recursal/Fanatic-Fandom huggingface dataset:
Levitation Spell

This spell causes the subject of the spell to levitate. The subject reacts as though there is no gravitational force on it and becomes "weightless". People or items will float aimlessly unless acted on by an outside force. Animated subjects can manipulate their direction somewhat with careful movements.

## Levitation Spell

### Incantation

Exalto

Center yourself and look at an object (when casting on yourself look down at your feet). Now visualize a bubble covered in swirling patterns, which symbolize the air patterns, around the object, filled with red fog, which symbolizes the gravity that anchors the object to the land. The fog should be sparse enough that you can still see the object in the bubble. Now focus until the red fog slowly fades and changes into a wispy white fog, at this point the object should float higher and higher as the fog changes color. Once all the red fog has become white, trace the bubble and speak *"Exalto"* . Then watch as the bubble pops and the fog disappears and the object is no longer affected by gravity. The spell begins dissipating gradually, 10 minutes after being cast.

## Lasting power of Spell

The spell begins dissipating 10 minutes after being cast.

## Recommended Uses

* Frequently used in construction and mining work.
* Instead of carrying heavy objects, cast this spell to push them weightlessly in front of you.
* If you have an accidental fall from a high distance, cast this spell on yourself to cushion your fall.
* You can use it to gain a more advantageous position.

## Possible Complications

Strong winds can blow people or objects under this spell away.

### Animate Objects

When cast, the sudden weightlessness created by levitation can cause disorientation, nausea, and vomiting. This usually happens if the subject is caught off guard or has never experienced levitation before.

### Inanimate Objects

Weightlessness during levitation can cause serious problems on technical instruments, especially those consisting of many mobile parts. Physical processes that depend on the weight of a body (like convection, cooking water or burning candles) act differently. Cohesion and advection play a bigger role if items are under this spell. Fire burns differently, the “traditionally” oblong flames assume a spherical shape and burn blue.
Awakening Your Spirit Animal

## Spirit Animal Sigil

"Need for unity when there is the same destiny"

To awaken your spirit animal you must be touching (though indirectly is fine - it can be through clothes or even through touching another person), the Spirit Animal Sigil. You must center yourself as though for spellwork, and then reach out with your mind...or rather reach into your mind, and they should find you.

To bring them out of ourselves, into this reality, you must go much deeper on a journey inside yourself with your spirit animal and find the way to unlock the key to the door within yourself that will let them out.

To do this, you drink a potion and meditate until you enter the world of your spirit animal, otherwise known as your subconscious. While in your own subconscious, you must complete a task or solve a problem with your spirit animal that proves you embrace at least one of the personality traits associated with the animal. Our subconciouses are confusing and things are not always the way they seem so this can be a very difficult endeavour.

The instructor or guide, drinks the potion as well, but does not meditate. This way he/she can enter your visions by physical connection. By placing their hand on you they will be able to see through your eyes and hear through your ears. They will be able to understand your spirit animal as well, something they cannot do in the outside world. And lastly, you will be able to hear their disembodied voice so that they can offer you guidance.

Please note that the Sigil is not common knowledge, and the children aren't even taught it as part of their lessons at Sator. While the sigil is necessary for the magic to work, it is not necessary for them to know they are touching it. It has been carved into their chairs and thought by most to be decorative. It is a highly guarded secret that only a few people are privy to.
Elemental Magic: Fire

*See also: Magic*

## Fire (COMMON)

Those who can control this element can control and eventually create fire. They never need to fear being burned to death, but in a moment of anger are most certainly capable of accidentally burning themselves or another person.

### **With a score of 1-2**

You can manipulate an element if it is already there, but you have little to no control over what you do with it. Flames might suddenly go out or burst up when you concentrate on them. It can and will burn you, but no matter how bad the burn, it will heal eventually, though usually it leaves a scar. It is safest to work with this element at a distance or keep the element in a container in the early stages.

At this level, you should not be working with your element unsupervised at all. Under the supervision of an instructor, it is recommended that instead of trying to control your element, you should merely concentrate on it and observe, but do not attempt to touch it with your will. (This is the highest score you start with for a first year student at Sator)

### **With a score of 3-5**

You can still only manipulate elements that are already there, but you have some control over what you are doing. You can decide whether the flame grows or diminishes. More experienced users can begin to be able to twist the flames into intricate shapes or make them dance.

It is important to remember to take frequent breaks, every ten minutes, at this level when working with your element.

### **With a score of 6-10**

You can start and maintain a fire in favorable conditions with dry combustible fuel for it. The stronger you are the less fuel for the fire you will need.

At this level it is recommended to take a short break every twenty minutes while working with your element.

### **With a score of 11-15**

You can create an element and work with it for longer. You can direct your fire to move at your command and maintain it as long as it has fuel. (This is the highest score you start with for a witch student.)

It is not recommended to work more than thirty minutes at this level without taking a break.

### **With a score of 16-19**

You can use both your created elements and ones already in place, multi-tasking. Your precision is also now at a level where you can manipulate flames deftly.

You should take a break every 45 minutes at this level. (This is the highest score you start with for any adult.)

### **With a score of 20**

You can use you can cause spontaneous combustion without preparation or fuel, and even throw individual flames through the air, though coming in contact with your hands to throw, will burn them.

Your strength lasts longer at this level; your powers will be exhausted in about an hour.
Rose Waters

Adopt this Character

Husband: Thomas Waters

Son: Alec Waters

 Physical Description

At least one good sized paragraph here. Include things that might not be known just from looking at your avatar such as height or weight. Be sure to include any distinguishing marks and a description of their sense of style.

## Personality

At least one paragraph, you MUST include some flaws, pobody's nerfect.

## History

Give us a minimum of three paragraphs here.
Lord of the Dance Spell

This spell allows you to hypnotize souls with your music that are occupying a body in the same way as Symphony of the Dead will for those not occupying a body. The music will have a hypnotic effect and causes those who hear to it to feel the emotions communicated through song and sometimes even act on them. It is impossible to compel someone to do something they have no desire to do, but people can have their desires manipulated. Must be live music, no recordings.

 How to cast the Spell

## Power of Spell

Depending on the caster's strength and ability, different outcomes are possible:

1-4 = 2 min

5-9 = 5 min

10-14 = 10 min

15-19 = 15 min

20+ = The spell lasts an equal amount of time to their recorded strength in spell casting.
Elemental Magic: Water

*See Also: Magic*

## Water (UNCOMMON)

Water is a very versatile element. Its wielder has power over all three forms, the liquid, the gas, and the solid. A person with this element can control it in any of these three forms and they can also transform it from one form to another. If you have this element you will be able to breath underwater and locate underground reservoirs, calling them up as geysers or merely a small trickle. Those who have perfected their use of this element can actually become water in any of its forms.

### **With a score of 1-2**

You can manipulate an element if it is already there, but you have little to no control over what you do with it. Sometimes your bath changes temperature unpleasantly and you might cause unintentional localized showers.

At this level, you should not be working with your element for more than five minutes at a time unsupervised. It is recommended that instead of trying to control your element, you should merely concentrate on it and observe, but do not attempt to touch it with your will.

### **With a score of 3-5**

You can still only manipulate elements that are already there, but you have control over what you are doing. You can heat or cool water, transforming it to any of its three states. You can locate underground reservoirs and sense when water is nearby.

It is important to remember to take frequent breaks, every ten minutes, at this level when working with your element. (This is the highest score you start with for a first year student at Sator.)

### **With a score of 6-10**

You can create an element yourself and manipulate it, though you tire quickly. You can call up water from the ground, though probably not more than a trickle. You can also repel water from yourself, though doing so while fully submerged will only keep the water out, without letting any air in.

At this level it is recommended to take a short break every twenty minutes while working with your element.

### **With a score of 11-15**

Your strength should have increased to the point of calling a spring up from the ground or shifting the current of a stream. You strength allows you to create ice that is as thick and solid as stone. It is not recommended to work more than thirty minutes at this level without taking a break.

### **With a score of 16-19**

You can create a more precise barrier with your will that water will not cross, only the dissolved oxygen, keeping you from drowning underwater. Though it looks as though your head is encased in a bubble and your speech would be muffled by the barrier. You can call water up and create geysers, and ponds.

You should take a break every 45 minutes at this level.

### **With a score of 20**

Users who have perfected their ability with this element can actually become water in any of its states, rendering themselves invisible.

Your strength lasts longer at this level; your powers will be exhausted in about an hour.
Character Creation

*Before creating an original character be sure to read: Navigating the Site*

## Character Template

To create a character, use this template (Copy and paste code found at the bottom of this page) and post it on our site: Cellar Door.

**Name/Aliases/Nicknames:**

**Race:** Human, Witch/Warlock, Oracle, or Werewolf (more to come in the future)

**Age:**

**Date of Birth:** The current year is 2996

**Job/Trade:** *(If student then include intended career path). If your character is a magic user in the Coalition, please see: Magical Careers in the Coalition*

**Spirit Animal****:**

**Special Abilities:**

**Color of your** **Aura:**

 Physical Description

At least one good sized paragraph here. Include things that might not be known just from looking at your avatar such as height or weight. Be sure to include any distinguishing marks and a description of their sense of style.

## Personality

At least one paragraph, you MUST include some flaws, pobody's nerfect.

## History

Give us a minimum of three paragraphs here. Where were they born, what was their home life like, did they travel? Was there anything that they grew to love or hate? What were their hobbies along the way?

## Story Title

This should be the title of your plot thread, be sure to put the link in your character's profile also. For instructions on how to edit profiles see our article on Navigating the Site. For instructions on creating a plot page see How to: Plot Page Creation.

## Copy and Paste Code

```
[b]Name/Aliases/Nicknames:[/b]

[b]Race:[/b]

[b]Age:[/b]

[b]Date of Birth:[/b]

[b]Family Members:[/b]

[b]Education:[/b]

[b]Job/Trade:[/b]

[b]Citizenship/Loyalty:[/b]

[b]Magical Clearance Level:[/b]

[b]Magical Element:[/b]

[b]Spirit Animal:[/b]

[b]Special Abilities:[/b]

[b]Aura:[/b]

[b]Physical Description:[/b]

[b]Personality:[/b]

[b]History:[/b]

[b]Story Title:[/b]

```
Enforcement Stations

*See Also: Enforcers and the Enforcer Code of Conduct*

## Union City Headquarters

Chief of Enforcers: Cassandra Stone

* Officers: Malcolm Halvam,

## Sator

This station is located on school grounds, but seperate from the main building.

## Unity Island (Also serving the Slums)

This station is located on Unity Island.

## The Prison

This station is located at the entrance of the Prison.

## The Facility

This station is located at the entrance of the Facility.

Security Commander:

* Officers: ~~Alexander DeGavin~~,
* Enforcers:

## Enforcers' Academy

The Enforcers' Academy is located on Unity Island.

Director of Enforcement:

* Officers/Teachers: Rodney Kelp,

## Crossroads (Serving the Train and Towns/Villages)

Patrol Commander: Darrin Darkwing,
Weapon Stats

*See also: Magical Stats*

**1-2** almost non-existent

**3-5** Weak

**6-10** Average

**11-15** good

**16-19** Very strong (This is the highest score you start with for a non witch student. Witch students can only have stats in ranged weapons for the bow.)

**20** Perfect

**21-25** Magically enhanced to beyond perfection

If you are a magic user who went to school where they taught you to bond with a weapon you may have a score of 21-25 with that weapon.
Bottom's Up

An establishment run by Amanda Bottom, an underboss for Mama Gas. There is a bar and a stage for dancers and musical talent on the first level, with some semi private rooms along the side for private dances. The second level has private rooms for rent by the hour. Each room has a digital dossier of the girl it belongs to on the outside and payment must be given before the door will open.
Ellis Irvine

Professor of Magical Creatures at Sator Academy.

Adopt this Character

Michelle Irvine - Sister (Deceased)

 Physical Description

Ellis stands at 6'2" tall, with broad shoulders, now slightly hunched with age. He is badly scarred all over his body, and has no hair, except for patches on his legs.

He covers much of his body with a hooded cloak, showing only his face which is covered in burn scars and battle wounds.

Ellis is blind in one eye which is clouded over his pale blue iris.

## Personality

Ellis is efficient in his speech, some might even call him terse. He is a man of few words. When asked why, he often tells people, "It is better remain silent and thought a fool, than to open your mouth and remove all doubt."

He is smart, and haunted, and is reminded of his sister every time he looks into a mirror. He doesn't get close to people and doesn't make friends with his coworkers, or involve himself in his students' lives.

He isn't rude, but he comes off as cold. He hates himself and can't imagine anyone getting to know him and feeling differently.

## History

Ellis was born in Ellandale, a small farming village in the Coalition. His parents, Sherry and Matthew, worked in the Mayor's office and were well educated compared to the rest of the village. They homeschooled he and his older sister. Michelle took to it more so than Ellis who had trouble staying in one place for too long, but he learned to read and write and some basic math.

Ellis' element manifested when he was 14. A campfire cooked him and his sister in addition to his dinner. He survived, but his sister did not. While he was away at school, a distance grew between him and his parents. They were never close again and both passed away within the last ten years.

When Ellis graduated, he became a magical creature hunter and supplied the Center for Magical Science and Research. He was one of their best hunters. As he got older, he realized he needed to find a less dangerous line of work, and applied for a teaching position at Sator. He has been teaching there for the last 8 years.
Ellandale

*Population: 150*

   Ellandale is a small farming village within the Coalition. It is Southeast of Damerel and South of Vallenvale along the river Cruzamento De Rio.

**Locations within Ellandale include:**

The Mayors House, Town Hall, Healer's Hall, The Rose and Thistle General Store, The Travellers Rest Inn, The Golden Pint Brew Pub, and the Enforcer's Barracks.
Classification of Magic Users in the Coalition

In the Coalition, all citizens ages 16 and older, must carry an identity card. The card displays their name, a photo, and their class (magical clearance level). There is also a barcode on the back which can be scanned by enforcers to access their government file. The cards must be updated every seven years for regular citizens and annually for magic users. Identity cards are obtained and updated at the MAT Building.

## Classes:

### **C=Citizen**

You become a citizen of the Coalition at 16. Citizens of the Coalition are not generally free to use magic. They can however, buy and use potions with a C class rating. Children (anyone under the age of 16) in the Coalition are not free to use magic in any capacity.They cannot buy potions of any rating, and can only use them under the supervision of an authorized citizen.

### **CC=Certified Citizen**

This is a citizen who has been trained and certified by the Coalition to use magic. Either by graduating from Sator Academy, or because it is necessary for their job.

### **CC+=Above the Normal Certified Citizen Clearance**

This class is for government employees such as Scientists, Enforcers, Potion Masters, Dream Walkers, and High Ranking Politicians.

### **S=Magic Student**

Students of Sator are permitted to practice their magic, responsibly.

### **WA = Witch Ambassador**

A new category, this applies to witches residing in Coalition lands.
Black Phooka

*See Also: Magical Creatures*

The Black Phooka looks to be somewhat of a cross between an ape and a bat. They have large ears, long tails, and limbs made for tree climbing. They have small wings coming out of their shoulder blades on their back. These wings are not capable of actual flight, but they can be used to slow a fall to the ground.

Phookas are able to mimic sounds around them. They can mimic voices nearly to perfection, repeating short phrases they have heard.
Magical Creatures

Here is a list of magical creatures living on the Island:

### The Human Districts

* Burr Bug
* Ghost
* Rompo

### The Black Wood

* Bauchan
* Black Phooka
* Drubonnet
* Fairie
* Globe Plodder
* Leprechaun
* Magical Pest (Amberling, Crobalt, Arachnite, and Saphlier)
* Myrmeke
* Pixie
* Skvader
* Swooping Death
* Unicorn
* Werewolf
* Zhenniao

### The Mountains

* Dragon Squirrel
* Dragon Sloth
* Roc
* Spidra

### The Volcanoes

* Magma Slug
* Phoenix

### The Desert

* Blind Worm
* other

### The Marsh

* other
* other

### The Sea

* Dragon
* Echeneis
* Mermaid
Cactus Buttons

A plant found in the Black Wood, used as an ingredient in potions.

## Description

The cactus buttons grow low to the ground and they often form groups with numerous, crowded shoots. The blue-green, yellow-green or sometimes reddish-green shoots are mostly flattened spheres with sunken shoot tips. They can reach heights of from 2 to 7 centimeters (0.79 to 2.76 in) and diameters of 4 to 12 cm (1.6 to 4.7 in). There are often significant, vertical ribs consisting of low and rounded or hump-like bumps. From the cusp areoles arises a tuft of soft, yellowish or whitish woolly hairs. Spines are absent. Flowers are pink or white to slightly yellowish, sometimes reddish. They open during the day, are from 1 to 2.4 cm long, and reach a diameter from 1 to 2.2 cm.

The cactus produces flowers sporadically; these are followed by small edible pink fruit. The club-shaped to elongated, fleshy fruits are bare and more or less rosy colored. At maturity, they are brownish-white and dry. The fruits do not burst open on their own and they are between 1.5 and 2 cm long. They contain black, pear-shaped seeds that are 1 to 1.5 mm long and 1 mm wide. The seeds require hot and humid conditions to germinate.

Buttons are extremely slow growing. Cultivated specimens grow considerably faster, sometimes taking less than three years to go from seedling to mature flowering adult.The top of the above-ground part of the cactus, the crown, consists of disc-shaped buttons. These are cut above the roots and sometimes dried. When done properly, the top of the root forms a callus and the root does not rot.When poor harvesting techniques are used, however, the entire plant dies.

## Magical Properties

Eat half a button to combat hunger and fatigue while hunting.

Used in the Elixir of Elevated Awareness
Merci

**Merci** (ありがとう *Arigatō*) est le vingt-septième chapitre de *Sumomomo Momomo* créer par Ohtaka Shinobu.

## Résumé

Kôshi n'a plus qu'une semaine à vivre, il abandonne toute espoir d'être sauvé.

## Histoire

Kôshi est empoisonné, il n'a plus que sept jours à vivre, Tenten lui propose une solution, une fois rentré au village, elle préparera un antidote, ils devront se battre à nouveau si ils veulent le récupérer.

Iroha dévoile que le poison vient à l'origine de son Clan, elle révèle que c'est l'une des nombreuses choses que Tenten à dérobé. Avec les analyses faites sur les deux autres boules de poison, elle fait remarqué que celui-ci à été modifié rendant la préparation d'antidote impossible pour Iroha dû à sa préparation très précise, pour la création du poison, comme pour l'antidote.

Hanzô lui dit de ne pas s'inquiéter, puisqu'elle a ordonnée de venir chercher le remède directement, c'est ce qu'ils vont faire. Cependant Kôshi ne le voit pas de cette façon, il préfère laisser tombée, il relève la défaite qu'ils ont eu précédemment et une semaine d'entrainement ne sera pas suffisant pour lui. Hanzô à ses mots, le frappe, lui faisant comprendre qu'ils ne peuvent pas se battre si lui abandonne, qu'il finira seul si il continu comme ça. Hanzô quitte la pièce suite à ça, avec Iroha et Tenka.

Momoko se retrouve seule avec Kôshi dans la pièce silencieuse, Kôshi lui dit qu'elle n'a pas besoin de resté, il déclare que les frères de Tenka était forts et qu'ils le sont peut-être plus que Momoko, elle confirme et avoue avoir rentré l'ainé de la Fratrie mais jure à Kôshi qu'elle le vaincra, jusqu'à mettre sa vie en jeu. Kôshi lui demande d'arrêter, qu'elle vivra longtemps puisqu'elle n'en a pas avalé et qu'elle n'a pas à faire tout ça pour lui. Il lui dit ce qu'il ressent pour elle, que de l’agacement et de la fatigue à son égard, il lui met tout sur le dos, préférant ne jamais l'avoir rencontré.

Momoko ne réagi plus, il pense qu'il a réussi à la poussé à bout et attends sa réaction, cependant Momoko reste stoïque, elle déclare qu'elle restera avec quoi qu'il arrive, elle prends l'un des poisons restant et l'avale, la condamnant à son tour et celle-ci lui dit qu'elle ne l'abandonnera pas même si le monde autour vient à le faire. Kôshi dans l'incompréhension, craque, en larme, malgré tout ce qu'il a pu lui dire, il avoue sa peur de mourir seul, qu'il veut survivre et qu'on l'aide mais est incapable de le formulé à qui que ce soit, il s'excuse ensuite à Momoko et la remercie.

## Personnages

* Inuzuka Kôshi
* Koganei Tenka
* Kuzuryû Momoko
* Miyamoto Iroha
* Koganei Tenten
* Koganei Tenrei
* Koganei Tenchi
* Hanzô
* Koganei Tenga (mentionné)
Spirits

*See Also: Ghosts*

 Spirits are inside every sentient being capable of qualia (consciousness) on the island. They are what are sometimes called souls. They are what the gods of creation consume for food.

Spirits can be removed from a body by choice, like in the instance of Spirit Walking or Dream Travel, or by force by Spirit Transference.

They are also removed from the body in death and are consumed during the transformation into vampirism.

In the case of the death of their body, spirits that stay on Earth instead of seeking a god to consume them become ghosts.

Spirits cannot survive long on this world without a body. The body is their anchor to our world and they will drift off into the cosmos without constrained effort to remain. This effort takes up a lot of their energy and without recharging, the spirit can dissolve if they refuse to let go.

For a spirit to recharge without a body, they must drain the energy from another spirit. To drain the energy of another spirit, the spirit will suck it out through the mouth of the body. If the entire spirit is consumed, the body will be dead.

A spirit cannot enter or occupy a dead body. A spirit can enter a living body. However, if that body is not occupied by its spirit, when the original spirit comes back, it usually throws out the imposter automatically. For extremely strong spirits, they might be able to fight the original spirit off entirely, or partially, and remain in the body instead of, or alongside the original spirit.

It is somewhat rare for a spirit to be able to enter a body already occupied by its soul. The only way this is possible is for those with the ability to Communicate with the Dead. Only they can open themselves up so that their spirit will not automatically fight to remove the intruder and the two spirits can communicate.

   A body with multiple spirits will secret ectoplasm from its pores.

Without a body, spirits are naturally invisible to the human eye, but the stronger they are, the more that changes. If a spirit has recently fed on another spirit, it will appear as a smoke like semi-transparent figure. It will look like the person's soul would have looked, and not their physical body. Ugly bodies can have beautiful spirits and vice versa.

Spirits are very attuned to music and some musicians have the ability to harness spirits with their songs. The music gives the spirits enough energy to temporarily form into wispy figures, but the figures are under the sway of the music almost as though they are hypnotised and the musician can use the music the control them.
Quick Silver

Description

### Effects

Increases the muscle mass of a person's body so that they can run at speeds upwards of 40 mph. The duration of these effects, as well as the speed is dependent on the quality of the potion.

Frequent use can cause temporary or permanent:

* Muscle Pain and/or Muscle Weakness
* Muscle Spasms/Tremors
* Shortness of Breath/Respiratory Issues
* Liver Damage/Failure

## Recipe

### Ingredients

Mercury, Frog Spawn, Morning Dew, Hawk Feather, Jackrabbit Fat, Bauchan Antler, Echeneis Kidney, and Echeneis Liver

### Instructions

1. Sprinkle the Echeneis kidney and liver with 2tsp of ground Bachaun Antler, and pan fry in 1 TBS Jackrabbit fat, until browned.
2. Pour mixture into an earware mortar and pestle and add 1TBS of Frogspawn. Grind until evenly mixed.
3. In your cauldron, bring 1 cup of morning dew to a boil and add ground mixture, 1 hawk feather, and liquid mercury. Boil for 1 minute and then remove from heat. When completely cooled, strain and store in clean container. Honey can be added as a sweetener while maintaining the integrity of the original potion.

**Makes One Serving**
Vial of Pleasure

See also: Potions

### Effects

This potion gives the drinker a body buzz. Every part of their body will be tingling with pleasure. They will feel relaxed and happy.

Side effects may include:

* Lack of motivation
* Sluggishness
* Inability to move
* Scattered Thoughts
* Vulnerability to outside suggestion
* Visual Hallucinations
* Addiction

Ingredients

* 1 cup Rose Water
* 1 oz Meadowsweet
* 3 Dandelion flowers
* 1 TBS Coconut Water
* 1 tsp Opium Poppy Sap
* 1 tsp Bubble Shroom Saponin
* 3 Jelly Jaw Flower Tentacles
* 1 oz Bauchan Semen

Instructions

1. Make a tea with the rosewater, meadowsweet, dandelion flowers, and coconut water.
2. Add the jelly jaw flower tentacles to the tea and simmer for 6 minutes.
3. Remove from heat and strain.
4. When cooled, add the bauchan semen and opium poppy sap, shaking to mix well.
5. Once mixed, bottle and add the bubble shroom saponin. When bubbles die down, cap the bottle.
Kyle Nash

Adopt this Character

Sarah Nash - Sister

 Physical Description

Kyle's brown hair is somewhat longer and always disheveled, his multiple cowlicks make it stick up in unusual directions.

Kyle is lean and tall, almost six feet in height. His face is angular and delicate. His lips are thin and his eyes are hazel.

Additional Picture

## Personality

At least one paragraph, you MUST include some flaws, pobody's nerfect.

## History

Kyle was born in Union City and lived on Unity Island with his sister Sarah and their parents David and Kim Nash. His father worked for the Amaros Gun Factory and his Mother was a tester in the MAT Building.

His father was bitten by a werewolf and taken to the facility. His mother began to feel sympathetic to the resistance after that and when Kyle's element manifested she fled rather than send him to Sator.

In the Black Woods she died protecting her children from a magical creature and they were found by the resistance shortly after.

In the Cradle of Lessan, Kyle learned some control over his element and is working closely with Raina Destine, the head Tech for the Resistance.
Alvin Darkwing

Adopt this Character

Sister in Law: Joyce Darkwing

Niece: Tasha Darkwing

 Physical Description

A tall broad shouldered man with dark complexion and amber eyes which glow light two golden discs. His face is decorated with a few scars here and there, as well as a thick beard. His hair is dark and just long enough to show a hint of waviness.

## Personality

Alvin is quiet and soft spoken. He is usually calm, but when he gets angry, even his anger is quiet, though palpable.

He is serious and not much of a jokester. He neither likes nor dislikes what he does, it is simply, what he does. He doesn't question it. Alvin doesn’t ask why he needs to find the people he seeks, he just finds them. He doesn’t care about what happens to them afterwards.

Alvin loves his brother, and his brother’s family, but does not wish the same life for himself. He does not want to share his innermost self with anyone, not even his brother. He needs lots of alone time to recharge.

## History

Alvin's parents are retired socialites in Union City, where he and his younger brother were born. He was a well behaved child and often attended functions with his family until his element manifested when he was 15. Even though his adulthood was within sight, Alvin had still not decided what to do with it, and was relieved school gave him an excuse to procrastinate that decision.

During the testing process for school his other ability was discovered and his decision was made for him. His ability to find spirits made him very valuable to the Coalition and he was immediately put on the path to becoming a Dream Walker.

His brother also attended Sator, and his path lead him to becoming a high ranking enforcer. They have worked together many times and are very close. His brother's daughter, Tasha, is currently enrolled at Sator as well, she is a second year student studying to become a magical creature hunter.

Both of his parents have died of natural causes within the last two years.
Elemental Magic: Light

*See Also: Magic*

## Light (UNCOMMON)

The element of light allows a person to manipulate beams of light as well as the color of that light. Those with more experience can bend light to hide things and even create light themselves which can temporarily blind others. Those who have perfected their abilities can become light.

### **With a score of 1-2**

You can manipulate an element if it is already there, but you have little to no control over what you do with it. Colors will randomly appear in lights and rainbows pop up frequently for no reason other than you accidentally refracting the light around you.

At this level, you should not be working with your element for more than five minutes at a time unsupervised. It is recommended that instead of trying to control your element, you should merely concentrate on it and observe, but do not attempt to touch it with your will. (This is the highest score you can start with for a first year Sator student.)

### **With a score of 3-5**

You can still only manipulate elements that are already there, but you have control over what you are doing. You can change the color of lights at your will.

It is important to remember to take frequent breaks, every ten minutes, at this level when working with your element.

### **With a score of 6-10**

You can influence the brightness of lights already there and redirect lights to point in a specific location. At this level it is recommended to take a short break every twenty minutes while working with your element.

### **With a score of 11-15**

You can create a small ball of light that will shine enough for you to see dimly where you are going in total darkness.

It is not recommended to work more than thirty minutes at this level without taking a break. (This is the highest score you can start with for any illegal magic user.)

### **With a score of 16-19**

You can bend light to hide things or even disguise yourself. You can also create a blinding light.

You should take a break every 45 minutes at this level.

### **With a score of 20**

Someone who has perfected their ability with this element could actually become light, glowing non-corporally.
Adoptable Characters

All of our NPCs are adoptable characters. To adopt a character all you need to do is sign up for an account and create a profile for the character on our forum, Cellar Door. Then simply post their bio on the site here. Until a character is adopted, it is considered an NPC that anyone can use on the site.

## Adoptable Characters in the Coalition

Rodney Kelp - Professor of Law Enforcement at Sator Academy and the Enforcer's Academy.

Addison Ray - Magical Entertainer in Vellenvale.

Renee Steele - Magical Entertainer in Vellenvale.

Ray Price - Retired father of Dan Price in Seaside.

Joanna Price - Retired mother of Dan Price in Seaside.

Francis Renoia - Councilor on the Committee of Magical Sciences- Father of Aislinn Connor, Brother-in-law to Richard Amaros, the Chancellor of the Coalition.

Odelia Renoia - Mother of Aislinn Connor, Sister-in-law to Richard Amaros, the Chancellor of the Coalition, and sister of Amanda Bottom, mob underboss.

Amanda Bottom - Mob underboss to Mama Gas. Runs a nightclub in the Slums called Bottom's Up.

Crystal Adkins - Official Spell Caster for the Coalition, handler of Jensen Wolfe.

Alvin Darkwing - Dream Walker in the Coalition. Specializes in spirit seeking.

## Adoptable Characters at Sator

Rodney Kelp - Professor of Law Enforcement at Sator Academy and the Enforcer's Academy.

Mistyc Dawn - Professor of Magical Herbology.

Ellis Irvine - Professor of Magical Creatures.

Penelope Pimpernel - Professor of Magical Performance and Entertainment

Alec Waters - Third Year Student, studying Magical Performance and Entertainment

Tasha Darkwing - Second Year Student, studying Magical Creature Hunting

James Mathews - Second Year Student, studying Magical Surgery

## Adoptable Characters in the Resistance

Kyle Nash - Magical Tech for the Resistance. Illegal Magic User. Works with Ranai Destine.

Sarah Nash - Younger sister of Kyle Nash, Illegal Magic User.

## Adoptable Characters in the Witches

Pasiphae Moon - One of the twin witch queens on Pantook. Her sister and fellow queen is Hecate Moon.

Unnamed Demandred - Twin brother of Stacey "Ace" Demandred, and uncle of Keira Demandred. An officer in the Queen's guard.

## Adoptable Characters in the Kin

Hrothgar of the Dvalinn Clan - Father of Marek Black.
Shattering Spell

A spell to break inanimate objects into pieces.

 How to cast the Spell

Center yourself and then point at the object you wish to break while speaking the incantation: "Quasso".

## Recommended Uses

* Breaking apart large rocks for construction
* Breaking a weapon or other object being used against you
* Breaking through barriers

## Possible Complications

Depending on the spellcaster's abilities, the spell could cause a tiny fracture, large cracks, explode a hole through something, or shatter it completely into dust.

### Animate Objects

This spell has no effect on animate objects
BAR M1918

Browning Automatic Rifle Model 1918(BAR), известная в игре как BAR M1918, представляет собой пулемёт,который использует 7,62-мм патроны.Был добавлен 18 октября 2018 года,после чего был добавлен на нормальную карту,но был отменён в обновлении v0.7.9.На данный момент BAR M1918 чрезвычайно редко находится на земле,в Эйрдропах,а так же в бункерах Гидра(в ящике с топором) и реже в бункере Шторм. BAR M1918 наносит 175% урона препятствиям.
The Train System

There are four trains which run through the Coalition, as public transportation. Each major city has a train that goes back and forth between it and Crossroads every couple hours.

The fees are minimal, at only one credit per ride, but you must use your Coalition identification card to board.

## The Damerel Train

There is only one car with private rooms on this train. The rest have benches for seating, but no sleeping cars or dining cars for passengers. Snacks are available for purchase from the trolley that goes back and forth throughout the ride.
Sabot de la Justice, jument masquée (1)

**Sabot de la Justice, jument masquée ①** (天誅戦士ウマ仮面 ① *Tenchū senshi Uma Kamen ①*) est le quatorzième chapitre de *Sumomomo Momomo* créer par Ohtaka Shinobu.

## Résumé

Sanae doit cacher son identité secrète, elle protège Kôshi du danger dans l'ombre et ne doit pas interférer dans la mission de celui-ci malgré les sentiments qu'elle a pour lui.

## Histoire

Dans le sous-sol de sa maison, Sanae s'entraine avec l'aide de Kimie pour renforcée ses jambes, en refusant de porter sa tunique la jugeant trop obscène malgré l'aide qu'elle pourrait lui procurer.

Kimie souhaite qu'elle s'entraine sérieusement pour pouvoir protéger Kôshi. Le Clan Nakajima ayant pour mission de protéger le dirigeant de l'armée de l'Est dans l'ombre. Étant de la lignée principale du Clan et grâce à son don c'est Sanae qui est chargée de le protéger.

Sa grand-mère lui questionne sur la préservation de son identité, Sanae l'informe que personne ne le sais et surtout pas Kôshi. Kimie comprends qu'elle en est amoureuse mais qu'elle doit oublier, n'ayant le droit que de le protéger en l'absence de Momoko et de préserver leurs fiançailles.

Kimie tente de la rassurée lui ayant prévu un fiancé fort et puissant mais celle-ci ne lui laisse pas parler étant parti, effrayer par ce genre de personnes. Elle préfère d'avantage les personnes comme le héros d'un manga "Fais confiance☆à ton prince !", Hikaru, et associe Kôshi comme étant "son Hikaru".

Au lycée, Kôshi agacé de son entourage, décide de parler à Sanae seul à seul sur le toit, alors qu'elle pensait à une déclaration d'amour, celui-ci lui révèle qu'il déteste les martialistes malgré qu'il soit entouré par eux, s'inquiétant sur son état, ne voulant pas être affilier à eux, il demande si il va bien,choquée, Sanae, lui rassure, Kôshi est soulagé car son opinion comptait, révélant qu'il la voit comme sa meilleure amie.

De retour chez elle, Sanae s'énerve et pleure en détestant sa nature de Martialiste, détruisant sa chambre. Sa grand-mère intervient avec le fiancé de Sanae, l'homme démolie sa porte et se présente sous le nom d'Hikaru sous le choque de la jeune fille.

## Personnages

* Nakajima Sanae
* Nakajima Kimie
* Inuzuka Kôshi
* Trio de délinquants (mentionnés)
* Kuzuryû Momoko
* Miyamoto Iroha
* Hanzô
* Nakajima Hikaru (début)
Mistyc Dawn

Herbology professor at Sator Academy.

Adopt this character

Raiden Dawn - Younger Brother

 Physical Description

Mistyc is tall and willowy with delicate features. She stands at about 5'7" and is incredibly light on her feet. Her favorite colors are pink and purple and she loves dressing up and accessorizing.

Her black hair is long, halfway down her back, and she wears it loose, or only half pulled back most of the time.

## Personality

Mistyc is full of contradictions and surprises. She is graceful and elegant in her mannerisms, but her speech is very casual and sometimes even crude. Her appearance would lead people to expect her to be delicate, but she loves getting her hands dirty. She takes great care in her appearance, but never hesitates at an opportunity to become disheveled. She grew up as a tomboy and still acts that way in every way except for her sense of style.

She is definitely the dive right in and think later type, which can get her into trouble and makes her seem flakey. Mistyc means well though. She is very compassionate and is quite motherly to her students, even though she isn't nearly old enough to be their mother.

Mistyc has trouble saying no to favors and will take on more than she can handle which can be very stressful for her. She is also extremely disorganized, but claims that her mess is a "system" and she knows where everything is.

Personally, she is very driven and takes a lot of pride in supporting her family and allowing her parents to retire early. She occasionally lords it over her brother, who took over their rental properties.

## History

Mistyc was born to Revel and Eugene Dawn in Seaside on a hot summer's night. The city was covered in mist from the cooler ocean air rolling in and it was the second most beautiful sight to the new mother, and seemed a fitting name.

Mistyc grew up playing on the grounds of the various vacation rentals her parents cleaned at with her younger brother Raiden. She spent most of her time outside and was a very active child. When her elemental powers manifested, it was the dead of winter and she had to wait nearly 8 months before beginning school. She was advised not to use her powers before training, but lack of control makes that nearly impossible. Luckily, nature is a very forgiving element for new users and she was able to continue living at home instead of residing at the MAT Building in their magic-free rooms.

After graduation, Mistyc moved back to Seaside, as a magical herbologist tending a government owned garden. She worked there for four years before the herbology professor retired at Sator and Mistyc applied for the position. She has taught there for the last two years.
Sator Academy Potions

In this class you learn about different ingredients and how they work to make potions. Most of the subject matter will be covering different plants and magical creatures used in potions. Instructor: Sabine Moon

## Syllabus

### Beginners Class

* Safety and Equipment
* General Knowledge of Ingredients
* Anti-Potion
* Health Tonic
* Vial of Vigor
* Calming Concoction

### Advanced Class

* Bottled Stallion
* Tummy Tonic
* Digestive Drink
* Cooling Tonic
* Cooling Cream

* Ox Power
* Breath of Tranquillity
* Healing Salve
* Vial of Pleasure
* Potion of the Enhanced Mind

## Class List

### Beginners 9:30am- 10:30am

* Ethan Amaros
* Keira Demandred
* Union Nipon
* Firion Reynard
* Balthier Reynard
* Kai Ruiz
* Laura Sterling
Potions

## Coalition

*See Also: Classification of Magic Users in the Coalition*

### C

* Calming Potion
* Breath of Tranquillity
* Digestive Drink
* Potion of the Enhanced Mind
* Health Tonic
* Vial of Pleasure
* Bottled Stallion
* Tummy Tonic
* Anti-Potion
* Cooling Tonic
* Cooling Cream
* Ox Power
* Vial of Vitality
* Healing Salve
* Vial of Vigor
* Philter of Affection
* Diminutive Draught
* Large Lager

### CC

* Flask of Forgetfulness
* Quicksilver
* Draught of Serenity
* Draught of Discretion
* Eternal Ink
* Foam of Aphrodisia

### CC+

* Vial of Nightmares
* Lucky Number Seven
* Love Potion Number Nine
* WolfsBane
* Super Soldier Serum
* Elixir of Elevated Awareness
* Personality Poison Change
* Truth Serum

## Witch

* Phial of Lucid Dreams
* Phial of the Moon
* Phial of the Archer
* Phial of Magical Extension
* Phial of the Inner Psyche
MAC-10

Military Armament Corporation Model 10, M10, или MAC-10, (известный в игре именно как MAC-10), является пистолетом-пулемётом в surviv.io, использующим патрон 9mm. Данное оружие имеет имеет автоматический режим стрельбы. Из плюсов можно выделить очень высокую скорострельность, быструю перезарядку и использование самого распространенного патрона, а к недостаткам можно отнести низкий урон, большой разброс при стрельбе и малую дальность полёта пули. Бой на коротких дистанциях является оптимальным для данного пистолета-пулёмета из-за его высокой скорострельности, что позволяет ему конкурировать с дробовиками на близких дистанциях, но высокий разброс при стрельбе и низкая дальность полёта пули делают бесполезным это оружие на более дальних дистанциях. Не стоит забывать, что из-за своей скорострельности MAC-10 требует большого количества патронов.

Характеристики:

 Тип патрона
 Емкость магазина
 Перезарядка
 Урон 1 выстрела
 Урон в минуту
Jeff Monadeo

Written by Dasidreidia

 Physical Description

Jeff is 6'3” and 200 lbs. He has brown hair that he keeps long, down to his shoulders. He sometimes puts it up into a ponytail to get it out of his face, but most often he lets it hang down. His eyes are brown with some green spots visible upon close inspection. He is well-built, being mostly muscle and very little fat. His skin is lightly tanned due to his time outside, but not very dark because he mostly stayed in the forest under the shade of the trees. He has a scar crossing his left eyebrow. He wears casual and simple clothes. He almost always has his swords with him, usually sheathed on his back so that the hilts stick up over either shoulder next to his head.

## Personality

He is fairly laid back and easy to get along with. He is highly in tune with nature and spends as much time as possible in the forest near his home. Jeff will always listen to someone who wants to talk, and often had friends asking him for advice or just to listen to their problems. He is not exactly shy, but he is quiet and reserved, tending to only speak when he feels there is something to be said. He will still carry on a normal conversation, but it has to have meaning. (He doesn’t prattle away about nothing.) He has a strong sense of honor. His distance from Union City has caused him to not care about the Coalition conflict, and to instead focus on nature. He loves to sing and has a beautiful bass voice.

## History

Jeff was, until a few years ago, the only child born to Steven and Amber Monadeo. (Jeff’s sister Sarah was born when Jeff was 14) Steven Monadeo is the chief of police for Jeff’s hometown, and trained Jeff to fight from an early age, focusing most on unarmed combat and, at Jeff’s request, twin short swords. Amber Monadeo is a housewife and raised Jeff to respect nature, while respecting other people just as much. This gave Jeff his strong moral values and his sense of honor.

They lived on the outskirts of town, and at the age of 5, Jeff first wandered into the forest. Once there, he suddenly felt a great peaceful feeling come over him. He told his parents about it and they knew he had a special connection to nature. From that point on, Jeff often spent time in the forest, enjoying the atmosphere and the animals. He even began to recognize certain animals and develop friendships with them. Eventually he developed the ability to talk to the animals, further strengthening his connection to them. Despite his strong connection to nature, he still formed friendships among humans too, and was not shunned for his peculiarities. Instead his friends were in awe of his sensitivity to nature.

When, at the age of 15, he told his parents that he had managed to move some mud around just by thinking about it, they were overjoyed. They had suspected that Jeff would develop the nature element, and knew that now he could start at Sator in the fall. He passed all the preliminaries and practiced with his element as much as he could before he had to leave. Everything was going well and Jeff was set to go to Sator.