recursal/Fanatic-Fandom huggingface dataset:
Waka-wakas

Waka-wakas are the most common type of Doodle-dood. They are usually spherical, about the size of a dodgeball, and are white with black outlines, arms, legs, and faces. The distinction between Waka-waka and Glub-glub can become very blurred, since any Waka-waka can choose to identify as a Generic Glub-glub, or if they have anything identifiable about them, they can be known as that type of Glub-glub as well.
Fatman

Fatman is a superhero who has used his ingenuity and training to turn his obesity into a tactical advantage. He wears a utility belt that is as full of useful gadgets as it is of food, with some overlap between the two, and arrives to the scene in a modified SUV, since he couldn't fit into anything remotely resembling a sports car. He has a sidekick, Blobin, and is a member of the LOLS.
King Elkon III

King Elkon (3457-3523) was a famous ruler known for
the sealing of the alliance with the mountain clans in the Altan mountains
south of the plateau of Nemeator. The kingdom had expanded south occupying the
southern outlands. These regions were also used by independent mountain tribes
for pasturing of animals and farming and their loss endangered their existence.
The clan wars had been fought for many years but the armies of Nemeator could
not subdue the fierce mountaineers and the weakening of the army lend to a
growth of the orc and beastmen menace. So the wars dragged for many years and
the kingdom bleed and was seriously weakened. King Elkon decided to use the
druids from both sides to find a solution. After countless negotiations, the
druids could not persuade either side to find a solution and the fights
continued. Then a cunning advisor his name is lost advised the king that the
mountaineers put great esteem in trophies and gifts and maybe a solution could
be found. The kingdom’s treasury was rich and Elkon used his influence in the
dwarf craftsmen who forged many new items that would appease the barbarians.
With messengers or prisoners he gifted the chieftains with objects of immense
value and soon they were willing to taste more of the civilized kingdom. By
3520 most of the chieftains had accepted the gifts and were willing to
cooperate with the great kingdom. In 3521 a great celebration was arranged and
many chieftains nobles and druids were present to seal the new alliance. King Elkon
was proud of his accomplishment and decided to further help the new alliance he
proposed an ambitious plan. A unit comprised of mountaineers and led by a
Nemeatorian captain to explore the southern jungles thousand miles away. In
3522 the expedition was ready manned by hardy mountaineers and led by a veteran
captain equipped by the royal treasuries with new forged dwarf arms and armors.
The expedition was a disaster and only one survived to spread tales of demonic
spawns in the dark jungles. In 3523 the king was devastated by the news and the
disaster and died from grief.
Dak Flake

Dak Flake is a Daxflake who works for Estubonoodles as the "Special Projects and Crisis Response Director." He reports directly to Estubon and is responsible for the protection of the company and of their world as a whole since so much of that world's civilization is based around pasta production. Dak Flake is trained in a variety of skills including martial arts and espionage, just in case his missions involve complicated plots or fending off the henchmen of Dark Star, which they often do. Dak Flake's adventuresome role is the reason he was the first Daxflake to make contact with the first person who needed to name his species, which is why he is his species' namesake.

1. ↑ http://glub-glubs.chargedcomics.com/daxflakes.html
Carbon Man

Carbon Man is a human who figured out how to control the bonding of carbon on a practical (large) scale, was able to make any form of carbon in any shape, and as such built a suit of mechanized and weaponized armor made completely out of various forms of carbon. The suit’s armor consists of layers of graphene and nanotube shock-absorbers, the suit’s guns shoot diamond bullets or flaming charcoal, etc., and the entire suit is incredibly strong and light, and the graphene has adjustable transparency. Carbon Man is a reserve member of the SuperNaturals but does a lot of other superhero work on his own.
Doctor Maelstrom

Doctor Maelstrom is a supervillain, though he’s first-rate super and second-rate villain. His powers are based off of increased strength, speed, intelligence, stamina, etc. as well as a plethora of gadgets, inventions, suits, and vehicles. He loves epic battles and special effects, and if he has a choice between a more efficient plan or a more dramatic plan, he takes the latter and shows up with slow-motion cameras placed in the vicinity. He isn’t particularly evil, he just has fun being the “bad boy.” Deep down, he has a pretty good idea of what’s right and wrong, although Dr. Maelstrom has gotten fairly good at rationalizing his fun, usually involving the phrase, “Well, it’s not really hurting anybody that bad,” or “I’ll fix it as soon as I’m done.” He is unaligned with any other villains, but is a last resort when villainous firepower is desperately needed by someone.
Vibro

Vibro is a SuperNaturals member who can create powerful vibrations with hands at virtually any frequency. When he adjusts to the natural frequency of a given object, it can be catastrophic to that object, whether deforming, shattering, or collapsing. He can affect the vibrations of his own body, too, and can use this ability to, for instance, walk through walls. One not yet understood extension of this power is his ability to occasionally retain the substance of whatever he passes through on himself; that is, if he jumps through the wall of a tank, he emerges covered in movable metal, but it is still bulletproof and such. Vibro was found under strange circumstances floating alone in an escape pod. He already had his powers, but had no memory. Dios is the most likely suspect for his origin as a superhuman.
Robo-Nerds

Robo-Nerds are robotic Doodle-doods that live on Robo-Nerd Island on Doodle-dood World. They were developed by ATWON as a first line of security and as assistants for his science projects. Every Robo-Nerd is basically autonomous, but when possible they are connected in a sort of hive-mind network that receives orders from ATWON. Many Robo-Nerds have super-Doodle-dood strength and stamina, usually some sort of weapon hidden inside of them, and very dextrous hand apparatuses that can pick most locks and operate most species' weapons. They rarely leave Robo-Nerd Island except to purchase supplies from the Waka-wakas or from other planets, and on the rest of Doodle-dood World they are considered rather mysterious. The glasses and buck teeth serve no purpose whatsoever other than to justify the name "Robo-Nerd" that ATWON came up with for them.
Magnette

Magnette, aka Lucy Reimer, is Pyros, Electroid, and Compound’s sister and can control the magnetic fields of all matter. She can make anything, metal or not, attract or repulse her, and this is useful when that thing is, say, the ground or a useful item. This does, however, usually mess up any existing electromagnetic function of the item(s) she magnetizes. It's usually fine if she knows how it works and can restore it to its original magnetic state, but she hasn't quite been able to figure out how to avoid wiping computers' memories when manipulating them.
Mantis Shrimp Girl

Mantis Shrimp Girl was infused with genetic material from a mantis shrimp when she was in high school and of course got superpowers. She has some thick mineralized exoskeleton on her knuckles and can throw incredibly powerful punches at superhuman speeds. These punches are so powerful they create sonic booms in normal atmosphere. She also has 16 distinct light-sensing cones in her eyes, as opposed to the normal human three (unless you have tetrachromacy, in which case you have four). This means she can discern thousands of times as many colors as most people, plus she can discern polarized and some ultraviolet light. This comes in useful for identifying chemical differences or discerning color from very far away or through distortion. She also likes to dress in very bright and diverse colors, much like the real peacock mantis shrimp variety. Mantis Shrimp Girl is a SuperNaturals member.
Dark Star

Dark Star is a Daxflake and C.E.O. of Spaghetti Star, a pasta manufacturer second only to Estubonoodles. Dark Star was a former colleague of Estubon in the original company Pasta People, but eventually turned evil and tried to take over the world. He spends much of his time in a secret lab coming up with ways to take over Estubonoodles and the world.
Warring Clans

The Warring Clans are a system of planets that are constantly at war due to various political issues and are widely considered to be horribly unstable, although some claim that the war maintains its own kind of stability. Most recently, it was divided by the issue to either support or oppose Quantis’ regime. There are seven planets in the system, but the two leading planets are Aivaris, who support Quantis, and Agrar, who oppose him; the other planets shuffle around in their alliances with these two flag-bearers. Originally, Quantis used the constant warfare to just waltz in and take over, but soon the system was back to war, with one side supporting him and the other opposing. Quantis soon left the system to its ways, still claiming technical rule over Aivaris.
Dorrie

Dorrie apparaît pour la première fois dans Super Mario 64 et la dernière fois dans Super Mario Odyssey.

C'est une sorte de bouée dinosaure bleue avec un masque de plongée. Dans Super Mario Odyssey, il apparaît avec un chapeau haut-de-forme noir et blanc sur sa tête. Il dit aussi "Baooon" quand se rapproche de lui dans le même jeu.
Taor

Taor was a planet destroyed thousands of years ago. Little is known about it or even where it was, so it is difficult to determine how it was destroyed, but it was the original home of the secretive Taorike, who evacuated their species and many others before Taor's destruction. Since no outsider has been inside their ship, the *Exodus*, it is unknown what the simulated environment is like and as such it is unknown what the original environment was like.
Charged Wiki

## Welcome to the Charged Wiki

This is the wiki for the Charged Comics universe, including SuperNaturals, Super Root Beer Man, and Glub-glubs!

## Describe your topic

This wiki is designed to organize and generate ideas for Charged Comics. The characters and creations of this universe are generally intended to be fun and upbeat, with more intense content reserved for the larger and more comprehensive adventures such as those of SuperNaturals. Everything is canonically in the same universe, but in many cases the stories have little overlap and can be assumed to fill in any gaps with the "real" world.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
MetaTrident

MetaTridents are a series of highly specialized weapons built for Hydron in Telekineticlops' workshop. They are all designed as classic tridents, most being three-pronged and gold or bronze in color, though some models are five-pronged or in different colors. Each weapon contains a variety of weapons and tools built in, each one unique so that Hydron can select one based on anticipated needs. The first MetaTrident, dubbed 1.0, was essentially an indestructible (and very pointy) voice-operated smartphone with a 150-watt laser pointer. MetaTrident 2.0 was the first to be accessed via Wormholster, 2.4 was the first to have hover and autopilot/homing capabilities, and 3.0 was the first to be able to be disguised as water like Hydron can do for himself.

Series 3 of MetaTridents is what Hydron keeps on hand, and no Series 4 is planned. Other than replacing destroyed models, Telekineticlops is no longer actively designing any new MetaTridents. All MetaTridents at this stage come standard with water disguise, virtual assistant, and network connectivity to communicate with SNHQ from most sufficiently developed planets. Hydron's standing arsenal is as follows:
Drumstick Duo

The Drumstick Duo is a pair of seven-foot-tall fried drumsticks who are often hired as freelance henchmen by supervillains in Metropia. They are inventive enough when solving specific problems, pose a force to be reckoned with in a brawl, and always smell like fried chicken, so they have a strong marketability among organized crime. At various times they have served as bodyguards for the Dozen Deviled Eggs, enacted many installments of the Spider's many plans, and even made several brief stints independently, mostly robbing banks.
Jake Argo

Jake Argo is an expert strategist and General of the STORM Division of the Galactic Armada. When commanding a mission himself, his tactics are often ruthlessly efficient and have earned him the nickname of “the Bludgeonator.” Jake was friends with Hydron before the SN formed and retains close connections with the SN.
Agrar

Agrar is a planet in the Warring Clans and is the flag bearer of its alliance against the Aivarians. Agrar is heavily forested and its dominant species, the Agrak, are humanoid with exoskeletons and a language consisting mostly of clicks. They oppose Quantis, love freedom, and have sworn Alyyra Firni as an arch-enemy of their race, even though she now opposes Quantis as well. They have some relations with other free planets in the galaxy, but the Galactic Armada has refused multiple times to intervene in their war against the Aivarians because it is a war that is fought over things of little glactic interest and, if won, would start right back up as soon as outside troops left because it is just the Warring Clans.
Spider

The Spider is Super Root Beer Man's arch-nemesis and is a giant cyborg piece of (mutant) asparagus. His robotic lower half is packed with firepower and his brainy top half is packed with devious mastermind stratagems. He can outwit, outsmart, and outplay any villain within a hundred miles of Metropia, and once he has spun his web of careful and methodical preparation, it takes the cleverest of heroes to avoid being ensnared. His plans regularly take advantage of the plethora of usually willing lesser villains in the Metropia area, and sometimes a less-than-subtle giant rampaging robot is just what the rest of the plan requires. The Spider has grown accustomed to Super Root Beer Man's battle banter, though he usually catches on when his opponent is just stalling for time.

1. ↑ http://www.chargedcomics.com/characters1.html
Zethyrs

Zethyrs is an Ytrite who was hired as a consultant for the SuperNaturals because of his abnormally powerful organic telekinesis, even for an Ytrite. This means he can manipulate cells and tissue of any living thing around him, including himself. His powers allow for exerting forces on creatures, just like any telekinesis, but also the function and form of the tissue, so he can heal, change, or disable any part of the body.
Galactic Armada

The Galactic Armada (GA) is a multi-planet military force intended to fight for the general safety of independent galactic citizens, species, etc. It was formed as a result of the first contact between Earth and Epsilon, and is governed by a group of military and political representatives that meets on Epsilon. Armada forces consist mostly of local planet militias who are designated to report to the GA, but the GA also has a small standing army that is independent of any specific planet. Each partner militia receives some training, weapons, and funding from the GA, and the Armada has its own bases and weapons hidden throughout the galaxy. One such bases is a research and development facility on Ventis III, the fruits of which have made the Galactic Armada a regular player in the cutting edge of weapons technology and occasionally of transportation, communication, and other less violent fields. The Galactic Armada and the SuperNaturals have grown to rely strongly on each other and regularly exchange information, technology, and assistance in battle. In particular, the GA has created a standing STORM Division that is designed to interact more closely with the SN.
Pencil Sharpener Man

Pencil Sharpener Man is always ready to save the day whenever someone breaks their pencil. He can give your pencil a beautiful point that won't break off anytime soon, that's just small enough of a point to be precise but not so pointy it's dangerous, and he can sharpen a hundred pencils a minute, even colored pencils and, in a pinch, crayons. His weakness is mechanical pencils. He is a member of the LOLS.
Sodamobile

The Sodamobile is Super Root Beer Man's primary mode of transport. It is a heavily armored, high-speed vehicle with several on-board weapons systems and personal weapon storage, and boasts a communications and sensor suite that allows it to double as a mobile command center for more strategic operations. Its construction is modular, so it can be quickly transformed (by specialized machinery at SRBM's home base) into an airplane, a helicopter, a submarine, or anything else that can be fitted on the frame, like maybe a spaceship.
STORM Division

Specialized Tactics, Omni-threat, and Reconnaissance Missions (STORM) teams are the heavy hitting individuals in the Galactic Armada and are trained for uber-cool weapons tech, above-average interaction with the SuperNaturals, and direct battle with supervillains. The STORM Division also offers organization for superheroes not joining the SN, and has positions for superheroes ranging from being a member of a team to being on call from their home planet. Jake Argo commands the STORM division at the highest level.
Frère Pyro

￼Frère Marto fait parti de la famille des "frères" qui contient les Frères Cryo et Marto, par exemple. Les Frères Pyro sont une sorte de Koopa avec un casque et une carapace renforcée. Sa peau est jaune et son équipement est rouge vif. Il lance des boules de feu. Il se déplace en faisant de grands sauts.

￼Frère Cryo : http://fr.mushroomkingom.wikia.com/wiki/Frère\_Cryo

Frère Marto ￼: http://fr.mushroomkingom.wikia.com/wiki/Frère\_Marto
Outlaw

Outlaw, aka Alex, is a friend of Pyros and a SuperNaturals member. He can create and turn into shadows, and can even turn into solid objects as long as he is in complete darkness. He can, for instance, launch shadows like knives, sneak around and eavesdrop as a shadow, and become virtually invisible in already shadowy environments. He is fairly reckless and spontaneous, which is exaggerated by the use of his private, sport starfighter.
Unit 43

Unit 43 is one production unit of the B.E.N. Project that gained self-awareness very early in its development and separated from the main swarm before Plasmaniac hijacked the project. Unit 43 wandered around, finding its place in the universe, and eventually realized its original purpose to help people. Unfortunately, Unit 43’s methods for this triggered some alarms, and Vibro engaged it and fused many of the nanobots together in an attempt to stop it. The remaining nanobots in the unit then attempted to repair the fused mass into a biologically viable being, and in the process did severe damage to unessential structures in the mass. This became a humanoid body, and once Vibro realized Unit 43 was not an enemy, got it medical attention and had its damaged parts replaced with cyborg ones. Unit 43 now works with the SuperNaturals as a mercenary-type figure, using his intrinsic strengths such as high pain tolerance, mad hops, and built-in cyborg gadgets (notably grappling hooks in his wrists), as well as his preferred carry-on weapons such as an anti-armor gun, a sword sharpened to a blade a single atom wide, and a high-powered concussion rifle.
Duplicator

Duplicator is a SuperNaturals member who can make any number of copies of himself, although the copies cannot make copies. Each duplicate is fully autonomous, but they all are extensions of Duplicator's mind and he can control or communicate with the copies telepathically when necessary, to the point that he's really just one person with multiple bodies. This is nice because when you run into one of the copies, you don’t need to fill them in on whatever conversation you had with the last copy you interacted with. The original and all copies have slightly above-average intelligence, memory, etc. due to his vast parallel processing capabilities. We’re not sure how the creation of these copies works (but we think that every new copy created results in a proportionate decrease in the mass/energy of some black hole out there to satisfy thermodynamics). When a copy is no longer needed, he just goes back to base until he’s needed again, or finds a normal-ish life wherever he is. While experiences and skills are shared, allowing Duplicator to be fluent in many languages and have a working knowledge of just about every field of study, physical properties are specific to each body. Every new copy begins identical to the original, but any muscle growth, scars, tattoos, or genetic enhancements are limited to that copy only. When a copy does get “killed,” Duplicator feels that pain just like if he were to get an eleventh finger chopped off, and can spawn another one if necessary. He and others suspect that if his original body were to die, he would feel this the same way as losing a copy, except then he couldn’t make any new copies of himself anymore.
Wormhole Travel Network

The Wormhole Travel Network is the standard means for public hyperspace travel. The network consists of wormhole generators in very high orbit around various planets, with each wormhole having exactly two ends and thus a single wormhole generator can only lead to one other planet. Since wormhole generators are so expensive to create and maintain (they require post-atomic age technology to operate and are usually powered by orbital nuclear reactors), it is usually only economical for a planet to have a single wormhole generator. If a planet only has one wormhole, it will usually lead to a somewhat nearby, better-connected planet, or, also often, directly to Epsilon. As such, one can reach any connected planet, usually by first going to the "nearest" hub planet, going from there to the hub planet "nearest" the destination, and so on. This results in hub planets like Calpha, Epsilon, Exonia, and Gûntăria having tens or even hundreds of wormholes leading to "lesser" planets. A typical wormhole generator in the Travel Network is powered by one to three nuclear reactors and primarily consists of two concentric rings roughly 45 degrees off of each other's plane, generating a spherical wormhole at least 100 m in diameter and rarely above 1000 m in diameter. Each generator has a radio antenna that broadcasts information such as the identification of the planet it links to, the generator's own location for those finding it among many, order of the queue if there are multiple ships waiting to pass through, and so forth. Since the wormholes are spherical, two ships can use opposite sides of the wormhole without interfering with each other, and this usually means one side is used for going from planet A to planet B, and the other side is for going from planet B to planet A. Each host planet is responsible for policing the wormholes in their own orbit, though occasionally the Galactic Armada needs to step in to resolve chronic corruption or piracy.
Tolb

Tolb is a planet about twice the size of Earth whose axial rotation is such that its tropics extend much futher from the equator. That, combined with very plentiful water, results in 60% of the planet's total surface area (nearly 80% of its landmass) being tropical rainforest or shallow sea, making Tolb the most biodiverse planet in the known universe, rivaled only by Calpha. Tolb is home to over ten million documented species, including no less than twelve intelligent, spacefaring species (possibly more that left Tolb too long ago to remember), plus an estimated 30 million more undescribed species. Tolb's massive factory of evolution has produced almost every phylum of life observed in the galaxy, including some of the rarest. Tolb is strictly regulated in terms of visitors, since interference with its ecology could prove disastrous for either Tolbian or visiting life.
The Beacon

The Beacon is a Galactic Armada-owned relay station that orbits just outside the "core" of the Milky Way galaxy. Its primary function is to facilitate faster-than-light communications from different parts of the galaxy. While most such communication relies on the Wormhole Travel Network, and the Beacon does serve as a backup coordinating center for that network, the primary purpose for the Beacon is covert communication within the GA. The station is heavily armored and uses gravity well manipulation to "fall" faster and less predictably than were it in a plain orbit. These same gravity manipulators are used to maintain the smaller wormholes used for instantaneous communication with other, smaller stations carried with and stationed near other major ships and installments.
Udok-Rif

Udok-Rif is a small planet primarily inhabited by trolls. Much of the land ecosystem is forest, with a vast mountain range surrounding much of the equator, leaving a relatively small part of the tropics warm.

## Trolls

The trolls of Udok-Rif are rather diverse. All of them are hardy, strong, long-lived, and have leathery, clay-like skin that hardens when it gets too hot. Most trolls are carnivorous and hunt or trap large game. They are generally social among themselves, living in tribes or clans, and are fairly hospitable to a lost traveler (even of another species), but will rarely interact with another tribe if they can help it. One exception to this isolation between tribes is a gathering of all the inhabitants of a particular region for feasting and telling stories. In some densely populated regions, this gathering happens every eight years, but more often it is at irregular intervals of usually thirty to eighty years. Trolls of Udok-Rif are fairly intelligent in terms of hunting and building homes, but have little inventive urge. Since they have an extremely high tolerance for food shortages, they are quite content to enjoy the rhythms of nature rather than manipulate it.

### Forest Trolls

The forest trolls are the most common and can be found in almost every forest on Udok-Rif. Adults are about three meters in height, and males usually have a mossy beard. Their clothing usually consists of a simple but modest loincloth, and various forms of jewelry for elders/chiefs and mothers. They are active at night, in caves, or on overcast days. When they are outside during a sunny day, they will stiffen up into a rock-like sleep until it cools off at night. When it's cold enough for fire and sunlight to have little effect, clans of forest trolls can often be found exchanging long and well-crafted stories around a fire for days on end.

### Mountain Trolls

Mountain trolls range from six to fifteen meters in height and are the most solitary of all troll varieties. Family clans are usually spread across several mountains and have various ways of communicating across indirect and windy distances, but many utilize a special dialect of howls and groans that echo between mountains in a way that it rather eerie to the bypassing explorer.

### Elfin Trolls

Elfin trolls are about one meter in height, very active, and small enough to keep cool and not harden during the day. They live throughout a particular large forest in Udok-Rif's southern hemisphere, and interact with the forest trolls of that region more often than is considered proper among other trolls. Elfin trolls are omnivorous due to their higher activity level and more consistent need for food. They are also the most welcoming of outside visitors, leading explorers from other planets to set up their single permanent outpost on the planet in their forest.

### Plains/Desert Trolls

Trolls on the plains and deserts of Udok-Rif are basically forest trolls who prefer more open space. Desert trolls are more sand-colored and more strictly nocturnal. Plains troll tribes have been known to keep livestock, shepherding at night and using their stony bodies as a pen during the day.
Wyvern dragons

Wyverns are a type of dragon found in various planets, including Calpha, Exonia, and Galgamor. While wyverns are a subgroup of dragons, all wyverns share a common ancestor that is not shared by any other dragons. Their original homeworld is not known. They are distinctive in having two wings and two legs, and usually have claws on their wings and some manner of frill on their heads. They also consistently have four larger teeth on their upper jaws that are venomous. Other traits observed in some species of wyvern include breathing fire, changing skin color, and social/pack behavior. Nesting locations vary greatly, with some species preferring open plains, some flying or climbing high into trees or cliffs, and others settling on sandy beaches. Some wyverns have even been domesticated, most extensively in one southern Exonian pre-electronic culture where wyverns are used for battle mounts, in sport races, and for parcel delivery between cities.
Malacutia

Malacutia is a moon of Calpha, and is predominantly a sandy desert. There is groundwater beneath some parts of the planet, and in some places springs feed into sizable lakes.

## Ecosystem

Despite bring mostly desert, the little water on Malacutia sustains a surprising variety of life. For instance, Burrow Mice are small mice with webbed, spade-like feet used for digging and range in color from golden to a deep red; they have fluffy, beaver-like tails and abnormally large whiskers, ears, and eyes.

Desert Larks look like sparrows, but have longer beaks and tails; they are dusty brown with a white patch on their chests and are known for their beautiful call.

Desert Lynxes are moderately large cats with an excellent sense of smell, usually found near cacti and hunting for Burrow Mice.

Dragon Birds are small, rainbow-colored birds with a lifespan of one day; they hatch in the morning, lay one egg, and die in the evening.

Rainbow Beetles are very colorful and mostly harmless; they collect water from clouds atop tall dunes and scavenge larger dead creatures.

Acromantulas are giant spiders (on average smaller than their Exonian counterparts, and not at all intelligent) that are rather high on the food chain and that have venom appropriate for the size of their prey.

Desert Hydras are long, two-headed snakes that blend perfectly with the sand on the Malacutian desert, and boast venom that can kill most animals up to five times their size, though the only creature that big native to Malacutia are the Giant Wasps.

Giant Wasps are the apex predators on Malacutia, averaging seven meters long and able to project poisonous goo out of their tail stingers. Their subterranean nests stretch for miles, with surface exits that look like giant termite mounds.

Sand worms eat more nutritious soil under the deep sand, and are practically useless other than as a food source, though they are rather adept at destroying Giant Wasp nests.
Steel Skin

Steel Skin is an invincible rogue warrior. He is a Ventian with skin that is literally impenetrable and serves in all other ways to make him indestructible. That is, it absorbs impact, disperses heat, and is inert against noxious and corrosive chemicals. He can survive any missile to the face, or a battle cruiser to the head, or an arrow to the knee. Theoretically he could be susceptible to internal damage, such as food poisoning or nanobots in his blood system, though this too would be mitigated by a slightly increased regenerative system that was standard procedure to help him survive the experiments that gave him his indestructible epidermis.

Steel Skin enlisted in Quantis’ army with the goal of joining the fight against the bullies in the universe. After proving his considerable bravery, loyalty, and creativity, he was soon inducted as a subject for Quantis' super-soldier experiments, with the promise of helping his struggling family back home on Ventis. After returning to battle as an invincible hero and defeating a local evil army, Steel Skin became one of the greatest celebrities in Quantis' army. However, Quantis eventually determined that the culture of Steel Skin's homeworld was unreliable as an ally and ultimately unstable. He ordered their occupation and subjugation in his galactic machine. Steel Skin's loyalty to the greater good he believed Quantis represented held firm, and he helped to bring his home planet under Quantis' control, realizing only later that his family had been part of the resistance that was killed in the conquest. He did not discover this for several years, during which time he gradually lost faith in Quantis' goodness, so the revelation about his family was the last straw that made him sabotage an entire war cruiser and run away into space in sheer grief. Finding no hope of liberating his homeworld, he went rogue and vowed to destroy every cause or ideology that attempted to claim the ultimate loyalty of anyone else, especially Quantis. As such, Steel Skin will occasionally work with the SuperNaturals to pry Quantis' grasp off of a world, but his indignation for idealism causes him to still distrust them for imposing their own ideas of what's right on others. He maintains a lifestyle of a rogue vigilante, tearing down anything he sees as oppression with extreme prejudice. As only one individual, he is not a major player in the galactic stage, though he is quite capable of latching onto a star cruiser and tearing it apart piece by piece despite all defensive weaponry or even the vacuum of space.
I.C.T.H.I.S.

Intelligence and Communication Technology Handling International Superhumans (I.C.T.H.I.S.) is the secret para-government organization that works with willing parties on an international scale to deal with superhero stuff. I.C.T.H.I.S. coordinates strategy between people and entities that would otherwise not work together and keeps track of anybody that could potentially pose a threat to the world or could potentially help stop those who do.

## History

While the idea for this organization first came up about the time of the founding of the FBI in 1908, I.C.T.H.I.S. was not founded until an uncertain date on the eve of World War II, though it predates the CIA. It started out as a team assigned with the task of identifying potential superhuman individuals who pose a threat to world safety. As it grew to actually responding to these threats, they frequently ran into difficulties when superhumans who would otherwise be amicable were resistant to joining a "side" in the political tensions of the Cold War. So, in 1950, the director of I.C.T.H.I.S. decided to make it a separate entity, self-funded and not under the authority of the U.S. government, to allow it to gain the trust of non-political superhumans as well as to work with both American and Soviet entities.

## Current Description

Since the United States officially (and somewhat truthfully) reported that I.C.T.H.I.S. had ceased to exist as a government organization, the independent I.C.T.H.I.S. is able to work rather freely and without much supervision, but also without much official authority. As such, I.C.T.H.I.S. has no access to any records, technology, or resources other than what its front businesses obtain legally. As such, I.C.T.H.I.S. maintains its own extensive intelligence network, featuring a constellation of satellites, a team of secret agents (including Benjamin Kee), a small army, a supervillain holding facility, and offices/front businesses in most major cities. They keep tabs on pretty much any superhuman who has ever done something remotely publicly, and will alert friendly supers whenever another one triggers enough alarms. They coordinate with many governments in recommending precautionary evacuations, responding to property damage, and occasionally covering up any events when someone's identity must be protected (though a number of superheroes have publicly identified as such and make no secret of their relationship with I.C.T.H.I.S.).

## Relationship with SuperNaturals

At the first conception of the SuperNaturals, its members were unaware of I.C.T.H.I.S. and the formation of the SN stood as competition with I.C.T.H.I.S. Since then, the two have come to trust each other, and they have developed into slightly different roles. SN serves as a team of superheroes with regular members and also interplanetary dealings, while I.C.T.H.I.S. monitors superheroes and informs them of needs and dangers, and also deals exclusively with Earth. Due to these roles, the two organizations maintain a close relationship and very open lines for requests either way.
Diet Sodamobile

The Diet Sodamobile is a vehicle used by Super Root Beer Man. It is smaller and faster than his regular Sodamobile, but with fewer weapons and communications systems. Its armor is weaker, though still mostly bulletproof. Its only weapons are a pair of computer-targeted machine guns and a few high-powered lasers. It has been clocked at speeds up to 230 mph.
Bacon Bros

The Bacon Bros are an engineering team made up of individuals resembling Canadian Bacon. Their firm is B.A.C.O.N., based in Calgary, and was employed by Doctor Donut to produce a robotic SWAT team for Metropia. However, when Doctor Donut was revealed to have sinister ulterior motives, it was also revealed that the Canadian B.A.C.O.N. engineering firm was merely a front for the crime syndicate H.A.M.
Aia and Aurq

Aia and Aurq are binary desert planets roughly the size of Earth in the far outer rim of the Milky Way. Their orbit is much closer to their sun, so they endure high levels of solar radiation and surface temperatures that range from 200-300 C. There is no native life, and the little life that has been transplanted to Aia and Aurq (most of it from Malacutia) is extremely specialized. Aurq is largely a dust and sand desert, more similar to Malacutia, and has trace amounts of water in its deeper layers of sand. Aia is dominated by rock formations resulting from volcanic activity and extreme winds; in its near-tropical latitudes, Aia boasts spectacular palace-like spires of rock that Quantis has hollowed out into his secret research facilities.

Their solar system is also home to similar rocky planets collectively known as "AAA" or the "third A's", since Aia and Aurq are the "first two" planets in the system. These AAA planets have no water whatsoever, little carbon or oxygen in the atmosphere, and few useful minerals or metals, so once mining teams have harvested anything worth lifting off, they make excellent testing grounds for rather permanently-destructive weapons of mass destruction. Since these are used by the SuperNaturals and Galactic Armada, they make Quantis very nervous since his secret research base on Aia is too sensitive to move and too secret to sufficiently protect.
Doodle-dood

A Doodle-dood is a creature that appears to most other species to be a cartoon. They live on Doodle-dood World, a planet in the outer rim of the Milky Way Galaxy, and are usually 75-100 cm tall. Contemporary physics has no idea how, but many Doodle-doods have a black outline of their bodies, even though Doodle-doods are three-dimensional and the outline is constant no matter what angle you look at them from. They also do not have true skeletons, as their limbs are rather sturdy and yet able to stretch some and move somewhat freely in their relative position. The main categories of Doodle-doods are Glub-glubs, Waka-wakas, and Soh-Cah-Toans, and technically also Daxflakes.

## Soh-Cah-Toans

Soh-Cah-Toans are the simplest Doodle-doods, being green blobs with two eyes and a mouth. They do not have arms or legs unless they extend some part of their body to act as one. They live on Doodle-dood World's largest continent, to the east of Glub-glub and Waka-waka territory.

## Waka-wakas

Waka-wakas have a circular body, white with black outlines, with two eyes, a mouth, two arms, and two legs. Some Waka-wakas are not spherical, being triangular or square, though in common speech these are usually referred to as Triangle Glub-glubs or Square Glub-glubs. Waka-wakas live mostly on the second-largest continent of Doodle-dood World, directly west of the Soh-Cah-Toans, though many live among the Glub-glubs to the northwest.

## Glub-glubs

A Glub-glub is any Doodle-dood that would otherwise be a Waka-waka if not for some distinguishing characteristic. Many Glub-glubs have faces and limbs identical to Waka-wakas, though this is not a rule due to the endless variety of Glub-glubs, including Hover Glub-glub (who does not have legs) or Turkey Glub-glub (whose arms are in fact wings and whose mouth is a beak). Glub-glubs are most concentrated on a small continent to the northwest of the Waka-wakas, but are thoroughly integrated into Waka-waka society and many of them live throughout Waka-waka territory.

## Daxflakes

Daxflakes are an isolated group of Doodle-doods who inhabit the moon of Doodle-dood World. They are even more diverse than Glub-glubs, but as a rule are white with black outlines. Most have legs, a few have arms, and very few have exactly two arms. Daxflakes also generally have eyes or other body structures that are not proportional or symmetrical. Daxflake society is heavily integrated with their industry, which is pasta manufacturing for export to the rest of the galaxy.

1. ↑ http://glub-glubs.chargedcomics.com/all-2012-glub-glubs.html
2. ↑ http://glub-glubs.chargedcomics.com/all-2011-glub-glubs.html
Galgam (Galg I)

Galgam, known technically as Galg I, is the planet in the Galg System. It is barely large enough for its moon Galg (Galg I-1) to be considered a moon and not a double planet. On the surface, Galgam is very rough on the planetary scale, with deep oceans crisscrossed by high mountains, and vast plains at various altitudes (many of which are submerged in the oceans). It is covered in mostly standard grass, with some forests and other unsurprising plant life. Likewise, its fauna is typical for a rocky, grassy planet, with the largest animals being bison-like reptilian grazers and their two-legged, theropod-like mammalian predators.
Quamethysphere

The Quamethysphere represents the updated version of the “Mystical Purple Lamp” from the very first imagination of the SuperNaturals. It cycles through power level emissions, its energy levels follow the graph of the tangent, with infinite energy emissions every thousand years, though immediately after this it absorbs infinitely much energy, so the only way to harvest that energy is to separate itself from its past emissions right before it switches. An improper power extraction method used by Quantis shattered it; the resulting explosion had similar properties to that caused by antimatter and matter of the weight of the Quamethysphere coming into contact with each other; as soon as each shard ceased making physical contact with another, it teleported to a seemingly random point in the universe. One fragment actually teleported itself into Quantis’ brain. It corrupted his mind, and made him more evil, even in the short time it took for him to have it removed by Fred's Surgery House. The closer proximity any piece is to him, and the longer the exposure, the more evil he is; it also causes him to tend to be more determined to find other pieces, on top of his already wanting its immense power; it doesn’t affect other people’s minds who didn’t have a piece teleported into their brains.

At its power peak, it gives the coveted ability to travel through time to anyone who has the right tools and knows how to harness such power. If its shards are pieced together, they won’t be as amazing as the original, but if they’re pieced together and then placed next to a past version of itself at its energy peak, then the pieces will meld back together and it will be as good and as powerful as new. Plasmaniac wants to find it so that he can go back in time and prevent his parents from moving to Oklahoma.

Chemically, the Quamethysphere is similar to an aerogel, with the solid portion consisting of a previously unknown and still mysterious chemical dubbed Quamethite, and the gaseous portion consisting of pure, relatively cool plasma; there are many other components that are unidentifiable--these make it impossible to imitate and keep its source of power a mystery. It is thus very resistant to kinetic force and nigh indestructible by mechanical force. It feels and looks like something between blown glass and aerogel with a plasma lamp inside. It is an excellent insulator, so it’s always about room temperature, yet it conducts electricity, is slightly magnetic, and has many other strange and even undiscovered properties.
Voriator

Voriator, is the largest city of the north of the
plateau of Nemeator and the second largest city of the kingdom. During the
first centuries of populating of the plateau, a small village was built in the
strategic area that connected the inside region with the out world. The village
grew in size and when Nemeator created a coalition it joined. When the beastmen
came it suffered greatly but in 1180 king Leon II fortified the town and left a
permanent garrison. When the beastmen threat was over the kingdom expanded
north and out of the plateau. Voriator became a strong military base and
trading center connecting the kingdom with the sea and the lands beyond. A long
paved road connected the town with the capital and many paths led to the city.
All the villages outside the plateau acknowledged their sovereignty to Voriator
and the town grew into the leading city in the north.  It was destroyed in the first orc wars after a
five-year siege in 2010 and remained in chaos for many years after the near
annihilation of the kingdom by the orcs hordes. It took many years for the
depleted population to return to the north and it was by 2150 that few
survivors returned and rebuilt the city but it was a squalid place harboring thieves
and bandits that harassed the survived farmsteads around them and any daring
merchants that came to trade. But the kingdom was staggering and it took
centuries to be rebuilt and reach its past glory. Voriator was left in peace
but as the kingdom grew and farmers occupied plains nearby the bandit village
become a nuisance. But it wasn’t until 2650 when the king arrived with dwarf
masons and craftsmen hunted the criminals and demolished the ugly place. In
only twenty years a great fortress was built that became the seat of the
northern king the capital becoming the two kings’ common ground. The
fortifications expanded and sealed the northern passage and Voriator military
value was esteemed in many parts of the west. The city continued growing and
expanded its network of communications with the building of a very long coastal
road that led to Tragis and connected the kingdom with some ports that traded
with Islandis. It was in late 6471 when the unification of the two royal lines
and the coming of the dynasty of Tarantians that changed the long-standing
tradition of two kings. Kerdan was the last king of the northern line and his
son Kerdon the first governor of Voriator and the northern regions.
Floss Man

Floss Man is a superhero in the city of Metroville and a founding member of the LOLS. His sidekick is BraceFace and his arch-nemesis is Captain Cavity.

## Abilities

Floss Man has the powers of super strength, flight, x-ray vision, and can shoot floss out of his wrists. His gadgets include heavy-duty floss for slicing through stuff, fluoride rinse grenades, wind-up chattering teeth, and various dental care tools.

## Description

Floss Man fits naturally in one of the cheesy comics that supposedly promotes dental hygiene but really has nothing to do with it. His alter identity is, of course, a dentist, and he got his superpowers in an incident involving dental x-rays, orthodontic chemical cocktails, and toxic waste.