recursal/Fanatic-Fandom huggingface dataset:
El Torneo De Las Artes Marciales Número 21 (DBAU)

## Lista De Capítulos

* **Dragon Ball Another Universe - Capítulo Nro 09**
* **Dragon Ball Another Universe - Capítulo Nro 10**
* **Dragon Ball Another Universe - Capítulo Nro 11**
* **Dragon Ball Another Universe - Capítulo Nro 12**
* **Dragon Ball Another Universe - Capítulo Nro 13**
* **Dragon Ball Another Universe - Capítulo Nro 14**
* **Dragon Ball Another Universe - Capítulo Nro 15**
* **Dragon Ball Another Universe - Capítulo Nro 16**
* **Dragon Ball Another Universe - Capítulo Nro 17**
* **Dragon Ball Another Universe - Capítulo Nro 18**
* **Dragon Ball Another Universe - Capítulo Nro 19**
Abby Cow

**Abby Cow** es uno de los personajes de la saga *Barnyard*. Apareció por primera vez en el videojuego Back at the Barnyard 3: Pip Rat's Adventure!. En Barnyard 3D fue sustituida por Binchy.

## Abby Cow

### First Appearance

Back at the Barnyard 3: Pip's Adventure! (1995)

## Back at the Barnyard 3

En Back at the Barnyard 3, Abby debía acompañar a Pip Rat hacia la isla cuervo para rescatar a Otis Cow de la sgarras del capitán King Crowl. Sus habilidades eran ligeramente mas fuertes y pesadas que Pip Rat aunque ella ella mas rapida y podía utilizar su mayor fuerza para romper paredes que contengan secretos, ademas de poder planear en el aire con su cola, similar a Otis en el primer juego, aunque Abby flota por mas tiempo.

## Barnyard: Farm Grabbing

Abby Cow realiza un pequeño cameo en la introducción del juego en donde se la ve jugando al volley con Pip y Otis. Además, en este juego ella manejaba el minijuego "La zona extrema de Abby" que se utilizaba para ganar monedas OT.
Uncle Lütfi

## Introduction

Uncle Lütfi, more commonly known as uncle, is the player's relative who join him/her on their journey. Uncle is the person who tells the player how to build their car, he acts as a tutorial.

When you first start out in the game, Uncle will wake you up by yelling at you, he will then guide you on building the Laika.

## Appearence

Uncle can be seen wearing a black hat similar to an Irish Flat hat. He also wears a jacket with bad texturing and a yellow shirt with a pinkish red collar underneath. Uncle has blonde facial hair aswell.

## Updates

Quite a few updates ago, uncle was removed from the game for causing bugs. He would teach you how to build the car, then get out and leave. Recently, in a new update, Uncle was added back in the game with a choice to either have him join you in your adventure, or stay home.
The Warriors

Ocurre en un universo similar al de Dragon Ball solo que aquí nunca existieron las Dragon Ball's por lo que si un Guerrero muere ya no podría renacer, además de que aquí Goku nació como una mujer entre otros cambios.

## Sinopsis

La serie abarcará las mismas Sagas que Dragon Ball Z y Súper, pero sin las Bolas Del Dragón

## Personajes

### Protagonistas

* **Kojiro**
* **Bra**
* **Gine**
* **Uub**
* **Ten**
* **Piccolo**
* **Trunks**

### Secundarios

* **Chaoz**
* **Yamcha**
* **Puar**
* **Maestro Roshi**

### Antagonistas

* **Vegeta**
* **Nappa**
* **Raditz**

## Episodios

**Anexo: Lista De Episodios De The Warriors**
Envelheceu meio mal

**"Envelheceu meio mal..."** é uma frase cunhada por Bielboyster em 2019 durante um comentário sobre GTA Vice City. Rapidamente a frase se tornou uma frase memética popular entre os membros, utilizadas em diversas situações com um fim claramente cômico.

## Exemplos de aplicação

* *"GTA Vice City é bom, pena que envelheceu meio mal, né..."*
* *"É. É um bom filme. Gosto bastante dele, mas é uma pena que... né? Tenha envelhecido meio mal."*
* *"A sua mãe é excelente. É uma pena que tenha envelhecido meio mal."*
Digimon Adventure Tamers

Esta historia ocurre en un universo paralelo a los eventos de **Digimon Adventure** y **Digimon Adventure V-Tamer**

## Argumento

El **Digimundo** corre grave peligro por lo que **Qinglongmon** decide traer a seis jóvenes para que se enfrente al malvado **Daemon** quien amenaza con la paz del **Digimundo**, por lo que ahora depende de ambos grupos cumplir esa misión para salvar al **Mundo Digital**, sin sospechar que les esperaran varias sorpresas a lo largo de su aventura en este mundo.

## Personajes

### Protagonistas

* **Taichi Kamiya**
	+ **Agumon**
	+ **Veemon**
* **Rei Saiba**
	+ **Biyomon**
* **Yamileth Takenouchi**
	+ **Renamon**
* **Koushiro Izumi**
	+ **Tentomon**
* **Mimi Tachikawa**
	+ **Palmon**
* **Joe Kido**
	+ **Gomamon**
* **Takeru Takenouchi**
	+ **Patamon**

### Otros

*Anexo: Digimon Que Aparecen En Digimon Adventure Tamers*

### Antagonistas

* **Devimon**
* **Etemon**
* **Daemon**

## ¿Sabías Que...

***La historia es una mezcla entre Digimon Adventure y Digimon Adventure V-Tamer***

***Los Digimon de los Tamers si regresan a su etapa novato luego de Digievolucionar y solo regresan a la etapa de Bebe II cuando están en nivel Mega***
Pitanguinha

Pitanguinha divando num dia de sol (c. 2019)

Ana Caroline, também conhecida como **Pitanguinha**, **Pitanga**, **Potonga**, **Ptg** é uma membra do período Pós-Queda do Aether. Além de ser fã de Animal Crossing, The Sims e narutos japoneses, Pitanguinha também é amante de animais, professora da rede pública estadual de São Paulo e estudante de pedagogia.

Pitanguinha entrou na Família Aether em 2016, ano em que começou um relacionamento com Megazao. O relacionamento dos dois chegou ao fim em meados de 2018, mas após um breve período de exílio, Pitanguinha voltou para ficar em nossos corações.

## Lista de pets

Abaixo, uma lista dos pets da Pitanga, atualizada em maio de 2021.

**Cadelas:**

* Bonnie
* Nina
* Luna
* Amora

**Calopsitas:**

* Teco
* Bebê
* Haru
* Titico
* Miku
* Lico
* Auria
* Luiza
* Pretinha

1. ↑ Página principal: Pós-Queda do Aether.
Anima

Júlio César, o **Anima** (a.k.a. **Animagamer**, **Nima**, **Niminha**, **Animaê**, **Cara do Dez Mil Na Sua Conta** ou **ilustrajulio**), é um dos Membros Fundadores do Aether

## Anima

Anima após uma sessão de drogas (c. 2017)

## Informações pessoais

### A.K.A.

Animagamer, Nima, Animinha, Animaê, Júlio César

## Trajetória no Aether

### Status de membro

Ativo, Membro Fundador

Central e, por consequência, um dos Quatro Cavaleiros do Éder. Boa praça, amigão da rapaziada e fundador da ONG Filhos de Anima™, Anima também é publicitário, ilustrador, ex-YouTuber, comedor dxs novinhxs e, nas horas vagas, gamer.

Algumas fontes afirmam que ele também fez parte dos movimentos separatistas MSE e NEAether, apesar de, atualmente, ser um dos principais Cavaleiros pró-Retorno.

## Carreira solo

Além de seu projeto pessoal como YouTuber, abandonado oficialmente em meados de 2017, Anima é conhecido por seu podcast-de-um-homem-só Porcopop, lançado em 2018 e atualmente em hiato.

Em 2020, renomeou seu perfil no Instagram para **ilustrajulio** e passou a utilizar a conta para postar suas ilustrações e divulgar seu trabalho. Membros do Aether não consideram tal nome canônico.

1. ↑ 1,0 1,1 Nome utilizado a partir de 2020. Não é considerado canônico.
2. ↑ Canal do Animagamer no YouTube.
3. ↑ Podcast Porcopop no Spotify.
Laika 601 Deluxe

## Introduction

The car is based on the real-world Trabant 601 (popularily known as the "Trabi" in the former Eastern Bloc) , which was built by VEB Sachsenring in the German Democratic Republic (more commonly known as "East Germany") between 1963 and 1990.

When you first start out, the car will be nothing more than an empty shell.

It will be up to you to use the stock parts in your garage provided to you by the game (and the man called Uncle) to rebuild the Laika and head out on the road.

## Specifications:

0-80 km/h: 22 seconds claimed, 0-65 km/h in 24 seconds actual (with stock parts)

Top Speed: 80 km/h claimed, 65 km/h actual (with stock parts)

### Car Components:

**Engine Block** – The main
component of your car. Without it, your car will not move.

**Air Filter** –  A nonessential component of your car that will
reduce wear on the engine.

**Fuel Tank** – Holds
the fuel and oil mix of your car.

**Carburetor** – Delivers
an air and fuel mixture to the engine's combustion chamber.

**Water Tank** – A nonessential
component that holds the water that is used to clean the windshield.

**Ignition Coil** –
Uses power from the battery to start the engine.

**Battery** –
Provides power to the ignition coil and various electrical components.

**Tires** – Keep the wheels off the ground, and provide grip for the car.

As the player progresses, the parts of the car suffer damage from impact or wear and tear. Parts are repairable by way of repair kits.

New car parts can be purchased at Laika shops in towns, or, rarely, abandoned Laikas by the side of the road, that have better performance compared to the stock parts provided at the beginning of the game.
Mikins Games Ltd.

**Mikins Games Ltd.** o simplemente **Mikins Games** o **MIKINS** fue una empresa de videojuegos británica fundada el año 1990. Fue la encargada de realizar el videojuego de Barnyard 3D para Nintendo 64 en 1998 luego de que *Intelligent Works* vendiera los derechos de la saga *Barnyard*. Asi como los distintos ports a Gameboy Advance de la saga *Back at the Barnyard*.

Tambien realizó los juegos de *Franco-Plinooie* para Nintendo 64, Gameboy Advance y Xbox Live Arcade.
Esme Maier

Esme is the child of Inigo and Anna Maier.

Jonas Fields (grandfather)

Anthony Fields (uncle)

Yuliang Fields (aunt)

Mei Fields (cousin)

Zanhua Fields (cousin)

Deshi Fields (cousin)

## Backstory

Esme was conceived on accident, as Anna had been informed that she was infertile. It was a dangerous pregnancy, and she nearly lost Esme once, but Esme was born healthy.

## Appearance

She is described as having Inigo's 'colourings' while Anna's features.

## Personality

Esme is shy and tends to cling to her parents, but very affectionate and social once she gets over her initial shyness. She can also be very talkative, though has yet to say her first word.

## Relationships

### Anna Maier

Esme and Anna have a very close relationship. Esme spends most of her time with Anna.

### Inigo Maier

Esme loves her father as much as she loves her mother, and it is not unusual for her to seek him out in the house. Inigo however, tends to avoid spending time with her alone.

### Pisspot

Pisspot is the family cat. Pisspot enjoys the attention he gets from Esme and Esme loves petting him and copying his meows. Though, there have been Esme's fair share of scratches.

## Trivia

* She is scared of thunderstorms.
* Unusually, she shows little interest in learning to walk, preferring to crawl or roll her way around.
* Esme has yet to cut any teeth.
T28.1

## From R28

*You leave the room of rats behind you. There air is nice and cool. You hear a ruckus of sorts ahead, the further you go, the louder it becomes.*

## From R38

*You leave the kobold barracks behind, the air is nice and cool. You hear skittering and squeaking ahead of you and the further you go, the louder it becomes*
T23.1

*This tunnel snakes along, moss and fungus grow along the walls and floor here.*

### Searching the Floor

**Perception DC 20** The floor is littered with foot wide holes covered carefully with patches of moss

**Punji Stake Trap x12**

**Attack +10 (-DD Modifier if found)** , 2d4 damage takes damage if escaped by anyway other than Disable Device 20

*You step into one of the holes and sharp inwardly pointing stakes sink into your leg.*

Can't effect Large or larger creatures *(Mozart steps on one but his large foot just covers the hole)*

**DC 15 or less Disable Device check,** takes damage, does not escape.

**DC 20 Escape Artist check, or DC 24 Strength check,** escape but take damage

## From R23

*The air remains warm as you enter this tunnel. You're unable to see the other end of it.*

## From R35

*The air remains warm as you enter this tunnel. You're unable to see the other end of it.*
Weirdos

**Weirdos** is a preset game mode in Custom Night in *Five Nights at Freddy's: Sister Location*. In this mode, you have to deal with Electrobab, Bonnet, the first variation of Minireena, Yenndo, and Funtime Lolbit.

## Strategies

* When Yenndo appears, put your camera up immediately. If Bonnet is in the room as well, touch Bonnet's nose so that you can stop her.
* On the lower difficulties, Electrobab alternates between both sides when draining your power, making it easy to predict which side he'll appear on. Make sure that it doesn't drain too much power or you'll lose.
* When the Minireenas are trying to drain your oxygen, zap them immediately.
* This scenario alternates between being on and off-camera. Similarly to Angry Ballet, you can avoid looking at the camera until the Minireenas and Electrobab appear or when Yenndo appears.
* Just type "LOL" on your keyboard if Lolbit is showing up, it will try to distract you and disable the monitor.

## Trivia

* This game mode does not require you to listen for audio cues, making it easier than the other modes.
* Running out of power in this game mode results in Ballora killing you, despite her not being active on this night.
	+ This behavior is similar to Freddy Fazbear from FNaF 1.
* Most of the time, the Minireenas and the Electrobabs start to drain at the same time.
Brythers

Criaturas mágicas aquáticas que vivem nas clareiras de Alfeghor, onde se reproduzem e se alimentam de pequenos animais como aves. Não caçam nem se alimentam de humanos, mas estes, ao olharem para o espelho localizado na testa de Brythers, são amaldiçoados. Estes ficam cegos e são acometidos por terríveis pesadelos. Seus olhos ficam completamente negros, e diz-se que suas almas vagam no submundo durante as horas de sono.

Os Zacos usam o espelho dessas criaturas com fins medicinais, e acreditam que elas sejam originárias da misteriosa caverna de Quishnayi, onde há uma nascente milagrosa capaz de curar várias doenças.

Brythers são criaturas dóceis. Em época de acasalamento seus espelhos costumam brilhar muito, atraindo muitos animais e aventureiros perdidos.

Aerith
R20

*As you illuminate the room, it begins to glisten. Open chests of gold and jewels are abound.*

4 small chests. 4d10x10 of gold each.

## From T12.1

*You enter a small chamber, that opens up to your left. on the opposite wall from you is another tunnel leading away.*

## From T20.1

*You enter a small chamber, that opens up to your right. on the opposite wall from you is another tunnel leading away.*
K2

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From T1.3

*You feel your way to the end of the tunnel. It was quite a short distance.*

## From T17.2

*You feel your way to the end of the tunnel. It was quite a short distance.*
T42.1

*It is dark and cool in this walkway.*

### Searching the Area

**Perception DC 25 +1/10':** *You see a/two small crevice/s in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

#### Listening:

**Perception DC 21:** *You hear a faint scuttling noise from within the walls.* (Not flat-footed)

## From K1

*You poke your head through the small opening in the wall. To both your left and right you see what look to be larger chambers at the end of this tunneling hallway. There is a slightly warmer gust blowing from the one to your right. To your left the walls are seemingly more damp.*

## From K9

*You poke your head through the small opening in the wall. To both your left and right you see what look to be larger chambers at the end of this tunneling hallway. There is a slightly warmer gust blowing from the one to your left. To your right the walls are seemingly more damp.*

## From R42

*You feel cooler, damp air on your face as you pass through this tunnel. Ahead of you you see an opening to a chamber. The walls glisten with moisture as you explore onward. As you pass about halfway though, you suddenly hear a twang, and an arrow (passes by your head and hits the opposing wall/ grazes/sinks-into your flesh).*

## From R47

*You feel warmer, dry air on your face as you pass through this tunnel. Ahead of you you see an opening to a chamber. The walls glisten less with moisture as you explore onward. As you pass about halfway though, you suddenly hear a twang, and an arrow (passes by your head and hits the opposing wall/ grazes/sinks-into your flesh).*
Flash Beacon

*Were you looking for the Flashlight instead?*

-HandUnit, Night 3

The **Flash Beacon** is a mechanic in *Five Nights at Freddy's: Sister Location.* It is used as a light source for the player while they go through Funtime Auditorium.

## Role in Sister Location

In Night 3, HandUnit lets the player know they have been provided with a flash beacon for when they go through Funtime Auditorium, but they should use it as sparingly as possible. The player clicks SPACE to activate the flash beacon, as to keep track of the whereabouts of Funtime Foxy, but must not use it too much (as it may attract Foxy due to its Light Activation Sensor). The beacon is also used in Night 5, although if it is used when following Baby's instructions, the player will be jumpscared by Ennard.

## Sounds

Flash:

***WARNING: EXTREMELY LOUD!'***

Recharge:

***WARNING: SCREECHING LOUD!'***

## Gallery

The control for the flash beacon, shown in game.
R7

*The air in this chamber is quite warm and there is rocky debris on the floor.*

 10-24%
 25-48%
 49-89%
 90-100%

## From T3.1

*You come to a medium sized chamber. Ahead to your left is another tunnel out.*

## From T7.1

*You come to a medium sized chamber. Ahead to your right, in the center of the opposing wall, is another tunnel out.*
K6

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From T5.1

*You feel your way to the end of the tunnel. It was a moderately quick jaunt, with a sharp curve at both beginning and end. It had been hot halfway through the travel, and feels warmer here at the end than when you started, though considerably cooler than at the middle.'*

## From T9.1

Y*ou feel your way to the end of the tunnel. It was a moderately quick jaunt, with a sharp curve at both beginning and end. It had been hot halfway through the travel, but it feels cooler comparatively here.*
T3.1

*The hallway snakes ahead of you and has no light source of its own.*

**Disable DC 20**: *You follow the panel to a trigger and sever the rope. What ever it unleashed by stepping on this pressure plate, it won't anymore*

**Trigger**: Stepping onto the 5' plate, arrows spring from above. +15 vs Flatfooted, 1d8+1 of all. And Kobolds run out:

 10-24%
 25-48%
 49-89%
 90-100%

## From R3

*You leave the large room where the kobolds scheme and enter a long tunnel. It becomes increasingly warm,quite so, as you walk and you hear some scuttling noises*

## From R7

*The heat from the previous room subsides as you walk along the long tunnel.*
T2.1

The hallway snakes ahead of you and has no light source of its own.

**Disable DC 20**: You follow the panel to a trigger and sever the rope. What ever it unleashed by stepping on this pressure plate, it won't anymore

**Trigger**: Stepping onto the 5' plate, arrows spring from above. +15 vs Flatfooted, 1d8+1 of all. And Kobolds run out:

 10-24%
 25-48%
 49-89%
 90-100%

## From R2

The stench from the waste recedes as you walk along the corridor. Ahead of you are sounds of yaps and scuttling and the smell of something savory.

## From R5

The further you walk along the corridor the more your nose picks up a stench of something foul.
R28

*Bones, straw, and twigs litter the large room that you've come to where the floor seems to be moving. A squeaking and scurrying sound is heard and you realize the room is infested with large dire rats, and they seem hungry.*

2d4+4 Rats.

## From T16.2

*At the end of the tunnel is a crude blockade of sticks and bits of fencing, it is easy to bypass. You enter a large room, across it to your left is another tunnel leading out. It also seems to have the same makeshift blockade.*

## From T16

*At the end of the tunnel is a crude blockade of sticks and bits of fencing, it is easy to bypass. You enter a large room, across it in the middle is another tunnel leading out. It also seems to have the same makeshift blockade.*
T1.2

The path becomes narrower, first 8 then about 5 feet wide. The walls are rough and there is moss growing on the cavern floor.

**Perception DC 22:** The layer of moss growing on the floor looks undisturbed.

* +5 there are small handholds carved into the rock walls, like rails.

**Scale Walls: Climb DC 20**

If they continue walking without spotting anything, the floor breaks and reveals a 20ft deep pit.

Pit will collapse with 150 lbs of pressure. 2d6 falling damage, Acro DC 15 for 1d6 only.

## From R1

*As you walk along the curving pathway, the air begins to feel warmer the further you go.*

## From R3

*As you walk along the curving pathway, the air begins to feel cooler the further you go.*
T11.1

*A heavy, oily taste fills the air, the rotting corpse of a large rat sits in middle of the hall.*

### Searching the Floor

**Perception DC 22:** *You observe a thin layer of sticky tar on the floor.*

May burn the tar off, or make Acrobatics DC 20 to move across without being entangled in the tar, though at half speed.

If missed, target is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process.

 10-24%
 25-48%
 49-89%
 90-100%

## From R11

*You leave the sweet nutty smell of the larder behind, and as you walk along, you notice the air becoming cold.*

## From R19

*As you walk through the empty tunnel, you feel the cold of the previous room leave you.*
R26

*This room smells heavily of oil, and the walls and floors look slick with it. There are splinters of wood streaked on the floor as well. It looks as if logs have been slid along here.*

### Searching the Floor

**Perception DC 20** *There is a break in the stonework on the floor.*

**Disable DC 20**: *You follow the panel to a trigger and sever the rope. What ever it unleashed by stepping on this pressure plate, it won't anymore*

**Trigger**: Stepping onto the 5' plate, oil drops from pots from above as per the grease spell. Reflex 16 to avoid the grease. Reflex 11 to avoid falling. If coated, the target takes a -4 penalty on saves to avoid fire.

 10-24%
 25-48%
 49-89%
 90-100%

 From T15.1

*You enter a medium sized cavern, on the opposite wall from you on the left is a tunnel leading out of this room, and another to your far left on your wall, from which a hot air blows.*

## From T26.1

*You enter a medium sized cavern, ahead is a tunnel leading out of this room, and another to your far right.*

## From T26.2

*You enter a medium sized cavern, straight ahead of you is a tunnel leading out of this room, from which a hot air blows, and another on the wall opposite you to your left.*
T3.2

*The hallway ahead of you is relatively straight and the floor is littered with splinters of wood and bark.*

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

 10-24%
 25-48%
 49-89%
 90-100%

## From K3

You poke your head out of the small tunnel. To your left you hear scuttling noises, to your right a warm and woody smell fills the air.

## From R3

*You leave the large room where the kobolds scheme and enter a long tunnel. It becomes increasingly warm,quite so, as you walk. A woody smell fills the air the farther you go.*

## From R8

*The heat from the previous room recedes as you walk along and you hear some scuttling noises from up ahead*
T13.2

*The tunnel is narrow, akin to a hallway, only 4' wide.*

### Searching the Floor

**Perception DC 20 +1/10':** *Amongst the rocky rubble you see a gleam of metal. Bear traps litter the floor and any false step may activate one.*

**Disable DC 20 or Acro DC 12:** per trap (x12)

**Bear Trap**: Atk +10 melee (2d6+3); *sharp jaws spring shut around your ankle, halving your speed*;

May escape with a **DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check**

## From R13

*You leave the clamoring of the rat nest behind you and enter a rocky tunnel.*

## From R23

*You leave the cavern behind you and enter a rocky tunnel.*
R10

*The room is lined with crude made baskets holding foraged plants, berries, and nuts.*

### Searching the Horde

**Perception DC -** *Moving around the baskets, you suddenly hear fervent squeaking as a swarm of rats run out from behind the larder and move over you*

## From T4.2

*You enter a small chamber. On the right side of the opposite wall is another entry way leading out of this room.*

## From T10.1

*You enter a small chamber. On the right side of the opposite wall is another entry way leading out of this room.*
Garam

*"I'm feeling more like taking a nap."* -Garam

## Summary

Garam is a hybrid between a human and a boss monster, who was born about twenty years after the monsters were reunited with humanity in a parallel timeline to the normal Undertale Verse (which is currently pre-Frisk). He serves as an intermediary between humans and monsters, but doesn't quite fit in either group.

## Personality

Garam is rather laid back, preferring to just live out his life with as little trouble as possible. However, if his friends or family are in danger, he will fight to protect them. He generally has trouble finishing anything he starts, due to getting really exited for a few weeks and then burning out.

## Powers and Statistics

**Tier:** 6-C

**Name:** Garam

**Gender:** Male

**Age:** 20

**Origin:** Undertale OC

**Classification:** Monster-Human Hybrid

**Attack Potency:** Large Island Level

**Speed:** Relativistic+

**Lifting Strength:** Class 25

**Striking Strength:** Class TJ+

**Durability:** Island Level

**Stamina:** High

**Range:** Dozens of meters

**Standard Equipment:** Saber, Modified Gaster Blasters, Food

**Intelligence:** Above Average

**Weaknesses:** Kind of lazy. Over-reliant on his magic; Due to lax training practices, he isn't a skilled in hand to hand combat as most of the boss monsters. Due to being half monster, he is not able to tap into ridiculously high amounts of determination like most humans can, and if killed, will turn to dust; attacks with malicious intent are also more effective on him than normal.

**Powers and Abilities:** Pyrokinesis; Electrokinesis; superhuman strength, speed, durability, agility, and reflexes; moderately skilled in martial arts and sword fighting; Soul Manipulation: Grey Mode (any items used by enemies become half-effective, and Garam can learn other magical abilities from close friends; so far, he has learned how to use Gaster Blasters from time hanging out with Sans).

## Notable Attacks and Techniques

Garam is known to rely on his magic and Gaster Blasters frequently in battle, preferring to avoid getting too close to an opponent. If an opponent gets too close, Garam will use his saber to defend himself.

## Additional Statistics

**Weight:** 150 lbs (60 kg)

**Height:** 5'10" (178 cm)

**Eye Color:** Brown

**Hair Color:** Black

**Status:** Alive, in good health

**Relationship Status:** Single

**Affiliation:** The Underground

## Trivia

Garam's name comes from the Garamond font.

Garam has never appeared in an RP, and so far has only been applied for in The Ancient Ones (and subsequently dropped).
T2.2

*The long tunnel curves slightly. Distant murmurs from unknown creatures deeper in the caverns can be heard.*

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a perhaps a medium creature to crawl through.*

 10-24%
 25-48%
 49-89%
 90-100%

## From K4

*You poke your head out and peer into a tunnel. To you left a warmer an wet air flows, to your right it is a bit cooler though quite smelly.*

## From R2

*The stench from the waste room recedes as you walk along. The air becomes warmer and the walls glisten with moisture.*

## From R6

*The humidity from the air recedes as you walk along. The air becomes less warm but increasingly smelly.*
R27

*There's a large group of kobolds here, twenty or so of them, with swords armed. Suddenly, you hear a loud boom from somewhere above you. The foundation of the chamber shakes, and the ceiling crumbles and falls*

**Reflex DC 10**

*You dart back into the tunnel behind you as rock and dust and debris fill the air.* *The chamber before you is totally shut off.*

**BEGIN COUNTDOWN 20 rooms/rounds**

## From T16.1

*Entering this chamber, ahead of you on your far left is another tunnel out.*

## From T27.1

*Entering this chamber, ahead of you on your far left is another tunnel out.*
T.2.2

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

 10-24%
 25-48%
 49-89%
 90-100%

## From K4

*You poke your head out from the tunnel,* to your left the walls glisten with moisture and the air is warm. To your right, a putrid smell floats down the hall on a cool air.

## From R2

*As you leave the room of refuse, the smell starts to dissipate, the air becomes warmer, and the walls glisten with moisture*.

## From R6

*As you leave the spring, the walls glisten with moisture, though it dries as you walk along. The air becomes cooler and begins to smell rank.*
T16.2

*Rocky debris is scattered along the tunnel.*

**Unnoticed** *One of your feet tug on an invisible line and over head rocks begin to free fall onto you.*

**Attack +12**, if hit may make a **Reflex DC 20** for half damage. 3d6

**If fall,** 2d4 Kobolds appear

## From R16

*The air cools a bit as you walk along, and from the other end of the hall you hear faint squeaking noises.*
R11

*The room is lined with crude made baskets holding foraged plants, berries, and nuts.*

### Searching the Horde

**Perception DC -** *Moving around the baskets, you suddenly hear fervent squeaking as a swarm of rats run out from behind the larder and move over you*

## From T5.1

*You enter a small chamber. On the left side of the opposite wall is another entry way leading out of this room.*

## From T11.1

*You enter a small chamber. On the right side of the opposite wall is another entry way leading out of this room.*
R21

*This room smells heavily of oil, and the walls and floors look slick with it. There are splinters of wood streaked on the floor as well. It looks as if logs have been slid along here.*

### Searching the Floor

**Perception DC 20** *There is a break in the stonework on the floor.*

**Disable DC 20**: *You follow the panel to a trigger and sever the rope. What ever it unleashed by stepping on this pressure plate, it won't anymore*

**Trigger**: Stepping onto the 5' plate, oil drops from pots from above as per the grease spell. Reflex 16 to avoid the grease. Reflex 11 to avoid falling. If coated, the target takes a -4 penalty on saves to avoid fire.

 10-24%
 25-48%
 49-89%
 90-100%

## From T12.2

*You enter a small chamber, just ahead of you is another tunnel leading out.*

## From T21.1

*You enter a small chamber, just ahead of you is another tunnel leading out.*
K5

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From R3

*You feel your way to the end of the tunnel. A trek that weaved and turned to the left after becoming fairly hot halfway through.*

## FromT43.1

Y*ou feel your way to the end of the tunnel, a trek that weaved and turned to the right before becoming fairly hot halfway though.*
T26.2B

**DC 20** *The flickering light makes them seem to almost sway with movement*

**DC 25** *Looking closely you can see cable wrapped around three rocks, confirming that they're suspended.*

### Searching the Floor

**Perception DC 15** The floor is uneven, with dips and cracks

**DC 20** There is a faint glimmer of a trip wire running across your step.

**DC 25** There are two more trip wires, hidden in the shadow of the first wire.

**Disable DC 20** *Simply severing the wire releases all the blocks. greatly blocking passage. Craftily you are able to undo the trap, preventing it from being triggered until rearmed.*

**Acrobatics** **DC 10 (5 if running)** to bypass the wires. But must spot them again at the other end)

### Thwomps

Each thwomp fills a 10' square and deals 4d6 of bludgeoning damage. Attack +15 on the first and then Reflex DC 20 for the second two. as they fall in succession

## From R37

The tunnel is dark and leads off to your left. A warm air blows forth from it.

## From T26.2A

The tunnel leads onward and the air less tepid as you go, though also darker.
K4

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From T2.2

*You feel your way to the end of the tunnel. It was a moderately quick jaunt,* with a sharp curve at both beginning and end.'

## From T4.1

Y*ou feel your way to the end of the tunnel. It was a moderately quick jaunt, with a sharp curve at both beginning and end.*
T9.1

*Distant murmurs from unknown creatures deeper in the caverns can be heard.*

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a perhaps a medium creature to crawl through.*

 10-24%
 25-48%
 49-89%
 90-100%

## From K6

*You poke your head out and peer into a tunnel. To your left the tunnel curves out of sight, to your right a strong putrid smell fills the air.*

## From R9

*The stench from the waste room recedes as you walk along this curving tunnel.*

## From R16

*You enter a curving tunnel, the air becomes increasingly smelly as you walk along.*
T1.3

The tunnel is narrow, akin to a hallway, only 4' wide.

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

### Searching the Floor

**Perception DC 20 +1/10':** *Amongst the rocky rubble you see a gleam of metal. Bear traps litter the floor and any false step may activate one.*

**Disable DC 20 or Acro DC 12:** per trap (x12)

**Bear Trap**: Atk +10 melee (2d6+3); *sharp jaws spring shut around your ankle, halving your speed*;

May escape with a **DC 20 Disable Device check, DC 22 Escape Artist check, or a DC 26 Strength check**

## From R1

*The tunnel ahead of you is dim, the only light coming from the entrance behind you. The path is rocky and uneven. Further along you hear a cackle of noise and a dim light ahead. A savory smell bellows from whatever lies ahead.*

## From R4

*The light from the eatery behind you shines dimly into the tunnel ahead. The path is rocky and uneven. Further along you see a light shining through and a slight breeze of fresh air.*

## From K2

*You poke your head out from the tunnel. To your left a cool breeze of fresh air and a dim light from outside. To your right is a warmer air carrying a savory smell and a cackle of noise with it. The path between is rocky and dim.*
T8.1

*The tunnel is piled high with* *loose cuts of wood. It is unsteady to walk on them, and easy to get a foot stuck in between them.*

**Acrobatics DC 17** to move half speed across the logs. If failed, the creature's foot becomes stuck (entangled) unless they make a successful **Escape Artist DC 25** or **Strength DC 14**

 10-24%
 25-48%
 49-89%
 90-100%
R3

*The Yapping noise you had heard is in full cacophony as you look about and see the room full of kobolds. They must have sensed you somehow as they seem fully prepared to attack you. Makeshift tables litter the area.*

4d4 Kobolds + 4 Kobold Sorcerers

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

### Searching the Tables

*On top of the tables, scattered, are crude renderings of the outlaying forest and marked where the laborers were felling trees.*

## From K5

*Peeking your head from the tunnel, you look around and see large room. Ahead of you is a tunnel. To both of your sides is another.*

## From T1.2

*Ahead of you is a large room, there are two further tunnels ahead of you to your left and right.*

## From T3.1

*Ahead of you is a large room, there are two further tunnels from the room. One ahead of you and one to your far left.*

## From T3.2

*Ahead of you is a large room, there are two further tunnels from the room. One ahead of you and one to your far right.*
T20.1

*Racks of short, rusty swords line the walls of this narrow passage.*

### Search the Racks

**Perception DC 25** *The swords are craftily bolted to one of the cross bars of the rack.*

**Disable Device DC 25** Removing the bolt allows one to draw the sword. If failed by 5 or more, the spring bolted bar swings all the swords down and all creatures within 5' in a 15' line take **1d4+2** damage and must make a **DC 14 Fortitude** save or contract tetanus.

 10-24%
 25-48%
 49-89%
 90-100%

## From R20

*You enter a narrow tunnel, it is rocky and dark and the becomes less chilled as you walk through.*

## From R33

*You enter a narrow tunnel, it is rocky and dark and the air grows even colder as you walk through.*
R23

*The room is very quiet, traces of kobolds past are amok here.*

 10-24%
 25-48%
 49-89%
 90-100%

## From T13.2

*You enter a medium sized chamber that opens up to your right. Ahead of you is another tunnel leading out.*

## From T23.1

*You enter a medium sized chamber that opens up to your left. Ahead of you is another tunnel leading out.*
T16.1

*This tunnel snakes along, moss and fungus grow along the walls and floor here.*

### Searching the Floor

**Perception DC 20** The floor is littered with foot wide holes covered carefully with patches of moss

**Punji Stake Trap x12**

**Attack +10 (-DD Modifier if found)** , 2d4 damage takes damage if escaped by anyway other than Disable Device 20

*You step into one of the holes and sharp inwardly pointing stakes sink into your leg.*

Can't effect Large or larger creatures *(Mozart steps on one but his large foot just covers the hole)*

**DC 15 or less Disable Device check,** takes damage, does not escape.

**DC 20 Escape Artist check, or DC 24 Strength check,** escape but take damage

## From R16

*The air remains warm as you enter this tunnel. You're unable to see the other end of it.*

## From R27

*The air remains warm as you enter this tunnel. You're unable to see the other end of it.*
R25

*This room is sweltering with heat and the air is very dry. A red orange flicker from the other end of the room brings light.* *A fire is lit in a stone oven, by it a couple of kobolds toss wood into it to keep it burning hot. A kobold decorated with a bat wing-like cape shouts in draconic to spur them on. A crudely made gong sits in the corner with a pale of dead critters of sorts.*

Draconic *“majak wer ibafarshani, tiichi wer ithael, dronilnr zahae hesi z'ar kapral”*

**Linguistics DC 30** *"Feed the flames, worship the Wyrm, bring about our new emperor"*

Less by 5 *"Eat the fire, pray to the beast, here's the king"*

Less by 10 *"Eat Fire, Pray Beast, King Here"*

Less by 15 *"Eat, Pray, Love"*

### Defending the Room

*Two kobolds flanking the tunnels scream out. The caped one barks orders at the two feeding the fire and they close it up. From elsewhere in the room, 2 more kobolds appear.*

**3 sorcerers, 4 kobolds**

### Oven

When spotted, the kobolds close the oven. Disable Device DC 20 to open it.

*A large white egg with lustrous brown flecks in color rolls out of the oven. It is hot to handle, and even as the shell cools, a warmth emits from inside.*

*As you move to pick up the egg, you hear a voice from the shadows behind you "Step aside, or be dead. That egg is the rightful property of Bloodscale"*

**Know Local DC 15** *The Bloodscale guild is one that combines martial prowess with magical affinity, all for the sake of scouring the lands of dragons and using their magic to further power themselves.*

## From T24.1

*You come to a very large chamber, to your left, seemingly running parallel to yours is another tunnel.*

## From T26.1

*You come to a very large chamber, to your right, seemingly running parallel to yours is another tunnel.*
T4.2

*A heavy, oily taste fills the air, the rotting corpse of a large rat sits in middle of the hall.*

### Searching the Floor

**Perception DC 22:** *You observe a thin layer of sticky tar on the floor.*

May burn the tar off, or make Acrobatics DC 20 to move across without being entangled in the tar, though at half speed.

If missed, target is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process.

 10-24%
 25-48%
 49-89%
 90-100%

## From R4

*You leave the large room where the kobolds scheme and enter a long tunnel. It becomes warmer as you go and a foul stench fills the air.*

## From R10

*The warmth and stench from the previous room recede as you walk along and you hear some scuttling noises from up ahead*
K1

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From R1

*You feel your way to the end of the tunnel. It felt like a far length in distance, though a fairly straight path, and it feels cooler here at the end than it did when you started.*

## From T42.1

*You feel your way to the end of the tunnel. It felt like a far length in distance, though a fairly straight path, and it feels warmer here at the end than it did when you started.*
K9

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From R49

*You feel your way to the end of the tunnel. It's slightly warmer here and your path took a sort of swooping one*

## From T42.1

Y*ou feel your way to the end of the tunnel. It's a bit colder here and your path took a sort of swooping one.*
T15.1

*Axes, saws, and ropes litter the edges of the tunnel. The hall is filled with saw dust and splinters.*

### Searching the Floor

**Perception DC 25** *You see thin slots in the floor and walls, and a gleam of metal behind them. As well as a pressure plate on the floor.*

**Disable Device DC 25** *You sever the line that activates from the pressure plate. It would have to be reset to work again.*

**Unnoticed** *You walk cautiously through the tunnel, one of your feet steps down on some unknown switch and a mechanic, high pitched whirl echos though the room. large saw blades strike out from the walls and floor, moving in and out at high speeds.*

Attack +7, 4 rounds. 2d6+5 damage per hit.

## From R15

*You enter a rocky tunnel, the air smells woody and it is still quite warm here as well. At the end of this short hall, the floor looks slightly glossy.*

## From R26

*You enter a rocky tunnel, the air smells woody and it is still quite warm here as well.*
R22

*The room is very quiet, traces of kobolds past are amok here.*

 10-24%
 25-48%
 49-89%
 90-100%

## From T13.1

*You enter a medium sized chamber that opens up to your right. Ahead of you is another tunnel leading out.*

## From T22.1

*You enter a medium sized chamber that opens up to your left. Ahead of you is another tunnel leading out.*
R1

## From Outside

*You enter through the dense foliage into the mouth of an underground cavern. A warm, stale air expels towards you from below, as the cavern seems to be sloped downward. This entry chamber is the size of a large room, about 30ft in each dimention. In the dim light you can see ahead of you are* three tunnels that split off into different directions, winding their way deeper into the cave.

### Searching the Walls

**Perception DC 25 +1/10':** *You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

### Net Trap

 **Perception DC 20:** *A thin wire stretches across your path, faintly gleaming in the light.*

* **+5:** *There is a net laying on the ground, camouflaged to match the texture of the cavern floor*
* **+10:** *Large rocks hang suspended in the air, acting as counterweights to the net, tripping the wire will release them to lift the net.*
* **+15:** *You see the rocks may fall onto scrapped metal, making a clanging noise as they fall. Sounding alarm as to a capture of intruders.*

**Disable Device DC 20:** *You carefully sever the wire, preventing the ability to trip it*

**Cutting or Disable Fail:** *Pulling on the wire as you sever it, you spring the trap.*

#### Unnoticed

**Tripped!:** *As you cross into the room, you feet trip a thin wire that springs a net up from underneath you. The net rushes upwards towards the ceiling as 4 heavy rocks that counterweight it drop. They fall onto scrap metal hidden and a loud clanging emits throughout the chamber.*

**Reflex DC 20. Fail:** *You are snagged in the net as it quickly pulls you up to the ceiling.*

**Getting Down:** 20' high, 3d6 falling damage, **Acrobatics DC 15:** 2d6 only

**Success**: *You deftly jump out of the way from the net and watch as it flies up.*

#### Rocks Fall

(2d4+2) *Kobolds rush into the room to see what sprung their trap, their bows are drawn and they unleash a volley of arrows at you. Roll initiative.*

## From K1

*Poking your head out of the small hole, you feel fresh air blowing from from your right and you see the damaged trap that you encountered when you first entered. To your left are the three tunnels that you first chose from.*

## From T1.1

*.You feel fresh air blowing into you, could this the exit? Yes, of sorts, as you look around the chamber and see that this is where you first entered from. To your left are the other two tunnels back into the caves.*

## From T1.2

*.You feel fresh, cool air blowing into you, could this the exit? Yes, of sorts, as you look around the chamber and see that this is where you first entered from. To your left and your right are the other tunnels back deeper into the caves.*

## From T1.3

*.You feel fresh air blowing into you, could this the exit? Yes, of sorts, as you look around the chamber and see that this is where you first entered from. To your right are the other two tunnels back into the caves.*
R12

*Pelts and skins, large palms, and straw litter the large room you've come to.* *Kobolds in various states of dress are around the room, some sleeping, some wrastling, some perhaps gambling or playing some sort of game.*

2d4+8 Kobolds.

## From T6.1

*You enter a large room, across it to your left and right are two further tunnels leading out.*

## From T12.1

*You enter a large room, across in the middle is a tunnel leading out, and another one to your far left.*

## From T12.2

*You enter a large room, across in the middle is a tunnel leading out, and another one to your far right.*