recursal/Fanatic-Fandom huggingface dataset:
KJ Apa

**Keneti James Fitzgerald Apa** is a New Zealand actor who portrays Hayden Deveraux on *The Witchy Diaries*. He is known for his role as "Archie Andrew" on *Riverdale*.

## Early History

K.J. Apa was born on June 16, 1997 in Auckland, New Zealand as Keneti James Fitzgerald Apa. He is an actor, known for Riverdale (2016), The Hate U Give (2018) and The Cul De Sac (2016).

## Filmography

* **Altar Rock** (2019)
* *The Last Summer* (2019)
* *Riverdale* (2016-2019)
* *Your Brain on Jingle Jangle* (2018)
* *The Tonight Show Starring Jimmy Fallon* (2018)
* *A Dog's Purpose* (2017)
* *Shortland Street* (2014-2015)

## Name

* The name **James** is an English baby name. In English the meaning of the name James is supplant.

## External Links

* IMDb
* Wikipedia

## References

1. ↑ https://www.sheknows.com/baby-names/name/james/
Relic of Power

Beginning: Chapter 14

Failed: Chapter 20

Quest rank: A

Quest objective: The goblins have stolen a precious relic of power that contains an untapped and mighty energy. If this energy is harnessed properly, it can grant it's user great and unforetold power.

Time limit: 2 hours

0/1 Find the location of the stolen 'Relic of power' before it's secrets are uncovered.

0/1 Return the 'Relic of power' to Gilidore.
Fissuring point

Skill creator: Izroth

Skill level: MAXED (Ch.121)

Skill rank: C

Energy cost: 20

Active: Deals 200% of the user attack as damage. The damage from this skill ignoree all shields and 100% of the target's defense. If this skill deals damage to someone with a shield active, the cooldown of this skill is increased to 30 seconds. This skill cannot be 'Blocked'.

Cooldown: 5 seconds.
Time Dilation

Skill Name: Time Dilation

Skill Level: 0.00%

Skill Rank: Unique\*

Requirements: Be the first player to achieve a Perception stat of 15 or higher.

Active: The user will perceive everything at [1% to 99%] of its actual speed. The longer this effect is active and the slower the user perceives everything, the greater the burden placed upon them. This burden is lessened the higher the user's skill level. Over usage of this skill can permanently damage one's perception.

Cooldown: None

Special Note: This skill has no direct effect on the user's actual speed or reaction time.
Natural Pill Master

Trait Name: Natural Pill Master

Trait Level: 1

Trait Effect: The user gains the following benefits for their unrelenting determination in pill crafting.

«Mind of Pill Craft»: The user has a small chance to enter the perfect state of crafting during pill creation. Temporarily increases the user's focus, pill crafting speed and senses by an extraordinary amount. Amount varies depending on the level of user focus.

«Superior Pill Crafting»: +25% Pill Crafting Speed

«Blessing of The Pill Craft»: +0.1% Blessing of the Craft

Special Note: A true pill master is both naturally born and created!
Warpath Blade: Gale Zone Guard

Skill Name: Warpath Blade: Gale Zone Guard

Skill Level: 1/4

Skill Rank: A

Requirements: Level 45, Sword Equipped

Mana Cost: 250

Active: Summons forth a gale of wind that protects the user from all incoming attacks and crowd control for 5 seconds. The user cannot attack or move during this period of time or the gale of wind surrounding them will disperse. During the period of time that the gale of wind is active, it absorbs 35% of all damage received and converts it into an attack with the wind element. The total converted damage amount cannot exceed five times the user's attack power (MAX Damage Converted: 10,305). The user's next sword attack will deal bonus damage as wind damage based on the amount of damage converted.

Cooldown: 5 minutes 25 seconds

Description: The Warpath Blade seeks peace, but embraces war.
An old friend

Beginning: Chapter 24

Completed: Chapter 27

Recommended level: 10

Reccomended party size: 1

Quest rank: C

Quest objective: Travel through the Willowed Forest and deliver a handwritten letter by Gear to an old friend of his located at the Combat Master facility within Amaharpe.

Time limit: 1 day

* 0/1 Deliver the letter.

Rewards:

* 2 silver coins
* 500 EXP
* 1 official class badge
Blade of lightning

The sword Izroth gets for completing the S class quest «Journey to the Seer».

Weapon Name: Blade of Lightning

Weapon Rank: Rare

 Weapon Level: 15

 Requirements: 140 Attack

 Attack Damage: 100

 Weapon Skill Lightning Charge(Passive) - Every time the user
completes a successful attack they gain 1 «Lightning Charge» (MAX: 10).
When the user reaches the maximum of 10 «Lightning Charge», they can
unleash a powerful skill known as «Lightning Field».

 «Lightning Field» - When the user reaches 10 stacks of «Lightning
 Charge», a field of lightning is summoned within a 15 meters range
around the user. Every 1 second an enemy is within the lightning field,
there is a 50% chance for them to be «Paralyze» for 0.25 seconds. While
within the lightning field, the user's Attack and Agility are increased by 50% and all their attacks deal 20% bonus damage as «Lightning
Damage». This skill last for 10 seconds.

 Cooldown: 13 minutes
Wall walking

A skill learned by Izroth.

Skill level: Maxed

Skill rank: C

Requirements: 100 Agility

Eergy per second: 8

Passive: Grants the user of this skill the ability to walk on walls while moving at a speed above 99 agility. The user cannot exceed a height of 30 meters from the starting point of this skill.

Description: This skill is the prerequisite for the skill 'Air Walking'. The user's 'Energy' is only drained while wall walking, not during regular movements.
Boundless Emperor Void Perfection

Skill Name: Boundless Emperor Void Perfection

Skill Creator: Izroth

Skill Level: 1

Skill Rank: Growth(Current Rank Equivalent: E-)

**«Boundless Nullifying Expanse»**

Active: The user creates a «Nullification Zone» within 1 to 20 meters that last for 5 minutes.

«Nullification Zone» - While inside this area, the following effect(s) are applied to everyone(including the user) and cannot be negated:

-Instantly removes all buffs and debuffs.

-All magic other energy sources are consumed and then nullified upon use.

-Weapon/Armor passive and active skills are disabled. Any active skills in use are nullified.

-Items cannot be removed from the inventory or used.

-Only physical attacks/skills that do not require any mana or alternate energy source may be used. All other skills are nullified.

-Cannot leave the area of the «Nullification Zone» for the duration of the skill.

Skill Note: Skill duration may vary depending upon those trapped inside. This skill can be broken by the user at any time or by someone whose power exceeds the limits of the user's «Nullification Zone».

Cooldown: 252 Hours
New Skills

On a Dead World Alone introduces the following new skills.

## Knowledge: Ancients (Int)

This Knowledge skill covers pre-War culture and history, as well as a general understanding of what Ancient life was like.

## Technology (Int)

You are skilled at understanding, repairing, and using artifacts of the Ancients.

### Identify Artifact

You can use Technology to discover the function of an Ancient artifact. The DC depends on the rarity and complexity of the artifact to be identified.

### Repair Artifact

With the right tools and spare parts, you can restore an Ancient artifact to working order. The DC and parts required depends on the complexity of the artifact and how much damage it has sustained.

Repairing a complex artifact, such as a robot or vehicle, takes 1 hour of work, and an appropriate tool kit. At the end of the hour, make a Technology check (DC 20). If successful, you restore 2d6 hit points to the artifact.

### Use Computer

You can use Technology to interact with Ancient computer systems. See Computer Systems for details.
Dev Sandbox

Public Dev Sandbox for testing code.

**MONSTER NAME CR #**

**XP ###**

AL Size Type (subtype)

**Init** +#; **Senses** sense ## ft.; Perception +##

**Aura** aura
**DEFENSE**

**AC** ##, touch ##, flat-footed ## (+# type, +# type)

**hp** ## (#d#+#)

**Fort** +#, **Ref** +#, **Will** +#

**Defensive Abilities** ability; **DR** ##/bypass; **Immune** immunity; **Resist** type ##; **SR** ##

**OFFENSE**

**Speed** ## ft., fly ## ft. (maneuverability)

**Melee** attack +# (#d#+#)

**Ranged** attack +# (#d#+#)

**Special Attacks** special attack

**Spell-Like Abilities** (CL #th)

    #/day - *spell*

**Spells Prepared** (CL #th)

    #th - *spell* (DC ##), *spell*

    0 (at will) - *spell*, *spell*

**STATISTICS**

**Str** ##, **Dex** ##, **Con** ##, **Int** ##, **Wis** ##, **Cha** ##

**Base Atk** +#; **CMB** +#; **CMD** ##

**Feats** Feat, Feat, Feat

**Skills** Skill +#, Skill +#, Skill +#; **Racial Modifiers** +# Skill

**Languages** Language, Language

**ECOLOGY**

**Environment** environment

**Organization** solitary, small (#-#), medium (#-#), large (#-#)

**Treasure** treasure multiplier

**SPECIAL ABILITIES**

**Special Ability (Ex)** Ability description.

**Special Ability (Ex)** Ability description.
Uplifted Rabbit

Warlike, rebellious, and fiercely individualistic, uplifted rabbits are a volatile species. Large numbers tend to live together in intricate warrens, breeding quickly to balance their constant losses to violence. Uplifted rabbits tend to be jaded and aggressive, defending themselves and their tribe with shocking brutality. Rabbits were originally named after famous football or soccer players (Beckham 13, Ronaldo 90, Kaepernick 85).

## Uplifted Rabbit Racial Traits

**+2 Dexterity, +2 Wisdom, -2 Constitution:** Uplifted rabbits are quick and clever, but fragile.

**Monstrous Humanoid:** Uplifted rabbits are monstrous humanoids with the uplifted animal subtype.

**Medium:** Uplifted rabbits are Medium creatures and have no bonuses or penalties due to their size.

**Fast Speed:** Uplifted rabbits have a base land speed of 40 feet and a Burrow speed of 20 feet.

**Darkvision:** Uplifted rabbits can see in the dark up to 60 feet.

**Fearless:** Uplifted rabbits gain a +2 racial bonus on all saving throws against fear effects.

**Defensive Training:** Uplifted rabbits gain a +2 dodge bonus to Armor Class.

**Nimble Attacks:** Uplifted rabbits receive Weapon Finesse as a bonus feat.

**Jumper:** Uplifted rabbits are always considered to have a running start when making Acrobatics checks.

**Sprinter:** Uplifted rabbits gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

**Swarming:** Uplifted rabbits are used to living and fighting communally with other members of their race. Up to two uplifted rabbits can share the same square at the same time. If two uplifted rabbits that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Festrog

**Festrogs** are hideously deformed undead, hairless and covered with diseased boils. More animalistic than most humanoid undead, festrogs are the result of a biological weapon employed during the Last War.

Festrogs are fast, agile and, in spite of their appearance, remarkably cunning. They often form small bands and hunt in packs, lairing in sunless areas easily defended by group tactics, such as ruined sewer or subway tunnels. They are known for following a target at a distance for an extended period before suddenly charging from the darkness, loping on all fours, to pounce on their prey, tearing chunks of flesh from their still-living body, then dragging their victim back into the darkness.

The disease that created the first festrogs is spread via fluid-filled pustules that cover the festrog's body. When these boils are ruptured in combat, the pus inside spurts free, spattering the attacker with the disease-ridden fluid. Within 24-hours, the unfortunate victim breaks out in painful necrotic boils. A victim who dies from the disease rises as a festrog hours to days later unless preventative measures are taken.

## Statistics

**Festrog CR 1**

**XP 400**

NE Medium undead

**Init** +1; **Senses** darkvision 60 ft., scent; Perception +6

**DEFENSE**

**AC** 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)

**hp** 9 (2d8)

**Fort** +0, **Ref** +1, **Will** +4

**Immune** undead traits;

**OFFENSE**

**Speed** 30 ft.; four-footed run

**Melee** bite +4 (1d6+3 plus feed), 2 claws +5 (1d4+3)

**Special Attacks** charging trip, diseased pustules, feed

**STATISTICS**

**Str** 17, **Dex** 13, **Con** -, **Int** 10, **Wis** 12, **Cha** 11

**Base Atk** +1; **CMB** +4; **CMD** 15 (19 vs. trip)

**Feats** Weapon Focus (claw)

**Skills** Climb +8, Perception +6, Stealth +6, Survival +3

**Languages** Common

**ECOLOGY**

**Environment** any land

**Organization** solitary, pair, gang (3-5), or pack (6-11)

**Treasure** standard

**SPECIAL ABILITIES**

**Charging Trip (Ex)** A festrog that hits with its bite after making a charge attack on all fours can attempt to trip its opponent (+4 bonus). This trip does not provoke attacks of opportunity.

**Diseased Pustules (Ex)** When a festrog takes damage from a piercing or slashing weapon, some of its boils rupture, squirting the attacker with puslike fluids. The noxious secretions carry a potent contact disease that causes those infected to break out into painful necrotic boils.
  *Necrotic Boils:* Disease - contact; *save* Fort DC 11; *onset* 1 day; *frequency* 1/day; *effect* 1d4 Con; *cure* 1 save.

**Feed (Su)** Every time a festrog makes a successful bite attack, it feeds on its opponent's flesh and gains 5 temporary hit points. The festrog cannot have more than 5 temporary hit points gained by this ability at one time.

**Four-Footed Run (Ex)** A festrog can run on all fours at a speed of 50 feet if it doesn't hold or carry anything in its hands. When running on all fours, it is treated as if it had the Run feat.
Races of a Dead World

Before the fall of civilization, the only widely-spread sentient species was humanity. Robots nearly indistinguishable from humans were beginning to be created in government robotics labs, but for the most part, humans were alone on Earth.

This is no longer the case. While relatively unmutated humans are still the majority, several other races now exist alongside them. Mutants, uplifted animals, robots, and stranger creatures now count themselves among the races inhabiting post-apocalypse Earth.

## Humans

Generally unmutated humans are still the norm in the wasteland. Some may possess minor mutations such as unnatural skin and hair colors, small deformities, and other inconsequential deviations from pre-Collapse humanity, but nothing significant enough to set them apart from their ancestors.

## Ghouls

Ghouls are partially-resistant victims of the same biological weapon that creates zombies. Unlike their mindless counterparts, ghouls retain their cognitive faculties and lack the zombies' insatiable hunger, but suffer similar bodily degeneration. As a result of their unique condition, ghouls are immune to the ravages of disease and radiation, but tend to look like walking corpses.

## Mutants

Mutants are the result of massive amounts of radioactive fallout and biological weapons released into the environment by the Last War. Mutants come in a huge range of shapes, sizes, and variations, but are roughly divided into first, second, and third generation mutants based on the number and significance of their mutations.

## Uplifted Animals

Pre-War genetic experimentation resulted in the creation of humanoid animals, granted human-like intelligence and manual
dexterity to go along with their natural advantages.

## Robots

Before the apocalypse, robots had become an
ubiquitous part of modern life. Cleaning robots swept the floors, security robots patrolled the streets, and combat robots served in the military.

## Synths

Leading up to the Final War, many militaries and even some civilian businesses, attempted to create robots that were nigh-indistinguishable from humans. The result was the synth: a synthetic human. Though models vary somewhat, generally a synth has a metal skeleton and
mechanical components that can simulate most functions of the human body, all covered with a fairly convincing synthetic skin.
Mercenários da Lâmina-Negra

Um grupo de mercenários do Extremo-Norte do Reino da Planície, tão admirado quanto temido, a Lâmina Negra é um batalhão privado que serve ao Duque Rodarrubra e seus interesses.

## Origem

Fundado em 1109 por Meiren Adnus de Nobre-Fúria, uma mercenária famosa da região, o grupo surgiu dentre os conflitos que estavam ocorrendo na fronteira sul do Extremo-Norte durante a Guerra das Presas, caçando criminosos de guerra e companhias mercenárias menores.

Inicialmente, batizados como Mercenários da Lâmina-Feral, o grupo apoiava o exército das Presas, porém, com o desenvolver do conflito, eles mudaram de lado e passaram a lutar pelos Fundadores, recebendo assim o patrocínio do Duque Rodarrubra e mudando seu nome para Mercenários da Lâmina-Negra. A partir desse momento, eles começaram a trabalhar como uma força de elite particular, cuidando do território e dos interesses do Duque.

No entanto, essa era apenas a superfície de um plano muito mais complexo, e enquanto o Duque Rodarrubra e os Mercenários da Lâmina-Negra simulavam estarem lutando ao lado dos Fundadores, eles na realidade permaneciam como apoiadores das Presas, vindo a revelar suas verdadeiras intenções apenas em 1115, durante a Sétima Incursão do Império Laudêmio.

## Formações e Cargos

Embora já tenham tido dezenas de formações e centenas de membros, os Mercenários da Lâmina Negra sempre se dividiram em dois grupos, cada um com seus respectivos cargos e funções.

A grande maioria dos mercenários compõe as fileiras do exército da Lâmina Negra, totalizando quase 150 soldados treinados para proteger o Ducado de Rodarrubra e as muitas outras posses e negócios do Duque que se estendem por toda a região do Extremo-Norte. Esses soldados possuem um treinamento mais simples e não são tão bem equipados, mas são superiores a guardas comuns, passando por um treinamento rígido e constante.

As forças de elite da Lâmina Negra são os Mercenários Generais, responsáveis por concluir contratos que requerem um grau maior de especialização e coordenar as tropas do Duque Rodarrubra. No entanto, muitos desses Generais são delegados a diferentes funções, servindo também como conselheiros, investigadores e espiões.

Meiren, a líder e fundadora do grupo, é o braço-direito do Duque Rodarrubra, assegurando sua segurança particular e organizando o restante de suas forças militares.

## Membros

* Meiren Adnus de Nobre-Fúria (Líder e Fundadora)
* Hyda Alther de Último-Porto
* Ingrid Galdus de Guarda-Promessa
* Urster Dagon de Bravo-Escudo
* Ivran Alucar de Portão-do-Vale
* Ibrard Ulthred
Combat Armor, Reinforced

This is a heavier version of the standard combat armor, reinforced with additional plates on the thighs and shoulders, as well as additional kevlar reinforcement on the joints. It was issued with a matching helmet with a built-in headlamp. The headlamp functions as a standard flashlight and is powered by a power cell.

Some suits of combat armor were issued in camouflage patterns;  woodland, desert, winter (primarily white), urban (gray patterned), and black were common. When worn in an appropriate environment, combat armor grant a +2 equipment bonus on Stealth checks to hide.
Uplifted Rat

The most numerous of uplifted animals, rats live in huge communal nests. They breed so quickly that overpopulation is a constant concern, but this is balanced by their ability to live nearly anywhere not lethally irradiated. Rats were originally named after famous composers (Bach 91, Mozart 44, Vivaldi 67).

## Uplifted Rat Racial Traits

**+2 Dexterity, +2 Intelligence, -2 Strength:** Uplifted rats are agile and smart, yet physically weak.

**Monstrous Humanoid:** Uplifted rats are monstrous humanoids with the uplifted animal subtype.

**Small:** Uplifted rats are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

**Slow Speed:** Uplifted rats have a base speed of 20 feet.

**Darkvision:** Uplifted rats can see in the dark up to 60 feet.

**Rodent Empathy:** Uplifted rats gain a +4 racial bonus on Handle Animal checks made to influence rodents.

**Swarming:** Uplifted rats are used to living and fighting communally with other members of their race. Up to two uplifted rats can share the same square at the same time. If two uplifted rats that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

**Tinker:** Uplifted rats gain a +2 racial bonus on Craft (alchemy), Perception, and Technology checks.
Miss South Africa 2019

**Miss South Africa 2019** as the 54th edition of Miss South Africa. It was held on 12 April 2019 at the Sun Arena at Time Square in Pretoria. It was simulcasted as a live broadcast on M-Net and DStv, and was hosted by Bonang Matheba.

Peggy-Sue Erdman of Gauteng crowned her successor Jessica Tovey of Gauteng at the end of the event. Tovey will represent the South Africa at Miss Universo 2019 and Miss Mundo 2019.

## Results

### Main

 **Top 5** | * **KwaZulu-Natal** –Jolien Mark
 **Top 10** | * **Gauteng** –Kenisha Torres
* **Gauteng** –Mandisa Ntlokwana
* **Gauteng** –Rebekah Simpson
* **Mpumalanga** –Songezwa Zwelinzima
* **Northern Cape** –Anneline Webber

## Contestants

30 delegates have been confirmed to compete in this year pageant.
Bestiary Template

The following is a code template for a Bestiary entry.

## Template

```
<div width=80% style="font-size: 14px; font-family: 'Trebuchet MS',Arial,Verdana,Helvetica,sans-serif;background-color:#F1DAB0;color:#000000;padding:10px;"> <span style="font-size:large;">'''MONSTER NAME CR #'''</span><br />
'''XP ###'''<br />
AL Size Type (subtype)<br />
'''Init''' +#; '''Senses''' sense ## ft.; Perception +##<br />
'''Aura''' aura
<span style="text-decoration:overline underline;">{{nowrap|'''DEFENSE'''{{spaces|en|100}}}}</span><br />
'''AC''' ##, touch ##, flat-footed ## (+# type, +# type)<br />
'''hp''' ## (#d#+#)<br />
'''Fort''' +#, '''Ref''' +#, '''Will''' +#<br />
'''Defensive Abilities''' ability; '''DR''' ##/bypass; '''Immune''' immunity; '''Resist''' type ##; '''SR''' ##<br />
<span style="text-decoration:overline underline;">{{nowrap|'''OFFENSE'''{{spaces|en|100}}}}</span><br />
'''Speed''' ## ft., fly ## ft. (maneuverability)<br />
'''Melee''' attack +# (#d#+#)<br />
'''Ranged''' attack +# (#d#+#)<br />
'''Special Attacks''' special attack<br />
'''Spell-Like Abilities''' (CL #th)<br />
{{spaces|4}}#/day - ''spell''<br />
'''Spells Prepared''' (CL #th)<br />
{{spaces|4}}#th - ''spell'' (DC ##), ''spell''<br />
0 (at will) - ''spell'', ''spell''<br />
<span style="text-decoration:overline underline;">{{nowrap|'''STATISTICS'''{{spaces|en|100}}}}</span><br />
'''Str''' ##, '''Dex''' ##, '''Con''' ##, '''Int''' ##, '''Wis''' ##, '''Cha''' ##<br />
'''Base Atk''' +#; '''CMB''' +#; '''CMD''' ##<br />
'''Feats''' Feat, Feat, Feat<br />
'''Skills''' Skill +#, Skill +#, Skill +#; '''Racial Modifiers''' +# Skill<br />
'''Languages''' Language, Language<br />
<span style="text-decoration:overline underline;">{{nowrap|'''ECOLOGY'''{{spaces|en|100}}}}</span><br />
'''Environment''' environment<br />
'''Organization''' solitary, small (#-#), medium (#-#), large (#-#)<br />
'''Treasure''' treasure multiplier<br />
<span style="text-decoration:overline underline;">{{nowrap|'''SPECIAL ABILITIES'''{{spaces|en|75}}}}</span><br />
'''Special Ability (Ex)''' Ability description.<br />
'''Special Ability (Ex)''' Ability description.<br /> </div>
```
Ghouls

Ghouls are one of the stranger phenomena of the wasteland. Once unmutated humans, ghouls were exposed to immense amounts of radiation and a cocktail of various weaponized viruses and chemical weapons, and through a fluke of genetics managed to come out of it virtually immortal, rather than dying in the most horrible way imaginable.

During their transformation, a ghoul’s skin sloughs off, revealing a leathery subsurface that gives them an appearance akin to a desiccated corpse. However, their horrific appearance is offset by immunity to radiation and significant longevity. Their lifespan is expanded so far that ghouls who were alive pre-War are not particularly rare.

## Ghoul Racial Traits

**+2 Constitution, +2 Wisdom, -2 Charisma:** Ghouls are ugly, but their leathery hide is tough and the experiences of several lifetimes grants significant wisdom.

**Medium:** Ghouls are Medium creatures and receive no bonuses or penalties due to their size.

**Normal Speed:** Ghouls have a base speed of 30 feet.

**Darkvision:** Ghouls can see in the dark up to 60 feet.

**Radiation Immunity:** Ghouls are immune to all but the most potent radiation. They are completely immune to Mild, Low, and Moderate radiation. Should a ghoul contract radiation sickness, it affects their mind rather than their body, dealing Wisdom damage in place of Constitution damage. A ghoul whose Wisdom is reduced to 0 by radiation sickness loses their mind and goes irretrievably feral.
Uplifted Reptile

Uplifted reptiles tend to be tribal and territorial. They largely keep to themselves, but defend their territory savagely if attacked. Uplifted reptiles are sequential hermaphrodites, and it is not uncommon for a reptile tribe’s alpha female to change sex in order to challenge the alpha male’s position in the tribe. Reptiles were originally named after celebrities in the music industry (Elvis 48, Hendrix 63, Pavarotti 15).

## Uplifted Reptile Racial Traits

**+2 Strength, +2 Constitution:** Uplifted reptiles are known for their strength and resiliency.

**Monstrous Humanoid:** Uplifted reptiles are monstrous humanoids with the uplifted animal subtype.

**Medium:** Uplifted reptiles are Medium creatures and have no bonuses or penalties due to their size.

**Normal Speed:** Uplifted reptiles have a base speed of 30 feet and a Swim speed of 30 feet.

**Hold Breath:** Uplifted reptiles can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

**Natural Armor:** The scaly hide of an uplifted reptile grants a +2 natural armor bonus.

**Natural Attacks:** An uplifted reptile has two claw attacks and a bite attack. The claws are primary natural weapons that deal 1d4 points of damage. The bite attack is a primary natural weapon that deals 1d6 points of damage.
Uplifted Ape

Uplifted apes tend to be conservative and peaceful, though prone to quarreling with one another in complex social struggles. Apes were originally named after noteworthy physicists (Curie 88, Einstein 97, Newton 23).

## Uplifted Ape Racial Traits

**+2 Dexterity, +2 Wisdom, -2 Charisma:** Uplifted apes are agile and insightful, but often mischievous.

**Monstrous Humanoid:** Uplifted apes are monstrous humanoids with the uplifted animal subtype.

**Medium:** Uplifted apes are Medium creatures and have no bonuses or penalties due to their size.

**Normal Speed:** Uplifted apes have a base speed of 30 feet and a Climb speed of 30 feet.

**Darkvision:** Uplifted apes can see in the dark up to 60 feet.

**Nimble:** Uplifted apes have a +2 racial bonus on Acrobatics and Stealth checks.
Uplifted Bear

Uplifted bears are considered patient loners, slow to anger but ferocious when riled. Uplifted bears rarely live in large settlements, preferring to live alone in the wastes or with a very small number of companions. Bears were originally named after famous people in the movie industry (Bogart 76, Clooney 19, Spielberg 59).

## Uplifted Bear Racial Traits

**+4 Strength, +2 Wisdom, -2 Dexterity, -2 Charisma:** Uplifted bears are known for their immense strength and insight, but their loner attitudes dampens their social skills and their sheer bulk makes them somewhat clumsy.

**Monstrous Humanoid:** Uplifted bears are monstrous humanoids with the uplifted animal subtype.

**Large:** Uplifted bears are Large creatures and take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.

**Normal Speed:** An uplifted bear has a base speed of 30 feet and a Climb speed of 30 feet.

**Darkvision:** An uplifted bear can see in the dark up to 60 feet.

**Natural Armor:** An uplifted bear’s thick fur grant it a +2 armor bonus.

**Self-Sufficient:** Uplifted bears are granted the Self-Sufficient feat.
Uplifted Badger

Surly and ill-tempered, uplifted badgers fight amongst each other just as much as they war against outsiders, and roving raider clans made up entirely of badgers are not uncommon. Badgers were originally named after famous hockey players and other winter sports athletes (Krutov 85, Salming 50, Gretzky 15).

## Uplifted Badger Racial Traits

**+2 Constitution, +2 Wisdom, -2 Charisma;** Uplifted badgers are tough and strong-willed, but abrasive.

**Monstrous Humanoid:** Uplifted badgers are monstrous humanoids with the uplifted animal subtype.

**Medium:** Uplifted badgers are Medium creatures and have no bonuses or penalties due to their size.

**Normal Speed:** Uplifted badgers have a base speed of 30 feet and a Burrow speed of 20 feet.

**Darkvision:** Uplifted badgers can see in the dark up to 60 feet.

**Natural Armor:** An uplifted badger’s tough hide grants it a natural armor bonus of +1.

**Claws:** An uplifted badger has two claw attacks These are primary natural attacks that deal 1d4 points of damage.

**Resistant:** Uplifted badgers gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Universes

This is a list of alternate universes on the wiki.

## Main AUs (free to use)

These are the main two AUs that the wiki uses. All characters are in one of these universes unless otherwise specified.

* Anima
* Modern Anima

## Other AUs

These are AUs that users have made. Anyone may make an AU and add it to the list as long as it doesn't break the wiki rules. Read more about the AUs on their pages.

* Insert AUs here
Animal OCs Wiki

## Welcome to the Wiki

Hi, I'm Morpho\*Aurora, the creator of this wiki! This is a wiki where you can create original characters who are animals or mythical creatures, including anthropomorphic or non-anthro animals, and write stories about them and create universes if you wish. You may create human OCs, but only if they are somehow related to an animal OC, such as being the owner of a pet OC, or being able to shapeshift between animal and human. This wiki isn't only for furries; anyone who loves animals or wants to create animal characters can join.

**PLEASE READ THE RULES BEFORE EDITING OR COMMENTING!** Here is a link: Help:Rules

If you need help or need to report an issue, go to one of the powerusers. Here is a list: Help:Powerusers

Please note that this is wiki is still heavily in development, and rules, coding, and other elements of the wiki may change. (Don’t worry, your own pages will not be edited without permission.)

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Knowledge

Skill Name: Knowledge

Knowledge Level: 72.65 (Ch.281)

Skill Rank: Unique

Passive: As the user accumulates more knowledge about the world around them and its workings, they will have a high chance of receiving natural benefits.

Special Note: Knowledge is power! This defines one's combined true understanding of all worlds.
Mutants

Mutated humans come in two basic varieties as player-characters:*Mostly-Human* and *Totally Muto'd*. Both start statistically identical to a human, before their mutations are applied.

### Mostly Human

A Mostly-Human mutant has one or two mutations in each of the following categories: cosmetic, positive, and negative. The player determines the number, but the mutations are rolled randomly.

### Totally Muto'd

A Totally-Muto’d mutant is nothing like a human. The GM will determine the mutant’s body type and 10 random mutations, with 3 positive and 3 negative mutations guaranteed.
Dragar Orf

Um guerreiro audacioso, impetuoso e indiferente aos perigos dos campos de batalha de Eluwe, Dragar é um ex-integrante das paredes de escudos da cidade de Sameratam.

## Personalidade

Dragar é um homem sanguinário e cruel. Embora ele não possua a tendência de fazer seus inimigos sofrerem gratuitamente, suas finalizações são conhecidas por sua grande brutalidade, e nada é mais importante do que a glória de um combate. Nem mesmo sua própria honra.

## Histórico

Dragar era famoso entre seus iguais por ser impulsivo e dedicado demais a conquistar os louros do combate através do derramamento de sangue. Até mesmo para os descendentes dos Clãs do Norte, que são lutadores natos, Dragar sempre foi estranhamente feroz, e em alguns momentos, desumano.

Contudo, isso não os impediu de parabenizá-lo por seu desempenho e o seu número de vitórias contra inimigos como os Traidores dos Clãs, e com o tempo, o orgulho de Dragar moldou sua personalidade em algo verdadeiramente atroz.

Um dia, após uma briga de bar, Dragar conjurou as Leis de Ferro, que estipulavam que ao perceber a atividade de um ladrão ou ter sua honra maculada, um nortenho poderia matar o seu agressor em combate. O detalhe importante, no entanto, é que as Leis de Ferro foram abolidas a centenas de anos atrás.

Dragar matou o homem com quem possuía uma rixa, mas não sem um preço: Galfran Altobrado, lorde de Sameratam, prontamente o exilou para além das fronteiras da cidade, aonde, sozinho, certamente seria morto pelas bestas das planícies congeladas do Extremo-Norte ou os netherins que habitam as cordilheiras.

Apesar disso, ele sobreviveu, e ressentido com seu povo, agora busca adquirir renome e glória em uma guerra de verdade.

## Habilidades

* Dragar possui grande perícia com escudos, tendo feito parte das paredes de escudos Sameratanas.
* Dragar é eficiente com vários tipos de armas, mas possui uma preferência por machados.
* Dragar é bastante robusto, até mesmo para alguém de suas origens.
Jazkeem

Jazkeems are an original species created by KittenQueen15. Ask permission from her to create one.

## Breif Introduction

Jazkeem's are a shapeshifting species that turn into a demonic wraith when provoked. When they were first discovered in 317 BC, Jazkeem's became a respected and sacred race, earning a fearsome reputation only two days after their colony was found.

## Common Appearence

Most Jazkeems appear as a small rabit-like creature. They have thick, pale grey fur usually tinged with light pink (other colours have been noted). The fur of a Jazkeem is long and silky, it almost seems to shine in certain lights with it's pink and white tones. Illegal trades run by some despicable humans sell Jazkeem pelts and fur woven into cloaks. These items are extremly desirable on the blackmarket as they are near indestructible and shield wearers from most outside forces. They also give wearers the ability to withstand extreme temperatures.

Their ears are slender, limp ears, resembling a rabbit's, a Jazkeem's ears are so long they trail all the way down one's back and almost hit the ground. Jazkeem's have huge round eyes that appear out of proportion with their tiny faces. They have dark coloured scleras (dark variations of blue, green or purple) which appear almost black, spare the specks of white that dapple their eyes. Their pupils are oddly white. Jazkeems have a long snout like a fox, their mouth is placed directly underneath it. They have long tails with thick fur, not unlike the tail of a long haired cat.

All Jazkeems have a strange marking on each of their paws, known as Magi Marks, these marking are vary to each Jazkeem and have a spiritual and powerful meaning (more about them in the Magi Mark section of the page).

### Demonic Appearence

When provoked, Jazkeems drastically change in form. Their fur turns dark and stands on end, and then becomes a swirling sort of mass that is not unlike a cloud, if clouds were chaotic and black that is. Their huge eyes flash a blinding bright light for a moment, before they turn deep red. The white specks on their scleras change to the colour of onyx. It becomes hard to tell exactly where a Jazkeem begins and ends when they are in this form, they have their normal shape but with more of a 'smudged' quality. Their Magi Marks glow red/blue/yellow/orange/white (more on that later).

They do regain their normal appearence eventually, but those who angered them would have either calmed them down or been killed in the Jazkeem's rage.
Modern Anima

Anima is one of the two main universes (along with Anima) that the wiki takes place in. Anyone may create a character or location in it without asking. However, this page may only be edited by Morpho with some exceptions, such as adding new locations.

## General Info

Modern Anima is a modern version of Anima. It has very advanced technology (although it doesn't have spacecraft), and the animals are anthropomorphic and (generally) walk on two legs and wear clothes. However, natural animals still exist. Humans exist, but they are very rare. Magic still exists.

## Locations

There are a lot of locations in Anima, from deep, tangled forests to futuristic human cities and everything in between. There are also locations in the ocean, underground, in bodies of freshwater, and even in the sky.
Custard

## Appearance

Custard is a small cat, with cream, brown and light yellow fur. She has a nub tail as a result of being caught in a dog fight. She has also been described to have smudges of dirt along her thin, aerodynamic body.

## Personality

Custard is a friendly cat, she ran away from her owners when she was a kitten and has lived, roaming cities, woods and parks ever since.

## Relationships

Inkberry - text

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Bounded Fire Domain

Skill Name: Bounded Fire Domain

Skill Level: None

Skill Rank: Unique

Passive: Every player that steps foot into the «Blazing Tempris Domain» receives this passive until they set foot outside of the domain, or reach they reach «Blazing Temple». The user with this skill is affected by the fiery burden of the «Blazing Tempris Domain» when any party member is more than thirty meters apart from one another.
Battle Fundamental Mastery

Skill Name: Battle Fundamental Mastery

Skill Level: MAXED

Skill Rank: A

Passive: The user of this skill has mastered the basic battle fundamentals and will gain the following benefit(s):

-All physical-based skills gain the ability to increase in level through repeated usage.

-When learning or growing physical-based skills, the user's growth rate speed in improving that skill is increased by 15%.

-The user has a high chance of being able to periodically see exposed weak points on enemies during a battle.

-The user of this skill can equip any physical-based weapon ignoring any class restriction(s) listed.

+25 Energy.

+5% Critical Hit.
Combat Armor

This pre-War military-grade hard armor is constructed from advanced polyceramic plating with a ballistic weave underlayer. It was issued with a matching helmet with a built-in headlamp. The headlamp functions as a standard flashlight and is powered by a power cell.

Some suits of combat armor were issued in camouflage patterns;  woodland, desert, winter (primarily white), urban (gray patterned), and black were common. When worn in an appropriate environment, combat armor grant a +2 equipment bonus on Stealth checks to hide.
Feras, Bestas e Criaturas Excepcionais

Eluwe é, inevitavelmente, recheada de seres de índoles, hábitos e fisiologias diversas. Quando Elu atarefou seus filhos, os Deuses, com a tarefa de preencher o Mundo Conhecido com maravilhas de sua confecção respectiva, sua visão foi eventualmente realizada, ainda que com... pequenos imprevistos.

## Amaldiçoados

Seres que tem suas almas contaminadas por outras essências, corpos que se tornam incapazes de existir no Mundo Conhecido ou até mesmo pessoas amaldiçoadas pela fúria dos deuses. Muitos amaldiçoados não possuem controle sobre suas ações, mas outros conseguem viver escondidos entre os mortais do Mundo Conhecido, seja em harmonia ou se alimentando dos menos cautelosos. Normalmente seres amaldiçoados são caçados e mal quistos pela sociedade de uma forma geral, então eles tendem a se manter isolados ou disfarçados para não atrair a fúria de grupos como o Sacerdócio de Alumar ou a Ordem dos Protetores dos Reinos.

* Banshees
* Colossos
* Efêmeros
* Fetulhos
* Górgonas
* Lobisomens
* Minotauros
* Vampiros

## Feras

As Feras de Eladrir permeiam toda a criação, transfixando as profundezas abissais do oceano, a extensão resoluta e eterna da terra e o domínio volátil e tempestuoso dos céus. Feras podem ou não ser territoriais e violentas, mas sua maioria frequentemente não possui o hábito de atacar mortais gratuitamente a não ser que se sintam ameaçadas ou estejam famintas. Entre as Feras, existem criaturas como:

* Abelha-Brocão
* Aranhas-alvas
* Berro
* Borboleta-Dragão
* Cobra Laminada
* Escamados-gigantes
* Falcão Rei
* Fupos
* Gorilas das Neves
* Lobos-gigantes
* Raposas Arcanas
* Tigres-das-dunas
* Tubarão-Encouraçado
* Urso Espinhento

## Bestas

As Crias de Or'hen são distorções vorazes e violentas das Feras, que aterrorizam os cantos remotos do Mundo Conhecido mas não se limitam somente aos seus covis. Ao contrário de suas contrapartes, Bestas tem o costume de caçar membros das Raças Mortais e aterrorizar núcleos pequenos das sociedades mortais, como aldeias e condados diminutos. Entre as Bestas, existem criaturas como:

* Asrirars
* Baratas Sangrentas
* Boca da Terra
* Caçadores de Or’hen
* Cães Carniceiro
* Cocatrizes
* Escorpiãos Vermelhos
* Fardalys
* Flamascamas
* Gargulas
* Harpias
* Ictilianos
* Louvadores
* Manticoras
* Presa Glacial
* Quimeras
* Sombras do Inverno
* Sonidos
* Suguessências

## Seres Caóticos

Os Seres Caóticos são anomalias vivas e anátemas gerados pela substância instável e aleatória da Esfera Caótica: o Caos. Suas primeiras aparições se deram com a invasão dos Filhos de Exçarchandrar, os Dragões, ao Mundo Conhecido, que contagiou a Criação com quantidades inefáveis de sua essência. Entre os Seres Caóticos, existem criaturas como:

* Cubis
* Dragonetes
* Entidades do Caos
* Mímicos
* Pela-Faces
* Val'Aleks
Akama

Akama are a species made by MorphoTheRainWing. Ask her if you want to create one.

## Appearance

Akama are quadrupedal creatures that are varied in appearance.

Akama have a wolf-like face and body, and a long, thin tail with a fluff of hair at the end of it. They typically have a mane on their head, but don't always. They have a pair of wings that can be feathered, webbed, or a combination of the two. They can be covered in fur or scales, or any combination of those. Typically, Akama born in warmer places have more scales and those born in colder places have more fur. The fur can be fluffy or smooth or any other fur texture.

They sometimes have horns and sometimes don't, and the horns can be any type of horn (even one horn like a narwhal/unicorn). They have a pair of pointed catlike or canine ears. Akama eyes can be any color, and resemble cat eyes, being slit-pupiled in bright environments and round-pupiled in dark environments. Unlike wolves, Akama have reptile-like nostrils instead of a mammalian nose.

The colors and patterns on any part of the body can be almost anything, as long as it isn't writing or symbols (although it can be natural patterns that resemble symbols, like how some snakes appear to have smiley faces on them).

Akama are typically about the size of a Golden Retriever, but can be slightly larger or smaller.

## Biology and Abilities

Akama give live birth, and are pregnant for five months.

When an Akama is in a cold environment, the fur on their body will fluff up to keep them warm, and a mostly scaly Akama may temporarily grow fur on cold-sensitive parts of the body. Similarly, in warm environments, those with too much fur shed some of their fur and may temporarily grow scale in place of it.

## Habitat

Akama can live practically anywhere, although they cannot live underwater and fare very poorly in deserts and extremely high altitudes. They also are not very good at living in Antarctic temperatures, although normal snowy temperatures do not bother them if they have enough fur.
Grace

Grace is KittenQueen15's fursona.

## Appearence

Grace has two forms, her feline form and her human form.

### Cat

When in her cat form Grace, sometimes refered to as Azure, has long, black fur with a cute, little, white triangle of fur on her chest that spreads to cover her stomach. She has a semi-foreign (meaning a body type which is neither skinny nor solid) build and a long bushy tail.

Her eyes are piercing misty blue, similar to her human form's eyes, which are extremely strange as black cats almost never have blue eyes.

Azure's right paw has a white sock marking, and her claws are somewhat blunt, but are still able to penetrate skin. She also has a small scar on that paw, like the one on her human form's hand.

### Human

Grace's human form is that of a 13 year old girl with olive/tanned skin, from the sun. Her hair is bushy, coloured dark chocolate brown and quite long, almost going down to her hips (to her thighs when straightened).

Her eyes are almond shaped, her iris is a sort of misty blue-grey, sometimes greenish in certain lights. Her nose is slightly small, not out of proportion but it's definitely not large. She has a slightly long-ish face and, as one of her friends describes, 'squishy cheeks'.

Her body shape is fairly average, she is average hight (she tells herself that but she's on the shorter side) and she is slim yet sturdy. While she doesn't appear muscular, she is actually surprisingly strong, apart from when she's tired, then she can barely open a plastic bottle's lid.

Grace has numerous small scars on her body, on her knees, left elbow, left foot and hands. While most are not noticeable, she has got a long, slender scar going from inbetween her pinky finger and forth finger on her right hand, to her wrist. She has a few freckles that are barley noticable, there is one on her ankle, one on her neck and one on the left side of her nose.

Her hands are small but she has long, slender fingers that are perfect for piano (which she does play). Her finger nails are short and have a pink sort of tone. Her feet are long and skinny and she is able to move every toe by themselves.
Miss Mundo 2018

**Miss Mundo 2018**, the 56th edition of the Miss Mundo pageant, was held on 17 November 2018 at the Los Angeles Convention Center, Los Angeles, United States. Elena Petrova of Russia crowned her successor Jennifer Davis of United States at the end of the event. 111 contestants from all over the world competed for the title.

## Results

 **Top 5** | * **Brazil** - Lucia Silva
* **Thailand** - Anna Chearavanont