. This ability takes the form of being able to read the auras of living (or at least animate) beings, the swirling veils of color that surround all things, similar to the second level of Auspex. As auras change color from moment to moment according to the mood and health of the beings generating them, wraiths can often determine the current mood, health, and state of mind of someone just by looking at best.
Some scholared Wraiths can use this to track even spirits within the Middle Umbra.
Wolf's Mantle Tavern

A cheerful tavern with vaulted ceilings help aloft by thick wooden beams. A crackling fire blazes in the hearth, filling the room with the comforting aroma of a wood fire (and a cunningly designed airflow system makes sure the tavern stays at a comfortable temperature). A sign states the bar is open from dawn to dawn. Beautiful pictures of woodland scenes adorn the walls and the colorful stained glass windows help to keep out the weather.

A beautiful antique bar runs along the back of the room. The shelves behind it are well stocked with the full length mirror set into the wall behind it only making it look more so. A large wagon wheel hangs from the ceiling and serves as a type of chandelier with numerous electric candles lighting the room.
Tass

Quintessence is 'found' in two forms, although only one of them can be touched. It flows through the pattern of everything in existence, essentially keeping them in existence. It can also often be found as *Tass*; Quintessence trapped inside a physical existence, and when loosed can be absorbed much like meditating at a Node, where the stuff is found.

The true nature of Tass is practically unknowable. Since Quintessence is immaterial and free-flowing, it shouldn't hypothetically possible for Tass to exist, yet it does. Metaphors of Quintessence being water and Tass being ice are the most common way of explaining the abnormality, but it goes nowhere towards explaining why something that should travel through a pattern could get trapped by it. Some theories are that excessive Quintessence at a Node has to go somewhere; Tass doesn't trap Quintessence. it merely has an extremely long pattern that can store a large ammount of Quintessence inside. Another theory is that Quintessence isn't getting used enough by the world; trapped by the static nature of the world engineered by the Technocracy, a lot of Quintessence simply has nowhere else to go and 'condenses' at Nodes.

For all intents and purposes, Tass is 'solidified' Quintessence.
Malbogia

Malbogia: (mal-BO-gee-ah) The Houndmaster, is an Elder of the Court of Hell.

Malbogia appears as a earth-toned satyr-like creature with a goat’s head and feet upon a man’s body. Malbogia has no favored Thrall but prefers those who have a deeply seated connection to their own rage. Malbogia’s altars tend to are often decorated with animal-images and are always found in caves or secluded areas of the forest. His symbol is that of a goat’s head displayed as a pentagram.

## Pacts

* Pact of the Beast

* Pact of Transformation
Node

A node is a natural wellspring of Quintessence. The Gauntlet is thinner in a node than elsewhere, the vast majority of chantries are constructed on or around nodes.

A node is a natural wellspring of Quintessence. The Gauntlet is thinner in a node than elsewhere, although some nodes attuned to Stasis (such as those found in Technocratic laboratories) have artificially strengthened Gauntlet ratings to all Awakened save the Technocrats themselves. The vast majority of chantries are constructed on or around nodes.
Mages and Technocrats alike tend to view other supernaturals' mystic places of power as nodes, rather than as distinct sites with powers and properties of their own, and members of both groups have been known to raid these nodes for their Quintessence. Caerns in particular have been a point of contention between the Awakened and the werewolves. Haunts and trods have also been the target of the Awakened.
Sheriff

A Sheriff is a vampire who has been charged by a Baron to uphold the peace within his domain. Typically a Sheriff is the right-hand man to the Baron (or Baroness) and often the second-most capable vampire within the area.

A Sheriff is responsible for ensuring that all vampires within his Baron's domain follow the Laws of the Night. Should someone break the laws, it's the duty of the Sheriff to collect and detain them until the Baron can call for a Court of Blood.
Skinlands

Wraiths refer to the world of the living as the **Skinlands**; this contrasts with the Shadowlands, the lands of the dead and the wraiths' home. The Skinlands and Shadowlands are separated by the Shroud, which obscures the world of the living to wraiths. Wraiths can get a better view of what's happening among the Quick with the innate ability Lifesight. Spectres cannot see through the Shroud and therefore into the Skinlands unless they have the Dark Arcanos Shroud-Rending.
Trash is Treasure

Trash is Treasure

Rank 1 Bone Gnawers Gift

The refuse of humanity provides all the canny Bone Gnawer needs. Through the use of this Gift, any broken object can be temporarily restored to full functionality and usefulness. A raccoon-spirit teaches this Gift.

**System:** The player takes hold of a broken object and rolls Wits + Crafts. The object functions perfectly for one turn per success, and also supplies its own power, fuel, or ammunition — a dull knife cuts, a busted microwave runs (without being plugged into anything), an old rusty Saturday night special fires even without bullets, a junked car starts up and runs. The lifespan of the object’s renewed usefulness can be extended to one full day by spending a point of Willpower, but the object requires proper power, fuel, and ammunition in such circumstances.

*Source: 20th Anniversary Edition*

## Clarification

The amount of ammunication is equal to 1 Round / Success. So if you get 5 successes to 'repair' the object, you can use it for 5 turns or 5 bits of ammo. : *Wyck-ST*
San Clemente Jungle

The San Clemente Jungle exists as a result of a Reality Bubble (Temporal) which brought forward (or back) a large portion of the city of San Clemente into the age of dinosaurs.

## Details

* Electronic devices and signals do not penetrate the reality bubble. Computers, Links, any vehicle with a circuit board will die as soon as they cross the fringe zone that surrounds the perimeter of the bubble.

## Garou

* The area was claimed predominantly by the Get of Fenris tribe before the Caern Wars and a camp was created somewhere within the bush.
* After the Wars, the survivors of the Get and the Shadow Lords retreated to the camp to rebuild.
* Due to the severe losses of the tribes, the camp became something of a fall back position as nearly every other safe place and stronghold of the Garou Nation in and around LATMA was compromised in the war.
* The Camp was a fairly heavily fortified area. Hitting it likely would have been rough on anyone who went after it. Chances are good that the camp at least, remained in somewhat decent shape.
Vampire

## Characters

Characters should add 'Character/Vampire' to their categories.

## Recent History

This should be taken as a generally known history of the vampires within the area of LATMA within the past year.

* One year ago, the floating headquarters of the Camarilla was shot out of the sky and crashed into Escondido. This severely diminished the number of 'active' vampires within that Sect, destroying many of their elders and those who held positions of authority. It was not known (generally) who was responsible for the event that has been described as the The Broken Throne.
* Shortly after the 'death' of the old Camarilla prince and the court, the Sabbat was ripped apart in an event known as The Schism. Over two-thirds of the Sabbat defected to the New Aztec Empire in South America and assisted their new regime in hunting down many of the elders of the Sect still remaining in and around Tijuana.
* The remnants of the Independent Clans, the Anarchs and those refugees of the Sabbat and the Camarilla have been working over the past year to rebuild their own security. This has left the Vampire community within the LATMA area to fall back to a NEO-Feudal style of self-government. This style of government seems to ignore the previously established lines of Sect (Camarilla vs Sabbat) and more closely resembles the Anarch system of Barons and Lords of particular cities. This new style has become known as the Court of Blood.

## The Fall

The Camarilla abandon the West Coast to concentrate on other areas.

Mexico is Sabbat, California is Anarch, the Camarilla influences have retreated to the Northwest region.

## Factions

See also: The Clans

* Camarilla
* Sabbat
* Anarchs
* Independents

## Setting

 Autarkis Baron Baronial Parlance Barons of LATMA Barony Blood Hunter Ghoul Herald Laws of the Night Prince Sheriff
Skillchip

Skillchips are slottable ROM chips used in chipjack cyberware, granting instant access to skills, abilities, and knowledge that the cyborg otherwise wouldn't have. Novice and beginner-level skills can be bought pretty easily, but expert-level chips are notoriously difficult to come by.

Knowledge-based skillchips (sometimes called 'knowsofts') only require a chipjack to use, though some cyberdecks are outfitted with slots that allow a decker to access knowledge chips while jacked in to her cyberdeck.

Physical skillchips require both a chipjack and control wires to be able to use effectively. Without control wires linking a cyborg's chipjack to her nerves and muscles, her brain might technically know kung fu, but her body won't. With skill wires, the reflexes and instincts that come with practice are also gained.
Wasteland Wyrm

Reports vary but Wasteland Runners and a few Wasteland Refugees have reported seeing 'something burrowing' under the ground out in the Wastes. The burrowing action seems directional - headed either to or away from people, vehicles and the like. What people have learned, it seems, is that they should stay on the remains of the roads whenever possible. Once you stop out onto the dirt - there's no telling what's waiting for you out there.

## What's known

Consortium reports vary but this new species of Wasteland Fauna vary in size from six feet to nearly twenty-six. Nicknamed the 'Great Whites' of the Wasteland, these burrowing wyrms are attracted to the exact same vibrations that people make when they walk on open ground. Wyrms can attack without warning, exploding from the ground to grab their prey in their vice-like pincers or to spear them with one of their scythe-like claws and drag them below the ground into their vast network of tunnels and burrows.

## RP Hooks

* If you ever see a Wasteland Runner perched on a rock out in the Wasteland, it's not because he wants to gain a foot or two of altitude to see, it's probably because he doesn't want to get eaten.
* Yelling 'WYRM' will probably make any Wastelander jump on top of the nearest anything to get their feet off the ground.
中環西岸線

****中環西岸線****（英語：**Central West Coast Line**），是海港地下鐵路線之一，路線代號M2。路線自長月市長月站至總經群島國鑽石灣領地蘇州社站，連接中環島西岸核心地帶，由港都交通營運。

## 路線資料

* 管轄（事業類別）：港都交通（第一種鐵道事業者）
* 路線距離（營業距離）：
* 軌距：1435mm
* 車站數目：7
* 路軌數目：全線雙線
* 電氣化路段：全線（750V直流電，第三軌方式）
* 閉塞方式：車內信號
* 保安系統：01系列車
* 最高速度：90km/h

歷史
--

2018年1月1日，****中環西岸線****全線通車。

班次
--

 上午繁忙時間（0600-0845）
 日間時分（0845-1630）
 下午繁忙時間（1630-1930）
 晚間時分（1930-2320）
 尾班車時間（2320-0020）

用車
--
Sacha

Concept
 Age
 Status
 sphere

## Background

Sacha was born in British Columbia in Canada. But at a very early age all trace of her life goes under the radar, and she doesn't return to the surface until she is 18 years old. By this time she moves south, with three other persons. They drift from place to place, and one by one the group gets smaller and smaller, until Sacha ends up alone in the corporate controlled LATMA.
In LATMA Sacha met a modeling agent who got her into that business, and over the years she has done all sorts of modeling.
Today she works as a freelance photographer, with base of operations in West Pasadena, where she has a small studio in Victory Towers.

## Personality

She is an easy-going and well-liked person, with a slight hint of temperament when someone tries to cross swords with her.
## RP Hooks

* *Corporate*: Running a freelance photography business gives her contact with the corporate world when it comes to newspaper and magazine types of corporations.
* *Ex-model*: She has had a long life in the modeling world, both in front of the camera and behind, doing all aspects of the business.
* *Recon specialist*: As a part of her hidden past, she is trained and cyber-fitted to run deep infiltration and recon missions.

## Rumors

***Investigation +1 or corporate connections***

*Sacha runs a freelance photography business out of west Pasadena. She is a former model herself. With a little legwork on the Matrix or shelves at the local news stands in the city it's easy to dig up pictures of or by her, present and new.*

***Investigation +3 or Streetwise +3***

*Sacha supplements her day job with running the shadows as a recon specialist. Her extensive cyber augmentations make her ideal for photo reconnaissance, and long time observation jobs in the dark sectors and the wasteland.*

***Streetwise +4***

*Sacha has been rumored to participate in a few infiltration missions in the past. More precisely, it's said that she has helped ex-filtrate some people from some dangerous locations.*

## RP Prefs & Disclaimer

* I really don't like to die, or be disfigured. But else......
New Tech

New Tech is a Convention that describes a number of technological inventions and modifications that one can use as elements within their Troupe roleplay. This Convention should be considered as a 'Convention Package' as it includes a number of bits of technology, factions and NPC characters.

## Technology

* Ball Drone
* Solar Weave
* Light Scrubber
* Repulser
Lands of Midnight

The Lands of Midnight is a static Horizon Realm where the Midnight Market exists. It's considered a small, pocket reality and missed by most of the 'True' practioners of magic but those who have encountered it have left with a bad feeling that it's not what it seems.

Rumors have floated around the Witch World that the Lands of Midnight exist both out of place (in reality) but also out of time. And as such there's a little bit of 'iffy' nature to how it was created or even maintained. Occasionally someone who goes to the Market will wander beyond its borders and never return. Some say that it's a trap, a cleverly disguised bit of bait used to entice would-be magicians out of the mortal realm and into the lands beyond.
Las Vegas Freehold

The Las Vegas Freehold is a region of the Wastelands, east of LATMA , that encompasses the area around the ruined city of Las Vegas. Much of Las Vegas is covered in desert, reclaimed after The Fall.

The Freehold is intended as an Troupe Zone where stories can unfold beyond the grid of the city of LATMA.

## Known Areas

* Old Vegas
* Nellis Airforce base
* Area 51
Nu-Yen

NuYen is a common generic term for money, interchangeable with 'credits'.

## History

After the Fall, global commerce collapsed and reverted primarily to barter and locally-produced scrip. The Amaterasu corporate consortium was the first to rise from the ashes and begin generating a stable currency, which was quickly adopted worldwide. It has since been replaced by the electronic 'credit', but it's not uncommon to hear things priced in NuYen instead of credits.

## Old School DM

Nu-Yen is a type of currency commonly found in the Darker zones of LATMA.

NuYen is the legal currency used within LATMA, PACNW, and the surrounding areas. After the Fall, the American dollar and the Euro plummeted to effectively zero value. The League of Hind-Manchu's yuan and Japan's nuYen are the strongest modern currencies, with the nuYen the primary currency for the LATMA area and Pacific Rim in general, as well as southeast Asia; Japan's existing banking centers moved rapidly into the world market and offered incentives for corporations to convert other currencies (at deflated rates) into the nuYen. The yuan is therefore strong but effectively unused locally.

In Europe, the primary currencies are the British pound sterling and the German mark, as both currencies had, prior to the Fall, been strongly gold-backed; the American dollar was not, and failed dismally. On the East coast, where the American government consolidated, this was corrected by simply valuing the old dollar at a penny on the nuDollar and issuing nuDollars that were actually gold certificates; this step that saved the government at the expense of most of the American economy. The nuDollar is nonetheless still weaker than the nuYen or yuan, but the rather isolationist inclinations of the NewUSA limits the problem.

To estimate the cost of an item in nuYen, multiply modern-day prices in dollars by 3. For real beef, from cows, multiply it by 20. For guns, multiply it by 10. For consumer electronics, multiply it by 1.5.
Reboot

## Basic Package

You have been fitted with the cyberware component which permits you to download your 'backup' on a daily basis to the Consortium's Reboot servers (or whatever it is they're using...). Upon death, after suitable investigation, a clone creation of you will be 'rebooted' and returned to productive life in LATMA. Excessive deaths or other questionable circumstances may delay this process, and during downtime the individuals in question are permitted the run of the Matrix. (Attempting to jack out while a Matrix 'ghost' simply places the character into a sleep-like state for eight hours.)

## Reboot Upgrade

You've got the Reboot package, but you're looking for something with a little more of a guarantee. The Reboot Upgrade includes insurance for your cyberware, more rapid restoration, optional satellite uplink, and fewer questions asked about exactly how you came to die. The Consortium might still take notice if things get particularly extreme, but RHIP.
Uktena

The **Uktena** are one of the Tribes found in **Werewolf the Apocalypse.**

See also: [1]

## Recent Events

* The Uktena were leaders of the Red Rock Caern.

## History

The Uktena have seemingly always had a presence in this part of the country. Whether as Bane Tenders keeping that which must slumber out of the world or by advising Septs to find some balance in this new world. The Uktena have held places of respect and authority in nearly every major Sept in and around LATMA but they were hit hard in the Caern Wars . When many of the other tribes wanted to strike out at the Magi for their attacks against their sacred places, the Uktena advised caution and patience. Tribes like the Shadow Lords and the Get of Fenris wanted to strike back hard and fast - to their near destruction in the area. When the dust settled and the smoke cleared they turned on the Uktena for not warning them of the destructive power that the Magi could bring to the fight.
Reconciliation War

With the monsters out of the box and the devastation in Eastern Europe, the Ascension War went from a cold war skirmishes to a blood match practically over night. Gloves off, faction blamed faction and Master blamed Master until the blaming escalated into violence. The violence escalated into the war known as the Reconciliation or the Reconciliation War.

The Fall saw the break up of the Council as each Tradition either coped with the damage to the earth or fought it's own battles with it's own Masters at the helm. While a few still called for Unity (the Celestial Chorus and Sons of Ether) the Horizon Realms were sacked, Doisstep was smashed and Horizon was obliterated. With the Primi dead or vanished, the Council was more a former affiliation than it was an actual Council

## Horizon Chantry

Horizon Chantry was the crown jewel of Council efforts. It boasted support from three of the most powerful Nodes on earth as well as a staggering library of magical knowledge. For the first 10 years of the Reconciliation War, Horizon was held by a cabal of Celestial Chorus with a few Son of Ether allies. They maintained a powerful Pax Horizon spell over the place. The purpose was two fold: 1. to offer haven to any Mage (note: Nephandi were excluded) seeking sanctuary from the Reconciliation 2. to preserve the extensive historical records kept in Horizon.

The second decade of the Reconciliation saw the Pax Horizon broken. Enemies of powerful fugitives seeking asylum in Horizon's walls, coupled with a decade of captivity breeding all sorts of scheming and plotting lead to a sudden break down of the miraculous peace. Insiders assisted Nephandi forces in casting Horizon into the Deep Umbra. Attempts to locate the chantry's current position have been unsuccessful and no one known to be inside at the time has returned. Everyone assumes the worst or the unimaginable.

## Doisstep

Doisstep, the most powerful Tradition Chantry and the most flawed. Dedicated to destroying the Technocracy, Doisstep was ultimately blown apart by the enemy they worked so hard to defeat. Doisstep ended up being a bitter last stand in the Reconciliation War, it existed in a stalemate against encamped Union forces for 10 years. On Christmas day 2015, Union forces finally managed to sever Doisstep from its metaphysical tethers. With out magical fuel, it was only a matter of time before Doisstep's key magical defenses and it's centuries old inhabitants, starved. Severely weakened, Union forces entered Doisstep and fought the most bitter battle in of the Reconciliation. Called the Checkmate Offensive, it resulted in the slaying of the remaining inhabitants of Doisstep. It was a brutal, more resembling a death match than a battle. The Chantry would have been raided of it's resources but it seemed Porthos had one more trick up his sleeve. Doisstep was rigged so that if Porthos was killed, Doisstep would also self self-destruct. And self self-destruct it did, killing the surviving squadrons of Union forces remaining in Doisstep. Large intact chunks of Doisstep remain scattered across the Horizon, waiting to be explored by would be adventures.
Scar

Scar is one of the Near Realms of the Umbra. It is a manifestation of the industrial revolution corrupted into a soul grinding oppression under a rusted prosperity ideal. Some believe that the Scar was originally like a homid version of Wolfhome. Whatever the Scar was to begin with, it is now a far cry from what it is now: A vile blight with an unholy alliance of Weaver and Wyrm spirits that call this realm their home.

It is a gloomy, gritty city of ashen slums, befouled shantytowns, deafening factories and endless pollution. The ground has been ravaged by strip-mines and a few architectural abortions of office buildings provide headquarters for the Banes and Weaver-spirits that over see the whole affair. One can get quickly covered in soot just by standing still. The factories produce many Wyrm's Fetishes. It is very difficult to escape due to the Weaver's webs reinforcing the Gauntlet.
Rook

Concept
 Age
 Nature
 Demeanor
 sphere
 position
 Troupe

Saligiare, a young Sabbat pack in LATMA, declared Rook it's Ductus. Their history as a pack was brief and fiery, leading to clashes with the Camarilla over a variety of territorial disputes caused, in greater part, by the pack. Their agenda was to make war with the Camarilla, with no backing from Tijuana.

Based in Anaheim, Saligiare's more permanent members included Rook as Ductus, Stone as Priest, Lochivere as Templar, Raj as ... a crazy-assed ravnos with a thing for torturing his victims, and a nosferatu (whose name escapes me at the moment, sorry nossie!). Ancilliary members included Iana, Rook's ghoul, and Tadriel, the pack's Abbess.

Over time, without any support from Tijuana--indeed they all seemed to be asleep at the wheel, Rook declared himself Bishop of Anaheim. This led to...

### **Schism**

*"Know your enemy..."*

Violence erupting between the Anaheim Sabbat and the Tijuana Sabbat, the ancient vampires from the south finally chiming in with their opinions on this upstart pack of 'mongrel Sabbat', led to a parting of ways. While both continued to engage in traditional Sabbat activities, Tijuana was turning toward the NAE, while Anaheim opted to hold out.

### **Anaheim**

Anaheim was declared, legally and begrudgingly, Rook's territory and he its Bishop, but this wouldn't last long. The continued fight between the Saligiare and elements of the Camarilla willing to carry out the fight led to the eventual destruction of the pack. Stone was killed by Tane. Tadriel was killed by the Prince. The nosferatu and Iana disappeared. Lochivere remains at large...

The culmination of the war saw Rook staked in the Camarilla Elysium, Mercurio off to take her own fight straight to Tijuana, and Raj wanting to gift the vampire world with his insanity.

Rook was diablerized.

## Personality

   Rook, to many, is a simple man. Very straight-forward, he does not mince words. He could be considered quick to anger, but that might be a misperception easily-attributed to his bestial nature.

## Associations

Mercurio

Lara

Obadiah

Wyck

## Soundtrack

**Mordred's Song - Blind Guardian**

**Demons - Imagine Dragons**

**Fallen Angel - Three Days Grace**
The Protocols

The Protocols are customs which all Council mages are expected to follow. The Protocols are currently under review by the Council as to whether or not they are still relevant to post-Fall Ascension.

* Respect Those Of Greater Knowledge
	+ This Protocol seems straight forward but given the transgressions of The Masters it remains more a nice ideal than a practiced reality. There isn't a lot of trust between mages these days.
* A Tutor's debt must be repaid
	+ Money still makes the world go round. Though tutors aren't always paid in cold hard cash tutelage and the status it can confer is still highly valued among mages. Students who don't pay their debts often find themselves friendless in an unfriendly world.
* A Mage's Word is his Honor; break not a sworn Vow.
	+ This is standard practice among mages. The Reconciliation War forged bonds of steel and broke others. Oath breakers and liars are dealt with harshly. The post-Fall Council has no place for drama queens and fools.
* The Will of an Oracle must always be obeyed
	+ This Protocol is controversial, as some mages regard the Oracles as instigators of the Reconciliation War. Others hold them at fault for not stopping it. Still others think the Oracles have some greater plan. Opinions run the gamut from complete adoration to utter contempt for the Oracles. Still, it's hard to disregard such powerful beings outright.
* Betray not your Cabal or Chantry
	+ This Protocol is held in high regard in post-Fall Council circles. Distrust is rampant. Cabals and Chantries tend to be close knit and wary of outsiders. Betrayals dealt with harshly.
* Conspire not with enemies of Ascension
	+ Traitors and spies are subject to Gigul and death. Treason is not tolerated.
* Protect the Sleepers; they are ignorant of what they do
	+ This was a hotly debated Protocol due to active Sleeper hunting of supernaturals. Still, most Tradition mages believe in protecting and guiding Sleepers over starting a war with them.
* Be subtle in your Arts, lest the Sleeper know you for what you are
	+ Again, an other seemingly straight forward Protocol that has become controversial. Mages living in Bright areas are subject to the old rules of censor while those living in Dark areas practice with near impunity. Consensus reality is broken. Vulgarity has more to do with local custom and belief. These days, mages have more to worry about from the Sleepers than they do from other mages.
Solar Weave

Solar Weave is a flexible solar panel that was developed early in the global shift towards scientific discovery.
The material is light, flexible and can generate enough charge to power most personal electronics depending on the size of the pannel and the size of the device.

   Solar Weave, in its various forms,  has been used in everything from covering airships (as in the case of the Sky Runner) or even as building material - though it's often called 'Solar Board' or 'Bright Wall' (think drywall but as a solar pannel).

Because of the general climate of the area and the abundance of sunlight, Bright Wall homes have popped up all over the place. The silvery-sided houses and structures are all over the Fringe Zones and those areas within Strongholds where they need power. It's said that the pannels are so effecient that they can generate enough power to fuel whatever needs one would have inside it.

## Development

Solar Weave was developed by the Yamakura corporation and has been one of their chief projects since its creation. Their engineers constantly are coming out with new applications for the 'free energy'. The Research and Development division of Yamakura has an annual contest for school children to produce something new (and useful) that uses Solar Weave that will 'improve the lives" of the world. There are slogan boards and vid adds a plenty advertising the hell out of whatever new product is using their basic technology.

Yamakura, however, has been rather tight-lipped about how it was created and has an army of lawyers who will pounce on any upstart corporation or company that tries to infringe upon their copyright.
The Wall

The Wall, sometimes called the Red Wall because of its color and that it protects the Redlands , is a barrier constructed of Connex boxes that blocks all travel along the Mojave Freeway out of the Redlands and into the Wastelands .

The barrier has one gate on the road which allows vehicles to pass through. People can leave the Redlands but generally, unless they are a known Runner , are not often permitted to enter. There is simply too many cases of Raiders trying to breach the Wall, disease, etc.

   The people of the Redlands guard the wall with bows & arrows, the occasional gun and such and a few other improvised weapons. The true force of the wall is its height and strength. Stacked three-boxes high, the boxes are filled with stones and such to prevent them from being destroyed by a battering ram or vehicle.

It is a perfect example of Fringe society.
Stadium Arcadium

The Arcadium is a cavernous warehouse space tucked back behind the shops of the Galleria, hundreds of feet across with almost no attempt made to make the place habitable. In the center is the vast pit of the arcade's namesake stadium, concentric circles leading down and filled with over a thousand padded reclining chairs and the oblivious gamers jacked into the ports built into the armrests. The headline battle is projected upwards in fifty-foot-tall holograms that fill the arena and the air above it. Beyond the rim of the arena, the corners of the arcade are filled with concession stands, rows of antique arcade cabinets, and kiosks selling knickknacks and the latest personal electronics and home entertainment.

## Troupe Zone

The Stadium Arcadium is a Blood and Chrome troupe zone, and operates under the troupe policies. Any questions, please feel free to contact ChromeST.
Setting

The Setting of Dark Metal can be generalized to fall within three different categories:

* The Shiney and Chrome world of LATMA (Bright Zones)
* The Dirty and slummy streets of the Fringe (either the Grey Zones or Dark Zones)
* The Freedom and dangers of the Wastelands.

So when you create a character consider where they would spend their time.

## Technology

*Main article: Technology*
Dark Metal is a game of conflicting technologies. On one hand you have the polished chrome of the skyscrapers and the cyber enhancments of the Bright world and on the other you have the low tech, survival-based adaptations in the Dark.

## World Information

* Canon and Canon Information
* History

## Spheres

* Changeling
* Mage
* Mortal
* Mortal+
* Shifter
* Vampire
* Wraith
海港太平洋郵輪

創立於
 總部
 網站

海港太平洋郵輪（英語：Harbour Pacific Cruise），凜姬海港集團成員之一，為海港都一郵輪公司。主要營運以海港都為目的地的郵輪服務。目標為旅客提供優質豪華的郵輪體驗。

歷史
--

## 現有遊輪

海港太平洋郵輪公司旗下的郵輪全以「xx太平洋」(xxx of Pacific)格式命名，以方便辨識。

1. 星空太平洋 Star of Pacific
2. 星夢太平洋 Dream of Pacific
3. 自由太平洋 Freedom of Pacific

## 現有航線

1. 海港都~海港都 (2日)
2. 海港都~長崎~海港都 (4日)
3. 海港都~沖繩~石垣~台北(基隆)~海港都 (8日)
4. 海港都~台北(基隆)~越南(峴港)~香港~海港都 (13日)
桂區

**桂區**（英語：Katsura Zone、日本語：かつら区（く）），位處於嘉龍半島側，為海港都桂醫院所在地，本區可再細分成**颯斷層**及**鷺之宮**地區，為現時海港都最細的行政分區。

學校
--

* 白皇學院

## 著名建築

* 愛澤劇院
* 桂醫院
* 天王洲Aisle

## 颯斷層

颯斷層於17世紀受地震產生，拉出一條陷於深坑的層帶。斷層於1983年命名為颯斷層（英語：Fault Sharp），後來斷層被活化成水塘。

## 分區合併

2020年1月，時任海港都都長乙梨裕弦提出將佔地較細之桂區與鄰區嘉龍區合併，以節省行政成本及提升效益，方案初步獲得國會通過，並預計於下屆都長及國會年期一併實施。新區暫名嘉桂林區。

## 交通服務

* 巴士：91A、94、94A、106、313、513、E28、N99、N106、S19
* 地鐵：桂站