recursal/Fanatic-Fandom huggingface dataset:
Eztamora

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Fang

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John

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* *"Quote"* -Author/Context
Tobbe

A Hunk of Man beyond all mortal limits of Autism Toothboy here first gained recognition after posting both of his bloody and broken removed wisdom teeth and no matter our personal opinion on him we can all agree he is a massive fucking retard.

I can hear colours and huff glue

After posting his first selfie on slasher Tobias was bullied relentlessly and got said selfie edited to shit to his great joy and amusement

short episode of based and broken tooth pilled posting

why the fuck would i want to be a woman lol -Tobias

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Rannoch

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Izildur

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Conductores Paralelos

**Conductores Paralelos**

La corriente en un conductor genera su propio campo magnético, es fácil entender que dos conductores que transportan una corriente ejercen fuerzas magnéticas entre sí. Estas fuerzas se utilizan como base para definir el ampere y el coulomb.

Dos alambres paralelos que transportan cada uno una corriente estable y ejercen una fuerza magnética uno sobre el otro. El campo B2 debido a la corriente en el alambre 2 ejerce una fuerza magnética F1=  I1 ℓ B2 sobre el alambre 1. La fuerza es de atracción si las corrientes son paralelas (como se muestra) y de repulsión si las corrientes son antiparalelas.

**Leyenda**

1: Primer Alambre

2: Segundo Alambre

I1: Corriente 1

I2: Corriente 2

a: Distancia entre los dos alambres

ℓ: Longitud del alambre

F1 Fuerza magnético

B2: Campo magnético

Segundo Alambre lleva una corriente I2  y crea un campo magnético B2

La dirección de B2 es perpendicular al alambre 1, la fuerza magnética en un tramo de longitud ℓ del alambre 1 es:

En este caso ℓ es perpendicular a B2, la magnitud de F1 es F1 I1  ℓ B2.

NOTA: conductores paralelos que llevan corrientes en una misma dirección se atraen, y conductores paralelos que llevan corrientes en direcciones opuestas se repelen así mismo se cumple la 3era Ley de Newton.

La fuerza entre dos alambres paralelos es utilizada para definir el Ampere de esta manera:

**Definición del Ampere**

Cuando 2x10-7 N/m es la magnitud de la fuerza por unidad de longitud presente entre dos alambres largos y paralelos que llevan corrientes idénticas y están separados 1 m, se define la corriente en cada alambre como 1 A.

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Iodine

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Iodine is a Strange creature coming and going as he pleases. He's also apparently A Dev for GiruGame™. His penis is a confirmed 3 inches and he likes it up the ass.

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Oskoff

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Jacket

### Power

Knowledge of usage of fire weapons and melee weapons after being in the Military.

## Relationships

### In a relationship with

Can't without her.

''***Do you like Hurting other people?*- Richard**

Jacket is a transfer that appeared in the world of Brave World a decade ago after a series of events related to his past. that since his appearence he has been hoping for a second chance at life..

## Power, Abilities, Stats, Inventory.

### Stats:

* **+3 CQC Encounters (no fire weapons, only first and or melee weapons like baseball bats).**
* **+2 Usage of fire weapons.**
* **+2 speed**
* **-4 technology (He comes from the 80’s, technology is a Lot different nowadays).**
* **-3 Charm, (he’s always silent)**
* **-2 Stealth (Jacket isn’t very used in stealth, the mission he took part always did end up in blood baths)**

**Special ‘’Do you like hurting other people?’’.**

* **+2 Damage**
* **Plus +1 CQC, plus +1 Fire weapons.**
* **This state would last only 3 turn orders**
* **It activates when jacket has successfully damage opponents 4 times or BEYOND. After it , it will reset**

### Inventory:

* Tape recorder.
* Cigarretes.

## Backstory.

**Jacket comes from a country named Miami in the distant era of the 80’s , where everything was neon lights, and stranger. Back then where he lived, there was an American russian conflict in the Isle of Hawaii where he enlisted in the military on a team. After many missions during that conflict, it ended. And Jacket’s life soon after would get upside down. For he’d get strange Phone calls, telling him to go to place , that’d promise bloodbaths and violent extreme moments, without mercy. Weird is that every target seemed to target the Russian Mafia. Jacket never knew why the reason for the call. But in the end he kept doing what they said. And after some unfortunate events. He’d wake up from a sleep having Nightmares of a strange being. And soon after do one last hit.**

**Much time later Jacket’s life would come to an end in his world.**

**But soon. Would begin as he would awake in this new world filled with possibilities.**

**Now he’s seeing what he can do to have a second chance, in his new found life.**

## Storylines

[Will fill whenever something noteworthy happens]

## Funfacts/Trivia

* Jacket originates from the series of games Hotline Miami.
* Originally, when one of the GMs put the idea of a Hotline Miami-based storyline. They expected someone to play as Jacket sooner or later. But perhaps were suprised they were the first to be added before any other additions.
Corriente de desplazamiento

Corriente de desplazamiento

Es una cantidad que está relacionada con un campo eléctrico que cambia o varía en el tiempo. Esto puede ocurrir en el vacío o en un dieléctrico donde existe el campo eléctrico. No es una corriente física, en un sentido estricto, que ocurre cuando una carga se encuentra en movimiento o cuando la carga se transporta de un sitio a otro. Sin embargo, tiene las unidades de corriente eléctrica y tiene asociado un campo magnético. Matemáticamente se define como el flujo de la variación temporal del campo eléctrico a través de una superficie:

Está incorporada en la ley de Ampère, cuya forma original funcionaba sólo en superficies que estaban bien definidas (continuas y existentes) en términos de corriente. Una superficie *S1* elegida tal que incluya únicamente una placa de un condensador debería tener la misma corriente que la de una superficie *S2* elegida tal que incluya ambas placas del condensador. Sin embargo, como la carga termina en la primera placa, la Ley de Ampère concluye que no existe carga encerrada en *S1*. Para compensar esta diferencia, Maxwell razonó que esta carga se encontraba en el flujo eléctrico, la carga en el campo eléctrico, y mientras que la corriente de desplazamiento no es una corriente de carga eléctrica, produce el mismo resultado que aquella generando un campo magnético.

Pese a que hay gente que afirma que la corriente de desplazamiento no existe realmente, se puede pensar en ella como la respuesta de un material dieléctrico a un campo eléctrico variante. La corriente de desplazamiento es la única corriente que atraviesa un dieléctrico perfecto.

La densidad de corriente se puede hallar suponiendo

y utilizando

llegando a:

Combinando estas formulaciones, el campo magnético se corresponde al la forma integral de la ley de Ampère con una elección arbitraria del contorno proporcionado el término de la densidad de corriente de desplazamiento (la ecuación de Ampère-Maxwell):

Aquí, la expresión en términos del campo de desplazamiento es más general, ya que la permitividad del resultado de la derecha supone que el medio es no dispersivo.

y utilizando

y utilizando

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Ringmaster

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Bob

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Rhike

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Ley de Farady

**Ley de Farady**

La ley de Faraday o también llamada ley de inducción electromagnética, es un postulado fundamentado en los experimentos de Michael Faraday, un físico británico que en el año 1831 enunció que el voltaje que se desarrolla en un circuito cerrado, es abiertamente proporcional a la velocidad con que se modifica en el tiempo, el circulación magnética que penetra todo tipo de superficie con el circuito como borde.

Durante la experiencia detectó que había un pequeño cambio en el galvanómetro cuando abría y cerraba el interruptor, por lo que concluyó que lo que ocasionaba esa corriente eléctrica eran cambios del flujo magnético en el tiempo. Tras realizar otra serie de experiencias análogas, formuló la ley de inducción de Faraday, descrita por la siguiente ecuación:

Y que enuncia que “la variación en el tiempo del flujo magnético que atraviesa una superficie, es igual a la fuerza electromotriz, f.e.m., inducida en el lazo conductor que rodea dicha superficie”. Ese flujo podrá variar con cambios en la intensidad del campo, la superficie que atraviesa o el ángulo que forman ésta y el propio campo.

El signo negativo viene explicado por la ley de Lenz y señala que el sentido de esta corriente inducida siempre se opondrá al cambio de flujo magnético que experimenta el circuito.

La ley de Faraday es una relación fundamental basada en las ecuaciones de Maxwell. Sirve como un sumario abreviado de las formas en que se puede generar un voltaje (o fem), por medio del cambio del entorno magnético. La fem inducida en una bobina es igual al negativo de la tasa de cambio del flujo magnético multiplicado por el número de vueltas (espiras) de la bobina. Implica la interacción de la carga con el campo magnético.

    Con el emulador de la Ley de Faraday se puede demostrar lo que sucede cuando el imán se mueve a través de la bobina a velocidades diferentes y cómo esto afecta el brillo de la lámpara, la magnitud y el signo de la tensión.

Hacer clip en el link--->> ☀https://phet.colorado.edu/es/simulation/faradays-law

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Nathook

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Uncy

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Crush

Cocaine cocaine, cocaine Cocaine Cocainum! Cocaine sniff sniff cocaine.

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Google Sales Tax Changes

State and Local Sales Tax changes for **Louisiana** and **Mississippi** will be effective **July 15, 2020**.

In compliance with State Tax Laws, Google will be responsible for determining, charging, and remitting State and Local Sales Tax for all  purchases by customers in Georgia.

Google will remit all Sales Tax for paid apps and in-app purchases by customers in these states to the appropriate authority.

Thank you for your understanding.

State and Local Sales Tax changes for **Georgia** will be effective **April 1, 2020**.

In compliance with State Tax Laws, Google will be responsible for determining, charging, and remitting State and Local Sales Tax for all  purchases by customers in Georgia.

Google will remit all Sales Tax for paid apps and in-app purchases by customers in these states to the appropriate authority.

Thank you for your understanding.
Americas Launch Delayed

😞We regret to inform you that, unfortunately, the 🌎Americas Launch will be delayed.
We sincerely apologize for the delay and the disappointment our community in the American regions may feel right now.
When we launched DragonSky in the other regions, we believed that the game, although not perfect, was ready.

However, we have received tons of great feedback and suggestions from the communities in other regions and realized that there is still so much more that needs to be done.
We are always listening👂 to what our community has to share and are working tirelessly to improve DragonSky to be the best it can be!💯
We greatly appreciate all of the feedback and suggestions you have shared with us thus far and would like to take the time to thank all of our players around the world currently playing DragonSky.👏👏

We will continue to do our best to provide the quality service all our players around the world deserve as we, together with our communities👨‍👩‍👧‍👦, develop and evolve DragonSky to be the game you all expect it to be.

With that said, we have made the tough decision to delay DragonSky's Launch date for the Americas.
We again apologize for the sudden news.

At the moment, it's hard to say they details of the Americas Launching Schedule.
🥺We kindly ask for your patience and understanding.

Thank you all for your love and support for DragonSky!💖
Frank

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Campos eléctricos variables con el tiempo

Campos eléctricos variables con el tiempo

Un campo electromagnético dependiente del tiempo es un campo generado por una distribución no estacionaria de cargas móviles. Para un campo de ese tipo, es necesario contar con las contribuciones de las derivadas parciales respecto al tiempo de todas las magnitudes en las ecuaciones de comportamiento.

Otra peculiaridad de este tipo de campos, es que no existen campos eléctricos puros o magnéticos puros, sino que cualquier campo electromagnético variable presentará los dos tipos de campo. Es decir, para un campo electromagnético variable no es posible encontrar un observador que sólo detecte uno de los dos campos. Una consecuencia de esta concurrencia de los dos campos es la ley de Faraday que afirma que un campo magnético variable induce un campo eléctrico. E igualmente, Maxwell predijo que un campo eléctrico variable induce un campo magnético. Este apoyo mutuo del uno al otro, esto es, un campo magnético que produce un campo eléctrico y un campo eléctrico que produce un campo magnético, resultados en el fenómeno de propagación de onda. La predicción de ondas electromagnéticas y los subsecuentes del uso exitoso de estas ondas en sistemas de la comunicación sea un clímax excelente a los siglos de exploración y experimentación que lo precedieron.

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Conlusión

Y para concluir podemos decir que los modelos estáticos son sencillos, pero inadecuados para explicar los fenómenos electromagnéticos variables con el tiempo. Los campos eléctricos y magnéticos estáticos no producen ondas que se propagan y transportan energía e información, las ondas son la esencia de la acción electromagnética a distancia.
En el presente trabajo se podrá observar que un campo magnético variable induce un campo eléctrico y viceversa.

a principios de la década de 1830, Faraday en Inglaterra y J. Henry en U.S.A, descubrieron de forma independiente, que un campo magnético induce una corriente en un conductor, siempre que el campo magnético sea variable. Las fuerzas electromotrices y las corrientes causadas por los campos magnéticos, se llaman fem inducidas y corrientes inducidas. Al proceso se le denomina inducción magnética.

La inducción solo se da cuando el conductor se mueve formando un ángulo recto con respecto a la dirección del campo magnético. La fem inducida en un circuito es proporcional a la variación temporal del flujo magnético que lo atraviesa.

La ley de Lenz establece que La fem y la corriente inducida en un circuito poseen una dirección y sentido tal que tienden a oponerse a la variación que los produce. La Fem de movimiento es toda fem inducida por el movimiento relativo de un campo magnético y un segmento de corriente. Cuando se hace oscilar un conductor en un campo magnético, el flujo de corriente en el conductor cambia de sentido tantas veces como lo hace el movimiento físico del conductor.

<<--Atras
Monk

Fabled Irish warrior with many tales and accounts of his ability to drink a 10 glass of vod.

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Mitsuki Joyuki

* Mitsuki
* Cyber-Commando

> "Each night, I lie my head to the pillow and tell myself ‘I’m Strong’, because I’ve gone one more day without them."
>
>

## Character Backstory

As a young girl, Mitsuki was the only surviving member of her family after they were killed during a villain attack. Though badly injured and near Death’s door, her life was saved by cybernetics researcher Dr. Elizabeth Darling, but with it came the cost of several body parts. Fortunately for Mitsuki, the parts which were damaged beyond repair were replaced by then state-of-the-art cybernetics created by Dr. Darling.

Taking Mitsuki in as both an adopted daughter and a student, Dr. Darling began training her on how to use her cybernetics in the field of combat, all while also ensuring she received a good education and was able to have a normal childhood as possible. As she got older, her cybernetics would often be replaced with newer versions, and while she became better in terms of fighting and knowledge, Mitsuki was never quite able to make friends with others and was often a somewhat isolated girl.

By the time her 16th birthday came along, Mitsuki decided to use her cybernetics for the greater good. With Dr. Darling’s blessing and one final cybernetic upgrade, she left Darling’s lab and moved to a small apartment in Japan, all while intending not only to become a member of the Hero Association, continue her school studies and try to build social connections, but to also track down and defeat the villain responsible for the death of her family.

## Power, Abilities, Skills, etc.

* ***MARK IV STYLE - With her cybernetic upgrades, Mitsuki is capable of transforming into a more robotic form, enhancing her combat prowess for close-quarters fights at the cost of making her more open for attacks.***

### Stats (Buffs)

* +2 Combat
* -1 Damage Taken (only when Mark IV Style is active)
* +4 Intelligence/Tech
* +3 Perception

### Stats (Debuffs)

* -4 Charisma
* -3 Defense
* -1 Counter
* -2 Stealth

### Special Condition - [MARK IV STYLE: SCANNER]

* Using a built-in scanner when in MARK IV STYLE, Mitsuki is able to scan enemies using a d20 roll. The better the roll, the more information she learns from her opponent. However, scanning can only be done once per encounter, and can only be performed on a single enemy.

### Inventory

* Interface (Custom-designed by Dr. Darling)
* Rucksack
	+ Contains school-work and other stuff

## Fun facts/Trivia

* Mitsuki's face-claim is Ichigo from the anime DARLING in the FRANXX, with elements of her backstory being based around Genos from One-Punch Man & elements from Far Cry 3: Blood Dragon. However, she was not the first DARLING character to be used in the RP.
	+ Furthermore, Brittany Lauda (Ichigo's voice actress in the dub for DARLING) also voices Alyssa Foster (another character who JudgeDreddpool plays) in the SapphireFoxx animated series Getting into Character.
Ejercicio I

EJERCICIOS

**Ley de Lenz**

Ejercicio:

Una bobina de cobre con 100 vueltas y una resistencia de 5 [W] se conectan como se muestra en la figura.  Si la corriente alterna en el solenoide varía en ±1,5 [A] en un sentido y en otro cada 0.005 [s], donde éste tiene 200 [vueltas/cm] y un diámetro de 3[cm].

¿Qué corriente se induce en la bobina?

Solución:

   <<--Volver
Introduccion

La Fuerza magnética que actúa sobre una carga *q* que se mueve con una velocidad Ven un campo magnético B es:

La dirección de esta fuerza magnética es perpendicular tanto a la velocidad de la partícula como al
campo magnético. La magnitud de esta fuerza es:

Donde Ɵ es el angulo mas pequeño entre V× B.La unidad SI de B es el **tesla** (T), donde 1 T = 1 N/A  m.

Si una paricula con carga se mueve en un campo magnetico uniforme, de modo que su velocidad inicial es perpendicular al campo, la particula se mueve en circulo, cuyo plano es perpendicular al campo magnetico. El radio de la trayectoria es:

Donde m es la masa de la particula y *q* su carga. La rapidez angular de la particula con carga es

Si un conductor recto de longitud *L* porta una corriente *I*, la fuerza ejercida sobre dicho
conductor cuando se coloca en un campo magnetico uniforme  es

Donde la dirección de L es en la dirección de la corriente y|L| = *I*.

Si un alambre con forma arbitraria que porta una corriente I se coloca en un campo magnético, la fuerza magnética ejercida sobre un segmento muy pequeño ds  es:

Para determinar la fuerza magnética total sobre el alambre debe integrar la ecuación 29.11 en todo el alambre, teniendo en mente en que tanto  como  pueden variar en cada punto.

En el momento de torsión T sobre una espira de corriente colocado en un campo magnetico uniforme B es:

La energía potencial del sistema de un dipolo magnético en un campo es

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Ley de Ampere

**Ley de Ampere**

Oersted en 1819 descubre que el desvío de la aguja de las brújulas demuestra que un conductor que lleva una corriente produce un campo magnético. Al colocar muchas agujas de brújula, en un plano horizontal, cercano a un alambre vertical largo, se demuestra que cuando no hay corriente en el alambre, todas las agujas apuntan en una misma dirección (La del campo magnético de la tierra). Cuando el alambre conduce una corriente, intensa y estable, todas las agujas se desvían en una dirección tangente al círculo, Estas observaciones demuestran que la dirección del campo magnético producido por la corriente en el alambre es consistente con la regla de la mano derecha. Por consecuencia cuando se invierte la dirección de la corriente las agujas también invierten su dirección.

B--> Es la dirección hacia donde apuntan las agujas de la brújula, las líneas de B--> forman círculos alrededor del alambre. Por simetría, la magnitud de  es la misma en cualquier parte de la trayectoria circular centrada en el alambre y que yace en un plano perpendicular a éste. Al variar la corriente y la distancia desde el alambre, se encuentra que B--> es proporcional a la corriente e inversamente proporcional a la distancia al alambre, como se describe en la siguiente ecuación:

Por lo tanto, la suma de los productos B *ds* a lo largo de la trayectoria cerrada, que es equivalente a la integral lineal de B--> • *ds,* es:

Donde la integral lineal ds  = 2π *r* es
la circunferencia de la trayectoria circular. A pesar de que este resultado fue calculado para el caso especial de una trayectoria circular que rodea a un alambre, es válida para la trayectoria cerrada de cualquier forma (una espira amperiana) que rodea una corriente en un circuito cerrado. El caso general, conocido como la ley de Ampère, puede denotarse como:

La integral de línea de B--> • dS-->  alrededor de cualquier trayectoria cerrada es igual a u0  *I,* donde *I* es la corriente total estable que pasa a través de cualquier superficie limitada por la trayectoria cerrada.

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Inducción Magnética Wiki

La magnitud física que caracteriza al vector que representa al campo magnético recibe el nombre de **vector inducción magnética** y su símbolo es **B**. No debe confundirse con la ley de inducción de Faraday, porque esta última relaciona la circulación de un campo eléctrico con la derivada temporal del flujo del campo magnético que lo genera. En algunos textos modernos recibe el nombre de intensidad de campo magnético (aunque inducción magnética e intensidad de campo magnético no son lo mismo), ya que es el campo real.

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Ruka

* Personal Magic: Chimera
* Luxmancer affinity

+3 perception

+3 intelligence

+1 damage taken

-1 damage given, pacificistic

Additional +1 damage taken from stealth attacks

* +4 mastered magic
* +3 unmastered magic

## Character Backstory

The younger sibling of Rua, Ruka is the more calm and frail person of the twins. She’d usually get frustrated with how Rua acts, but still cares for him. Both twins have set out for HA to learn and become smarter and better people.

## Fun facts/Trivia

* Ruka is originally taken from Yu-Gi-Oh 5Ds
Latula Pyrobe

[Insert introductory text here]

-- "Earthmender" --

==

Power, Abilities, Skills, etc. ==

* "**Magmatude": This magic allows Latula to create infinite magic as long as it is in anyway Volcanic**
* Restoration Shaman: A Shaman that specialises in healing and purification
* INSERT THINGS HERE

### Stats:

* +4 perception / intelligence
* +3 dex/speed
* -1 damage taken
* -3 to non magic deffense
* -3 stealth
* -1 damage given

### Inventory:

* Rad Shades
* Heelys
* Baseball Bat
* Ancient shamanic wolf charm

## Character Backstory

Latula was a transfer that was brought over due to strange causality rippling effects from her home reality. However she was way too young to remember any of it so she doesn't care much for whom she was. All she knows was she was of relative importance and had experienced a terrible fate resulting in her being reincarnated.

Latula lived in a underprovided orphanage in Gitai were she learnt the power of absolute Radness. She used her skills of parkour and skit boarding talent to show up the faker haters. Gaining a close relationship with the Wanshi twins. Seeing them like the family she never really had, though she writes off their kindness as a obligation of them being Jade trolls.

## Fun facts/Trivia

* Latula Pyrobe is a minor character for the webcomic Homestuck
* The intention of Latula was to make a character for the magic school that would be the exact opposite of what Rachel would want to associate with.
* One of her quirks was to be that she was an absolutely terrible cook. However she ended up regaining her sense of smell which allowed her to become an actually pretty decent cook
Husker Managan

*"Welcome to the Eternal Flame, what the fuck can I do for ya?"*

## Power, Abilities, Skills, etc.

* **Flight:** You see those fuckin' wings? Do I gotta say more?
* **Long Sharp Claws:** Capable of cutting through steel.

* **Card Suit Powers:** Able to utilize the characteristics of the card suits on his wings to infuse himself or others with different effects.

### Card Suit Powers:

* **Hearts:** Pacifies and makes someone prone to opening up about themselves.
* **Diamonds:** Temporarily makes the infused body or object unbreakable.
* **Clubs:** Makes the user enter a drunken rage that increases their offensive capabilities.
* **Spades:** Erases all stray thoughts and increases concentration, also gives resistance (not immunity) to mental influences.

## About the Character

The Eternal Flame's bartender who's far from friendly, but won't snap at you as long as you give him his space and not mess up his place of business. But if one gets on his... good enough (?) side, he would introduce them to special kinds of liquor that do much more than get you drunk, that's because they're infused with the effects of his power. They're available to be obtained for the price he decides. Despite having a lot of capabilities, he hardly uses them outside of his brewing duties and stays behind the bar counter for most of his days.

## Storyline:

* A fuckin' blacklisted guy apparently entered my bar, Humpin' Brook or somethin'? He got recognized by this old man who I'm sure was old even when I was a fuckin' kid.
* I showed the Demoman my special inventory and got to shoot him with a fuckin' shotgun. So that was fun.
* The irresponsible little shit of a radio boy was being the annoyin' fuck he always was then got kidnapped by some fat fuck. Apparently it was a cult, who woulda guessed.
* Had a couple of more visitors that dared lay their hands on me, barely held myself back from tearin' em to ribbons. Ah well, with their attitudes somethin' else must'a mauled them by this point.
* Went up to the Mountain and got trapped in these floatin' jelly beans. No drink I serve makes you see that shit. I got out by fuckin' yellin' profanities at 'em. Turns out the demon that caused that was the radio himself. He's dead now and good fuckin' riddance I say.

## Fun facts/Trivia

* INSERT THINGS HERE
* INSERT THINGS HERE
* INSERT THINGS HERE
Líneas de Inducción Magnética

**Líneas de Inducción Magnética**

La inducción magnética es una cantidad vectorial, semejante a la intensidad de campo eléctrico en un campo eléctrico, de hecho, se define de igual forma: “ Es el cociente que resulta de dividir la magnitud de la fuerza sobre un polo de prueba, localizado en un punto del campo, entre la magnitud del polo”.

En el campo eléctrico:                                  En el campo magnetico:

Donde B es la magnitud de la inducción magnética en Tesla (T). Una Tesla es igual a un Weber entre metro cuadrado ( T = Wb / m2 ) ó ( T = N / A m ), F es la fuerza en Newton ( N ) y P la masa magnética ó polo en Ampere metro ( A m ).

Así como las líneas de fuerza sirven para visualizar un campo eléctrico, las líneas de inducción magnética se utiliza para representar un campo magnético.

Tiene las siguientes características.

* La limadura se alinean con las líneas de

campo que muestran la dirección del campo en cada punto

* Las líneas de inducción son tangente el

vector B en todo punto

* En las regiones donde las líneas de

inducción están mas próximas al campo magnético es mas intenso.
La inducción magnética al ser una cantidad vectorial, requiere, para definirla, decir cuanto vale el módulo y hacia a donde apunta  (dirección). Por lo que respecta al módulo se calcula con la ecuación de la definición y la dirección será la que tenga la fuerza sobre el polo de prueba.

Haciendo nuevamente una analogía con el campo eléctrico, la inducción magnética en un punto de un campo magnético se puede determinar en base a la intensidad de la masa magnética “aislada” puntual que genera el campo y la distancia de esta al punto considerado, por lo que la magnitud del campo puede calcularse  con el modelo:

Donde “B” es la inducción en un punto debida a una masa magnética puntual a una distancia “r” de la masa; “K’ “ la constante de la ley de Coulomb para el magnetismo siendo igual a 10-7 Wb/ Am ; “M” la masa magnética generadora del campo en Ampere metro; y “r” la distancia de la masa generadora a el punto considerado.

Por lo que respecta a la dirección de la inducción, ésta coincidirá con la del movimiento de una masa magnética de prueba colocada en el punto considerado cuando se aplique la ley de los polos magnéticos.

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Nagisa Shingetsu

* Normal
* Robot suit
* Super robot suit

*"Everybody leaves their trace."*

## Power, Abilities, Skills, etc.

* **Energy Radar:** Any being that has life energy on the planet is able to be detected by him when in close enough proximity of him.
* **Specific Tracking:** Upon collecting someone's energy signal, he is able to pinpoint them at almost any location if he focuses hard enough.
* **Energy Construct Awareness:** With his ability, Nagisa is also able to tell what is real and what is an energy construct or illusion.
* **Robot Boy Suit:** After the Mercenaries have temporarily left Northrend, to compensate for the loss of firepower, he busted out the robot suit that was made back in Japan. With it, he possesses enhanced strength, speed, durability, the ability to fly and shoot repulsor blasts. He mostly uses it in emergencies.

## About the character:

Nagisa is a man of short stature, but don't remind him of that as it easily miffs him. Aside from being grumpy, focused and serious most of the time, he does actually have a heart. He used to work in Japan as a Missing Hanshin Investigator, but he felt his job became obsolete when Hanshin tracking technology had been properly introduced. As a result, he moved to a country where his services were needed the most, a country where people could easily get into all kinds of trouble in the unpredictable wilderness. And thus, the Rescue Center had been born with him being in charge.

## Fun facts/Trivia

* INSERT THINGS HERE
* INSERT THINGS HERE
* INSERT THINGS HERE
Patricia Koriga

Peacock / Patty

## Relationships

### Family

Lynne Koriga (Mother), Chixie Koriga (Mother), Skylla Koriga (Aunt), Ladyy (Great Aunt)

### In a relationship with

No One

"Time to paint the town red!"

## Power, Abilities, Skills, etc.

* **Squash 'n' Stretch:** Peacock’s body is pretty much made of rubber, allowing her to stretch herself in peculiar ways like a rubber-hose cartoon character.
* **Hammerspace Pocket:** Just like a rubber-hose cartoon character, Peacock manages to pull items out of thin air from her hammerspace pocket.

### Stats:

* +3 Defense
* +3 Combat
* +3 Speed
* Immune to bullets
* -6 Stealth
* -6 Perception
* HP: 20

### Inventory:

* A random assortment of weapons that nobody knows where she keeps them, or where she even got them

## Character Backstory

Daughter to Lynne Korpse (now Lynne Koriga) and Chixie Koriga, this little son of a bitch is here to cause a ruckus and make sure you know it was her fault! Delinquent like in nature, she goes out of her way to look for trouble with her gang, while acting like a mobster boss the entire time.

## Storyline:

Peacock's first appearance is in that of the 2030 World Tournament, in which she alongside two members of her gang joined in to be able to help get some more money for her parents. She was defeated by The Nerd, and gained nothing. She's since gotten over the loss, however won't show The Nerd mercy should she come across him ever again.

## Fun facts/Trivia

* Patricia Koriga's faceclaim comes from the *Skullgirls* series. In it, her original name is *Patricia "Peacock" Watson.*
VOICE

Just don't be too loud with your voice, otherwise, you'll likely topple a few buildings.

### Type:

Hanshin Ability

> "Well, I can control my voice's volume, which often leads to a few broken windows or, in the worst-case scenario, a building gets knocked down, if I'm not careful." ***- Rise Kujikawa explaining his ability to Kyoko Kirigiri***
>
>

## Capabilities

[Long explanation about how the power works here.]

#### Applications:

* [INSERT APPLICATIONS HERE AS MANY AS YOU LIKE]

## Users

Rise Kujikawa
 Fun facts/Trivia

* INSERT THINGS HERE
* INSERT THINGS HERE
* INSERT THINGS HERE
Tavish Degroot

### Power

[Demolition expert] : Like every Degroot , they possess an uncanny knowledge in how to be a Demoman.

## Relationships

### In a relationship with

None yet.

***"What makes me a good demoman? If I were a bad demoman, I wouldn't be sittin' 'ere, discussin'  it with ye would I?" - Tavish Degroot***
*​​​​​*

Tavish Degroot, it's the demolition's Expert from RED team. that were Transfered in this world a decade ago, alongside the rest of his team, who decided to stay and live here.

### Stats:

[HP:34]

* **+2 speed**
* **+2 Damage given (Only if their pipes or grenades hit the target)**
* **-2 Perception(Duh!)**
* **If near demoman was near the explosion , as in, the so close that not only the target but him gets damaged, , it will take 1 HP away**
* **[Fluff] He can drink quite a lot**

**Special Conditions/Attacks:**

* **Grenade Launcher : Launcher that can throw up to 4 pipes toward enemies and bounce of walls, it’s possible it can target multiple targets.**

**+3 When using Grenade Launcher at a close range towards their target**

**-2 when the target it’s to far away that the pipe may not be launched towards them**

**-2 Damage given to those near the target if they aren’t that close (Splash damage)**

* **Sticky Launcher: Launcher that can shoot approximated 8 grenades that can get stuck in any surface, if well hidden can be used as a defense tactic as they are detonated**

**+2 When using stickies**

**+3 Stealth**

**-2 when using stickies toward someone at a Long distance**

**[If far away of the explosion just a -2 damage because not wasn’t near the impact)**

**[If near it can target a group of people]**

**[After used will have a 1 turn circle cooldown, these take a long time reloading]**

* **(special: Charge) Tide Turner : A powerful shield that when used Demoman can run a great length!**

**Added a +1 to speed.**

**added +1 to Ayelander’s buff**

**+2 damage given (it breaks)**

**[It’s only usable after 4 turns, and after that it will have a cooldown of 3, which after the cooldown will become usable again after 1]**

* **Eyelander: A Haunted Sword that speaks Demoman for Heads, it big weight allow him to attack at a great distance.**

**+2 when used at a CQC Melee Distance**

**-2 Offense if they’re far away (It’s a Melee it can’t exactly shoot somebody)**

### Inventory:

* Sub-human liver.
* **Grenade Launcher**
* **Sticky Launcher**
* **Tide Turner**
* **Eyelander**
* **bottles o’ Skrumpey**

## Backstory.

"**A'richt laddie, this is how it happened. "**

**"Sae was a fine day i was just minding mah ain buisness, haein a drink o' mah  fave boattle. In one o' thae crakin' japanese bars"**

**"Next thing I know I blacked oot, 'n' whin I woke up a'm in a boat ticket towards northrend."**

**"Heard mah lads medic, sniper 'n' th' engie wur thare, but think ah will have th' time judging how guid are thair cauld drinks before paying a visit tae them"**

## Fun Facts/Trivia.

* Demoman comes from the multiplayer class game Team Fortress 2.
* It is been said that the player that plays the Demoman, whenever he brought him. He has quite a decent scottish accent.
Pass Acquisition Amount Up (5/31/20)

**Event Duration:** 5/31/2020 - TBA

- The score acquisition amount for Dragon Pass and Battle Pass will be increased by 2 times.
- Please go to Pass > Help (Question Mark Button) to view details on the Pass Score Acquisition.
- Dragon Pass Score
: Dragon Fusion (Rare) 3pts -> 6pts
: Dragon Fusion (Epic) 6pts -> 12pts
: Dragon Fusion (Legendary) 12pts -> 24pts
- Battle Pass Score
: Daily Boss 4pts -> 8pts
: Legendary Boss 8pts -> 16pts
: Journey 6pts -> 12pts
: Legion Elimination 15pts -> 30pts
: Broken Seal 25pts -> 50pts