recursal/Fanatic-Fandom huggingface dataset:
1986

By **1986**, International Space Command had regular lunar flights and maintained a tracking station in Antarctica. (TV: *The Tenth Planet*

## In-Universe events

The Sixth Doctor and Peri Brown encountered the Celestial Toymaker in Blackpool. (TV: *The Nightmare Fair*)

The Master and the Rani allied themselves with the Nestene Consciousness in order to +onquer Earth by using a more deadly version of the yellow fever virus. (TV: *Yellow Fever*)

n December, humans first detected the planetMondas returning to the solar system. It apparently was in orbit between Mars and Venus. The manned atmospheric probe Zeus IVwas destroyed by the planet's Cybermaninhabitants and they launched an attack on Earth, starting with the Snowcap base in Antarctica. They planned to use a Z-bomblocated there to destroy Earth as one of the two worlds needed to be destroyed to save the other. When they failed, Mondas was destroyed instead. Present for these events was the First Doctor and while the Cybermen were defeated, the strain of the conflict led to his subsequent regeneration from his first incarnation into his second. (TV: *The Tenth Planet*)
Madi

**Madi**, similar to Eli and Brendan, has been a lifelong band kid. She is known for her strong work ethic, along with being the only person alive known to knock Garrett down a peg when he gets a little too out of control. However, she (along with no other mortal) can contain the chaotic energy of Brendan. She is also in a very strange "in between" era of her life where she's becoming less and less emo (however, most of her emo-ness has been transferred onto Mickey). She is the Ray Charles of drum majors, except unlike that loser, she can actually see. She is a Mr. B worshiper. She's also a former(?) PewDiePie stan (and currently a Muppets stan) who kept a list of various epic phrases Mr. B would say, but alas, the list is being protected at an unknown location.

## Madi Official Theme Song

https://www.youtube.com/watch?v=Vp3WQ\_iWh3c
Elia

**Elia** is an extremely strange specimen who's origins are unknown. All is known about his past life is that he somehow wounded up in the Interactive Media II class we all know and love and has stayed there to this day. He is the opposite of Mickey, due to him being a sexist pig. He has a bomb-ass taste in both memes and rap music, much to the chagrin of Brendan, who has terrible taste in memes. He is also very-well known for being bilingual, so he could very well be able to say "My name Jeff" in Arabic, but chooses not to. As of July 2020, he has an amazing beard that makes him seem way more sexy than he actually is. He refused to come back for Interactive Media III, damning him to eternal fury from the Interactive Media III class (mostly Madi).

Elia left the IM cast in 2020 >:(

## Elia Official Theme Song

https://www.youtube.com/watch?v=XcrLSSlNZGs
The Curse of the Rani (TV Story)

***The Curse of the Rani*** was the first serial of Season 24 of *Doctor Who*. It was written by Pip and Jane Baker, directed by Nicholas Mallett and starred Colin Baker as the Sixth Doctor & Bonnie Langford as Melanie Bush.

## Synopsis

For Mel's first trip in the TARDIS, the Doctor takes her to the Hyperion III space liner in the year 2987. However, a a series of grisly murders begin & the Doctor & Mel must play detective. As the bodies begin to pile up, the Doctor & Mel find that an old friend of the Doctor as it work & is planning yet another evil scheme.

## Cast

* The Doctor - Colin Baker
* Mel - Bonnie Langford
* The Rani - Kate O'Mara

To be added.

## Home video and audio releases

### DVD

* To be added.
* This story along with the other stories in Season 24 were upscaled in 1080i50 high definition and were released as *Doctor Who: The Collection - Season 24* in the UK.
Garrett

**Garrett** (known as "Freakin' Garrett" by Mr. B) may be the most level-headed student in Interactive Media II. However, that does not stop him from being the horniest man in class by far. Despite his heterosexualness, he is good friends with Brendan, sparking a bromance between the two. Some would argue that Brendan is a bad influence on this blonde boy, but that's just ridiculous. One thing that sets Garrett apart from other students is his ungodly height. The man is like 7'2 and can dunk on Victor Oladipo. When he stands next to Mickey or Madi, the two shortest people in class, he looks like King Kong. He also broke his arm in elementary school lmao. It's a known fact that Garrett wrote a memoir about his height entitled "What It's Like To Be A Tree: The Life and Career of Garrett" that eventually got adapted into the 2019 film Tall Girl. He refuses to wear a mask in class like a loser. He doesn't know what fonts are. He loves pickles. He has a Ricardo Lopez-esque fascination with New Zealand sensation Lorde, which should put him on some sort of FBI list. He used to work at Antonio's Pizza, but got fired after he bluetoothed his phone to the speakers and blasted this video on repeat: https://www.youtube.com/watch?v=FTKkPA1nbg4

## Garrett Oficiall Theme Song

https://www.youtube.com/watch?v=4Moca9nzvDM
Gavin and Robbie

Gavin and Robbie are the Beavis and Butt-Head of Interactive Media II, as they are two idiot best friends who stick together no matter what. Plus, one of them is blonde and another is a brunette, but that's more of an aesthetic similarity than anything else. One of the things that set them apart is their raging misogyny, a level of edginess not seen since Charles got in trouble for telling racist jokes in class. One of Robbie's favorite activities is drawing wojak memes on the whiteboard, a hobby that both Brendan and Mickey have taken on. Everything was peaceful, until disaster struck.
Pistol

Is it primarily used at the start of the game, by Rent-a-Cops in Phasmatis' Apartment Building, Firewalls in the streets, and WorldCorp Security Guards in the upper levels of the WorldCorp HQ.

Despite the frequency of its early usage, the pistol can be more lethal than the assault weapons on high difficulties, due to its high damage.
Juliette Lang

**Juliette Lang** is a WorldCorp worker.

She had dates planned with Jerry and Doug, who abruptly canceled their date.

She apparently borrowed three DVDs from Louise Kinley and hasn't given them back in three months. She claims to have not watched them and will give them back when she has, but she also coincidentally lent three DVDs to Jerry, who broke one.
Okane Tanuki

> "When I see something precious, I would like to touch it. Grab every opportunity to gather some money!" - Tanuki Okane Chapter 17
>
>
>

**Okane Tanuki** (Tanuki Okane) the one who loves stealing Iruka Naru's shell necklace for no reason. He is always tempted to steal something seems valuable in his eyes.

**Appearance**

**Personality**

**Trivia**

**Impactive Quotes:**
Persuader

Persuader is a European mercenary supervillain and a member of the Iron Corps. "Persuader" also refers to the model of power armor he favors, as well as to the line of mass-produced inferior models that share its capabilities.

## Powers

The Persuader armor is optimized for hand-to-hand and close range combat. In addition to excellent protection and an enhanced sensor package to track foes, the armor comes equipped with a tech axe that can be propelled with the wearer's thoughts. The axe generates an extremely strong inertial energy which allows it to move at incredible speeds or even hang suspended in midair, where only the strongest supers could hope to move it.

Persuader typically throws his axe at an enemy, striking anyone unlucky enough to be in the path of the whirling blade, and then closes to hand to hand with anyone still standing. He fights with the incredible strength of his fists while the axe operates independently, striking at other foes or hitting his target in the back.
Reliquary

Reliquary is a mystic Fae supervillain.

## Personality

Although not strictly evil, Reliquary's humanity has been greatly compromised by her desire to avoid her oncoming doom. She started by justifying her thefts by her need to prolong her time on Earth, and eventually these justifications expanded to extortion, kidnapping, and even torture to achieve her ends. She still hesitates to kill, but in the end she'll always put her own survival over that of anyone who gets in her way.

## Powers

Reliquary was barely a hedge mage when her arcane apprenticeship came to an abrupt end, and she can only cast a handful of cantrips on her own. But she supplements her power with the wide array of magical accoutrements she carries in her enchanted satchel. She has mastered the delicate art of tapping into stored magic without depleting its source, a technique which lets her use enchanted objects as arcane batteries for much stronger spells than she could accomplish on her own. If truly pressed, she can fully release the magic in such an object, evoking a far more powerful version of the same spells. Because this tactic requires her to permanently sacrifice one of her items, she is extremely hesitant to do so, often preferring defeat to the loss of her precious treasures.

The curse under which Reliquary labors will not allow her to die to mundane dangers, and while she can certainly feel pain she is immune to things like suffocation, starvation, poison, and disease. Most attacks won't permanently kill her, either; if her life is taken she will resurrect some time later after serving an arbitrary sentence suffering torments in the Blazing World. This protection is intended to extend her punishment, and can be revoked at the whim of those who cursed her.
Kinetic

Kinetic is a Chicago-based superhero and member of Champions United.

## Biography

Merit scholar Brendan Grant’s dream of studying chemistry at the University of Michigan died along with both of his parents in the Battle of Detroit. With two younger brothers and a sister to care for, Brendan kept the family together by taking a job at Dew Chemicals.

While working for (and learning from) the brilliant scientist Luther Beckett, Grant accidentally inhaled a potent cocktail of gasses from a fire in a neighboring lab. Upon awakening in the hospital days later, he quickly discovered that he now thought, reacted, and moved at superhuman speed.

Feeling a responsibility to honor the superheroes who died defending the city in the Battle of Detroit, and his parents who died saving his siblings, Grant adopted the costumed identity of Kinetik. After some remarkable success as an independent, Defender contacted Kinetic and offered him a place with the Champions, which the young man eagerly accepted.

## Personality

If Defender is the Champions' inegrity, and Witchcraft their resolve, then Kinetic is their wisdom. Despite his young age he has a broad and clear perspective on events and his easy-going attitude stems from his focus on what truly matters. While his teammates occasionally get bogged down in politics or vendettas, Kinetic never loses sight of their shared responsibilities to the people they protect. Although he was once considered the brash "new kid" of the Champions, time has shown him to be one of the calmer and more rational members of the roster, and he never questions or compromises his morals in the face of villainy.

## Powers

Kinetic is the archetypical speedster, able to think, move, and fight at mind-boggling speed. In addition to the usual suit of abilities afforded by his incredible velocity, he has mastered the art of vibrating the molecules in his body, a peculiar process that allows him to "phase out" of the physical world for a microsecond at a time. He can use this ability to evade incoming attacks, slip through solid walls, or even strike through armor to attack a well-guarded foe's weak points.

Kinetic is one of the weaker members of the Champions, but he knows how to put his abilities to good use. He typically contributes by distracting dangerous foes, clearing out henchmen, and protecting bystanders while his teammates focus on dishing out damage.

## Weaknesses

Kinetic's altered physiology is weak to chemical attacks. Acids, noxious fumes, and even potent but relatively harmless chemicals can disrupt his abilities or shock him into unconsciousness on contact.
Temeraire Club

The Temeraire Club is a worldwide organization of super-villains with the primary goals of providing security and lavish lifestyles for its members. The club's motto is "Vivere Vis Ut," loosely translated as "Live on your own terms."

## Origin

The exact origin of the Club is unknown, less because it is a secret and more because the sheer amount of rumors surrounding the subject make the truth impossible to identify. Some claim the club has existed for hundreds of years; some maintain it was formed only recently out of several similar groups in a joint merger. What is known is that the club takes its name from the HMS Temeraire, a ship with a varied and colorful history whose wreckage now serves as the housing for the Club's original chapter in London.

## Organization

The Club is known to be organized into a number of chapters world-wide, usually located in major metropolitan centers. Each chapter has an administrator who is aided by a small army of highly-paid security and administrative staff who handle the bulk of the each office's day-to-day operations. The primary duty of the administrator is to cater directly to the needs of each chapter's resident super-villains.

John Wolf is the administrator of the Club's Chicago chapter. He has mentioned in conversation that there are chapters in London, Johannesburg, Hong Kong, and Sydney, though presumably there are many others.

Each chapter of the Temeraire Club is housed in a secure location that includes a significant portion dedicated to relaxation and entertainment for the Club's members. In most locations, this takes the form of a literal nightclub, albeit an incredibly exclusive and high-security one. The Chicago chapter is known to have frequent live music and comedy acts for its members' entertainment.

## Benefits of Membership

Being a member of the Temeraire Club is extremely costly, with the exact amount of dues varying between individuals but including both annual fees and a percentage of the take from a member's crimes owed to the Club. However, the benefits are significant and many villains believe they easily justify the cost. These benefits include, but are not limited to:

* A permanent safe haven, free from law enforcement and superhero intrusion;
* A world-class entertainment establishment catering to the members' every whim;
* Networking opportunities between super-villains that would otherwise be difficult or impossible to contact;
* Crime-planning and crew-gathering assistance;
* Lucrative job opportunities for villains willing to take mercenary work;
* Legal assistance for members who are apprehended by heroes;
* Safe travel across international borders, even for wanted fugitives;
* Weapon & equipment acquisition, including access to designs by power-armor pioneer Waylon Talos

## Club Members

Some known members of the club include:

* John Wolf (Admin)
* Power Play
* Gargantua
* the entire Midnight Crew
* Dream Girl
* Paladin
Lord Donn

Lord Donn is the Celtic god of death, whose special purview is to preside over the fate of other deities. He is the ruler of Tech Duinn, a realm in the Blazing World.

When Tech Duinn was destroyed upon the resurrection of Earth's dead gods, Lord Donn was drastically weakened. The last vestige of his power was fed to Hierophant by his mysterious patron and Lord Donn was destroyed in the process.
Yutaka Sarou

"Responsibility is not my best skill." - Sarou Yutaka Chapter 11

**Yutaka Sarou** (Sarou Yutaka) An old man with a childish brain that matches everyone. If Tori and Inoue is not around to keep guard on the entrance, sometimes Sarou replaces them.

**Appearance**

**Personality**

**Trivia**

**Impactive Quotes:**
Devonna

Devonna is a member of the Eid Royalty, sister to Thracia and currently the 332nd in the line of succession. Called the "Lady of War," she is a high-ranking member of the Lustrian Orthodoxy and one of the most active and succesful commanders of its Crusade.

## Personality

Like other Eids, Devonna is a haughty and self-assured noble, though more practical and worldly than many of her kin. She has the same goals of universal domination but prefers that the Church proceed in a more methodical and less theatrical manner.

Despite her great prowess Devonna has grown tired of endless battle and prefers diplomatic solutions as the most expedient way to bring planets into the Lustrian empire. When provoked, she can be just as wrathful and cruel as any Eid, but after conquering thousands of worlds she's pretty much heard it all at this point.

## Powers

Devonna is a particularly strong example of her powerful race. With incredible durability, immense strength, martial skill and formidable mental powers, she is a match for nearly any superhuman. Despite its ceremonial appearance, her regalia is in fact the most advanced power armor ever created by Eid technicians. She wields potent divine weapons in her work, ancient artifacts of soul-shattering power lethal even to a god. And as a leader of the Lustrian Crusade, Devonna has access to whatever additional equipment and support from the Church she might wish.

Beyond her personal power, Devonna has access to huge reserves of divine energy, second only to the Empress herself. She can enact nearly limitless miracles with just a word or even a thought. Even if she were somehow slain, she could call upon these miracles from beyond the grave, resurrecting herself without difficulty.

## Weaknesses

Devonna has no particular weaknesses. She does not rely on divine sources for her protection so even the "typical" methods of combatting deities don't pose a threat to her. Despite her naturally arrogant demeanor, she is a shrewd and cunning tactician and almost impossible to fool or bait.
Paradox Mansion Epistemology Arc

(From Volume 1-2) The epistemology is a department of nature, methods, limits and validity of human.

It means to focus on character introduction and how the curse works.

### Episode/Chapter list:

1. Mansion of Paradox Cases
2. Unbelieving Cat
3. Fallen Grace of the Crab
4. Dog's Loyalty
5. Hello Again-Giraffe!
6. Ravenhearst
7. Melancholy Rabbit
8. Bat's Moonlight
9. Shark is Not Evil
10. Will of Turtle
David Sutherland

David Sutherland is a US Senator for the state of California. He is a retired mystic superhero who once fought crime under the name 'Invictus.'

## Powers

As Invictus, Sutherland channeled the powers of the sun through a mystic connection that even he doesn't fully understand. This gave him control over both light and fire, and he was regarded as one of the strongest energy projectors in his heyday. One of his most unique traits was the ability to launch accurate blasts of energy over extreme range, allowing him to fly far over a battlefield and rain fire down on his foes. Although he considered this tactic unsporting, he used it to good effect during the Blackout to lay waste to the mobs of aliens rampaging through his section of California.

Invictus' powers increase greatly in direct sunlight, and in such conditions he can fly, see perfectly over extreme distances, and quickly regenerate his stamina for prolonged battles.

## Weaknesses

Sutherland's powers rely on the sun. When conditions don't allow him to absorb sunlight, he cannot replenish his stamina, and the overall strength of his powers becomes significantly reduced.
Doctor Destroyer

Doctor Destroyer is a German supervillain. He has been actively pursuing his goal of world domination in one form or another since the 1960's and is widely regarded as the most dangerous villain on Earth.

Doctor Destroyer died when he suffered a heart attack from the strain of attempting to manipulate a mighty alien weapon through sheer will power. His soul was eventually imprisoned by Netherog at the command of Analog, finally guaranteeing the Earth's safety from his endless campaign of evil.
Baba Yaga

Baba Yaga is a goddess of the Slavic pantheon. She was once a mortal mystic named Yanca, born in the frigid steppe that would eventually be part of modern-day Russia. She learned her witchcraft at the hand of demonic teachers and attained immortality sometime around 100 AD. Much later she ascended to the level of demigod, and her worship was quietly practiced in remote parts of her native land, until the year 2023 when her machinations during the Tournament of the Gods allowed her to obtain full godhood and widespread recognition.

Baba Yaga is called the Queen of Witches because her study of that dark magical craft is unrivaled. It is said that her mystical power was a match for the ancient sorcerer kings of long-lost Hyborea even before she gained divine status. As a god she has no particular area of dominion but she is widely revered by evil magic users across the globe, and even those who oppose her know to treat her with due respect. Because she retains the smallest sliver of mortality, Baba Yaga is free to roam around the mortal plane, though she is careful not to cross into the lands of gods who would resent her presence.

The Queen of Witches makes her home in the Thrice-Tenth Kingdom, a domain she long ago carved for herself out of the Blazing World.

## Personality

Baba Yaga is an utterly immoral being of cold, detached evil. Whatever humanity she once had has been long forgotten. She is capable of comitting any atrocity whatsoever in the pursuit of her goals, and stories of her evil deeds have been terrifying children for millennia.

Baba Yaga is extremely focused on her schemes and wastes no time on distractions. Anyone or anything that presents even the slightest interruption of her work is instantly treated to whatever crushing magical punishment first comes to the Witch Queen's mind. If Baba Yaga bothers to speak to someone at all, it is a clear indication that they somehow factor in one of her centuries-spanning schemes.

## Goals

It is well-known that the Queen of Witches desires two things: dominion over her homeland and unparalleled magical power. All of her activities further one or both of these goals. Her betrayal of the Slavic deities was only surprising in that it came so quickly, as her plots generally take hundreds of years to bear fruit, but nobody with even a passing familiarity of Slavic folklore would've believed she pledged any actual loyalty to her fellow deities.

## Servants

Baba Yaga is served by an army of evil fey, mortal witches, frost giants, and a motley crew of undead supplicants. When assembled, this force is equal to nearly any Blazing World army, especially when Baba Yaga herself leads them. Of particular note are the dozens of winter witches who assist Baba Yaga in her schemes, each of whom is more than a match for the average mystic hero of Earth.

## Worship

Baba Yaga has no clearly defined rituals in her worship, though the burning of offerings during the dead of winter is common. Her cohort of winter witches use specific rituals to beseech her for aid or guidance, but these are not shared outside their covens.
December 3rd

## What a (Viral) Load!

The team was contacted by Dr. Nano, who had completed his analysis of the canister captured from the radical mutants some days earlier. His findings confirmed their worst fears: the contents were a highly sophisticated virus that caused its victims to experience physical degeneration, disfigurement, and uncontrollable mood swings. The water-borne virus was apparently intended to be spread via Chicago's massive water table, which feeds into much of the Midwest. The Doctor also concluded that, due to how long it would take to create and culture the virus, this plot had been in progress for several months at least, well before the world-wide Blackout incident. The Champions shared some further intel, gathered by their UNTIL contacts, that two other canisters had been intercepted by heroes in Washington D.C. and New York City.

Despite the new information, the virus' origins remained a mystery. But another source had placed a call to their old base, asking the contenders to come to a clandestine meeting where more information would be shared. When they arrived, they met Cryptic, a hero they had never heard of. Cryptic claimed that, like the Contenders, he had received Nighthawk's final gift of classified information, which included backdoors into the Champions' secure servers. Having helped himself to a look at Dr. Nano's research, he had followed hints in the design that led him to pinpoint a VIPER lab located in eastern Mexico.

Cryptic held back much of his information, but asked the Contenders to assist him in assaulting the heavily-defended laboratory (tracing wire transfers had indicated that the facility was guarded by members of the Iron Corps). By destroying the facility and dealing a blow to the virus' creators, Cryptic said that he would know that they could be trusted with the rest of his information. The Contenders agreed to help and the entire group immediately left for Mexico.

The base was found to be underneath an abandoned gas station in an isolated, economically depressed town. Utilizing Ghost Dance's ability to travel back and forth from the Spirit Realm, the team snuck past an ambush and surprised the lab's security.

The lab was defended by heavily armed VIPER soldiers as well as several power-armor users from the Iron Corps. This included three men in Persuader-model armor, along with a Disintegrator and an unknown speedster suit. The fighting was extremely close-quarters and the Persuaders' deadly axes inflicted grievous wounds, but the heroes managed to stay in the fight with their healing powers. After dispatching the bad guys, the heroes rounded up the lab techs and prepared to examine, and destroy, the lab's chemical manufacturing equipment.

## Table Talk

Terrorism is just heroism viewed from a different light.

*- Justicar*

What is a radio?

*- Justicar*

I didn't hear anything you said, but I'm sure it's good.

*- Hardback*
John Wolf

John Wolf is a a senior member of the Temeraire Club and administrates its Chicago office.

## Biography

John's origin is unknown, though by his own admission he is a long-standing member of the Club. He was first encountered by the Contenders when he confronted a still-green Ringster in order to retrieve Perfidy's saber, which the hero had taken as the spoils of battle. He appeared sporadically after the fact, often complaining about the difficult positions that both heroes and his associated villains were putting him in.

John eventually tried, without success, to recruit the Ringster to the Club. Ostensibly this was to prevent further violence between Perfidy and Ringster, the former of whom was still bent on revenge. The Club's charter required John to act on Perfidy's behalf to settle the score between them, though he hoped that by bringing Ringster into the fold he would be able to resolve the matter without bloodshed. He utilized Power Play's testimonial to try and persuade the hero, but was unsuccessful. Following this, he reluctantly helped Perfidy organize an elaborate series of deadly ambushes for the Contenders, including hiring mercenary assassins to act on her behalf.

Since then, he has mostly tried to steer his charges away from the Contenders, as their track record makes any confrontation seem like a losing proposition. He now wishes to avoid the heroes as much as possible from here on out, though it is clear he hasn't completely given up on recruiting them to a life of leisure and crime.

## Personality

John is a practical, easy-going man thrust into a position that causes him significant stress and frustration. He complains frequently, and with reason, though it is obvious that he enjoys his job despite what he claims. He takes great satisfaction in negotiations, be they business deals or even the recruitment of new super-villains.

## Powers

John has no superpowers of any sort and makes no secret of that fact. Although he is a fair fighter and experienced with firearms, he has nowhere near the weapons' skill or martial arts expertise of Nighthawk or other highly-skilled individuals.

John survives in an organization of needy, temperamental super-villains entirely through his wits. He has a keen understanding of psychology, is a peerless negotiator, and has mastered the art of applying charm, intimidation, and leverage to get his way. His experience and foresight ensure that he always has whatever he needs on hand-- including super-villain bodyguards-- to ensure that his lack of personal power never gives his enemies leverage over him.

## Weaknesses

John is a normal human with no particular weaknesses. He is in excellent shape for his age, though struggles with stress-related maladies due to the demands of his position.
Audubon

Audubon was an American mutant superhero and member of Champions United. He was slain by the Time Wizard during the final assault on the villain's compound.

## Personality

Audubon lived in a constant state of nervous tension due to his uncontrolled morphic state. As a result he was always cracking jokes, even at the worst times, as a stress reliever.

Despite his immaturity, Audubon was a very reliable hero and quick to volunteer for any duty. Though not inherently courageous, he wanted to live up to the high standards of the Champions and serve as an example for others, particularly mutants needing a non-humanoid role model to look up to.

## Powers

Audubon was a chimeric shapeshifter, with the ability to transform his body into a huge variety of animal forms never seen in nature. He could change each part of his body individually, and could assume some truly startling forms. One of his favorite forms to take in combat combined the body of an ape, the head of a tiger, a long alligator's tail and a back covered with enormous porcupine quills. Even more bizarre shapes were possible, and he had a form for nearly any situation. Oddly Audubon found it more difficult to shift into a realistic animal form than to take on a weird hybrid shape.

In part due to his bizarre physiology, Audubon had extremely high mental defenses as it was difficult for any psychic to interact with his constantly-shifting brain matter. He also had an inherent resistance to poisons and any effect which drained him physically (as a weakened body part could be instantly replaced with a new, strong one).

## Weaknesses

Audubon's powers were difficult to keep in check, and he found it hard to keep himself from constantly shifting small parts of his anatomy. He could not take a 'human' form at all, and was easily recognizable by his constant shuffling of shape and size.

Audubon frequently had heightened senses (a canine nose, hawk eyes, etc.) but his brain had difficulty adjusting to this constant input of new and varied information. As a result, he found Flash effects particularly disorienting, and although he could repair any damage to his sensory organs he would often be stunned by the overload regardless.
Mongoose

Mongoose is a trained superhero and member of The Just. She is the second hero to use the name Mongoose, the first being her father and mentor.

## Personality

Mongoose joined The Just out of a desire to clean up a dirty city. She represents popular justice-- the need of the public to feel that right had triumphed over wrong and that villains get their just desserts. As a result she often goes outside the law when acting alone, and will frequently go out of her way to punish villains who have beaten the legal system.

Outside of her 'work,' Mongoose has no secret identity and thoroughly enjoys her celebrity status. She has to spend a great deal of time training to maintain her edge, and as a result she feels a particular need to unwind on her 'off days,' and is more likely to be seen relaxing in public than most heroes. She is a fan of Osprey's and follows him on social media.

## Powers

Mongoose has trained her body and mind for superheroics since she was old enough to walk. Her acrobatics, martial skill, deductive logic, and incredible marksmanship all outstrip her father, who was himself a legend in his own lifetime.

Mongoose has an array of trick arrows and tech gadgets at her disposal, but she typically relies on nothing more complicated than a single well-placed arrow to handle foes. She typically uses arrows with flat, rubberized tips to disable targets vulnerable to such gentle weapons, only breaking out her deadlier arsenal against resilient metahumans. She doesn't need her bow to be a threat, however, and is extremely capable with any form of projectile weapon. She can even throw otherwise harmless objects to attack foes at a distance, and is famous for having incapacitated an entire mafia hit squad with a handful of playing cards.

As a legacy hero, Mongoose was brought up around some of the greatest metahumans of the previous generation and many of those heroes would lend her their aid if asked. This sprawling network of contacts represents a vast trove of equipment and expert advice.
Deep Thought

Deep Thought is a mutant superhero and agent of PRIMUS.

## Personality

The inability to forget information and stop drawing conclusions, even on inconsequential topics, causes Dana extreme anxiety. She has to take regular doses of heavy medication just to settle down enough to focus on the present. As a result, she comes across as quite placid, calm, and even disinterested no matter the situation. In reality, however, her mind is always racing and she is never as distracted as she appears.

Dana enjoys her work with PRIMUS but she literally can't help but see the agency's flaws. In addition to her ethical concerns, she has concluded that unless PRIMUS' methods change drastically they will soon lose the public trust, starting a downward spiral into political wrangling that will eventually destroy the agency. She is doing her best to prevent that outcome but she knows her superiors aren't yet ready to accept her conclusion.

## Powers

Dana's mutation grants her superhuman brain plasticity. Every neuron and synapse in her mind is connected to every other, meaning she thinks and accesses information faster and more easily than most supercomputers. She can draw conclusions with equal speed, and her nervous system is so finely tuned that she has achieved total control over her body's autonomic functions. She is a phenomenal investigator and PRIMUS estimates she is one of the most intelligent beings on the planet, on par with super geniuses like Overmind and Dr. Destroyer. Her brain's advanced construction also gives her towering mental defense, to the point of near-immunity.

Dana carries a sidearm for defense, and has undergone basic hand-to-hand training, but she is so rarely caught off guard she is nearly precognitive. She rarely if ever has to engage in combat and would prefer to flee rather than fight. When backed into a corner, however, she displays a remarkable ability to expose her enemy's most carefully concealed weak points and can sometimes inflict devastating injury even with a mundane handgun.

## Weaknesses

Deep Thought's hypotheses are only as good as the information she is given. Although she excels at ferreting out false data, if she does not realize her mistake then she can come to false conclusions with disastrous results for those under her command.

If separated from her medication, Dana will mentally collapse within 48 hours as her mind is overwhelmed by her own uncontrollable thoughts.
September 30th, 2021

## Table Talk

"The fuck is this guy made of?"

"Unobtainium."

*- Nick & Will*

"We might suffer our first major casualties."

"Joe has died a few times."

"I said *major* casualties."

*- Will & Brian*

"Lord Jesus, thank you for the sweet caress of acid on my face."

*- Nick*

"Hey there, easy buddy."

"Hey. No. Hey."

"Hey, *you '*hey!'"

"No, I will NOT 'hey!'"

*- Nick & Will*
Gossamer

Gossamer is an Australian superhero.

## Powers

The origin of her powers is mysterious even to Gossamer herself, and her abilities defy easy classification. She is a normal human and not a mutant according to every test devised. But whatever the nature of her powers, they are certainly formidable for all their lack of a clear explanation.

Gossamer has the ability to manifest and manipulate 'threads' of an unknown substance, which range from short strands as delicate as spiders' webs to enormous cables of near indestructible strength. These threads have the curious ability to anchor themselves to points in empty space, allowing Gossamer to lash or bind foes even in midair. She can also hoist herself on these same threads, lifting herself into the air to move quickly by "swinging" even without any nearby structures. She also has the ability to turn invisible by wrapping herself in threads, hiding from sight behind a veil of their transluscent substance.

The physical threads conjured by Gossamer have impressive qualities, but they pale in comparison to her other unique power. Gossamer can create a metaphysical connection between sentient beings to allow communication. This functions much like a *mind link*, except that there is no limit to the range of this connection or the number of participants. She need not even have an individual in mind when she sends a message; she can identify the recipients by their qualities and the message will be conveyed to any appropriate individuals. For example, she could send a message to "all mutants within a mile of my position" and the message would find all the applicable recipients, even if she had no idea who they were or even if any recipients were present. This ability also pierces mental barriers, as it is not a true psychic ability and thus bypasses mental defense, and so her messages will always be received.

## Weaknesses

The true extent of Gossamer's powers is unknown, but just the ability to reach out and touch the minds of anyone the world over has made her a target of organizations both benign and sinister. She is actively hunted by VIPER and PSY, and the Australian government keeps a very close eye on her activities. She is the subject of much paranoia as 'experts' try to paint her as an extremely powerful psychic, despite her emphatic claims to the contrary.

Gossamer's abilities piqued the interest of Alphonse Rodin, who years ago managed to infect her with a very unique viral agent delivered by an agent of New Canaan. This virus infiltrated the part of her mind that controls communication and caused her to leave open a mental channel that can be accessed by anyone thinking the appropriate 'password.' This allows Rodin and his subordinates to literally use Gossamer's powers for their private communication, and the heroine is left none the wiser that she is the unwitting ally of a mysterious, villainous mutant ten thousand miles from her home.
Cú Chulainn

Cú Chulainn was a divine supervillain and the former avatar of Lord Donn. He schemed to gather an army in the Blazing World and, using the stolen power of several gods' avatars, breach the Dimensional Barrier and launch a crusade on the mundane world. His goal was to reinvigorate man's faith with a display of holy might, while simultaneously destroying the barrier that prevented the gods from benefitting from this renewed fervor.

With the help of Hazel Clay's truesilver bullet and the favor of Terminus, the Contenders eventually foiled Cú Chulainn's plans. Mentat finally banished him to an inaccessible one-dimensional reality located in the barrier between Earth and the Blazing World where he remains trapped to this day.

## Personality

Cú Chulainn was a brutal, mercurial warlord. He enjoyed bloodshed and was a particularly brutal combatant in hand-to-hand combat. He tended to hand out imperious punishments to anyone who displeased him, and occasionally even to those who served him well.

## Powers

Having stolen the power of several deities' avatars, Cú Chulainn was at least equal to a Demigod in strength. He could perform mythical feats of physical prowess, and within the realm of Tech Duinn there was nothing he could not bend, lift, or break. He could also shape the terrain to suit his fancy, and even create precious metals from the earth (including a twelve-pound lump of pure Saturnite that he gifted to Hardback).
Cú Chulainn's weapon of choice was an iron axe into which he infused the stolen divine power. This weapon was easily the equal of any weapon of legend and could sheer through any known material no matter how resilient.
Rose Gold

Rose Gold is an African mutant supervillain and member of the Temeraire Club. She is an ally and adjunct member of the Contenders.

## Personality

Rose is a practical crook. She's in it for the money and the freedom, and not interested in grand plots or schemes of world domination. She is charismatic and gregarious and gets along well with other villains (and even the occasional hero) but she does poorly in a group setting. Due to her upbringing, Rose hates to be told what to do and finds taking orders of any kind extremely galling. She also has no desire to lead, so her potential to be a valuable part of a villainous team is essentially nil.

She is certainly selfish and takes what she wants from life, but luckily for the world, Rose's desires are fairly modest. She is satisfied with her wealth and the luxurious nights she gets to spend in the Temeraire Club, and she wouldn't trade her pampered, freewheeling lifestyle for anything.

## Powers

Rose Gold is a metalokinetic with the ability to psychically manipulate metallic substances of all kinds. Though gold-manipulation is her signature technique, she uses stronger metals for most practical purposes.

She can exert extremely strong telekinetic force against any metallic target, wreaking havoc on almost any user of metal equipment. She can propel metal at incredible speed, and likes to use handfuls of coins as deadly projectiles to hammer her targets. She can even warp metal armor in order to entrap and wound its wearer. By lifting the metal in her own outfit, she can achieve swift (though somewhat clumsy) flight by hurling herself through the air.

Rose is highly athletic, and enjoys fighting hand-to-hand despite her proficiency with bombarding foes at range. One of her favorite techniques is to form a metal blade for herself to close with any weapon-wielding enemies. If she finds herself outmatched, however, she isn't above "cheating" in such duels by twisting and warping her enemy's weapon into a useless lump.

## Weaknesses

Rose's powers are contingent on having sufficient amounts of metal to work with. She can utilize portions of her metal armor for this purpose, and always carries some extra "ammo" in the form of coins, but if caught unprepared she may find her options extremely limited due to a lack of raw materials.

Rose Gold has difficulty manipulating metal that is particularly cold, with her powers operating at lower efficiency on such targets. As a result, cold attacks can have a weakening effect on her by stopping her from effectively utilizing the metal she carries and wears on her person.
Tempest

Tempest is a mutant living on the New Canaan mutant colony. He shares responsibility for the island's security with Tesseract.

## Powers

Tempest has powerful weather-control abilities that allow him to create, control, or disperse storms over several square kilometers. These can range from minor blustery winds to miniature hurricanes. Tempest does not need to be anywhere near the affected area, as he can create a storm far away from himself and command it to act from a great distance.

Tempest also has potent wind and lightning attacks, though these draw on the energy in the air rather than any power source in his own body. This makes his attacks relatively slow to launch, though no less potent. Unlike many wind-controlling supers Tempest cannot fly, as his wind gusts are too brief, powerful, and unpredictable to support a person.

## Weaknesses

In spite of extensive tutoring by Slush, Tempest still has difficulty summoning his power on a small scale. This makes him a sluggish fighter and leaves him vulnerable to ambush.

Although his affinity for lightning gives him potent energy defenses, Tempest's physical defenses are almost as poor as that of a normal human. He does not wear armor and has only a minimal combat training, and so finds himself a relatively easy target for physical attackers in spite of being an extremely powerful mutant "on paper."
New Canaan

New Canaan is a hidden colony of mutant refugees located on an artificial island in the Pacific Ocean, over a hundred miles off the coast of Peru. It was founded in 1975 by Alphonse Rodin.

## Population

New Canaan is populated by about 700 mutants, most of whom are refugees or children of refugees. These mutants come from all over the world, and have little in common other than their shared struggles, but they live in peace on their tropical paradise with no real acrimony. French is the most predominant language, as it is relatively easy to teach to any immigrants regardless of their country of origin.

## Government

New Canaan is solely governed by the benevolent autocrat Alphonse Rodin. Though his word is law, he prefers to let the mutants solve their own disagreements, and so the villagers on the island operate in a simple town-council style of governance. Any major disputes will bring Rodin's intervention, but otherwise the island is run by a form of gentle anarchic democracy.

## Defenses

New Canaan's security is overseen by two mutants: Tempest, who handles the weather and uses storms to steer interlopers away from the island, and Tesseract, who teleports away anyone who gets too close. The unique nature of Tesseract's "gateway" teleportation means that often he can teleport an entire ship or aircraft and they won't even realize that anything has happened.

In case of direct attack, the island itself is protected by several species of aggressive genetically modified animals: enormous petrel-like birds the size of small planes circle the island, assaulting any aircraft that get close, while the sea is patrolled by enormous shark/eel hybrids that can bore straight through an armored ship's hull.