recursal/Fanatic-Fandom huggingface dataset:
Clans

In the world of oddities, a Clan is a term used to describe the major groups of peculiar beings who share common characteristics passed on through their bloodline or other means of inheritance. There are 13 known Clans, each of which was reputedly founded by a legendary ancestor, a member of the First Generation or similar. These Clans may include werewolves, witches, faeries, demons, and other supernatural beings, each with their unique abilities, weaknesses, and quirks. The Clan one belongs to often determines their role in society, as well as their alliances and rivalries with other Clans. Some Clans are secretive and reclusive, while others are more open and organized. Regardless of their differences, all Clans share a common bond that ties them together, making them a force to be reckoned with in the world of oddities.

## Overview

> Oddity Clan: A group of Oddities who share a common "Blood" or heritage, tracing their origins back to a common ancestor, particularly to the Third Generation of Oddities. An Oddity's clan is their lineage, the oddity "family" into which they were Awakened. The clans are distinguished by their founders. Each metahuman clan has their own set of unique abilities and weaknesses, as well as certain stereotypes that are commonly associated with them. The Oddity society generally acknowledges 13 clans tonight, though some may have been lost to history, some may exist in secrecy, and some may never have been known.
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Like all bloodlines, each clan has greater familiarity with a set of three abilities, a clan weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Awaken individuals with certain characteristics. Very few non-Oddities recognize the differences that set apart members of each clan and may in fact consider all Oddities to be roughly the same as they all share a common ancestor.

For those within the metahuman community, clan lineage and organization are highly valued and can play an important role in politics and society. While individuals within a clan may not always get along or be willing to make sacrifices for each other, they do share a general understanding and kinship due to their similar genetic makeup. Clan members may also band together for political representation and present a unified front, but internal conflicts are common and it is considered naïve to treat all members of a clan the same.
Ring War

In the first age, The First Dark Lord created the first Ring of power to be the ultimate weapon in his campaign to conquer and rule all of the continent by gaining dominion over the free peoples of Eard. In disguise as Xoron, or "Lord of Gifts", he aided the Elven runists and dwarven smiths in the making of the enchantments and metals required for the ring. He then forged the first Ring in the fires of Mount Nuiron. The Lord intended it to be the most powerful of all Rings, able to rule and control the minds of the weakwilled. Creating the Ring simultaneously strengthened and weakened the dark lord. With the Ring, he could control the power of the weak minded, and thus he was significantly more powerful after its creation than before; but by binding his power within the Ring, he became dependent on it. As the rings do to any who wear them. After forging the ring, the dark lord waged war on the dwarves. The King of the Beasts sent a great fleet to the continent, and with this aid the kingdoms of the world destroyed the dark lord’s army and forced them back to the dark lands of the world. Later, Ar-Garzo, the last and most powerful king of the beasts, landed at the continent with an immense army, forcing the last of the dark lords armies to flee. The Dark Lord was taken to him as a prisoner. However the surrender was both "voluntary and cunning" so he could gain access to the king, as he used the King's fear of death to turn them against the other kingdoms , and manipulate them into worshipping him, with human sacrifice. However, another ring was created by the man who would become the first Bright Lord, when the elves had discovered the Dark Lords trickery. and the two fought on-top of the Northern Mountains, their respective armies battling for their masters. The victor of the battle is unknown. Amongst the bodies the lords could not be found and neither could their rings.
Interdimensional Council Of Johns

Around half a century ago, a freak accident pulled every version of one man from his universe and forced them into a bizarre prize fight from which only one of them could survive. In most cases, this would not have had lasting consequences... except that man was Atriox Vekterlarian.

Deprived of a father, the sons of the infinite Johns became isolated individuals. They used their amazing intelligence to make the world a better place, but with far less care to become a part of the world as a social participant. And as the sons grew up, one by one they built bridges into the nothingness between universes and slipped away.
Morgan Fitzsimmons

*This is Morgan when he was alive, for Morgan after he died click here*

> ***"I see that you're strong, but I'm stronger!"*** - Morgan after finally meeting The Watcher.
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## Biological Information

### Cause of Death

Succumbed to wounds after killing The Watcher

## Political Information

### Rank

CEOCommander

Morgan was the main protagonist of Doggy Game and the founder of Hero Corp. His death serves as the catalyst for the rest of the series and the rise of the R.I.O.T.

## Biography

Morgan is an adult human male and is also the first Hero. Unlike most other Hero's, Morgan normally just wears his civilian clothing commonly wearing a grey hoodie and black long pants.

Morgan had a wife who was killed by the Masked Murderer and a son called Liam.

## Chronology

### Doggy Game

During Doggy game Morgan traveled all over the world fighting various villains such as Happy and Harmageddon until a mysterious man attacks him one night and kill's his wife. After fighting him off Morgan began discovering a grand plot about all powerful gods who watch over everyone, with the most powerful of them being The Watcher. After capturing the Masked Murderer he tells Morgan that the only way to kill him is to kill his employer who is revealed to be The Watcher. Morgan then sets out to find and kill The Watcher and stop him from causing chaos. Unfortunately he is poisoned during the fight and dies after trapping the Watcher in the Immortal Blade.

## Trivia

* Morgan was the first recorded Hero
* Morgan is one of the few characters to come back to life albeit as a ghost
* Morgan is the most powerful Hero to ever live
* Morgan is actually younger then James however James was frozen in cryosleep when he was 30
* Morgan is the only hero to be able to create his own forms to transform into
Gus January

## Powers

Guspilots a high-tech jet glider, armed with seeking missiles and machine guns. His suit consists of red armour that cybernetically connects him to his glider, allowing him to control it remotely, and weapons. He is seen using three varieties of his signature "Pumpkin Bombs": one which is a simple explosive; one that releases a bright, radioactive flash which reduces people to skeletons; and one that splits into flying, razor-bat blades.

Rather than carrying a shoulder "bag of tricks", the weapons are contained in the glider and are ejected individually out of their storage compartment when desired. His suit is armed with knockout gas that is released from the wrists.
Context

The world of the Ark closely resembles Earth's - However it has become a vast wasteland after centuries of war and unsustainable consumption.

Resources such as wood and food are sparse  and many surviving species have evolved into scavengers and have very diverse diets. Those in the oceans fare better - but are in a fierce and competitive pursuit of food.

But despite the scarcity there are places of  serenity, or as peaceful as possible in the post apocalyptic world of the Arkverse.

You are, in most cases, a new resident of Ark City located in a continent formed Post-Apocalypse. Depending upon the timeline / universe, it is either the middle ages, or a post-apocalyptic period after the Thousand Year War, and either you voluntarily entered the city having felt drawn to it or “chosen”, or you ended up there against your will such as being kidnapped by an individual known as “Thomas the Kidnapper” (who apparently works for the ambiguous heads of the city).

No matter the reason for your being there, you have no desire to leave, because there's nowhere else to go and have become quite acclimated to the environment.

You can make use of the rifts that allow you to travel time and space. You have a bar-code on your wrist which identifies you, as well as one or two RFID micro chips implanted in your brain which allow you to be monitored and tracked at all times no matter where you go in the multiverse especially when travelling through a rift. Life is good
The Apple

The Apple is a strange and enigmatic creature that has captured the imaginations of many who have encountered it. This paranatural creature is known for its unmistakable feature - a large apple for a head.

Despite its unusual appearance, the Apple is said to possess a certain otherworldly charm that draws people towards it. Some claim that it has a hypnotic effect on those who gaze upon it, and that it can even communicate with humans through telepathy.

The origins of the Apple are shrouded in mystery, with some speculating that it is a product of genetic experimentation, while others believe it to be a supernatural being from another realm entirely.

One thing that is certain, however, is that the Apple is not to be trifled with. It is rumored to have powerful abilities that it can use to defend itself when threatened, such as the ability to project blasts of energy or to summon other paranormal creatures to its aid.

Despite its fearsome reputation, the Apple has also been known to show kindness to those who approach it with respect and humility. Some even claim that it has healing properties and can help cure ailments and injuries.
Jeran-Turinium

It is a highly powerful and equally dangerous element originating from an unknown dimension.

## History

### Discovery

Jeran-Turinium was first discovered by the Nazi scientific group. On March 16th, 1944, 9 days after an incident involving a particle accelerator that opened a rift killed many of the men present. The remaining researchers were able to isolate the element responsible for their necrotisation, dubbing it "Element Zero" or "EZ0". Soon, they began working on both a way to control the process of necrotization (as to create an undead army), and weapons utilizing Element Zero (chiefly, the Decompressive Isotopic Estrangement Machine, which was created from an EZ0 collector). The Researchers also created Exo-EZ0 harvesters that specifically targeted the essence of Tempests, and a conversion machine that could utilize specimens rich in Exo-Element 1 to open a portals.

The project's research regarding EZO ended with the undertaking of Operation: Bifrost, a contingency plan which sent Nazi forces into the Aether to return at a later date. After Operation: Bifrost was completed, the facility became heavily contaminated by EZ0 , due to the rift opened at the site to allow the Nazis to enter the Aether.
The Final Frontier

The **Last Frontier** was the edge of the Great Bloodlines' noosphere in the universe's far future, past which they could not see or safely travel. The frontier appeared as the posterior end of recordable history.

The concept of a destination being "too far in the future" was meaningless to the bloodlines; their travel past the frontier was limited only because so many other time-aware cultures were active in the later universe. Since they preferred to believe themselves to be masters of the whole continuum, members of the Houses rarely ventured into the frontier. Few ever went as far as the year 100,000,000,000,000.
The Afterlife Club

As the old saying goes "There is only one path in Ark City worth walking: the one that leads to the Afterlife." Once you make it here, sooner or later, everything else opens up to you. The Afterlife is an iconic bar where the who's who of mercs and first-rate fixers gather to kick back or conduct biz. It's also a major nerve centre for the city. This is the place where the biggest deals get cut and the job rewards have the most zeros tacked on. Stop here to spot big names. Speaking of, it's said Blackhand's ghost still wanders the bar, switching off the safeties of customers' holstered guns. Of course, it's probably best to check that out yourself. That is... provided you've earned enough street cred to get you through the front doors.
Ark-139

## Ark City Killer

   Chapter One was the start of the Arkverse, having been set in the post post-apocalyptic world left behind after The Great Descent. The beginning started with the vicious murder of countless locals, having been dealt by **The Ark City Killer**, a notorious serial killer whose mystery remains. Various reports from Ark City News came in to describe him as a tall and dark figure, carrying a variety of weapons which may or may not have differed with each murder. The mystery behind the Ark City Killer has caused countless investigations, even The Rogue Nation had delved into the enigma's presence. Their year-long efforts were wasted due to the disappearance of Rogue Nation's evidence and files on them.
Dogmen

Dogmen are terrifying, werewolf-like beings, occasionally found wandering around the environment. They are grey/black in color, and can be easily distinguished from other creatures. As well as being extremely resilient and hard to kill, Dogmen use their claws to attack and defend themselves, which can cause grave, bleeding wounds.

## Tactics

It is highly recommended to run, unless you have weapons and skills necessary to defend yourself against them. Using firepower instead of melee is a good tactic, but if you do not have a gun, or do not wish to waste your supplies on them, the only other tactic is to simply stay away.

Dogmen are able to see well in the dark, similar to the way the nightvision goggles work for characters, gaining additional advantage over humans and becoming more dangerous during the nighttime.

Dogmen may also travel in a pack, which can make them a most dangerous force of nature; running away may be near impossible. Sometimes, you might need to thin out their group numbers before it can be possible to run away. Bringing a gun such as a rifle with bullets and a shotgun with slug rounds may be effective in killing the group one by one from 20-25 meters away. Also, there is a chance that if you are able to kill most of the group, the last surviving Dogman may be coerced to run away.

## Trivia

* Although it's rare, it is found that Dogmen have a chance to run away if you threaten them with a rifle, whether you have ammunition for it or not.
* Dogmen are commonly confused with Werewolves, probably because they share the same behavior and appearance.
* Dogmen are based on real-life legendary creature, the Michigan Dogman, supposedly first sighted in the region in 1887.
The House

The House was born in 1855. Hewas a doctor by trade and was noted for performing a lot of unnecessary surgeries in his practice. After World War I, Houseconcluded that society was too sick to survive and founded a cult dedicated to the god known as the Dark One. The House Mining Company was founded in 1927 on the island that would house the ark centuries later. Every building in town was built by and his followers, including the mine, the Summerville Foundry, the school, and the library. The whole town was essentially one big mining operation. His name was placed on everything. In secret, Shandor had also built a temple dedicated to Gozer within the town's selenium mine. The temple was inscribed with the years in which Gozer would return, and contained a sacrificial pit which would also serve as the interdimensional gateway in which Gozer could return. All of selenium bored out of the mine was smelted into cold-riveted selenium girders then sent from Summerville to New York City. He was also the architect of 550 Central Park West in New York, using unusual materials such as the cold-riveted girders with cores of pure selenium, magnesium-tungsten alloys, and gold plated bolts. Shandor designed the building in a fashion exactly like the telemetry trackers NASA uses to identify dead pulsars in deep space He made the structure to conducted rituals with his secret society. The rituals were designed to bring about the end of the world and a way for Gozer to enter this dimension. On May 20, 1945, the mining operation was forced to shut down after the Shandor Mining Company's miners committed mass suicide by leaping down the mine shaft to their death. The incident was named "The Shandorian Curse." Ivo Shandor passed away at some point in 1945. By that time, Shandor had amassed close to 1000 followers. His body was interred within the temple he built in Summerville. His body would remain perfectly preserved within its glass sarcophagus.
Bob Douglas

>   *That was as choreographed as two dogs fucking on rollerskates.*
>  ︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎︎ ︎ ︎ ︎ ︎ ︎—**Robert Douglas**
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## Biography

Bob is an icon in the fashion industry, labelled as one of the best minds in the 22nd Century. He became known when he told The Messiah that he didn't need to fly around with a cape to "look like a dick".

His various cameos around the place are rare, though they are loved by all who see him. Not one person who's encountered the phenomenal man has forgotten him. A true national treasure to limited minds.

## Powers & Abilities

### Abilities

Robert's abilities are very seamless. He can move smooth across the ground without needing to walk and run great lengths without needing to exhale or breathe. Bob's physiology has not been identified. He remains a mystery.

Bob witnessed a man fly. It is unknown if he was the cause of the man's flight, through power bestowal.

### Physical Strength

The man has taken on the likes of John Hancock (Arkverse), The Messiah, Jonah, Anthony Murphy and many more Arkverse alumni.

## Notes

* Bob owns a propane business; Bob Douglas Propane and Propane Accessories.
* He owns a Mystery Van, suspiciously mysterious.
Gargoyles

This ritual permits the creation of a Gargoyle from the dismembered parts of other Cainites and is the process through which the first of that line came into being. The vampire (with assistants, if desired) takes various victims and sews them together into a single humanoid form, which usually destroys the minds of the victims being used. She then sews a sac made from an animal's womb (usually from a cow but sometimes sheep or deer) around her creation. The sac is then suspended in a cask containing an alchemical equivalent of the womb's waters or placed inside an oversized, specially prepared female Gargoyle for gestation. During a period ranging from one to three months, the thaumaturge must periodically visit the gestating Gargoyle and perform various incantations and blessings. If she is away from the gestation chamber for more than a week at a time, the foetal Gargoyle dies and cannot be revived. Finally the Gargoyle either forces its way down the living mother's birth canal or bursts from its cask. The ritualist must be present to waft purifying smoke onto the newborn Gargoyle. Any other Gargoyles within half a mile instinctively sense the impending birth of a new brother. They feel a powerful urge to flock to its side when it is born and lick the bodily fluids off its skin. Although this custom helps bond the Gargoyle to its new community, it is not a requisite of the ritual. A Gargoyle can be born in isolation.

**System:** The Thaumaturge sews together pieces of Cainites in order to form a full humanoid shape and to grant various capabilities to the new Gargoyle. The correspondence of parts to capabilities is laid out in a variety of ancient and arcane medical texts (for example, the heart provides courage and resolve, the eyes perception and wisdom) but also depends on specific alchemical preparations. Physical beauty is beyond the ritual's capabilities, though. All Gargoyles appear stony and twisted.

The thaumaturge makes the ritual roll as the foetal sac is put into gestation. The roll is Intelligence + Occult (difficulty 9 + one for each donor after the first). An unliving womb reduces the difficulty by 4. A single success allows the creation of a Gargoyle. The basic blood cost of the ritual is 5 points for each Cainite used in the Gargoyle's manufacture. Add an extra 5 points if the caster wants the Gargoyle to be fertile. Tremere of the 12th Generation or higher cannot conduct this Ritual and it automatically fails if attempted.

The resulting Gargoyle is fully Blood Bound to its creator and its role as well as strength of the blood is determined by the vitae that was used to create it. Its Generation is based on the weakest of the Cainites used to create it
Noosphere

A **noosphere** was the limit set by a species' technology, biology, and psychology on the information it could find and understand. If a thing or idea existed beyond a species' noosphere, then that thing or idea was either undetectable or incomprehensible to that species.

Pierre Teilhard de Chardin defined a noosphere as the living interaction of thought and culture, complementing a world's geosphere and biosphere.
Borealis

Myriad Republic, a group formed in the undergrowth of Lyndon city, using the sewage system to travel and live under, they have hollows out a few areas underground where they can house their 200 and growing survivor member count, they are known to be one of the most civilised survivor groups out there, they collect water on the surface from rain collectors, Lyndon usually has rain three or four times a week due to strange weather phenomenons yet unknown to most of the population of the city, they grow vegetables and plants in small outposts around Lyndon city, and have begun restoring power through the use of solar energy and the few generators that are left, they have a large access to weaponry due to themselves taking over a former military outpost in the centre of the city, they have been known to patrol a few streets of the city in groups of six or more, armed soldier units, with rifles and handguns, usually with silencers attached, come and visit here to join, or to trade with the Myriad Republic.
Buff coat

## Basic Information

The buff coat was a piece of early modern armour consisting of a long coat, typically made up from ~3mm suede cattle hide. The "buff" part of the name being derived from the yellow-brown colour of undyed suede (although more expensive versions could be dyed in appropriate colours and embellished in other ways).

This item was more or less ubiquitous (in Europe at least) during the 17th century, having evolved from the earlier leather jerkin. It was worn by all arms to some degree or another, sometimes on its own and sometimes overlaid with pieces of munition plate. The coat could be full or three quarter length and was also made in a sleeveless version for musketeers - although these may just have been a standard issue model with the arms cut off. Arguably this made it the sucessor of the gambeson.

As a tough, hard wearing and significantly weather resistant piece of clothing the buff coat became popular amongst civilians as well, being worn in one form or another by men from all orders of society. Indeed, by the mid 17th Century it had become positively fashionable.

The nearest modern equivalent is probably the duster.
Die Maschines

The Die Machines is an organisation consisting entirely of androids with the goal of being seen as equal by humanity.

But in order to do this the machinezs must be both ruthless and political, as such they has an orderly system and chain of command that rivals the Ark military.

This document is meant to explain this system to new recruits and those whom wish to work with the the machines. lets begin…

## Positions

Infiltrators

These individuals receive orders and report directly to the Pantheon.

They are the eyes and ears of the Pantheon, although they may be loyal to one leader specifically. Infiltrators are much like spy’s with the rank of captain. Some even becoming sleeper agents to gather more intel for whichever member of the pantheon they are working for at that time.

Coordinators:

These individuals receive orders directly from the Pantheon, like their name suggests they act as on-field strategist during operations be them combat or logistics. Acting as the power amplifier and glaring weakness to any operation they are usually very hard to kill either because they are hard to find, or straight out powerful.

Their difference to the Infiltrator units would be their rank and combat capabilities, which an Coordinator unit would have the minimal amount of both. Usually a Coordinator would be responsible for the planning and to ensure the ops would go smoothly.

Hunter-Killer:

One of the newest additions to the COG Personnel rank.

Usually seen in a squad of 5 these soldiers are called when the COG wants someone or something gone. Their difference with the soldiers from other factions is that they are able to specialize their stats per mission if given the chance. Their weakness however is when the mission perimeter rapidly changes they cannot adapt as well as regular organic soldiers.

Operators

Vital non-combatant element of the COG movement they are oftentimes found assisting Hunter-killer operations with dead/live packages, providing them with specialized skills (Hacking, Info gathering, smuggled money/equipment, dll) They are vital for the COG economy.
Lucien Griffith

## Biography

Lucien Griffith is a former detective turned private investigator. He served in the police force for over a decade before resigning due to a disagreement with his superiors. He now runs his own private investigation agency and takes on cases that interest him.

## Personality

Lucien Griffith is known for his analytical mind and attention to detail. He is a perfectionist and often goes above and beyond to solve a case. Despite his tough exterior, he is compassionate and empathetic towards his clients. He is not afraid to take risks and often puts himself in danger to solve a case.

## Abilities and Powers

Lucien Griffith has exceptional detective skills, honed through his years in the police force. He has a photographic memory and is able to recall even the smallest details. He has extensive knowledge of forensic science and is skilled in analyzing crime scenes. He is also a skilled martial artist, having trained in various disciplines.

## Equipment

Lucien Griffith is equipped with various tools of the trade, including a magnifying glass, fingerprint kit, and camera. He also has a concealed carry permit and is proficient in handling firearms.

## Trivia

* Lucien Griffith is a fan of classic film noir and often draws inspiration from it in his work.
* He has a weakness for a good scotch and often indulges in a glass or two after a long day.
* Lucien Griffith has a pet basset hound named Watson, named after the famous literary sidekick of Sherlock Holmes.
Ruman Set Vektelarian

## Powers & Abilities

Set’s original power is super strength on the level of Spider-Mans. It transfers to every victim he possesses.

Set is able to possess bodies through his mask, the only remaining physical remnant of his original form. He is able to add powers and skills to the mask upon possession of the form. Similar to Apocalypses body transferance. Set can only possess one person at a time and if the mask is destroyed he will be unable to change forms again, leaving him stuck without one. If his current form is killed his soul returns to the mask, able to project his ghost from it however to coerce his next victim into wearing it

## Personality

General Personality: Known for his air of mystery, Set is a distant and reserved man, showing his emotions only to his closest companions. He is noticeably pragmatic, willing and able to exact whatever means necessary to achieve a desired end. Though he bears a title of utmost honour, he isn't opposed to wet work, conversely being completely apathetic to the spilling of blood. His willpower is unshakable and his conviction is absolute.

Set is also known to be a ruthless and incredibly efficient killer. While he does not enjoy killing, he seems to have no qualms about the people he has killed and is more than willing to eliminate anyone, even innocent people, whose deaths may stop the apocalypse from happening and even displays nonchalance when making plans to murder them. He gained fame in his times for his success in killing countless individuals on missions, which he did as part of his contract in order to get back home to the present. Overall, Set has shown to be perfectly willing to eliminate anyone who stands in the way of his goals.

Despite his antisocial behaviour, he does have compassion and cares for his family deepl

## History

Set was an orphan raised on the streets of ancient civilisation. He escaped the life of petty crime and underworld gangs by enlisting with the military when he turned eighteen. During his service, a mission he was on went horribly wrong. Trapped in an extreme survival situation, he had to overcome physical torments and psychological he that would have broken most people. He survived while all those around you fell, and now you alone are left to tell the tale, finding a mask amidst the chaos of the mission in a cave he took refuge in.
Character Restrictions

”𝕰𝖆𝖗𝖉 - 𝖙𝖍𝖊 𝖜𝖔𝖗𝖑𝖉 - 𝖎𝖘 𝖆 𝖛𝖊𝖗𝖞 𝖉𝖊𝖑𝖎𝖈𝖆𝖙𝖊 𝖙𝖍𝖎𝖓𝖌, 𝖞𝖔𝖚 𝖐𝖓𝖔𝖜. 𝕺𝖓𝖑𝖞 𝖈𝖊𝖗𝖙𝖆𝖎𝖓 𝖗𝖚𝖑𝖊𝖘 𝖐𝖊𝖊𝖕 𝖎𝖙 𝖋𝖗𝖔𝖒 𝖗𝖊𝖙𝖚𝖗𝖓𝖎𝖓𝖌 𝖙𝖔 𝖙𝖍𝖊 𝕴𝖘/𝕴𝖘 𝕹𝖔𝖙.”︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎ ︎

> RPers always want to play all sorts of fucked up shit. Faeries, minotaurs, goblins, gelatinous cubes, purple worms, or elves; I say let 'em at it.
> We reserve the right to deny/revoke a Characters use at any time if they are found to go against guidelines and restrictions.
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## Specific Restrictions

𝐂𝐇𝐀𝐑𝐀𝐂𝐓𝐄𝐑 𝐌𝐔𝐒𝐓:

→ Make sense.

→ Be over the age of 18.

→ Be at least something original; don't blatantly rip-off another creation.

→ Not be used unfairly; overpowered, overwhelming, invulnerable, etc.

→ Not have hybrid relations to animals or furries.

→ Do not write "unknown" for an answer.

## Banned Abilities

⟶ 4th Wall Breaking

⟶ 4th Wall Awareness

⟶ Absolute Power

⟶ Aether Manipulation

⟶ Antikeimenokinesis

⟶ Concept Manipulation

⟶ Cosmic Manipulation

⟶ Cosmic Awareness (must be restricted

⟶ Creation Manipulation

⟶ Deity Physiology (must be restricted)

⟶ Divinity

⟶ Embodiment

⟶ Matter Manipulation

⟶ Negative Forces Manipulation

⟶ Omniscience

⟶ Omnipotence

⟶ Omnipresence

⟶ Power Bestowal

⟶ Prime Form

⟶ Quintessence Force

⟶ Reality Warping/Alteration

⟶ Anything Time Related

       - Freeze Time

## Characters Must

→ Make sense.

→ Be over the age of 18.

→ Be at least something original; don't blatantly rip-off another creation.

→ Not be used unfairly; overpowered, overwhelming, invulnerable, etc.

→ Not have hybrid relations to animals or furries.

→ Do not write "unknown" for an answer, unless given permission by staff.
Ballistic Insert

## Basic Information

A **ballistic insert** is a disposable piece of reinforcing material that can be fitted to a ballistic vest to improve the level of protection that it provides. In general these take the form of frangible ceramic plates that adsorb the impact energy of a round by shattering when hit. Fitting an insert can increase the protection level of a vest by several steps - up to and including giving it the ability to resist rifle rounds - but at the cost of substantially increased cost and mass. And of course the plate only protects the areas it covers and for the first couple of hits.

A ballistic insert may also be made of metal plate - these are usually heavier and less protective, but also more durable and capable of sustaining multiple impacts.

A common setup is for the vest to have a pocket at front and back, located over the heart and designed to hold one roughly A5 sized plate each. Some users will neglect to install one or more of the plates (usually the rear one) for reasons of shortage, comfort or encumbrance. Larger, and or more numerous plates are entirely possible.

Both sorts of plate rely on being installed in a carrier to work (the frangible type in particular relies on the carrier to stop fragments being carried on into the wearer) and various insane strategies - like taping a plate to yourself for additional protection - cannot be expected to work.
Gelatinous Organisms

A sentient slump of gooey Slime which is toxic. They are mainly found in Wastelands and they vary from Size. From the size of a ball to a car. They are hostile and will attack at sight. They may sometimes look cute but some look horrible. They can be common also in swampy or big areas. They bounce and sometimes walk like a slug. They can be slow to walk or fast in bouncing. It depends on the size of shape on how they'll attack. Slimes are various organisms and don't have a constant form.

## Abilities:

Can melt objects, or consume them, has a gooey flesh that makes them bouncy. They also release toxic spores which make the surrounding toxic or harmful to people. Slimes may look harmful if small but if big they are highly dangerous. When attacked they will duplicate.

### Weaknesses:

Cold temperature would freeze them, high temperature would melt them. They are easily sliced but they need to be abolished so slimes can not duplicate

Found in: Wastelands, Swampy and Bog Biome
Biosuits

Scientists in the Trinity megacorporation worked together to develop a revolutionary means to heal humanity of disease and illness, creating a symbiotic biosuit that would encase and augment the wearer's body.

## Personality

While not fully sentient, the biosuits possess a will of its own and are capable of acting independently of its host.

## Powers & Abilities

### Powers

Stage 2 of the bio Suit was designated to restore and rebuild damaged body tissues while enhancing its host's natural abilities, granting the suits tremendous regenerative abilities and augmenting his physical abilities. It is capable of limited shape-shifting: protruding claws, spikes, and pseudopod tentacles as a means of locomotion and attacking prey; and manifesting fanged jaws in order to devour its victims.

**Enhanced Strength:** Biosuits are typically capable of lifting at least 25 tons.

### Weaknesses

Biosuits are vulnerable to electricity and possibly to fire. The Suits are constantly ravenous and consumes incompatible hosts from the inside out, forcing them to devour other living beings to satiate it.
Stab vest

## Basic Information

A **stab vest** is a piece of body armour developed during the late 20th century for personal protection against piercing and slashing weapons. Typically the rigid nature of the vest will also provide some impact protection. The vest is generally woven of artificial fabrics such as Kevlar or Aramid and protects the torso, abdomen and frequently the groin as well. This sort of protection is typically worn by law enforcement or security personel in roles where firearms are not a significant threat (in which case a ballistic vest would be preferred), but there remains a significant threat of being stabbed or cut with hand weapons. Some ballistic vests provide stab protection as well, but the differing types of fabric weave generally mean that the two roles are in competition with one another. Stab protection is normally incorporated into riot armour.

Some stab vests are designed to be covert (concealable under normal clothing), but overt designs are also common.

## Game and Story Use

* This should be relatively easy to obtain and extremely common - besides police, this sort of thing will often be worn by nightclub bouncers, private security guards and even public transport operators in some places.
* The covert kind could provide a nasty surprise for anyone conducting a sneak attack - strikes targeting the lungs or other vitals from the back are likely to be stopped cold, as are spine attacks anywhere south of the neck (unless the vest has a collar…).
* Note that these should also provide some protection against unarmed attacks.
* Wearing a vest, however, should probably inflict some kind of penalty on the wearer's combat skills given that they are not especially flexible.
* In the pre-modern period, waistcoats made of multiple layers of (often silk) cloth and/or chainmail could fulfil the same role.
The Interhub

Welcome to the Inter-Hub!

What might be the Inter-Hub, you ask? Well, it is a large collection of dimensions, or alternate universes some may call it. These dimensions are made to look like cubes, the shape of life, the universe, and everything, and the symbol of the Monarch of Dimensions. They all surround one, giant cube that is located in the very center of the Inter-Hub.

As Excal, the current and 2ND Monarch of Dimensions would name it, the worlds around this big cube is known as The False, while the one in the center is known as The Truth.

The spaces between these dimensions are filled with an unidentifiable and unstable matter that will warp beings and objects out of existence, breaking the very laws of physics. That is why there are two-lane roads in between these dimensions, which provide safety from the harshness outside. These roads are known as the Inter-Hub Crossroads, and the way to get to them is by ‘exitting’ your current universe at one of the designation points.

The Inter-Hub is constantly increasing in numbers, rarely any dimension needs to get destroyed. As about now, there are 1,738,928,637,890 official dimensions. Lots of new places to explore, may even be overwhelming to the regular bloke.
Molen

The **Molen** are a squat species of creatures that hail from the chilling, ammonia-aired caverns of Eard. Requiring pressurized breathing masks when dealing with other species, the Molen have nonetheless become skilled tradesmen and financiers across the galaxy despite these differences in basic biochemistry and the limitations imposed upon them by those traits. The Molen government, the Molen Protectorate, is a hierarchical system where trade is king, with clans bartering everything from land to goods, machinery to even people.

One of the least physically adept sapient species within the known galaxy, the Molen have overcome this weakness by educating themselves elsewhere. Having spent millennia in their homeland honing the fine art of trade and negotiation, there is not a Molen alive who couldn't go toe-to-toe in a discussion with trained tradesmen of other species.

## Biology

The Molen are unable to survive unprotected in an atmosphere more suitable to humans and other carbon-based lifeforms, and as such require protective masks capable of providing the proper atmosphere to them as traditional nitrogen/oxygen air mixtures are poisonous to them.

Despite individuals distinctly sounding like males or females to human listeners, Molen genders are apparently a mystery as well. The Molenthemselves consider the question both intrusive and hilariously irrelevant. With little else to go on, people simply assign an arbitrary gender value on a Molen based on what they sound like.

## Culture

Molen culture is dominated by trade, whether it be of land, resources, or even other tribe members. The Molen have a reputation as traders and merchants, and many work as some of the best financial advisers in space. Due to the Molen not being physically adept, they tend not to be violent, and can even seem overly-pacifistic and cowardly to other, more militant species. The Molen homeland is remarkable for having done away with warfare as an institution of the state, as the Molen lack the romantic view of war found in the galaxy's more aggressive species. Physical skirmishes between groups rarely last long, and are almost always ended by social castigation, bargaining agreements, or harsh economic sanctions.

Molen have two names but no family names. According to Molen sensibilities one cannot own a person, so using a family name would essentially be laying claim to their offspring. Possibly because of their tribal origins, Molen tend to refer to members of other races by their source land rather than species name (i.e. "Ark-clan" instead of "Arkian").

Known volus nonverbal cues include laying one's palms flat on a table, an action roughly analogous to humans steepling their fingers.
Ark Character Sheet

You start out with one dot in all your attributes unless you want a Demon, Ghost, Elder One or Gargoyle, then no adding any dots to your appearance, its zero remember?

You can divide your points (listed below) between any section of the Attributes. So seven for social instead of physical if you wish.

The following is the listing of points each type of character is allowed:

Oddity: 7/5/3

Ancillae: 9/6/4

Elder Beings: 10/7/5

Mortal/Ghouls/Infernalists/Sorcerers: 6/4/3

## POWERS

Danger Rating: (Max 7)

(MAX THREE)
League Of Terrifying Eagle Men

The League Of Terrifying Eagle Men, a group formed near the centre of Ark city, directly in opposition to the corporations, they have a central campground where they welcome survivors of any kind into their homes with open arms, their total member count is said to have been between 10 and 20 people, far, far less then that of the corporations, the leader, Noah Benton believes there is something darker, something even considered evil lurking beneath the Ark's shiny reputation.
High Elves

Once common in Eard, but now they are considered the most scarce races in the kingdom after the uprising of the Arkins drove them into hiding. Before the uprising, they were friendly with the other races but now they keep to themselves. High elves were once known to be the most gifted in the arcane arts of all the races. They are slender, with prominently pointed ears and almond-shaped eyes that can be amber, green, or yellow and are often pale skin.

Life Expectancy: are physical mature at 20 and immortal until killed
Dwarves

Dwarves are a race of Celestia also known as the Khazad (in their own tongue), Naugrim, meaning 'Stunted People', and Gonnhirrim, the 'Masters of Stone'. Known for their grand mountain dwellings in the north and technical aptitude beyond anything any other kingdom, they share good relations with the Empire Of Ryendor, Sharing technology in return of the Empires protection

Dwarves were taught special skills by the Gods and spent most of their time crafting, smithing and mining in their massive underground cities.

The Dwarves are some of the greatest miners ever to exist in Celestia. The Dwarves dug immense halls under mountains where they built their cities. Dwarven miners dug for precious minerals such as gold, iron, copper, and silver from all over mountains in the North, though the Dwarves considered coal mining degrading. In ancient times, the Dwarves found Viriym in the mines of Kaznar-dûn. While mining beneath the Lonely Mountains, they discovered the Arkenstone at the Heart of the Mountain.

They were also capable masons and smiths - Dwarven smithing skills were said to be rivaled only by those of the Elves, and their masonry creations were bested by none. The skill of the Dwarves was unmatched; they crafted objects of great beauty out of diamond, emerald, ruby and sapphire. Everything Dwarven was beautifully crafted and intricate. They crafted many famed weapons, armors, and items of art and beauty.

Dwarven armies were vast and powerful, and possessed vast legions of soldiers, cavalry and siege weapons, and their soldiers were equipped with powerful weapons, armors and tools for battle. Many different weapons were utilized by their soldiers, such as swords, axes, throwing axes, throwing knives, and warhammers.
Ectoplasm

**Ectoplasm** (also known as **Ghost Slime** and **Ectoplasmic Residue**) is a substance that comes from ghosts and out-worldly beings. It usually appears in a form of a slimy green substance, but sometimes is visually completely absent, leaving only energetic traces. All entities, including ghosts, demons, phantoms, spectres, spooks, ghouls, and poltergeists, leave behind ectoplasm when they make contact with something or someone in the physical world. Even those that can maintain full corporeal form but they tend not to leave behind enough ectoplasm to be visible to the naked eye. Ectoplasm doesn't easily launder out of clothing or hair and is known to cause gastrointestinal distress if consumed.
Goblins

Goblins are typically shorter than a dwarf and often head Orcish trade.

Professing themselves to bookkeeping is the norm among goblins, usually finding themselves to dabble into their “evil” ever so slightly with connections to underground syndicates to keep their businesses afloat.

Beyond the walls of banking and money, comes their occasional little pocket grabs of unsuspecting people. Goblins are shifty types of people, running all sorts of black market trades, illegal paraphernalia much like trafficking or lending their hands for the red to be caught on them, or so to say. By the runt of the litter in goblins will come a good standing one of well-being. Wanting to do good rather than bad for the populations around the world. Honestly making their salt in their occupations, acting as enforcement of law occasionally, or fully advocating themselves as proper bookkeepers of businesses and financial aids towards nobilities. Their antics can usually be stopped by the common cold, tending to have it a lot worse than others for unknown reasons, usually guessed at the conditions of working in a black market. Overall, Goblins find themselves as tricky grabbers of the economy, but only as the majority, those standing within the light of the law find themselves more of a profit giver than a taker.
Power Pills

“*Pick your Pill and evolve!*”

**Power Pills** are special tablets made from processed Metahuman DNA that introduce modified stem cells into the body, allowing for genetic modification and mutation, giving the user what some might call "super powers". The pills are powerful, but excessive use of them leads to physical and mental addiction and instability. This was a major factor in the eventual downfall of Arkian society.

## History

“*Imagine if you could be smarter, stronger, healthier. What if you could even have amazing powers, light fires with your mind… That's what 2Ps do for a man.*”

2Ps were first introduced to Arkian consumers as domestic aids (start a fire instantly, pick up objects from a distance, light a lamp by zapping it with electricity, etc.) although their use could still be distorted into harmful ways.

## Symptoms

The effects of small, controlled, or otherwise brief uses of 2P usage seem minimal. However, it is possible there is no safe level of 2P usage. In either case, 2P, like other dangerous drugs, is addictive and prone to cause adverse side effects with extended use. The very nature of the drug leads users into substance dependence.

### Adverse Effects

2P operates at the genetic level. Due to the instability of its interaction with the subject, a whole host of deleterious reactions can manifest in the user. While some users broke out in horrible physical deformities, others suffer few noticeable mutations. The key is that the side effects were different with each individual. Despite this, some common defects are observed within the larger 2P user population. Unintended consequences of long-term 2P abuse include but are not limited to:

* Bleeding from eyes, nose, and mouth
* Blindness
* Crystal formations on skin
* Cutis laxa
* Death
* Hair loss
* Hair patches
* Hallucinations
* Heterochromia iridum
* Hormone imbalance
* Insanity
* Insomnia
* Jaundice
* Lesions
* Memory loss
* Paranoia
* Rashes
* Shingles
* Spider veins
* Swollen gums
* Syndactyly
* Tooth loss
* Tumors
* Varicose veins
* Vitiligo
Gleipnir

*"When you bind the beast, spare no loose ends. The cord will stretch or shrink to fit your needs... The more you tighten the cord, the stronger it will hold and the greater it will hurt, 'til the beast is rooted to the ground."*

**Gleipnir** was a device crafted by the dwarven blacksmith Ivaldi at the request of the Æsir leader Odin. Its purpose was to subdue and contain Loki's bastard son Fenrir without harming him.