recursal/Fanatic-Fandom huggingface dataset:
Wasn’t Me

***SERIES CANCELLED***

***Wasn’t Me*** is an American sitcom that originally aired on Disney Channel from April 30, 2014 to March 27, 2016. It starred Zendaya as Cindy and Bella Throne as Katherine.

On September 11, 2014, the series has been renewed for a second season, with the season 2 premiere aired on April 19, 2015.

The series was originally renewed for a third season by Disney Channel on September 19, 2015. However, due to the series performing poorly, Disney Channel headquarters has decided that the second season will be the last season. The series will stop airing after the 41st episode.

The series finale aired on March 27, 2016. It gained 3.2 million viewers on its final episode

## Cast

* Zendaya as Cindy
* Bella Thorne as Katherine
* Rihanna as Shannon
* Austin North as Josh
* Ross Lynch as Michael
* China Anne McClain as Olivia

## Trivia

* This series makes the second series in Disney Channel to end just after two seasons, behind My Life.
* During the entire series run, 41 episodes were aired and 42 episodes were filmed in two seasons.
World Choice Awards 2015

The **2015 World Choice Awards** will be held on September 6, 2015

## Host

* Lia Marie Johnson
* Connor Franta

## Performers

* Cyrus Uy - "Get Dirty (song)"
* Selena Gomez - "Good For You"
* Jasmine Blyth - "Me and My Girls"
* Emma Nisbet - Foolish Love
* Shawn Simpson - Play It On Repeat feat. Christian Simpson
* Nick Jonas - Levels
* Demi Lovato - Cool For The Summer

## Presenters

* Ariana Grande
* Matthew Madeley
* George Delanivias
* Mary Wary
* Fifth Harmony
* Laura Marano
* Sarah Hyland
* Bella Throne
* Coco Jones
* Cyrus Uy
* Christian Simpson
* Floyd Martinez
* Britney Spears
* Ailsa Maplesden
* Rita Ora
* Becky G
* Josh Hutcherson
* Ross Lynch
Caught Silver Faced

“Hold up, Woodswoman..we have another one to add to your refugee transfer.”

The Horrorwoods transport crew(wo)men looked up from their study of the shipping manifests and the cargo being transferred in both directions between her ship and the Ghost Rider vessel it was docked to. They looked at the two dark-clad Ghost Riders and the biostasis canister, beaded with fresh condensation, floating behind them on a gravity-skid.

 “What, another disappearance? Another witness stumble over one of your ops and need to be vanished?”

“Would we do that to you?”

“Yes. There was that tour bus...”

“Okay, I’ll grant you that one. Bad timing. They shouldn’t have seen the cruiser.”

“And the junior intelligence analyst?”

“It was either kill her, or blow the entire network infiltration operation! But this one’s voluntary!”

“I might actually believe that if it wasn’t for the fact that we came aboard early and saw her being dragged into the biolab.”

 “..You saw that...?”

“Heard the heels drumming on the hallway floor...”

“Ah, we had to hurry through procedure. She couldn’t move as fast we can, being only human.”

“Is that why she was handcuffed?”

”So she didn’t hurt herself. Some of the fleshies get confused easily under the effects of the stasis prep drugs. They get...jumpy.”

“And the gag?”

”They hurt themselves screaming. Bite their tongues yelling.”

“And the spreader bar and lack of clothing?”

“They soil themselves. Makes cleaning them up easier before we slip them into stasis.”

“Right. Can’t drug them well before?”

“Look, we don’t enjoy doing it, but the alternatives are even less enjoyable or acceptable.”

“Is that why you’re dressed up like the robot police from ‘THX1138’?”

“...you know that movie...?”

“Another Ghost Rider I know shared her entertainment files with me. Good thing too, otherwise I’d have thought we had an attack of Agonarii on your ship.”

 “Okay, okay, Droma and me were having a little fun messing with the snoop’s head before we brain-fuzzed her.”

“Before you then dumped her in our backyard?”

“Before we then dumped her on you. Now you going to take this one?”

“Well, after you went to so much trouble canistering and crating this one, I don’t want to know what the alternative is if we don’t. Useful skill set on this one?”

“Intelligence agent.”

“Another yehol-fowl farmer then. Lovely. When are you going to send us some civil engineers, doctors, or holistic pharmacists?”

“Doctors and naturalists don’t break into our warehouses and operations bases in the middle of the night with laser cameras and comp-cracker hardware.”
Trouble

Trouble is the first single from the album "Cyrus" by British actor, singer-songwriter, Cyrus Uy. It set to release on June 16, 2014. Music video has been announced on May 19, 2014. It will film at the end of June for it to premiere on July on YouTube and Disney Channel.

## Lyrics

[Chorus]

Oh we got less trouble when we're together

Oh we got less trouble when we're together

It's better or the worse

Or a blessing or a cruse

Oh this trouble of ours is gone

My heart keeps on telling me lies

So I don't trust you anymore

[Verse 1]

It seems like it should be real easy

with two people so right

But I always find myself just waiting here

You used me all the time

You hug me

I should reject it

Baby, we should be together because when I call, you don’t call back

You were blinding me all along

I'm to blind to see

Yeah! I'm trying to tell you that we are over

[Chorus]

Oh we got less trouble when we're together

Oh we got less trouble when we're together

It's better or the worse

Or a blessing or a cruse

Oh this trouble of ours is gone

My heart keeps on telling me lies

So I don't trust you anymore

[Verse 2]

You want another try?

Like the time before

Then a million more

I'm ready to move on

So I don't need to read your mind

I don't need you anymore

You were blinding me all along

I'm to blind to see

Yeah! I'm trying to tell you that we are over

[Chorus]

Oh we got less trouble when we're together

Oh we got less trouble when we're together

It's better or the worse

Or a blessing or a cruse

Oh this trouble of ours is gone

My heart keeps on telling me lies

So I don't trust you anymore

[Bridge]

You wanna kiss me so you use me

But I'm not falling for it

Yeah, I'm not falling for it

You wanna stop me from moving on

But I'm already there

Yeah, I'm already there

Yeah!!!!

[Chorus]

Oh we got less trouble when we're together (when we're together)

Oh we got less trouble when we're together (ooo less trouble)

It's better or the worse

Or a blessing or a cruse

Oh this trouble of ours is gone (gone)

My heart keeps on telling me lies (lies)

So I don't trust you anymore (don't trust)

Woah-oh-oh-oh-oh-oh-oh

Less trouble

Woah-oh-oh-oh-oh-oh-oh

Yeah! Oh we got less trouble when we're together (when we're together)

Oh we got less trouble when we're together (ooo less trouble)

It's better or the worse

Or a blessing or a cruse

Oh this trouble of ours is gone (gone)

My heart keeps on telling me lies (lies)

So I don't trust you anymore (don't trust)

Oh this trouble of ours is gone
WiNNER

> “ MONEY, MONEY, I'm made of MONEY! “— **Spoken by London**
>
>

**Winner** (stylized as *WiNNER*) is a 2014 Disney Channel Original Movie. It premiered at September 12, 2014 along with a new episode of Dance It Up.

## Overview

It all started about a boy called Scott (George Delanivias) that was very unlucky, but when he founds the "Lucky Charm" he becomes extremely lucky and due to this he wins everything he wanted: a girlfriend called Jasmine (Dove Cameron), a fast car, a dog called Troy, enemies called Cherry (Jessica Parker) & Mark (Floyd Martinez) and a BFF called Nick (Cyrus Uy), but when he loses the cham, it's up to him, his friends and enemies to get the collar from the evil spy Sinister Spy (Clyde Martinez). They locate him in a ship called "S.S. London" where they meet London Tipton (Brenda Song) and Mr. Moseby (Phil Lewis), then they found Sinister Spy discursed. So they defeat them and Cherry and Mark forgives them for an fight that happend, they accept and the movie ends with the ship on sunset and London saying: "Really? I can do better than this!".

## Cast

#### Main Cast

* George Delanivias as Scoot Masterfield
* Dove Cameron as Jasmine Knight/Masterfield
* Jessica Parker as Cherry Coleman
* Floyd Martinez as Mark Coleman
* Cyrus Uy as Nick Freebers

#### Guest Stars

* Brenda Song as London Tipton
* Phill Lewis as Mr. Moseby
EShemarrian Wiki

## Welcome to the Wiki

Greetings, Megaversal Traveler! This site is the tentative home of the EShemarrian Wiki, an accessible guide to the fanwork EShemarrian Alternate Universe setting, based on the Shemarrians of Palladium Books' Rifts RPG.
Originally presented on the Forums of the Megaverse on the Palladium Books' website, the EShemarrian alta-verse is an ongoing not-for-profit multi-author fanwork of both stories and playable stats expanding on materials and characters originally created by Kevin Siembieda and Josh Sinsapaugh, as one of a number of possible offshoots in the Megaversal setting. This will be an ever-evolving game/fanwork setting, allowing quick and ready cross-referencing of a growing body of material on the cyberoid warrior-women of the Rifts setting, focusing primarily on, but not limited to, a dissident faction of renegade sentient androids, their evolving society, their adventures, and the forces that oppose them. Forgive the sawdust and showers of welding sparks(and occasionally cutting torches and wrecking balls) as the Wiki is put together, but hopefully the true majesty of the EShemarrian Nation will become readily visible as it takes shape.

In the following pages, you will find pages on the Ecotroz Shemarrians and the basic changes the Ecotroz Intelligence instills in robotic bodies of the Shemarrians. As well as parts of their culture, NeShemar, Rites of Upgrade, Progen, the main 11 Tribes, the Fringe Tribes. As well as may of the special Elites developed, the many different Warmounts, Starships, Weapons, Equipment and Enclave worlds the Shemarrian inhabit.

Visit the Lexicon for a general glossary of terms used within this wikia.

## Thank you!

Special thanks to taalismn for creating the majority and one of the driving forces of the EShemarrian.

DhAkael for creating one of the first fan tribes (Wayfinders and Sapphire Cobras), the concept of Progen and many other elites, warmounts and ships.

Kronos182 for several elites, weapons, and the main wikia uploader.

And of course Kevin Siembieda for creating the Rifts setting, and Josh Sinsapaugh for the Shemarrian Nation book.

## Latest activity

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

File:Placeholder
EShe-WpPB30 Particle Beam Rifle

This is a Darkwaters favorite using technology acquired through trade with an alien partner, and adapted to use a more compact and powerful portable particle source-generator and accelerator than the original design, that relied on isotopic rods for the particle source.

## Stats

 Type
 Weight
 Range
 Range2
 Damage
 Rate of Fire
 Payload
 Original Tribe
 Special Note
 Special Note2

### Enhanced Critical

On a strike roll of 18 or more, the weapon does 2d4x10+10 MD!
Puls-Gauntlet

Weight
 Range
 Damage
 Damage2
 Rate of Fire
 Payload
 Original Tribe

This is a large heavy armored gauntlet with two cylinders, actually particle-beam projectors, mounted along the line of the forearm. Despite its exotic appearance, its internal workings are actually based on the Northern Gun NG-45LP ‘Long Pistol’, copied for use by the Shemarrians. Clenching the fist, or touching a palm-trigger, fires the weapon. The Puls-Gauntlet has appeared being worn by War Chiefs and the occasional Warrior and Male Shemarrian, never War-Goddesses, Berserkers, or Pariahs.

The Puls-Gauntlet was one of the first weapons created by the Ecotroz Shemarrians after being cut off from ARCHIE's secret weapon caches and had stabilized an infrastructure before the height of the Civil War.

### Conduction Recharge

The puls-gauntlet has a 24 shot capacitor, and fitted with induction technology to conditionally give it unlimited power, tapping into the Shemarrian’s own power system. Recharges at a rate of 1 shot per 5 minutes, attached to the Shemarrian’s arm. This feature was added after the Civil War when manufacturing and research infrastructures were more established.
Medical Injector Pistol

## EShe-BrMEP01 Medical Injector Pistol

 Type
 Range
 Damage
 Damage2
 Rate of Fire
 Payload
 Original Tribe
 Special Note

This is essentially a hopped-up Compu-Drug injector mated to a pistol grip. The entire drug cartridge/module is mounted on top and can be swapped out in seconds. The pistol can also be used to deliver various nanites, in addition to normal drugs. Developed originally to keep Blood Rider warriors in the field longer, the pistol and its various specialized loads have since been adopted by the other Tribes. The thing looks scary as hell, though, coming at you, especially if you don’t like needles to begin with.

### Payloads

The medical injector pistol can be loaded with various different drugs, nanites, toxins, venoms or poisons. The following are typical loads.

 Nanoflix
 IRMSS

#### Water

If used to dispense water, unloading the full cartridge into a vampire does 4d6 HP. Otherwise, it holds about 8 oz of water.

#### Nanofix

Nanofix is a general repair nanite ‘drug’ based on 3G Metal-Spray; it instantly repairs 1d4x10 MD of gross MDC damage and provides a ‘scaffolding’ and spare material for a Shemarrian’s own nanite regeneration system to work on. If used on a limb or body part that has sustained damage and mobility penalties, Nanofix will help restore the overall damage, but not mobility (use the general ‘healing’ rate of the Shemarrian’s own nanoregen to calculate when the limb/system becomes fully functional again, until the natural regeneration cycle is finished, the damaged part will appear discolored and disfigured until the ‘scarring’ is re-absorbed into the structure).

#### IRMSS

This is exactly like the IRMSS available to most races, except in a cartridge to fit the Medical Injector Pistol. Has 10 doses.
FireDrake Conversion

Range
 Damage
 Rate of Fire
 Payload
 Original Tribe
 Special Note
 Special Note2

This is a kit allowing for the modification of Monst-Rex, Monst-Rex “Pack Mule”, and Monst-Crane Warmounts to incorporate a mouth-mounted flamethrower. Later this was applied to other Blood Rider Warmounts as well. Not very effective against other gynoids/cyborgs, but very effective at clearing away zombies, provided the heat is intense enough to cremate them.

### Damage

The systems is designed to make use of a variety of different fuel types to allow for greater flexibility when away from normal supply lines.

 MD Fluid
 Incendi-Gel
 W Napalm-P

### Payload

Depending on the fuel used, the FireDrake will have different payloads due to the concentration of the fuel and its efficiency

 Napalm
 MD Fluid
 Incendi Gel
 WI Napalm-P

### Special Notes

The FireDrake flamethrower can also be used to cover an area with fluid, up to 10 ft per attack used. Used with Super-Napalm, this does 1d4 MD, Incendi-Gel does 1d6 MD, and with Napalm-P, this does 2d6 MD.
Plasma Rifle

## EShe-BrPR-03 Plasma Rifle

 Type
 Range
 Damage
 Damage2
 Damage3
 Rate of Fire
 Payload
 Original Tribe
 Special Note

Updated heritage-era She-PLR25 Plasma Rifle, using technologies acquired from other sources. Most notably, the BrPR-03 is fitted with a changeable deuterium cartridge that can ‘hot shot’ the regular plasma bolts to do more damage.

### Special Notes

Hot Shot: The user can fire a more potent blast which damages everything in a 6 foot radius from the point of impact. Each Deuterium cartridge has enough for 30 shots.
Slicer-Ring

*"No."*

*"But Matriarch..."*

*"No. By the Ten and the Goddess herself; a thousand times NO!"*

*"Yi yi yi yi yi yi YAAAAIIIIII!"*

*A blue-glowing ring streaked through the ruined brickwork and masonry, caroming off the broken walls and through the worms. Where it touched, either a molten line of superheated megacrete, or pieces of burrower were left.*

*With a pulsing hum the ring returned to the Shemarrian Ghost Rider, dressed in glowing lined synth-leather roman skirt and bodice.*

*"-sigh- This is why I refused to have that infernal weapon developed. I just Knew that Zeenah would act like this... Goddess have mercy on our tribe; why did we all have to awaken in a place called Madheaven? It is just a name!"*

*The strangely dressed berserker skipped over to her two observing sisters; bowing to her warleader (who just massaged her 3rd antaenae and grimaced) and her shield-mate, Gabrealyah.*

*"Greetings programmes! It works."*

## Shemarrian Wargear: Slicer - Ring

 Weight
 Range
 Damage
 Damage2
 Rate of Fire
 Payload
 Original Tribe
 Special Note
 Special Note2
 Special Note3
 Special Note4

Though the Ghost Riders are more known for their skills in cyber and electronic warfare, the occasional innovation in more physical combat would be developed by the eccentric gynoids. One such weapon was the Slicer-Ring; created by one of their Spinsters after berserker-caste warrior Zeenah (self-named after her cyber-ghost accessed several episodes of an ancient vid-show) had unearthed a primitive 3D video-drama, showcasing a fictionalized digital universe, along with the program where her namesake used a similar weapon made of steel. After much debate, the first slicer ring was created, using plasma field technology from recycled Kittani tech, and reverse engineered mag-lev & repulsion devices found in archives buried in Madhaven.

Slicer-rings are chakram shaped throwing weapons containing micro repulsorlift coils, and tracking gear. When thrown, the Ring will automatically scan the initial target, attack any others of the same type along its flight path, then return. All Slicers have a groove along their outer edge containing the cutting action, which activates when thrown, and shuts off when returning. Thrown like a ring-frisbee or chakram.

### Payload

The Slicer-Ring has a power cell with 20 minutes of power. It can be recharged via induction on a recharging bracket hooked on the Shemarrian. Recharges in an hour.

Notes: +2 to strike plus W.P.

### Radio Linked

May be controlled via radio-link and allows the Slicer-Ring to return to the thrower even if the thrower moves.

### Multiple Targets

Hitting 1D6 targets of users choice after a successful Weapon-systems skill roll to lock on, with an additional +2 to strike.

### Severance

Severance results; natural 18-20 will either inflict X3 damage, or remove an extremity on human-scale targets, while a modified 18-20 will result in a critical strike.
Burst Cyborg Armour

A good offense can be a good defense!

## Clan Armorand Burst Cyborg Armour

 Crew
 Environmental
 Main Body
 Arms
 Legs
 Mobility
 Speed Running

Clan Armorand prefers melee combat, and specializes in anti-siege warfare, able to defend against all odds. With most of their forces being partial or full conversion cyborgs, they have developed cyborg armour. Burst armour is fundamentally similar to heavy infantry cyborg armour, except it is fitted with several devices of what is similar to anti-infantry fletchette packs mounted around the body, and are triggered by the wearer.
Wearers of Burst Cyborg armour would be positioned at the front of choke points, where enemies would be clustered in front of them, then trigger packs to deal with several waves of opponents, or slowing down the first wave before they closed within melee range. The ones on the arms can be used to affect forwards, back or to the sides. The two on the back are usually used to cover retreats. The packs are positioned and designed to not affect the wearer.

### Special Features

#### Fletchette Packs

 Damage
 Rate of Fire
 Payload

These are small anti-infantry fletchette packs, similar to those found on vehicles and combat robot vehicles.

Payload: 4 packs on front, one each arm, 2 on back.

Notes: Infantry caught in the blast area can attempt to dodge at -4. Those with Autododge can dodge at -1.
Blast Gum

*“What’s that you’re chewing, little girl?”*

*“SEMTEX.”*

Blast Gum is simply a very malleable form of plastic explosive that is favored by the Lollipoppers for sabotage and their more explosive pranks. It is colored and scented to look and smell like chewing gum (though it tastes AWFUL to humans and organic beings, and cannot be safely digested), and can be safely mechanically masticated (by a dry mouth) without either losing its explosive properties or prematurely detonating. Lollipoppers love to chew the stuff, then stick a wad of it someplace, insert a detonator (typically a false tooth, or piece from, or hidden in, a charm bracelet), then vamoose to a safe distance before the stuff goes off.

Though the blast effect from the relatively small amounts in a gum-wad is relatively contained, Lollipoppers have become expert in placing their wads where they can do the most damage, regularly booby-trapping seats, desks, control consoles, conduits, vehicle parts and equipment cabinets. Rumors of the decimation of a video-theater, popular with Kydians and Kittani in Splugorth London, courtesy of explosives planted under audience seats, remain unsubstantiated.

Blast Gum comes in both SDC and megadamage (MD) ‘flavors’ and is molded in 1.9 and 2.8 gram sticks, though it is possible for a Kildren to mouth up to six sticks, or use a dry pack (typically 10-12 sticks) as a single charge.

## Statistics

### Weight

Standard stick 1.9 grams

‘Long’ stick 2.8 grams

### Damage

#### SD

1.9 grams 2d6 SDC to eight inch blast radius

2.8 grams 6d6 SDC to 1 ft blast radius

#### MD

1.9 grams 1d4 MD to six inch ft blast radius

2.8 grams 1d4 MD to 1 ft blast radius
Candy Cane Gravity Spear

*"Jingle Bells..Vampires Smells.. You're not getting away!"*

Lollipop to a vampire impaling it with a candy cane gravity spear.

After a joke from a Ghost Rider outside a Low Council meeting that the Lollipop Tribe attended, they got their 'toy maker' Vat-Father to work on the concept of a gravity spear shaped like a candy cane. As the name suggests, this 12 foot long vibro-spear is red and white striped, with a hook at the end, and a gravity generator built into the shaft. The blade is slivered to make it good for fighting supernatural creatures. The gravity generator is excellent for preventing impaled vampires from turning into mist and floating away. It's also good for preventing anyone struck from moving much due to the intense gravity field it creates around the head. The curled end is excellent for tripping opponents and in a pinch can be used as a type of grapple hook.

## Statistics

 Weight
 MDC of Weapon
 Range
 Range2
 Damage
 Damage2
 Rate of Fire
 Original Tribe
 Special Note
 Special Note2
 Special Note3

The gravity field can be maintained for 5 minutes from an e-clip, or technically indefinitely through power induction, but requires a 1 minute cool down when powered this way. The gravity field can be activated as part of attack for free, and quickly deactivated.

### Special Features

#### Silver Tipped

The spear head is coated in silver, allowing it to damage creatures vulnerable to silver such as were creatures, vampires and other supernatural beings.

#### Gravity Generator

The built in gravity generator can create the effect of 10 Gs in a ten foot long, 5 foot wide area from the base of the spear head. Mists (such as a vampire in mist form, or air elementals) and liquids (water elementals) will be sucked to the center of the field and compress into a solid ball, unable to move. Any vampire attempting to escape in mist form is instead compressed into a 3 foot ball of compressed ice. See page 122 of Fleets of the Three Galaxies, Gravity Field spell for more details.

#### Hooked End

The wielder can use the hooked end to grab and trip an opponent, gaining a +2 to trip or grapple attempts when using the hooked end. The hooked end can also be used as a climbing aid, granting a +10% to climb checks. The wielder can hang from the hooked end if it is on a surface that can support the weight of up to 1 ton.

### Options

#### Grapple Hook

The hooked end is attached to a launcher with an attached cable and winch allowing it to be used as a grappling hook as the end splits into three. There is 100 foot of cable and can support up to 1500 lbs.

#### Spinning Top

The first three feet behind the spear tip of the red and white stripes are actually flexible blades which can spring out and spin at incredible speeds. This can be used to parry melee attacks, granting +3 to parry, or as an offensive weapon, 2d4 MD on a slash, 6d6 MD on a sustained cut (takes 2 APM).
NanoGeneration Supercharger Tent

*“I don’t mind getting healed up; it’s the sitting and waiting in the healer tents that gets to me. I’m getting tired of playing cards with my fellow walking wounded. I keep getting cleaned out of my hazard earnings and battlefield booty.”*

## NanoGeneration Supercharger Tent

The NGS is a system developed by the EShemar to supercharge the ‘healing’ process of Warmounts and EShemar when time is of the essence, Tinkers are in short supply, and an Assembly Forge isn’t available for quick and more thorough repairs. A NGS consists of a bubble tent that injured EShemar can enter, or which can be erected around a damaged Warmount, and zipped closed. A mixture of humid air, powdered MDC fiber materials, and various chemicals is pipped into the enclosure, and a static electromagnetic field is induced around the tent. The ready supply of MDC ‘stock’ and added energy helps supercharge the EShemars’ existing nano-regeneration systems, increasing repair rates by 1d4 times. Note that this is gross body damage; missing limbs and organs will still need to be replaced via replacement mechanical surgery.

A typical NGS tent will have 30 MDC, can hold a half-dozen Shemarrians (or one Warmount) and takes 2d8 minutes to set up. A folded-up NGS tent takes up the space of one Monst-Rex “Pack Mule” saddle-bin. A Tinker or Acolite is required to monitor the tent’s operation and keep the influx hoppers filled.

NGS tents are often mistaken for ritual enclosures or smoke lodge-style saunas, though unprotected humanoids entering a powered-up NGS will be in danger, unless environmentally protected; the experience is akin to walking into a high-count asbestos area with a tainted atmosphere and powerful static electric charge waiting to go off. Eye and sinus irritation similar to a dosing with tear gas or acidic fumes can be experienced, and breathing the atmosphere inside an NGS for more than 30 minutes carries a risk (30%- the character’s P.E.) of contracting conditions like emphysema or asthma, as the microfibers and particles suspended in the air can do tearing and blockage damage to respiratory systems.
Air-Sea Medium Missiles

Range
 Range2
 Damage
 Rate of Fire
 Special Note

The Darkwaters Tribe developed a dual-mode rocket propelled sea-air missles based on a Kittani concept. These weapons allows their ships to fire medium ranged weapons both above and below water. The fact that they are based on Kittani designs lends more 'evidence' that the Shemarrians were once a Splugorth slave race.

Speed

* (Underwater) 400 MPH
* (Air) Mach 3

Bonuses

(Torpedo) Because of the torpedoes’ higher speed and advanced targeting systems, the U/AP doesn’t suffer the same range and accuracy penalties as conventional torpedoes. The U/AP has a +1 to strike, and a +3 to strike within 3,000 ft of the target.

(Missile) +3 to strike
Ships

*\*Sensor operator on a CCW ship looks at his screen, scratches his chin as the readings look off, then slaps the screen several times.\**

*"Huh.. Lieutenant.. I think there's something wrong with my console, request permission to run a diagnostic."*

*\*Lieutenant walks up to the console and looking it over,\* "hhmm.. Check the secondaries first, then do the primaries. We want to know of any Shemarrians in the area. Even though they're not hostile, I don't think they'll take too kindly to us sneaking through their space on our way to spy on the Splugorth."*

*"Aye sir."*

*Meanwhile on the Ghost Rider ship Sauron's Eye, the Lightning Thief looks up at the War Chiefain/Captain with a big grin on her face, "Should I make us appear as a giant whale or a huge flower pot?"*

*"I don't think they'll get the reference.. How about a giant arrow pointing to a faster route out of our space to an area the Splugorth aren't heavily patrolling."*

*"AAww.. er.. Yes Matriarch"*

When the Shemarrian Star Nation really wants to get going, it gets going with a variety of means of transportation. The first and best known are their infamous Warmounts, domesticated and cyborged creatures, or Awakened robot creations with an animal theme to them. And when the march requires greater distances, greater speed, or greater carrying capacity, the EShemar turn to their growing fleet of vehicles, ships, and vessels.

The Shemarrian Nation and Star Nation have a number of new starships, fighters and other flying craft available to them. Some are available to all Tribes, while some are Tribe specific. Some are adaptations of existing designs with a Shemarrian flare.

## All Tribes

Many early ships used by the Tribes are based on those used by other powers, especially seen in the Shemarrian fighters.

## Blood Rider

### Verasus

A Blood Rider cruiser based on the CCW Warshield

## Darkwaters

### Astrapade

Darkwaters frigate designed after an armoured prehistoric fish.

###  Abyssal Dragon Battleship

Darkwaters variant of the Storm Dragon battleship.

### Ika Resource Development Ship

Squid-like in appearance, used for space mining operations.

### DwDS-01 Guardian

A fairly simple defense satellite with a rock layer for added protection and stealth capabilities.

#### Drepanaspis

A heavy cruiser based on the Astrapade frigate.

## Hawkmoon

Hirunda

A larger scaled up version of the Arkawing.

## Fringe Tribes

### Clan Flamewing

#### Helldrake Battleship

Flamewing modified and redesign of the kittani Taskmaster.
Vampires VS Worewolves 2

**Vampires VS Werewolves 2** is the sequel of Vampires VS Werewolves. It aired on February 4, 2015.

## Plot

George and Michael get cursed by a evil witch and they lost their powers. George turns into a wolf and Michael turns into his real age look. So, they ask a wizard's help named Justin Russo. Will they find a way to get back their powers after Vera is hunting them?

## Cast

#### Main Cast

* Bella Thorne as Mary Van Hussein
* George Delanivias as George Grey
* Zendaya Coleman as Lisa Grey
* Kenton Duty as Michael Van Hussein
* David Henrie as Justin Russo
Blastrons

*“This is another reason you don’t want to get up close and personal with a Shemarrian. Those big ugly armored shoulder plates aren’t just passive defense, they’re active murder. Unless you WANT to get kissed with hypersonic buckshot in the face, stay away from rubbing shoulders with the Shemarrians.”*

## Blastrons

 Weight
 Range
 Damage
 Rate of Fire
 Payload
 Original Tribe
 Special Note

Directional Explosive Armor Attachments

Blastrons are simply directional explosive charges strapped to Shemarrian shoulder armor plates and triggered as anti-personnel weaponry. The idea started with the DarkWaters, when a Warchief grabbed some available Northern Gun claymore mines and mounted them on her shoulder plaudrons, just prior to wading into combat aboard a Splugorth slave barge, where heavy close combat against the crew was expected. The Warchief survived to pass on the idea to the rest of the Shemarrian Nation, and the concept was quickly snapped up by the Blood Riders, Wolf’s Path, and Skullcrushers.

Blastrons are occasionally used as reactive armor to thwart attacks with anti-armor weapons like mini-missiles, but they are more commonly used to deal with multiple attackers attempting to surround and overwhelm a Shemarrian in close quarters. With a thought, the Shemarrian wearer can trigger a mine, spraying an area to her sides with lethal shrapnel.

Modern refinements of the idea look more angular and squarish, like the traditional medieval Japanese sode shoulder armor plates, carrying 3-4 directional charges, but improvised types using commercially-available directional explosive mines can still be found in use among the Tribes.

Tribal variants exist as well; the Obsidian Dawn is known to lace their charges with various toxins known to be effective against various macro-vermin (like Xiticix). The Blood Riders have been experimenting with incendiary pellets that burn on contact, and can lodge in a wound, charring the injury (any cauterization effect being little consolation for the extra damage done). The Radiant Edge has been known to use radioactive materials, giving their pellets extra damage effects similar to DU- and U-rounds.

Reactive

Used as reactive armor against plasma and armor-piercing missiles, the charges act as a PARRY, rolling to match or better the missile’s strike roll...a successful counter means that the missile damage is HALVED, while a failure means the armor takes full damage. Note: when dealing with volleys, one reactive armor pack can match TWO missiles in a volley, so in order to effectively counter a five missile volley, the Shemarrian must expend 3 reactive armor packs...two packs would roll twice to defeat their respective missiles, the third would only roll once.
Thunderwing

*“WHO says we aren’t keeping up with the times?”*

## Thunderwings

aka ‘Aquilates’

Thunderwings are an Upgrade available to Hawkmoon Warchiefs and Wargoddesses, meant to keep them superior, or at least equal, to the many Elite classes popping up in the Shemarrian Nation.

Thunderwings are a bit of an adhoc improvization, using wings copied from the Kittani ‘Flying Fox’ power armor, complete with lasers and mini-missile launchers, coupled to a set of high-performance jet thrusters (or a high-end contra-gravity unit, in the case of the Shemarrian Star Nation). Overall, the Upgrade allows the recipient to keep up to par, speed-wise, with most flying threats, including power armors and even some jet fighters. Despite the added weight, Thunderwings are considered to be the new standard for Hawkmoon Wargoddesses and Warchiefs wanting to keep up wth their aerialist Tribes members. Hawkmoons Upgraded with this particular Upgrade are sometimes known as ‘Aquilates’

## Abilities

The War Chief or Goddess will have the following changes made to the base model:

### Weight

The Shemarrian will gain 360 lbs from the additional armour, wings and thruster systems.

### MDC

The MDC of the Shemarrian's body is the same, but with the addition of the following pieces of equipment/Upgrades

* Wings (2) 150 each
* Mini-Missile Pods (4, 2 each wing) 45 each
* Wing Lasers (2) 35 each
* Wing Vibroblades (2) 25 each
* Thrusters (2) 120 each

### Wings

The Thunderwing has wings installed with a wingspan of 20 ft.

### Speed

Flying. Combination of thrusters and anti-gravity allows for speeds up to 650 MPH. No altitude limit.

### Bonuses

+2 to dodge in flight (in addition to Shemarrian’s other dodge bonuses).

### Weapons Systems

The Shemarrian gains the following additional weapons.

#### Wing Blades (2)

 Damage

The wings are edged with slashing vibroblades

#### Wing Lasers (2)

 Range2
 Damage
 Damage2
 Rate of Fire
 Payload

Part of the original Flying Fox wings. Wargoddesses have improved lasers, courtesy of advanced photonics developed by the Silvermoon Tribe.

#### Wing Mini-Missile Launchers (2)

 Damage
 Rate of Fire
 Payload

Part of the original Flying Fox wings.

#### Optional Throwing Blades (36, 18 per wing)

 Range2
 Damage
 Rate of Fire
 Payload

Copied from the Harpy, the Thunderwing carries special ‘feather blades’ that are hidden on the wings. These dense composite blades can be plucked from the wings and used as handheld knives, or thrown as projectiles.

## Options

Laser-Reflective Wings

Silvering, gilding, or bronzing on the wings reduces laser damage by HALF. The gynoid can often array their wings into a shelter to protect themselves against laser fire.

Camou-Wings

These wings incorporate the equivalent of Naruni Camouflage Sheets into them. When standing still, with the wings wrapped around them, the gynoid can effectively camouflage themselves, being -20% on others’ rolls to detect ambush and detect concealment, and only 20% likely to show up on thermal imaging gear.
Laser Lance

Weight
 Range
 Damage
 Damage2
 Rate of Fire
 Payload
8 light/2 heavy per long e-clip
32 light/16 heavy per e-canister
400 light/200 heavy per super e-pack
 Original Tribe
 Special Note

This weapon looks superficially like the standard Shemarrian Rail Gun, but is a powerful long range laser based on studies of Kittani power armor weapons. It can be powered by standard E-clips, E-Canisters, or by a power link to a vehicular or warmount power plant. It is essentially a cyborg-portable laser cannon.

### Special Notes

The Silvermoons also have a regenerating e-canister that has 30 light/ 15 heavy shots and regenerates 4 shots per hour, up to seven times.

#### Laser Targeting

Integral laser targeting and computer sight adds a +2 to strike

### Add-Ons

The Laser Lance CANNOT be fitted with a bayonet.
Locations

"Location, Location, Location"

The EShemarrians, using some of the false history created by ARCHIE and Hagan, are a semi nomadic people, but have many fixed enclaves on Rifts Earth and planets and systems that they claim as their own. Most of these enclaves are closed to outsiders, and some even to those of other tribes. Some are open to refuges or select outsiders.

## Fringe Tribes

Most fringe tribes don't have their own worlds, but some do, and some, such as Clan Motron, have large areas of a planet they control.
Whodunit?

Whodunit? is the 4th special event in 2015 on Disney Channel. Consisting of 3 nights and 13 new episodes and 3 movie premieres.

## Time Slot

### Friday June 12

* 5:45, Five Nights At Freddy's Mini Series Season 1 Episode 9 (It's Me?): 4.0 million viewers
* 6:00, Growing Up Season 1 Episode 12 (Who Did It?!): 2.5 million viewers
* 6:30, Sing It Up Season 1 Episode 6 (Solving Mystery): 3.9 million viewers
* 7:00, I Do Care Season 2 Episode 10 (Beach Scene: Who Did It?): 4.6 million viewers
* 7:30, Dance It Up Season 2 Episode 14 (Mystery It Up): 4.5 million viewers
* 8:00, Robots Attack **(DISNEY CHANNEL ORIGINAL MOVIE)**: 11.8 million viewers
* 10:00, Trish and Dez Season 2 Episode 4 (Mysteries & Mental Person): 3.2 million viewers
* 10:30, Miami High Season 2 Episode 2 (Break Dunnit): 4.1 million viewers
* 11:00, Spy Kids Season 1 Episode 24 (Mission: Blaming): 2.9 million viewers
* 11:30, Beyond The Realm Of Consicene Season 2 Episode 1: 1.8 million viewers
* 12:00, **CHANNEL FINISHED**

### Saturday June 13

* 8:00, Ashley and Kate Season 2 Episode 8 (The Situation): 2.6 million viewers
* 8:30, Teen's Life Season 5 Episode 1: 2.4 million viewers
* 9:00, What The? Season 2 Episode 3 (What The Glue?) (2.8 million viewers)
* 9:30, I Want It Season 5 Episode 1: 2.2 million viewers
* 10:00, Austin & Ally: The Marriage 3 **(DISNEY CHANNEL ORIGINAL MOVIE)**: 11.4 million viewers
* 12:00, **CHANNEL FINISHED**

### Sunday June 14

* 7:00, Roy and Andy Season 2 Episode 9 (Whodunit-A-Morris?) **(ONE-HOUR SPECIAL)** (6.8 million viewers)
* 8:00, Miami High: Summer Musical **(DISNEY CHANNEL ORIGINAL MOVIE)**: 17.7 million viewers
* 9:30, Wasn't Me Season 2 Episode 4 (Was It You?) (2.5 million viewers)
* 10:00, My Life Season 2 Episode 4 (I Didn't Do It!) (1.8 million viewers)
* 10:30, Sing It Up Season 1 Episode 6 (Solving Mystery) **(RE-AIRED)**: 3.8 million viewers
* 11:00, Growing Up Season 1 Episode 12 (Who Did It?!) **(RE-AIRED)**: 2.2 million viewers
* 11:30, Miami High Season 2 Episode 2 (Break Dunnit) **(RE-AIRED)**: 3.4 million viewers
* 12:00, **CHANNEL FINISHED**
Buzzshield

*\*BBBZZZTTTTTTTT\**

*“Hands off, male!”*

## Shemarrian Buzzshield

 Weight
 MDC of Weapon
 Range
 Damage
 Damage2
 Rate of Fire
 Payload
 Original Tribe

This is a fearsome weapon that has begun appearing among some Skullcrusher and Horrorwoods clanswomen. The Buzzshield is a thick buckler-style shield carried on one arm. It can be used to parry as normal, but with a simple activating command, curved razor-sharp blades can emerge from a track around the edge of the shield and start rotating at high speed, transforming the shield into a megadamage buzzsaw. Extremely useful for cutting through obstacles, be they vegetation, debris, or opponents attempting to grapple. It also possesses incredible intimidation value, especially at close range where potential victims can hear its sharp buzz.

During the Minion War, the Buzzshield saw increased use with engagements with demons, often times silver coated and sometimes blessed.

### Special Notes

For anybody with less than a Robotic P.S. of 24, the Buzzshield’s torque when powered up and running gives it a -2 to parry and a -1 to strike. For those of greater strength, no such penalties apply, and the shield even gets a +1 to parry.
Enblightened

*“PPE is as much as a part of this universe as gravity and light, yet is not treated as an equal. The mages hoard their secrets, not allowing for growth or study, even when asked about understanding, the mage claws at the public with fiends and spells. Demolish their mindset of dusty old elders and past golden ages, and the power of PPE is developed, worked with the other physical laws even in places PPE is nonexistent. Learning is a welcomed plague, which infects a host and spreads to change. Recall these pillars and more, for becoming enblightened is something everyone should catch.”*

*-Vector Ripplsong, an Enblightened speaking to a crowd of people in a city hall somewhere and when.*

*“When asked what cultures should wiped out for the safety of everyone, instead of the Collation States, I vote these people, solely for their thinking and corruption of our founder’s guiding idea.”*

*- Principle Harmon Sands, during a debate over the ethics of cultural destruction.*

## The Enblightened

 Where First Encountered
 Tribe Size
 Highest Caste Class
 Technology Level
 Relations With Outsiders
 Relations With Other Shemarrians
 Prefered Mode of Combat
 Prosperity

Advanced, patient and inspiring, the religious outlook of the Enblightened can easily be underestimated until the right circumstances. They travel across the megaverse, one to a civilization in a semi industrial state. There they take a form of the population as an androgyny pilgrim/handyman, helping out and spreading memes that spread with conversation. With enough influence technology advances rapidly and dangerously, usually burning out the population. When the creations recorded, the pilgrim moves to another world. When facing magic, they are able to create areas where PPE is nonexistent, though it is taxing on the person. In combat, they usually use supertech that appears of divine or arcane origin but is only for appearance. They collect these result of their work for an entity that hungers for conflict and is hateful of the power of magic. A few theories include this entity is obsessed with anti PPE areas of the Megaverse.

## Statistics

### Technology Level

Early supertech, simulated magic of superb advancement

### Relations with Other ‘Shemarrians’

Dangerous, and should be destroyed before they become something worse.

### Purpose

Record all technology and sciences for an archive, cause rapid advancement on small civilizations and turn people away from magic.

### Unique Attributes

No warmounts and advanced simulated magic

### Origin Tribe

N/A

Credit: 89er
EM Blade

*“Even their weapons are naked;*
invisible, but for their deadly essence. See their violence and know them for
real.”

 Weight
 MDC of Weapon
 Range
 Damage
 Rate of Fire
 Original Tribe

SkyeKlad Clan EM Blades are virtual constructs of shaped electromagnetic or gravitic force, so powerful that they can tear apart matter on contact. Aside from their hilts, though, all that is visible of the ‘blade’ is a slight distortion in the air that refracts light ever so slightly, like a heat ripple. This allows the SkyeKlad to be fully ready for combat even while appearing unarmed; opponents don’t realize it until the invisible blades begin slicing into them. The technology is a modification of hardware acquired second-hand from the Steel Gaians.

### Bonuses

EM Blades are -6 to dodge; only those with the ability to see energy fields, or are perceptive enough to see the slight ripple in the air (75% chance of going unnoticed) will be able to effectively dodge the cutting field without penalty.

### Notes

The Skyeklad have special app-programs in their sensorium that can tell them where the ‘blade’ is while they’re holding and using the weapon, allowing them to use the blades without penalty. Others using the weapon, unless they can see electromagnetic or gravitic energy, will be -3 to strike with the blades.
Shooting Star Battle Armour

## Shooting Star Battle Armor

 Type
 Crew
 Environmental
 Original Tribe

This is a suit of Medium Cyborg EBA fitted with launchers for the Shemarrian knock-off copy of the Naruni Enterprises Micro-Missile. The armor has all the properties of Thermo-Kinetic Armor, a powerful anti-gravity pack, and micro-missile launchers in the forearms, shoulders, and legs, turning the Darkwaters warrior into a miniature fightercraft.

### Stats

The wearer gains 250 MD, able to fly with the use of the anti-grav pack.

### Weapons

#### Micro-Missile Launchers

 Range2
 Damage
 Damage2
 Damage3
 Rate of Fire
 Payload

Identical in performance to the regular NE micromissiles with regards to speed, range, and accuracy, but the Shemarrian version sports slightly more powerful warheads

Bonuses: Smart micro-missiles get a +4 to strike.

Payload: 4 each forearm, 8 each shoulder, 6 each leg (36 total)
Cat's Paw

## Eshe-CPP-04 ‘Cat’s Paw’ Projectile Pistol

 Type
 Weight
 MDC of Weapon
 Range
 Range2
 Damage
 Damage2
 Damage3
 Rate of Fire
 Payload
 Original Tribe
 Special Note
 Special Note2

aka ‘Kitty-Smack’

The CCP-04 is a combination light pistol/gauss weapon that fires a burst of needle-like projectiles. The force with which the projectiles are thrown can be varied, allowing for light incapacitating damage to ‘soft’ targets, or hypervelocity blasts that tear through megadamage flesh and armor.

Though the claw-needles individually do light damage, a burst of them can do substantial damage. Adding to their effectiveness, the Pantherons often envenom the needles with various toxins, collectively called ‘Scratch Fevers’, with effects ranging from debilitating illness to instant death.

The ‘Cat’s Paw’ is typically carried by Pantheron NeShemar and Males.

The weapon’s stator coils are charged through contact-induction with the cyborg or android firing the weapon. If removed from such contact, the weapon’s integral batteries are only good for 36 shots before needing recharging.

### Envenom

The claw-needles can be filled or coated with various chemicals and toxins for added effect.

### Laser Spot

An integrated laser spot is installed into the pistol, granting +1 to strike.
RagnorSpores

RagnorSpores are toxic fungus spores found on the planet Deon

## Description

Toxic fungus spores that cause temporary and violent dementia if inhaled. Victims will become paranoid and aggressive, prone to lash out at anything they see as a threat.

### Effects

Save versus non-lethal poison or suffer from delusional blind rage! If suddenly startled, annoyed, or attacked, the victim will (01-30) run madly away or (31-00) attack in berserker fury(no bonuses to strike, and use of fire arms/ranged weapons are at -3 to strike).

### Duration

Ragnorspore psychosis lasts 1d6x10 minutes. Subsequent exposure to the spores save at a +1 versus effects, but doesn’t completely immunize against relapses into madness.
To The Beat in Greece! - Soundtrack from the TV Special

### **Genre(s)**

Pop, electro-pop, trap, dance-pop, teen-pop, R&B, bubblegum-pop, musical theatre

### **Length**

27:01

**To The Beat in Greece! - Soundtrack from the TV Special** is a soundtrack album for the two-part season two finale of “To The Beat in Greece!”, from the Disney Channel Original Series, “To The Beat”. It set to release on August 14, 2020.