recursal/Fanatic-Fandom huggingface dataset:
Mónica - La Saltarina

Edad: **22 años**

Origen: **Mexicana**

Estatura/Peso : **1.62 mts /59 Kg**

Bebida Favorita : **Cocoa**

Comida Favorita: **Ensalada Cesar**

Color favorito: **Naraja**

Estado civil: **Soltera**

Grupo Sanguineo: **AB+**

Canción favorita: **Minikoma-Departed (Daniel Seven Remix)**

Hobby: **Los Deportes**

**Descripción:**

Mónica Vazquez nació el 22 de Mayo de 1996, hija de Flavio Vazquez un entrenador de educación física del colegio de Magón, una chica a la que le apasiona el deporte y entrena duro para alcanzar su meta y ser de las mejores en el equipo de basquet ball de su colegio lo cual logró junto a sus amigas Sarah y Diana.

Mónica junto a su equipo ganaban muchos torneos regionales así que eran bastante conocidas en Magón una ciudad cercana a San Romero, ella logró ser una de las mejores en su equipo por mérito propio.

Ella y todo el equipo entrenaban en un sitio deportivo que se encontraba en los limites entre Magon y San Romero, un día, un grupo criminal de Magón quiso tomar por la fuerza el campo deportivo para hacerlo su territorio, a los cual Flavio, el padre de Mónica, se opuso y este grupo de criminales le atacó arrebatandole la vida.

Asustadas, Mónica, Sarah, Diana y sus otras compañeras de equipo salieron corriendo a distintos sitios para evitar que los criminales de Magón las alcanzaran, fue entonces cuando Mónica llegó a San Romero y encontró la puerta del colegio abierta, ella entró para despistar a los criminales y fue cuando el profesor Gonzales la encontró asustada junto a la puerta colegio. Una vez que le contó su situación le propuso quedarse en el colegio, ella aceptó pero le pidió que por favor buscara información sobre el resto de sus compañeras, desafortunadamente algunas fueron alcanzadas y asesinadas, y de Sarah y Diana se desconoce su paradero pues corrieron a lugares muy lejanos a Magón.

Fue entonces donde Mónica conocería a sus nuevas compañeras de equipo y amigas inseparables que son **Anaemary** y **Collette** ellas le ofrecieron más que solo ser sus compañeras de equipo, pasaron a considerarla como una hermana más, y junto a ellas logró mucho más en el deporte que es lo que más le apasionaba y juntas ganaron varios torneos regionales pero esta vez en San Romero.

La más grande aspiración de Mónica es convertirse en una deportista de alto rendimiento y representar a su país y posiblemente en el futuro ser una entrenadora como su Padre. (el resto de la historia se encuentra en el juego.)

Arma inicial: **P8B**

Arma Exclusiva: **ZMC-90**

Habilidad: **Ligereza**
Fátima - Experta en Subfusiles

Edad: **26 Años**

Origen: **Mexicana**

Estatura/Peso: **1.64mts / 62 Kg**

Bebida Favorita: **Deportiva Mora Azul (Marca Playade)**

Comida Favorita: **Sandwich Croque Monsieur**

Color favorito: **Verde Azulado**

Estado Civil: **Soltera**

Grupo Sanguineo: **A-**

Canción Favorita: **Aimer Re I am (Sanaas Remix)**

Hobby: **Videojuegos**

Descripción:

Fátima Montero Nació el 18 de Julio de 1992, Sus padres eran Raul Montero y Esther Marin, Raul era dueño de un prestigioso negocio de telecomunicaciones y tenía una economía bastante fuerte pues su empresa era una de las mejores del país y una de las más prestigiosas a nivel internacional, por lo cual Fátima era una chica de clase alta. Un día decidieron salir de vacaciones a un lugar cercano a San Romero que era un atractivo turístico y fue cuando ocurrió el trágico accidente donde sus padres murieron y ella quedó huérfana. al llegar los cuerpos de rescate y vieron que ella sobrevivió al accidente recomendaron en seguida que el profesor Gonzales se hiciera cargo de ella en el colegio San Romero, en palabras de Fátima decía que no pudo quedar en mejores manos. Fátima sufrió un trauma desde ese accidente y era muy precavida haciendo que lo que estuviera en sus manos siempre resultara bien, de lo contrario se lamentaba y se deprimía cuando algo que no estaba en sus manos salía mal. Parte de su fortuna (pues fue heredera natural al morir sus padres) la donó al colegio San Romero para hacer de esta una escuela de prestigio, la cual llamó la atención de otras personas de clase alta para ingresar a sus hijos ahí, como fue el caso de Grecia (Más adelante). Fátima es una chica desprendida y cuando podía compraba regalos para sus amigos del colegio, igual ella tenía la ilusión de algún día recuperar el mando de la empresa de su padre estudiando administración de Empresas, el lugar le sería respetado hasta que cumpliera la mayoría de edad y esta fuera capaz de superar su trauma, esto segundo le impidió tomar el mando de la compañía de su Padre y por ello permaneció por más tiempo en el colegio con sus amigas. (el resto de la historia está en el juego.)

Arma inicial : **ZAP-20**

Arma Exclusiva: **OLM-1919**

Habilidad: **Especialista en Subfusiles**
Armas

En este apartado encontrarás información sobre todas las armas del juego, nombres, daño, cadencia y más, además recuerda que con cada chica algunas armas tienen efectos distintos.

RUST.45PLD-17BRONT.44ZAP-20TTN.44GAU-11PLD-42PLD-18cGMG-9PMG-91P8BEMW-52SCT-15HM-70RLT-47RLT-12MGD.45EW-40CERTCRF-15RCDDEMGL-04GL-05LH-FT 057LSC-23FTR-58CEO-40OLM-1919RRARPJ-50MG095LSR-30SGH -1PR4F1TRPT-12ZMC-90
Personajes Seleccionables

Queeny Army Cuenta con **12 personajes** seleccionables, los cuales son las **12 chicas** que escaparon del colegio san romero y que fueron entrenadas por el Ex-comandante **Eiji**.

Puedes ver la información de cada una y ventajas dentro del juego dando **clic** en sus respectivas imágenes.

GabyPaolaAnaemaryFátimaColletteZuriaVanessaGreciaMaiteKarinaMarcelaMonica
Zuria - Sensual y Explosiva

Edad: **21 años**

Origen: **Mexicana**

Estatura/Peso: **1.56mts/ 59Kg**

Bebida favorita: **Café**

Comida Favorita: **Pollo Frito**

Color Favorito: **Café**

Estado Civil: **Soltera**

Grupo Sanguineo: **AB-**

Canción Favorita: **紫咲ほたる-Solitude World**

Hobby: **Ver tips de belleza**

Descripción:

Zuria Sánchez nació el 19 de Septiembre de 1997, esta chica creció en una familia conformada por 2 de los criminales peligrosos de San Romero, Ricardo Sánchez y Samantha Alvarado. ambos criminales cometieron varias fechorías en compañía de muchos otros criminales de San Romero los cuales posteriormente formarían parte de la policía de la ciudad en cuestión. Zuria una pequeña niña que hacía lo que una niña normal, prácticamente creció sola pues sus padres no se preocupaban por su educación, solo la enviaban a clase para no levantar sospechas de lo que hacían en realidad. un día a Nestor Compañero de crímenes de Ricardo, vio que prosperaba más en su mafia mientras el quedaba relegado y en un acto de envidia fue a casa de Ricardo para Asesinarlo junto a su esposa Samantha, afortunadamente Zuria estaba en clases cuando ocurrió el tiroteo donde tanto Ricardo como Samantha perdieron la vida. Quedando huérfana Zuria no tuvo más remedio que pedirle al profesor Gonzales si podía quedarse a vivir en el colegio con las demás chicas, él por supuesto la aceptó y desde ahí cambió su vida. Creció con la convicción de no ser como sus padres y que haría justicia en San romero por lo cual estudió leyes para ser alguien útil en la sociedad e impartir justicia. (El resto de la historia está en el juego.)

Arma inicial: **TTN.44**

Arma exclusiva: **RPJ-50**

Habilidad: **Aguante**
Historia

La historia de este juego se remonta al año 2018 cuando sucedió una masacre en el colegio San Romero, la cual a parte de ser una institución educativa también se trataba de una casa de refugio para niños en situación de calle, en donde los antagonistas eran policías corruptos quienes estaban por perpetrar sus miserables crímenes acabando con la vida del profesor Gonzales y algunos de los jóvenes y niños que ahí habitaban.

Casualmente una de las chicas se quedó a estudiar hasta tarde en un salón lejano de donde se perpetró el crimen, y de manera cautelosa, averiguó lo que estaba sucediendo.

Se dio cuenta de que había policías corruptos dentro de la institución y que habían asesinado al profesor y a sus compañeros varones, posteriormente el plan de los policías corruptos era ir con las jóvenes de la institución para "divertirse" y después matarlas, lo cual alarmó a esta chica quien ideó un plan para escapar, y casualmente dichos sujetos dejaron sus armas sin vigilancia en otro lugar.

Esta chica tomó las armas y corrió por un atajo hasta la habitación donde se encontraban sus amigas y su hermana a las cuales les repartió armas y antes de que llegaran los policías emprendieron la huida.

Un grupo de policías se percató de la huida y las comenzaron a seguir, pero no contaban que las chicas estaban armadas, así que al momento de enfrentarles comenzaron el tiroteo lo cual alarmó al resto de policías, buscando sus armas desesperadamente se dieron cuenta que una de las chicas llevaba la valija donde estaban sus armas y dejaron de seguirles pues no tenían con que contraatacar y por tanto el grupo de 12 chicas salieron huyendo del lugar de manera exitosa.

Una vez fuera del colegio buscaron algún lugar seguro así que se intentaron esconder en un parque boscoso para no ser encontradas por los policías corruptos, fue entonces donde conocieron a **Eiji**, un Ex-comandante de las fuerzas armadas del país el cual también busca una forma de vengarse del gobierno pues lo buscan para matarlo, porque él suponía una amenaza para los planes del presidente corrupto en turno del país.

Una vez conociendo las intenciones de Eiji decidieron marchar con él a una base militar clandestina que él mismo había construido, donde entrenaron por casi 3 años.

una vez listas decidieron emprender la misión que saciaría su sed de venganza y lo que implicaría la libertad de su país.
Marcela - Azote de los Corruptos

Edad: **23 años**

Origen: **Mexicana**

Estatura/Peso : **1.58 mts /58 Kg**

Bebida Favorita : **Energizante (Marca Moonlight)**

Comida Favorita: **Pizza**

Color favorito: **Negro**

Estado civil: **Soltera**

Grupo Sanguineo: **O-**

Canción favorita: **Shirushi (Sanaas remix)**

Hobby: **Artes Marciales y Pedicura**

**Descripción:**

Marcela Varela Nació el 15 de Enero de 1995, Hija de un Policía honesto y muy eficiente Román Varela, de una carácter rudo y fuerte pues creció con su padre quien le enseñó a no dejarse de nadie, que el ser una niña no le impediría ser una persona que se defiende, además de tener una personalidad muy peculiar que hicieron que Marcela aprendiera Artes marciales para defenderse de quienes quisieran hacerle daño o amenazarle.

Uno de sus "Pasatiempos" favoritos era ir por las calles fingiendo que era una chica indefensa para atraer la atención de malandrines para poder darles una paliza y posteriormente entregarlos a los policías del lugar, incluso llegó a entregarle algunos de esos criminales a su propio padre,además que le gustaba tomar algunas de sus prendas como trofeos, uno de sus más grandes trofeos es el de la gorra que siempre trae puesta pues fue su primer enfrentamiento contra un criminal quien intentó asaltarla.

Dentro de la estación de policía donde trabajaba Román también existían policías corruptos que tenían planes para cometer fechorías, pues tenían de amigo a un preso de nombre **Alfredo** quien al parecer era su líder y trabajaban para él mezclándose entre el resto de policías, uno de sus planes era liberarlo de lo cual Román se enteró, fue entonces cuando esos policías corruptos planearon atacar a Román en su propia casa, lo cual ejecutaron un día, por fortuna Marcela no se encontraba presente pues había ido a sus lecciones de Artes Marciales si no, no sabríamos cual habría sido su destino.

Al llegar Marcela a su casa se dio cuenta que su padre yacía en el suelo y con varios impactos de bala, ella también conocía el plan de los corruptos por lo cual juró vengarse en un futuro.

Marcela tomó la decisión de irse a vivir al colegio San Romero donde ella estudiaba y que tenía como amiga a **Zuria,** ella estudiaba o al menos lo intentaba porque era muy rebelde y su sed de venganza podía más con ella que cualquier otro pensamiento, tanto el profesor Gonzales como su compañera Grecia intentaron por muchos medios arrancar esos pensamientos negativos y lo fueron logrando gradualmente,hasta que sucedió el incidente del Colegio San Romero lo cual reavivó su sed de venganza más que nunca.

Marcela también tiene una obsesión extraña por la higiene personal, sobretodo en sus pies a los que le dedica mucho cuidado, por lo cual otro de los pasatiempos extraños de ella es practicar la pedicura tanto para si misma como a sus compañeras, una de sus ambiciones lejos de sus hobbies y su sed de venganza es ser una experta en alquimia pues le apasiona mucho lo que tiene que ver con la química. (el resto de la historia se encuentra en el juego.)

Arma inicial: **PMG-91**

Arma Exclusiva: **TRPT-12**

Habilidad: **Odio a los Corruptos**
Slime

## Information

Slimes are common types of monsters in the world. True to their name, they don't usually have any distinct shape and appear as large masses of gelatinous fluid. Slimes vary between mediums, with some being intelligent and capable of assuming basic shapes with others being nothing more than brainless piles of goo that dissolve whatever matter becomes enveloped by their bodies.
Queeny Army Wiki

**¡Bienvenidos a Queeny Army Wiki!**

Esta es la guía oficial de Queeny Army, si no has jugado debo advertir que hay **Spoilers** en esta guía tanto en la **descripción de personajes**, en la **Historia** así como en la forma de pasar algunos **niveles.** así que debes pasar de dichos apartados

Sin embargo también existen los apartados para conocer aspectos del juego como las **armas** y **objetos** los cuales puedes ir revisando.

Espero que en esta guía encuentres lo que estás buscando y que te diviertas.

## Artículos importantes

HistoriaPersonajes seleccionablesArmas

*¿Necesitas ayuda para construir esta comunidad?*

* Normas del wiki
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* Dirigiendo tu comunidad
* Guías
* Todos los artículos de ayuda

También puedes ser parte de la mayor familia de comunidades de Fandom. Visita la Comunidad Central de Fandom!

*Fundadores de la comunidad*: Escribid un buen párrafo describiendo el tema de la comunidad aquí. Permitid que vuestros lectores sepan más del tema sobre el que trata este wiki y algo de información general sobre el mismo. Luego visitad el panel de administración para más consejos.
Pre-Industrial

They're lovely; nature at its finest. Pre-Industrial areas are exactly as you'd expect - or at least, most of them are. Featuring no magic, no technology (or only at its most basic level), these areas tend to be rural, agrarian, and peaceful.

Unless, of course, you're a mutant being burned at the stake for witchcraft, or you're being chased by dinosaurs in the Savage Land.
Frequently Asked Questions

**There are factions and locations listed on the Wiki. Do I have to use one of them, or can I make my own?**

One of the reasons Krakoa is set up the way it is is so players can help build the world. The locations and factions already listed are just those the mods came up with to start things off (and to start up their own characters and the first plot). More will be added as players app characters and add to the world as we don't-know-it-yet. They'll also be added to the map at that time.

**I want to app (insert a non-powered character name here). Can I app them without powers?**

Of course! Mutations come in all varieties. The only requirement to be a citizen of Krakoa is that the character be a mutant (aka, have some characteristic caused by an activated X-gene). Don't want powers? A naturally purple toenail (for example) is totally sufficient.

**Does my character have to belong to a faction?**

Again, no - your character could be a loner and have never encountered another mutant. BUT. Developing backstory with other characters can be a lot of fun, and we're hoping that part of what makes Krakoa interesting is how the different factions interact when they're all thrown together. Still, it's entirely up to you!

**Do I have to come up with some kind of plot to bring in my character?**

Nope! Your character can start off with their arrival on Krakoa (which can also be off-panel). They'll have received an invitation and a gateway plant, along with instructions on how to contact Erik, Xavier, and Moira with any questions. If you want such a conversation to have taken place, please discuss the highlights with the mods just so we're all on the same page.

**I'm not big on plots, and don't have time for them. Do I have to participate in them?**

Not really. Some plots will undoubtedly result in everyone **knowing** about them afterwards, but if that's the case, we'll send out an update.

**Are there any particular characters/factions you're looking for?**

Actually, yes. Right now, we're looking for a few good Brotherhood members, and some characters who will start off as prisoners in Sentinel Zone 1982. Please talk to a mod if you're interested! (This answer will change periodically)

**Can I app someone who's currently dead?**

Definitely. With the help of The Five, dead mutants can be resurrected on Krakoa.

**Who are The Five?**

Tempus (Eva Bell), Proteus (Kevin MacTaggert), Hope Summers, Elixir (Joshua Foley) , and Egg (Fabio Medina). Working together, these five are capable of creating clones of dead mutants and restoring their memories to the last "backup" taken by Xavier. They are available for applications, with the caveat that they perform their duties (off panel is fine) as part of the resurrection process.
Maite - Francotiradora

Edad: **25 años**

Origen: **Coreana**

Estatura/Peso : **1.56 mts /56 Kg**

Bebida Favorita : **Zumo de Uva**

Comida Favorita: **Pasta Frita**

Color favorito: **Rojo**

Estado civil: **Soltera**

Grupo Sanguineo: **O+**

Canción favorita: **Sanaas - Cerulean**

Hobby: **Lectura**

Descripción:

Maite de nombre real Yoo May Jin nació el 1 de febrero de 1993, Proveniente de Ulsan-Dong es una chica con un Coeficiente intelectual elevado quien era muy adelantada en sus clases, por esta misma razón a la edad de 14 años querían enviarla a América para continuar con su preparación, separandola de su madre Yoo Yu Ree, con preocupación pero con su consentimiento ella tomó la decisión de enviarla a América a estudiar, sin embargo nunca pensó que no volvería a tener noticias de ella puesto que antes de llegar a Norteamérica hicieron una escala en México donde fue raptada por un grupo criminal, solo estúvo un día en custodia, sin dinero ni ropa extra, pues al siguiente día logró escapar gracias a sus prodigiosas habilidades físicas y mentales. Sin saber a donde más acudir, terminó llegando a San romero donde se refugió pues no tenía otro lugar, afortunadamente May Jin conoce 7 idiomas entre los cuales se encontraba el español y se le facilitó comunicarse con el profesor Gonzales y sus nuevos compañeros, decidió cambiarse el nombre a Maite para facilitar la comunicación tanto con sus compañeras como con sus profesores, además que necesitaba una identidad correspondiente al país donde se encontraba así que el profesor la registró como Maite mientras averiguaba una manera de comunicarse con su madre sin éxito por los proximos 8 años.

Maite se quedó de cualquier modo en San Romero para estudiar Física Cuántica que era una de las cosas que le apasionaba pues el estudio de la física para alguien con su coeficiente es elemental, además que servía de tutora y guía para sus amigas pues sus conocimientos eran bastante elevados para su edad, en los deportes también destacaba por tener una puntería excepcional en la disciplina de **Tiro con arco**. Aunque lejos de los estudios, su más grande sueño es volver a su país y llevar a su madre a San Romero pues es la ciudad que le dió muchas hermosas experiencias y gratos recuerdos desde que decidió quedarse en el colegio. (el resto de la historia se encuentra en el juego)

Arma inicial: **PLD-18c**

Arma Exclusiva: **SGH-1P**

Habilidad: **Ojo de Águila**
Karina - La Asaltante

Edad: **22 años (?)**

Origen: **Mexicana**

Estatura/Peso : **1.60 mts /60 Kg**

Bebida Favorita : **Deportiva Roja (Marca Playade)**

Comida Favorita: **Tacos**

Color favorito: **Gris**

Estado civil: **Soltera**

Grupo Sanguineo: **A-**

Canción favorita: **S2TBTANO-C ANTHEM (Original Mix) - kors k & REDALiCE**

Hobby: **Comics y Cine**

**Descripción:**

Karina Gonzales ,quien al igual que Anaemary Adoptó el apellido del profesor Gonzales, Nació un día desconocido, ni ella misma lo sabe pues desde que tiene memoria ha vivido en las calles, lo único que conoce es el supuesto año en que nació que fue en 1996 y lo supone por una medalla que traía desde que era un bebé, rumores cuentan que Karina en el pasado tenía familia pero que la dieron por perdida cuando cayó de un barranco y perdió la memoria y que no recuerda su pasado, otros rumores dicen que la abandonaron cuando era un bebé y que la crió una mujer en situación de calle, lo cierto es que no se sabe actualmente su verdadero origen.

Karina siempre fue una chica con iniciativa y trabajadora, siempre buscaba algo que hacer, pidiendo a los comerciantes del lugar hacer favores y tareas a cambio de dinero, y era así como sobrevivia en las calles de San Romero, su pasión por los comics y el cine comenzó cuando ella no tenía nada mas que hacer y buscaba algo para entretenerse, comenzó a ver peliculas por escaparates de tiendas y a veces encontraba historietas viejas en los puestos de revistas.

Una vez Karina haciendo una de sus rutinarias tareas conoció al Profesor Gonzales quien al ver su situación le planteó la idea de quedarse en el colegio San Romero con las demás niñas que tenía bajo su tutela, ella respondió que si, pero con una condición, y esa condición era que si se quedaba quería trabajar en la intendencia para ganarse su lugar, aunque el mismo profesor le dijo que no era necesario ella insistió hasta que terminó aceptando, desde entonces Karina despues de clases se encargaba de la limpieza del colegio y así continuó hasta ese dia..

(El resto de la historia se encuentra en el juego).

Arma inicial : **GMG-9**

Arma Exclusiva: **R4F1**

Habilidad: **Asaltante**
Eglantine

Eglantine is a steampunk automaton, designed and manufactured to be an all purpose maid and housekeeper. She was *not* designed to be a nanny, but with some tweaking and fine tuning on Hank's part, managed to (mostly) keep Alex and Pam McCoy in check. Well, Alex, anyway.

She still serves as Hank McCoy's housekeeper, and he brought her with him to Krakoa.
The Badlands

Not all of the energy from the Jaspers' Warp dissipated.

Not all areas are safe for humans - or mutants - to visit.

Every culture has its legends of the badlands - areas where people entered and were never seen again. And every one of the legends has its basis in reality. Lingering warp energy not only bends the laws of physics in these areas, it breaks them outright. Up is down, left is right, and the solid ground under your feet might be air a moment later - or lava, or ice. In addition, mutants who enter these areas risk further, potentially fatal mutation.

That said, if one is very, very careful (or very, very foolhardy), one might attempt to use these areas to their advantage. Failed technology or magical devices introduced to such an area may be resurrected - or morphed to operate in an area from which they didn't originate. Of course, they might also acquire consciousness and attempt to bite off your hand - but some would consider the risk worthwhile.
Sentinel Containment Zone 1981

Comprised of what was once the US West Coast, Sentinel Containment Zone 1981 is a high tech area, much of which could be described as a disaster zone. The destruction, however, was not the product of the Jaspers' Warp, but of the Sentinels that were programmed to find, capture, and confine (or kill) the mutant population.

It's said that there's still a human government in place, but word on the street has it that the Sentinels control everything - and they're not far from wrong. With the exception of a few remaining well-to-do areas, life for even baseline humans is a struggle. For mutants, things are even worse - upon identification (either by manifestation or the mandatory annual genetic tests), they're required to turn themselves over to the Sentinels for removal to one of the containment zones. Those who fail to do so are hunted down and either incarcerated or killed, depending upon the nature of their powers and whether or not they put up a fight.

Identified mutants are collared with devices that inhibit mutant abilities and put into a "containment zone"- otherwise abandoned areas which are surrounded by a forcefield and guarded 24/7 by Sentinels. Food and clothing are provided - but never enough, and the quality is questionable. In addition, those who are X-Factor positive are prohibited from breeding, with pharmaceutical implants rendering pregnancy impossible.

There are rumors of mutant gangs hiding out in the area, occasionally launching offenses against the Sentinels. If so, they're fighting an uphill battle.
World Overview

Thanks to James Jaspers, the world, simply put, is not what it once was. The Jaspers' Warp swept over the planet, rewriting everything it came in contact with - the landscape, the buildings, even the people. Nothing was lost, per se - but few things remained the same.

The new world is characterized by diverse cultures and eras inexplicably living side by side. One might feature high technology (in some cases far in advance of anything previously seen on Earth, while its neighbor might have a society based on magic or steampower. Some areas look as if they've never been visited by humans, whereas others harbor the residual warp energy, transforming anything that enters them in unpredictable ways. Some small areas are a hybrid product of their neighbors, featuring random combinations of magic and/or variant eras of technology.

Its even stranger that the people in these areas were also reoriented to "fit" their environment. Someone living in Sentinel Containment Zone 1981, for example, will believe that their country has never been other than a technologically-oriented zone where mutants are kept in camps and where sentinels patrol the streets; the residents of Yorktown will similarly assume that magic has always been dominant. That's not to say that people can't build on their roots - if someone from Yorktown travelled to a neighboring area, they'd be exposed to the new culture and be able to learn it. But they wouldn't "remember" it.

There's no going back, only forward.
The Healer

Not much is known about the man who calls himself The Healer. Given his accent, he's originally from the Bronx, but he's never told anyone his name, much less anything of his history. What is known is that The Healer draws upon the mutagenic energy produced by X-variant cells to heal their owner. He can supplement this with his own energy as well, and often does, even though it leaves him weak and drained. He can be found in the Healing Gardens.

The Healer is not able to repair damage caused by injuries that have already healed; for example, a bad back that was caused by an injury several years ago is beyond his ability to heal.
Krakoa

For the most part, Krakoa is a sentient, mutant island located in the Pacific Ocean to the east of New Guinea. Discovered a short time before the Jasper Warp by Charles Xavier, Erik Lensherr, and Moira MacTaggart, Krakoa was the one location in the world to remain largely unaffected by the Jasper Warp energy. Thus, its three original inhabitants are likely the only people in the world whose memories were unaffected.

It took some time to establish basic communications with the island, but its three founders finally began sending out invitations to Krakoa to mutants throughout the world. This is done by sending a seedling plant along with a basic explanation that urges the recipient to plant the seedling and then step through the resultant gate. Those who do so find themselves welcomed by a greeter or greeters in The Grove, who welcome the mutant(s) in question, answer any questions they might have, and lead them to temporary quarters in one of the habitat areas. Ignored invitations will be followed up by a Krakoan representative.

The Krakoan economy is essentially nonexistent, with Krakoa itself providing food, shelter, and the wherewithal to manufacture other things that are needed. No currency is in use on the island itself - while shops, restaurants, and bars are open for business, the people running them are basically doing so because they want to. Krakoa is a true hybrid area, so technology and magic of all kinds operates - a blender brought from a high tech area will plug in and work just as well as an intricate spell devised to prepare food. Habitations have been grown in areas around the island, most of which serve as group lodgings for whoever chooses to inhabit them.

1 House of X

2 House of M

3 Arbor Magna (Resurrection)

4 Arena

5 Akademos Habitat

6 Transit

7 The Oracle

8 The Grove

9 The Cradle

10 The Reservoir

11 The Wild Hunt

12 Carousel

13 Bar Sinister

14 Hellfire Bay

15 The Red Keep

16 Blackstone

17 The White Palace

## Arbor Magna

Thanks to a combination of Professor X's psychic abilities, Cerebro, and the mutant powers of five other mutants, mutant residents of Krakoa are eligible for resurrection if killed. Those killed actively in the service of Krakoa are prioritized.

## The Arena

Think duels with mutant abilities. Both parties must be willing, and battles are NOT to the death. Bets are welcome!

## Akademos Habitat

The primary habitat area for young mutants.

The Akademos habitat buildings are constructed/grown around a center open area, which includes a building designed to be used as a school/community center. Each of the multi-domed habitat buildings include:

(7) Kitchen

(8) Dining Area

(9) Living Area

Varying number of Bedrooms (include baths)

## Transit

The primary Krakoa archway is located here. Think Bus Station, you're not far off!

## The Grove

Sort of a park, kind of a town square. Mix the two and shake well! New arrivals are oriented here.

## Bar Sinister

Where Sinister, aka Dr. Essex, aka The Pale Man lives. Or exists? With Sinister, who really knows?
Apping a Character

## Who Can I App?

To begin, players are allowed to app three characters, and we'd prefer that two of them be canon Marvel characters. The characters can be any age, though we recommend they be at least 18 due to potential content issues, and should have had their backstory adapted to make them a mutant. Note: This does not mean that the character has to possess any special abilities - a naturally purple toenail on their left foot would indicate an activated X-Gene just as definitively as would the ability to fly. If the character is originally of extraterrestrial or interdimensional origin, their backstory must be adapted unless specific circumstances are discussed with the mods. Time travelers are welcome, but will not be able to travel back past the original Jaspers' Warp event.

Adapted characters can be from any source, but must be adapted to be mutants of terrestrial origin. For our purposes, naturally born magical ability will be considered a mutation.

NOTES:

* Certain characters are not available for application. At this time, those Xavier, Magneto, Moira MacTaggart, Sinister, and the Dark Beast. Others may be added as plots develop.
* At this time, you can have a maximum of 5 characters. Other than at the game's onset, only one can be adopted in a given month. NPCs requested by the mods for plot purposes do not count against this total.
* Apps are accepted at any time. Please be patient about responses, though if you haven't heard anything from the mods after a week, feel free to inquire.

## How to App

To apply for a character, copy/paste the application below into an e-mail, and send it to both mods:

Please format the subject line as **KX: Application: (Character Name)**.

Please note:

* The mods may request edits to any application.
* The mods may reject an application or put it on hold for plot reasons, and request that it be resubmitted at another time.

## Application

Canon of Origin (Please include a link to information on the character):
Type of Area (eg. Magic, High Tech, Steampunk, etc.):
History (Include any plans for introducing the character into the game, and whether or not other characters will be required):

## Dreamwidth

Once your application has been approved, you'll want to create a Dreamwidth journal for your character using the following formula: **kx\_name**. For example,

Then, you'll need to follow the three main communities used by the game:

If you like, you may also follow the other Krakoa X-plored journals, but it is not necessary. Most of the other character journals are used for posting to the communities, though some people add personal information to their characters' journals. To add multiple journals at the same time, go to the Administration Console and enter the following into the command window:
La La Land

Sunnydale sign

Located on the West Coast of what was the United States, La La Land covers roughly the area from Santa Barbara to Los Angeles. It's a rather unique hybrid area where both high tech (early 21st Century) and magic are ascendant.

It's also where a sign should be posted that says "Here There Be Monsters".

Due to a Hellmouth located in Sunnydale (just south of Santa Barbara) La La Land has the highest demonic population in the former US. If it's paranormal, it can probably be found there. So can witches, werewolves, and above all, vampires. Visit at your own risk.
Charles Xavier

Professor Charles Xavier is one of the founders of Krakoa, and serves on the Quiet Council. He's a telepath (the most powerful currently known), and wears a cybernetic helmet that artificially boosts his power by several orders of magnitude. He is generally the member of the Council who "discovers" mutants and invites them to Krakoa.
The Den

**The Den**, as it was renamed ahead of the MPL 02 season, is the home ground for the virtual cricket franchise, the Wild Warthogs.

The Den is an iconic ground for the Warthogs that has seen many classical MPL matches.

## Notable Games

* The Warthogs managed to chase down the highest run chase at the time defeating the Rabid Rabbits chasing 183 for victory (currently 2nd highest overall)
Krakoa X-Plored Wiki

**Jaspers' Warp:** (n) The reality altering event (named for its originator, James Jaspers) which re-created the world and activated many, many latent X-Genes, essentially creating many, many more mutants. Unfortunately, mutants are no more welcome in the new world than they were before. There are just a lot more of them.

**Mutant:** (n) A human being (or island, in one specific case) bearing atypical characteristics due to an activated X-Gene. These characteristics may affect appearance or abilities.

**Krakoa:** (n) The mutant homeland newly founded by Charles Xavier, Erik Lenscherr, and Moira MacTaggart. Literally; the island is itself a sentient mutant. If you're a mutant (as defined above), you're automatically a citizen - just plant your invitation, watch as it grows into a portal, and step through!

It's just that simple.
Ron Weasley

Bill Weasley (brother)

Charlie Weasley (brother)

Percy Weasley (brother)

Fred and George Weasley (brothers)

Ginny Weasley (sister)

## Personality

Ron is generally cheerful, easy-going, slow to anger but insensitive and immature. At this age he lacks self-confidence in his abilities. He is also at a point where he is transitioning quickly and leaving the insensitive and immature side of himself behind. He even has shown that he has the ability to be a leader.

## Powers

Magic

Ron has a basic grasp of his skills and is at an age where he begins to demonstrate more natural ability and general knowledge for magic. When his magic doesn’t work as planned, either things do not happen or things go sideways.

## Talents:

Loyal friend

Comic relief

## Interests

Wizards Chess

Quidditch

Food

Hermione Granger

## History

Ron is the 6th child in his family of 7. He has 5 older brothers and a younger sister. He has spent much of his life in the shadow of his older brothers always thinking that anything he accomplished was already done by one of them. His family was not wealthy but they were happy together. He has spent 6 of 7 years studying at Hogwarts school of Witchcraft and Wizardry. He skipped his final year to travel with Harry and Hemione. This travel ended back at the school and where he took part in the battle for Hogwarts. During the battle, his brother George died. Over the years of school and travel, he has developed a love interest for Hermione and started dating shortly after the battle ended.

During the cleanup after the battle for Hogwarts, unique magical items were being found. One of many portkeys were found among the destruction. Given that many were common everyday items, some were unknown to be portkeys. Ron found one of the unknown portkeys, on touching an old singed broomstick, he was transported to Boston Massachuset’s Tea Party museum.
Hybrid Areas

Sometimes, the lines between different areas blur. The result is a combination of the features of two zones - possibly an area where high technology is empowered or enhanced by magic, or dragons are fought by clockwork gunslingers. Strangely enough, the residents of these areas **still** think everything is perfectly normal.

Whether or not magic or technology works in a hybrid area depends upon the nature of the hybrid area in question.

Krakoa itself is a hybrid area, and the only one in which **any** technology, magic, or mutant powers will work.
Technological Disaster Areas

No one remembers what kind of disaster caused the mass destruction. So far as the people living there know, the world has always been as it is; cities devastated, no power, the survivors scavenging and making do with whatever remnants of civilization they scrounge up. Gangs comprise the only "government", and prey on the weak and each other while trying to keep their own alive.

Mutants living here have an advantage - and are universally hated for it.
Luba

Possessing a pair of bat wings, a prehensile tail, and two more claws per foot than the average cat, Luba was created by Hank McCoy as a hypoallergenic pet for his son Alex. Often referred to by Hank as his "most adorable flying crime against nature", Luba has a normal feline personality, and a tendency to stalk (but not injure, upon penalty of being sprayed with water) the Aeslin mice. And to wake Alex by dropping five feet and landing on his chest at 4am, because yes. Normal feline personality.

The picture, obviously, is of Luba as a kitten; she's several years older now, but still adorable.

(Luba is originally the creation of Suzene Campos of fanfic fame. We just borrow her because, well, flying cats are fun!)
Moira MacTaggert

Moira MacTaggert is one of the founders of Krakoa, and a world-renowned geneticist. She has the ability to see variant timelines, and was the one who initially saw Krakoa's potential as a homeland for mutants. Moira oversees the healing gardens and the resurrection processes. She is also the mother of Kevin MacTaggert, one of the Five.
Fantasy

Here there be Dragons.

And castles. And faeries. Hell, there are probably talking donkeys and ogres who live in a swamp. And wizards (who might really be mutants, but Shhh, don't tell).

The Fantasy areas are magic-based - any technology is very low level or has a fantasy basis. Thus, while there are subways in Yorktown, they're dragon-powered or spell driven. Higher tech brought into these areas will work properly only for a limited time, begin malfunctioning, and cease to work utterly within weeks if not days, and mutants with technological or mechanical prostheses may want to think twice before visiting.

Overall, though, fantasy areas are likely the safest place to be a mutant. Unless, of course, your mutation leaves you in danger of being accused of being of demonic origin. Tolerance only goes so far.

Examples of Fantasy areas include the former New England area (now known as Yorkland) and Wales.
Lexa

Lexa, known by some as 'The Wizard of Death', is the most dangerous woman on SpookVooper. She is Allegate's right-hand woman, and leads the Lanatian Military. Lexa is also the Queen of the Aldorrian Kingdom, and is an honorary Princess in the Lanatian Royal Family.

She was in the second group of colonists to SpookVooper. She joined the Territory of Aldorria, and founded a town called Thrond. When the Territory broke away from Vooperia, she became the queen of a large peninsula in the southeastern part of the island. She named this kingdom after the city she had founded. After Aldorria renamed itself to Lanatia, she renamed her kingdom to Aldorria. This led to a confusing name reference system that messes with citizens to this day.

Lexa is most known by the public for her positions in Lanatia, but Vooperian State Security knows her for her successful assassination of Emperor Spike. Lexa got out of the Lanatian revolution without any punishment, despite the aforementioned assassination and her role in many of Lanatia's operations.
Limbo

Thanks to the inadvertent impetus of the Jasper's Warp, Belasco, the former ruler of an interdimensional nexus, achieved what he'd always yearned for - a veritable hell on Earth. Populated by demons, some of whom are the transformed prior inhabitants of the region, Limbo is barren, dark, and dismal, with a rugged geography and weather patterns largely controlled by Belasco's whims. It's said the sun never rises over Limbo, and stars are never seen in the sky. This is unconfirmed, as people who enter rarely leave.
London

London serves as the capital of Victoriana, an empire comprised of England, Scotland, Ireland and France and ruled by Queen Elizabeth II. The technology of the area is Steampunk.

Queen Victoria took the throne in 1837, and thanks in no small part to her consort, Prince Albert, London quickly became a haven for inventors and naturalists. This continues to this day. Dirigibles provide air travel within the empire, telegraph provides long distance communication, and kinetoscopes are becoming the popular home entertainment for those wealthy enough to afford them. Moreover, most people of influence have both human and automaton servants, and steam-powered automobiles and velocipedes share the cobblestone streets with the still more common horse drawn (or occasionally automaton-drawn) carriages.

Unfortunately, social conditions are far less advanced, though the advances in technology have given rise to a sizeable middle class. Still, far too many poverty stricken families crowd the streets of the East End, and mutants who by virtue of appearance or ability are unable to hide their aberrations have taken refuge in the abandoned tunnels beneath the city that had once been created to service the sewer system.

If a few more tunnels and residences have been excavated beneath the city, the government is completely unaware.
Aeslin Mice

The Aeslin mice are intelligent, talking, hyper-religious mice who worship a family (or sometimes an object) and remember everything that the individuals say and do. They possess heads slightly larger than those of normal mice, and forepaws that bear a close resemblance to (and function as) hands. They are normally clad in some kind of decoration or apparel, usually gleaned from the closets or discards of their "gods".

It's unclear whether Dr. McCoy found the mice as they are, or if they're a result of a genetic experiment gone awry. In any case, they live with the McCoy family.

(Unlike most characters on Krakoa X-Plored, the Aeslin Mice are the property of Seanan McGuire, and appear prominently in her Incryptid series.)
Doug Ramsey

Despite his youth, Doug is a member of the Quiet Council because of his thus-far unique ability to communicate with Krakoa. While telepaths can understand the jist of what Krakoa is thinking, Doug's mutant ability to understand and speak all languages allows him to fully communicate with the island.

Doug is also adept with computer languages, and created the Krakoan language.

Unlike most NPCs, Doug is available to be app'd, provided he continues serving as Krakoa's translator.
James Barton

James Barton, is a rookie cricket player who consistently plays in the Milton Premier League. Barton has played for the Rabid Rabbits and the Reckless Raccoons across his MPL career thus far.

## Career

**MPL 01**

James Barton was picked up by the Rabid Rabbits in the inaugural season of the MPL. James did not have a huge impact on the competition in his first few outings, but at the back end of the regular season, James was the spark that the Rabbits needed in a close game against the Crabs. The right to host the impending Qualifier was on the line as the Rabbits were in early trouble...DETAILS

**MPL 02**

After the Rabbits campaign was ended after they lost momentum at the end of MPL 01, the Rabid Rabbits were planning on picking up James again, only for the Reckless Raccoons to snag him in the team's first appearance in the MPL. MORE DETAILS

**MPL 03**

With the departure of the Reckless Raccoons from MPL 03, the Rabid Rabbits once again pounced on the opportunity to re-sign Barton for their MPL 03 campaign. Although Barton did not play any major role in MPL 03, the Rabbits ended up going on to lift the trophy in MPL 03 as Barton got lift his first silverware as a rookie batsman. MORE DETAILS

**MPL 04**

After the Rabbits lifted the trophy in MPL 03, the Rabbits were keen to keep their squad as similar as possible much to the dismay of the Warthogs who were looking at Barton as one of the rookies ahead of their MPL 04 season.
Political Party

In the Vooperian Government and the District Governments, there have always been district-level and national-level political parties. Parties, especially national ones, used to be common in earlier Vooperian history. After the Fall of the Second Senate, however, most dominant parties collapsed. In recent months, however, parties have been making a resurgence at the District level.

## Active Parties

### San Vooperisco

* Parte de Oro
* Alliance of the Republic
* National Popular Front
* Julo-Huecan Party
* Melonist Union

### Lanatia

* Royalist Party
* Traditionalist Party

### Kogi

* 社会民主党
* Union for Lanatia
* Pro-SanVoop Coalition
* Dingostan Independence Party

## Former Parties

### National

* National Anti-Imperial Party
* Vooperian Party
* New Vooperian Party
* Dolphin Party
* Freedom Party
* Reformation Party
* Gamer Workers Party
* Liberty Party
* Yam Supremacy Party
Wild Warthogs

*For the women's team, see Wild Warthogs (WMPL).*

The **Wild Warthogs** (often referred to as the Warthogs) are a virtual franchise cricket team, that plays in the Milton Premier League (MPL). It was founded in 2020. The seventh edition of the MPL will be the 7th season for the MPL cricket franchise. The Warthogs are one of six teams that regularly compete in the tournament. The team is currently being captained by Neil Lane with Karendra Silva as the Head Coach. Faf du Plessis is the leading run scorer of the team while Riley Juriun is the leading wicket taker.

## Team History

**MPL 05 season**

**MPL 06 season**

Wild Warthogs retained a few of their key players, Rajin Saleh (the leading run scorer in MPL 05), Riley Juriun and Ashish Reddy. The Warthogs also managed to sign key players ahead of the new season, including Adam Gilchrist, Lasith Malinga and Monir Hossain Khan.

## Trivia

* The only team to participate in two super overs
* One of three teams that are yet to play in the Qualifier
* The only team to lose the two super overs they have participated in
* Only team to lose five games straight in two consecutive seasons
* Currently holds the biggest losing streak in MPL history (8 games)
* Only team not to register a single win at The Rabbit Hole (0 wins from 7 games)
* Currrently leads the wooden spoon leaderboard

## Other Links

*List of Wild Warthogs records and statistics*