recursal/Fanatic-Fandom huggingface dataset:
Klaive

Klaives are fetish daggers or swords, usually of great spiritual potency and nearly always made of silver - treasured items passed down from hero to hero among the Garou Nation.

A klaive is a ritual weapon of the Garou made to be used in Homid, Glabro, or Crinos form with equal ease. They are rare weapons not only because they are made of silver, but because of the spiritual traits they possess. Their manufacture and use are deadly to Garou, (and often, Kinfolk will act as klaive-smiths).

A klaive can be about as small as a Bowie knife, and a Garou who carries a klaive loses one point from his effective Gnosis rating. A War-spirit is usually bound into the klaive, allowing the weapon to inflict aggravated damage upon non-Garou foes. Without the spirit, a klaive doesn’t inflict aggravated damage. However, a Garou doesn’t need to attune a klaive that has no spirit in it. The art of klaive fighting is called Klaivaskar and is taught only within a Tribe .

Pulling a klaive on another Garou is considered a grave action, for a klaive duel is most often a duel to the death. Nonetheless, klaive duels among Garou are becoming increasingly common as the wilds dwindle and tribal friction grows.
Grey Zone

*Main article: Cities*
A Grey City is a city where there is a mix of legal (Bright)and 'less than legal' (Dark) citizens having active Social Security Numbers within the LATMA Metro area.

Grey zones are more questionable. MetSec officers are much rarer, camera coverage far less common, and crime a reasonable probability. Heavy weapons will still result in severely negative attention, but security is liable to overlook simple forms of weapon such as knives or light firearms. However, they remain illegal both to possess and use - those who choose or are forced to do so are advised to vacate the area immediately afterward to avoid consequences.

## Known Grey Cities

(Use City/Grey)

 Chinatown Chula Vista Escondido LA Harbor Pasadena
City Template

```

{{City
}}

(NOTE:)Delete all of these instructions when you're done.
*The box of information above is the basic 'stats' for the city. You'll need to add in something after the = sign if it is known.

*If you want to upload an image, [[Special:Upload|Right Click Here]] to open a new tab where you can. Then just paste the name of the image after where it says Image: in the box above.
==Theme / RP Hooks==
''The general feel of the city, what kind of people are about, what kind of things go on there.''

==Recent Events==
''Any recent events of note.''

==Logs==
(Use Log/[city name])
<categorytree mode="pages" hideroot=on>Log/[city name]</categorytree>

==Old School DM==
''Historical information that may be too specific or unique for the more general canon used for Troupe RP.''

```
Garou/Development

This is a page for the development of the Garou conventions.

## Map

Here is a map that I'm developing showing:

* Previous Garou holdings (ORANGE)
	+ Fallbrook
	+ San Clemente
	+ San Onofre
	+ Pasadena
* Old Garou Septs (BROWN)
	+ Three People's Septs
	+ Myth's City Sept

* Recent Garou lands (BLUE)
	+ San Clem Jungle Camp
	+ Red Rock Caern
* Potential Garou lands (YELLOW).
	+ Lots of forested sites.
	+ One Dark site in the Redlands
* Threats to the Garou in (RED)
	+ MetSec (Los Angeles)
	+ NAE (Tijuana)
	+ Anaheim (Sabbat Refugees?)
	+ Lynwood (Wyrmy things?)

Google Maps
Dark

A 'Dark' person is a person who does not have a Social Security Number meaning that they do not legally exist within the corporate structure of LATMA. Dark individuals can still hold jobs and have lives it's just much more difficult for them to do the same things as 'bright ' people.

Think of a 'Dark' person as an illegal alien or 'undocumented worker'.

Dark zones are areas (or cities) mostly populated with Dark citizens.

## Dark Life

### Birth

If you were lucky, you were born in a privately owned and run hospice or shelter. The staff, more or less, did what they could to make your arrival into the world as safe as possible. You had a small amount of care before you were released to your mother. Provided your mother could pay. If not, you were kept by the staff and sold, either into adoption or slavery (sometimes into something worse). If you were unlucky, you were born in a bathroom, in a hallway or in a back alley. Odds are, you never knew your mother. You are not recognized as being a citizen and you have no official identification.

### Childhood

Chances are high that you lived on the street,or at least, on your own as soon as you could walk. Your parent (if you were lucky enough to have one, let alone two) was seldom around, either working several jobs or johns, strung out on some drug or trying to stay as far away from you as possible. If you weren't pressed into the porno industry, you probably joined a gang or subculture at an early age. These youths became your 'family'.

If you were lucky, you lived with your parent in development somewhere where darks and brights co-exist. You take the TUBE where ever you want to go. Perhaps you lived in a dark neighborhood, on the street. You huddled with others whose name you will probably never know. Sometimes the shelters would have an opening. Or maybe, you lived with your gang. A territory was claimed and fiercely guarded. You lived there with the others and drove off intruders.

If you have siblings, chances are good that you don't know who they are or have never met them.

## Links

* Drek
* Granger
* Gutterslang
* Jugger
* Loteks
* Tribes
* Dark Zone

## Dark Convention Elements

(Use Convention/Dark)

 Dark Law Drek Drektech Food Bar Granger Matrix Law Maverick Nu Blood Saber Soup Cube Territorial Glyphs Tracker Tribes Vitas Veritae
Kristen

Concept
 Age
 Status
 Nature
 Demeanor
 sphere
 Troupe

## RP Prefs & Disclaimer

* ***Open to the Darkness in the WoD*:** She's a BSD. Hit me with your best shot.
* ***Frequently interrupted by RL*:** My RL is hectic, so I'm only able to get online a little here and there. And as much as I try to avoid it, I may need to log off at inopportune times. I appreciate your understanding.

## Soundtrack

**Crazy Train - Ozzy**

**Devil's Song - Big Pig**

**Last Damn Night - Elle King**

**Bad Reputation - Joan Jett**
Gaffling

A Gaffling is one of the lowest ranks a spirit can have, most are not even fully sentient. Other spirits tend to view Gafflings in a similar way humans view animals and use them as messengers and representatives. Most gafflings welcome this kind of control and serve their masters faithfully. The higher the intelligence and self-awareness of a gaffling is, the more powerful is his master.

They are also the spirits usually responsible for teaching Gifts to a Werewolf.
Background: Rites

Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, a Theurge would need a pretty convincing reason to teach a Level Five (or even a Level Four or Three) rite to a Rank 1 Garou.

Putting a dot/rank in the rites background gives you points, as detailed below:

* 1 Rank: 2 points
* 2 Ranks: 5 points
* 3 Ranks: 8 points
* 4 Ranks: 10 points
* 5 Ranks: 13 points

(If you wish to purchase more than 13 Rites Points at character creation, each additional Rites Point costs 1 freebie.)

Points are used to buy rites at the given costs:

* Minor: 1/2 point
* Level 1: 1 point
* Level 2: 2 points
* Level 3: 3 points

You may not purchase higher than level 3 rites.

Finally, you must have at least two minor rites to have a rank 1 rite; you must have at least two rank 1 rites to have a rank 2 rite, and so on.
Fall of Denver

The Fall of Denver is an event early in the days of The Fall.

The city of Denver was leveled in an earthquake which was reportedly caused by one man 'of tremendous power'. The exact loss of life encountered within the city can not be calculated even as of today.

Those few who managed to escape the city after the destruction evacuated the region - fearing to return even for the possibility of finding loved ones.
Backgrounds

*Main article: Char-Gen*
We are still working on adding all of these.

See http://www.darkmetal2039.com/stats.php for a complete list of stats used in Dark Metal, with descriptions.

## General Backgrounds

(Use Background)

 Background: Allies Background: Contacts Background: Influence Background: Library Background: Retainers Fame Resources
## Mortal+ Backgrounds

(Use Background/Mortal+)

Category *Background/Mortal+* not found
## Garou Backgrounds

(Use Background/Garou)

 Background: Fetish Background: Mentor Background: Rites Background: Totem
## Vampire Backgrounds

(Use Background/Vampire)

Category *Background/Vampire* not found
## Mage Backgrounds

(Use Background/Mage)

Category *Background/Mage* not found
## Changeling Backgrounds

(Use Background/Changeling)

Category *Background/Changeling* not found
Example Familiar

This page is provided for people who want to make familiars of their Mages but find the customization system too cumbersome. You can choose a pre-generated familiar from the list below and modify its basic stats as listed on the template page. All Familiars cost 3 xp/dot and require a bonding ritual as listed on the main familiar page.
Want something not on the list? Send a mail to Chance!

## 1 Dot Familiars

* Bear
* Elemental
* House Cat
* Large Bird
* Raccoon
* Wolf

## 2 Dot Familiars

* Dragonling
* Lynx/Bobcat

## Using a Template to Create a Familiar

Familiars range in strength from fairly weak to very powerful (1 to 5 Background dots). Their stats are generated as follows:

## Background Dots:

* Assign your Mage's Background dots to Familiar, and record this. This is the relative strength of your Familiar, and will allow you to choose abilities for your Familiar to provide.

A player may not have more than 3 dots in Familiar without prior ST approval.

### Type and Form:

* Enter the information (Attributes, Abilities, Charms) for the familiar type's basic template. \*Pay the cost for your familiar's form, in dots.
* Whatever dots remain are your Trait Pool. For example, if you spend 3 dots in Familiar, and use a 1-dot familiar form, your Trait Pool is (Familiar dots [3] - Form dots[1])

Note down the modifications for each additional dot of Familiar and enter them on your sheet.

### Traits:

Follow these steps to customize your familiar:

* Attributes: Use the total number of attribute dots provided to increase your familiar's abilities. All Mental and Social Abilities start at 1, unless specified. Any Physical abilities not specified also start at 1.
* Abilities: Spend abilities as specified on the template.
* Add Willpower as specified.
* Add Essence as specified.
* Freebie points: Spend freebies as specified.
* Attributes: 5
* Abilities: 2
* Willpower: 2/point
* Essence: 1/point
* Charms: point cost listed

### Bans:

* Add Bans (up to -7) to gain additional freebie points.

Bans are Flaws for Familiars. There is a limit of -7 just like a character, but the Flaws must both fit and be played. In addition, they cannot replicate Form qualities. (For example, a gnome familiar cannot be given the Short flaw, since he already possesses it in his Form stats.)

* Most Bans are spiritual, psychological, or mystical compulsions or prohibitions. For example, a raccoon could have the Ban: Compulsively Washes Food in Water.

## Finishing Touches:

Detail how your mage came to pacting with the Familiar, and how their relationship is, as a rule. Add a list of duties or expectations on each side, where appropriate. Having a familiar is much like having a totem spirit. There are usually conditions and bans attached to the deal that the Mage must follow to keep the familiar satisfied.
Hexenwulf

Similar to the Metahuman Convention, the Hexenwulf is a 'curse' that can be passed from person to person or through heredity. By means of this 'curse', the individual is able to shift their form from a human to that of a wolf. This does NOT make them Garou by any means. In essence they have only two forms: Human (homid) and wolf (Lupus).

While in wolf form they are just that: a wolf. They do not go into the Umbra, have no knowledge of Garou gifts or the spirit realm. They are, in essence, just an animal with some resemblance of human thought.

Their change is instantaneous rather than the long, laborious physiological change. Therefor they can shift from one form and back as a standard action. However, when they shift only their body is transformed. All clothing and personal possessions (unless it would fall off in the transformation) are left behind. Piercings (ears, etc.) will remain within reason.

   Their ability to shift is not dictated by the cycle of the moon. Their ability to think with a human mind, however, is. As the moon grows more full, Hexenwulf-cursed people must be extra careful to fight the urge to shift as they will be reduced to nothing more than an animal for the duration of the night. They will forget, for a time, that they are human or that they can even shift back to their human form. By morning, once they have fallen asleep as a wolf, they will revert back to their human shape.

## 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

You can't. Hexenwulf is a curse bestowed by a witch of some kind.
Convention: Region

Regional Conventions - are those Conventions based on a particular region

*Main article: Convention*

## Known Bright Conventions

(Use Convention/Bright)

 Armadillo Balancing Act Bright Law Corporate Law Dart Fabricator Hornet Hypo Spray Laws Matrix Law New Tech New U Operation Inoculation OPPTI Paladin Panther R'lyeh (ASM) Shrike Sky Runner SSN Sponsorship Templar The Reboot Revolution Zephyr
## Known Grey Conventions

(Use Convention/Grey)

Category *Convention/Grey* not found
## Known Dark Conventions

(Use Convention/Dark)

 Dark Law Drek Drektech Food Bar Granger Matrix Law Maverick Nu Blood Saber Soup Cube Territorial Glyphs Tracker Tribes Vitas Veritae
## Known Wastelands Conventions

(Use Convention/Wastelands)

 ARC Blood Boy Death Valley Prison Hellcat Jugger Maverick Metahuman Paladin Rover Saber Shipwreck Snakemen Wastelander Weapons
Enigmas

Logic problems, puzzles and mysteries are all in the realm of Enigmas. Characters with this talent link information and hunches together to solve conundrums of all varieties, from the spiritual to the material. It’s not that they have any sort of ESP, they just put things together uncannily well.

• Novice: You always solve the daily crossword.

•• Practiced: Why bother to read whodunits? You always know the ending.

••• Competent: The pack regards you as the resident riddlemaster when witty spirits are around.

•••• Expert: You can win contests of logic even with faulty information.

••••• Master: Even the deepest philosophical mysteries and issues are clear to you.

Specialties: Logic Problems, Ancient Mysteries.
Castigate

Of all of the Arcanoi, Castigate is arguably the most welcomed in the Shadowlands. Pardoners have a rare gift: the abilities to soothe an otherwise unruly Shadow, to scare Spectres away, and to take on Oblivion in general. Pardoners can even communicate effectively and calm their own Shadows to a degree. It usually comes at a great cost to the user, however; Pardoners are particularly prone to gathering Angst from their constant contact with darkness. Those who use Castigate foolishly do not last long as a wraith.

The actual use of Castigate is highly personal to each Pardoner. Many favor a method called the Devil’s Dialectic, where a conversation of sorts is held with a Shadow, while using the target’s Nature to strengthen their resolve and lessen the Shadow’s effect. Others may use rituals such as meditation, purification, songs and chants, physical abuse, or other less orthodox methods to reach a Shadow and quiet its destructive cry.

Failed uses of Castigate are extremely hazardous to a Pardoner; it strengthens the resolve of their own Shadow, or perhaps the Shadow of those they are trying to help. In many of these cases, they must start their efforts over from scratch.

## Basic Abilities

* **Bulwark**: A Pardoner can temporarily shield themselves or others from a Maelstrom.
* **Soulsight**: A Pardoner can measure the strength of another’s Shadow by careful examination.

## Standard Powers

* **Coax**: A Pardoner may call on their or another’s Shadow at decreased risk.
* **Dark Secrets**: A Pardoner may coerce a Shadow into revealing their carrier’s darkest secrets.
* **Purify**: A Pardoner may directly attack another wraith’s Shadow.
* **Housecleaning**: A Pardoner can drive away Spectres by cloaking themselves in purity.
* **Defiance**: A Pardoner can beat back a powerful Shadow trying to take over a wraith.
Background: Node

One of the most hotly contested prizes in the war between mages is the possession of Nodes. A character with a Node has access to a place of power where she can replenish her Quintessence and gather Tass. Your Node can be located anywhere - in a cellar, a grove, a high-rise, a glade, a crystal cave or an old church - but mages protect them like the treasures they are. Quintessence thieves may attempt to overthrow the current custodians of a Node and take the location for themselves. Your character may have to fight to keep her Node.

You and your fellow players can pool your characters' Node scores to increase the value of one particular Node rather than having several small one scattered around the area. The Node's rating determines how much Tass the place produces and how much 'free' Quintessence a character can absorb from it per week. Your character can stockpile Tass, but the magical energy may lose its potency after a short time if not used. The form this Tass takes reflects the nature of the Node. If the Node is in a cemetery, the Tass may take the form of grave-moss that your character will have to boil down to remove the Tass. Or, if the Node sits in a cave by the ocean, the Tass may take the form of salt-like deposits that your character will have to gather up and sift out to separate sand and silt.

The Quintessence available from a Node counts for all uses of absorption. Thus, characters who meditate to refresh their Avatar rating must draw on the Node and deplete it, and the Node may temporarily run out of power. The exact amount of power that a Node holds is up to the Storyteller. In this game, a Node produces 1 point of quintessence per week per dot in the background. The higher the rating of the Node, the more energy it holds and the weaker the Gauntlet in its location.

x No access to a Node: Like most mages, you only have what power you can scrape up.

• A minor Node, barely worthy of mention.

•• A small Node, holding a useful trickle of energy.

••• A significant Node, able to power several mages.

•••• A major Node, hotly contested.

••••• A powerful Node, one of the few sites of magic left on earth.
Dark Metal MUSH Wikia

2017-09-26: *darkmetal2039.com 2039 domain up and running again. Stay tuned for website updates.*

***Dark Metal MUSH is a text-based, chatroom-style game using the White Wolf World of Darkness roleplaying system. Set on the west and east coasts of a post-apocalyptic former United States, supernaturals and cybernetics are the new reality.***

Welcome to The Dark Metal Wiki!

Dark Metal is a MUSH - a 'Multi-User Shared Hallucination.' A MUSH is something like a complex, heavily customized chatroom in which players can create characters, move from room to room in an interactive world, and participate in text-based roleplay, with tools to help track stats, calculate and roll dice, and many more elaborate toys. This particular MUSH is based on the White Wolf Old World of Darkness theme (revised edition), set in a futuristic, cyberpunk, post-apocalyptic version of Los Angeles and the surrounding territories. We support many of the OWoD systems, including Vampire, Werewolf (Garou, Bastet, Corax, Ratkin), Mage, Mortal+ (Sorcerers / Psychics and Cyber), and garden-variety humans.

How To Play
You can telnet in to the game via any standard telnet program, with URL darkmetal2039.com and port 2039.

http://www.darkmetal2039.com/game-info/how-to/play-on-DM
Currency

Currency within Dark Metal commonly occurs in one of many forms

* Cred-Stick : A small device that holds credits much like a modern debit card. A common site in Bright Areas .
* Cash: A type of currency used primarily in the Dark areas.
	+ Nu-Yen : A form of cash found in the Dark areas of LATMA
	+ Quachtli : A form of cash found primarily in the New Aztec Empire
* Barter: An exchange system based on the value of items - commonly found in Dark areas .
Convention: Bright

Bright Conventions are those ideas that are not -necessarily- Canon but may be adopted for Roleplay.

## Conventions

(Use Convention/Bright)

 Armadillo Balancing Act Bright Law Corporate Law Dart Fabricator Hornet Hypo Spray Laws Matrix Law New Tech New U Operation Inoculation OPPTI Paladin Panther R'lyeh (ASM) Shrike Sky Runner SSN Sponsorship Templar The Reboot Revolution Zephyr
Iago

The vampire known as 'Iago' is a Nosferatu Baron in the state of Texas. Known for his research into various occult matters, he was once the master of the street witch Wyck. He branded his Blood Slaves with an alchemical symbol.. Approximately 10 years ago, Iago's stronghold came under attack from an unknown source and Wyck and a few others were able to escape. It was never known whether or not Iago perished but the vampire has yet to come to collect his property.

## RP Hooks

* Uncertain: It's unknown whether or not Iago is alive or if he met final death.
* Baron: Iago was/is a baron in the Texas Territory.
* Occultist: Iago was a known occultist, working for decades to uncover the truths of the Vampiric condition. It is rumored that he has plotted to learn Thamaturgy.
* Agents: It's quite possible that if Iago is alive, he may send agents to the Wastelands to find new members for his herd or even to track down the occasional trail of occult lore.

## The Barony of Amarillo

* Iago has been in Amarillo Texas since after The Fall, helping to create a small enclave of humanity away from the Tube line that connects the east and west coasts in Dallas.

* The Court has worked to ensure that Raiders do not encroach too closely to their humans, working to create a safe zone around the town that allowed the humans to rebuild and create a safe environment.

* The Court consists of a Gangrel that acts as the Sheriff and a Toreador  that serves as the Herald. Within his Barony, Iago maintains good relations with a band of Brujah and Gangrel Runners that patrol the perimeter of the town. Anything beyond the town's limits are theirs to prey upon.

* The Baron keeps a limit on the number of Kindred within the city so as not to arouse suspicions with their feeding. He also does not want that many of his kind around as that means that he must maintain authority over more vampires.

Iago has Eyes of the UnholyWhenever Iago cares to pass among mortal society he's still a bit of an Anachronist.The Seal of Iago (A skull between crossed keys)Iago is a consumate researcher and scribe.
Amaterasu

**The Amaterasu Corporate Consortium**

After the Fall, global society collapsed and, for a few years at least, reverted to a technological and social dark age. Pre-Fall nations and governments were gone, and it was Japan's **Amaterasu** consortium of corporations that first rose from the ashes. Since then it's power and influence has been eclipsed by the neighboring Hind-Manchu Empire, but as the first consortium, it had a great influence on the new societies emerging across the globe.

## Events

### NuYen

After the Fall, commerce collapsed and reverted primarily to barter and locally-produced scrip. The Amaterasu Consortium was the first to begin generating a stable currency, called NuYen, which was quickly adopted worldwide as a basis for commerce. Even today, after electronic 'credits' has replaced most forms of currency, most people refer to money as 'NuYen'.

### The Matrix

A primitive form of the world wide web had been reestablished after the Fall, but it was painfully slow. It was the ComSec Corporation, then a member of the Amaterasu Consortium, who finally created the OPpTI network that became the backbone of the global Matrix.

### Decline

At the rise of the Hind-Manchu Empire, the Amaterasu Consortium's influence began to wane. Many corporations, nervous about encroachment from the Hind-Manchu, moved their headquarters elsewhere. ComSec fractured as its Matrix security division was aggressively courted, and finally bought by and merged into, MetSec; ComSec R&D and other departments met similar fates, dispersing its expertise across the globe. Amaterasu remains a powerful consortium, but is no longer the global leader that it once was.
Aegis Security

?

Aegis Security is one of a number of private security companies that operates in and around LATMA.

## History

Aegis Security is known for starting a small riot when it took on an unknown group of O47 (Vampires) which lead to an open conflict on the streets of Pasadena. The conflict led to Styg-Martyr taking over security in the area.
Flux

Flux is an offshoot of Inhabit (and its earlier form, Kinesis), in that it mostly affects items in the living world. Despite their close relation in terms of what they can affect, Flux exists purely to be used on the Quick, and does not have any major side-benefits, like Soulforging, to support it. Therefore, after the Breaking of the Guilds, practitioners of Flux were soon banished. There is some debate why Flux was made expressly forbidden while the other Guilds in violation of the Dictum Mortuum were allowed to remain in strictly limited capacities, but the reasoning remains unknown to this day.

Alchemists differ from their cousins the Artificers the most in how they affect items. Where most users of Inhabit can use them as intended, they cannot alter them structurally, or move them around of their own free will unless the item already has some mobility. Those who study Flux rather than fear it feel strongly about what they can do to items, and many find roles for themselves protecting or destroying relics and Fetters.

Unlike the other Shroud-crossing Arcanoi, especially Pandemonium, many Alchemists do not have a grand artistic sense about their abilities. In fact, most Alchemists feel that items have some kind of life of their own, and that is why their powers can affect these things so strongly; some dedicate their lives to studying how their powers can improve the "life" of the objects in their power.

Messing up a use of Flux usually has the strongest effect on the object in question. In most cases irreversible damage or destruction is the result.

## Basic Abilities

* **Grave Mold**: An Alchemist can grow mold or lichen on an object.
* **Sense Fluxion**: An Alchemist can determine if Flux has been used on an object.

## Standard Powers

* **Rot**: An Alchemist can cause a small, non-living object to age rapidly.
* **Strengthen**: An Alchemist can improve the very structure of an object.
* **Decay**: An Alchemist can cause widespread decay in a number of objects.
* **Puppet Theater**: An Alchemist can animate several small items at one time.
* **Automaton**: An Alchemist can pull objects together to form a body.
Finance

You know the ins and outs of commerce, from evaluating an item's relative worth to keeping up with currency exchange rates. This knowledge can be invaluable when brokering items, running numbers or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.

• Novice: You've taken a few business classes.

•• Practiced: You have some practical experience and can keep your books fairly neat.

••• Competent: You'd make a fine stockbroker.

•••• Expert: Corporations follow your financial lead.

••••• Master: You could turn a $20 bill into a fortune.

Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations.
Appearance

Appearance describes your physical features and related qualities, such as voice and bone structure. A high score in this Attribute denotes a character who is physically attractive or who has some mysterious allure that others find enticing. A low score means that he’s unattractive or lacking physical features that most folks find pleasing. Appearance is important for first encounters and impressions. Charisma can go along way after acquaintances are made, but Appearance certainly influences initial gut instincts.

· Poor: Not pretty. Others treat you with indifference or hostility

· · Average: You fit in well with the crowd. Your looks and features don’t set you apart which can be an asset.

· · · Good: People notice you; you’ve heard all the pick up lines – good and bad.

· · · · Exceptional: Others respect and favor you, for your looks if nothing else. Photographers are bugging you to pose for them and you may work as a model.

· · · · · Outstanding: You awe and fascinate others with your beauty. It’s a bit of everything; your hair, body, face and voice they make you exquisite to behold.

Specialties Examples: Alluring, Bold, Cute, Sensual, Innocent, Wild, Genial, Exotic, Noble Bearing
Sky Runner

Sky Runner Air Ships are the newest in transcontinental transport. Not as fast as the Tube lines but able to transport cargo much faster and sometimes more directly over the barren Wastelands, the Sky Runner fleet is the newest indulgence for those of means created by Tor Industries.

Sky Runner Air Ships are skinned in Solar Weave allowing them to generate their own power to maintain a constant speed. Additionally they utilize a number threat deterrence systems to avoid attacks from the ground or from the air. The ships also are staffed by security personnel to prevent any type of airborne piracy.

The Sky Runners have become the new pleasure cruize vehicle - substituting speed for opulance.

## Usage

* Booking passage on one of the Sky Runner fleet is something that only those with Resources 4 or 5 could secure.
* This is not your average bus ride. Owning a Sky Runner ship would take the collective assets of a Resource 5 corporation and then some.
* This is not a 'private jet' whereby a CEO could jump here and there as they wish. This is the equivalent of a three-stack steam ship in the sky; larger than anyone one corporation.

## Destinations

* Seattle

* Chicago

* Houston

* NewBos

## History

The first and only one of the Sky Runner fleet to have crashed (under mysterious circumstances) was declared to be pilot error rather than a failure of the ship's systems.
Mama lui Alex

Mama lui Alex este un caracter in trilogia Scoala Rebreanu, caracter care apare ca un personaj secundar in Scoala Rebreanu Stories.

Dupa cum ii sugereaza numele este mama lui Alex.

## Istorie

### Scoala Rebreanu Stories

#### Introducere

Apare langa Alex bucurandu-se atunci cand se trezeste din coma dupa ce a fost adus de la Spital in urma unei tentative de omor (esuata) a unor persoane necunoscute, iar Alex vrand sa afle pe cont propriu cine-i faptasul o pacaleste sa-l lase sa se duca la Scoala.

#### Cuprins

Ingrijorati din cauza nevenirii lui acasa intr-o ora inaintata atat ea, cat si sotul ei sunt ingrijorati pentru Alex, ceea ce-i fac sa-i sune pe parintii unei colege de clasa cu Alex, iar cand Alex ajunge acasa este luat la intrebari de catre parintii sai care si de aceasta data sunt pacaliti ca Alex sa-si indeplineasca urmatoarele sarcini.

## Misiuni in care apare

### Scoala Rebreanu Stories

#### Cuprins

* Doua treburi cat o mie (indirect mentionata)
* Urmatoarea misiune dupa Doua treburi cat o mie

## Trivia

* Are acelasi model de caracter cu directoarea liceului in care se desfasoara actiunea din Crime City Bucharest.

* Cronologic este prima mama vazuta fizic in trilogie, iar in ordinea aparitiei este a doua (prima fiind mama lui Wei Shen).
Anubis Industries

Anubis Industries is a corporation that has its base of operation within the Hind-Manchu territories north of LATMA. Rumored to be a supernaturally-owned corporation through the Oni Accords, the corporation originated in Egypt and then moved its operations to the West Coast of the former United States when the political and economic climate became too unstable at their original location.

Anubis Industries has a number of diversified interests and seems to always be poised for a break through or technological innovation at just the right moment to keep themselves going.

## Known Innovations

* New U (Rumored)
* Hive Armor

## Rp Hooks

* Because the corporation is owned by a Supernatural, the Consortium will not allow them to conduct business within their territory.
* Anubis agents (mortal) have been identified and detained in a few corporations within LATMA within the past year.
* It is rumored that GenCorp actually stole the genetic blue prints for New U from Anubis' research division and was able to get it to market first.
* Similarly, there is another rumor that suggests that Anubis, being a 'Super-Corp' can't operate within LATMA and so entered into a partnership with GenCorp a 'Mortal-Corp' that could. This allowed the drug New U to be sold within the territory.
Darkling Spirit

A Darkling is a Gaffling of Darkness.

         Darklings tend to appear as small, semi-humanoid creatures with bony limbs and large black eyes that stand approximately a foot tall.

Darklings will always hide in the shadows until enough of them have gathered to ambush their target and overwhelm them with greater numbers.

Obviously Darklings shun bright light and sunlight can actually harm them.
Europe

Europe destabilized into its individual countries, most of which are still recovering from the wreckage visited by the wars. There are rumors that the Black Spiral Dancers now rule the bleak remains of Scotland, that Fae dominate Ireland, and that vampires have taken over Russia, but the reality is difficult to establish; few LATMA citizens have the reason or funds to be world travelers, and many of those countries no longer welcome outside visitors. Australia largely ripped itself to shreds in fighting back against Garou and Vampire attacks, and has settled into human and supernatural strongholds, none with enough power to dominate the others - for reasons of its own, the Hind-Manchu Empire's march to domination stopped at Australia's coasts and has not attempted to annex the country.
Computers

This knowledge represents the ability to operate and program computers, as well as the savvy to keep up with the latest technology.

• Novice: Point and click.

•• Practiced: You can process data with relative ease.

••• Competent: You can design software.

•••• Expert: You can make a very comfortable living as a consultant.

••••• Master: You're on the bleeding edge.

Specialties: Computer Languages, Internet, Code-breaking, Viruses, Data Retrieval.
Ball Drone

Ball Drones are hovering spheres approximately eight-inches in diameter that can be programmed to fly in either a specific pattern or to seek out various patterns.

Most Ball drones have a limited flight range of up to five miles and can hover for nearly an hour before they will need to recharge. Ball drones hover due to their repulser technology; a limited form of hovering that allows them to both float, change direction and fly at around twenty-miles per hour for a limited time.

Ball drones are a polite / military technology. Private citizens are not permitted to own such things but some corporations who are developing the technology have permits to explore various design flaws and sensor packages.

Most Ball Drones come equipped with thermography and video surveillance and remote sensing packages. Their metal skin allows them to enter burning or collapsed structures to look for survivors.
Taoist Temple

Cut away from the noise and hustle of the street, this building is designed to be a calm center in a chaotic world. This structure is fairly large, covering a quarter of a city block. Designed in a square around a center garden, the space above the garden is open to the sky. Surrounding the center courtyard are high, peaked lattices that help cut down the outside noise and offer privacy from all directions except directly above.

The entry way is a pair of large, arched doors that are approximately twelve feet high and fifteen feet across. A small tunnel leads towards the central courtyard of the temple. The walls are tastefully decorated, with symbols and Chinese characters. Those familiar with the culture will recognize the theme as serenity, peace, calm and so forth. All of which help set the tone for a secluded spot to practice Taoism. There are small plaques mounted on the walls, in various languages, explaining the concepts and tenets of the Eternal Tao.

Along the outer edge of the building are various rooms, sanctuaries, shrines and rooms for meditation and discussion. Most of the rooms are kept open unless in use. Roughly half the rooms have solid, oak doors, while others have what appear to be doors made merely from paper with designs painted upon them.

The building's center and focus is a large garden surrounded by a wooden railing about four feet high. There seem to be two openings in the railing to allow visitors and gardeners in. There is a winding path that offers the best displays of the various trees, bushes, flowers and even a koi pond. In the center of the garden is a stone garden, where patterns have been raked into straight lines that have been marred only by three large stones, obviously part of the overall pattern from the way the lines alter around their placement. There are two benches next to the stone garden, facing each other across the finely sculpted sand.

The overall feeling one gets in this place of serenity and calm. That it would be easy to find peace with one's self and the world in general in such a place.

## Details

The Taoist Temple, through years of Zen mastery, has developed a sort of shield against aggression and violence. The Monks who tend the gardens, and maintain the building have a belief that nothing can disturb the peace of the Temple, and it is very true. While within the Temple the follow stats apply:

* Shifters: +2 Difficulty to Frenzy

* Vampires: -2 difficulty to Frenzy.

* Mages: +2 Difficulty on any Magic within the Temple on offensive Magick\*.

Anyone wishing to perform ANY aggressive action must make a Willpower roll versus 8 for EVERY action they wish to commit. An aggressive action is one the MONKS would decree as something against the Peace of the Temple. Mages get to deal with both the Willpower, and the +diff roll on aggressive magick, and 'offensive' magick is anything that any character would normally not allow (Even if they don't know it exists.) This includes scans, corr-spying, etc etc.

## Recent Events

* After the Caern Wars, many Garou retreated to this safe haven to heal their wounds and supress their rage.
Journals

Journal Pages are just like Log Pages.

Both are records of the events that happen in the game. A Log is a record of a particular scene with one or more person and possibly a storyteller. A Journal is the reflections on a scene or event written entirely from the perspective of the Character.

Why have both?

Well, Logs are documents of what happened in a scene. A journal may not involve a scene at all - it may just be the character's reflection on events in general. The idea with a Journal page is that it allows the player to explore how the character would think/feel/react to something within the game.

Logs and Journals work in tandem to help build a better sense of character and role play within the game.

## How To

* Right Click here to create a new page.
* Name the page whatever you'd like, though I'd suggest putting the date first (so that they're sorted chronologically). 7-24-15:Journal:(character name).
* Copy the code below (or just the categories) and fill in what you need to fill in.
* Write your journal entry.
* Update your categories
* Publish. Easy!

```

==Entry==
Add your Journal Entry here.
--End Entry--

[[Category:Journal]]
[[Category:Journal/(person)]]

```
Character

Creating a Character for DM is quite easy. Just log into the game at Darkmetal2039.com and launch yourself into chargen. Once you've created the basic concept of the character, then jump back here to build the wiki page for them so that the other players know who you've built.

Be sure to check out the 'Setting ' page as well as the 'Spheres ' page to see what is currently going on in the Mush's storyline.

Characters can be put into categories by SSN Status, or by Sphere. Those characters shown below are presumed to be 'Active'.

## Contributing To The Game

* Building Your Wiki Page: To show off your character and help build RP
* Posting an RP Log: To help others see what has happened within the overall story of the game.
	+ See Also: RP Logs
* Posting a Journal Entry: To help others see what is happening with your character.
Deathsight

Wraiths and Mummies see death in everything. They do not see things in the physical world as they appear, but as they someday will be. A person about to die might appear cadaverous, with hollow eyes and jaundiced skin; a car destined to crash will appear dented in advance. Much of the world seems decayed or near collapse. Billboards are tattered, roads are potholed, paint is peeling, metal is rusting, buildings are crumbling. This can be used to find weak spots and to measure the Health level of a person.
All Wraiths are touched by Oblivion and are able to see the creeping influence and the inevitable death of everything. Because of this, deathsight is an ability that every wraith possesses.

The counterpart of deathsight is Lifesight.
Blood Boy

Blood Boys (or Blood Babes):
Some people sell themselves to the Vampires (typically in the Wastelands) to be members of their Herd. For however long that they are working for the Anarchs they are well-kept, well-fed and generally healthy. They also receive some measure of compensation so that when they leave their 'job' they will have something to give them a push out into the world.

* Your typical Blood Bag (they tend not to use this term a lot) is in his late teens and early twenties so that they can more easily recover from the blood loss. They are kept in better quarters within Barstow and are fed on about once every two weeks. They can 'donate' weekly but that will usually keep them a bit slow and tired as they won't have the time to build back up their supply.
* Blood Boys are one of the few people within a Wasteland Stronghold who are fed beef on a regular occasion - they need it to build up their blood supply and replace lost vitamins.
* All Blood Boys are tagged with a mark, like a Territorial Glyph though it's not necessarily so that other vampires will know that they are taken - it's more to let other humans that they are 'favored' by the Anarchs.
Headware memory

The headware memory implant is cyber-implanted static RAM chips that provide an additional several gigabytes of memory to existing cyberware, increasing memory available to audio/video recorders and other systems a hundredfold. Headware memory can also be used to store data from datachips and allow a cyborg to perform as a data courier.
Celerity

For some Cainites, the mortal world moves in slow motion. In times of stress, vampires with Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline. Celerity is common to the Assamite, Brujah and Toreador clans. The Assamites utilize the Discipline to strike down their foes before they can mount a counterattack. Toreador are more likely to use the Discipline to lend supernatural grace to live performances such as a dance, but can be as terrifying as Assamites if they are angered.
Normally each dot provides an additional action that can be used for movement, attacking, or other physical feats in a single round without penalties for multiple actions. This extraordinary speed violates the laws of physics in that the Cainite doesn't experience any change in momentum, friction, etc. A knife thrown by someone using Celerity isn't any faster, and a vampire moving at incredible speeds will never catch fire no matter how fast they move.

Although Celerity is a common discipline, its similarity to Temporis seems to place its origin with Clan Brujah. Any vampire who learns Temporis (and any True Brujah, who have an affiliation in the blood for it) may never learn or use Celerity.
Corruption

Path of Corruption

* **Contradict** : Make someone change their mind on a course of action
* **Subvert** (Revised): Cause a victim to act on their dark impulses
* **Dissociate** (Revised): Make someone become distant from others for a time
* **Addiction** (Revised): Cause a victim to be psychologically dependent on a particular sensation
* **Dependence** (Revised): Temporarily bind someone to you
Gift: Sense Wyrm

### Sense Wyrm (Rank 1)

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

### System

The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm's influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.
Hypo Spray

Hypo Spray technology is common within Bright society of LATMA. The technology involves an injector and then a vial of whatever chemical needed to be injected or sprayed on the patient.

Vials are either color-coded or has a identity band around the base.

* Blue: Pain Killer / Antibiotic
* Green: Burn Treatment / Dermal Regneration
* Yellow: Antivenom / Counter-Toxin
* Red: Stimulant

Hypo Sprays are common in nearly every Bright Household. It's like having a first aid kit but you just need a variety of vials to treat whatever might happen.

   Med Kits which are found nearly everywhere in Bright society will always have a hypo spray injector plus a basic selection to cover most emergencies. These med kits are readily available to anyone with Resources 3.
Tremere

## History

The Tremere of LATMA held chantries in Palos Verdes and eventually Escondido when the Camarilla moved its base of power from Downtown to the southern city.

The chantry in Escondido remained strong after the events of The Broken Throne when the leaders of the Sect were lost in the attack. The Tremere, as always, remain strong in the face of relentles opposition. The Lady of the Escondido Chantry, indeed - most of the West Coast Chantries, is Perfecta, one of the few Elders of the sect remaining in the area.
Spirit

**This article is a disambiguation page for Spirit**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* Spirit Sphere
* Spirit of the Umbra