recursal/Fanatic-Fandom huggingface dataset:
Birchstar

**Birchstar** is a dark brown tom with yellow eyes.

#### *Darkness Rising*

When we first see Birchpaw, he is returning from a patrol, Shadefur, Mossflame, Hareclaw, Springpaw and Blazestorm at his heels. As they drop their fresh-kill onto the fresh-kill pile, Crowpaw can be seen wresting a fish out of the pile. Birchpaw makes his way over to the apprentices' den, where Ebonypaw greets him. She asks about Briarpaw, and Birchpaw says that she is still mad at him. Songstar calls a Clan meeting, and Snailpaw becomes Snailfang. Birchpaw comments that he does not like Snailfang, but is shushed by Mossflame. Shortly thereafter, he is sent on a daily border patrol, which he complains about.

## Quotes

"*Wait, what? You're expecting* my *kits?! Ebonywhisker, please tell me you're joking!*"
—Birchstrike to Ebonywhisker *Coral Dreams*, chapter 19

"*I'm scared, Ebonywhisker! My father might be out there, wondering if I'm okay. You don't understand how much my father means to me! I* have *to find him! And* you can't come along*. No matter what. I'm doing this on my own.*"
—Birchstrike to Ebonywhisker *Clouds of Fire*, chapter 5

"*Listen to me, Shrewkit, you might not ever know your mother, but I know. One day, you'll see her. One day, my son. I love you, as does she.*"
—Birchstrike to Shrewkit *Fade Away*, chapter 10

"*Punishment for something I* didn't even do*, I assume. Just let me deal with the dreaded mouse bile then!*"
—Birchpaw about being forced to sort herbs (instead of Crowpaw) *Darkness Rising*, chapter 2

"*If you come back, Cumin, be prepared to fight.*"
—Birchpaw to Cumin *Darkness Rising*, chapter 3

## Trivia

* In *River of Smoke**,* he is mistakenly listed as a warrior under the name Birchpaw.
* Later in the same book, Ebonywhisker is seen carrying a mouse when he asked her to share a fish. This is because, as Birchstrike actually says, she does not like fish much.
* He was originally supposed to look like the later Birchkit, but that idea was scrapped to make way for the later one.
* Both he and the later Birchkit have the power to walk in other cats' dreams and influence those dreams.
	+ This is because of the Sunteller of the Tribe of Three Suns being able to dream, so he passed on a power of sorts to the cats in the dream.

* He shares a warrior name with the lighter-colored WindClan deputy Birchstrike. He shares a kit name with the ShadowClan elder Cedarheart.
* He has WindClan ancestors on his mother's side; she was HalfClan.
* His sister hates him because he got to become a warrior.
	+ She was *blind!* For StarClan's sake, can't she forget it for once?!

* Unlike Ebonywhisker, he does not like Seedclaw.
* He has a very strained relationship with his father.
	+ This is because after his mother died, his father abandoned him and his Clan.

* If he had a theme song, it would be ODDS&ENDS by Hatsune Miku.
* He dislikes being punished for things he didn't do.
* He is best friends with Junipercloud.

## References and Notes

1. ↑ *Darkness Rising*, chapter 33
2. ↑ *The Stag's Fangs*, chapter 29
3. ↑ 3.0 3.1 *Darkness Rising*allegiances
4. ↑ *Coral Dreams*, chapter 12
5. ↑ *Darkness Rising**,* chapter 1
BlossomClan

## Lore

Blossom, a cat who could bring life wherever she walked, was one of the mythical cats. She was said to have long, silky fur, white with ginger spots, soft yellow eyes, and pink petals always in her fur. She was the most peaceful out of the three, the one who wanted to fight least during the big fight.

## Atmosphere

BlossomClan has of course, many flowers and nature. The medicine cat is plenty stocked, even in leaf-bare due to the fertile soils in the area. Medicine cats often give thanks to Blossom for this gift. There is a small sort of river in the medicine cat's den as well.

The forest area, while not as many trees as TaigaClan, is still rich with prey. They usually eat birds, rabbits, and mice, and save the feathers for nests.

Most dens are made out of sticks, reeds, and feather, with draping vines at the entrance. The medicine cat den however, is farther away from the clan, and looks almost like a cave with a sort of small river. It is farther away, since there are a lot more plants in the area and better soil.

## Unique Attributes

BlossomClan cats are usually light colored, with longer fur. Even many warriors will know basic herbs, as it is almost necessary for them. Some of them may have petals or leaves in their fur often. They are quick and good-thinkers, but also frail.
Darkness Rising

***Darkness Rising*** is the first book in the ***A Vision of Flames*** series.

## Blurb

Follow the adventures of the rascal Birchstrike, a warrior in RiverClan during the era now remembered as *Blackfang's Era* as he goes from apprentice to warrior, forging new friendships and making new enemies along the way. For as long as anyone dares to remember, Blackfang and his group of hostile rogues have terrorized the RiverClan cats with any method possible. However, everything changes when the Clans receive a prophecy telling of the star of birch and the stag's fangs. Can Birchstrike figure out the meaning of all this before it's too late?
Wellspring families

Known simply as the founders of monster hunting, The wellspring families are ironically the youngest of the sentient races: Humans. No other species is able to be a naturally born wellspring child, although it is possible to marry into one of the families, and hybrids are possible.

one of the most noteworthy powers that wellspring families possess is a form of unknown, complex magic known as a bloodspell, a type of power or ability that runs through families and has a chance of granting one with the proper heritage to these powers. To the wellspring families, everyone who has some form of wellspring blood in them will have a recessive spell that can be passed down, although the spell itself has only a fourteen percent chance of becoming dominant and bestowing its effects to the person who has it. those who have a dominant bloodspell are known as Shifters, which can be elaborated more on its own page. the shifter bloodspell, however, is somehow passed down in name only, meaning that if a woman marries into another family, she may be a shifter, but she will not pass down the ability itself. If a woman has a child out of wedlock, then the child will be effected by the bloodspell of the mother. (Fornication nor abortion in hunter society is not considered socially acceptable, so children of this caliber are very rare and, in the case of the birth of one, they are usually heartlessly discarded if the mother sees fit or sent to a foster home, in which world it does not matter be it the magical one or the world of Netches.)

## Known family names

* Ambleway - Wolverine

* Azuren - FearKnight

* Bliton - Bison

* Carter - Tonus

* Chryson - Maned Wolf

* Dire - Aegus Wolf

* Draken - Dragon

* Erachna - Jumping Spiders

* Felinus - House Cat

* Fliffum - Jack Rabbit

* Gastrell - Titan
* Hardewall - Rat

* Jessup - Leopard

* Jones - Octopus

* Kindle - Phoenix

* Lennix - Lion

* Lephant - Elephant

* MacCaa - Mountain Goat

* MacDonugh - Boar

* Macken - Hippopotamus
* Morland - Griffin

* Potter - White Tail Deer

* Salek - Shark

* Serpenta - Pit vipers

* Shepherd - Shepherd dogs

* Shuilu - Chinese Water Deer

* Sterling - American Kestral

* Underwood - Bullet Ant

* Ursan - Grizzly Bear

* Vulpiere - Fox

* Wessly - Weasel

* Wick - Candle Mouse
Eveningstar (WC)

## Eveningstar

**Eveningstar** is a black she-cat with green eyes and long fur.

#### *Eveningstar's Courage*

We first see the young warrior as she is showing off hunting skills to the newest apprentice, Rushpaw (who is not her apprentice), while they are out on patrol.

## References and Notes

1. ↑ 1.0 1.1 *Eveningstar's Courage* allegiances
2. ↑ *Eveningstar's Courage*, chapter 33
3. ↑ *Darkness Rising* allegiances
Cats Of MossClan

## Leader

Feather/Featherstar-silver tabby with blue-green eyes.

Mate- Petaldaze

## Deputy

Starlingsong-tortoiseshell she cat with white specks, one blue and one orange eye.

## Med. cat

Milkfoot-black she cat with white paws and stomach, amber eyes

## Warriors

Hailstorm- white and grey specked tom with blue-green eyes

Apprentice- Marshpaw

Mintfrost-long furred blue-grey she cat with darker blue muzzle, tail, neck fur, and streak down her back, blue eyes

Stonepool- smooth, grey furred tom with dark green eyes

Apprentice- Cinderpaw

Petaldaze- spotted golden she-cat with white paws and orange eyes

Mate- Featherstar

Duskfrost-tortoiseshell she-cat with a white muzzle and paws, green eyes

Ravenwatcher-solid black she-cat with heather eyes

## Apprentices

Marshpaw- mottled brown tom with green eyes

Cinderpaw- dark brown colorpoint she cat with very pale blue eyes

## Queens

Daisystream- white and brown spotted she-cat with orange eyes

## Elders

Pineface- almost completely white tom aside from his dark brown face, blue-green eyes

Wolffang- dark grey tabby with yellow eyes
Browning Auto-5

Type: Firearm

The browning Auto-5 is a shotgun designed by famous Latter-day-saint gun designer John M. Browning. it is notable for being the first ever semi automatic shotgun ever designed, and was produced well into the late 1990's before production ceased to continue. One of it's most iconic features that the weapon possesses is it's high rear end, which gave it the nickname "Humpback." It is famous for being the base weapon that Aourron's DB shotgun is based upon, though his is heavily modified from the original version so that its handling is more akin to a traditional double barrel shotgun.

This page needs more info. please come back to it.
RedMageRiley

RedMageRiley is the self described anti-thesis to BlueMageBrilly, a foul sorcerer who seeks to turn all things Red in his lust for power. So powerful is he, that he has successfully created magical duplicate, also known as RedMageRiley. Unfortunately, the duplicate is so perfect, neither is sure anymore which one is the original.

He like picnics, swimming, summer barbeques, and the color red.
Coulrofobia

La **coulrofobia** es la fobia o miedo irracional a los payasos y a los mimos.1​ Afecta especialmente a los niños, aunque puede aparecer en adolescentes y adultos. En discusiones sobre las causas de la coulrofobia, los pacientes coinciden en que lo que más les aterroriza de los payasos es el maquillaje excesivo, a menudo acompañado de la nariz roja y del color extraño del cabello, que les permite ocultar su verdadera identidad.

Los afectados a menudo adquieren este miedo después de haber tenido alguna mala experiencia con alguno de ellos o de haber visto un retrato siniestro en medios audiovisuales. Se considera que la novela *It* de Stephen King, llevada posteriormente a la gran pantalla, contribuyó a popularizar la figura del payaso malvado. Esta afirmación está avalada por estudios científicos realizados entre los años 1970 y 1987, año en la que se dio por concluida la investigación por ser tan perturbadores los resultados obtenidos
Filofobia

Una de las fobias más curiosas es la fobia a estar enamorado, o Filofobia. Este trastorno de ansiedad puede tener un efecto en la vida social y emocional de persona que lo sufre. En casos graves, el filofóbico puede no solamente evitar amores potenciales, sino que puede dejar de relacionarse con compañeros de trabajo, vecinos, amigos y familiares.

El acto de enamorarse puede ser una de las experiencias más increíbles que podemos sentir los seres humanos, pero para un filofóbico, puede convertirse en una situación que le produce una terrible sensación de malestar y niveles altos de estrés emocional y físico. La Filofobia puede ser altamente incapacitante, y en casos severos puede conducir a una situación de aislamiento social.

###
Discapacidad intelectual

La discapacidad intelectual se expresa en la relación con el entorno. Por tanto, depende tanto de la propia persona como de las barreras u obstáculos que tiene alrededor. Si logramos un entorno más fácil y accesible, las personas con discapacidad intelectual tendrán menos dificultades, y por ello, su discapacidad parecerá menor.

A las personas con discapacidad intelectual les cuesta más que a los demás aprender, comprender y comunicarse.

La discapacidad intelectual generalmente es permanente, es decir, para toda la vida, y tiene un impacto importante en la vida de la persona y de su familia.

Es importante señalar que:

* La discapacidad intelectual no es una enfermedad mental.
* Las personas con discapacidad intelectual son ciudadanos y ciudadanas como el resto.
* Cada una de estas personas tienen capacidades, gustos, sueños y necesidades particulares. Como cualquiera de nosotros.
* Todas las personas con discapacidad intelectual tienen posibilidad de progresar si le damos los apoyos adecuados.

Hay muchos tipos y causas diferentes de discapacidad intelectual. Algunos se originan antes de que un bebé nazca, otros durante el parto y otros a causa de una enfermedad grave en la infancia. Pero siempre antes de los 18 años.
Pareidolia

La pareidolia es un fenómeno neuro-psicológico por el cual las personas que lo experimentan creer ver formas o contenidos visuales que en realidad no están allí. Consiste en percibir un rostro o una figura humana o un animal en lugares de lo más insospechados: la forma de estar colocadas las ventanas/puertas en un edificio, la parte posterior de un despertador, una nube, en una tostada, una grifería, etc.
Ludopatía

## Ludopatía o adicción al juego: una forma de adicción sin drogas

Ni el juego, ni sus problemas asociados, son algo nuevo en nuestra sociedad. El juego por placer, ocio u objetivos gananciales están presentes desde nuestros ensayos más primitivos. Tan antiguo como el juego es el juego patológico; este último se entiende como la pérdida de control sobre juegos de azar en los que se realizan apuestas, como lo son las máquinas , bingos, casinos o cupones, apuestas deportivas y juegos de tipo privado.

Fernandez-Montalvo y López-Goñi (2012) describen al jugador patológico como dependiente emocional del juego, con pérdida de control y su correspondiente afectación negativa en su vida cotidiana. Esta dependencia puede estar generada por la falsa expectativa de ganar para recuperar lo perdido; distorsión cognitiva o pensamiento erróneo que mantiene la espiral del juego. Las mentiras y el ocultamiento del juego es otra gran característica observable en este trastorno.

Siendo el juego una conducta social normalizada, en el jugador patológico o ludópata aumenta tanto en frecuencia de episodios diarios normalmente y fortuna apostada (económica fundamentalmente); implicada en juegos del azar, destruyendo su vida familiar y laboral. En efecto, la palabra ludopatía proviene del latín ludus, ‘juego’, y del griego patheia, ‘padecimiento’ o ‘afección’; es decir "juego patológico"

El juego patológico es un trastorno relativamente común, pues se estima aproximadamente que un 5% de adultos experimentaran problemas con el juego (A.P.A, 1980). Los datos epidemiológicos indican que cuatro de cada cinco adultos (78,4%) han apostado al menos una vez en su vida. El 27,1% han apostado más de 100 veces; y el 10,1% más de 1000 (Kesseler et al., 2008).
Shadow hop

Type: Monster ability

Shadow hopping is an ability reserved for select monsters that are a Spawn of Argantus. To Shadow hop, a monster must have a body that can at least dissipate into a surreal, vaporous magical state so that the may "Hop" through a shadow from one location to another.

## Specifications

Considered a form of rough teleportation, The basics of shadow hopping are fairly simple: A monster touches a shadow, disappears into it, and appears at the maximum range of a hundred feet away through another shadow. Though that may not seem like far, It is just enough for a monster to escape from eminent danger. Monsters who Shadow hop can also reset their bodies, nullifying any damage that has happened to them once they manage to teleport.

To Shadow hop, the monster must make contact with a shadow of suitable darkness and sense any nearby shadows in a vicinity of one hundred feet; once they do this, they pick out a shadow that would help them most, and jump through it into the location of the chosen shadow. To go farther, they link up multiple shadows and jump through them in quick succession, moving at a quick, zigzagging manner from one location to another. Shadow hopping is not as effective during the day or in any bright light, as shadows are harder to come by, just as most abilities used by the spawn of Argantus are, thus most of these creatures are nocturnal by nature.
Llumence stone

Created when the pit of the Life Tree's fruit is cracked open, Llumence stone is an exceedingly potent and powerful piece of light magic that can protect the holder from dark monsters or anybody that has some form of adverse intent. Llumence has the ability to keep away the darkness no matter what, and is described as being even more vibrant and colorful than the most precious and pure of gold, as if it were solid light. Llumence stone can also be planted to create another life-tree. Because of Llmuence stone's rarity, a single gram of the material, which is technically considered a stone, can cost three and a half thousand dollars with standard currency, a thousand dollars more than the metal Rhodium, which is more expensive than gold, silver, and platinum.

Llumence stone also has the ability to kill and hurt any creature that is of ill intent, and people who try to rape, pillage, kill, and hurt are usually guilt-tripped into not doing so if caught in the light of Llumence stone.
Kame Tanaka

"*Stuff and things, probably.* "

**Kame Tanaka** is a student at U.A. High School training to become a Pro Hero.

## Appearance

Kame is a raccoon who appears to be human thanks to his unique quirk. The most telling sign of his raccoon origins are the grey raccoon ears and striped tail. Kame has brown, curly hair instead of traditional raccoon grey for some reason. He is most often seen wearing a red jacket with three white diamonds on the chest combined with basic jeans and a white bandana around his neck (for style).

## Personality

Kame is a fun loving raccoon-human thing with an inherently kind nature. He enjoys helping people when given the chance, but especially his friends. Some of his favorite pastimes include making dumb jokes and bickering about seemingly pointless topics with friends. At the end of the day, Kame just wants everyone to have a good time. He honestly loves his friends even if he won't come out and say it.

As good natured as he is, Kame usually lets his own laziness get the best of him. Constantly complaining about doing anything remotely physical, many think he is the epitome of laziness. While this perception is mostly true, the fastest way to get Kame invested in something is through useless collectables. Gacha games, figurines, and trading cards are a huge source of ambition for him. Sadly completing a collection costs money.

## Abilities

### -Quirk-

**Human**: Due to Kame's origins, a human quirk has blessed the young raccoon with the ability to more or less fit in a human society. More specifically, his quirk has given him a (mostly) human body and brain while still retaining some raccoon traits including Night Vision and a steel stomach.

### -Ultimate Moves-

**Grabby Hands**: Kame quickly grabs an item, typically without anyone noticing. Because Kame is more suited more for undercover jobs, such as infiltration and recon, the ability to snatch things in an instant is invaluable.

**Dumpster Dive**: A close range, last chance attack where Kame scrambles to find a trashcan and then proceeds to throw trash all over the terrain. Afterward he starts eating garbage and finally picks up the trashcan and smashes the guy.

### -Stats-

Kame's stats, according to the Official AU Creators
## History

### -Arc Synopsis-

**Early Life**:

**Entrance Exam Arc**:

**Battle Trial Arc**:

**Han Corp Arc**:

**Sports Festival Arc**:

**Internship Arc**:

**Final Exams Arc**:

**Summer Camp Arc**:

**Hideout Raid Arc**:

**Provisional Hero License Arc**:

### -Battles & Events Recap-

**Battle Trial Arc**

* Kame & Laslow vs Lilith & Chihiro: Victory

**Han Corp Arc**

* Kame, Perona, Genos, & Chihiro vs Reaper: Survived till the Heroes appeared

**Sports Festival Arc**

* Kame vs Aoyama: Victory
* Kame vs Makrua: Loss

**Final Exams Arc**

* Kame & Lilith vs Snipe: Victory

## Relationships

### -Class 1C-

**Makura Ikari**:

**Bodi Zheng**:

**Min Min Takatsu**:

**Ricken Noble**:

**Laslow Ferox**:

**Len Kagamine**:

### -Other-

**Jumin Han**:

**Khampa Zheng:**
Servants of Argantus

The Servants of Argantus are an elite group of Demons/monsters that have more power than the average monster, yet are still considered underlings to Argantus himself. They are his second in command, each one of them being an individual, unlike the mindless Spawn of Argantus, who are just monsters that follow orders.

## Known Servants

* Lilith, Queen of Wraiths
* Hel, Harbinger of disease and death
* Grendal, shepherd of Gobblishgins
* Baba Yaga, empress of Hags
* Mictlāntēcutli, the first Necromancer, also known as the dead cannibal
Gobblishgin

## Bestiology

The word Gobblishgin is and umbrella term used to describe the family of monsters that includes Trolls, Ogres, Oni, Orks, Cyclopes and Gnomes. Gargeths are sometimes classified with the Gobblishgins, although they are, by most of the population, considered a type of evolved Primate.

## Linguistics

The Orkan language is also known as Gobblishgin. its alphabet shares minor similarities with the English Alphabet, such as the case with certain letters, although Orks consider it a great and treacherous act to use the letter E around them. For some reason, when this is done, it warrants the same reaction one would get when they tattoo a swastika on their forehead, shave their head, and took a long walk in modern day Israel.
Mech-Hisui

This article is for Mech-Hisui. For normal Hisui, see Hisui. For the different version of Mech-Hisui paired with Neco Arc, see Mech-Hisui & Neco Arc.

## Introduction

One of Kohaku's machination in Melty Blood, a berserk robot bent on world domination.

Mech-Hisui is another unique character in Melty Blood. Each moon plays very different from each other, but each has a number of ranged and projectile moves to assist with her zoning and spacing. Generally considered a high execution character, but the results are well worth the work.

**Stage:** *Doctor Kohaku Garage*

**BGM:** *Fight! Our Mech Hisui!*

## Images

* Ingame Artworks
* Sprites
* Expression Sheets
* Maps

Melty BloodSpecial

Colors

<gallery widths="160" spacing="small" columns="4">

/gallery>
Argantus

Known as the all mighty Lord of Darkness, the Master Manipulator, the Father of Lies, Argantus is feared throughout the entirety of the hunter world because of the danger he poses and how cunning he is. Every ancient civilization has at least some form of him, although the Fog Syndicate covers most of them up as to not allow the mortals to learn of his existence. To the Greeks, he was known as the Titan of Dark manipulation and did many things, include pray to their gods, to keep him from hurting them. Unbeknownst to the Greeks, however, he had a hold on them for much longer and was the reason their gods were wiped from existence in the first place.

## Physical description

Argantus is an extremely imposing figure, able to change his height at a whim's notice, although is at a average between eight and twenty eight feet tall. His body is composed of a dark, ethereal energy that is more often than not described as solid shadow, and is notoriously resistant to any form of magical or physical attack, the exception being magical attacks based around Light Magic.
Followers

The Followers, officially The Followers Of The Great Blue One, sometimes known as Those Who SabaPing, are those select individuals who devote their time to analyzing and deciphering the teachings of the BlueMage. His lessons are often counched in metaphor, and hidden behind complex imagery. He does this to ensure that his magical prowess would not fall into unworthy hands, as well as to hone his own magical prowess, with the hope that one day his Stream-Thoughts will become one of the Great Streams of Life.
Sapphire Bot

Sapphire Bot, full name Sapphireius Robotticus, is the BlueMage's Apprentice, and privy to his most deep held secrets.She grants the Followers small tokens of their Master's esteem in the form of STARS, which they can use in like, 2 ways? She also runs a casino, where the Followers may gamble away their STARS, and is also in charge of organising duels between Followers, where they fight to the pain in glory of the BlueMage.

She's also incredibly biased against certain members of the Followers. The Blue One tries to protect his Apprentice and denies that any bias exists, but we all know the truth. She does not like me. The feeling is mutual.
Lore

Lore, according to Brolly, does not exist, but many others know of its existence. The greatest of the Followers seek to learn lore, and to understand it, seeking what they call the Brilly's True Name. This will grant the Followers the power to direct tribute directly to their leader, and increase his strength a hundred fold.

A select few search for what they call Deep Lore, secrets so hidden that even the very fact that they are hidden is hidden. Even few search for the Deepest Lore, that what most would decrypt as fairy tales, but we know the truth, don't we, dear reader?
The BlueMageBrilly Movie

The world is about 70% water, but in Christmas 2022 it's gonna be 100% Blue.

When Brilly discovers an ancient plot to remove the entirety of the color blue from the universe, he has to find the power to save the world. Journeying across the globe, he has to increase his magical mastery one step at a time, until he becomes...

BLUEMAGEBRILLY

Starring:

Robert Downey Jr. As BlueMageBrilly

Tommy Lee Jones as Old Mage Brilly

Rashida Jones as Sapphire bot

Alec Baldwin as Bluebert

Toby Maguire as Spidahmahn

￼and featuring

Sir Michael Caine as RedMageRiley
Felinus and the Six Locks Wiki

## Welcome to the world of Felinus

Under the seems of this world, in the forests of the deep mountains, in the deepest parts of the desert, there lies the myths. Monsters, creatures beings of all sorts live in secret away from prying eyes, simply because they like their secrecy. Among this world of legends and myths lie the hunters, a civilization of humans who hunt and kill the most dangerous of these monsters to keep us as a species away from extinction. If not for them, we would be slaves to a darkness only the most observant and intelligent of people would see.

## about the project

"Felinus and the Six Locks" is a passion project universe/story that is supposed to be published in due time, although it still requires much finesse when it comes to the fruition of this idea. It will come in time, though in the meantime I have a lot on my plate and info for monsters, events, items, and characters will be a slow, yet gradual process. Things can also change if I don't like the idea or feel that it needs polish.

## Latest activity

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

File:Placeholder
Myuthis language

File:Placeholder
The Myuthis language is the native language spoken by the Ferral. It has multiple dialects, though it sounds mostly like sounds made by the common house cat. The different dialects have much dependency on how isolated the Ferral clan is, where the clan is in the world, and the individual in question. Every Ferral who has been raised by fellow Ferrals is at least, in some form, fluent in it, although it is easy to influence a young kitten by emersing them in another language, such as the case with Faris, who was raised by his mother and knows enough of the myuthis language to communicate but has instead developed a heavy german accent. It has a very primitive written form.
Somatización

La somatización es un conjunto de síntomas físicos que producen malestar y que no pueden ser explicados médicamente a partir de una revisión del cuerpo. Es decir, que allí donde hay una somatización hay problemas relacionados con el dolor y el malestar a los que no se les puede encontrar una causa a partir de un examen médico.

Debido a las dificultades para encontrar el origen del problema, la atención del diagnóstico y los tratamientos suele recaer en el Sistema Nervioso Somático, es decir, la parte del sistema nervioso que lleva información sensorial y sirve como canal para los impulsos eléctricos que activan la musculatura.
Eritrofobia

Esta fobia la podemos considerar como un subgrupo dentro de las fobias sociales. El malestar y/o vergüenza de la persona al producirse el enrojecimiento puede ser tan alto, que le puede llevar a evitar cualquier relación social en la cual pudiera pensar que esa sensación podría volver a aparecer.En determinadas situaciones en la que existen relaciones sociales, nuestro sistema nervioso puede provocar la dilatación de los vasos sanguíneos, produciéndose así un enrojecimiento facial, que es absolutamente normal. Para hablar de eritrofobia, recordamos que es necesario que la persona haga una interpretación negativa de su rubor, es decir, le avergüenza, lo siente como algo que nadie debería percatarse, así como algo terrible que le suceda. Además piensa que la evaluación que los otros hacen de su enrojecimiento será negativa y puede traer consecuencias malas para su persona.El propio miedo a ruborizarse genera una gran cantidad de pensamientos negativos anticipa-torios, que indudablemente hace que aumenten las probabilidades de que el rubor aparezca. Así, una vez instaurado el rubor, el paciente prestará mucha atención a su rostro y, en consecuencia, aumentará más su sintomatología.[1]
Fog Effect

The Fog Effect is a magical veil that removes the memory of any mortal that sees or interacts with a monster with full knowledge that they are doing so. The Fog Effect has very close ties to Requiem Argantus, which started at around 457 A.D, and thus has much historical and cultural significance to those who are part of the magical world. The Fog Effect can not cover everything up, as some things are just simply too large and destructive to hide, meaning that the Fog Syndicate must cover up the larger and more dangerous monsters and their destructive rampages by hand.

## Cultural significance

To the Wellspring families and every magical species out there, the fog effect is crucial to their way of life and knowing security that they will not be discovered by the natural world. However, many monsters, mostly the Servants of Argantus, try everything in their power to break through the protective barriers that the Fog effect provides and try to shred the Veil. Thus the Fog Syndicate is called in to patch up loose ends when the monsters in question break through the Hunter's defenses and attack heavily populated locations where non-hunters thrive.

## Historical significance

First created at the near end the Dark ages, The Fog effect has proven in keeping the majority of people behind the veil safe from psychological and physical harm. Indeed, the people who live in the non-magical world have grown so accustomed to living in a world without magic that They would be blown away, if not completely crippled, if they actually remembered a Thunder Gigant's silhouette moving across the horizon or the fact that their house was obliterated by the living wrecking ball known as the Ferpyra. Multiple denominations of the Christian church were the ones who pushed the Wellspring families into hiding, driven by their belief that the hunters simply made up the monsters to gain power, not realizing that no monsters were seen by fear of being hunted to extinction by the more then competent Hunters who had s grip on the magical world at this time. As a result, the event known as Requiem Argantus began, and the hunters were driven into hiding and forced to create the Fog effect, just before the bubonic plague struck.
Alexitimia

La alexitimia designa la incapacidad de hacer corresponder las acciones con las emociones, así como también otras características sintomáticas que se asocian a ella, definidas por la clínica médica. Es ésta una entidad nosográfica que describe rasgos de personalidad a partir del tratamiento de enfermedades psicosomáticas, así como de adicciones y depresión, sin dejar fuera los trastornos de las conductas alimentarias de una población más amplia, lo que le da una dimensión trascendente para el ámbito psicológico en su perspectiva preventiva.

Las manifestaciones alexitímicas nucleares son cuatro, según explica Pedinielli (1992) en una de las primeras obras aparecidas en francés sobre la cuestión:

1. La incapacidad para expresar verdaderamente las emociones o los sentimientos.
2. La limitación de la vida imaginaria.
3. La tendencia a recurrir a la acción para evitar y solucionar los conflictos.
4. La descripción detallada de los hechos, de los síntomas físicos, actividad del pensamiento orientada hacia preocupaciones concretas.

La alexitimia tiene como factor central un problema de la función simbólica, es decir, la incapacidad para expresar la dimensión inconsciente en palabras, ensueños y fantasías. Por estas características, es solamente a través de la somatización que el sujeto denuncia y puede dejar aparecer su estado emocional.[1][2]
BlueMageBrilly

BlueMageBrilly is the greatest magic user who has ever lived. With his apprentice, Sapphire, he attempts to unravel the very fabric of reality and understand the weave and heft of the universe. Unfortunately, he got distracted playing video games lately, and has sent his wind-web-thought-weaves on the eventide neural flows. In this manner, he has gathered a small cult following.

His backstory is super cool and edgy. It's so edgy that if one were to try and write it down, it would simply cut the surface in half. And it's so dark that looking into is the deepest dark in the entire darkness.

Also, is apparently a zombie now.

He probably thinks I took this joke too far. I say I haven't taken it far enough.
Borderline

El Síndrome de Borderline, también llamado trastorno límite de la  personalidad o solo borderline, se caracteriza por cambios súbitos de humor, miedo de ser abandonado por los amigos y por comportamientos impulsivos como por ejemplo: gastar dinero sin control o comer compulsiva mente.

Generalmente las personas con este síndrome tienen momentos en que están estables que se alternan con episodios psicóticos, manifestando comportamientos fuera de control. Estos síntomas se comienzan a manifestar en la adolescencia y se hacen más frecuentes en el inicio de la vida adulta.

A veces estos síntomas son confundidos con enfermedades como esquizofrenia o enfermedad bipolar, pero la duración y la intensidad de las emociones es diferente, siendo fundamental que el individuo sea evaluado por un psiquiatra para saber el diagnóstico correcto e iniciar el tratamiento adecuado.
Disfemia

a disfemia o tartamudez es una perturbación de la fluidez de la expresión verbal caracterizada por repeticiones, bloqueos, espasmos o prolongaciones involuntarias de sonidos y sílabas sin que existan anomalías en los órganos de fonación. Se acompaña frecuentemente de mutismo, retraimiento y evitación de situaciones en las que el niño se vea obligado a comunicarse. Muchos autores emplean el término “disfemia” para referirse al trastorno y “tartamudez” como la forma peculiar de habla.

Muchos autores emplean el término “disfemia” para referirse al trastorno y “tartamudez” como la forma peculiar de habla.

Según su origen, se diferencian dos tipos de disfemia:

Neurogénica: es resultado de una comunicación deficiente entre el cerebro, los nervios y los músculos como consecuencia de una patología cerebrovascular.

Psicógena: de origen psicológico. Puede estar provocada por un trauma grave o por situaciones de angustia o ansiedad.

Según su sintomatología, diferenciamos:

Tartamudez tónica: se caracteriza por el habla entrecortada con espasmos iniciales. El niño emite a continuación un discurso precipitado acompañado de una gran tensión muscular.

Tartamudez clónica: se caracteriza por las repeticiones silábicas involuntarias y bruscas antes de iniciar la frase o en el curso de la misma. Se acompaña de contracciones labiales breves y rápidas.

Tartamudez mixta: es el tipo más frecuente de disfemia. Combina características de los dos trastornos anteriores.

No es infrecuente que muchos niños muestren los dos y tres años de edad una tartamudez evolutiva, que se manifiesta en forma de repeticiones o bloqueos y que, en la mayoría de los casos, remite totalmente.

Su causa no está plenamente identificada si bien parecen intervenir en la misma tanto factores intrínsecos a la persona como ambientales.
Sinapsis

Se denomina como sinapsis al mecanismo de comunicación entre dos o más neuronas, con el fin de transmitir masivamente, un impulso nervioso destinado a coordinar una función en el organismo, este intercambio de información se caracteriza por no establecer contacto físico. La sinapsis se puede lograr por medio de la conjugación de tres elementos, los cuales son: el espacio entre neurona y otra, las membranas pequeñas que se encuentran en la prolongación de la neurona conocido como axón, y la membrana plasmática que se encuentra conformando la neurona vecina, a la célula que envía el impulso nervioso se le conoce como neurona presinaptica, mientras que la encargada de recibir la información se le conoce como potsinaptica.

Como producto de muchos años de investigación, se ha descrito que existen dos tipos de sinapsis que se clasifican de la siguiente manera: sinapsis química, esta se llama de esta forma debido a que el impulso nervioso está siendo enviado por medio de sustancias, conocidas con el nombre de neurotransmisores (NT), este tipo de sinapsis se da entre neuronas cuyas membranas plasmáticas son muy gruesas, y se encuentran ubicadas con un espacio interneuronal de 20 a 30 nm, cerca de las hendiduras distales de cada neurona se encuentran unas vesículasproductoras de NT, cuando llega el impulso nervioso a la punta del axón en la neurona presináptica, se activa la absorción de calcio por parte de la neurona, esto estimula la exocitosis en las vesículas neuronales liberando así los NT hacia el espacio interneuronal, que posteriormente se unirán a receptores ubicados en la membrana de las neuronas potsinapticas, a lo largo del proceso se genera un cambio de voltaje en las células.
Sinestesia

Si partimos desde un enfoque clínico y psicológico, la sinestesia es la estimulación de uno de los cinco sentidos pero provoca que la persona sienta impresiones o experiencias mediante otro sentido diferente. Es una anomalía que se calcula sufre casi un 5% de la población.

La sinestesia, en resumen, comporta una mezcla de sensaciones que se perciben mediante diferentes sentidos. Por este motivo un individuo sinestésico, por ejemplo, puede ver la música o escuchar un color. La causa de esta anomalía se encuentra en la existencia de una conexión a nivel neuronal entre las tonalidades de color y los diversos sonidos.

El centro neuronal que se encarga del color es un área llamada V4. Muy próxima a ella, se encuentran en las áreas especializadas en números y los centros auditivos. Por lo tanto, la sinestesia se debe a una activación transversal entre las distintas áreas que se activan con los estímulos de las zonas contiguas.

Además, la sinestesia tiene una raíz genética, pues se hereda de padres a hijos. Es posible que se deba a una mutación que provoca que las áreas cerebrales no queden perfectamente separadas durante el proceso de desarrollo que se realiza durante la gestación.
Sion TATARI

This article is for Sion TATARI. For non Vampire Sion, see Sion Eltnam Atlasia.

## Introduction

With her vampiric powers in full action, Sion TATARI is a rushdown character with good setups in Half and Crescent Moon, and a more tactical, spacing character in Full Moon. All styles for her are viable, however Half is the most common choice, while a few people play Full. Very few players choose Crescent Style, because it has downsides that Half Moon typically covers without introducing more problems.

**Stage:** *Night of Walpurgis*

**BGM:** *Stillness Dark*

## Moon Overview

Sion TATARI

**Crescent**

Crescent Moon Sion TATARI is not a commonly seen character. Her damage isn't the greatest, and she has fewer tools than Half Moon. However, with better normals like 5B and 2B, while still maintaining Half 5B as 4B, and unpredictable setups in the corner with reverse summons, she isn't bad, Half is just better in most ways. Use this character if you like setups, setups, and more setups, because every single combo you will do typically ends with a summon setup.

**Half**

Half Moon Sion TATARI is back to her unnerfed status, and has even taken some buffs. She is a simple rushdown character with strong normals, good anti-air with BE6B, and high damage combos, often ending in summon setups. She isn't the most difficult character to play, so often beginners like to pick this character for her easy rushdown.

**Full**

While Half and Crescent are similar, Full Moon is a completely different character. With a dash resembling MBAC Satsuki's dash, she can't dash during pressure, and rather moves around using air dashes and the fact her j.B is a crossup. With both a divekick, and an instant overhead, along with good normals and damage, Full Moon is a difficult but rewarding character to play.

## Images

* Ingame Artworks
* Sprites
* Expression Sheets
* Maps

Melty BloodWin (Melty Blood)Melty Blood Actress AgainEnding

Colors

Night of Walpurgis
Lapsicologiadelavida Wiki

## Actividad reciente

La Psicología es la ciencia que estudia la conducta humana, así como los procesos mentales y, en general, todo lo relativo a la experiencia humana.

## Colabora con este wiki

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Pseudociesis

La pseudociesis, conocida también como embarazo psicológico, embarazo utópico, embarazo imaginario, falso embarazo o síndrome de Rapunzel, es un síndrome raro en el cual una mujer, que no está embarazada, no sólo cree que está esperando un bebé sino también pasa a presentar síntomas típicos de un embarazo, incluyendo ausencia de menstruación y aumento del volumen abdominal.

La pseudociesis es un trastorno psicológico que no tiene nada que ver con simulación o fingimiento. Una mujer que finge estar embarazada no tiene el embarazo psicológico. Para ser pseudociesis, la mujer tiene que creer realmente que está embarazada.

En este artículo vamos a comentar los siguientes puntos sobre el embarazo psicológico:

* Incidencia en la población.
* Causas de pseudociesis.
* Síntomas del embarazo psicológico.
* Diagnóstico del embarazo psicológico .
* Tratamiento de la pseudociesis.
Manía

La manía se considera uno de los trastornos del estado de ánimo, contrapuesto a la depresión. Es importante resaltar la diferencia entre la manía, entendida como una patología psiquiátrica, y el sentido coloquial de “tener manía a algo o a alguien”, que denota un sentido de “tener aversión a”.

En este trastorno, la persona que padece un estado de manía presenta un estado de ánimo anormalmente eufórico y exaltado, un excesivo humor, que puede manifestarse como una euforia o una gran irritabilidad y excitabilidad. Muy a menudo se acompaña de ideación cercana a los delirios de grandeza, excesiva alegría, excitación y de conducta desinhibida.

Cuando el episodio de ánimo anormalmente eufórico no interfiere con la vida diaria de la persona por no ser de una intensidad suficiente, se considera hipomanía (manía leve).

Muy a menudo, los episodios de manía y de depresión se presentan de manera alterna en un mismo paciente, catalogándose de “trastorno bipolar”.

**Como se produce**

 Al igual que en el caso de la depresión, en el origen de la manía pueden definirse factores internos de la persona (genética, bioquímica de los neurotransmisores cerebrales) y factores externos (influencia del ambiente en que la persona se encuentra inmerso):

Factores externos: son los factores de origen psicosocial, esto es, las circunstancias a las que el paciente se expone por el hecho de vivir en la sociedad que le acoge: la falta de sueño, el uso de substancias estimulantes, algunas enfermedades o carencias de vitaminas, la falta de luz solar o los períodos de excesiva euforia en la sociedad, que puede ser contagiosa, pueden hacer que una persona con especial susceptibilidad desarrolle un cuadro de manía o de hipomanía.

**Factores internos: pueden ser de tipo genético o biológico:**

* Factores genéticos: hay casos de agregación familiar de trastornos del estado de ánimo, que sugieren la posibilidad de una carga genética hereditaria que podría predisponer a la enfermedad. Algunas investigaciones genéticas parecen corroborar esta hipótesis.
* Factores biológicos: en los casos de manía, paralelamente a los casos de depresión se ha comprobado la existencia de cambios en las concentraciones de algunos neurotransmisores en las sinapsis entre las neuronas de algunas partes del cerebro. Con los tratamientos farmacológicos indicados en cada caso, se pretende conseguir el re-equilibrio de estas moléculas implicadas en la bioquímica de la manía
Craving

Entendemos como craving la sensación de necesidad imperiosa y urgente de realizar una determinada actividad, cuya ausencia genera ansiedad. En el caso de los drogas, se refiere al deseo intenso de conseguir y consumir la sustancia en cuestión que lo genera. Este deseo no tiene porque encontrar un correlato conductual, es decir no tiene porque provocar una actuación que lleve al consumo.

Este deseo se da en sujetos que tienen o han tenido dependencia respecto a una determinada sustancia, formando parte importante en el mantenimiento del proceso adictivo. Puede verse activado por la presencia de estímulos previamente asociados con el consumo de la sustancia, por eventos estresantes e incluso por la ausencia de suficiente estimulación.

El craving puede aparecer incluso en individuos que han dejado de consumir. Generalmente suele poder estar presente de forma activa hasta dos años después, si bien suele ser mucho más intenso en el periodo comprendido entre el mes y el primer año de la finalización del consumo. Ello sin tener en cuenta la existencia de caídas y recaídas.
Taquipsiquia

La taquipsiquia es un síntoma que encontramos en ciertas enfermedades mentales como los estados maníacos de los transtornos bipolares o cuando se toman ciertos psicotrópos estimulantes drogas, cafeína, cannabis, Se caracteriza por un pensamiento demasiado rápido. Se manifiesta por un débito de palabras acelerado, fuga y dispersión de ideas y una producción escrita a menudo importante pero graficamente ilegible, con temas y discursos múltiples pero pobres y superficiales.
Neuroticismo

El neuroticismo o inestabilidad emocional es un rasgo psicológico relativamente estable y que define una parte de la personalidad, el cual conlleva, para quien puntúa alto en este rasgo: inestabilidad e inseguridad emocional, tasas elevadas de ansiedad, estado continuo de preocupación y tensión, con tendencia a la culpabilidad y generalmente unido a sintomatología psicosomática. El término "neuroticismo" fue acuñado por Hans Eysenck. Las personas afectadas suelen tener una percepción sesgada hacia acontecimientos negativos que les permitan continuar con sus preocupaciones y pensamientos negativos. Este rasgo, postulado mediante análisis factorial, es dimensional, es decir, toda persona puntúa en mayor o menor medida en este rasgo, y sólo aquellas personas que se alejen significativamente de la media poblacional presentarán anomalías en su conducta, llegando a considerarse trastorno en los casos más graves.

Los síntomas y señales más comunes entre las personas neuróticas son los siguientes:

* Sensación permanente de tristeza
* Apatía y falta de interés por realizar actividades placenteras
* Problemas en sus relaciones personales debido a su baja tolerancia hacia los demás
* Alta sensibilidad y susceptibilidad
* Se muestran irritables, agresivos y frustrados
* Emocionalmente inestables