recursal/Fanatic-Fandom huggingface dataset:
Fishbone

Concept
 Age
 Nature
 sphere
 Troupe

## Recent History

Fishbone is a young man of 22 who was born and raised in the Wasteland Stronghold of Barstow. Being a Water-Speaker, his talents are much in demand. Once, when he was younger, he was kidnapped by a group of Wasteland Raiders and forced to find them fresh water out in the Wastes. It took him nearly half a year to be able to escape. It was that he discovered that he was one of the Garou.

## Personality

Fishbone, which everyone calls 'Fish' has always lived in the Wastes - never having gone anywhere near the bright big city of LATMA . Fish is a Water-Speaker, meaning that he 'hears' water and somehow is able to find it. Finding fresh water out in the Wastes is an highly valued skill and he has become known for it.

## Description

Fish is often covered with a coating of white ash, a natural sun block that will protect his skin. He likes to wear hoods and things out of thin material to protect his skin when he's out and about. This sometimes gives him the appearance of being a ghost out in the Wastes. He wears a simple pair of pants which have been patched more than a few times and a sturdy pair of boots that he claims came all the way from the Redlands.

## RP Hooks

* Wasteland Runners: Fish is usually out helping one, healing them, or being escorted by a pair to get him from one settlement to another.
* **Healer:** Fish is one of the few Healers out there in the Wastes.
* **Water-Speaker:** Fish has the ability to find fresh water, and is often saught out to locate spots to dig wells for Strongholds.

## Props

Fishbone when he escaped from the Chrome Horde, a gang of Wasteland RaidersA bike he picked up from a Runner who he found out in the Waste and healed.A basic, sawed-off shotgun 'pistol' that he carries on his hip.
Background: Generation

Plain and simple, this Background represents your generation - the purity of your blood, and your proximity to the First Vampire. A high Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don't take any dots in this Trait, you begin play as a 13th-generation vampire, with a blood pool of 10.

1. 12th generation: 11 blood pool, can spend 1 blood point per turn.
2. 11th generation: 12 blood pool, can spend 1 blood point per turn.
3. 10th generation: 13 blood pool, can spend 1 blood point per turn.
4. 9th generation: 14 blood pool, can spend 2 blood points per turn.
5. 8th generation: 15 blood pool, can spend 3 blood points per turn.
MediKit

### Beschreibung

Behandelte Bandagen. Anwenden, um Blutungen zu stillen und Wunden zu sterilisieren.

### Erhalten von

* Fabrikator
* Verbandskastenfabrikatoren
* Supply Crate

### Item ID

*firstaidkit*

Der **MediKit** stellt 50% Lebensenergie wieder her. Er kann mit Hilfe des Fabrikators hergestellt werden.

Ebenso stellt der MediKit-Fabrikator alle 30 Minuten ein *Medikit* her, wenn er mit Energie versorgt wird. Der MediKit-Fabrikator im Lifepod 5 stellt eine einfache Möglichkeit dar, sehr früh im Spiel an **MediKits** zu kommen. Verbandskastenfabrikatoren können ebenso in Seebasen gebaut werden. **Medikits** können auch in kleinen Supply Crates gefunden werden.

## Anwendungen

Wenn der **Erste-Hilfe-Kasten** verwendet wird, dann stellt er sofort 50% Leben des Spielers wieder her.
Schlingpflanzenprobe

Die **Schlingpflanzenprobe** ist ein Rohstoff der mit einem Überlebensmesser von einer Schlingpflanze geerntet werden kann. Es kann entweder direkt als Nahrung verwendet werden oder in Rezepten zur Herstellung, oder benutzt werden um den Bioreaktor anzutreiben. Es benötigt 4 Plätze im Inventar des Spielers.

Wenn zu viele **Schlingpflanzenproben** auf einmal gegessen wurden, dann meldet sich die KI mit der Nachricht ''Blutverlust entdeckt'' und die Gesundheit des Spielers wird sinken.
Herald

A herald is a vampire that serves a Baron as an emissary and Harpy. They are typically sent to deliver messages to vampires within their domain or perhaps to the courts of other Barons.

Many Barons consider Heralds to be neutral and would not detain or harm a Herald unless the vampire in question brought harm upon someone in the Baron's Court.
Riffrücken

Der **Riffrücken** ist momentan das zweitgrößte passive Tier in Subnautica und tritt in sehr kleiner Gruppenanzahl auf. Die Tiere geben laute walähnliche Geräusche

von sich und ziehen in den freien Wasserbereichen der Gras Ebenen ihre Runden.

## Mini-Ökosystem

**Riffrücken** können auf Ihrem Rücken ein eigenes kleines Ökosystem tragen. Dieses Ökosystem kann verschiedene Flora und Korallen beinhalten, die zusammen mit kleinerer Fauna auf dem Rücken dieser sanften Giganten getragen wird.

## Lebensraum

* Grassy Plateaus
* Am Rand von angrenzenden Biomen

## Trivia

* Der Riffrücken kommuniziert und findet sich mit einem Echolot zurecht. Daher ist er vergleichbar mit Walen und Delfinen.
* Momentan ist der Spawn eines Riffrückens noch etwas verbuggt. Es kann dabei ein extrem großes Exemplar entstehen, das nicht in der Lage ist geradeaus zu schwimmen. Es dreht sich stattdessen hauptsächlich nur um die eigenen Achse.
* Auf denn Rücken sind kleine Steine (Seepocken) die man zerschlagen kann. Aus denn Seepocken können Titan, Kupfer und anderer Loot kommen.

## Datenbank-Eintrag

Die Panzerung dieser riesigen Lebensformen ist dick genug, um den Spektroskopscanner zu stören. Daten nur beschränkt verfügbar.

Die durchschnittliche Größe beträgt mehr als 20m. Tentakel erzeugen Vortrieb bei geringen Geschwindigkeiten. Gesellig, wird in kleinen Gruppen reisend beobachtet. Profil entspricht den eines Pflanzenfressers am oberen Rand der Nahrungskette.

Sämtliche Fressfeinde der Riffrücken sind seit millionen von Jahren ausgestorben.

Fressfeinde: Unbekannt

Beurteilung: Keine zu diesem Zeitpunkt.

## Galerie

KonzeptzeichnungRiffrücken, von vornRiffrücken, von untenRiffrücken in ganzer LängeRiffrücken von obenRiffrücken, von oben und in ganzer LängeRiffrücken bei Nacht
Athletics

This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, sports and the like; however, it doesn't cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another ability (such as Swimming, Climbing, or Acrobatics).

• Novice: You had an active childhood.

•• Practiced: High-school athlete.

••• Competent: Professional athlete.

•••• Expert: Top-notch in your sport.

••••• Master: Olympic medallist.

Specialties: Endurance Running, specific sports.
Expression

This is your ability to get your point across clearly, whether through conversation, poetry or even email. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or feigning emotion with every gesture. Additionally, this talent represents your ability for poetry, creative writing or other literary art forms.

• Novice: Your talent has matured past crude poetry on notebook paper.

•• Practiced: You could lead a college debate team.

••• Competent: You could be a successful writer.

•••• Expert: Your work is Pulitzer material.

••••• Master: A visionary such as yourself comes along only once in every generation.

Specialties: Poetry, Fiction, Impromptu, Conversation
Domem

In Wraith: The Oblivion, a Domem (pl. Domem) is a wraith who has lost all of their Fetters. Domem cannot travel to the Shadowlands for more than a few minutes, and are restricted to staying in areas within the Tempest, such as Stygia.

Although the term generally implies age, Domem can be young. The Deathlords became Domem after their Fetters were destroyed in the nineteenth century. Most of the administrative class of Stygia and the other Dark Kingdoms are also made up of Domem, as they have nowhere else to go. Domem are generally looked down upon by Gaunts and other wraiths who have kept their Fetters, at least partly because without resolving Fetters, Transcendence is difficult, if not impossible.
Cities

This page is for the various city locations within the game. Cities within Dark Metal are often classified by the SSN Status of the majority of their citizens as either Bright, Dark or Grey.

## Known Cities

 Altadena Anaheim Barstow Chinatown Chula Vista Corporate Center Downtown Escondido Forest Lawn Kingsbridge LA Harbor Laguna Niguel Lynwood Palos Verdes Pasadena San Clemente San Francisco San Onofre Santa Monica Tijuana
Background: Fetish

You possess a fetish , a physical object into which a spirit has been bound. Fetishes have a number of powers granted by the spirit, so they are very significant to the Garou. Such things are valuable, and other Garou (or other supernatural beings) may covet them.
Generally, the maximum level of any one fetish purchased with this background should be 3. Such a fetish will be scrutinized heavily, but is usually approved if the application is sound. You may attempt to apply a character with a level 4 or 5 fetish, but these are game-altering items, and so will be immediately rejected if an airtight explanation is not provided. Thus, if you are entertaining the idea of applying a character with a level 4 or 5 fetish, please speak with a wizard before submitting an application so nobody's time is wasted.

• You possess one Level One fetish.

•• You possess one Level Two fetish or two Level One fetishes.

••• You possess one or more fetishes with a total of three levels.

•••• You possess one or more fetishes with a total of four

••••• You possess one or more fetishes with a total of five levels.
Baupläne

(Seite in Arbeit. Siehe lieber: Unterwasserstützpunkte)

**Baupläne** sind wichtig, um im Spiel weiter voran zu kommen. Sie ermöglichen das Fertigen von fortschrittlichen Gegenständen.

Einige dieser **Baupläne** müssen erst gefunden werden und bestehen oft aus mehreren Teilen, den sogenannten Fragmenten. Sie müssen mit dem Handscanner gescannt werden. Hat man die erforderliche Anzahl an Fragmenten gescannt, wird der **Bauplan** freigeschaltet.

Einige **Baupläne** sind jedoch auf dem PDA schon vorinstalliert und können sofort gebaut werden.
Armadillo

The Armadillo is a semi-armored, multi-wheeled vehicle designed for deep-waste exploration.

Designed by Tor Industries as a more affordable, though smaller version of the ARC and the Templar, the Armadillo holds a driver and passenger and enough space in the rear for four additional passengers plus a modest degree of cargo.

It is the 'Mini-van' of exploratory vehicles for the Wastelands.
Intimidation

Intimidation takes many forms, from outright threats and physical violence to mere force of personality. You know the right method for each occasion, and can be very… persuasive.

• Novice: Crude teenage bully.

•• Practiced: Mugger.

••• Competent: Drill sergeant.

•••• Expert: Your air of authority cows casual passers-by.

••••• Master: You can frighten off vicious animals.

Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail.
Independents

The Independent clans were never a true power within the Vampire world of LATMA but after the events of The Broken Throne and The Schism, they were not roughly equal with the other clans.

## Characters

* Use 'Independents' in your categories.
* Those returning to the game should review the Conventions listed under this faction of the Vampire Sphere with particular emphasis to the Recent events listed below.
* Those wishing to generate a new vampire should also review the Conventions and Recent Events but should also contact the ST for the Troupe that you wish to join.
Background: Influence

You have pull in the mortal community, whether through wealth, prestige, political office, blackmail or supernatural manipulation. Characters with high Influence can sway, and in rare cases even control, the political and social process of human society. Influence represents the sum of your political power in your community, particularly among the police and bureaucracy.

Some rolls may require you to use Influence in place of an Ability, particularly when attempting to sway minor bureaucrats. It is, of course, always easier to institute sweeping changes on a local level than a worldwide scale (e.g., having an 'abandoned' building demolished is relatively easy, while starting a war is a bit more difficult).

• Moderately influential; a factor in city politics.

•• Well-connected; a force in state politics.

••• Position of influence; a factor in regional politics.

•••• Broad personal power; a force in national politics.

••••• Vastly influential; a factor in global politics.
Bioreaktor

* 1
* 2
* 3
* 4

Der **Bioreaktor** wird mit dem Konstruktionswerkzeug gebaut. Er wandelt biologisches Material in Energie um, die dann dem Unterwasserstützpunkt zur Verfügung steht. Der Bioreaktor hat ein 4x4 großes Inventar, um darin die organischen Materialien abzulegen. Der Bioreaktor erzeugt alle 1,2 Sekunden 1 Energieeinheit (50 pro Minute) mit einer maximalen Kapazität von 500 Einheiten pro Bioreaktor. Er kann nur im Mehrzweckraum plaziert werden.

## Energienutzung

* Flora (Unterwasser)
* Flora (Überland)
* Korallen
* Eier
* Fauna
* Verschiedenes

×**210**
×**21**
×**420**
×**70**
×**70**
×**75**
×**70**
×**210**
×**21**
×**70**
×**70**
×**70**
×**245**
×**7**
×**70**
×**140**
×**420**
×**70**
×**28**
×**70**
×**70**
×**70**
×**70**
×**70**
×**140**
×**21**
×**70**
×**140**

×**420**
×**140**
×**70**
×**105**
×**140**
×**210**
×**70**
×**420**
×**280**
×**140**
×**105**
×**14**
×**140**
×**14**
×**28**

×**70**
×**70**
×**70**
×**70**

×**259**
×**210**
×**231**
×**259**
×**189**
×**210**
×**231**
×**119**
×**189**
×**175**
×**140**
×**280**
×**105**
×**210**
×**140**
×**105**

×**770**
×**700**
×**770**
×**630**
×**700**
×**840**
×**560**
×**630**
×**560**
×**420**
×**560**
×**560**
×**280**
×**490**
×**50**
×**630**
×**420**
×**350**
×**210**
×**350**
×**280**
×**420**
×**210**
×**280**
×**280**
×**420**
×**420**
×**210**
×**420**

×**300**
×**20**
×**70**
## Galerie

Aktiver Bioreaktor von vorneAktiver Bioreaktor von hinten
Garou

Garou is a term used by the werewolves of Werewolf: The Apocalypse to identify their race and culture. The term is used nearly interchangeably with Garou Nation.

The Garou are a faction and is the most common of the Shifter sphere. Characters should add 'Character/Garou' to their sheet.

## Recent Events

(Use Event/Garou)

 Battle of Crows Blood of the Mother Breaking of the Bone Fall of Red Rock Ghost Wolves San Clemente Jungle Silent Stars Temple of Peace
## Known Factions

(Use Faction/Garou)

 Black Furies Black Spiral Dancer Bone Gnawers Children of Gaia Fianna Get of Fenris Glass Walkers Kinfolk Red Talons Shadow Lords Silent Striders Silver Fangs Stargazers Uktena Wendigo
## Details

Use (Setting/Garou)

 Auspice Caern Fetish Gaffling Garou Rites Gauntlet Gifts Incarna Klaive Metis Rage Sept
Camarilla

## Characters

* Use 'Camarilla' in your categories.
* Those returning to the game should review the Conventions listed under this faction of the Vampire Sphere with particular emphasis to the Recent events listed below.
* Those wishing to generate a new vampire should also review the Conventions and Recent Events but should also contact the ST for the Troupe that you wish to join.

## Vampire: Revised

The following is a list of the changes or adaptations made to the Vampire: Revised storyline.

* The Gangrel did not, as a clan, defect from the Camarilla.

## History

* The Camarilla survived The Fall relatively well and had plenty of strongholds to maintain their authority centers around the world.
* Within the United States, known cities under Camarilla include:
	+ Seattle
* Around the world, known cities under the Camarilla include:
	+ Vienna
	+ Venice
	+ England (the new heart of the Camarilla)
Flesh Tape

## Details

Body been ripped open and you need stitches now? Peel off a piece of this tape that bonds to the skin creating an antibacterial bond. To remove the tape without taking the skin along with it you need a special solvent.

## RP Hooks

You are able to perform strenuous activities without affecting the the sealed areas.

Distribution/Availability: Standard Medical Outlet shop

System: Stabilization: +action intelligences+medicine vs 8 Each success reduces healing time by 1 hours.

Defenses/Inhibitors: Removal of tape without solvent negates any healing.

Value: 200 NuYen for a Tube of Solvent (50 Charges), 10 NuYen for a single unreusable strip
Baumpilz

Der **Baumpilz** wächst ausschließlich im Biom Mushroom Forest und macht dort den Großteil der Vegetation aus. Er wächst wie Blätter an hohen "Baumstämmen" und seine Unterseite leuchtet nachts. Mit dem Feldmesser oder durch eine direkte Kollision mit einem Fahrzeug können Baumpilzproben gedroppt werden.
Fame

Fame is also self-explanatory though it’s worth mentioning that Fame comes in different flavors. Usually it is very specific to certain sub-cultures. Fame should be noted with the sub-culture that is affected by it. For example, if your character is a member of a death metal band then that should be noted with your Fame rating with “Death Metal Scene” next to it. To tap Fame, roll the appropriate Social Attribute + Fame. Fame is not added to pools for the purposes of Hunting and Feeding in WoDG.

• You character is known to a select sub-culture of the city, local club-goers or the Park Avenue set, for instance.

•• A majority of the populace recognizes your character’s face; you're a local celebrity such as a newscaster.

••• Your character has statewide renown; perhaps they are a state senator or minor star of local interest.

•••• Nationally famous; everybody knows something about your character.

••••• You character is an internationally famous media icon.
Empathy

You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are an easy hand at discerning motive, and might be able to pick up on when someone's lying to you. However, you may be so in tune with other people's feelings that your own emotions are affected.

• Novice: You lend the occasional shoulder to cry on.

•• Practiced: You can sometimes literally feel someone else's suffering.

••• Competent: You have a keen insight into other people's motivations.

•••• Expert: It's almost impossible to lie to you.

••••• Master: The human soul conceals no mysteries from you.

Specialties: Emotions, Personalities, Motives, Gaining Trust
Lavalarve

## Beschreibung

* Inactive Lava Zone Corridor
 Aktivität:

Die **Lavalarve** ist eine passive dunkelviolette Spezies der Fauna die sehr tief unter der Erde vorzufinden ist.
Sie ist zu finden in der Inactive Lava Zone und ihrer Umgebung.

Die **Lavalarve** greift den Spieler nicht an, so lange er sich nicht in einem Fahrzeug befindet. Bei der Seemotte, dem Krebs oder Zyklopen wird sich die **Lavalarve** an den Außenwänden festhaften. Wenn das geschieht, entzieht die **Lavalarve** dem jeweiligen Fahrzeug bis zu ungefähr 1% Energie pro Sekunde.

Sie kann mit dem Überlebensmesser, dem Stasegewehr oder der Abstoß/Schubkanone von außen vom Fahrzeug entfernt werden. Außerdem kann man die teilweise im Dutzend am Zyklopen haftenden Lavalarven durch kurzes Aktivieren des Zyklop Schildgenerators entfernen.

## Galerie

Lavalarev an Zyklop-HülleLavalarve von unten/am Cockpit Zyklop festgesaugt
Background: Favor

For whatever reason, a Garou/Vampire/Mage owes you a big indulgence. Perhaps you saved her life or rescued one of her Kinfolk. Whatever the reason, you can claim one favor from the person; it may take the form of a "get out of trouble free" card, a cash gift, a shift as private bodyguard or even a wet job (assassination). Like Equipment, though, once you spend the Favor, it's gone forever, unless you somehow win another. Explain to your Storyteller how you got the favor and a bit about the person who owes you.

• One Favor from a Garou of low rank (0-1).

•• One Favor from a Garou of medium rank (2).

••• One Favor from a Garou of high rank (3-4).

•••• One Favor from a Garou of highest rank (5).

••••• One Favor from a tribal leader.
Angst

Angst is a measure of an individual wraith's despair, self-destructiveness and sympathy with Oblivion. It is the fuel of the Shadow, which uses Angst much like a wraith uses Pathos.
As with many other concepts in the Underworld, Angst has a spiritual component and a manipulable physical component. Angst manifests as an inky blank substance, which stains the hands of Pardoners, is collected in their iron lanterns, and is eventually transferred into a massive Angst Battery in the Pardoner Chapterhouse. Concentrated Angst is a form of toxic waste, the stuff of Oblivion, and left to its own devices can be dangerous.
Precursor Roboter

Der **Precursor Roboter** ist ein aggressiver, kleiner grüner Roboter mit vier Beinen und zwei Fühlern die an den Spitzen grün sind.

Er wurde früher von den Precursorn entwickelt und wahrscheinlich zu Reparations- und Wartungszwecken genutzt.

Mehrere **Precursor Roboter** kommen zurzeit in der Primary Containment Facility vor und greifen den Spieler an, soweit er sich ihnen nähert. Ein einzelner fügt ihm aber nicht viel Schaden zu und kann sehr leicht mit beispielsweise dem Feldmesser getötet bzw. zerstört werden.

Precursor Roboter in der Primary Containment Facility (Sehr dunkel dank der Umgebung)Precursor Roboter in der Primary Containment Facility (Sehr dunkel dank der Umgebung)**Presursor Roboter** greift den Spieler an
Krebsanzug Schubkanone

Funktioniert wie die Schubkanone, nur mit dem Unterschied das sie an einem Arm des Krebses befestigt ist. Sie kann schwere Lasten heben und es ist möglich, Gegenstände direkt aufzunehmen und abzufeuern. Zusätzlich können mit Hilfe dieser **Schubkanone** Gegenstände direkt aus dem Krebs-Frachtraum abgefeuert werden **(bestätigt)**. Die Gegenstände müssen allerdings manuell geladen werden ähnlich eines Batteriewechsels.

*Vorsicht! Gegenstände werden bei Aufprall teilweise Zerstört (nicht alles getestet). Schießt man einen Säurepilz auf einen Gasopod explodiert dieser bei Aufprall und löst eine Abwehrreaktion beim Gasopod aus (getestet).*

Damit ist es sogar möglich eine Lavaechse zu greifen, zu halten ohne das sie angreift und anschließend abzuschießen. (getestet)

Achtung! Die Verwendung der **Krebsanzug Schubkanone** kostet ca. 1 Energiepunkt je Schuss (geladen mit Energiezellen). Es ist also sehr energieraubend.

Mit zwei Ionen-Energiezellen sind es ca. 4-5 Schuss pro 1 Energiepunkt.

## Beschreibung

Starke Schubkanone für den industriellen Einsatz, passend für den Krebs.

## Fundort

Optisch das Wrack 9 am Anfang des Sea Treader's Path. Dort liegen mehrere Arme verstreut um das Wrack und im Wrack. Im Wrack auch ein Fragment zum Krebs-Anzug. Ein weiterer Fundort befindet am nordöstlichen Fuße der Mountain Island. Alle Fragmente der Krebs-Schubkanone sind im dortigen großen Wrack zu finden.
Intimation

Intimation has always been viewed with great suspicion in the Shadowlands; many wraiths were convinced that any Solicitors they crossed paths with could and would use them how they saw fit. As a result, the better part of wraith society refused to publicly deal with any known Solicitors. The actual banning by the Hierarchy took place at the turn of the seventeenth century, well after the Breaking of the Guilds. Although some wraiths still seek the services of Intimation, others view any known users with a very strong distrust and refuse to associate with them because of their past reputation.

None of their fears are unfounded; Solicitors work with a subtlety many other Arcanoi do not possess. It lacks the ceremony of Castigate, or the showmanship of Keening. All it takes is a flash of the eye, and a Solicitor’s work is essentially complete. It is also extremely powerful and versatile in the right hands, as it can potentially be used on the Quick and the dead alike, as well as vampires, mages, and other creatures from the World of Darkness.

When Intimation backfires, however, a Solicitor had better run. Not only does it alert the world to their presence, but it may implant the opposite of what they tried to suggest in the heads of their targets.

## Basic Abilities

* **Twinge**: A Solicitor can sense a wraith’s most recent desire.
* **Self-Intimation**: A Solicitor can resist another’s attempt to use Intimation.

## Standard Powers

* **The Gleaming**: A Solicitor can make an object seem more desirable than it really is.
* **Quash**: A Solicitor can stop a wraith from a strong desire.
* **Deep Desiring**: A Solicitor can read into all of a wraith’s fondest wishes and dreams.
* **The Craving**: A Solicitor can give a wraith a strong desire that affects the wraith’s life.
* **Cupitatis**: A Solicitor can subtly direct a wraith into more natural seeming lines of action.
Jade

## Origin

Rumor has it that the guy who invented it came from back east somewhere and the demand started to shoot up for it so much that the Dealers and Gangs started to go to war over it. Two rival gangs, one South American and one Asian wanted his formulas but he wanted money. In this case, he wasn't smart enough to cover all of his bases and the gang-to-gang war got him. One major gang got the formula for Jade the other got Ice.

## Effects

Each dose of Jade comes in a small, green-button like pill that is taken orally.
The initial effects is similar to Ecstasy in that the user has a heightened state of awareness of physical sensation. After approximately ten - fifteen minutes the level of heightened senses becomes nearly superhuman.
Essentially this drug grants a temporary perception buff of +1 for approximately twenty minutes or so.
Within twenty minutes the effects of the drug will wear off and the user becomes incredibly thirsty almost to the point of dehydration. After a few bottles of water the side-effects are remedied and they can continue with life with the usual 'hangover' effects lingering until the next morning.
Repeated abuse allows the user to extend the period of heightened senses from twenty minutes to thirty and longer. However, this continual use or multiple dosing has a price. Wherein the user would normally start to feel the effects weakening after twenty minutes, the effects essentially 'stack' and the user has uncontrolled heightened senses. Enhanced perception, greater susceptibility to overwhelming stimuli. Even the smallest sounds begin to thunder in their ears to the point of deafening pain. Anything but pitch-black darkness will nearly drive the person into a migraine-like bout of photo phobia.
The increased heightened senses is a +2 buff for thirty minutes (with repeated or double doses) but anything after thirty minutes becomes nearly unintelligible as the overwhelming stimuli becomes too painful to sort through.

## RP Hooks

* There are only a few distributors for Ice within the city.
* This drug is commonly found sold by South American gangs, their distributors or connections.
* No one has been able to successfully reproduce the formula and the sellers have gone to great length to protect its secret and their profits.
Hive Armor

Hive Armor (H.I.V.E.) is a creation of Anubis Industries that utilizes small, interwoven, hexagonal plates of a proprietary composite material to lessen the injuries suffered from high velocity impacts.

Hive is an acronym which was coined during the armor technology's development. H.I.V.E. = High Impact and Velocity Elimination.

The hexagonal plates of this armor weave are able to absorb high velocity rounds and crushing impacts before fracturing. It is said that a H.I.V.E. battle plate can take 95% of the impact from a round from a Pulse Rifle at 20 feet. The H.I.V.E. plates are affixed to a heat-resistant fabric and then covered with breathable, rip-stop material creating a flexible, durable suit of light body armor.

## Details

* H.I.V.E. Armor suits are usually something only found to the north in the area of Hind-Manchu as its creator Anubis Industries is unwelcome within LATMA due to their stance on people who would violate Order 47.

* Possession of H.I.V.E technology could get a person into trouble with the Consortium as they do not want any collaboration outside of their borders with such companies.

* A typical H.I.V.E. battle suit would probably be available to someone with Resources 4.
Alien Tech

Alien Tech is a Convention Package that describes a number of technological inventions and modifications that one can discover in the 'Shipwreck' convention

Much of this technology is detailed in what is known as the 'Phoenix Report '. Anyone who wishes to use the technology listed within this convention should consult the report to gain access.

## Technology

* Data Cube
* Holo Projector
* Pylon
* Sentinel
* Signal Device
Death Valley Prison

## Summary

The Death Valley Prison Complex (DVP or DVPC) is an ultramax-security prison maintained by the LATMA Consortium (managed by MetSec).

## Details

Rumors abound about the prison beyond the northern border of LATMA; people sent there never return. Does it even really exist? Or is it just some elaborate bogeyman to keep the masses in line, and the people "sent" there were actually just eliminated and disposed of?

No, there is truth to this legend; even in LATMA there are individuals (both Bright and Dark) who the Consortium can't simply eliminate for one reason or another. So they're sent to DVP. Sometimes, rarely, they come back. But never the same and always a shell of their former self. There's even rumors that DVP maintains a secret research facility for captured O47 violators, but absolutely no one has been able to confirm that with any reliability. MetSec and the Consortium flatly deny it.

## Connections

Managed by MetSec on behalf of the Corporate Consortium.

## Old School DM

Death Valley Prison is a very nasty place. There is something wrong with the tapestry in this location.

All Arete rolls are at a +4 diff (max 10), the gauntlet is 9, all Gnosis and rage rolls are also at a +4 diff. Werewolves are affixed with a cybernetic device in their brain before being shipped here that shocks them unconscious (reverting to breed) before the cybernetic device is damaged. Only homid Garou are ever shipped here.

There is a secret facility that houses vampiric creatures here as well. The same strange effect that hampers magick users also effects static magic effects (disciplines, gifts, numina) making them a +4 difficulty as well. Breaking out of Death Valley is theoretically possible, but realistically if there've been more than a couple of early escapees, they aren't talking. Grizzled bad-asses guard the facility, some of them are border-line or actual fomori, simply created by natural bane (umbrood) possession. MetSec maintains a high security interrogation lab here.

The facility its self is modern in some portions and strangely archaic in others. It houses about 22,000 inmates on a 3,600 acre piece of land. The housing building itself is four stories. Electronic and mundane surveillance exist in random locations. Neither the layout of the building, nor details of its security measures seem to exist in any database, and those that get out of DVP- or those that claim they have- seem to have trouble recalling what it is like.
Dart

Darts are essentially a 'hover bike' that utilizes Repulser technology to keep the frame off of the ground and provides both forward and backwards thrust. Darts can run just as fast as their terrestrial counterparts but they have the ability to simply pull up off of the road and reach a height of up to 50 feet. Most Darts have a bit of technology called an 'Altitude Inhibitor' which prevents it from going beyond the 50 feet limit.

This does not stop people from hacking through the A.I. software and hardware to adjust it up to 100 feet or so.

Darts are high-end tech. They require Resources 4 to purchase and are licensed vehicles so they're restricted to Bright society.
Firearms

This skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Of course, this Skill doesn't include heavy artillery such as mortars or tank guns. However, someone skilled in Firearms can clean, recognize and, of course, accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).

• Novice: You had a BB gun as a kid.

•• Practiced: You while away the occasional hour at the gun club.

••• Competent: You've survived a fire-fight or two.

•••• Expert: You could pick off people for a living.

••••• Master: You've been practicing since the debut of the Winchester.

Specialties: Pistols, Sniping, Revolvers, Shotguns
Chinatown

Chinatown is a region of northern LATMA, adjacent to Downtown.

## Theme / RP Hooks

Considered by many to be a Grey Zone, it's not exactly Dark, but is by no means Bright either, especially not compared to Downtown. Known to be the place to go if you want to buy something in Bright LATMA without being traced by the Consortium, cash, scrip, and barter are all just as common here as credsticks.

## Security

MetSec holds the security contract for Chinatown, though they usually have better things to do than police the crowded streets and personal squabbles that are a constant background noise here. But if an O47 violator pokes its head out of the shadows, MetSec HQ is only about a mile away -- they'll be on the scene within moments.

## Logs

(Use Log/Chinatown)

Category *Log/Chinatown* not found
Code of Milan

By the solemn word of Regent Gorchist, this is the one true Code of Milan, revised from the original manuscript this night, December 21, 1933. Out of the ashes of our great war may this peace reign everlasting. An oath of allegiance has been sworn by the Regent and the Prisci in the presence of all faction leaders and 50 other witnesses to faithfully follow all regulations imposed by this code in leading the Sabbat. This revised Code of Milan is agreed upon by all Sabbat factions, including those of Cardinals Huroff, Bruce de Guy, Agnes and Charles IV; and Archbishops Beatrice, Una, Tecumseh, Giangaleazzo, Toth, Aeron, Marsilio, Rebecca, Julian and Salluccio. All other factions must pledge themselves in support of this revised Code of Milan or claim separation from the Sabbat.

## These are the statutes compromising the Code of Milan:

I. The Sabbat shall remain united in its support of the sect's Regent. If necessary, a new Regent shall be elected, The Regent shall support relief from tyranny, granting all Sabbat freedom.

II. All Sabbat shall do their best to serve their leaders as long as said leaders serves the will of the Regent.

III. All Sabbat shall faithfully observe all Auctoritas Ritae.

IV. All Sabbat shall keep their word of honor to one another.

V. All Sabbat shall treat their peers fairly and equally, upholding the strength and unity of the Sabbat. If necessary, they shall provide for the needs of their brethren.

VI. All Sabbat must put the good of the sect before their own personal needs, despite all the costs.

VII. Those who are not honorable under this code will be considered less than equal and therefore unworthy of assistance.

VIII. As it has always been, so shall it always be. The Lextalionis shall be the model for immortal justice by which all Sabbat shall abide.

IX. All Sabbat shall protect one another from the enemies of the sect. Personal enemies shall remain a personal responsibility, unless they undermine sect security.

X. All sect members shall protect the Sabbat territory from all other powers.

XI. The spirit of freedom shall be the fundamental principle of the sect. All Sabbat shall expect and demand freedom from their leaders.

XII. The Rights of Monomacy shall be used to settle disputes among all Sabbat.

XIII. All Sabbat shall support the Black Hand.

## ADDENDA TO THE CODE OF MILAN

Observed by all witnessing parties present on this night, December 21, 1933, and hereafter upheld.

XIV. All Sabbat have the right to monitor the behavior and activities of their follow sect members in order to maintain freedom and security.

XV. All Sabbat possess the right to call a council of their peers and their immediate leaders.

XVI. All Sabbat shall act against sect members who use the powers and authority the Sabbat has given them for personal at the expense of the Sabbat. Action shall be taken only through accepted means, approved by a quorum of Prisci
Höhlenkrabbler

## Beschreibung

Eine recht aggressive Tierart, die den Spieler bei näherem Sichtkontakt springend angreift und verfolgt. Diese Spezies kann man als eine Art "Krabbe" beschreiben und tritt oft in kleinen Gruppen auf. Sie kann, als einer der wenigen Tierarten, an Land wie auch Unterwasser überleben. Da sie keine Flossen besitzt, bewegen sie sich hauptsächlich krabbelnd oder springend fort. Ebenfalls kann dieses Tier Wände hochklettern, was in Höhlen einen guten Vorteil bringt.

#### Umgang

Man sollte am besten stets in Bewegung bleiben. So haben die **Höhlenkrabbler** beim Sprungangriff weniger Chancen den Spieler zu treffen.

Zu beseitigen ist der **Höhlenkrabbler** am leichtesten mit der Schubkanone oder Abstoßkanone.

## Lebensraum

* Aurora
* Dunes
* Mountain Caves
* Mountain Island
* Underwater Islands Caves
* Floating Island

## Datenbank-Eintrag

Ein flinker, reviergebundener Aasfresser. Gut angepasst an ein Leben sowohl an Land als auch im Wasser.

1. Gasaustauschmembran:
Nimmt lebenswichtige Gase aus Luft oder Wasser auf, um grundlegende Körperfunktionen zu ermöglichen.

2. Kiefer:
Diese Tierart spürt Kadaver in Rudeln auf und verteidigt sie anschließend, während sie gefressen werden.

Beurteilung: wichtiger Abfallverwerter - meiden oder außer Gefecht setzen

## Galerie

3D Model von Fox3D auf Sketchfab**Höhlenkrabbler** auf der Aurora**Höhlenkrabbler** bei den Underwater Islands**Höhlenkrabbler** bei den Underwater IslandsGIF - Beißangriff eines **Höhlenkrabblers**GIF - Sprungangriff eines **Höhlenkrabblers**
Amentu

Amentu: (Ah-MEN-too): The Undying is an Elder of the Court of Hell.

Amentu appears as a young man with pale-skin who is often accompanied by the scent of jasmine and roses. When he drops the veil of mortality, he has a set of horns, black eyes and an oddly yellowish complexion similar to that of a rotting corpse.  Amentu has no favored Thrall but will answer the call of those who would take any measure to remain youthful and alive. Amentu’s altars are often created under graveyards or in mausoleums that are surrounded by death and decay. His symbol is that of a skull.

## Pacts

* Pact of Regeneration

* Pact of Life
Kernreaktor

* 1
* 2
* 3
* 4

Der Kernreaktor wandelt auf kristallines Uraninit basierte Kernbrennstäbe in Energie um und ist für den Betrieb in einem Unterwasserstützpunkt vorgesehen. Im Betrieb macht er *surrende* Geräusche.

Der **Kernreaktor** erzeugt Energie bei einer Leistung von 1 Leistungseinheit pro Sekunde und das unabhängig davon wie viele Kernbrennstäbe installiert sind.

Der **Reaktor** erzeugt Energie mit einer Leistung von 250 Einheiten pro Minute (4.166667 pro Sekunde), unabhängig davon, wie viele Reaktorstäbe installiert sind. Jeder Kernbrennstab kann maximal 2500 Energieeinheiten speichern.

 Der **Kernreaktor** kann maximal vier Reaktorstäbe aufnehmen.

~~Das einfügen sowie das wechseln der Reaktorstäbe ohne den Strahlenschutzanzug verursacht am Spieler Strahlenschaden , weshalb zu empfehlen ist, die Reaktorstäbe nur mit dem kompletten Strahlenschutzanzug zu wechseln/einfügen.~~

**Stand März 2023 Playstation 4 Version** - Es ist kein Strahlenschutzanzug mehr nötig um die Reaktorstäbe hinzuzufügen oder verbrauchte Stäbe zu entnehmen. Einmal hinzugefügte Brennstäbe lassen sich nicht mehr entfernen bis sie vollständig verbraucht wurden und verschwinden sobald der Kernreaktor abgebaut wird. Zur Entsorgung der verbrauchten Brennstäbe kann ein Atommüllbehälter gebaut werden.

## Herstellung

Der **Kernreaktor** wird mit dem Konstruktionswerkzeug gebaut und kann nur in einem Mehrzweckraum errichtet werden.

## Einsatz

Ein Kernbrennstab hat eine Kapazität von 2500 Einheiten Energie.

×**2500**
×**4**×**10000**×**4**

## Galerie

**Kernreaktor** in einem UnterwasserstützpunktInventar mit 4 Slots des **Kernreaktors**
Combat Frame

Combat Frames are a type of mechanically assisted Skeletal Frame used for combat.

Used to great effect during 'The Purge ', the combat frames are now used by MetSec to patrol the dark areas.

A frame rig uses a complex set of coprocessors linked with a high-bandwidth datjack to interface with a complete, powered external armor, usually a frame or combat suit. These enhancements are required to fully comprehend and 'pilot' most rigged suits and armor; however, larger, more complex suits even require a greater series of cyberware.

This rig enables the cyber to interface with ultralight and light frames (exoskeletal body armor). Rigging is also necessary in effectively piloting a frame.

They are all neurolink technology and very expensive to outfit someone.
Changeling

Changeling: The Lost will be using the content / theme / mechanics of the New World of Darkness Game for its players.

Changelings, also known as the Lost, are humans who were abducted by the Fae. Unlike most who suffer this fate, the Lost have managed to find their way back through the Hedge to the mortal world, but their time in the Faerie realm (Arcadia) has irrevocably changed their bodies, minds and souls. A Changeling's true, inhuman mien is hidden by the Mask, the aspect of Fae magic that makes Faerie creatures and artefacts seem mundane to mortal eyes, but very few Changelings are able to reclaim their old lives, or make entirely new ones, without retaining ties to the fae realm.

While every Changeling is unique, those who have shared similar experiences in Faerie notice similarities in the physical changes they have undergone. These loose categorizations are referred to as Seemings. Within each Seeming are more specific groupings called Kiths.

Changelings find themselves alienated from normal mortals, as they are no longer mortal themselves. They therefore often congregate into small groups, sometimes called motleys. More formally, they make use of ancient pacts made by the Fae with the seasons. They align themselves into seasonal Courts which offer them some measure of protection against the True Fae. Each Court has supernatural influence over a strong emotion and the physical aspects associated with their season.

## Characters

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

## Factions

* Spring Court
* Summer Court
* Autumn Court
* Winter Court
* Courtless

## Seemings

* Beast
* Darkling
* Elemental
* Fairest
* Ogre
* Wizened

## Rp Troupes

Troupes should add 'Troupe/Changeling' to their categories.

Category *Troupe/Changeling* not found
## Events

Events should add 'Event/Changeling' to their categories.

Category *Event/Changeling* not found
## Setting

add 'Setting/Changeling' to their categories.

 Beast Darkling Elemental Fairest Hedge Ogre Wizened
Keening

Although it does not produce as useful effects as Inhabit or Castigate, Keening is nonetheless a treasured art in the Shadowlands because of the potential power it has. More than anything else, it makes a wraith feel emotional again. Chanteurs can create strong emotions and reactions in almost anyone they chose, and it’s an experience that some wraiths would give their unlives to have again, even if the emotions are artificial sensations made from a manipulative wraith.

Chanteurs primarily work through song, although merely speaking or shouting may have their desired effect. In addition, their Guild marking, a musical instrument of some kind, is almost always used to assist them in their endeavors. Although Keening can be used with large groups of wraiths, Chanteurs prefer to focus on one target at a time.

Mistakes made with Keening can have severe repercussions. The most common is for an intended positive emotion to backfire and become a negative one, but in extreme cases of misfortune, a Chanteur has been known to be driven mad by his own power.

## Basic Abilities

* **Perfect Pitch**: A Chanteur can tell when another wraith is using Keening.
* **Sotto Voce**: A Chanteur can hide their use of Keening from other wraiths.

## Standard Powers

* **Dirge**: A Chanteur can strengthen a wraith’s darker emotions (sadness, anger, grief).
* **Ballad**: A Chanteur may inspire a wraith's higher emotions (love, happiness, joy).
* **Muse**: A Chanteur can make a suggestion to others to do their bidding.
* **Crescendo**: A Chanteur can physically damage wraiths, buildings, and anything in their path with a scream.
* **Requiem**: A Chanteur can fill a wraith with a completely overwhelming emotion.
Erweiterter Kabelsatz

Der **Erweiterte Kabelsatz** ist ein Gegenstand aus dem Elektronik-Baum des Fabrikators. Er kann erst hergestellt werden, wenn der Spieler einen Computerchip hergestellt hat. Es wird benutzt, um fortgeschrittene technische Geräte und den Zyklop herzustellen.

## Verwendung in der Herstellung

×**5**

**Folgende Werkzeuge sind nicht mehr im Spiel verfügbar**

## Galerie

**Erweiterter Kabelsatz** In-Game Model**Erweiterter Kabelsatz** bei der herstellung im Fabrikator
Crimson Crusade

## Basic Information

Templar-esque Cult members who bury the dead and preach new hope to the world. They are the army of 'light' in a world of darkness.

Founded somewhere in Utah, the Crusade (called the Crimson Crusade due to the blood-red cloaks worn by their Priests), send out their numbers to civilize the wild, to bring order to Chaos.

## Details:

This would happen as early as 1 year after the "collapse" and is generally something that would be found where you find lots of "unprocessed" corpses.

The Crimson Crusade is made up of Priests, Templars and Missionaries - a religious movement that asserts order in the chaos of the Collapse. Members of the crusade, wearing white hooded cloaks and tabbards marked with the red cross, can be found in any place where the dead lay unattended. Their missionaries will collect the dead for cremation and set them alight after a long ceremony that begins at dusk. They and the Priests burn the dead to ensure that they can not come back from the grave (an early practice from when Vampires would embrace randomly to spread the chaos of their blood in the ruined cities.

Their steadfast calm and orderly ways is sometimes seen as reassuring by those who are still confused by the disastrous collapse of society. Missionaries work collectively to restore order and society by sharing food from "parish" to "parish". Priests work to maintain order once the Missionaries have began the process of conversion. Templars are the militant arm of the Church - defending their churches and their followers from all manner of assault; including the nightmares that walk on two feet.

The missionaries are quick to become the civic leaders of small communities, normally organizing themselves around the template of a Church. Extra supplies are shared by neighboring parishes to maintain their order for to many of the survivors; food can buy loyalty.

The missionaries preach from the newly written "Book of Ashes "; a sort of biblical re-write to show the changes and the "wrath" of the Creator upon the world.

   Crusaders, however, approach the reconstruction of their world a bit differently. Crusaders, as one can imagine, a militant Order. They hunt out the uncivilized, godless, heathen survivors to teach them the errors of their ways - most of the time at the point of a spear.

   Missionaries are commonly sent from well-established parishes to stretch out their teachings. In those places where Missionaries are welcomed the Crusaders, usually on horseback, are rarely seen except to "show the flag". If Missionaries are refused or worse, attacked, the torch-wielding Crusaders attack in mass; their faces obscured by a crimson scarf within their hood.

        The image of the cross is commonly affixed at the top of a long lance, the entirety painted a rich crimson. These lances are normally set out at crossroads and well-traveled paths to show the extent of their progress.