SWANs Dangerous Entities

The SWANs Dangerous Entities Watchlist is a global watchlist created by the United Nations Sorcery Witchcraft And Necromancy Research Group that informs beings about known threats that are magical or metamagical.

## Overview

The watchlist covers over mutliple entities, the most notable are listed here.

## Ratings

The SWANs created a rating system to measure as accurate as possible the stats (including strengths and weaknesses) of entities. This allows both the public and OWLs to know what to do in an emergency involving the entity in question. All stats are measured from most important to least important

#### Official Name(s)

What the given official names of the entity are. This includes official designations such as entity # (such as *Entity-712*) and given name (such as personal or formal names).

#### Nickname(s)

These are popular nicknames that refer to the entity themself, given by the general public and some other parties. They may include names given by some organizations.

#### Race

Describes what race the entity is (if present). Some entities do not have a specific race and may be termed "unknown". While some others may provide what they believe is their actual race (if possible), but if it is not believable then it will be ignored officially -- but it will be included (for example, *347* describes himself as a human, but this is impossible considering his power). It will also include races that are speculated to be their true race -- which is usually included in cases where the race is "unknown".

#### Status

Status states whether or not the entity is currently active or not. It also tells the reason why. Most of the times, the reason why would be their mortality.

1. **Unknown** - Entity is not confirmed dead or alive, if seen it is advised to report to SWANs
2. **Active** - Entity is currently active & alive
3. **Inactive** - Entity is currently inactive, mortality unknown
	1. **Inactive & Alive** - Entity is currently inactive but still alive
4. **Terminated** - Entity was killed by acting government organization
5. **Deceased** - Entity is currently deceased

#### Cause of Death

Only present if the entity is confirmed dead. Entries obviously vary depending on what / who killed the entity and how where they killed.

#### Occupation

If the entity is currently alive, this will say what they currently work as / what they do (if known)

#### Behavior Priority

The objective given to OWLs explaining what to do with the entity in question.

1. **EVACUATE** **IMMEDIATELY** - There is no hope of trying to go conflict against the entity, the best option is to evacuate or avoid presence if possible
2. **ATTEMPT TERMINATION** - Terminating the entity may not be possible, but still try
3. **K.O.S.** - Kill On Sight. Terminate the entity on sight without warning
	1. **W.K.O.S.** - Warn [if not compliant, then:] Kill On Sight. Give the entity a warning prior to attempting termination. If they are not compliant, then at all means attempt to terminate unless they surrender
4. **K.I.N.** - Kill If Necessary. Attempt to follow the other mission objectives but if not possible, resort to attempting to terminate the entity
5. **EVICT** - Attempt to evict the entity from their current location into a much safer location
6. **CAPTURE** - Attempt to capture the entity into government captivity
	1. **CAPTURE ALIVE** - Attempt to capture the entity without killing them
	2. **CAPTURE DOA** - Attempt to capture the entity at all costs, even if it means killing them
	3. **CAPTURE DEAD** - Kill the entity, then capture the corpse
7. **NONE** - No order has been given / All orders have been recalled

#### Origin

What country the entity originally came from. This varies by entity.

#### Currently in Government Captivity

States whether or not the entity is current held captive by the government

#### Known Residence

Where it is known that the entity currently resides.

### Magic Properties

Properties of the entity that describe the entity's reactions to magic.

#### Affinities

What elements the enemy is particularly skilled in.

#### Flaws

What elements the enemy is noticeably weaker in. Or what elements are particularly strong against the entity.

#### Nullified

What elements have no effect against the entity.

#### Unique Abilities

All known special abilities unique to the entity.

### Skill Properties

Properties of the entity that describe their physical & mental weakness & strengths

#### Strength

The entity's scale of strength measured by destructive power. They are based off *Entity-347's* strength.

Scale:

1. **Omnipotent** - All powerful, strength is limitless
2. **Archangel** - Impossibly strong, can possibly destroy planets
3. **Archdemon** - Insanely strong, can possibly destroy multiple nations
4. **Angel** - Absurdly strong, can possibly destroy a whole nation
5. **Demon** - Violently strong, can possibly destroy multiple buildings
6. **Spirit** - Recklessly strong, can possibly destroy a building in a single blow
7. **Superhuman** - Stupidly strong, can possibly kill a normal human in a single blow
8. **Enhanced** - Very strong, can possibly break human bones in a single blow
9. **Normal** - Good strength, no special abilities
10. **Deficient** - Below-average strength, trouble doing 10 push-ups
11. **Weak** - Little strength, has difficulty holding normal-weighed objects for short periods of time
12. **Pitiful** - No strength whatsoever, has difficulty holding own body weight

#### Speed

The entity's scale of max speed measured by body movement and usage of *Kinesi*. Based of the average speed of light.

1. **Omnipotent** - All powerful, speed is limitless
2. **Impossible** - Max speed is as fast as teleporting
3. **Blurring** - Max speed is so fast that movement is blurred to the eye
4. **Windrusher** - Max speed is fast enough to create massive wind
5. **Train** - Max speed rivals that of a train
6. **Waterrusher** - Max speed is able to run on water
7. **Normal** - Max speed is around the same as a normal human
8. **Slow** - Max speed is slower than the average human
9. **Snail** - Max speed is ridiculously slow - so slow that over one hour the entity may be near the same spot
10. **Immobile** - The entity does not have the ability to move

#### Intelligence

The entity's scale of intelligence - processing power, speed, memory, and knowledge. Based on *347.*

1. **Omniscient** - All knowing, intelligence is limitless
2. **Overseer** - Almost omniscient, but cannot read minds.
3. **Watcher** - One of the four elements of intelligence is deficient
4. **Prodigy** - Intelligence is significantly above humans
5. **Paranoid** - Able to process surroundings and act accordingly absurdly fast
6. **Observant** - Able to process surroundings and act accordingly faster than normal
7. **Sapient** - As smart as most humans
8. **Normal** - Slightly below average intelligence
9. **Ignorant** - Below average intelligence, does not process surroundings as much or act accordingly
10. **Animal** - Merely reacts and is not sapient. No higher level of thinking
11. **Insect** - Can only react to stimuli. Presence of a mental realm is questioned
12. **Fool** - Entity is not capable of any sort of sapience or sentience

#### Endurance

The entity's scale of endurance - how physically resistant to attacks they are. Based on *347.*

1. **Invulnerable** - Entity cannot be damaged whatsoever
2. **Untouchable** - Entity cannot be damaged by most blows
3. **Fortified** - Entity receives little damage even by killing blows
4. **Strong** - Entity receives almost half as much damage from most blows
5. **Resistant** - Entity receives significantly less damage from blows
6. **Normal** - Entity receives damages normally
7. **Weak** - Entity receives more damage than normal
8. **Dystrophy** - Entity receives significantly more damage than normal
9. **Fragile** - Entity is extremely vulnerable to even small blows
10. **Unprotected** - Entity can be disabled from even the smallest of blows

#### Sanity

The entity's scale of sanity - how psychologically broken they are.

1. **Unbreakable** - Entity's sanity cannot be broken
2. **Resistant** - Entity possesses stronger than average mental strength
3. **Normal** - Sanity is average compared to other beings
4. **Prone** - Sanity is vulnerable to being broken compared to other beings
5. **Shattered** - Entity is being slowly driven to insanity
6. **Broken** - Entity is mentally insane, but most times can be Shattered
7. **Destroyed** - Entity is has lost all sanity and cannot revert back
8. **None** - Entity does not possess sanity

### Relationships

Describes the known and speculated relationships between entities and other parties (such as factions or other entities).

#### Known Family Members

Lists the known family members that are related to (or could be related to) the entity.

#### Known Allies

Lists the groups that the entity is confirmed to be allied with.

#### Known Enemies

Lists the groups that the entity is confirmed to be enemies with.

#### Suspected Allies

Lists the groups that the entity has associated with on friendly manners.

#### Known Allied Entities

Lists other entities that the entity is confirmed to be allies with.

#### Known Enemy Entities

Lists other entities that the entity is confirmed to be enemies with.

### Records

Lists of the most important records an entity holds.

#### Known Kills

List of entities that the entity has killed.

#### Notable Records

Any other important records that the entity could hold.

## Dangerous Magical Entities

These are entities that use magic remarkably to the point that they are a potential threat to the government.

* ~~Entity-712~~
* Entity-848

## Dangerous Metamagical Entities

These are entities that can use more than magic (such as magic that is thought to not even exist) -- which worries the government.

* Entity-347