recursal/Fanatic-Fandom huggingface dataset:
Takeda Namikaze

Takeda Namikaze é um híbrido de humano, e um dos atuais alunos da Universidade da Magia Strong Revolution

## Características

### Personalidade

Tudo que se sabe sobre a personalidade de Takeda, é que ele é bastante alegre.

### Aparência

Takeda tem cabelo vermelho e olhos de cor avermelhadas que combinam com seu cabelo. Ele possui pele clara e estatura mediada em relação a sua idade.

## Histórico

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## Poderes

### Controle do Ar

Takeda possui o dom de criar, manipular e dominar rajadas de vento. Bem como usar o ar ao seu redor para atacar e se defender. Bem como usa-lo para outras diversas finalidades

## Habilidades

### Velocidade Sobre-Humana

Takeda pode se mover e fazer ataques com velocidade de até 313 quilômetros por segundo.

### Força e Resistência Sobre-Humana

Takeda possui uma vasta força física, bem como uma vasta resistência. Seus golpes físicos pode chegar a potência de 0,09 do poder de impacto de uma bomba nuclear. Takeda também pode resistir a ataque de mesma força sem danos sérios.

## Golpes Especiais

### Rasengan

O usuário gira seu chakra em alta velocidade na palma de sua mão e o comprime, criando uma esfera rotativa altamente destrutiva.

### Multiclones das Sombras

O usuário faz centenas de clones de si próprios, um exercito de um homem só.

### Fuuton Rasen Shuriken

Takeda completa a técnica rasengan adicionando seu elemento vento ao jutsu criando uma arma mortal que perfura o inimigo a nível celular com milhões de agulhas de vento. Em desenvolvimento

## Transformação

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Juvia Lockser

Juvia é uma maga de água e um das alunas novas da Universidade da Magia.

## Características

### Personalidade

Juvia é calma como a chuva, mas quando está com ciúmes, pode ser comparada a uma tempestade. Educada, divertida e amiga, faz de tudo para agradar a todos e mostra se preocupar muito com seus amigos e colegas. Juvia também têm uma selvagem imaginação no qual ela tende a fabricar relacionamentos e rivais do amor.

### Aparência

Juvia é uma adolescente alta e magra, de pele clara, e com cabelos lisos, azuis e longos, chegando até seus ombros. A cor de seus olhos combinam com a de seus cabelos.

## Histórico

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## Poderes

### Água

Juvia tem a habilidade de invocar, controlar e criar água a partir do nada. Ela pode criar a água a partir de sua própria magia ou controlar água pre-existente. Juvia também pode usar a magia de várias formas, como criar lâminas, chicotes, esferas e cúpulas de água.

## Habilidades

### Força e Resistência Sobre-Humana

Juvia é detém uma enorme força física . Seus socos, chutes e outros golpes físicos tem o poder do a sensação do impacto de 0,09 bombas nucleares. Juvia também pode resistir a ataque com o mesmo poder de impacto.

### Velocidade Sobre Humana

Juvia consegue se mover, atacar, esquivar, acompanhar e defender de objetos e pessoas com velocidade igual ou menor à 313 km/s.

## Golpes Especiais

### ||Water Body

Juvia tem a capacidade de transformar seu corpo físico em uma massa de água, o que torna qualquer agressão física ineficaz. A própria alega que seu corpo é composto de água, mas não se sabe se essa informação é verdadeira.

### || Water Lock

Juvia cria uma grande bola de água, que pode ser usada para atacar e prender seu oponente, já que sua magia é feita de água ela pode reconstrui-la caso quebrada.

### ||Water Slicer

Lâminas de água saem do corpo de Juvia e cortam seu oponente.

### ||Water Cane

Juvia cria uma estrutura como um chicote feito de água, geralmente é uma extensão de sua própria mão. Ele tem uma gama enorme e é muitas vezes usado como um ataque de longa distância contra um único adversário. Ele pode atacar com grande velocidade, flexibilidade e pressão, e parece ser usado como um chicote.

### ||Water Jigsaw

Juvia transforma parte de seu corpo em uma massa de roda de máquinas de corte de água que pode cortar seus oponentes como uma serra. No anime também foi mostrado o feitiço com o mesmo nome, onde Juvia, cria um rosto de água fervente, que dispara feixes de água pela boca em seu oponente.

### ||Water Bubbles

Oxigênio aprisionado em uma bolha de água, permite a respiração debaixo d'água.

### ||Water Dome

Juvia cria uma grande cúpula feita de água que camufla com o oceano. O tamanho pode ser modificado para uso pessoal ou para conter um grupo, e a estrutura é capaz de flutuar na água.

### ||Sierra

Quando Juvia está em um estado de fúria, seu corpo de água se transforma em água fervente. Ela, então, pode envolve-los em água quente e queimá-los.

## Transformação

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## Curiosidades

* O signo de Juvia é Leão

* O apelido de Juvia é "Juvia do Mar" por conta de suas habilidade com a água
Fogg

Fogg is one of the main characters. [revisit article when not so tired, it jumps all over the place..]

## Background

Fogg is a Power Morp from [city name]. He is of the 14th generation, and much of this life was in relative comfortable compared to previous generations. He wears star-shaped shades, in contrast to the stereotypical ones. This is his expression of freedom from the Tordronite era or Morp history. The world from which Morp reproduction was originally controlled was overthrown by Morps during Fogg's 8th and 9th generation.

Previous generations are not the same person, but character traits and deja-vu-esque memory can persist between them. By the method of reproduction (see Morp page) there are multiple Fogg's. They share a name and past lives, but they are all unique individuals. The Morpforge tries to spread out Morps of the same history across the world, originally to ensure that no regiment became too homogenized.

The city in which he lives is a place of bizarre contrast. Originally only military buildings and sleeping quarters made up the city, but with the cultural revolution, many of these were converted into recreational buildings.
Gleem

Gleem are tall creatures from the planet Eepateema. Their appearence is like an Ostrich-Dinosaur, but with very long arms - so long that they have one more join than human arms. It goes like Shoulder-Elbow-Wrist-Wrist2. They are fast, but not in an agile or graceful way.

The most prominent (potentially only named character of the species) one in the plot (still not a main character) is in Eyoa's squad, called Vittimattaskeeta. Annoyingly long names are the norm for this species.
Joker

Joker, é um híbrido de humano e demônio, aluno da Universidade de Magia.

## Características

### Personalidade

Joker monstra-se como uma pessoa quieta, e séria. Algumas vezes frio, risonho, sorridente, brincalhão, feliz, alegre, e na maioria das vezes tímido com as garotas.

### Aparência

Joker é visto quase sempre usando roupas onde a cor preta é prevalecente. É possuidor de olhos avermelhados, uma pele clara, oposta à cor de suas vestes e seus cabelos, que são arduamente pretos.

## Histórico

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## Poderes

### Controle Sobre a Água.

Joker tem total controle sobre a água. Este, pode usar a água para sufocar seus inimigos, e atacar com impactos fortes. Também possui a capacidade de criar clones de água, e deixar sua água sólida.

## Habilidades

### Criação de Ilusões.

Joker possui a capacidade de criar ilusões, classificadas como medianamente sucessivas sobre seus inimigos.

## Golpes Especiais

### || Prisão de Água Ácida.

Nesse golpe, Joker faz um cubo ou até mesmo uma bola de água grande para prender a pessoa dentro, e lá dentro o adversário fica mais lento em seu ataques corporais como poder de lançamento, essa água que Joker cria vai queimando a pessoa como se ela estivesse dentro de um mar de acido, isso acontece se o adversário ficar muito tempo dentro da água, mas inicialmente, são queimaduras leves apenas para arder e causar leve dor.

## Transformação

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## Frases

#### ─ "Eu apenas queria ser um pouco mais forte, e parar de ser chamado de criancinha."

─ "Sei que não me igualo à você, mas uma pessoa tão orgulhosa como você não merecia tanto poder."

─ Vamos rir e sorrir, porque você não sorri ou numa luta? Venha cá, que irei deixar um sorriso bem grande em seu rosto, mas não se preocupe não irei te matar, depois irei costurar para você meu novo melhor amigo."

## Curiosidades

* Ninguém, nem mesmo o próprio Joker tem conhecimento de seu sobrenome.
* Joker pesa cerca de 43kg, e mede 1,64m.
* Joker costuma zoar muito em suas lutas, para que elas tornem-se divertidas.
* Perto das garotas que se interessa, Joker tenta agir como uma criança inocente.
* Joker possui o apelido de "Joker, a carta".
Cromsidian

Cromsidians are the beings who inhabit the planet Cromsid. They are lightweight beings, floating above the ground through manipulation of the gases in their balloon-like bodies. Most of their weight comes from the brain, six arms and horn. The horns come in a variety of shapes. They are psychic beings who have no gender. Instead of sexual reproduction, a cromsidian can spontaneously (or induced by modern drug methods) develop the beginnings of at least one embryo (twins and triplets are very common, though not identical). This is obviously genetically related to the host, but in order to develop further at least one other cromsidian must psychically tune in to the developing brain(s). A standard family generally has three or sometimes four parents (including the host) who have a part of them making up the child's genetic identity. On rare occasions more than four parents are involved, and sometimes only two. Cromsidian society has progressed beyond it in terms of laws and rights, but there are still clear remnants of discrimination against those with only two genetic parents.

Scientific and technological advancement is significant, but it is not a highly industrial society. Their most significant field of advancement is in chemistry and genetically modified plant-based agriculture, rather than large scale mechanization and construction.
The Eirae

*(The Eirae may refer to the species, or the one specific Eirae who is relevant to the plot)*

The Eirae is the name of the rift creatures that are used by the Astorissian Conquest to summon people to the training facilities. It has strong psychic capabilities and can travel immense distances almost instantly via the rift. It is referred to as Geshekra in an old Byzahren myth. On Earth, human documents mention an "Astral Chronogoose" fitting the description of the Eirae. Of the species who have encountered it, only the Cromsidians know it (them? more than one probably?) as the Eirae, the name it calls itself, due to their psychic abilities.

## In the war

Tordronites managed to enslave (many?) Eirae. They force it to summon beings from across the galaxy. This is a random process, with a few restrictions. Only species capable of surviving the atmosphere and suitable for combat are summoned, and the rate at which each is summoned maintains good ratios of species that can be assigned as frontline, agile, and supportive soldiers.

## Role in Story

The specific one of the Eirae that summons the protagonists is kept caged underground below Fort Raimar. During the uprising there, the squad find and free it, and in return it takes them to Estevahl's home. It later returns and takes them to Lokras' camp, and (probably) is their method of infiltrating the next fort where they free all those that were captured after Fort Raimar.
Rias Gremory

Rias Gremory é uma híbrida de 17 anos e atual aluna na Universidade da Magia Strong Revolution

## Características

### Personalidade

Pouco se sabe sobre a personalidade de Rias, o que se sabe é que ela é uma garota calma e gentil em boa parte do tempo

### Aparência

Rias é alta, magra, de pele clara e com o corpo bem desenvolvido. A mesma possui longos cabelos ruivos e olhos verdes

## Histórico

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## Poderes

### Fogo

Rias tem uma afinidade com o elementos fogo, podendo converter sua magia em fogo e criar chamas e usa-las para diferentes finalidades. Atualmente Rias só pode usar a função básicas do fogo.

## Habilidades

### Controle das Chamas

Rias tem a habilidade de controlar as chamas produzidas por ela mesma, bem como chamas já existentes ao seu redor, sejam elas mágicas ou naturais.

## Golpes Especiais

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## Transformação

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## Curiosidades

* O signo de Rias é peixes

* Rias nasceu e cresceu no Japão
Hope Estheim

Hope Estheim é um híbrido de 17 anos e um dos alunos recém inscritos na Universidade da Magia Strong Revolution

## Características

### Personalidade

Hope tem demonstrado que é calmo e amigável em todos os momentos, mostrando uma personalidade calma e fria

### Aparência

Hope tem uma estatura média, magro e de pele clara. O cabelo dele é prateado e curto e os tem olhos azul-esverdeados claros.

## Histórico

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## Poderes

### Domínio do Ar

Hope é capaz de criar,dominar e manipula o elemento ar e suas propriedades. Hope pode usar este elemento de várias formas distintas entre si.

## Habilidades

### Velocidade Sobre-Humana

Hope  pode se mover e fazer ataques com velocidade de até 313 quilômetros por segundo.

### Voo

É uma habilidade que permite o usuário mover-se livremente pelo ar, devido ao domínio inconsciente da capacidade de levitar.

## Golpes Especiais

### Last Resort

Que permite a ele cria um clone de seu adversario que obdece somente à ele ou consegue fazer uma explosao termonuclear de raio gama. Hope não é afetado afetando

## Transformação

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## Curiosidades

* O nome "Hope" em inglê é traduzido como "Esperança"
Harmony

Roshan Pau was a doctor in India on Earth. When not working in Mumbai Hospital, he took part in Jet Ski racing. When a jet ski catastrophe caused severe damage to both his body and brain, surgeons did not think there was much chance for him. His damage limbs and organs were replaced with synthetics, but the only hope for his brain was a highly experimental technology, never before attempted. This was known as Project Harmony. The idea was an aritificial intelligence chip to operate in perfect harmony with the human mind. Nobody knew if it would work, but doctors tried it, and Roshan's life was saved.

Some memories were lost to his brain damage, but the computer chip was able to unlock things from the depths of his memory, as well as extrapolate fragments of memories into more complete pictures. With a lifetime's worth of memories being partly lost, and partly approximated by computer, Roshan's sense of self was blurred. He felt like the memories did not belong to him - that he was literally a new and different person to the one who once occupied this body. He therefore chose to leave his old name behind, living instead by the name Harmony.

## Role in Story

Harmony is first encountered after the first battle, where he fits Estevahl's new leg.

When the squad initiate the assault on the second fort, Harmony is eager for the opportunity to get to get out of there and take his skills to the refugee camp instead, followed by his assistant Veissa, and the lizardy thing Smi-Sri
FAQ Room

In this room, you may ask a question and we shall answer it about the wiki. Feel free to ask anything and we'll oblige so long as it is about the actual wiki and its contents.

**Q: Would it be possible for me to make a character and have him start out with Heroic Steed Standard Dragon? I didn't see any specific rules preventing characters starting with an unclaimed legendary card so I was curious.**

***A: When you design a character for this wiki, if a Legendary Card is unclaimed you may claim a maximum of one for yourself and no more unless allotted by the Administration. If you duel intending to claim multiple Legendary Cards RPs may be set up in your favor but your character must have some trial to overcome (such as Number Hunters fighting against other Number Hunters and The Sacred Beasts requiring the location of the Seven Spirit Keys etc.)***
The Rift

"The Rift" may refer to the tear in space around which the war is fought, or it may refer to the realm which this tear provides access to. In the Rift there are immensely powerful and ancient beings. Some of these are intelligent beyond any species in the galaxy, and others seem to be little more than wild aggressive beasts.

The Prime Rift is the name given to the main tear, though many much smaller tears are found across the region of space in which it is located. Via these smaller tears, the Tordronites, and some smaller factions have found communication and conflict with the creatures of the rift. Notably, the Astorissian Conquest use beings known as Eirae to travel and capture new recruits.
Earth

Earth in the story is somewhat different to reality, due to the story taking place a few hundred years in the future. (I don't have an exact number, but it probably won't be hugely relevant exactly when). As such, the technological and political environment is drastically different.

Where earthlings rank technologically in relation to other species depends what you focus on. In terms of computational and medical sciences, humans are among the most advanced in the galaxy. In terms of galactic colonisation and space-faring, they are far ahead of today's real-world standards, but compared with Tordonites for example, they are pretty much still testing the water.
Survivor: The Utopia Project

**Survivor: The Utopia Project** is the seventeenth season of Canadienne's ORG Survivor series.

## Twists

* **Returning Players:** Two returning players were brought back for a second chance.
* **Isolation Chamber:** This is a variant of Exile Island. Players sent here are removed from their tribe chats until the Tribal results are posted and can only communicate with other players inside the Isolation Chamber.
	+ This twist continued into merge in the form of merge challenge winners receiving an Exile Pass instead of immunity. They could choose to use it on themselves for safety and remove themselves from the tribal, or forcibly remove someone else from the vote.
* **Schoolyard Pick:** On Day 12, Thomas and Shea, who were sent to the Isolation Chamber in the previous round, got to pick the new tribes. They will go back and forth between picking an original Luna member and original Apollo member until there are no Luna members left (due to the fact that Luna had less members) and then they would pick from the remaining Apollos.

## Changes

* As a part of the Isolation Chamber twist, only one individual immunity challenge was held this season. The rest were for reward, and the players got to choose if they would use their reward for safety or for strategy.

## Trivia

* This season marks the first time that consecutive seasons have featured returning players.

## Links

The Utopia Project Forums
Neo-Ares

Ares was the top Ranked Soldier for INCURSIO during the Intial Z-ARC event and was responsible for defeating the former holders of the Dimensional Dragons and was almost able to summon Z-ARC before Tai 'Solar' Midsummer intervened and beat him in a Riding Duel before Ares could reach the summoning. Scattering the dimensional dragons and causing a spiritual recoil that damaged Ares psyche, allowing him to now see Duel Spirits and more importantly: wield the darkness of certain spirits. With the Captain of INCURSIO having disappeared after Z-ARC's prevention, Neo-Ares as he's now called runs INCURSIO moreso as a Private Military Company and is obbessed with remaking Z-ARC to gain total control of the Dimensions and defeating the man who shamed him.

## Appearance

#### Clothes

Neo-Ares wears a Duel Runner helmet in the style of a Spartan's whilst donning a black and gold cape, ebony gauntlets, armoured leggings and gold boots.

Ares is an incredibly large and muscular man, with olive skin which is scarred across his shoulder from the final duel with Tai and has several markings that resembles that of the Generaiders. Ares is bald,  has black eyes with bright blue irises (unless a Duel Spirit can be seen in which case his left eye goes orange).

#### Bladed Duel Disk

Are's Duel Disk is a sharpened version of the Duel Disk from the XYZ Dimension with razor sharp edges often used on unaware duellists and locked doors.

#### Darkness Duel Runner

Far different from a regular Duel Runner, it's dark chitlin like metal occassionally pulses or shows Veins depending on the health and condition of the rider, having several spiked storm gray metal pieces with dark purple for duel screens. The bracers hang over the handles of Are's Runner and serves as prisoner holdings if he captures anyone.

## Personality

While originally arrogant and eager for destruction, after the Events of the Intial Z-ARC event Ares has grown far more hungry for battle and destruction. While he has shown a warped sense of compainionship with the other High-Ranked INCURSIO Members and has eased his temper in their prescence, against the more beneviolent Dimension Dragon Holders and Team Diadem Members he refuses to hold back.

When Duelling, Ares has shown be suprisingly adept at mind games and making the opponent lose faith in themselves. His fury unleashed when his main monsters arrive and destroy his opponent: he takes both pride and glee in his utter oblideration. He has shown that he refuses to hold back or show mercy against Tai Midsummer.

## Abilities

#### Duel Spirit Power Grasp

Hit by the Spiritual blast of the incomplete Z-ARC, Neo-Ares could now see the energy of cards, more specifically: the strength of duellists from their cards alone. While his own cards seem to follow him without hesistation, any duellist who faces him and isn't retrieved fast enough can have their deck's power absorbed and brought into his own monsters. Leaving the enemy duellist with blank or damaged cards.

## Decks

### Darklords

Mostly used before the events of the Intial Z-ARC summoning, Neo-Ares only uses his Darklords for intiations of new INCURSIO members.
Krang (1987)

Krang is an alien brain who came from Dimension X but was banished to earth and has his body taken away and is one

of the main antagonists of the 1987 of the Ninja Turtles.

## ​Appearance

He is just an alien brain with purple eyes and veins.

## ​Powers, Skills and Abilities

genius of unrivaled caliber, laser beams, shrink-boomerangs, doomsday devices, goobly doodads, sun draining energy rays, you name it and he makes a better one with missile launchers.

With an IQ twenty times that of any human being Krang can concoct Machiavellian schemes and think nine steps ahead of most others. (Unfortunately his arrogance and incompetent helpers can be crippling).

## ​Personality

Krang is a genius of unchallengeable caliber and knows it, this results in a deep rooted belief that he is superior to all others. This arrogance leads him to see the turtles as minor setbacks unlike Shredder who consider them mortal enemies. A total lack of empathy grants him the luxury of being able to recklessly endanger his "allies" He greatly enjoys the suffering of other living creatures making him a sadist.

He also suffers from low selfesteem (Having his very powerful reptilian body ripped apart and turned into a small brain may be the reason for this) as evident by his highly submissive behavior pre android body. He returned to megalomania and arrogance after gaining his new body, using it to become bigger and therefore better.

## ​Weapons

* His IQ: He is the most smartest of the Villains and often uses to destroy the turtles.
* His Body: When he gained a body he often uses to walk but often uses it to battle the turtles or with his projects.
Kahreda Tribe

Kahreda translates as Lake Eda. The tribe makes their home on the shores of this lake, and are talented boat builders and fishers. Though currently at peace, there exists a long history of conflict between the Kahreda people and Tribe Zydenkahl.

The golden yellow facepaint worn by Kahreda people consists of a curved line from each eyebrow meeting in the centre of the forehead. From here a line goes back to the top of the dead. From the lower lip to below the chin, it is all coloured in.
Reeyekeet

Reeyekeet are cave-dwelling creatures. They are generally around 3 to 4.5 feet tall, and have leathery wings on their backs. They have large eyes and ears, using excellent night vision and keen hearing to navigate the dim caverns. They are capable of producing a flammable gas which they can eject from the base of the hand. The thumb has a large oversized nail, which they can flick rapidly across a roughly scaled patch on their inner fingers to create a spark. This cannot be sustained for very long.

Reeyekeet build structures of mud and wood, but depending on the clan can also be found living without ever doing this. They are cognitively and socially equivalent to the intelligent species of the galaxy, but have never developed technologically. Instead they live in small groups or clans [maybe a unique word instead of just borrowing clan from english...] usually under the watch of a Matriarch.

At around age 14 (almost fully adult), most males leave the clan's home, and search other clans until accepted as a mate into another clan. Females of this age are expected to meet with and try to bond with potential mates who come searching.
Tribe Zydenkahl

Tribe Zydenkahl is the Byzahren tribe who make their home on the plains around River Zyden. The word "kahl" means river, derived from "kahr" meaning water in a general sense, or as in lake. The population of the tribe is around eight hundred byzahren, with around five hundred of those living in the village called Zettran, often just referred to as Zydenkahl Village. The rest are dotted around smaller villages and isolated huts, most of which are directly adjacent to the river side. Though currently not at war, the tribe has a long history of conflict with the Kahreda tribe.

The tribe is led by Chief Ezdekandra, who is the uncle of Estevahl, the story's protagonist.

The defining face paint consists of blue lines from the eye brows to the top of the head and from the lower lip to below the chin. This is worn by tribe members any time they are on duty for the tribe, and at communal events.
Hitagi Makoto

Hitagi Makoto é uma aluna híbrida de 17 anos na Universidade da Magia Strong Revolution

## Características

### Personalidade

Hitagi possui uma língua afiada e pode ser franco e ainda manter uma cara séria ao falar para os outros. Este traço dela torna a interação com ela uma tarefa difícil, se não impossível, e é algo que Araragi descobre em primeira mão. Apesar disso, ela é sincera em tudo o que ela diz.
Ela se chama um tsundere e provavelmente tem alguma compreensão da cultura otaku, como ela, uma vez que se citam como "moe" nome de Meme foi Araragi.
Para os três anos do ensino médio, Hitagi está na mesma classe como Koyomi, embora ela raramente tem falado com ninguém para a época. Da mesma forma, Tsubasa Hanekawa pouco sabe do estado atual de Hitagi, apenas a julgá-la pelo que ela sabia de volta no ensino médio.
De acordo com Tsubasa, Hitagi foi um overachiever no ensino médio - ela foi amigável para com os outros e se destacou em ambos os acadêmicos e esportes como uma trilha do time do colégio e atleta de campo. Ela também era rico, como seu pai era famoso em uma determinada empresa estrangeira e ela vivia em uma mansão. Apesar disso, ela manteve um senso de humildade. Sua personalidade aparentemente perfeito concedeu-lhe a admiração de seus colegas de classe e professores.

### Aparência

Hitagi é uma menina com longo e roxo cabelo e olhos azuis. Hitagi é alta e magra, tendo pele clara.

## Histórico

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## Poderes

### Domínio sobre Trevas

Hitagi pode usar as trevas como arma em combate. Ela atualmente só utiliza o modo destrutivo deste elemento.

## Habilidades

### Velocidade Sobre-Humana

Hitagi pode se mover e fazer ataques com velocidade de até 313 quilômetros por segundo

### Força e Resistência Sobre-Humana

Os golpes físicos de Hitagi pode chegar a potência de 0,09 do impacto de uma bomba nuclear. O mesmo pode aguentar golpes com esta mesma potência sem danos relevantes.

## Golpes Especiais

### Black Hole

Hitagi espalha sua escuridão por uma grande área e, muito parecido com um buraco negro real, engole qualquer coisa que ela quiser desde que tenha até (2 Metros de altura). Quando ingerido, a pessoa ou objeto é preso em uma escuridão eterna.

### Kurouzu

Estendendo um braço em direção ao seu oponente, Hitagi ativa o poder da gravidade de sua escuridão para puxá-lo em sua direção. Hitagi pode, então, atacá-lo com sua força enorme.

### Black World

Hitagi abrange uma área circundante o seu adversário na escuridão, bloqueando sua visão.

### Dark Matter

Hitagi cria uma grande bola de escuridão (70 Metros ) e a joga em seu oponente.

## Transformação

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## Frases

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## Curiosidades

* O signo de Hitagi é Áries

* Hitagi nasceu e treino no Japão
Ign'drr

Ign'drr is the Rhiyian Mentor assigned to the protag squad.

Their personality is mostly hidden from the squad. They appear vaguely compassionate, but it is unclear as to whether this is genuine, or out of simply duty to help recruits become accustomed to life at Fort Raimar.

## Role in Story

Ign'drr serves as the mentor from when they arrive to a few days before the first battle. They disappear one day. Unknown to the squad, they have been taken to the forts detention centre for not doing enough to shut down Fogg's anti-Tordronite sentiment. They are replaced by Tl'qua until the uprising.

The squad do not see them again until they discover them at the second fort, with a giant X-shaped scar across their head. Rhiyians are an amphibious species, and can expand and contract some parts of the body with air for control under water. Ign'drr had been injected with a drug that forced this to happen beyond their control, expanding their head such that it pressed heavily against a heated metal device that had been attached.

The squad set them free, and they are taken to the refugee camp, though it is unlikely they will have much role in the story after that.
Michelangelo (1987)

Michelangelo is the funniest member of the team and often eats Pizza like the rest of the Team.

## ​Appearnce

He is green skinned with orange bandana and bandages on his arms and legs with a belt with the letter M in the middle.

## ​Powers, Skills and Abilities

He is often skilled with his old nunchucks and grappling hook and is good at making pizzas.

## ​Personality

He rarley takes anything seriously and thinks everything is a game.

## ​Weapons

* Nunchucks: His weapons throught the first half of the series.
* Grappling Hook: His main weapon throught the second half of the series.
Kirrikeek

Kirrikeek is Reekeekle's older sister and one true friend.

## Role in Story

She is initially introduced as the person Reekeekle turns to when she is sad. She is constantly supportive and loving, but one day the stress of hearing the same argument causes her to snap at Reekeekle. Tragically, this happened to be when Reekeekle most desperately need her support and is the final thing that pushes her to breaking point. Kirrikeek's stressed outburst is the last interaction Reekeekle has with another Reeyekeet before leaving in an irrational act that would have lead to her death if not for her summoning.
Project Harmony

Project Harmony was a highly advanced project in neuroscience on Earth. It was developed by researchers in Mumbai, through collaboration between university and hospital. The concept is an artificial intelligence chip working in perfect harmony with a human brain. Despite the human race being almost unmatched in the galaxy for both neuroscience and computer science, it was still believed impossible for decades. It was never legalised for enhancement purposes, but was used three times in situations where it was deemed the only possible way to save a patient and recover function to the brain. The only person who survived this procedure was Roshan Pau, a doctor at the very same hospital where it was developed. Despite the success, he was a changed man and it took years of psychiatric counselling before he could come to terms with his new disjointed identity. At this point he chose to go by the name Harmony, as his birth name seemed to describe somebody else.
Byzahren

The byzahren are a species of humanoid aliens. They are on average taller than humans, and have horns (closest i can think of is like a Ram, but ram horns are often too curly for this).

i'll draw a shoddy picture later cos that's easier than using words

## World

The planet (needs a name..) has a diverse range of climates, like earth, but by far the most populous regions are the savannah-like regions of vast open plains. This is the nature of the home of both the Zydenkahl and Kahreda tribes, whose citizens live along the banks of the Zydenkahl (Zyden River) and Kahr Eda (Lake Eda) respectively. These are the main two tribes mention in the story. Lokras comes from a place distant from these tribes, and his culture seems strange to Estevahl and Kesta.

The level of technology reached by byzahren is quite basic (pre-electricity society). Cut stone, mud, clay, and wood are the primary building components used in byzahren construction. Towns and villages of small homes are the most common places in the Zyden/Eda area, while where Lokras is from, some larger cities have been built.
Deeg

Deeg is a Power Morp, and the commander of Fogg's battalion, and a close friend and mentor to Fogg.

## Role in Story

Currently only planned to appear in Fogg's summoning story. Deeg leads the battalion into the assault on a Tordronite base. The picture painted here is of grim destruction, but in a somewhat controlled way. The Morp army win the battle with ease, but are very careful not to hurt any slaves or prisoners.

Deeg executes the Tordronite commander at the top of the command centre. Fogg questions the honour of this, and Deeg tells him it is an honourless killing for and honourless foe, and that there is more on the line than just glory here. He says its not righteous, but it is necessary.

Parallels to this scene will be drawn in the battle of Fort Raimar, where Estevahl questions the killing of Belvoden in a similar way.
Power Morp

Power Morps were originally created by *[Tordronites for sure, but faction responsible not finalised, probably a small empire that ended up under pressure from trennidoic empire]* as a race of bio-engineered warriors. Microdrones monitor their lives. When a Power Morp dies, the drones will collect DNA from the corpse and use it to create the next iteration. The reconstruction algorithms include occasional random variations on the sample DNA, in order to enhance between morp generations. The more success a morp has in battle, the more their DNA is used to create new morps.

The gradual intensification of the Rift War left the Tordronite bases in the region undermanned. The artificial evolution of the power morps led them to develop culture and intelligence, against the will of the creators. The central control hub for the machinery that kept track Morpkind's development was besieged and captured before the Tordronites could shut things down. Since then Power Morps have existed as an independent and united species at war with Tordronites.
Auagh

Auagh are a species of egg-laying mammals from the dense temperate forests of the planet Touen. They are large, bulky creatures, with armour plating atop the head and along the back.

The most prominent (potentially only named character of the species) one in the plot (still not a main character) is in Eyoa's squad, called Huoath. Annoyingly vowelly names that you can barely pronounce are the norm for this species.
Urondra

Urondra is a planet that has some temperate regions, but is primarily desert. These deserts are the home of the Ganthari, who are now integrated into the Astorissian Conquest's empire.

It does not directly featured in the story but is mentioned briefly as there are many Ganthari guards stationed in Fort Raimar.
Nyae

***This page is more subject to change than most because it focuses on a topic that is not fully developed yet.***

Nyae is a cromsidian who is a member of the main squad alongside Yim, Estevahl, Fogg, and Reekeekle. Yim, Nyae, and Eyoa, are partners. A relationship consisting of 3 people is the norm for Cromsidians, though couples and groups of 4+ also exist. Eyoa is split from Nyae and Yim after summoning when they are assigned to a different squad. This is hard for them all.

Nyae was the overseer of several agricultural biodomes on Cromsid.

## Role in Story

One of the main 5. There is some conflict with Reekeekle, who fails to understand the psychological needs of Cromsidians. This is resolved as Yim and Reekeekle get on well, and Yim talks to Nyae about her. ... (a currently written bad version of this scene has yim and nyae the other way round? need to better develop their characters to decide which makes more sense?)

They are trained as a sniper at the camp, and save squadmates lives with this skill in the first battle.
Tordronite

Tordronites are the species originating from the Tordronicus System.

<INSERT PHYSICAL DESCRIPTION> i have some idea what they look like, but its kinda vague, and kinda stereotypey alien, could definitely be improved...

Tordronites are generally regarded as the most powerful species in the galaxy. Being among the first to develop interstellar travel, they colonised many worlds before even encountering other species. The two largest Tordronite nations are The Astorissian Conquest, and The Trennidoic Empire. These are the two sides of The Rift War.

## in the story

Tordronites first appear in Fogg's summoning story, where the Power Morp army is besieging a Trennidoic Fort (or another faction that is sufficiently linked with trennidoic that they have to give troops over?)

Tordronites (this time of the astorissian conquest) next appear as leaders, guards, and soldiers in Fort Raimar. After being poorly treated and forced into battle long before they were fully trained, the recruits of Fort Raimar rebel and overthrow the leaders.

After that, there will be many appearences of tordronites, but the war between the two tordronite factions is not the focus of the story.
Ezdekandra

Ezdekandra is a byzahren male. He is the chief of Tribe Zydenkahl and the uncle of Estevahl. He is recognisable by his tall stature, long braided beard, stern brow, and distinct cheekbones.

## Role in the story

Much of Estevahl's summoning story chapter revolves around her trying to keep her relationship with Kesta secret from Ezdekandra.

While Estevahl is gone, he violently interrogates Kesta until Zaredahn stops him by standing in the path of the whip.

Ezdekandra welcomes Estevahl home, but turns on her when she says everything about Kesta is true. He dares not try anything against Estevahl, for she seems different and has a prosthetic leg and a posse of weird aliens, so he just says she should leave or something.
The Wicked God Cards

The Wicked God Cards are the opposites to the Egyptian God Cards in every way. Each is a counterpart to the God Cards and all have stunningly similar effects only in reverse of their counterpart making them just as deadly or perhaps more so depending on the user of the Wicked God. There are three Wicked God Cards, **The Wicked Dreadroot**, **The Wicked Eraser**, and **The Wicked Avatar**. None of these cards have been found or claimed and only a character who is originally from Standard may claim these cards.

### **The Wicked Dreadroot**

* Level 10
* Type: Fiend
* Attribute: DARK
* Attack: 4000
* Defense: 4000
* Effect: Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. When Normal Summoned, cards and effects cannot be activated. Cannot be targeted or destroyed by Spells, Traps, or card effects. Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. Halve the ATK and DEF of all monsters on the field, except this card.

### **The Wicked Eraser**

* Level 10
* Type: Fiend
* Attribute: DARK
* Attack: ?
* Defense: ?
* Effect: Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. When Normal Summoned, cards and effects cannot be activated. Cannot be targeted or destroyed by Spells, Traps, or card effects. Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. The ATK and DEF of this card are each equal to the number of cards your opponent controls x 1000. When this card is destroyed and sent to the GY, destroy all cards on the field. During your Main Phase, you can destroy this card.

### **The Wicked Avatar**

* Level 10
* Type: Fiend
* Attribute: DARK
* Attack: ?
* Defense: ?
* Effect: Requires 3 Tributes to Normal Summon (cannot be Normal Set). This card's Normal Summon cannot be negated. When Normal Summoned, cards and effects cannot be activated. Cannot be targeted or destroyed by Spells, Traps, or card effects. Once per turn, during the End Phase, if this card was Special Summoned: Send it to the GY. Your opponent cannot activate Spell or Trap Cards until the end of their 2nd turn after this card is Normal Summoned. The ATK and DEF of this card are each 100 points higher than the highest face-up monster's ATK on the field(except "The Wicked Avatar").
Veissa

Veissa is a minor character who appears as Harmony's assistant. They are a cromsidian. They probably end up at the refugee camp after the rescue mission thing? Harmony, Veissa, and Smi-Sri are a trio I want to give some time to in the story as a group of funny/interesting minor characters who have been with the Astorissian Conquest for many years compared to the few months it took the recruits to revolt.
Academy Chancellor Quarters

These are the Chancellor Quarters. The Chancellor watches over the Academy and its students for The Professor. The Chancellor is very well respected among the student base and handles problems within the school in the Fusion Dimension. He is a powerful duellist and cares deeply for his family. You may RP here.
Event 1470397819

"Somewhere out in the deepest of the black, Commander Brock Nelson stands upon the dim-lit bridge of his flagship, staring upon the holo display, brooding upon the grand assembly of his fleet. Nelson is destined to lead victory after victory against the still-mysterious inhuman invaders, and will likely either die in one such battle or possibly even retire to a safe old-timers refuge to brood out the rest of his days, yearning for one more fight.

"Purk Dimplewood, on the other hand, cleans fratboy toilets at the space-bro academy hundreds of light-years away, and generally hates her life." --N. Phillip Cole

Source: https://plus.google.com/u/0/+DanielSwensen/posts/WY1fUyahCYY
Dragunity

These support cards are used by Stellae Nobilis from the Synchro Dimension.

* Effect: If you Special Summon a "Dragunity Knight" monster, draw 1 card. Once per turn, you can discard 1 card: Special Summon 1 "Dragunity" Tuner monster and 1 "Dragunity" non-Tuner monster from your hand or GY, but their effects are negated. You can banish this card from your GY (Quick Effect): Synchro Summon 1 "Dragunity Knight" monster from your Extra Deck by banishing the required materials from your GY. You can only use this effect of "Dragunity Riders" once per turn.

## Extra Deck

### **Dragunity Knight - Gae Buide**

* Level: 8
* Type: Dragon/Synchro/Effect
* Attribute: WIND
* Attack: 2600
* Defense: 2000
* Effect: All "Dragunity" monsters you control gain 200 ATK and DEF for every face-up "Dragon Ravine" and "Dragunity" card you control. (Quick Effect): You can equip 1 Dragon-type monster from your hand, Deck, or GY to a face-up "Dragunity" monster you control, but you cannot use the effects of any card that shares the same name as that card equipped by this effect for the rest of this turn. If a "Dragon Ravine" or "Dragunity" card you control would be destroyed by your opponent's card effect, you can send 1 "Dragunity" card in your Spell & Trap Card Zone to the GY instead. You can only use each effect of "Dragunity Knight - Gae Buide" once per turn.
Zaredahn

Zaredahn is a young Byzahren man. He is the son of Chief Ezdekandra of Tribe Zydenkahl, and the cousin of the main character Estevahl.

## Role in Story

Initially he provides nothing but conflict and danger for Estevahl. He finds out about Kesta and says he will tell his father. Estevahl manages to convince him not to do so. His love for her outweighs his love for his father who seemed never to believe he was worthy.

Later, during Kesta's interrogation, when he can't bear to watch his father's rage taken out fruitlessly on a girl who genuinely does not have the answers he is looking for, he stands bewteen her and Ezdekandra. He refuses to move aside. Ezdekandra raises the whip assuming his son will dodge out of the way, but in an unexpected display of courage, he does not. Zaredahn takes the blow from the whip for Kesta, with his poor block causing the blow to strike the soft underside of his forearms. Ezdekandra is taken aback by what just happens and abandons the interrogation, sending Kesta to be locked in a cage without healer's attention to the lashings.
Speed Duels

Speed Duel is the beginner format. It is easy to experience and recommended for players to remember the basics on how to play the game. It follows the normal gameplay rules as a normal duel but the Monster Zones and Spell/Trap Zones are decreased by two.

Follow the **Master Rulings** in this link for basic instructions excluding any specialty rules as seen below.

## Special Rules

* **Each player begins with 4000 Life Points.**
* **Each player's starting hands consist of 4 cards.**
* **Each player must have 30 cards in their Main Deck, no more or less.**
* **Each player is only permitted 8 cards in their Extra Decks including Pendulum Monsters.**
* **You can perform 1 Normal Summon and up to 5 Special Summons in one turn.**
* **Each player owns one of the 2 Extra Monster Zones.**
* **Each player has 3 Main Monster Zones, 3 Spell & Trap Zones, and 1 Field Zone.**
* **The available Monster and Spell & Trap Zones are those in the second to fourth column.**
* **The Pendulum Zones are located in thr second and fourth columns of the Spell & Trap Zones.**
* **Like a normal Duel, the first player doesn't draw on their first turn, the hand size limit is 6, both players can have an active Field Spell Card and there can only be 3 cards with the same name in both the Main Deck and the Extra Deck.**