recursal/Fanatic-Fandom huggingface dataset:
Dawn Prince-Hughes

Dawn Prince-Hughes is a remarkable American anthropologist, primatologist and ethologist. She is also a successful author. In *Songs of the Gorilla Nation* she describes how she learned to manage her Asperger's syndrome from observing and interacting with gorillas at the Woodland Park Zoo (where she was employed when she was young). Dawn is also a member of the Poetic Genius Society. Read more on her Wikipedia page.
Caitlin Churcher

Caitlin Churcher is an accomplished and competitive artistic gymnast as well as a singer, dancer and performer from the UK. This is a video of her :defying gravity" at Autism's Got Talent 2014: https://www.youtube.com/watch?v=ioIsy35ghM8. You can also admire many of her feats on Twitter: https://twitter.com/churchercaitlin?lang=en
Mandalorian Crusaders

## Crusader Organization

Crusader's recognize no official ranks; they do not divide into formals units; they use no command structure of any kind. Respect for Mandalore - their sole leader - and filial obligation to their clans are the Mandalorians' only responsibilities to others. Likewise, division of labor sorts itself out organically. A Crusader who wants to run an artillery unit or fly a fighter just shows up and does it - and does it better than anyone else if they want to keep doing it. Crusaders have little tolerance for bureaucracy and none at all for incompetence.

## Equipment

No two suits of Crusader armor are identiical, internally or externally. They are most visible symbol of a movement prizing individualism. While Clans may have typical "colors", members are not beholden to them, and are free to decorate each set as they seem fit. Crusader armor also typically feature sigils, alongside other personal motifs or markings denoting their Mandalorian heritage.

Crusaders in the field are responsible for their own provisioning, carrying their whole worlds on their back.
Jake Chodosh

Jake Chodosh is a young artist from the UK who loves to explore London, put together 3d puzzles and watch Disney classics, but above all painting (in particular portraits). Jake's art is featured in the ebook "The Memory Machine" and he has also participated in art exhibitions, for example at the Phoenix Cinema and the Beautiful Octopus Club Festival in London. Enjoy his beautiful and original art on his website and on his Facebook page, put together by Jake's sisters, who wanted to share Jake's wonderful gift with the world.
Danger mouse (film series)

Danger mouse (film series) is a series full of short films like "crumbs "and "The crash"

## Danger mouse (film series)

### **Studio**

BBC filmsSplash animationRubix entertainment

## Short films

* Crumbs
* The crash
* DDC news
* Hey, Hey!
* Moo, Moo, Moo, Moo!
* Rat ta mouse!

## Trivia

* This is a parody of minions (mini movies).
* DDC news is a parody of BBC news.
* In the Moo, Moo, Moo, Moo, it the copy of the meme title.
Ryan Smoluk

Ryan Smoluk is an amazing artist from Canada. Among other accomplishments over the years, in 2012 he was given a United Nations Stamp Award for his painting *The Path* (which he painted when he was just 15). He regularly exhibits in Winnipeg and had his first solo exhibition ("Culture Shock") in 2016. His work has been published in autism magazines and he is also an autism and mental health advocate as well as an advocate for general well-being. Enjoy his art by visiting his stunning gallery on his website.
Graham's Hammers

***Graham's Hammers*** is a 1997 family comedy film directed by Garreck Hansen and Michael Grusby and starring Gary Oldman. The film was released in theaters on March 14, 1997, and was produced by Rubix Entertainment and released by Columbia Pictures.

The film grossed over $237 million on a budget of $73 million, and was well received by critics.

## Plot summary

After hearing of an unexpected foreclosure of his family's house, tool and die factory owner Graham Teeter decides to close down his company, using the factory's undistributed tools to help the troubled family build a new house in the clearing.

## Cast

* Gary Oldman as Graham Teeter
* Kelly Preston as Sherry Teeter
* Mason Gamble as Rubin Teeter
* Bug Hall as Yank Teeter
* Hugh Laurie as Barton McClain
* Julia Roberts as Rosalinda Stager

*More coming soon!*

## Graham's Hammers

### Soundtrack

The soundtrack album was released on March 4, 1997 by Geffen Records.

1. Square Peg, Round Hole - Chris Rea
2. Wandering Spirit - Mick Jagger
3. Third World Man - Steely Dan
4. The Age of Rhythm - Al Stewart
5. I Want My Fleetwood Back - Tony Joe White
6. Low Down - J.J. Cale
7. The Great Wall of China - Billy Joel
8. Take Me Down - Phil Collins
9. If Dirt Were Dollars - Don Henley
10. Twenty-Four Seven - Trace Adkins

## Home media

*Graham's Hammers* got its first home video release on VHS and LaserDisc on September 2, 1997 by Columbia TriStar Home Video. It saw its first DVD release on May 15, 2001, and was released again on DVD alongside its tenth anniversary Blu-ray disc release on January 23, 2007.
James Cook

James Cook is an award-winning multi-media artist and poet from Ontario, Canada, which inspires a lot of his art with its beautiful landscapes. He is a naturally talented artist as well as a cartoonist, a pumpkin carver, an ice and snow sculptor, and a hand-crafter of fishing tackle. One of his paintings, *Skaters at Science North*, was chosen for the January page of the 2016 *Picture Our Lakes* calendar. As a 3D artist of ephemeral mediums, James has produced ice sculptures in Ottawa, Waterloo, Sudbury and Toronto, snow sculptures in Kirkland Lake and Sudbury, pumpkin carving displays in Sudbury and Ottawa, and sand sculptures in Gatineau QC, l'Islet QC, and River and Sky Camping and Music Festival. Enjoy his stunning art and read more about this great artist here.
Vaibhav Kalvakota

Vaibhav Kalvakota (born 2005) is an Indian physics student. His interests are in high energy physics - theory. His recent works are in the direction of high energy physics involving AdS/CFT and semiclassical gravity. His recent works include on gravitational entropy, singularity theorems in semiclassical gravity and holographic quantum gravity and horizon instability.

He received an honorable mention in the 2023 Gravity Research Foundation Essay competition for his Essay "Holographic Quantum Gravity and Horizon Instability".

1. ↑ Homepage and Inspire database
2. ↑ Weyl entropy behaviour and Naked Singularities, Vaibhav Kalvakota. e-Print: 2211.11017 [gr-qc]
3. ↑ Singularities from Hyperentropic regions using the Quantum Expansion, Vaibhav Kalvakota. e-Print: 2301.02579 [gr-qc]
4. ↑ 4.0 4.1 Holographic Quantum Gravity and Horizon Instability, Vaibhav Kalvakota. e-Print: 2304.01292 [hep-th]
5. ↑ Abstracts of Award Winning and Honorable Mention Essays - Gravity Research Foundation
Ron Sandison

Ron Sandison is a remarkable young adult author, storyteller and public speaker from Rochester Hills, MI. Ron works full-time in the mental health field and part-time as a professor of theology. He is married and has a two-year old daughter, Makayla. Charisma House, a national publisher, published his first book, *A Parent's Guide to Autism: Practical Advice, Biblical Wisdom.* Kristine Barnett, Jacob Barnett's mother, wrote the forward for his book. His second book, *Thought, Choice, Action*, is a book on theology (also nationally published). Ron speaks at over 70 events a year on autism including 20 plus conferences and has presented with Temple Grandin, Dr. Fred Volkmar, Ron and Owen Suskind, Dr. Tony Attwood, Coach Michael Brey, Actress Holly Robinson Peete, Anthony Ianni, Dr. Paula Kluth, Dr. Luis Columna, and many more. Ron also has a savant ability for memory and can quote over 10,000 Scriptures including 22 complete books of the New Testament and over 5,000 quotes. He has translated 2/3 of the New Testament from Koine Greek into English and can quote his own translation. Ron is also featured in Dr. Laurence Becker's national documentary film *Fierce, Love & Art.* Read more about this extraordinary young man on his own website or here.
Azalus Nu

Azalus Nu is a Hired "Gun" and Bounty Hunter affiliated with the Ragnar Syndicate Guild. While a skilled and fearless fighter, Azalus also has a reputation for his erratic (and at times, irresponsible) behavior. As such, he is often hired by Hutts or other Gang Lords who are entertained by his volatile way of doing things, to complete contracts or assignments others are unable (or unwilling) to take.

## Appearance

Azalus is a humanoid male of above average height, with a muscular build based on the shape and ease of use when it comes to wearing his armor and his ability to punch people.

Due to his penchant for wearing protective covering, particularly a helmet, his exact race, age, or other noteworthy characters are largely unknown. The inclusion of Mandalorian Sigils on his armor and the deference other Mandalorians show him denotes that he does have connections to the warrior people.

## Equipment

Azalus specializes in close-quarters combat, with his weapon of choice being a Vibrosword paired with a Blade-breaker.

 Despite his occupation as a bounty hunter and stints as hired muscle, Azalus rarely employs the use of guns, explosives, or any other weapon that can easily cause collateral damage. It is a common belief that this is for his protection as much as it is for others.

Though not exactly proficient at using them, Azalus does wear rocket boots that allows him to quickly get in and out of situations if the need arises. Most often, he uses them to perform a flying tackle on his targets, simply because he enjoys doing it.

## Personality

Azalus's personality is, in a word, eccentric. He is is prone to fits of mania, including violent mood swings and other signs of mental instability due to a brain injury he suffered at some point in his life. It is not unusual for him to go from a lively and charming individual to brutal killer with little warning, especially when faced with certain triggers (most notably Jedi).

Despite this, those who know him will swear that he is "mostly harmless", as he is generally a life-loving and somewhat silly individual outside of those "bad" episodes. He is also inclined to random acts of kindness, including working pro bono to those who truly need his assistance.

Azalus also has a phobia of deep space travel, which can make him somewhat of an awkward traveling companion.

## Trivia

* "Azalus Nu" is a Huttese moniker, though it is the name under which he normally operates. He has also been referred to as "Vanker" by Mandalorians and "Jela'dira" in the cantinas of Nar Shaddaa.
* Has a fondness for Twi'leks.
* Is fluent in a variety of languages, including Basic, Mando'a, Huttese, and Ryl. He's currently learning Shyriiwook.
* Suffers from aphasia, which usually manifests in his inability to recall certain words. This is further complicated by the numerous languages he has studied, and usually results in his own special argot as he attempts to communicate.
Karalis Fell

## Personality

Slow to provoke and slow to anger, Karalis has a mild temperament and a disposition that almost borders on lazy. Though a hard worker and stalwart fighter, his easy going nature and supine movements lead some to believe he is simple minded or slow. Of course, six feet of smiling Mandalorian is intimidating in its own way, so others tend to avoid saying these things that to avoid provoking him on principle.

## Equipment

Trained in multiple forms of combat, it's not unusual for Karalis to be heavily armed if the situation allows for it (and even when it doesn't). Of course, part of his proficiency involves being skilled in hand-to-hand combat, so even unarmed he should be considered quite dangerous. His weaponry is usually a mix of whatever is readily available, though he favors Mandalorian weapons whenever possible.

With Clan Fell's permission to rearm, Karalis is typically seen in Mandalorian armor; light gray with black markings, and a distinct plate-like design (versus a singular chest chassis).

## Biography

### Recent History

Karalis was not present on Dantooine when Ungula staged his attack, though his mother and sister were. Both died in the ensuing battle, leaving him the sole surviving member of his immediate family.

He is currently on the Onderon moon Dxun, accompanying Terge and Aola'rha Fell.
Moontain

Moontain is a stunning artist, photographer, musician as well as a writer of aphorisms. Moontain explains on his website: "Since i was a child, i always felt Life was bigger & deeper than human’s physical limits. I grew up focusing on the details animating this Whole, riding thoughts & mirages the furthest possible. Experiences always showed me how humbling and rewarding it is to pay attention to these interconnected waves, as well as their never-ending Source of Knowledge. What drives me is the desire to Be and to Re-member, as much as the will to share positive waves and insights to help the Change." Moontain ranked No.3 on this site honoring top autistic geniuses. Enjoy his beautiful work on his website moontain.org.
Talgosh

**Kobold Curator 6**

* **HD:** d8; 55 HP
* **Initiative:** +4
* **Speed:** 30 ft
* **AC:** 16 (+4 Dex, +1 Size, +1 Natural Armor); Touch 15, Flat footed 12
* **Base Attack/Grapple:** +4/+1
* **Attack:**TBD
* **Full Attack:** TBD
* **Space/Reach:** 5'/5'
* **Special Attacks:** TBD
* **Special Qualities:**Darkvision 60ft., Light Sensitivity, Luminous Bolt(Su)
* **Saves:** Fort +7, Ref +9, Will +8
* **Abilities:** Str 10, Dex 18 , Con 15, Int 18, Wis 17, Cha 10
* **Skills:** TBD
* **Skills/Level:** 4 + Intelligence bonus
* **Feats:** TBD

### **Background** Edit

Legend says that Kurtulmak himself birthed Talgosh in a vat of piss and vinegar, only to reject him from the Nine Hells for being too much of an asshole. Servants of the underground delivered baby Talgosh to the doorstep of a random family of villagers -- pretty nice folk, altogether. They begrudgingly raised the little stinker, who was eventually inspired by his adopted mother to work in the medical field, much to the chagrin of his father, an expert artificer. It's ok though, Pops, good thing that bullet was dodged.

### **Personality**Edit

Talgosh is a Kobold who unflinchingly inflicts bouts of incredulousness in the hearts of both friend and foe...in the worst possible way. His *raisons d'être* seem to sit almost solely on being a grumpy and rotten old coot, two adjectives which the likes of alone could never do him justice, especially within the confines of a brief abstract.
Episode 2

The second episode of Miracle 4: World Tour. It was published onto meganedon's channel on \_\_\_\_\_. This is the episode in which 2st is introduced to the audience.

## Synopsis

### **Early to Rise(?)**

The episode starts with 2st still in his sleep, suffering from a vague nightmare with overly dramatic background music. Upon waking up, however, it's discovered that the ringtone on 2st's cellphone is what triggered the abnormal music, to which he grumbles about for a second before finally realizing that he's late to auditions. Auditions that he promised Uno that he'd try out for. And by god, he wasn't going to chance breaking that matador's trust so soon into their revived career.

The opening plays.

Returning to the scene, Waka is practicing his flute outside when 2st bustles out from the front. He greets the man with a quiet cheer, to which 2st hastily returns, explaining that he's running late. He'd speed-walk a good distance before Waka gets an idea, and *flies* over to suggest it to 2st. His rocket-geta! At first, 2st is all in for the shortcut, but he worries a bit that Waka's....smaller body.... might not be enough to carry him the whole way over without tiring. Waka dismisses the concern with a giggle, noting that he'd been waiting to try and test his rocket out with a two-person mass.

[huge wip dont take any of this to heart yet :0]
Code Projects/NPC

Male
 Relationship
 Single

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Moon Yuno
Askar Fell

## Appearance

Tall and rugged, Askar is an handsome human male equipped with the strength and stamina expected of most Mandalorians. Due to his proficiency with a sniper rifle, Askar has avoided any distinctive scars or battle wounds, since he tends to fight at a distance. His dark hair is generally kept fairly close-cropped, and he prefers to keep himself clean shaven.

One of Askar's most distinguishing features is his vibrant, lilac-colored eyes. His armor is the typical colors of his clan of dark gray with pale blue markings, though he generally forgoes white for visibility reasons.

## Personality

Brash, abrasive, and somewhat crude, Askar has a boisterous personality that is somewhat at odds with the more temperate personalities of Clan Fell. This makes him a surprisingly good emissary when it comes to dealing with other Mandalorians, as he serves as the "bark" to remind others of Clan Fell's "bite".

Though his antagonistic behavior generally falls on a scale of "begrudging tolerance" to "wry amusement", nobody doubts his combat skills or his dependability. If the situation calls for it, he is capable of shutting up.

## Trivia

* Askar is a childhood rival of Tseriakh, though their relationship has become more cordial in the years following the Mandalorian Wars.
* He enjoys chewing chewstim (bubble gum).
* Is a huge fan of Limmie/bolo-ball.
Umbara

Umbara was an shadow planet in the Outer Rim territories that was the homeworld to the Umbaran species and a few incredibly hostile animals, such as the Banshee and the Sarlacc-like species, Vixus. It was also the location of an massive battle between the Confederacy of Independent Systems and the Galactic Republic during the Clone Wars.
Races

The universe of Dragonstar holds many planets with many sapient species. Earth and the Solar System are somewhat unique in being the home of a single sapient species (sort of). Most planets that are home to sapient species are inhabited by multiple peoples, though one will often dominate the planet and between one to four other planets in the star system. Elf Space, for example, is home to three planets that are dominated by several elf sub species, as well as relatively small populations of dwarves and goblinoids.

Earth has had true interplanetary travel capability for less than a century, and insterstellar capability for even less time. The Dragon Empire conquered Earth roughly 40 years ago, and waited to give Earth interstellar travel and spread word of its new conquest, for about five years to ensure that its rule would be only modestly contested. In the last 35 years, there has been very limited diaspora to Earth by other species.

PCs, however, are exceptional by definition, so the fact that there may only be a handful of, say, Rakshasa shouldn't necessarily mean that they are off limits to players.

## Kobolds

Kobolds were the first extraterrestrial species Humans made contact with. They are minor siblings of true dragons, and so afforded a degree of respect in the Dragon Empire,though not much. Much prestige in the Dragon Empire is based on how close one is to true dragon-kind. True dragons of any age are at the top, with greater power equaling greater prestige. Kobolds are near the bottom, roughly on par with sorcerers, though slightly higher, due to their stronger claim to dragon blood. Kobold sorcerers are of course afforded greater respect than kobolds of other classes.

As siblings of dragon kind, kobolds will grow in size as they grow in power. Few kobolds are sufficiently powerful to to grow beyond about four feet, but there are rare kobolds who have become powerful enough to approach some of the weaker wyrms in height.

At 3rd level, or any point thereafter, a kobold may spend 500 xp as part of a ritual requiring reagents worth 500 cr to become Medium size with the Slight Build feature. Kobolds also qualify to take the Large Size and Huge Size feats (usually only available to outsiders and elementals). They must still meet the standard level requirements for these feats. Kobolds can eventually become dragons through the Kobold Ascendant prestige class.

### Stats

Kobolds use the basic Monster Manual stats. However, those stats are terrible, compared to PHB races. So choose two Pathfinder Kobold Alternate Traits for free (without trade off).
Dragonstar Enterprise Wiki

## Dragonstar

Dragonstar is a very early third party setting for the d20 rules which took Dungeons and Dragons and put it into a space fantasy milieu, sort of like Spelljammer, but with more of a nod towards science. While Spelljammer was pure magic in space, the setting of Dragonstar is predicated on magic *and* technology. Technology is fairly advanced, but anything that would break the laws of physics, such as FtL travel, uses magic.

## Dragonstar: Enterprise

The standard Dragonstar premise is literally "Dungeons and Dragons IN SPACE." I'm going with a premise that is a bit different, primarily focused on a near future alternate reality where modern earth is visited (or rather, crashed upon) by aliens. With magic.

While the series, at least what I saw of it, was pretty mediocre and pandered to a more juvenile audience, Star Trek Enterprise touches on a similar premise, so I'm going to shamelessly steal its subtitle.
Religion

Scholars in interstellar civilizations have noticed that across the universe, across species, in every civilization, on every planet, the gods adhere to certain archetypes. While many gods are best represented through a combination of archetypes, some really do represent just one.

In highly cosmopolitan areas, its very common to see people talk about gods as the archetypes, and a sort of de facto pantheon, the Unified Pantheon, has sprung up. However, on throne worlds or in other places dominated primarily by a single culture (or the conglomerated culture of a single planet/system), it's more likely to hear people talk about individual cultural gods.

The Dragon Empire, however, eschews the Unified Pantheon for the Draconic Pantheon. The idea is broadly the same, dragons just say that their gods are the true gods and all other gods are pale reflections and murky misunderstandings of them.

It's hilarious to put a hard core Catholic in the same room as a Kobold priest. Especially since only one can call down divine fire.

The Draconic Pantheon and the Unified Pantheon are actually pretty much the same pantheon.

## Aasterinian/The Merchant

Domains: Knowledge, Luck, Travel and Trickery

Aasterinian is the draconic messenger goddess. She is cheeky and good humoured, and represented as a brass dragon. She enjoys disturbing the shit, and is flighty, but quick-witted. She encourages her followers to be the same.

The Merchant is much the same, but is seen primarily as a representative of the free market, fair contracts, and, in her more positive aspects, gifts and charity.

Aasterinian and The Merchant are both Chaotic Neutral, and are worshipped by merchants, smugglers, traders, thieves and often diplomats.
Ragnar Syndicate

## Basic Info

A bounty hunting guild known for their "unorthodox techniques", the Ragnar Bounty Hunter Syndicate specializes in paramilitary special operations, as well as the typical mercenary activies such as counter-terrorism, assassination, and sabotage.

Breaking nearly all the accepted rules of the Bounty Hunters Guild, Ragnar Syndicate is unusual in that it hires its hunters on a contract-by-contract basis, which allows its hunters to engage in extensive freelance assignments. Hunters can be recalled from syndicate standby lists for special missions as needed.

The syndicate hires out its hunters for special missions that are quasi-military in nature and routinely matches experience and novice hunters on missions.
Equipment

Earth has been exposed to futuristic firearms for only about 35 years. In general, the weapons brought to Earth by the Dragon Empire are Exotic Weapons for Earth humans. However, in the interest of balance... there's no way to really square that when I'm allowing open races. Modern and Futuristic weapons fall into the usual range of weapon proficiencies and I'm just not going to worry about it.
Items

## Swarm Carbine

A blaster weapon of Drow make, this gun has two large overlapping tanks on top, each of which channels a separate conjuration effect before mixing them with the gun's blast. When a blast hits, it also summons a swarm of large spiders composed of energy (as the spell Summon Swarm, using the stats for a Rat Swarm affected by the Elemental template).

The weapon can create swarms of any energy type, but changing energy types requires a swift action to manipulate a dial on the weapon's side.

Faint Conjuration, CL 1, Craft Magic Arms, *Summon Swarm,* Market Price 4900 CR (plus weapon modifications if desired)
Sample

* **HD:** 1d10 (5 hp)
* **Initiative:** +2
* **Speed:** 30 ft
* **AC:** 17 (+2 Dex, +3 studded leather, +2 heavy wooden shield), touch 12, Flat footed 15
* **Base Attack/Grapple:** +1/+2
* **Attack:** Short sword +2 melee (1d6+1, 19-20/x2)
* **Full Attack:** Short sword +0 melee (1d2+1, 19-20/x2) and Shield Bash +0 melee (1d4+1)
* **Space/Reach:** 5'/5'
* **Special Attacks:** (Ok, as a human fighter, Sir Generic has no special attacks, but this is where things like Eldritch Blast and the sort would go)
* **Special Qualities:** (see Special Attacks above, this is where immunities and special abilities that aren't attacks go)
* **Saves:** Fort +3, Ref +1, Will +1
* **Abilities:** Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 12
* **Skills:** Climb +5, Intimidate +5, Jump +5, Ride +5
* **Feats:** Improved Shield Bash, Two Weapon Fighting, Two Weapon Defense

#### Possessions (make this a sub-heading 2)

Studded leather, Heavy wooden shield, short sword

### **Backstory (make this a sub-heading 1)**

Sir Generic is a basic man of no ambition who managed to get a knighthood for something. Possible just presumably having a penis and the knowledge of which end of the sword to hold.

### **Personality (make this a sub-heading 1)**

Sir Generic is typical of his species and gender, believing that all things are his, unless previously claimed by someone who could kill him.
Raymond Thompson

Raymond Thompson (born 1949 in the UK) is a gifted screenwriter, composer and producer currently residing in New Zealand. He founded his own company in 1994, the *Cloud 9 Screen Entertainment Group* (specialized in family entertainment). His best known creation is probably the teen drama/sci-fi hybrid *The Tribe*, which has become a cult classic around the world. Raymond also founded the *Cloud 9's Children Foundation*, which aims to support families in Oceania affected by Asperger's syndrome. Both he and his son have the condition. Read more about his accomplishments on his Wikipedia page.
Kiri

* **Feats:** Two Weapon fighting, Space Jockey, Ram, Raptors Instinct, Evasive Piloting, Speed Load

#### Possessions

Mechanics Tool-Kit(mwk), Appraisal Kit, Medkit, Laser Torch, Electric Lockpick, Lock Breaker, Flight Suit, Screamer Pistol, Heavy Auto Pistol, Personal Communicator, Backpack: Datapad (Chemical, Technical Design, Desktop Physician), Rope, Flashlight, 2 Weeks' Survival Rations, 2 Mini Cells, 2 Heavy Cells

### **Backstory**

Kiri was taken from her home-world by a traveling sorcerer before she could walk because he divined "great potential" in her. She was raised in a commune-esque setting on board a large spaceship. The Community was run by a Council of Elders (a group of 13 Sorcerers), one of whom was the man who had found her, and it was filled with many children like her. Children can be cruel, though, and as the only example of her species on board, she had a hard time relating to others (and because of her unique upbringing, she has an even harder time relating to her own kind when she happens to stumble across them). Although she never developed an aptitude towards magic, mechanics/engineering comes easily to her and she was a proficient pilot by her early teens. After the death of her patron, she left the Community to find her own way. She did a brief stint in the Imperial Navy as a star-ship pilot, which grants her valuable combat experience, but it was too structured/rigid for her to make a career of it. Now she is taking Engineering/Piloting jobs on smaller ships that will grant her more freedom and allow her to stay behind the controls of a ship without having to spend too long in one place.

### **Personality**

Kiri is antithetical to the stereotype of her species. She is quiet, stand offish, and studious. Her superiors, co-workers, and subordinates find her to be blunt and almost defensive. Although she generally has a better relationship with Engineering Staff, she has a well deserved reputation for being harsh and short tempered. Kiri usually carries a stun baton which she uses to counteract (perceived) insubordination; it is pretty well understood that the use of the baton and not one of her pistols is a leniency that may not always be extended. Rumor has it, though, that if you can sneak up on her, you can catch her doting on her mechanical homunculus and helpers.
Satoshi Tajiri

Satoshi Tajiri (born 1965) is a talented Japanese video game designer with Asperger's Syndrome and the creator of the famous *Pokémon*. As a child he enjoyed collecting insects, a passion which later became the inspiration for his video game work. He has also worked for other projects including *Mario* spin-offs and *The Legend of Zelda.* Read his success story on his Wikipedia page.
Tim Ellis

Tim Ellis (born 1963) is a mind-blowing Australian magician with Asperger's Syndrome who has spent his entire life mastering the art of illusion. He is the President of The Australian Institute of Magic as well as Australia's International Magic Ambassador. He was named *Best Stage Magician*and*Best Close Up Magician* at two Australian National Magic Conventions and also won two awards at the *FISM World Championships of Magic*. Among other achievements he also headed a team to smash the Guinness World Record for the longest ever Magic Show, which lasted 85 hours.The *MagicSeen* magazine in the UK called Tim "one of the hottest magicians in the world". Tim said of himself in an interview with the *Herald Sun*: “Magic is a great thing for slightly unsocial people ... it gives you an edge, a bit of mystery. I had Asperger’s (syndrome) and didn’t realise it at the time but doing tricks meant I wouldn’t be bullied.’’ Tim has also published several works on magic. Read more about his extraordinary career and enjoy some of the videos featuring his magic on his website.
Tynnyrilapsi

* Oon proin
* Pertti 20v Salosta
* Perus penan elämää
* hei olen pena kolmekymmentä vuotias elämäänkyllästynyt mies rovaniemeltä, kerään keppejä vapaa-ajallani ja tykkään pullasta
* on muna-aika
* lopeta calehtelu
* TERVEHTIKÄÄ PETRUS POROA, MUN LEMMIKKIÄ. SE TYKKÄÄ PANAANEISTA JA PAVUISTA.
* onks pöllöillä ripset
* et sinäkään hymyilisi jos sinulla olisi naula perseessä
Arachnofobia

Na widok niewielkiego pająka wędrującego po ścianie, osoby cierpiące na arachnofobię potrafią wydać z siebie krzyk, który obudziłby nawet umarłego. Psychologowie mają różne teorie, co do tego, skąd się bierze lęk przed tymi z reguły niegroźnymi stawonogami.

Arachnofobia może występować zarówno u osób, które w dzieciństwie straszone były pająkami, jak i u tych, które nie były w ten sposób terroryzowane. Jak twierdzą niektórzy naukowcy, arachnofobia może być zakorzeniona w genach i wynikać z postawy naszych praprzodków, u których lęk przed pająkami został ukształtowany przez ewolucję i pomagał im przystosować się do otoczenia pełnego niebezpiecznych pajęczaków.

Lęk przed pająkami częściej występuje u kobiet, niż u mężczyzn. Przeprowadzone badania wykazały, że już 11-miesięczna dziewczynka potrafi utożsamiać widok pająka z przerażeniem pojawiającym się na twarzach osób, które go ujrzały.
Triskaidekafobia

To, jak powszechny jest strach przed liczbą "13", widać w szkołach, firmach czy nawet urzędach stanu cywilnego. W hotelach czasami nie ma pokoi oznaczonych liczbą "13", a sportowcy jak ognia unikają liczby "13" na koszulce. Oczywiście obawa ta jest z reguły podyktowana przesądem.

Nie brakuje jednak ludzi, u których występuje paranoiczny strach przed "trzynastką". Stan w jakim się znajdują określa się wówczas mianem triskaidekafobii.

Sławne osoby z tą fobią to np:

— Napoleon Bonaparte

— Herbert Hoover

— Mark Twain

— Richard Wagner

— Arnold Schönberg

## Ciekawostka

Jedną z odmian **Triskaidekafobii** jest **Paraskewidekatriafobia** czyli lęk przed piątkiem trzynastego.
Akrofobia

Lęk wysokości nazywany akrofobią jest jednym z najpopularniejszych lęków. Może występować zarówno u ludzi, jak i zwierząt i charakteryzować się różnym natężeniem. Mianem akrofobii określa się głównie skrajny stan lękowy pojawiający się u osób, które znajdą się w położonym wysoko miejscu.

Wielu naukowców wiąże lęk wysokości z instynktem, a jego początki dostrzega w prehistorii, kiedy do wielu zgonów dochodziło w wyniku upadku z dużych wysokości.

Osoby cierpiące na akrofobię, które znajdą się nad przepaścią mówią z reguły o lęku przed upadkiem. Zwykle towarzyszą im zawroty głowy i uczucie uginania się nóg. Szacuje się, że ok. 3 do 5 procent populacji cierpi na akrofobię.
Rioting

video File:Placeholder
**Alpha 10.0: What's Yours Is Mine** update added 'Riot State' for missing items

## Rioting

Goblins without the correct tools, can devolve to murdering coworkers for theirs.

## Crowds

Added a crowd event system so that if a goblin sees another goblin involved in an event they will remember it. They will be more likely to join in when looking for new tasks. Currently the (Alpha 10.0) system only incorporates riots but will be used for combat and festivities later.
Also, made the crowds for riots not gather all in a single spot.
DokiDoki Literature Club

## Wstęp

Doki Doki Literature Club jest wydanym na PC bardzo nietypowym przedstawicielem gatunku visual novel. W stworzonej przez Team Salvato produkcji gracze wcielają się w chłopaka należącego do szkolnego klubu literackiego i poznają kilka jego członkiń. Nie wszystko jest jednak takie, jakim się wydaje… Gra jest dostępna zupełnie za darmo, choć na oficjalnej stronie można wspomóc deweloperów wybraną kwotą.

## Fabuła

W Doki Doki Literature Club wcielamy się w nastolatka – nowego członka klubu literackiego starającego się właśnie o status oficjalnej organizacji szkolnej. Poznajemy jego cztery członkinie: młodą i pełną energii Sayori (przyjaciółkę z dzieciństwa naszego bohatera, za której pośrednictwem wstąpił on do klubu), niebezpiecznie uroczą (i silną) Natsuki, tajemniczą i cichą Yuri oraz Monikę – piękną i dystyngowaną przewodniczącą
Opowieść zaczyna się jako radosna komedia romantyczna, jednak w miarę, jak gracz odkrywa historię, klimat produkcji zmienia się diametralnie.

## Mechanika

Doki Doki Literature Club to visual novel. Oznacza to, że rozgrywka sprowadza się do czytania wyświetlonych na ekranie dialogów oraz oglądania dwuwymiarowych, ręcznie rysowanych ilustracji prezentujących postacie oraz miejsca. Od czasu do czasu gracz zmuszony jest podejmować decyzje, które kształtują dalszy tok opowieści.
Omawiana produkcja jest tytułem dwuwymiarowym i charakteryzuje się starannie wykonanymi, ręcznie rysowanymi projektami lokacji oraz postaci. Wszystko jest pełne intensywnych kolorów i utrzymane w mangowej stylistyce.

## Specyfika

Gra Doki Doki Literature Club w wersji na PC jest przeznaczona wyłącznie dla osób pełnoletnich i posiadających mocne nerwy.
Gra charakteryzuje się ogromnym niepokojem i łamaniem czwartej ściany. Nie bez powodu jest tylko dla pełnoletnich.
Spectrofobia

Spectrofobia, lub inaczej catoptrofobia, to lęk przed lustrami i odbiciem. Ludzie obrczeni nią boją się w nie spojrzeć, zerknąć. No tak, ale czego tu się bać, pytacie? Cóż, chorzy są przerażeni, że ujrzą tam kogoś innego, kogoś kto będzie do niego wrogo nastawiony lub kogoś, kto nie będzie naśladował jego ruchów w sposób zsynchronizowany, będzie dawał tylko wrażenie, że jest to ta sama osoba.

W sytuacjach kiedy staną przed lustrem zaczynają się pocić, drżeć i odczuwać zniesmaczenie.

Lęk przed lustrem jest porównywany do eisoptrofobii, która oznacza lęk przed samym odbiciem w lustrze.

Ów fobia może być zaogniona przez horrory, filmy czy straszne historie. Traumatyczne przeżycia również mogą mieć wpływ na to schorzenie.

Początki tego zboczenia mogą się wywodzić z przesądów i wierzeń ludowych. Spectrofobicy mogą zapierać się, że słyszą dziwne dźwięki dochodzące zza luster.
Run The Gauntlet

Run The Gauntlet to strona, która zawiera mnóstwo filmów o tematyce gore. Ta strona ma przetestować twój żołądek i odporność umysłu.

Na stronie głównej można zobaczyć opis, ostrzeżenie i zielony przycisk z napisem "Begin your journey". Po kliknięciu w przycisk strona przekieruje cię do pierwszego filmu z dwudziestu możliwych. Filmy są odtwarzane od najsłabszego, do najbardziej obrzydzającego i wywołującego tańce jelit filmu. W każdej chwili możesz skończyć, oznajmić, że masz dosyć klikając w czerwony przycisk z napisem "STOP".

Odważysz się podjąć tego wyzwania?

Pochwal się wynikiem tutaj:

1. Mars the Rabbit (Tu możesz się pożalić) = 20
Trypofobia

Lęk przed dziurami, otworami, różnego rodzaju wgłębieniami. Wiele osób twierdzi, że nie istnieje coś takiego jak lęk przed dzurami, ale niemałe grono psychologów twierdzi, że ludzie mogą mieć fobie na wszystko. Duża ilość internautów twierdzi, że czuje przy patrzeniu na to zjawisko obrzydzenie, mdłości, nudności.

Większość zdjęć nawiązujących do tej fobii, to przeróbki zdjęć, więc nie musicie się obawiać zobaczenia czegoś takiego jak to po prawej, chyba.
Neil

**Neil** fue un sobreviviente del apocalipsis zombie y uno de los nuevos miembros del Motel.

## Caracterización

Neil era un hombre de aproximadamente 30 años de edad, con cabello castaño, ojos claros y de tez blanca. Descrito por ser tranquilo y habil con las armas

## Pre-Apocalipsis

Tras sobrevivir al advenimiento de los muertos vivientes, Neil guardó refugio en el Motel

## Muerte

### Asesinado por:

* **Roman**

Cuando Neil fue a llevarle la comida a Roman en su celda, el hombre rapidamente fue atacado por el prisionero y apuñalado con una estaca cuando estaba inconsciente
Bloodlines of the Force Wiki

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File:Placeholder
Obecność

"Historia oparta na faktach"

To pierwsze zdanie, jakie pojawia się na ekranie pod tytułem filmu. W innych produkcjach taki zabieg zazwyczaj jest tylko picem na wodę, ale w przypadku Obecności owa historia, jak i małżeństwo Warren'ów, jest jak najbardziej autentyczna, tym bardziej przedstawione wydarzenia działają na wyobraźnię widza.

Film rozpoczyna się niewinnie. Rodzina, która przeprowadza się do nowego domu, zadowolone dzieci hasają po mieszkaniu, mąż i żona ucinają swe czułe rozmowy. Reżyser sprawnie wciąga nas w sielankowy klimat, nadaje obrazowi spokojny wygląd. Gdzieś z tyłu mózgu tkwi nam przeświadczenie, że to przecież horror. I to się ujawnia, niebawem.

Pierwszy zły omen to pies, który nie chce wejść do domu. Jeśli ktoś prędzej czytał o zjawiskach paranormalnych, to wie, że zarówno koty jak i psy widzą duchy. Pies śpi na dworze, a nazajutrz jest martwy. Kamera przedstawia nam każdy zakamarek domu, a jednak sceny, jawnie pokazane jako te z udziałem ducha, robią wrażenie. Muzyka jest świetnie dobrana, raz raczy nas wesołym kawałkiem, innym razem uderza nas głucha cisza. Scena, kiedy matka bawi się z córką w chowanego daje nam jednoznaczny dowód, że ten dom jest nawiedzony.

Gdy cała rodzina jest już przerażona i pewna, że to duchy stoją za dziwnymi zjawiskami, decyduje się na poproszenie o pomoc małżeństwo Warrenów — badaczy zjawisk paranormalnych. I to w tym momencie widzowi spada lekki kamyk z serca, gdyż prędzej, podobnie jak Perronowie, czuje się bezbronny. Ed i Lorraine wydają się być aniołami stróżami i wybawicielami, choć nawet oni mają swe słabe strony przez co wydają się nam bardziej autentyczni.

"Obecność" to nie tylko zwykły film grozy. On bierze strach, bawi się nim i, co najważniejsze, nie podaje nam go na tacy. Ogarnia nas dziwne uczucie niewiadomego strachu. Potwór w szafie? Spadające obrazy? Brzmi banalnie, ale na ekranie budzi jak najprawdziwszy lęk. Wszystko jest tu dobrze zrobione — ujęcia, muzyka i ten klimat. Klimat, który jako jedyny nie pozwolił mi spać spokojnie po horrorze. Jedyny, który zasiał w mej głowie od lat tą świadomość, że ktoś może mnie obserwować, że ktoś żyje w mym domu poza ludźmi. I tak najpewniej jest.

Moja ocena — 9/10.

Dra
Agorafobia

Jedną z najbardziej powszechnych fobii jest agorafobia. Osoby cierpiące na agorafobię odczuwają silny lęk przed otwartymi przestrzeniami. Ludzie tacy unikają dużych centrów handlowych, stadionów, środków transportu publicznego. W najbardziej ekstremalnych formach oznacza to strach przed zwykłym wyjściem do kina czy sklepu i wiązać się może z całkowitym wykluczeniem z życia społecznego.

W przeszłości uważano, że agorafobia, to lęk przed agorą. To słowo pochodzące z greckiego, oznaczające rynek, miejsce publicznych zgromadzeń. I rzeczywiście, ludzie cierpiący na agorafobię unikają ulic i innych zatłoczonych miejsc, jak np. centra handlowe, kina czy stadiony. Problemem bywa nawet stanie w kolejce. Jednak ludzie cierpiący na agorafobię obawiają się jednego (lub więcej) sposobu podróżowania i zwykle unikają metra, autobusów, samolotów.

Osoby cierpiące na umiarkowaną odmianę agorafobii niechętnie wychodzą z domu i bardzo się tego boją. W skrajnych przypadkach, zaburzenie to doprowadza do tego, że nie wychodzą z domu lub przebywają w określonych jego miejscach, które wydają się najbezpieczniejsze.

Agorafobia może występować także bez napadów paniki. W takich wypadkach zaczyna się zazwyczaj od lęku przed stopniowo coraz większą liczbą rzeczy poza domem. Jej przyczyny nie są do końca znane, a niektórzy twierdzą, że jest ona pewną odmianą fobii specyficznych.

Na zespół paniki z agorafobią cierpi około 3,5% populacji. Zachorowalność przypada na 15-24 rok życia i dwukrotnie częściej występuje u kobiet. Tłumaczy się to czynnikami społecznymi i kulturowymi. W naszej kulturze kobietom bardziej wypada unikać sytuacji, których się boją i szukać bezpiecznego towarzystwa. Od mężczyzn natomiast oczekuje się tłumienia lęku.

Najnowsze badania pokazały, że na agorafobię cierpi aż 1,8 miliona dorosłych Amerykanów.
Socjofobia

Fobia, która odznacza się lękiem przed kontaktami między ludzkimi, nazywana jest potocznie socjofobią lub fobią społeczną. W przypadku tego zaburzenia lękowego, chory obawia się nawiązywania jakichkolwiek relacji z ludźmi. Osoby z socjofobią czują na sobie ciężar wzroku innych ludzi mijanych na ulicy i boją się podejmowania rozmów z obcymi, dotyczy to także członków rodziny, choć o mniejszej sile. Zwykłe wyjście z domu do lekarza, urzędu, gdziekolwiek, lub wymiana zdania, jest dla nich nie lada przedsięwzięciem.

Kontakt z czynnikiem stresotwórczym oznacza w przypadku ludzi z fobią społeczną wystąpienie wielu czynników powodujących dyskomfort, w tym przyspieszone bicie serca, zwiększoną potliwość i problemy z mową.

Jak dużym problemem jest socjofobia pokazują liczby przedstawione przez National Institute of Mental Health. Według raportu tej organizacji cierpi na nią 15 milionów Amerykanów.

Fobia społeczna bywa mylona z antropofobią, która oznacza lęk przed ludźmi w ogóle. Mylona jest również z nadmierną nieśmiałością.
Home

## Welcome!

Welcome to the Miracle 4 Fanime wiki, the unofficial-official wiki ran by meganedon for anyone in need of fanime references and such. There will be a heckalot of spoilers UP TO about three episodes upcoming from what is already out, so enter at your own risk!

**UPDATE (FEB 2018):** THIS WIKI IS UNDERGOING SERIOUS CONSTRUCTION UNTIL JUNE 2018.

## Disclaimer:

The information on characters and plot lines are canon for the fanime series ONLY. **DO NOT assume everything in this wiki is canon with the original series, Pop'n Music.** Almost all of the show has been based over personal fanon, therefore **any information used here for other sites, such as a pop'n music or BEMANI wiki is highly likely to be false to the actual franchise.** Use at your own risk!
Tito Mukhopadhyay

Tito Mukhopadhyay (born 1989) is a writer and poet from India. He was diagnosed with non-verbal autism in early childhood and was later invited to go to the UK for assessment by autism researcher Richard Mills. At about the same time the BBC broadcasted a documentary called "Tito's Story" and the National Autistic Society published his first book, "Beyond the Silence: My Life, the World and Autism" (2000), a collection of prose, poetry and philosophical texts. Tito later published many more books that can be found on Amazon. Read more about this remarkable man here or on his Wikipedia page.

"One day I dream that we can grow in a matured society where nobody would be 'normal or abnormal' but just human beings, accepting any other human being - ready to grow together." - Tito Rajarshi Mukhopadhyay, in The Mind Tree, Arcade Publishing, 2003 © National Autistic Society
Piła

"I want to play a game"

To słowa, które słyszał każdy amator kina grozy. Sentencja Jigsawa obrosła taką sławą, że nawet osoby nigdy nieoglądające "Piły" rozumieją o co chodzi. Tekst ten nie mówi człowiek, tylko lalka. Lalka symbolizująca jakieś ukryte zło, lalka, która zawsze tłumaczy ofiarom, co mają robić. Jakim ofiarom? Ofiarom wyzwolenia.

Akcja Piły rozgrywa się wokół dwójki mężczyzn, będących w bliżej nieokreślonym miejscu, przykutych do rur po dwóch stronach łazienki. Nie znają się, a gdy początkowy mrok ogarniający łazienkę przebija światło, to okazuje się, że z nimi jest jeszcze ktoś. Rozwalony trup leżący na środku pokoju. Po drugiej stronie barykady mamy policje i detektywa, który ma obsesje na punkcie Jigsawa — twórcy Gry. Gra ma tu swoją twardą definicje, ma zasady, których nie wolno złamać. Jednakże Gra nabiera swego metaforycznego znaczenia dopiero z drugą częścią, gdzie John Krammer tłumaczy między innymi swe intencje. Pokazanie ludziom, jaki to dar móc po prostu żyć.

"Pijesz szklankę wody, ale czy się nią delektujesz?"

Ta sentencja mniej więcej oddaje charakter prędzej wspomnianego Krammera. W intencji całej serii ma to ogromne znaczenia, bo widz nie postrzega Gry jako bezmyślnego mordu. Wszystko ma swoje psychologiczne podłoże, a historia dwóch mężczyzn staje się czymś piekielnie ciekawym. Film trzyma w napięciu aż do samego końca, który raczy nas niezwykłą puentą. Ujęcie się kończy, napisy lecą po ekranie, a ja patrzę na nie bezsensownie i myślę nad tym, co zobaczyłem. Film robi wrażenie.

Muzyka, wraz z nieśmiertelnym "Hello Zepp" także robi swoje i jeszcze mocniej wciska widza w fotel. Elementy idealnie ze sobą współgrają i dają nam mocny obraz. I o ile pierwszą część trzeba zobaczyć, ze względu na merytoryczną treść i ciekawe zagadnienia, to z kolejnymi częściami już nic nie potrafiło pobić "jedynki". Było brutalniej, obrzydliwiej i z pewnego punktu widzenia mocniej. Ale to pierwsza część odcisnęła najmocniejsze piętno na psychice tylu ludzi.

*Most people are so ungrateful to be alive. But not you. Not anymore.*

Dra