recursal/Fanatic-Fandom huggingface dataset:
Setting:District:Haunches

The Haunches is a district just above the water line before the husk’s tail disappears underwater. Its side has been chiseled open by industrious laborers, fifteen archways each twenty yards tall leading in and out of the city proper. Five of them lead from private piers to a reputable and walled-off section of the Haunches reserved for esteemed guests and deliveries meant for the upper levels of the city. The rest of the piers connect to the Blue Esplanade, Lathe’s beating heart of petty trade.

Where the Jade District is more about exquisite wares, the Haunches is the place for mundane commodities. Cobblers and flute-makers hawk their wares next to the stalls of fishermen and fruit pickers from the nearby islands. Cheap bunk houses cater to the clients of street prostitutes as well as poor travelers in need of sleep and the crowds are seeded with cut-purses and orphans who pester newcomers for coin. The vast majority of ordinary people in Lathe live in the Haunches, its residential areas built in multiple stories to accommodate everyone. Street kitchens and noodle bars are mixed with open-front workshops and seedy sailor bars and though poverty runs rampant the people here tend to smile more than frown.

One of the local inns of note is called Little Dreams, set aside from the docks but still quite popular. The inn is run by a wily shark-headed beastman who goes by the name of Foshoro. Foshoro was reasonably wealthy and important under the old satrap’s regime until Cathak Ogata seized power and stripped the mutant of everything he owned. Luckily the beastman had a few secret stashes set aside for such an occasion and he used them to get back up on his webbed feet. He makes a modest living with the inn, but his real income comes from the secret gambling den and tea house one can access from the inn’s basement. Foshoro secretly plots the downfall of the satrap with a few select disgruntled peers, and is therefore quite happy to let in the Realm’s enemies and offer them shelter. He is locally known for his euergetic ways as he tries to enrichen the poor communities of the Haunches by funding schools, healers and starting entrepreneurs from his own pocket.
Story:The Tiger

”*Speak in words I understand, scum.*" Jagamaru snarled in High Realm, lifting the beggar off the ground by his collar, the tips of his exquisite red jade claws pressing against the man’s throat. The balding old beggar whimpered and struggled against the massive Dynast’s grasp, provoking Jagamaru to hurl him against the wall of the shoddily built slop house the man had been kneeling in front of. The force of impact made the rotten wood wall crack, bringing down a section of the clay tile roof on top of the mendicant. Jagamaru, the Tiger of Lathe, stood a mighty seven feet tall, decked in ruby-filigreed pauldrons, shinguards and kusazuri of gleaming black jade. He did not bother with a breastplate or a shirt for that matter, proud to present his sculpted, muscular torso for all to see. The only clothing he wore was a loose black sarong tied around his waist with a thick crimson waist sash that complemented his long mane of fiery hair. Lifting his right hand, gauntleted up to the shoulder, the Dynast then bellowed at the gathered crowd; "*You worthless maggots are alive only because Satrap Cathak Ogata has in his mercy spared your miserable lives. If it was up to me, I would flood the Lily Pits with the righteous fire of Heshiesh and forever weed out the stench of Malfeas from this city.*" He took a step toward the dirt-faced audience, making them to huddle up together in fear. "*The demon wasp that flew up to The Haunches from here has a summoner, and I WILL find them and hang them AND their family by the neck until the centipedes gnaw their corpses clean!*" Turning on his heels after the declaration, the towering Dynast made a small diagonal gesture with two fingers to signal his entourage of twelve soldiers in black-lacquered lamellar armor to follow and proceeded toward the ramp leading out from the Lily Pits.

As the Dynast left, a lithe figure stepped out from the crowd – draped in a black burnoose and wearing a teal scarf over her face that concealed her features completely. She carefully recovered the beggar from under the rubble and thumbed over his eyelid to see that he was unconscious before setting her palm on his chest. A faint green glow surrounded her hand and seeped into the man’s chakras, causing the beggar to cough and curl up into a fetal position before his eyes snapped wide open in confusion. The masked woman lifted her index finger to her lips, shushed him and then spoke in a strangely distorted voice in Flametongue; “*Do not worry. They’ll get what’s coming for them.*" The mendicant blinked and got onto his knees, but when he lifted his head to mutter a thank you, the woman was already gone.
Mechanics:Advancement

### Time

One week in real life is one month in Lathe. There is chronological flexibility as to when events actually occur, so you could start a scene with an another player on Monday and finish it Wednesday while still saying it happened in the first week of the month. Stories are based on major events in the city, with the estimate of around one real life calendar month per story.

Experience

Playing once per week grants you 5 Experience, playing twice per week grants you 5 Experience each time for 10 Experience total. Playing more often than that is encouraged, but yields no further standard Experience rewards. Up to 10 Solar Experience can be gained per week from hitting various goals such as exploring intimacies, organizing player-run events, driving the story forward and so on.

### Solar Experience

Solar experience can be gained from the following categories, each category maximum once per week.

**Expression (2)** - Showcase what the character is. Standard fare from the core book.

**Role (2)** - Display your caste's function or spotlight others. From the core book. This also includes doing something that fits your major or defining ties, goals or character concept or spotlighting someone else's goals/concept.

**Event (2)** - Run an event or scene in which other players participate or showcase an aspect of the game setting. This can be as small as "I want to meet up with you in the Haunches" or "My character is performing at the Birdcage today". Players are also allowed to run events or small plots with ST permission using distinct NPCs, though this needs to be negotiated.

**Connections (2)** - Change of intimacies (creating, weakening, strengthening), especially between player characters. This means you will be rewarded for befriending or opposing other players.

**Misc (2)** - Help players out in chat, vote for their stunts, do non-game related stuff like help out with the wiki, kiss up to STs.

### Stunts

Stunts are always 1 points unless voted on by other players to be higher. Other players can vote in the OOC chat simply by saying "+2" or "+3" and mentioning the player about to perform the action. Needs at least one player for the +2, generally max twice per scene. Needs at least two other players for the +3, generally max once per day. Just because your character is at odds with an another, doesn't mean you shouldn't vote when you think their stunts are cool. Be a good sport and you can earn your Misc experience easier.
Tiempo de esclavos

Este artículo o sección es un esbozo.

Angustias ha decido tomarse unas vacaciones y lo ha dejado a medias. Como siempre, Salvador ha dicho que no van a contratar a más personal y aquí estamos hasta las cejas de trabajo. ¿Podrías ayudarnos a ampliarlo?

¡Muchas gracias, primor!

Atte: secretaria auxiliar

## Tiempo de esclavos

### Protagonista(s)

* Pacino
* Alonso de Entrerríos
* Amelia Folch

### Épocas

* 1851 - Santiago de Cuba
* 1881 - Comillas
* 1882 - Barcelona
* 2017 - Madrid

### Ubicación principal

* Comillas
* Santiago de Cuba

### Enemigo(s)

* Pere Folch
* Hijos de Padilla

### P. históricos

* Alfonso XII de España
* Marqués de Comillas
* Práxedes Mateo Sagasta
* Eusebi Güell

## Equipo clave

### Guionista(s)

Alonso Laporta, Carlos de Pando, Javier Olivares

## Detalles del lanzamiento

### Formato

HD

**Tiempo de esclavos** es el sexto capítulo de la tercera temporada *El Ministerio del Tiempo*. Fue emitido el 6 de julio de 2017.

## **Sinopsis**

**Comillas (Cantabria), agosto de 1881**

El rey Alfonso XII sufre un atentado por parte de un criado del marqués de Comillas, su anfitrión. El monarca queda en estado crítico. La patrulla debe intervenir en tiempo récord, viajar al pasado y evitar que el criado llegue a estar ese día en el Palacio de Comillas. Si su misión es que la Historia de España no cambie, en esta ocasión la necesidad y la urgencia son máximas. Si Alfonso XII muere, toda su descendencia no nacerá. En Comillas descubrirán que la élite del poder de la España de la época está reunida en su totalidad en la localidad cántabra. Sin duda, el poder del marqués de Comillas (y sus contactos) son máximos… Entre ellos, se encuentra Pere Folch, un tío de Amelia. Poco a poco descubrirán que nada es lo que parece.
Marc Vigil

Este artículo o sección es un esbozo.

Angustias ha decido tomarse unas vacaciones y lo ha dejado a medias. Como siempre, Salvador ha dicho que no van a contratar a más personal y aquí estamos hasta las cejas de trabajo. ¿Podrías ayudarnos a ampliarlo?

¡Muchas gracias, primor!

Atte: secretaria auxiliar

**Motivos**: Falta ampliar su carrera.

## En *El Ministerio del Tiempo*

### Debut

El tiempo es el que es

**Marc Vigil** es un director y guionista español. Ha dirigido series como *7 vidas, Aída, Gominolas, Águila Roja* o *Niño Santo*, además de ser el director de la serie *El Ministerio del Tiempo*.

## Capítulos dirigidos de El Ministerio del Tiempo

* El tiempo es el que es
* Cómo se reescribe el tiempo
* Tiempo de pícaros
* La leyenda del tiempo
Or'zet Adverbs and Adjectives

Sorry about that, the table went crazy on me all of the sudden. So I had to write in gibberish and babelly stuff. Greeking and Latining.

Or'zet Adverbs and Adjectives

Adverbs and Adjectives are descriptors. On this page, we start to build the basic word vocabulary of the *Or'zet Codex*. It will take probably a couple of weeks, but with everyone's help, we can get this done as soon as possible.

Root words are the nouns and verbs of the Or'zet language, starting with basic constructions that everyone can recognize.

## Verbs

Verbs are what makes the world go around.  Nouns are things, verbs describe actions.  This table lists all the verbs in Or'zet.  The suffix -okka in Or'zet means the same as the suffix -ing in English.
Setting:The City of Lathe

The city of Lathe is a major metropolis in the southwestern Cinder Coast, built on a large volcanic island north of the Bay of Kings. The main portion of the city is hollowed inside the husk of a gigantic primal spirit slain in antiquity that has turned to stone. The behemoth is a staggering four miles long and slightly arthropodic in shape, a monstrous centipede of segmented carapace with over-sized pincers and a mane of jagged spines. It lays curled about the large volcanic island’s highest peak - Mount Valiant - with its head at the edge of the basin and its serpentine bulk spiraling around the mountainside until its tail disappears into sea. The carcass is partially encrusted in volcanic ash from previous eruptions, but what truly keeps it affixed to the now-dormant volcano is a massive spear hundreds of yards in length that has nailed it into the cliffside through its thorax and heart. The spear’s shaft is wrapped in pieces of red and white cloth along its entire length, but sometimes when the wind blows strong and shoddily fixed strips of cloth tear loose, one can see it gleaming with the brilliant gold of orichalcum.

Lathe is separated into six districts, five of which are inside the carcass and one inside the volcano. The districts are connected by sloping ramps, tunnels carved into both petrified behemoth and the mountainside, sluggish stone elevators powered by magic and wide openings between layers through which dynasts and sorcerers flit on wings and gusts of Essence.

### The Districts

* Whitecrest - The skull. Home to great observatories, opulent academies and the sorcerous Hall of Aruspicy.
* Heartworks - The thorax. The spiritual and cultural heart of Lathe dotted with temples, theaters and mansions.
* Caldera The volcano: The Realm's seat of power in the region, host to Dynastic châteaux, museums and enclaves.
* Jade Soma District The abdomen: Lathe's commercial district, the center of both business and pleasure.
* The Haunches The hindquarters: The city's harbor rife with marketplaces, brothels, seedy bars and everyday folk.
* The Lily Pits The tail: Dangerous slums riddled with the poor and the sick forced to work in labor camps to survive.
El tiempo es el que es (novela)

Este artículo o sección es un esbozo.

Angustias ha decido tomarse unas vacaciones y lo ha dejado a medias. Como siempre, Salvador ha dicho que no van a contratar a más personal y aquí estamos hasta las cejas de trabajo. ¿Podrías ayudarnos a ampliarlo?

¡Muchas gracias, primor!

Atte: secretaria auxiliar

**El tiempo es el que es** es la primera novela basada en la serie El Ministerio del Tiempo. Escrita por Anaïs Schaaff y Javier Pascual, se publicó el 7 de abril de 2016.

## Sinopsis

En la biblioteca de un convento, alguien fotografía un códice del siglo VIII. Pasando páginas, llega a una en la que con caligrafía moderna se lee: «Me llamo Elías Sotoca y estoy atrapado en el año 780». Cuando la noticia llega al Ministerio del Tiempo, la sorpresa es total. Sotoca es un agente de alto nivel al que se dio por desaparecido hace años. Amelia, Alonso y Julián parten de inmediato hacia 780 para rescatar al compañero perdido.

Tras la misión en el medievo, la patrulla acaba por error en Cartagena de Indias, uno de los puertos más importantes de la época colonial, en el año 1603. Allí deben convencer al capitán de uno de los galeones de que les permita embarcar, como paso previo para regresar a 2016. Pero entonces conocerán a un personaje histórico que sobrevive en el anonimato y que deberán salvar para que la historia no cambie.

Cuando parece que todo ha terminado, se produce una emergencia que requiere la inmediata participación de los agentes; con apenas 20 años, Lola Mendieta que aún no ha ingresado en el Ministerio es detenida por los nazis en Canfranc. ¿El motivo? Ser espía de las fuerzas aliadas en la Segunda Guerra Mundial. Lo que en principio parece una sencilla misión de rescate se complicará hasta el punto de que la victoria final de los aliados sobre los nazis se ponga en peligro.

Tres misiones. Tres épocas. Y un sinfín de aventuras con el personaje de Lola Mendieta como leitmotiv entre ellas. Bienvenidos a la primera novela de *El Ministerio del Tiempo* titulada, como no podía ser de otra manera, *El tiempo es el que es*.

## Curiosidades

* En esta novela, Julián Martínez dice que fue contratado en 2014. Eso contradice el primer episodio, que dice que fue contratado en 2015
Law and Fetch

Law and Fetch is Season 6 Episode 12.

## Plot

This Law and Order themed edition starts with a scene from The Doodlebops' Fast and Slow Moe. The Doodlebops go too fast courtesy of Bus Driver Bob's super speed. After the bus crashes into a field and explodes upon having The Doodlebops injured, Ruff has an idea for today's challenge. He sends all of the six contestants to court in order to see The Men In Black.
Support

## Support Skills

**Focus Attack:**Increases Damage by 20% and decreases all Absorption Rates by 20% for 10 seconds.

AP: 28   -   Cooltime: 30 seconds

**Set Impact Mine:**Plants a mine that explodes when an enemy is detected within 3 meters. The explosion inflicts 50 damage and stuns the target for a short duration.

AP: 28   -   Cooltime: 2 minutes

**Firepower Support Resonator**: Installs a fire support resonator that increases damage by 10% for allies within 5 meters. (Self-destructs after 60 seconds)

AP: 28   -    Cooltime: 2 minutes

**Set Explosion Mine:** Plants a mine that explodes when an enemy is detected within 3 meters. The explosion inflicts 150 damage and reveals the target's location for 20 seconds.

AP: 28    -   Cooltime: 1 minute 30 seconds

**Freeze Grenade**: Throws a freezing grenade that decreases enemy's Movement Speed by 60% within 5 meters from the explosion for 5 seconds.

AP: 28   -   Cooltime: 1 minute 30 seconds

**Enemy Detect Fire:** Fires detector rounds for 30 seconds. Reveals target location for 10 seconds. Target loses 2 HP per second for 10 second.

AP: 28   -   Cooltime: 1 minute 30 seconds

**Life Recovery**: Instantly recover 100 HP

AP: 28   -   Cooltime: 45 seconds.
Upgrade System

Based on their desire to be stronger, players can upgrade their items at a certain probability. If successful, the item’s unique ability is permanently increased, but the probability of failure increases as grade increases. If it fails, there is a penalty such as upgrade failure, item being destroyed, etc.

## Access the upgrade function

Players can access the upgrade function via:

* the Electronica NPC in town
* the upgrade menu in a private room.

## How to upgrade

To upgrade, players must have an item to upgrade in their inventory. Armor and weapons can be upgraded.

If the upgrade is successful, the information about the upgrade phase is indicated in an item tooltip. Upgradeable items, both weapons and armor. have “+ (upgrade phase)” information in the tooltip according to its upgrade phase.
Dramatis Personæ

## Player Characters

* Radiant (played by Alvuea)
* The Devil (played by Maidu)
* Silent Leaf (played by TDS)
* Unyielding Triumph (played by Crane)
* Nyemetsu "Fangs" Sashin (played by KevinB)
* Flawless Platinum Daimyo (played by Mad\_Rubicant)
* Pluck (played by Iri)

## Deceased Player Characters

* The Prince of Dancing Blades (Formerly played by Alany)

## Non-Player Characters

* Old Chui, owner of flamepiece shop The Powder Flask.
* Foshoro, the shark man owner of Little Dreams, inn/secret gambling den.
* The Dealer, works in Little Dreams and seems to hand out some shady jobs.
* High Aruspex Nellens Juuka
* High Priestess Mistral of the Immaculate Order
* Captain Nellens "Little Spume" Tomo
* Jagamaru, Tiger of Lathe
* Cathak Ogata, The Satrap
* Gale, peasant-sorcerer
* Nellens "Little Spume" Tomo, dynast of the Imperial Navy
* Adhyasa, Guild Factor
* Cinderlock, the Jadesmith
* Cynis Siru, daughter of the Alembic's leader, sadistic tendencies?
About the City of Saints

These wiki pages are not officially sanctioned by Catalyst Game Labs or Topps or even Microsoft. They are a fan's work on a city that he has lived in for forty years, and a lot of devotion and time went into these pages. This work draws on the Author's own imagination, so they aren't canonized.

However, they do draw on these books:

* Native American Nations, Volume 1 by (the late and great) Nigel Findley (SR1 or 2)
* Shadows of North America by the Shadowrun Writing Team at FanPro (SR3)
* Parageology by Adam Large (SR4A)
* Street Magic by the Shadowrun Writing Team at Catalyst Game Labs (SR4A)
* Sixth World Almanac by the Shadowrun Writing Team at Catalyst Game Labs (SR4A)
Manipulation Spells

Quaking Shock (Physical, Area)

Quaking Shock allows the mage to cause the ground to shake underneath his enemies feet, creating a micro-Earthquake.  Everything within the area of effect is shaken, and in a chemistry laboratory, you can produce some amusing or dangerous results.  Your enemies, however, must make an opposed test using Reaction + Intuition against your Spellcasting + Magic hits in order to stay up or fall back prone.  This test represents keeping one's balance.
Metahuman Types

The following **Metahumanity** types are approved for play:

* Humans: Most of what we recognize as *Human* is an expression of the human genotype, whereas the Elohim Colony is the source of much of the modern human genotype (with *archaic h. Sapiens* being the other source). About 2% of Humanity's DNA carries the genes of *homo Neanderthalis*. Something we can get to later.
* Elves: The Elvish genotype expressed itself in 2012 during the first round of Unexplained Genetic Expression. The Elvish Genotype may be related to humanity native to the hollow Earth's Interior.
* Dwarves: Humanity has been expressing Dwarfism for forever. From midgets to actual dwarfs; they have been showcased by the likes of **William John Bertanzetti** who had Cartilage-hair Hypoplasia Dwarfism. However, thanks to UEG, some of the cases of dwarfism had expressed stocky muscle patterns and noticeable hair growth.
* Orks: Remember when we said that about 2% of all of Humanity's DNA carries the genes of *homo Neanderthalis*? Orks are the Goblinized expression of those genes. When Earth's Magic spiked in the past, much of *h. Neanderthalis* (and archaic *h. Sapiens*) expressed as orks.
* Trolls: Trolls are a strange case of *Goblinization*. Although they came out of humanity, the source of the troll expression can't be traced to any one source, except for probably *Homo Denisova*. There is a theory that our Earth suffered impacts from a sister planet during the start of the Younger Dryas some 12,000 years ago. The theory says that a sister planet or moon exploded and crashed on the Earth, causing the Younger Dryas. If some strain of humanity was on the planet, it would have been *Homo Denisova*. Perhaps h. *Denisova* is the source of the strain that creates trolls. Who can say?

* Changelings:    the last is the Changeling type. This race is approved for players who want to create something really weird.
Box Turtles

## Appearance

Box turtles have a sturdy build, hence their name, their shell is somewhat boxish. Females are generally larger than males and they are terrestrial turtles. They may come in many colors, from pine green to sunset orange.

## Behaviors

They are in many ways like the Red Eared Slider Turtle, from petting the shell to their appetite. They should have a big appetite and should be fed around three times a week. They kinda just walk around their habitat. Have water available at all times, dechlorinated is nessicary.

## Supplies

A large terrarium

proper food

water and food dish

substrate

turtle
The Non-Mormons

If you want a good assessment on how Mormons are actually living the Gospel of Jesus Christ, all you have to do is get an opinion from a Non-Mormon. Say like a Catholic or a Baptist living in Salt Lake City. You will get a hundred opinions, but all of them probably boil down to one thing. The typical Non-Mormon feels excluded from society.

This is probably a terrible thing, but typically from their perspective, Non-mormons would say that it's like being on the outside looking in. Many people are not allowed to socialize with them and love between a mormon and a non-mormon is a forbidden subject. This is not odd since most Shadowrunners in Salt Lake City are non-mormons. However, as was said before, Mormons come from all walks of life, including those that Shadowrun.

In the 2070s, the Church has been seen as so exclusionary that the whole community seems to be against "non-mormons." This, as a rule, is a generality and is not true. There are many corporations and businesses which will employ non-mormons. Generally, though, Non-mormons come from all walks of life too, in Salt Lake City. Just that the society's pressure to conform is incredibly great, in some areas. So this is another Generality.

For Mormons, non-mormons come in three flavors. Those favorable to the Church, those who are anti-mormon, and those who are ex-mormon. Of the three, the most critical are those that publish anti-mormon literature. Unless, of course, you happen to be the True Messenger. The last of the True Messengers showed up in 2004 with the publication of the *Sealed Portion of the Book of Mormon.* He's persecuted not only by non-mormons, but persecuted by his own "Mormon Tribe" as well. The last of the True Messengers lives a quiet life, trying to help people become better, in the Provo area.
Toxic Shamanism

Like anywhere else, Toxic Shamanism has a presence in the Salt Lake Vatican. Toxic Shamans usually inhabit the areas where toxic and noxious chemicals are spilt and haunt areas near toxic waste. Typically, this also includes your typical landfill.

The Danites typically hunt toxic shamans down, but they have a few strongholds around the valley. Including the Salt Lake Landfill, where one or two are spotted working the toxic waste disposal unit. However, the toxic shamans have their greatest power at the Chemical and Biological Weapons Incinerator near Tooele. Here, despite their rumored fanaticism, the Danites won't go. The toxic shamans here summon their toxic spirits to plague mankind.
The Enchantress

**Hair** | Natural light brown
 **Occupation** | Nightclub Owner

Everyone knows **the Enchantress**.  She runs a night club called *the Red Lady.*The night club attracts her clientele from the best families in Seattle, however, it's a front for her illegal dealings as an exotic talismonger.  She deals in illegal magical reagents, for use in spellcasting, conjuration, and item creation.  She even has a large stash of orichalcum.  Yet, no one can pin anything on her.  She runs *the Red Lady* as a legitimate business and is well loved and quite connected.

## Statistics

### Qualities

**Positive Qualities:** Magician, Aptitude (Etiquette)

**Negative Qualities:** Mild Allergy to Garlic, Addiction (Mild, Stimulants), Sensitive System

### Skills

**Active Skills:** Etiquette 3 (Street +2), Intimidation 3, Longarms 1 (Shotguns +2), Negotiation 3, Astral Combat 2, Spellcasting 5

**Knowledge Skills:** Falcone Crime Family 4, Magic Background 3, Magic Phenomenon 3, Street Gangs 2, Talismans 3

**Language Skills:** Elven, English, Athabascan

### Spells

Mana Bolt 4, Phantasm 3, Armor 4, Control Emotions 2, Levitate 4
Changeling

**Changelings** are usually metahumans that have aberrant metagenetic traits (however, members of non-metahuman species can also mutate into changelings). Changelings are neither a race nor a metavariant. Each is an unique “freak of nature”.

Changelings are categorized as Class I, II or III depending on severity of mutation.

## Mutations

Changelings are humans or metahumans that expressed some unique or aberrant genotypes when Halley's Comet returned in 2071 A.D. The Genotypes ranged from animalistic expression, to plant-like expressions, to even stranger expressions.

**Class I SURGE:** Class I Changelings seem to have manifested an incomplete phenotype; or have acquired traits that don't belong to their metatype.

**Class II SURGE:** Class II Changelings have a mixture of human and animal traits, but not to the extreme as Class III.

**Class III SURGE:** Class III Changelings has resulted in the most unusual gestalts. The combination of human and animal gestalts results in "animal people" (or "furries" as they are derogatorily called). Also genotypes have manifested resulting in humans with hybridization that leaves geneticists baffled. Perhaps the "Junk DNA" recorded by the Human Genome Project has been awakened somehow.

## References

1. ↑ Aaron Pavao and Catalyst Labs Writers Team (September 24, 2008). *Runner's Companion*. (Catalyst Game Labs, Inc), *p. 58*. ISBN 1934857092.
2. ↑ Rob Boyle (June 1, 2003). *Year of the Comet*. (Fanpro), *p. 27*. ISBN 3890646506.
Betta Fish

File:B.jpg

## About Betta Fish

Betta fish are known for their vibrant colors. The most common colors are blue and red, but they can be white with slight tints of pink. Popular among young children, they can be very playful and sweet.

## Selecting Your Betta Fish

First of all, you want bright colors, not dull. The fish should be energetic, but a calm fish may just be resting. If it looks healthy, you have probably selected a good fish.

## Caring for a Betta

* **Never** put two male Betta fish in the same tank. If you think your fish is lonely, do some research on an African Dwarf Frog.
* Make a nice home: Pebbles or decorations are always a nice touch to make your fish feel at home
* Make sure to feed your Betta regularly, but watch out for signs of your Betta disliking your food. Spitting, or untouched food may mean that the food is too big, or it's a picky eater
* Pellets are usually a good food choice for a Betta, but frozen bloodworms are great for a special occasion
* Clean any untouched food
* Make sure to keep your tank clean:

1. Add a water dechlorinater
2. Change the water

* Play with your Betta

**Have fun with your Betta Fish!**

## Trivia

* Betta fish like to swim fast. If you have a small tank swirl the tank so that there's a swirling current. The Betta will swim against it letting it excersize. Don't do this to older fish.
Mormon Theurgy

Mormon Theurgy is different from Christian Theurgy as the tradition has been practiced officially since 1830.  Miracles and Revelation is the driving force of Mormon Theurgy -- as it is all related to the Priesthood, both Aaronic and Melchesedek.  However, two hundred and fifty years of existence, and the whole Church is on the brink of apostasy, so their Theurgy does work a little differently.

## Mormon Theurgy Tradition

**Concept:** Mormon theurgy in *theory* draws on the Melchesedek Priesthood, which is after the Holy Order of God.  In actuality, most Mormon theurgists draw on what they truely worship rather than the Spirit of God.  Nevertheless, great miracles is possible if a theurgist can excercise his belief.

**Combat:** Fire

**Detection:** Water

**Health:** Air

**Illusion:** Earth

**Manipulation:** Guidance

**Drain:** Willpower + Intuition

Jesus Christ is the most important figure in Mormon Theurgy. He represents all aspects of Mormon theurgy, but Mormon Theurgists have been known to cast out devils (spirit possession), heal others of their sickness and injury, and receive inspiration and revelation.

Mormons don't usually acknowledge Magic to be of God, but rather draw on the Priesthood, which has been practiced since 1830. In fact, most Mormons are taught that Magic (whether it is Hermetic, Shamanistic, or whatever) is of the devil and that it could trap minds. In spite of this frowning, some mormons do practice Hermetic Magic and learn at the University of Utah. Nevertheless, the Priesthood is seen as the Authority of God and magic spells are seen as miracles by the Saints.

Mormon Theurgy is -- officially -- a man's position, however the ordinances of the Priesthood performed in the temple for women are officiated by women. Most every man in the Church has been ordained to the priesthood and are capable of using Mormon Theurgy. The typical Mormon theurge, however, isn't awakened. Only a few are truly awakened and are thought to have the gift of making miracles. Despite this, the Danites are an order of theurges who are a part of the Salt Lake City Police and they are tasked with dealing with magical threats. Fully awakened, the Danite theurges combat anything from toxic shamans and spirits, to witches, to malevolent ghosts and spirits. Part parapsychological investigator and part combat mage, the Danite the urge is the Salt Lake Police's magical version of the SWAT team. Among outsiders, the Danites have a reputation for being religious fanatics, thanks to the actions of a few.

Despite the amazing power that mormon the urges have, Mormon theurgy is thought to be an oddity amongst other Christian theurges. The only other Church that fully accepted theurgy, the Catholic Church, has a chapter of the Order of Saint Sylvester in Salt Lake City. The two, the Danites and the Order, often work together.
Elf

****Elves**** (sing. **Elf**, *lat.:* Homo sapiens nobilis) appeared for the first time in 2011. Starting from this year, some human mothers bore dwarvish or elvish children. Medical researchers called the transformation of these babies Unexplained Genetic Expression (UGE). They are also known as *the Sidhe* (pronounced "Shee"). The elves are currently the 3rd most most widespread metatype on a global scale.

## Physical Description

Elves are roughly of human height, standing between 5'5" and 6'1" on average, but are lighter, weighing in between 130 to 180 lbs. Even exceptionally strong high elves look rather slim compared with other races, looking athletic rather than muscular.

Their most remarkable characteristic are their pointed ears. Their skin color varies, similarly as with humans, from white to black. Body hair is sparse but head hair is full and fine. Elven eyes are almond-shaped. Thanks to metabolic testing, it has been shown that Elves have a potential lifespan of several hundred years or more, with certain unexplained genes (usually found in powerfully magical elves) giving some an even longer lifespan. Like Orks, Elves are endowed with more, and more sensitive, rod cells in their eyes, giving them natural lowlight vision. For that they are believed to be naturally nocturnal, and a lot of elves - but not all of them - are vegetarian.

## Genetic Heritage

Elves may have human genes from the Inner Earth. This is simply because stories of the Faerie Realm seemed to be associated around certain caves in Britain and Celtic Western Europe. The *Sidhe* are also connected to the Beaker Folk of early Bronze Age Europe and the Settlers of Stone Age Britain. Whatever the Genetic Heritage, they certainly manifest as beautiful, ageless people with pointed ears.

### Metahuman Variants

* Dryads
* Night Ones or Dark Elves
* Wakyambi
* Xapiri Thepe

## References

1. ↑ Aaron Pavao and Catalyst Labs Writers Team (September 24, 2008). *Runner's Companion*. (Catalyst Game Labs, Inc), *p. 51*. ISBN 1934857092.
2. ↑ Robert N. Charrette (January 1, 1995). *Never Trust an Elf (Novel)*. (Roc) ISBN 0451451783.
Illusion Spells

Make the Man Naked (Physical)

*Perdo Imaginem*

Adapted from a spell found in a medieval Hermetic text, this beautiful spell makes all the clothes on a person disappear.  The spell affects appearances as well as the recipient's sense of sight.  For if the afflicted removes his clothes, his clothes reappear.  If he puts back on they disappear.  The spell remains in effect so long as the spell is sustained.  See how to work *Mental Manipulations* in SR4A, page 210 on how to resolve this spell.

This spell is a lot of fun at parties, and can be embarrassing in a fire fight.  Beloved by Coyote shamans and those that follow the Trickster.
Weapon Modification

## Modify Weapon

The weapon modification system modifies weapons by adding parts to them. The goal of the system is to allow players to customize their weapons as they want to suit their personal play styles and to personalize their character.

### Weapon Modification NPC

After selecting [AAC] Maintenance man, Arkon, follwed by Modify Weapon, players can access the weapon modification window.

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### **Modify Weapon**

Players can modify weapons by placing the weapon to modify along with additional equipment in the weapon modification window and paying the fee.

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### Weapon Modification Parts

There are four parts that can be used for weapon modification: Silencer, Laser Sight, Scope and Magazine. By modifying weapons with these parts, the functions of the parts are applied to the weapon.

※ Parts have different abilities according to their grade, and skills are added by High-end grade parts or better. This portion is still under development.

 Laser Sight
 Aiming Unit
 Expansion Magazine
Load time is also increased from 10-50% but this decreases according to item grade.

### **Gun Modification Slot**

When the weapon modification window is activated, gun modification slot is empty and "Register a gun to modify" is displayed. Players can register the gun to modify by dragging it to the slot.

After registering a gun to modify, the slots for gun parts will be activated.

※ Slots are gun parts, Silencer, Laser sight, Aiming unit, and Magazine. Barrel, Body, Supporter are not included.

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**By dragging and dropping or right-clicking, players can register items in slots.**

**Gun Slot** - Register a gun to modify from Inventory to the slot.**Modify Gun**- When a gun is registered, the name, image, and modification gun part slots are activated.**Gun Parts Slots**- Register gun parts for the gun to modify to these slots.**Modify**- The modification fee will be displayed here .After clicking the modify button, the fee is deducted and modification begins.

### Modification Information

If a gun is registered to the slot, detailed information about that gun’s abilities is displayed. The gun’s image and its abilities will change depending on which parts are added. A gun’s ability can completely change, depending on which parts are used to modify it.

### Gun Modification Fee

When modifying weapon, each modification part for each slot has an item grade. The fee for adding each part differs accordingly.
After registering weapon parts to their slots, the fees for all these parts are aggregated and displayed under the modification fee.

 Solid
 High-end
 Unique
 Legend

### Weapon Modification Result

Upon clicking modify, the parts in the slots are added to change the gun. Once the gun is modified, a pop-up will appear to notify the player that the weapon modification has succeeded. After clicking Enter, the modified gun will be placed in the Inventory.
Tiempo de valientes II

Este artículo o sección es un esbozo.

Angustias ha decido tomarse unas vacaciones y lo ha dejado a medias. Como siempre, Salvador ha dicho que no van a contratar a más personal y aquí estamos hasta las cejas de trabajo. ¿Podrías ayudarnos a ampliarlo?

¡Muchas gracias, primor!

Atte: secretaria auxiliar

**Motivos**: Falta añadir el argumento completo de este capítulo.

## Tiempo de valientes II

### Protagonista(s)

* Julián Martínez
* Pacino
* Amelia Folch
* Alonso de Entrerríos
* Ernesto Jiménez

### Épocas

* 1899 - Baler
* 1925 - Córdoba
* 1940 - Barcelona
* 1981 - Madrid
* 2016 - Madrid

### P. históricos

* Enrique de las Morenas y Fossi
* Saturnino Martín Cerezo
* Rogelio Vigil de Quiñones
* Vicente González Toca
* Antonio Menache Sánchez
* José Lafarga Abad
* Jorge Camuñas Heredia
* Félix Minaya
* Asunción Boué

## Detalles del lanzamiento

### Formato

HD

**Tiempo de valientes II** es el decimosexto capítulo de *El Ministerio del Tiempo* y octavo de su segunda temporada. Se emitió el 4 de abril de 2016.

## Sinopsis

**1899: Los "Últimos de Filipinas"**

Julián sigue atrapado en el sitio de Baler. Localizado por azar por el Ministerio, Salvador envía a Alonso de Entrerríos a liberarle en una misión secreta de la que ni siquiera Amelia y Pacino saben nada. Alonso y Julián serán testigos del heroísmo de unos hombres defendiendo una plaza sin armamento, sin comida y consumidos por la enfermedad. Luchando por lo que ellos creían territorio español sin saber que había dejado de serlo: España ya había renunciado a sus derechos sobre Cuba y Filipinas. Ante la prolongada ausencia de Alonso, Amelia y Pacino sospechan que detrás de todo hay gato encerrado.

## Reparto

### Recurrente

* Hugo Silva - Pacino
* Aura Garrido - Amelia Folch
* Nacho Fresneda - Alonso de Entrerríos
* Juan Gea - Ernesto Jiménez
* Francesca Piñón - Angustias
* Jaime Blanch - Salvador Martí

### Episódico

* Pedro Alonso - Saturnino Martín Cerezo
* Paco Marín - Rogelio Vigil de Quiñones
* Aitor Merino - Antonio Menache
* Borja Maestre – Jorge Camuñas Heredia
* Alberto Jiménez - Enrique de las Morenas
* Santiago Meléndez - Padre de Pachino
* Pastora Vega - Madre de Pachino
GenDiver

**GenDiver** is a revolutionary Biotech firm that specializes in culturing Bioware. GenDiver actually had its start as a small biotechnology research firm in Cambridge, Massachusetts. It was started by a small group of doctors and researchers from not only Harvard University, but also John Hopkins Hospital. GenDiver also specializes in neotechnologies for research in adapting the human body to various environments. At the moment, they are trying to tackle the problem of adapting the human body to the ocean. Salt Tolerance, high oxygenated blood, a diver reflex, and gills are on the agenda. The small corporation was recently bought out by Thomas and Martha Wayne, and has come under the umbrella of Wayne Enterprises.

## Products

* Gills
* Salt Tolerance
* Oxygenated Blood
* Bodysculpting
* Synthacardium
* Orthoskin (Sharkskin variety)
* Cerebral Booster
* Synaptic Booster

## Matrix Profile

**Sculpting:** The Node presents a clean image. Clean rooms, and workers who work there have to wear clean suits. The security (IC) look like security guards with badges. The place has been sculpted to look like one of GenDiver's laboratories. The Data Storage, however, looks like an old library with a library file card system that you have to look through, and files look like technical journals. Most of the rooms here are for simulated Genetic Engineering.

**Hardware:** The GenDiver node runs off of a mainframe with ten custom NeoNET Office Genies slaved to it. (Persona Limit 20, Processor Limit 30)

**Authentication:** Web of Trust (SIN Verification)

**Privileges:** Standard

**Attributes:** Firewall 5, Response 4, Signal 5, System 6

**Spiders:** Two security consultants are on duty at all times.

**IC:**

3 Musketeers Suite 5 (patrolling), and 1 Rumpelstiltskin 4 (patrolling)

**Resident Programs:** Analyze 6

**ARC:** Launch IC (Three Musketeers Suite)

**Topology:** Only one of the NeoNET Office Genies runs on the matrix, and is the gateway to the mainframe. The mainframe is the Production Node, and the various NeoNET Office Genies act as the archival nodes.
Black Magicians

On the other side of the coin, Salt Lake City is home to Luciferians and Satanists. Black Magic, which is associated with Luciferians and Satanists, has an underground and unnoticeable presence in Salt Lake City. The Black Magicians seek mainly to increase their own personal power.

The Black Magicians usually tap the crisscrossing dragon lines usually for their own benefit (as usual) rather than for the benefit of others. As the hermetics of the University of Utah are seeking to increase the availability of Mana, the Black Magicians seek to tap it for their own purposes. However, some of the spirits that Black Magicians can summon are truly awesome in their perfidy and hatred of mankind. Sometimes, the Black Magicians show up with all sorts of power, and these are the ones the Danite theurges are called up on to defeat. All Black Magicians have a reputation for being witches, warlocks, wizards, and priestesses of Satan amongst the Mormons. Also, for some reason, when a Black Magician sends a spirit against a real Christian, the spirit has the toughest time doing battle against real Christians. Sometimes the spirit comes back and tells the magician not to send them up against a Christian again.

## Organizations of Black Magic

The following organization of Black Magic operate in the city.

### The Hellfire Club

The infamous Hellfire Club has a chapter in Salt Lake City. It is currently hosted at a night club on Redwood Road (1700 South, 17 streets west of Main Street). The Hellfire Club is a night club on the outside, but is a den of Black Magicians. Named after the actual, real Hellfire Club, the club puts on a front -- much to the shame to the Goth community, as a Goth Dance club. It is at this place that the Black Magicians mingle using part of the SLC Goth community as a cover. Recently, the Hellfire Club gained an enemy in the Illuminates of the New Dawn when they had the SLC chapter forcibly evicted on false charges of Black Magic. The Black Magicians keep to themselves, although two run successful talismonger businesses in West Valley City and Salt Lake City.

## References

1. ↑ Rob Hoyle (September 10, 2008). *Street Magic*. (Catalyst Game Labs, inc), *p. 36*. ISBN ISBN 1934857114.
Shadows of North America

*There's nothing worse than dropping into some backwater sprawl in the country next door to quietly take care of some job, then realizing too late that your sprawl studs and street lingo stick out like a troll's thumb.*
*North America ain't what it used to be, chummer-every time you cross a border, you enter a different world. Ask an anglophone in Quebec, an ork in San Fran, or a mage in the NAN. The rules are different, both in the shadows and in the sunlight. If you don't keep up with the local game, you're gonna lose.*
***Shadows of North America** tells shadow runners what they need to know about the 13 countries and city-states of North America, including the Native American Nations and the dragon-ruled city of Denver. Each state is covered in detail, from hot spots to power players, all from a shadowrunner's point of view. For use with Shadowrun, 3rd Edition.*
Orc or Ork

**Orks** are a result of the Unexplained Genetic Expression during the year 2021, called *Goblinization* by the media. They were quickly dubbed "Orks" by the media. Which, almost one hundred years after the publication of *the Lord of the Rings,* it would be easier if it was "orc" with a "c", but some idiot senior editor at *Time* *Online* in 2021 apparently did not want to upset the Tolkien estate. Orks are the second most widespread race amongst the various human ethnic groups. There are orks of every color and genotype -- from White Europeans to the Chinese to the African Black populations.

## Genetic Heritage

Most of humanity (except Sub-Saharan African Blacks) can claim Neanderthals in their genetic heritage. *H. s. Robustus* can certainly claim heritage with *h, Neanderthalis;* with the probable exception of the African Black Ork population. Nevertheless, all orks do have pronounced tusk-like canines on their lower jaw. Representing an Awakened metagene that codes for them.

## Physical Characteristics

The first orks of the sixth World emerged during the Unexplained Genetic Expression in the year 2021 as either young humans changed to orks or ones born as orks from human parents. They are categorized as ***homo sapiens robustus***, and are considered metahumans, like trolls, elves, and dwarfs. Orks are able to interbreed with humans and fellow metahumans. Despite this, their offspring will be of the race of only one of their parents. No half-breeds exist. They grow much faster than humans, reach maturity at the age of 12, and give birth to a litter of about four children, though six to eight are not uncommon. Their average life-expectancy is about 35 to 40 years.

Their physical frames are similar to bulkier humans. On average they are larger and stronger than humans. Their mental capacities are considered slightly inferior on average to humans, though they are still not as dull as the average troll. Distinguishing features include large lower canines that protrude from thier mouths. Orks have pointed ears that are smaller than those of elves.

Average size of an Ork is 1.9 meters (6'2") and 128 kilograms (282 pounds).

Average lifespan of an Ork is 35-45 years.

Ork gestations and pregnancy cycle

Many Orks speak the language of their home countries but there is increasing popularity for Or'zet. Or'zet is said to be an ancient language from the old world.

### Metatype Variants

* Hobgoblins (from the Middle East)
* Ogres
* Oni
* Satyr

## References

1. ↑ Rob Boyle and the Design Team (2009). *Shadowrun 4th Edition 20th Anniversary*. (Catalyst Game Labs, inc.), *p. 72*. ISBN 1934857319.
2. ↑ Aaron Pavao and Catalyst Labs Writers Team (September 24, 2008). *Runner's Companion*. (Catalyst Game Labs, Inc), *p. 49*. ISBN 1934857092.