recursal/Fanatic-Fandom huggingface dataset:
Byakugan

## Description

Acquired from DNA mixing or spin. One of the Three Great dojutsu

## Traits

**Pros** :

* Nice for combos
* Low Chakra usage

**Cons:**

* Low to med damage
* no long range jutsu
* 64 trigrams broken in dungeon and exams

## Abilities

* Byakugan Awakening:changes eye color. Points: 4
	+ gives melee boost

* Field Vision: Vision turns white and marks people revealing chakra outline makes it so you can see them through walls. Points: 5
	+ has to be medium range to mark players then you can see them from far away
* Chakra Pulse: Rush and does combo dealing low damage. Points: 5
* Chakra Pulse Art: Gives Byakugan Fighting Style. Points: 5
	+ melee boost
* Rotation: Spin around reflecting players AND jutsu dealing low damage. Points:7
* 64 tri-grams: Reveals green circle around player and combo any near them dealing mod damage. Points: 8
	+ Victims cant escape it
* Byakugan Awakening 2: Adds veins to eyes. Points: 7
* Eight Trigrams Vacuum Wall Palm: Push air towards enemies extremely fast. Points: 8
	+ medium range
* Maxed Eight Trigrams Vacuum Wall Palm: More damage and range. Points: 10
	+ Slightly longer range
* Byakugan Awakening 3: Adds waves to eyes. Points: 12
* Tiger Fist Art: Second Byakugan Fighting Style. Adds chakra tiger to both arms. Points: 14

PLEASE confirm and add point cost and how much chi it takes.
Iron Sand Style

Iron Coffin Combo (C-, 6 points) : Users throw a small ball of iron sand toward the cursor. When the target is hit, launch them into the air, then gets punched by two iron sands fist and gets throwed to the ground. Only the first hit that make all the stuff happen does damage.

Iron Rain (C+, 6 points) : Users sends small pellets of iron sand to your cursor. If the target gets hit by a high number of pellets, he gets stunned. Has a dispersion as it goes further.

Iron Tsunami (B-, 7 points) : Creates a giant iron sand wave, pushing back the target. damages multiple times due to the knockback effect. Similar to Full Shukaku basic attack, Sand, and Water ones.

Iron Lance Strike (B+, 1 point) : User jump into the air and creates a big spike of iron sand in their right hand, then throws it wherever his cursor is pointed. Stuns you.

Iron Coffin Barrage (A-, 1 point) : The user throws a ball of iron sand at his cursor. When the target is hit, makes them surrounded by an iron sand coffin (similar to the sand one), then gets crushed by an iron spike. Only the ball thrown does damage. The spike is purely aesthetic.
Battle of Isalo

Belligerents|  Budisaint |  Islamic Union* Budian
* Islamic States of Nelsonly

**This battle is not a part of Budisaint Crisis.**

## Timeline

**9 January, 981 AD:** *All forces clashes on Eastern part of Isalo.*

**10 January, 981 AD:** *Isalo was attacked in the Eastern and Southern part of Isalo, Budi Saint wounded.*

**19 January, 981 AD:** *Islamic Union* *invented a Armored Fighting Vehicle named I.U. type 01.*

**1 February, 981 AD:** *Budisaintan Army* *loses Isalo and dissolved 1 day later, declaring Islamic Union victory and ending of Budisaint Crisis and Budisaint Insurgency.*
Zephyrs

Zephyrs can create, shape and manipulate air, the common name given to the layer of atmospheric gases and various compounds (mostly oxygen and nitrogen) surrounding the planet Earth that is retained by Earth's gravity, and wind, movement of air relative to the surface of the planet. It is an important factor in determining and controlling climate and weather.

Studies have shown this power appearing largely among younger subjects, which may insinuate that it's a newer mutation.

## Classes

### Class 4

A Class 4 Zephyr cannot generate their own wind, but can manipulate the air around them. They're capable of making small gusts powerful enough to deflect some projectile weapons, like knives.

### Class 3

A Class 3 Zephyr can generate their own wind with some effort. They've greater influence over the wind, capable of making strong winds that can deflect or even reflect other elemental powers at the same class. Their wind speeds reach up to 72 mph. They can create thin blades from the wind that can cut and slash at short-range distances.

### Class 2

A Class 2 Zephyr can manipulate existing wind or generate their own with ease. They are able to make brutal winds that can reach speeds of 206 mph, the equivalent of an F3 tornado. They're capable of deflecting or reflecting other elements within the same class or lower. They can easily deflect weaponry and their winds can deal cutting damage with excellent precision over mid-range distances.

### Class 1

A Class 1 Zephyr can generate wind speeds up to 260 mph. They've a great handle on the element and can manipulate it to their will, bending it to their desires or even using it to take flight. Their precision with it is near-perfect. Users can deplete an area of up to 5 meters of air, but not completely and not to a given individual. If they so decide to do it, it affects everyone in that area, including themselves.

### Class 0

A Class 0 Zephyr is capable of summoning wind speeds rivaling an F5 tornado, which tops around 318 mph. Users can generate typhoons and, if near water, can rile up tsunamis. They're capable of cutting and slashing their opponents with exact precision, and, if they desire, can cut the air circulation from a given area up to 10 meters. Quite literally, they can take your breath away, but this takes a lot of energy and concentration.

## Limitations

* Low level Zephyrs cannot generate their own air, being limited to manipulating only from already existing sources.

* Ineffective in a vacuum: atmosphere must be present.
* Variations in air-pressure may complicate things for beginners.
* Weak against Burners, as fire is fueled by the oxygen in the air, thus making the flames stronger.
* Higher-level Sparks can use electrons to detonate the various compound molecules within the air, which can overwhelm the user. Implementors also use electrical charge to incapacitate Zephyrs.
* As with other Abnormals, their powers are rendered useless in a White Box.
Random Event Generator

The Random Event Generator (affectionately called REGGIE) is an NPC module utilized by the staff to shake things up a bit. If you need some direction for your thread, or you're just looking for something spontaneous, the staff can drop in and put a spin on things.

What kinds of things may happen? Anything is possible! Anything within reason, that is. It may be something as little as newspapers bustled into the street by the wind, a prankster, a sudden, unscheduled rainfall, or it can be bigger like an Implementor shakedown or a mugging.

REGGIE is **not** mandatory. People who want to opt-in must add [REG] to their thread titles. Even then, staff dropping in is completely spontaneous and we may not drop in at all. (If you're really dying for a twist, PM us!) This means threads without the [REG] marker will be left alone to their own, pre-planned devices.

If you have any questions, feel free to PM staff and we're happy to answer for you!
FAQ

**How should I register?**

You should register an OOC account. This will act as a main account to link your character accounts to. Character accounts need to be First M. Last. Exception for middle names are for those who do not have them. Please do NOT register in all caps.

**What year is it?**

It is 2120. A little over 100 years since the planet went to nuclear war.

**What does Du Pont look like?**

We have an informational piece about Du Pont. Pulling from that piece, Du Pont is the 19th largest city in the Federalist US with a population of over 700,000 people. It's a very large city.

**It seems Du Pont is placed where Detroit would be. Where's Detroit?**

Non-existent. There is no Detroit any longer.

**Is there weather in Du Pont?**

Yes! Though nothing severe. Weather inside the dome city of Du Pont is simulated in order to give a sense of normalcy. There is anything from rain to thunderstorms, or even snow in the winter. More severe weather exists outside the city, including radiation storms.

**What is the registry?**

The registry is a registration for Abnormals. Abnormals, upon discovery, are chipped and added to this registry. All infants are tested at birth, but the test is known to have a high failure rate till a person is in adolescence. Not every Abnormal is registered for this reason and many can hide their status. Those in the legal system are almost always registered, being tested upon their intake into jail.

**Does an Abnormal's level change?**

No. An Abnormal is born at their level and this never changes. The leveling system is a classification system created and defined for the registry that details an Abnormal's innate ability.
Execution of Budi Saint

## Information

### Charge(s)

**Budi Saint charges:*** **490,000** counts of terrorism deaths
* **550,000** counts of attempted murders
* 1 count of destruction

**Budi Saint's troops charges:**

* **5** counts of terrorism deaths
* **5** counts of attempted murders

### Death(s)

100,001; including;

* Budi Saint; executed on 29 February, 981 AD
* Budi Saint's troops; executed on 29 February–2 March, 981 AD
The Underlanders

The Underlanders take in anyone - so long as you're Abnormal. Otherwise, they really don't care where you com from so long as you have a common cause. Each member has a bone to pick with the government, whether federal or local, regardless of whether they're the new guys in power, or the equally unappealing previous administrations. The Underlanders want change. They want to give power to the Abnormals, whether you're a street kid with no family because of corrupted law enforcement, or a regular joe just trying to keep your head down and get by. So long as you're an Abnormal wanting the same kind of change, you're accepted.

The Underlanders aren't even close to being saintly revolutionaries. Unlike their opposite, The Sanctuary Network, they believe the Normals will only listen to violence. They believe there is no possible co-existence between Normals and Abnormals. The only way to take the power for themselves is to completely rip it away from the Normals. They accept the fact there are going to be unavoidable casualties on the road to change, and they don't have any qualms about utilizing whatever is needed to get there, but they do genuinely care about their people and making the world a better place them. If they can't get other local gangs to side with them or enter into a mutually-beneficial deal, then they're a part of the city that needs fixing. Just the same as any corrupt cop or rogue criminal.

Whenever the opportunity arises, the Underlanders aren't afraid to turn their attention to politicians. The senate has labelled the gang a terrorist organization, and perhaps rightly so, given their habit of using infiltration, traps, and explosives to attack their targets.

## Influential Positions

### Leader

The figure-head of the Underlanders. The leader coordinates the overall group and their goals. They tend to work in the shadows while their lieutenants serve as a public face.

### Lieutenant

Lieutenants are the leading heads of their particular group of members. Each lieutenant has up to 100 members or more under their command. Each group acts as an independent, cooperating cell within the Underlanders. The lieutenants also serve as the leader's council, providing updates regarding their acitivites and advising the leader on their decisions.
The White Box

The A.C.S (Abnormal Containment System), also called "the White Box", is a medium-sized cube used to detain and transport Abnormals. It's generally cramped and uncomfortable for most. It's a very curious piece of technology whose inner-workings aren't understood by most. The inside of the cube is solid white and it acts as a deprivation chamber, taking away all sensation when closed. Somehow, even your own voice cannot be heard inside the cube. An Abnormal's abilities are fruitless inside the cube. The White Box is only used by Implementors and not local law enforcement. Rumor among Abnormals say that once you go into a cube, you're never seen again.
Plot

The year is 2120. It’s been a little over 100 years since nuclear war nearly pushed humans to the brink of extinction. Ever since the nuclear explosion, people began being born with abnormal abilities and, despite the small population, caused panic. The things these “abnormals” could do were amazing and defied known science. Scientists theorize it’s related to the nuclear radiation and the appearance of a new genetic anomaly, but nothing is proven.

The decision came to be that anyone “abnormal” was to be kept on a registry. This was only the beginning of a lengthy line of discriminatory and oppressive laws that came out of fear, for these people may have only made up a small percentage of the population, but their power together could upheave entire armies. The government agenda for these people is vague: “Eliminate the threat.” Many interpret this in different ways. Kill them all. Cure them. Learn to control them, or use them for war. The schools of thought vary, as do the methods that politicians choose to carry them out.

Lately, rumor has it that Abnormals are disappearing in large groups. Whispers mention that Abnormals are being transported to facilities for research. Some think it’s an attempt at finding a cure, others aren’t so optimistic. Abnormals are struggling to survive. Most can’t find work, and what work is available is tentative with no legal footing for better pay. Many Abnormals have turned to crime, others are homeless and barely scraping by. Something's got to give.
Sparks

Sparks are capable of generating or manipulating existing electricity in all its forms (static electricity, electrical arcs, lightning, etc). Lower-level Sparks are not entirely immune to their own ability and can suffer from over-taxing or overloading of electrical current. The higher the Class, the more they can withstand. A Class 0 Spark is exempt from this condition.

This power, especially for high level Sparks, is considered one of the most devastating and dangerous of all the powers. It is also rarer than the other powers. Sparks are heavily monitored.

## Classes

### Class 4

A Class 4 Spark has very little control over their ability. They're capable of generating static electricity and are able to generate enough electricity to keep a light bulb alight. Due to their instability, they often times find themselves shocking people on accident. Luckily, their force is not deadly.

### Class 3

A Class 3 Spark is slightly stronger than the Class 4. A Class 3 can electrify their skin as a defense mechanism and are strong enough to shock a heart into stopping, or starting. They're able to power a room in a house if need be, or small charge technological items like a phone or laptop.

### Class 2

A Class 2 Spark is able to power a small house and can jump start a car. They can generate low-level electromagnetic pulses with effort. They're able to create electrical arcs about 6 feet in distance.

### Class 1

A Class 1 Spark is a horror to deal with. They are strong enough to power multiple houses, create electrical arcs up to 25 feet, and EMP up to 15 yards. They're able to generate electromagnetic shields to protect themselves and can generate energy balls to throw at people.

### Class 0

A Class 0 Spark is extremely dangerous. If they wanted, they could power all of Du Pont. They're able to generate high-level EMPs, force fields, and can summon lightning. Sparks of this Class can manipulate electrons, though the ability is extremely unstable and results may vary. Because of this, they can somewhat manipulate the weather, causing potential tornadoes or lightning storms.

## Limitations

* Lower-level Sparks are not entirely immune to their own ability and can suffer from over-taxing or overloading of electrical current. The higher level a Spark is, the more they can withstand. Class 0 are entirely immune.
* Electricity may be redirected by certain materials.
* Inexperienced users may have issues using electronics.
* A strong enough magnetic force/source may be beneficial or a hindrance.
* May become useless if confronted with electrical resistant material, such as rubber, silicate, etc.
* As with other Abnormals, their powers are rendered useless in a White Box.
* May be short-circuited under certain conditions:
	+ Contact with water, a magnet, the opposite polarity, etc.
	+ Absence/lack of electrical resistance between the positive and negative polarities.
The Sanctuary Network

The Sanctuary Network is an Abnormal Rights organization organized and led by an Abnormal in an attempt to garner public support and influence Abnormal politics. This organization's goal is to peacefully advocate for the rights of Abnormals and is open to anyone and everyone who agrees, even Normals. In fact, Normals are considered important allies since they are capable of by-passing Abnormal restrictions from discriminatory laws. Not only do they advocate for equal rights, but they also organize charities, legal services, and other necessities for struggling Abnormals. The Sanctuary Network believes in co-existence. Despite all this, they're known to take unethical approaches when it's absolutely necessary, though never to the point of outright violence like the Underlanders. The Network is unopposed to hacking and leaking government information to the public, especially involving the unethical treatment of Abnormals.

With the current rumors of a government agenda involving testing on Abnormals, the Network has let out its tendrils and begun an investigation. What are these tests, if they're really happening? Why are Implementors taking large groups of Abnormals away into the night? Where are they going? These are all questions the Network is trying to answer and, if needed, to take to the public.

## Influential Positions

### President

The president of the Sanctuary Network. They are the head of the foundation. They create, communicating and implementing the organization's vision, mission, and overall direction. The president frequently represents the organization in civic and professional association responsibilities and activities in the local community, the state, and at the national level.

### Vice President

When the president is unable to fulfill their duties, the vice president (VP) acts in their stead. The VP is responsible for carrying out the strategic plans created by the President through overseeing operations, developing functional roles and assigning responsibilities to employees who report to them.
Shifters

Shifters are able to shift their physical appearance by altering their genetic code. They're capable of becoming anyone they've ever seen, or becoming someone entirely new.

A psychological profile of Shifters shows Shifters are are a higher risk for low self-esteem, a lack of sense of self, and dissociative identity disorder. A Shifter may shift and alter their genetic code so much that they lose a sense of who they really were to begin with. These risks run higher the higher the class level of the Shifter is and is especially high for a Class 0, who can take personality traits from an individual.

## Classes

### Class 4

A Class 4 Shifter can only shift one aspect of themselves at a time and only on a superficial Class. For example, hair color, eye color, or skin color.

### Class 3

A Class 3 Shifter can shift three aspects of themselves at a time. They can shift things such as their facial features, but it must be features they've seen.

### Class 2

A Class 2 Shifter can totally shift their appearance to look like another human being. They cannot mix and match traits of people they've seen. They must return to their original form before shifting into someone else.

### Class 1

A Class 1 Shifter can shift without returning to themselves, capable of going from one form to another with no issues. They can mix and match traits of the people they've seen to become someone entirely new.

### Class 0

A Class 0 Shifter are capable of forming, transforming, and shaping themselves to their desire. They can regrow limbs after losing them. Class 0s are able to do a near-perfect doppelgänger, meaning when turning into another person they take their powers, capabilities, and personality as well. They cannot mimic their memories.

## Limitations

* A Shifter requires visual source material for a copy to be made.
* Shifters cannot shift into anything other than humans.
* Except for Class 0 Shifters, Shifters cannot adopt the personality, capabilities, or powers of another person, thus people acquainted with the person being impersonated may get suspicious.
* Clothing does not absorb of shift with a Shifter, so they'll have to deal with that afterward.
* Class 4-2 cannot shift from one trait to another without first reverting back to themselves.
* As with any Abnormal, their powers are rendered useless in a White Box.
Terrors

Terrors can sense and manipulate the dread, fear, horror and terror, of themselves, people, animals and other creatures, whether by increasing, decreasing, causing or otherwise channeling fear, even manifesting the emotional energy to physical level. They can cause others fear even the most harmless of things to the point of becoming catatonic.

## Classes

### Class 4

A Class 4 Terrors can enhance the fear of those immediately them, but cannot generate it themselves. The individuals must be within touching distance, and only four can be manipulated at a time. The effects are a quickened heart rate and perspiration.

### Class 3

A Class 3 Terror can manipulate those within 5 feet of them. A Class 3 Terror can enhance fear or dread that already exists, or cause it and can channel fear into animals in order to make them lash out or flee. The fear they are causing must be a fear the individuals already have.

### Class 2

A Class 2 Terror can channel enough fear into an individual to cause them to have a heart attack. They can manifest illusions of a person's fears to throw them over the edge. A Class 2 Terror can influence anyone within a 20-mile radius.

### Class 1

A Class 1 Terror can manipulate half of Du Pont if they so chose, causing people to flee in blind terror or potentially killing them from heart attacks or shock. They can manifest illusions of existing fears. They're able to enhance even the most minuscule of concerns into something catastrophic. They're also capable of decreasing fear to the point of fearlessness.

### Class 0

A Class 0 Terror could affect the entirety of Du Pont, causing mass chaos, rioting, and fear. They can enhance fear so far that a person will become catatonic or permanently insane. They're capable of mass illusions and can make people fear things they never feared before. Class 0 Terrors can harness the emotional energy and create physical energy balls.
Abnormal Chips

Every Abnormal who is registered receives a chip injected behind their right ear. Tampering with the chip or removal of the chip is a federal crime punishable by death.This chip can be scanned and brings up detailed information about the Abnormal, including a criminal history, current address, and their current assets. Each chip has a sequence of numbers and letters which help provide immediate identifying information to someone scanning it. Each sequence is unique to that individual. It is rumored these chips were used for tracking in the past and still have a tracking component to them that can be activated.

## Deciphering the Identification Number

To many, their identification number can look like a long string of confusing numbers with some letters sprinkled in. There is some sense to the madness. An example of an identification number is as follows:

```
**R03-2120-S3-000526**

```

So what does it mean? Breaking it down.

R03 [Region 3] - 2120 [year registered] - S3 [Spark, Class 3] - 000526 [The 526th registered that year]

The following are the codes for powers:

 Menders
 Shifters
 Snuffers

The following are a break down of the Regions:
Jimmy Dean

1. **HAIR**
2. **BAT**
3. **BEATS**
4. **BIRTHDAY**
5. **SPECTACULAR**
6. **HUNNY FOUNTAIN**
7. **TSUM & THE BEANSTALK**
8. **MINNIE'S KITTY LOVE**
9. **GOOFY IN TRAINING**
10. **MICKEY'S THANKS A BUNCH DAY**
11. **GOOFY GOES GOOFY**
12. **DONALD THE GENIE**
13. **TIFFI'S ROAD TRIP**
14. **MICKEY & DONALD HAVE A FARM**
15. **MICKEY'S SUPER ADVENTURE!**
16. **MICKEY'S HAPPY MOUSEKEDAY**
17. **MARTIAN MINNIE'S TEA PARTY**
18. **SPACE SUIT PART 2**
19. **I HEART MINNIE DVD**
20. **MICKEY'S CAMP OUT DVD**
21. **MICKEY'S THANKS A BUNCH DAY DVD**
22. **MICKEY, DONALD, AND GOOFY SAVE THREE KINGS DAY DVD**
23. **BAT BUT HE'S RIGHT SIDE UP**
24. **DREAD THE EVIL GENIE! / SANDBLAST!**
Room for History

* With this election, riots and chaos spread throughout the U.S. Local government officials have been rendered useless. Within a few days armies are formed, creating a dysfunctional military.

### 1/30/2023

The Last War

* U.S. enters a new revolutionary war. With military men on both sides of the war, it quickly escalates to a bloodbath within the nation with no end in sight.

### 3/20/2029

Armageddon

* Countries that the U.S was indebted to, after seeing no end to this new revolution, decided to take this as an opportunity to divide and conquer. A Nuclear warhead was fired into the U.S from one of those countries. No one knows who fired first. What we do know is that the U.S retaliated with Nukes of their own, setting off catastrophic chain reactions in nature. Massive earthquakes, and volcanoes split nations apart. Huge waves washed away countries. Cities that remained laid in ruins

### 6/10/2150

Deviant Age

* With all the radiation left from the Nukes, mutations among every living thing occurred. Beasts from every species developed into sentient beings, developing hate and resentment for the mistreatment humans did to them.

### 10/8/2200

War of the Beasts

* The mutated beasts rage war for 300 years against whats left of humanity

### 4/15/2500

New Gods

* Beasts win the war and establish new world domination. They separate humans based on meat quality and use us as cattle.

### 12/5/3100

Tides of Change

* Delta begins his journey to rescue his sister and brings hope back to humanity.
Minakami Clan

The Minakami clan is a clan that focuses on the usage of puppets.

## Traits

**Pros**

* Lets a puppet fight for you so you don't have to get too close

**Cons**

* Only 2 moves
* Does not do much damage

## Moves

### Starter Puppet

Create's a puppet that you can control. Whenever the user clicks left-click,the puppet will attack for them.

### Gizard Puppet

Create's a large unique puppet. The user can sit and control the puppet and even make the puppet attack.
Chaque fois que je chante

1. **GOOFY'S BIRD**
2. **GOOFY ON MARS**
3. **GOOFY THE GREAT**
4. **GOOFY'S PETTING ZOO**
5. **GOOFY'S LOST VOICE**
6. **FANCY DANCIN' GOOFY**
7. **GOOFY THE HOME MAKER**
8. **GOOFY BABY**
9. **GOOFY'S HAT**
10. **GOOFY IN TRAINING**
11. **SIR GOOFS-A-LOT**
12. **GOOFY'S COCONUTTY MONKEY**
13. **GOOFY GOES GOOFY**
14. **GOOFY'S SUPER WISH**
15. **GOOFY'S GOOFBOT**
16. **SUPERGOOF'S SUPER PUZZLE**
17. **GOOFY'S MAGICAL MIX-UP**
18. **GOOFY'S GIANT ADVENTURE**
19. **GOOFY'S GONE**
20. **GOOFY BABYSITTER**
21. **GOOFY'S THINKING CAP**
22. **POSTMAN GOOFY**
23. **MICKEY, DONALD, AND GOOFY SAVE THREE KINGS DAY**
24. **FIREFIGHTER GOOFY TO THE RESCUE**
25. **CHEF GOOFY ON THE GO**
26. **A GOOFY FAIRY TALE**
27. **A GOOFY FAIRY TALE GOOFY'S STORYBOOK QUEST**
28. **GOOFY FANCY DANCE**
29. **GOOFY'S BIRD DVD**
30. **GOOFY ON MARS DVD**
31. **GOOFY THE GREAT DVD**
32. **GOOFY'S PETTING ZOO DVD**
33. **GOOFY'S LOST VOICE DVD**
34. **FANCY DANCIN' GOOFY DVD**
35. **GOOFY THE HOME MAKER DVD**
36. **GOOFY BABY DVD**
37. **GOOFY'S HAT DVD**
38. **GOOFY IN TRAINING DVD**
39. **SIR GOOFS-A-LOT DVD**
40. **GOOFY'S COCONUTTY MONKEY DVD**
41. **GOOFY GOES GOOFY DVD**
42. **GOOFY'S SUPER WISH DVD**
43. **GOOFY'S GOOFBOT DVD**
44. **SUPERGOOF'S SUPER PUZZLE DVD**
45. **GOOFY'S MAGICAL MIX-UP DVD**
46. **GOOFY'S GIANT ADVENTURE DVD**
47. **GOOFY'S GONE DVD**
48. **GOOFY BABYSITTER DVD**
49. **GOOFY'S THINKING CAP DVD**
50. **POSTMAN GOOFY DVD**
51. **MICKEY, DONALD, AND GOOFY SAVE THREE KINGS DAY DVD**
52. **FIREFIGHTER GOOFY TO THE RESCUE DVD**
53. **CHEF GOOFY ON THE GO DVD**
54. **A GOOFY FAIRY TALE DVD**
55. **A GOOFY FAIRY TALE GOOFY'S STORYBOOK QUEST DVD**
56. **SPACE CAPTAIN DONALD / FANCY DANCIN' GOOFY**
57. **GOOFY THE HOME MAKER / GOOFY'S COCONUTTY MONKEY**
58. **GOOFY BABY / GOOFY BABYSITTER**
59. **GOOFY'S HAT / GOOFY'S SUPER WISH**
60. **MICKEY'S GREAT CLUBHOUSE HUNT / GOOFY IN TRAINING**
61. **SPACE CAPTAIN DONALD / GOOFY IN TRAINING**
62. **MICKEY'S BIG DAY OUT / GOOFY IN TRAINING**
63. **SIR GOOFS-A-LOT / SPACE CAPTAIN DONALD / MICKEY'S ADVENTURES IN WONDERLAND / MICKEY'S ART SHOW**
64. **SIR GOOFS-A-LOT / SPACE CAPTAIN DONALD / MICKEY'S ADVENTURES IN WONDERLAND / MICKEY'S ART SHOW / MICKEY'S THANKS A BUNCH DAY / MICKEY'S GREAT CLUBHOUSE HUNT / MICKEY'S MOUSEKERSIZE / DAISY'S GRASSHOPPER / DONALD'S CLUBHOUSE**
65. **SPACE CAPTAIN DONALD / GOOFY'S COCONUTTY MONKEY**
66. **SUPERGOOF'S SUPER PUZZLE / GOOFY'S SUPER WISH**
67. **SUPERGOOF'S SUPER PUZZLE / GOOFY'S SUPER WISH / MICKEY'S SUPER ADVENTURE!**
68. **GOOFY'S GOOFBOT / PLUTO'S DINOSAUR ROMP**
69. **SUPERGOOF'S SUPER PUZZLE / MICKEY'S TRAIN STATION**
70. **GOOFY'S MAGICAL MIX-UP / DAISY'S GRASSHOPPER**
71. **SPACE CAPTAIN DONALD / GOOFY'S GIANT ADVENTURE**
72. **MICKEY'S MOUSEKERSIZE / GOOFY'S GIANT ADVENTURE**
73. **DONALD'S CLUBHOUSE / GOOFY'S GIANT ADVENTURE**
74. **GOOFY'S GONE / MICKEY'S COMET**
75. **GOOFY'S GONE / PETE'S BEACH BLANKET LUAU**
Feral Nation Wiki

## Welcome to Feral Nation

A world were families are separated by force and enslaved. Humans are kept like cattle and cities are like farms. When normally you expect people to live in cities in a civilized society, but instead the cities are being used as free-range farms

## Latest activity

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

The Karada(Akimichi) clan is a clan which focuses on the expansion on the body.It also has a unique sage mode.

 Abilities

* **Human Boulder**

The user transforms into a large boulder and then rolls in one direction,causing damage to any entity on the way.

* **Expansion Fist**

The user expands their fist and punch in front of them,causing damage and knocking back the opponent.

* **Human Expansion Giant**

The user expands their whole body,increasing damage. It is noted that the user's head won't increase but instead the user themselves will replace the head.

* **Caloric Fist**

Blue chakra covers the users hands,increasing their damage.This is a sage art move.

## Mode

* **Butterfly Sage Mode**

The user gets blue colored butterfly wings behind their back and a scroll.
Map

Full map of where the farms are. America has been destroyed by nuclear war, climate change, and natural disasters.

**The Two Witnesses (Black)**

*The two who saw the end of days*

Here is where the nukes fell and began the chain of events. Causing yellowstone to erupt sooner than geologists once believed.

**Gemini’s Fall**

*Twins who brought the end*

With the nukes set off all over the planet this set off the balance of the environment. Severe weather changes and polar caps melting. The San Andreas fault began to crumble. Many cities were destroyed in catastrophic earthquakes.

* Megiddo-orange
* The Villages(7-CUTTER MEAT & CANNER)- Dark Purple
* Utility Pastures (6-UTILITY MEAT)-Purple
* Desert Ranges (5-COMMERCIAL MEAT)- Red
* Standard Valleys (4- STANDARD MEAT)- GREEN
* Coastal Gardens (3- SELECT MEAT)- BLUE
* Neverland Orchards (PRIME & WAGYU MEAT)- YELLOW
* The Nursery (HUNTING/FARMING NOT ALLOWED)- PINK
* Rebel Headquarters- CYAN

   **Trail of Tears**

Trading routes ran by the burroks. Humans and resources are transported on these routes.

**Underground Rebel Railways (Iron Hold)**

built over a span of several years. Rebels use these railways to discreetly smuggle humans in need.

How the rest of the world (minus america) looks currently in this post-apocalyptic Earth
Tengoku Clan

This clan is the owner of the Tenseigan and is considered to be one of the most powerful clans. The Tenseigan's abilities have advantages in speed and range compared to other clans but the moves require a good aim. You have a 10% chance to get this clan upon spinning a lucky number from the clan spin system (500 coins for every spin). Alternatively, you can purchase it from the dna mixing NPC for 50,000 Ryo. Tier 2 is required to use the Tenseigan.

## **Tenseigan Abilities**

**Tenseigan Awakening**: Awakes the Tenseigan changing the eyes and granting 8 truth seeking orbs with a blue glow. Activating the Tenseigan grants a small speed boost and is required to use all the Tenseigan's Jutsu.

**Silver Wheel**: This Jutsu has the user hold his/her hand out and hold a pulsing black sphere with the truth-seeking orbs spinning around it. The user gains a speed boost while holding the Jutsu and when charging at a player or NPC the jutsu will attack in a similar manner to the rasengan. This deals high damage and high knockback with a 10-second cooldown.

**Tenseigan Mode**: This mode grants the user and the truth-seeking orbs a light blue chakra mode and a massive speed boost compared to the lightning chakra mode and gives a damage boost to melee attacks WITHOUT a sword. This mode is required to use all other jutsus of the Tenseigan except Silver Wheel but drains 2 mode per second.

**Tenseigan Flight**: This ability allows the user to fly at medium speed in while in Tenseigan mode(note: you can turn off Tenseigan mode while flying for infinite flight until you land)(requires Tenseigan mode to use).

**Truth-Seeking Balls**: This jutsu has the truth seeking orbs form a horizontal line in front of the user and rush at the courser before returning to the user. This jutsu deals good damage and high knockback with a 10-second cooldown(requires Tenseigan mode to use).

**Golden Wheel**: This jutsu has the truth-seeking orbs merge in front of the user while he/she puts their hands in the air and shoots a large golden beam at the courser causing a small explosion. This jutsu deals massive damage and medium knockback with a 10-second cooldown(requires Tenseigan mode to use).

**Localized Explosion**: This jutsu has the truth-seeking orbs move in front of the user and shooting a fast blue energy projectile causing a big explosion. This jutsu deals decent damage and massive knockback with a 10-second cooldown(requires Tenseigan mode to use).
Wiki Le Rock des Blocs

## Bienvenue sur le wiki Le Rock des Blocs!

C'est un grand wiki chantant. Tout sur les gros caractères. Real et Fanon aussi. Ce Wiki a besoin d’aide. Si vous avez un fandom !!! Si vous avez des demandes ou des questions, veuillez demander à l'utilisateur Rone and Bomby.

## Emplois

* Nous avons besoin de quelqu'un qui peut faire de la musique.
* Nous avons besoin de personnes capables de chanter.

## Découvrez notre chaîne YouTube

https://m.youtube.com/channel/UCe7rYt8u5xYWLUkGRU3zorA
Shukaku

to gain access to any of Shukaku's forms, your have to beat him. He spawns at 1, 5, or 10 AM/PM Central Time (Server Clock) near either the Samurai bridge connecting the land of iron to the Leaf or the Sand Bridge connecting the Hidden Sand to the Hidden Mist. Shukaku will only spawn in newly made servers or servers without any players in them. Upon Killing Shukaku, a green scroll has appear.

9

### Partial Tailed Beast transformation.

In this mode, half of your body transforms to resemble Shukaku, you also get a tail. In this form the user gets a speed boost and every 3 punches the user sends out a sand wave.

### Full Tailed Beast Transformation

When you activate this mode, you completely become shukaku, although you don’t get any buffs, your punches become sand tsunamis and your E move becomes the ability to throw shukaku’s shit.
Tengoku Clan and RengokuGen Clan Fused

Do not rief This Page For Fak Information

(Fused Rengokuren and TenGokuren that information is not here right now unfornatley, this informaion will be on this page once it is discovered Thank you but i am suggesting that it is really over powered and i will grin this power till i get information) this will take a month or some weeks or more months
Snuffers

Also known as Opinokinetic Thievery, Snuffers are able to "snuff out" the five basic senses of themselves or those around them. Higher-Class Snuffers can even manipulate the senses, causing a person to potentially see, smell, hear, taste, or touch things that aren't actually there. The authenticity of the illusion is based on the individual Snuffer's imagination and mental discipline.

A physiological profile shows that Snuffers are more likely than other Abnormals to have been born without or lose one of their senses. Snuffers have higher rates of deafness, blindness, mutism, and other sense-based disorders whether it be innate or due to disease.

## Classes

### Class 4

A Class 4 Snuffer can only take away one sense at a time. They're unable to cast an illusion or manipulate the sense.

### Class 3

A Class 3 Snuffer can take away two senses at a time, but can only manipulate one of the two.

### Class 2

A Class 2 Snuffer can take away three senses at a time if they are manipulating senses. They're able to manipulate up to two senses at a time. If they are not manipulating any senses, they are able to take away four senses.

### Class 1

A Class 1 Snuffer can take away all five senses if they are not manipulating any senses. They are capable of manipulating up to three at a time. If they are doing any kind of manipulation, they can only take away 4.

### Class 0

A Class 0 Snuffer can take away and manipulate all five senses without any restrictions.

## Limitations

* Snuffers are not immune to their own ability.
* A Snuffers ability to create an illusion through manipulation of senses is limited by their own creativity. (Ex. A snuffer who has always been deaf will have trouble manipulating hearing as it's a sense they've never experienced themselves).
* Turning off one's senses during a battle can have dangerous results.
* A Snuffer can only take away. They cannot give a sense to someone. (Ex. They cannot make a blind person see).
* As with any other Abnormal, their abilities are rendered useless in a White Box.
Weapons

Weapons can be bought at a vendor in each village. Vendors also sell Chi potions and health potions. Weapons increase damage and melee attack range. The vendors' goods are refreshed every 12 hours to new items such as clothes, masks, and weapons.

To equip and check the weapon's durability, go to your inventory and hover your mouse on it. It'll show you the durability and two options to either use it right handed/left handed. (If you have a weapon with a special ability and equip it on the wrong hand, you'll be unable to use the special ability.)

There is a person who you can talk to repair your **LOW DURABILITY** weapons. He is located near land of iron. (snowy)

Once the weapon reaches **0** Durability, the weapon will be lost forever until you buy the exact weapon again.

There are copies of weapons with abilities such like Jashin or Samehada. To know if it's a copy, look at it's color scheme, the name and the weapon itself. The Samehada is light blue while the copy is grey. Same with the Jashin but the difference is that the copy doesn't have three but two knifes. (The Samehada's copy has infinite durability while the Jashin's copy have somewhere around the 1000.) The weapon copies don't have special ability like the original. Every copy has copper as their first name such like the Copper Kusanagi or Copper Samehada.

also for everyone if you want more reach and damage on your swords you can go to the samurai bridge behind is the snowy area there's a place that look like the Kage Summit near there someone can teach you chi sword for 2k there in Samurai Armor

Steel Kunai / 1000 Durability

Regular Katana / 500 Durability

Kiba / You use lightning strike the move on your enemy and it'll multi target

Gunbai / 1000 Durability / special ability same as the fan it sends a gust of wind for chi

Steel Fan / Allows you to send gusts of wind ahead that do damage and push your enemy back a bit, but it costs chi instead of stamina. When you press "e" with it equipped, you will jump into the air and send a vortex of wind over and into your opponent

Copper Kusanagi / 1000 Durability

Bow- Glitched ( Inifinite Durability)

Jashin / (unknown) / absorbs enemy charka per hit

Exectutioner / 1000 / you can throw it

Samehada / 3000 / absorbs enemy charka per hit
Saberu Clan

## About the clan

This clan is based of ninja/assasin like moves. On its own, it's not that great, but when used in combination with another clan/moveset, it could turn the match onto the user's favour.

## Moves

**Silver Chi: (move)** Rank: D+ Points: 5

Regenerates your chakra bar by consuming your endurance bar.

> Pro: Allows faster regen for people with high chi
>
>

> Con: Cannot dash if used till the end. User is vulnerable while using the move
>
>

**Assassin Art: (art)** Rank: C- Points: 8
Gives you a new fighting style and a new pose. Looks like your teleporting when you're attacking. Does not give any boost though.

> Pro: Nice dodging attacks
>
>

> Con: -
>
>

**Hostage Grip: (move)** Rank: C+ Points: 8
Only works on a low health player. Grabs the target and point a kunai under their throat. You can freely move with the victim. When clicked, the user slices the victims throat and makes them unconscious.

> Pro: Nice way to finish a battle
>
>

> Con: Pretty ineffective in combat. Can glitch 2nd exam
>
>

**Parry Dash: (move)** Rank: B+ Points: 12
Dash forward by teleporting. If you touch someone with this move, they will be stunned. Consumes Chi.

> Pro: -
>
>

> Con: -
>
>

**Quick Escape: (move)** Rank: A-, Points: 12
Make you teleporting constantly and raising your speed. Consume Six Energy

> Pro: Good evasive move
>
>

> Con: Doesn't last very long
>
>
Darkness Style

Darkness Style is typically renowned as the strongest/most powerful Kekkei Genkai currently in the game, although it has great abilities, there is an 80% chance to get this KG in the current spin system. The only way to get it is through the KG section of the "Shop" tab in the main menu.

## **Abilities**

***Inhaling Maw* - 6 points:** This jutsu can absorb the majority of attacks/jutsus thrown at the player.

***Judgment* - 7 points:** After absorbing an attack using *Inhaling Maw*, the user can send out said jutsu towards a target. The move judgement launches a cone shape wave to the opponent.

## Trivia

* Similarly to other KG, there are still 3 more Darkness Style moves that have yet to be released.
Elemental Jutsu

Elements: Fire Element (Katon), Water Element (Suiton) Earth Element (Doton) Lightning Element (Raiton) and Wind Element (Fuuton) **All elements cost 500.**

NOTE: Every tier up you get to deal more damage and obtain a different Element color.

Tier 1+ Iron Earth, Silver Water, Blue Fire, Purple Lightning and Dark Wind

Tier 4+ Black fire

Every Element Jutsu has a ranking system which is D Rank-S Rank. Some required tier 1

## Elemental Kekkei Genkai Jutsu

Sand Style (Earth and Wind Style) (Sanda)

Ironsand Style (Lightning and Wind Style) (Ironsanda)

Sound Style (Lightning and Wind Style) (Sounda)

Storm Style (Water and Lightning Style) (Storma)

Swift Style (Wind and Lightning Style) (Swifta)

Darkness Style (Fire and Wind Style) (Darka)

Scorch Style (Fire and Wind Style) (Scorcha)

Ice Style (Water and Wind Style) (Icea)

Explosion Style (Earth and Lightning Style) (Explosiona)

Crystal Style (Earth and Water Style) (Crystala)

Mud Style (Earth and Water Style) (Muda)

Wood Style (Water and Earth Style) (Wooda)

Lava Style (Earth and Fire Style) (Lavaa)

Boil Style (Fire and Water Style) (Boila)

Metal Style (Wind and Earth Style) (Metala)

Kekkei Tota(triple elements)

Chaos Style (Water, Lightning, and Wind Style) (Chaosa)

Particle Style (Wind, Fire, and Earth Style) (Dusta)

Plasma Style (Fire, Lightning, and Wind Style) (Plasmaa)
Healing Art

## Description

You'll need to be at Rank C- and have 3,500$ to acquire this art. Healing Art allows you to provide healing and support, and also has offensive potential.

You can learn Healing Art from an NPC around the Great Naruto Bridge, near the Mist Village.

## Traits

**Pros**

* High Damage
* Great for exams
* Fast Recovery Usage

**Cons**

* last 3 moves will get you bugged if you use it in the same place again

## Abilities

1.**Self Heal**: Hold to heal 5 HP for 5 chi.

* Prevents moving, though you can still jump

2.**Partner Healing**: Hold to heal nearby person 5 HP for 5 chi

* same as above but for a teammate

3.**Partner Chi Healing**

* Transfers Chi

4.**Slug Summoning**: Summons a slug that heals only you within its radius

* Can ride by jumping on its head

5. **Heavenly Spear**: Gives Healing Art fighting style

6.**Fist Smash**: Fly up in the air and smash down with your arm dealing low damage.

7.**Leg Smash**: Fly up in the air and smash down with your leg dealing 20 damage and adding a lot of rubble.

8.**Enhanced Strength**: Creates long range rubble in a straight line, which damages enemies as they get knocked back

please confirm this and add how much chi it takes to use.
Akuma Clan

The Akuma (or Uchiha) is one of the most powerful clans in-game, it has the potential to awaken the Sharingan and the Susanoo.

## ***Sharingan Abilities***

**Awaken Tomoe:** cost 3 points and grants a minor speed boost.

**Enhanced sight:** when this skill is activated you can see a red outline of the opponent's body. You can also see opponents through some obstructions.

**Tomoe 2:** cost 7 points, grants minor speed boost.

**Auto Reflex:** when using any tomoe with this skill unlocked you can dodge enemy attacks at the cost of 10 Chi. Cost 8 points. Does not have a visual effect. (auto dodge. you don't even need it in your "Hotbar")

**Tomoe 3:** cost 9 points, grants minor speed boost. You now also see peoples last used elemental jutsu

**Copy Wheel:** upon activation, you copy the elemental skill of the person closest to you. Copy any elemental skill, does not require points or grips however if it requires tier you need to be that tier or above to use it. Consumes 25 Chi. Unable to copy Clan, art and mode skills. Cost 8 points.

**Genjutsu:** once Jutsu is completed you shoot a white translucent ball (only visible to the caster), upon contact with another player they would experience being brought up on a cross and multiple clones of the player going back and forth hitting them while their screen is now a red-ish colour. Consumes 25 chi Does no damage. Cost 8 Points.

**Mangekyou:** Cost 10 points.Gives Auto Reflex

**Inferno Flame:** This ability would spawn Black Flames where ever your cursor is. Consumes all your Chi Does High Damage. damage scales with chi consumed. Cost 12 points.

**Kamui:** This ability turns your screen blue and you become invisible on activation while leaving behind your name and if you had chi feet activated a ball of your chi colour. you will not take any damage, you move at a fast speed but slower than lightning mode or tenseigan mode. will Consume 25 chi upon activation and drains Chi at a fast pace which can be negated with high enough chi control. Upon attack, Dash, Doing a jutsu, Pressing Kamui, or going to 0 chi you would exit Kamui. Cost 14 points. (Also when you use a mode or art during Kamui and if you use toad sage in Kamui you cant attack, Also if you put away your weapons during Kamui your speed goes back to normal).Kamui has bugged: If you activate it, a quest's cursor wile appear and will disappear only if you die.

**Rib Cage:** Costs 14 points.

**Skeletal Susanoo:** Costs 14 points.

**Humanoid Susanoo:** Costs 16 points

**Full Body Susanoo:** Costs 16 points
Lava Style

Pro's:

Combination of Fire and Earth.

Good for npc exams and missions.

Con's:

Easily dodged by players.

With players with lower chi control it takes a lot of chi.

1. Traveling Lava Explosion-Creates several pools of lava around player, takes 25 chi and does medium damage. Requirements-D+/5 points.
2. Lavaball-Shoots two balls of lava, one contact with ground or player, expands to a huge pool of lava, does 25 chi and does medium damage. Requirements-C+/6 points.
3. Erupting Lava Floor-Creates large pool of lava underneath player, takes 25 chi and does high damage. Requirements-A-/6 points.