recursal/Fanatic-Fandom huggingface dataset:
Justice League

**Justice League** is an organization comprised of the world's greatest superheroes. Together, they operate as a team dedicated to fighting crime and injustice, and act as Earth's first line of defense from terrestrial, extra-terrestrial and inter-dimensional threats

## History

### Founding the League

Superman first appears over Metropolis. Though most of the country is enamored by him, he's not without his skeptics. Fearing that Superman might be just the first of an invasion by an alien race, Batman travels to Metropolis to interrogate him of his intentions. However it's through this encounter that they bond instead of battle. In a follow-up succession of events, Superman falls captive to C.A.D.M.U.S. It's there he's held against his will and experimented on with the use of LexCorp tech. Ultimately it takes Batman and Smithsonian curator Diana Prince, who is eventually exposed as an Amazon warrioress, to free both Superman and Luthor. At the same time, the Batman takes it upon himself to steal the meteorite used to weaken Superman during his capture that is later coined, Kryptonite. Together, they decide to form the Justice League

### Fighting Off the Coast of Amnesty Bay

Seething with distaste for Arthur Curry, Black Manta attempts an attack on Amnesty Bay. Fortunately, the early incarnation of the Justice League are able to stop him before he destroys the sleepy New Zealand town, and instead, they end the aggression of Manta and his allies on a nearby island, and on a cruise ship.

### Collecting of 6 Fragments

Diana discovers a crack in the door of hell that's been unleashing all kinds of devilish creatures on the earth. She, and the rest of the Justice League, track down the 6 fragments belonging to a key to the door of hell, scattered all over the planet. At the end, it's up to Diana herself to enter into hell to seal that door forever.

### Fending off Zod and his allies

Hal Jordan, together with a number of other fallen Lanterns, warn of an impending attack on the earth by Zod, who's broken out a number of space criminals from a Lantern jail. The Justice League braces for impact, and the primary city affected is Coast City. The fight concludes with most of the space criminals dead at the hands of the League, and Zod himself killed by Superman.
Lucky Mascot

Lucky Mascot is an Adventurer Class Ability

**Lucky Mascot - rare – as long as your group awards you a share of the loot they each, along with you, have a chance of a loot rarity upgrade. When triggered a brightly colored Parrot will appear on your shoulder and fly to a party member. Whoever the Parrot lands on will trigger a loot rarity increase for that person. The parrot will then announce the upgrade, flying back to you before disappearing. Chance to trigger is variable and based on loot value, encounter difficulty level, ability rarity, share percentage, along with others not mentioned here.**
Starburst Pouch

**Starburst Pouch – Rare – A small pouch containing fine black sand. When a pinch of sand is thrown on the ground a blinding white flash is produced along with heavy smoke, concealing the user. The pouch carries enough sand for three pinches after which it will require 24 hours to recharge. This item must be bound before use.**
DC WORLDWIDE DIRECTORY Wiki

**Welcome to the DC WORLDWIDE DIRECTORY Wiki!**
This Wiki is an added compendium for the community of writers in the Discord Server of DC Worldwide. Who've been together since the end of 2018, bonded by our shared passion for DC and the love of writing. Our lore has been built upon since the launch of writing in a Discord Server, featuring a customized blend of DC movies, animated series, games, and a bit of the comics. Though most of us have stemmed from humble roots, we've motivated each other each day to write longer and more elaborate posts, improving our writing skills while having fun crafting arcs together and enjoying the loving community residing here. For more information on the current character history, team roster, summarized view of the written arcs and timelines, etc. Please take a look around the top navigation for more! ↑

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Karen Danvers (Powergirl)

# Powergirl

## Karen Zor-El

Power Girl

*Description Here ~ Richie*

## History

### Early Life

Karen was born on the planet Krypton to Zor-El and Alura. She was the youngest of two daughters, nine years apart from her older sister Kara who she shared a tight bond with. The blonde grew up sheltered and loved by her family, often taken on short adventures with her father and sister. The discoveries her father made day after day at his job were growing in number and risk of danger, which eventually led to the day Krypton died. The five-year-old girl was carelessly sitting with her mother and sister when suddenly everything went fast. Too fast for her to understand what actually happened. Karen was first to be put in a pod that had been constructed months ago, which was then sealed and sent to leave Krypton to a far away destination. A planet that could become a new home for the children of Zor-El. Karen could not spot her sister who was supposed to follow right after.

The only sight that revealed to her was that of the explosion of her home mere seconds after she left the atmosphere, then fell into a deep slumber due to the life support system that was supposed to keep her alive for as long as her pod needed to arrive at its destination. Due to the shock wave of the explosion of Krypton’s core the navigation system of her pod got interrupted long enough to lead it far off its actual track. Karen floated through space, kept alive by the life support system, until automatic security measures eventually tracked the nearest habitable planet, overwriting its former destination. Her pod crash landed on the planet much alike earth, yet different. A humanoid species inhabited this planet, one that surrounded the young girl’s pod and eventually took her in. She was taken in by a generous family of father and mother with two children, raised and taught to adapt to their culture. Due to their solar system revolving around a yellow sun, Karen quickly gained her powers, learning step by step to use them as efficiently as possible, but most importantly for good causes. The day came where they finally, after working on it for years, fixed her ship and revealed kryptonian knowledge to the young woman, refreshing her memories from a young age, as well as the coordinates of the location she was actually supposed to arrive at. That, but most importantly the slightest shimmer of hope to reunite with her sister and cousin, moved her to leave those who took her in and go on her second journey through space, the one that would finally lead her to the destination once chosen by her parents.

## Powers and Abilities

### Powers

* **Solar Energy Absorption**
* **Superhuman Strength**
* **Superhuman Speed**
* **Superhuman Stamina**
* **Superhuman Agility**
* **Superhuman Reflexes**
* **Superhuman Senses**
* **Flight**
* **Heat Vision**
* **Arctic Breath**
* **X-Ray Vision**
Terry McGinnis

# Terry

Terry McGinnis

*Terry is a teenager who had a massive obsession with all things superheroes. He had the opportunity to meet his idol, Batman, and their encounter integrated the boy into the Bat-Family. He juggles his school life, works life and hopeful vigilante life to make the best of the situation he is in now. He wishes to fight alongside the Bat, and that inspiration will be the spark that will raise the future protector of Gotham city.*

## History

### Early Life

Terry McGinnis is a child who grew up in the foster care system. He was given away by his family, as they could not support another child with their finances, and instead Terry was placed in the custody of the Child Services, after his family declared bankruptcy. Ever since, he had changed his foster family three times, finally going to a nice and loving family. They took care of him ever since he was eight years old, and they gave Terry the comfort and resources he needed to blossom as an individual. It was apparent that Terry was very gifted when it came to academia, as he easily scored in every class he took. Terry took many different extracurricular lessons, to further his own knowledge, and often did so by saving up his own pocket money. In terms of his personality, Terry was a very jovial, quirky, and very friendly person who always loved helping others, and spending time with his friends. He is a self-declared nerd as well, as he is all about science, fantasy and especially the world of heroes and villains.

Terry began collecting posters of the Justice League and often wrote his own information charts on different heroes. His favorite hero would be Gotham’s own Batman. Terry idolized him, and wished he had the kind of determination and willpower to start a war against all evil. Terry’s dream was to one day at least meet the Batman, or just get a Batarang from him if he could. He is also very technically inclined, working academically towards a medical career, whilst spending his own time working on robotics and fixing up his own mini inventions. Terry is also a gym enthusiast. He keeps himself in a tip-top condition, just as a way of working his stress away. Currently, he is studying as a medical student, as he enjoys helping people and saving lives at the same time, and no other job has the ability to both save and help families at the same time, not like a doctor could.

Terry had just recently moved out to his own apartment and began his humble little life as an independent person. However, just days after securing such a good place to call home, Gotham was plunged into darkness, and it became No Man’s Land.
Apps-ABC

# Claimed Characters

A

* Adrian Chase (Vigilante)
* Adrian Raines (King of New York)
* Adrianna Tomaz (Isis)
* Angelus/Angel/Liam (Need Pam to reopen doc so we can add this page.)
* Alec Holland (Swamp Thing)
* Alexander Ouellette (Black Sparrow)
* Alexander 'Lex' Luthor
* Alexis Kaye (Punchline)
* Alfred Pennyworth
* Amanda Waller
* Ares (Greek God of War)
* Artemis (Greek Goddess of the Hunt)
* Artemis Grace of Bana-Mighdall
* Arthur Joseph Curry (Aquaman)
* Arthur Pendragon (King of Knights)

B

* Barbara Gordon
* Bartholomew “Barry” Allen (The Flash)
* Bartholomew “Bart” Garrick (Impulse)
* Bao Pham (The Clownhunter)
* Beelzebub (Lord of the Flies)
* Benjamin Caldwell (Soldier Boy)
* Bernard Venton (Headcase)
* Big Barda (Need Pam to reopen doc so we can add this page.)
* William “Billy” Joseph Batson (Shazam)
* Bobo T. Chimpanzee (Detective Chimp)
* Brainiac
* Brion Markov (Geo-Force)
* Brock Armstrong (Bruiser)
* Bro'dee Walker (Saint Walker)
* Bruce Wayne (Batman)
* Buffy Anne Summers (The Slayer)

C

* Caroline "Carol" Ferris (Star Sapphire)
* Carrie Kelly
* Cassandra Cain (Orphan)
* Cassandra Sandsmark
* Christopher Smith (Peacemaker)
* Clara Neal (Cloud 9)
* Clark Kent (Superman)
* Circe
* Francisco "Cisco" Ramon (Vibe)

D

* Damian Wayne (Ibn al Xu'ffasch)
* Darkseid
* David Hyde (Black Manta)
* Dawn Granger (Dove)
* Diana Prince (Wonder Woman)
* Dinah Laurel Lance (Black Canary)
* Donna Troy (Wonder Girl)

E

* Eduardo Dorrance (Bane)
* Elizabeth "Beth" Kane (Alice)
* Elaine Belloc
* Emmalina "Emma" Ross (Jinx)
* Essence

F

* Felix Faust (Pam needs to update the docs so we can add the page.)
* Floyd Lawton (Deadshot)
* Freddy Freeman (Shazam)

G

* Garfield Logan (Beast Boy)
* Garth Eliot Ranzz (Lightning Lad)
* Garth (Tempest)
* Gavyn (Starman)
* Gim Allon (Collosal Boy)

H

* Hal Jordan (Green Lantern)
* Hank Hall (Hawk)
* Harleen Quinzel (Harley Quinn)
* Heaven's Faith of the Silver City
* Helena Bertenelli (Huntress)
Charles Brown (Kite-man)

# Kite-Man

## Charles "Charlie" Brown Sr.

Kite-man

*Description Here ~ Robin*

## History

### Early Life

Charlie Brown was a rather average guy growing up. Well, as average as you can get in Gotham, which wasn’t great. Charlie’s father left when he was young, leading to his mother raising him. His mother was overprotective and overbearing, hard to be around in general, but she cared for him. Charlie was bullied relentlessly due to her lack of friends, but they always found ways to explore, even with his bullies and his mother being the way she was. One thing that he always admired was flying. It was his biggest dream. Soaring through the sky without a care in the world…

Anything was better than here.

Charlie graduated from Gotham University with a college degree in Aerodynamics, but during college he met a beautiful lady. The two were married rather quickly and had a son by accident. The two still cared for the child, but tension grew. Charlie couldn’t hold down a job well and never seemed passionate for much except his goal of flying. The two divorced soon after and shared custody of their son, Charles Brown Jr. Eventually, their son grew incredibly ill. They were sickly and pale, dealing with what turned out to be a brain tumor. With a lack of options, Charlie did what any single father did.

He turned to crime.

Charlie, realizing how to truly make a difference in Gotham, did what any Gothamite did: created a gimmick, a costume, and a catchphrase. To the public, he is Charles “Charlie” Brown, single father. But in secret, he is Kite-Man! Hell yeah!
Apps-IJK

# Claimed Characters

I

* Iris West
* Irma Ardeen (Saturn Girl)

J

* Jason Todd (Red Hood)
* Jean-Paul Valley (Azrael)
* Jefferson "Jeff" Pierce (Black Lightning)
* Jillian Pearlmen (Star Sapphire)
* Jimmy Olson
* John (Snake "Big Boss")
* John Constantine (Hellblazer)
* John Munroe (Weasel)
* John Stewart (Green Lantern)
* John Gillman (Homelander)
* Jonathan Crane/Scarecrow
* J'onn J'onzz (Martian Manhunter)
* Julia Pennyworth
* June Moone (Enchantress)

K

* Kara Danvers (Supergirl)
* Karen Danvers (Powergirl)
* Katar Hol (Hawkman)
* Katherine "Kate" Kane (Batwoman) (Need Pam to reopen doc so we can add this page.)
* Kay Challis (Crazy Jane)
* Kent Nelson (Dr. Fate)
* Kitrina Armani Falcone
* Klarion Bleak (The Witch Boy)
* Komand'r (Blackfire)
* Koriand'r (Starfire)
* Kung Lao
* Kyle Rayner (Green Lantern)

L

* Laira Omoto (Green Lantern)
* Lara Croft
* Lazlo Valentin (Professor Pyg)
* Lena Luthor
* Liu Kang
* Lois Lane
* Lucifer Morningstar (Samael)
* Lucius Fox (Midas Touch)

M

* Mary Dahl
* Mary Seward (Queen of Blood)
* Matthew "Dingo" Brown
* Mazikeen of the Lilim
* M'gann M'orzz (Miss Martian)
* Mike Matthews (Mon-El)

N

* Nathaniel St. Cloud
* Nora West-Allen (XS)
* Nubia (Need Pam to reopen doc so we can add this page.)
* Nura Nal (Dream Girl)
* Nyssa Al Ghul

O

* Onomatopoeia
* Oliver Queen (Green Arrow)
* Otis Flannagan (Ratcatcher)
* Oswald Cobblepot (Penguin)

P

* Pamela Isley (Poison Ivy)
* Patton Bowman
Bobo T. Chimpanzee (Detective Chimp)

## Detective Bobo T. Chimpanzee

Bobo T. Chimpanzee

Bobo is a super intelligent ape who uses his advanced and superior simian intellect to solve crimes as a private eye.

## History

### Early Life

I, Detective Bobo T. Chimpanzee, before my move into the real world, lived in the jungles of Equatorial Africa where I survived for many years on my own, mostly, even in the dreadful heat. Soon a brilliant man found me, Fred Thorpe was his name, he had a brilliant smile, and raised me in a carnival. He taught me how to answer simple detective questions with hand signals, he taught me to understand how human’s speak. It was a perfect life, I enjoyed it, that is, until poor Fred Thorpe was murdered.

### First Case

The county sheriff, out of all people, actually appointed me to help him solve the mystery. It was my first real case and taught me how to think out on the field, what Thorpe would have wanted. I lived my life in the county, solving mysteries with that sheriff, god I wish I could remember his name, kind man, until one day we went to Miami Florida for a case. In Florida we went on countless detective journeys, how fun it was.

### Magical Origin

One day me and the sheriff were on a case and the poor man and I got shot. We were rushed to the hospital where we were operated on, somehow, after the surgery, I had the ability to talk like a human, you see, most ape’s can't because we can’t understand syntax, but I could. It was a medical miracle, one I’m still looking into to this day.

### Before and After the **Bureau**

Fast forward a bit and I was employed at The Bureau of Amplified Animals because of my new abilities, which meant I had to depart from the kind sheriff. Though I quickly departed myself from the bureau, I decided I needed to open up my very own detective agency, though, sadly, it almost seemed as if society would only see me as a joke and not see my intellect, which was a shame. Due to this I could not keep up with bills and had to close down the agency, I didn’t even get a good case. In these times I resorted to alcoholism, days flew by with little memory, only snippets of me at Oblivion Bar, the bar for magical creatures and people. I guess here it is then, my backstory as required, here I am now, in the flesh, hoping for this final chance.

## Powers and Abilities

### Abilities

* Extraordinary detective skills
* Wide English vocabulary
* Ability to incantate magic
* Great at beer pong

## Paraphernalia

### Equipment

* Deerstalker hat
* Magnifying glass
Colonel Rick Flag

**Amanda Waller**, the director of A.R.G.U.S., carefully selected **Colonel Richard "Rick" Flag, Jr.** as the Suicide Squad’s upright and tenacious **field commander** to keep them in check.

## History

### Early Life & Military

Rick Flag was born in **Washington D.C**, a military brat through and through. His father was a decorated veteran which inspired him to take up the mantle for himself. After enlisting in the U.S Military and graduating from West Point, Rick was assigned to many missions over the years- all of which continued to instil a deep sense of loyalty and honour within him. All of these harrowing experiences combined, eventually created an unshakable moral code within the soldier- which almost cost him his career. During his years with the U.S Army, Flag had been a part of a covert black ops team. After encountering many deplorable situations, his code of ethics began to make him fight back against his superiors. Because of his continuous refusal of  orders, the higher ups decided a dishonourable discharge was what the man deserved.

### Joining Task Force X

That was until a woman by the name of Amanda Waller intervened. Saving not only his military career but offered an opportunity to become a member of her private task force. Feeling as if he owed her for saving his “life” the soldier jumped at the chance, ready to serve her to the best of his ability. Some time later, Rick became her second in command. Serving as Waller’s leader on the ground in charge of Task Force X, as she stayed in the control center.

### June Moone

On one such mission, Rick’s strike team had been dispatched to a seemingly unimportant apartment building. What lied in wait was nothing short of malicious. After dealing with the building engulfed in flames, Rick found a young woman submerged in a tub- all the destruction caused by her as she stated of her own volition. Not truly understanding, the man took pity on the woman, wanting nothing more to comfort and guard her-even if it was from herself.

Having no other choice to find out the truth, Rick decided to take care of her. This is where Rick and June grew a close relationship, and he accompanied her to an isolated island to watch over Waller's newest asset. The island being Santa Luna.

## Powers and Abilities

### Abilities

* **Firearms**
* **Peak Physical Condition**
* **Leadership:** leads Task Force X with Amanda Waller.
* **Military Protocol**
* **Tactical Analysis**
* **Interrogation**
Donna Troy (Wonder Girl)

# Wonder Girl

## Donna Troy

Wonder Girl DCWW

*Adoptive daughter of Diana of Themyscira. Donna is smart, wise and an incredible fighter who cares deeply for the few people she has as a family and her team, the Titans.*

## History

### Early Life

Donna grew up in an orphanage, with nothing to her but a small paper with her name: Donna Troy. Her past is a mystery to even herself. Some people on Themyscira speculated that her mother might have been an Amazon who had left home. Others considered the point that she could be a demigoddess like Diana, but in reality no one but the gods know the true story behind the existence of Donna Troy and they had remained quiet about it.

Spending the first few years of her life in the orphanage had been far from bad. She had been treated with love and kindness and came to consider the people around her family. Especially one young Richard Grayson had grown close to her and their bond would be able to survive the years they spent apart.

When Diana of Themyscira - or Wonder Woman to many - had visited their orphanage to spread some joy among its inhabitants, she had immediately realized Donna had been touched by the Divine. Thanks to a divine prophecy from Apollo, Diana adopted the young girl, knowing fully well she was the Godkiller, a rare being born from a human and a divine being that could permanently end a god. It was thus she took the daughter of Helios under her wings, without telling her the true reason though, afraid what Donna would think.

### Becoming a Hero

Adulthood: Being trained by her adoptive mother in combat and warfare, Donna became a great warrior and natural leader. She took it upon herself to help her mother whenever, facing off against dangerous beasts of Greek Mythology. Eventually though her path led her back to the world of man where she wished to make her own name. The press gave her the name of "Wondergirl" thanks to her similarities to Wonder Woman.

Eventually during her missions she ran into an old friend of hers: Richard Grayson. Their bond of friendship had rekindled quickly and together they set out to form a team of young heroes much like the Justice League.

## Powers and Abilities

### Powers

* **Superhuman Strength**
* **Superhuman Speed**
* **Superhuman Reflexes**
* **Superhuman Endurance**
* **Flight**

### Abilities

* **Hand-to-hand Combatant:** While not on the same level as her elder sister, she is more than capable of defending herself even without her powers. She is training daily to master and perfect her skills and movements.
* **Leadership:** Being able to understand and recognize the weaknesses and strengths of the people working with her and giving them tasks fit for those.

### Weaknesses

* **Durability:** While being stronger and faster than any human, Donna is far from being invincible. Strong enough blunt damage can hurt her, but her greatest weakness is piercing damage, be that bullets, knives or any other form of piercing weapon.

## Tools

* **Lasso of Persuasion:** Which had been a gift by Queen Hippolyta who in turn had received it from Athena. Unlike Diana’s lasso it is of silver color.
Gush, Gushers, and 9:48

### General

Much has been said and speculated about the exact nature of the Gush, its relationship with Gushers, and the chronological nadir known to clocks and human linear time as '9:48'. The following is all of the available information at present:

### The Gush

The Gush is an inter-dimensional energy field which flows into and through consciousness. When an individual interacts with the Gush, they are folding their consciousness into the unending stream of human existential being. This is done for a myriad of reasons; enlightenment, seeking of information, mood stabilization, and making music sound cooler have all been reported. Tapping into the Gush is easier for some travelers than others, specifically those who engage with it at the chronological junction of 9:48.

### Nine Forty-Eight

9:48, as experienced by everyday human beings, is simply a time of day. Generally, it is a good time for breakfast or a little late for dinner. It is an unassuming time for those who do not travel between the folds of reality. For travelers seeking the Gush, 9:48 is something of a cosmic nexus point, a place where spacetime bends at such an angle as to ease the passage of human consciousness into the Collective Unknowing. The observance of the onset of 9:48 is an important part of a traveler's journey and a key point in the several Cascading Timelines.

### The Role of Gushers

The process is further simplified by the consumption of the snack product Gushers. Gushers themselves are somewhat mysterious in origin. Few know what exactly they are made of or how they are constructed. The snack product itself is a kind of small gemstone, softer than one expects on the outside and, strangely enough, filled with a fruit-flavored sugary liquid. Whether the Gushers are mined, formed by hand, molded, or built is suffering is the pass for the network unknown. In any case, the consumption of Gushers enhances the traversal experience by stimulating pontic centers of ribating rebolsion. This pontic ribation enhancement accelerates uptake of the conscious folder and allows for dilated rebolsives. As a result, the specific traversal into the Gush is eased and the traveler is given greater access to elements of the Gush.

The cumulative effect of these factors is indeed the sought after goal of the five travelers as they engage with the Gush. These rituals cascade into a stronger and more efficient journey through consciousness.
The Gush Chamber

## General

Located near the base of the brain, the Gush Chamber is nestled between the brainstem and the cerebellum. This microscopic organelle plays a vital role in maintaining optimal cerebral fluid dynamics and brain health. It's primary function is to regulate the flow of Gush Fluid through the central nervous system of a given traveler.

The Gush Chamber acts as a highly effective regulator of Gush Fluid production, absorption, and circulation. It constantly monitors the fluid levels in the brain and spinal cord, creating appropriate balance. It adjusts fluid pressure to protect delicate neural tissues from excess pressure in any direction. When pressure rises, the Chamber releases fluid into the brain, helping to maintain a consistent pressure gradient around the traveler's brain. The Chamber also plays a role in hormonal detoxification. It acts as a filtration and waste removal system, eliminating metabolic byproducts and potential toxins from the central nervous system, preventing them from accumulating and causing harm to vital brain cells. In cases of sudden impact or head trauma, the Gush Chamber can release a surge (or gush) of Gush Fluid to cushion and protect the brain, reducing the risk of injury or damage. The Chamber also assists in the maintenance of the brain's narrow safe temperature range, protecting against temperature-related strain.

## Implications

The discovery of the Gush Chamber (and subsequently Gush Fluid) blew the doors off of existing Gush Science. The implications of Gush traversal altering human physiology as a means of adaptation are far-reaching. Many scholars theorize that this adaptation may be the first stage of a full-scale metamorphosis. If this is the case, scholars believe that the final stage of this transformation would render the traveler affected a new form of organism, fully optimized for traversal of the Gush, possibly equipped with traits which grant advanced perception of time, space, and Gushers.
The Seer

### General

The Seer is a multiversal archetype which consistently appears in historical and contemporary sets of The Five.

See the page on The Archetypes for more.

### Traits

The Seer is generally inhabited by an individual with nigh-clairvoyant abilities and tendencies. Because of their powers, Seers are often looked to for guidance and serve Proprietors as their highest and most gifted advisors. The Seer indicates to the rest of the group which directions their traversal of the Gush should and will aim toward. They are invaluable physical navigators as well as spiritual guides, channeling Gush energy in more mysterious and potent forms than most other archetypes.

### Historical Versions

Historical incarnations of The Seer include: Marco Polo, Sacagawea, James Joyce, Joni Mitchell, Paul McCartney, and the Apostle John.

### Miscellaneous

The Seer's role in the navigation and exploration of the Gush is highly specific, but the archetype has been held by a variety of figures, each with a new and complex take on their abilities and duties. Generally, The Seer is associated with a wisdom and care that other members of various sects of The Five do not embody. The Seer is perhaps the member most responsible for the maintenance of the group's momentum.
The Asset

### General

The Asset is a multiversal archetype which consistently appears in historical and contemporary sets of The Five.

See the page on The Archetypes for more.

### Traits and Qualities

The Asset is typically inhabited by a traveler known for their operational skills. The Asset is a key element in the implementation of travelers' will. When a task demands particular violence at an organizational level, the Five deploys The Asset into the field. This archetype is marked by more than cold and detached competency though. Typically, The Asset has been observed to be a transient, somewhat mysterious traveler as compared to the others. It is this unique approach to traversal and reality which renders this archetype so dangerous.

### Historical Versions

Known historical Assets have included: Jim Morrison, Ernest Hemingway, Grace Jones, Christopher Lee, and Punished "Venom" Snake.

### Miscellaneous

The Asset is seen to many scholars and hobbyists as something of a Terminator-esque figure, a cold machine which hunts, kills, and does little else. Modern conceptions and observations have proven this a short-sighted notion. Indeed, The Asset appears, upon closer inspection, to have a protective function. Often, The Asset will endeavor to warn innocents away from danger or imminent violence with verbal warnings. In the past, some of these warnings have been interpreted as intimidation or threats, but they have been re-evaluated under a modern light.
Time To Gush Wiki

# ***It's 9:48 Somewhere...***

### Time To Gush

Time To Gush is a community of like-minded spiritual travelers who recognize the importance of the temporal point represented on clocks as '9:48'. The only way to keep this community thriving and vibrant is to give! Head over to timetogush.com and pitch in!

### Contribute!

We're a collaborative community website about Time To Gush that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. You gotta give!

### Explore the Gush

* Adam
* Dan's Salad
* Gush, Gushers, and 9:48
* History
* It's All in Your Head, Ringo
* Jesus H. Christ
* Nowhere
* Palm Fruit La Croix
* Terms and Conditions
* The Archetypes
* The Kragwanum
* The Network of Enlightenment
* The Proprietor
* The Asset
* The Seer
* The Conductor
* The Historian
* Steve Buscemi

### Further Reading

Visit the Gush YouTube channel for updates and sponsor information. Find TTG at Bandcamp to swim in the sonic harmonies of the Gush. Stream The Good Time Gush Gang on the music streamer of your choice.

* Rules of this wiki
* How to Contribute
* Guides

*Community Founders*: The founders of this community are the current five travelers associated with the Gush and the traversal thereof. They are not available to reach except through the website: timetogush.com
The Proprietor

### General

The Proprietor is a multiversal archetype which consistently appears in historical and contemporary sets of The Five.

See the page on The Archetypes for more.

### Traits

The Proprietor is generally inhabited by a traveler who performs administration of The Five, organization of the various traversals, and large-scale strategic operation. This archetype is known for a particular skill in the navigation of the public existence of The Five and the Gush in general. Where other travelers tend toward a focus on the individual conventions and their own personal roles, The Proprietor holds together the "big picture" of the will of the sect. One key example of a behavior typically exhibited by this archetype is the deployment of The Asset into the field. If there were a metaphorical big red button which unleashed The Asset, it would be in possession of The Proprietor at all times.

### Historical Versions

Known historical Proprietors have included: Neil Armstrong, Steve Jobs, George Martin, Robert McNamara, and Willam Wonka.

### Miscellaneous

While the distant impression of the Proprietor may portray simply a calculating and single-minded figure and apex of organizational competence, modern scholarship indicates that The Proprietor is often just as much a spiritual leader as an operational one. Many incarnations have been seen as the philosophical centers of their sects and a carefully considered view renders this figure a keen reflection of the attitudes and abilities of the sect as a whole.
Terms and Conditions

### General

The Time To Gush society of today has made the bold step of branching onto the internet with the establishment of timetogush.com. The site exists to further the ends of the society and fund their ongoing spiritual travels. The business model revolves around a donation system. The prompt is simple: want the site to continue existing? You have to give.

### Legal Implication

The Terms and Conditions of the site are, like most websites, unique to the site itself. In the case of timetogush.com, the Terms and Conditions are uniquely legally binding. A simple viewing of the T&C binds the viewer to legal agreement with and responsibility for the contents therein. No agreement as such should be taken lightly.

### Further Reading

For an expanded look at the conditions of this Wiki and related Gush properties, you can visit the Wiki Rules page here.
History

### General

Purveyors of The Gush have histories dating back to the dawn of the Roman Empire. Each new sect of Five has, through the process of spiritual and musical traversal, discovered its own existence. The sect typically stumbles onto the chronological significance of 9:48 by way of the ritual consumption of Gushers. There is, of course, no way for any of the various tribes throughout history to have known about or interacted with one another, as the reach of the Gush is limited to five individuals. Because of this, it is said that purveyors of the Gush are incapable of having sects (plural).

### Possible Origins

There are some believers who trace the origins of the practice as far back as the dawn of civilization, citing Ancient Aliens scholars and their theories of the extra-terrestrial influence on monument construction and the creation of the snack product Gushers (tm).

### Historical Travelers

Notable members of historical chapters include: Galileo Galilei, Antonio Salieri, Frida Kahlo, James Monroe, Nelson Mandela, Robert Oppenheimer, Jim Henson, Richard Nixon, Aretha Franklin, Dave Grohl, Benito Mussolini, Benedict Arnold, Tom Brady, Augustus Caesar, Marylin Monroe, Tom Savini, Ian McKellen, Steve Urkel (fictional), Jaques Cousteau, Brad Pitt, Francis Bacon, St. Patrick, Joan of Arc, Phil Spencer, and Steven Spielberg. All of these historical members have been discovered as members by the current five members tapping into their spiritual presences during the much-awaited Summits.

### Further

The impact of the various chapters on world events and the course of human history appears minimal at best, largely boiling down to some long lasting jokes, a few works of art, several human sacrifices, and a pretty nice t-shirt.

The future of the Gush remains unseen, as all futures do. It is said that one can peer at the coming times by gazing into a gusher at the precise angle tuned for harmonic viewing.
The Historian

### General

The Historian is a multiversal archetype which consistently appears in historical and contemporary sets of The Five.

See the page on The Archetypes for more.

### Traits

The Historian serves as an informational steward for The Five. They observe, categorize, and catalog discoveries made by traversal of the Gush. Historians are largely useless in actual travel into and through multiversal pathways, but are critical to the collection of knowledge and construction of ritual. The Historian is often the lead figure in the design of specific Gush-related practices like worship and observance of annual rituals such as festivals and sacrifices.

### Historical Versions

Known historical Historians include: Terry Pratchett, Roger Deakins, Demosthenes, Jimmy Carter, and Cher.
Liu Kang

Mortal Kombat

*Description Here ~ Manta*

## History

### Early Life

Liu Kang hails from a Shaolin Monastery that has aligned itself as the White Lotus faction. He was born into the monastery, and has been trained as both a monk and a truly formidable fighter in all the martial arts which has been taught to him. His humble nature and fearsome kombat skills quickly made him a very well-known member within the secretive society of Shaolin Monks. Often being referred as the “Chosen One”, Liu Kang acted as a true role model for those around him. He abhors injustice and deeply upholds his morality by vowing to protect the innocent from the grips of evil. He is often seen with another gifted martial artist, who wears an iconic metal hat which can be fashioned in to a deadly weapon. Kung Lao and Liu Kang were like brothers, who were both rivals and best of friends. Their combined might remains unmatched. Kung Lao would leave the monastery, as he wanted to do more with his powers. Liu Kang would wish the best for his friend, as he departs to the modern world, whilst Liu Kang invested more time into the moulding new warriors under the Shaolin banner. He further his training under Master Bo Rai Cho, and spent his time strengthening ties between the Shaolin and the Lin Kuei as well.

He knows all too well about the evils that lurk around the world. Rumors of the Black Dragon Clan working with the modern world’s enemies has urged the Fire Dragon to finally let go of his attachment to the Shaolin, and join his brother in the modern world. Now he sets forth from his abode, searching for his friend whilst tracking down the evils which plagued the world. Be it the League of Shadows, or the Black Dragon, Liu Kang now vows to extinguish the black sparks of evil to once again establish justice and light over injustice and darkness. Once he reunites with Kung Lao, the world will know the true might of the White Lotus

## Powers and Abilities

### Power

* **Pyrokinesis:** Can coat his fists and legs to flames, and project out fire with his strikes.

### Skills

* **Martial arts**
* **Indomitable Willpower**
* **Nun-chuck Mastery**
* **Master Acrobat**
The Conductor

### General

The Conductor is a multiversal archetype which consistently appears in historical and contemporary sets of The Five.

See the page on The Archetypes for more.

### Traits

The Conductor acts as a stabilizing factor within The Five, maintaining not only the group's focus on their task, but also their lexicon, vocabulary, rituals, and time. This archetype is characterized by a staggering consistency of performance. Where other archetypes can be performed with varying degrees of success and excellence, The Conductor is observed to historically maintain a perfect record of performance, never faltering from their tasks and acting as the single most consistent element of The Five.

### Historical Versions

Known historical Conductors have included: Alan Turing, Archimedes, Friedrich Nietzsche, Tom Hanks, and Gustavo Dudamel.

### Miscellaneous

The Conductor is a role filled only by individuals of strong character and remarkable focus. In conjunction with other members of their sect, Conductors often accomplish significant feats while maintaining an air of nonchalance. When it comes to the traversal and mapping of the Gush, Conductors are invaluable drivers of pace, keepers of morale and affirmers of purpose. The Conductor can be summarized by an expression of enthusiastic affirmation for their brethren.
Rock Hound Kit

Rock Hound Kit - common - **He opened the case and the entire front opened up. Inside was revealed a number of drawers along the bottom half of the case. Each drawer had thin removable wooden partitions that allowed each drawer to hold a number of smaller specimens or one large specimen. There were eight drawers, four side by side which were stacked on top of four more. Above the drawers was a felt lined partition with a few tools. On the side of the case was strapped a foot long rock pick hammer.**

Also: collapsible shovel
The Kragwanum

### General

The Kragwanum (loose translation from complete gibberish) is an unspeakable desecration of pure, vile moisture and hate.

### Description

This beast has only been described by one adjective at a time, delivered as the dying gasp of the four people who have ever seen one and regained consciousness. For three of them, this adjective was their final word. The first, a traveler from the largely disavowed 1891 gathering, said of the creature only that it was "wet". The second traveler to (briefly) survive a Kragwanum sighting described it as "blooded". The third adjective, used by a brave Gush explorer on the doomed Mission of 1987, is "demented". The final adjective used to describe the Kragwanum is the only one delivered by a traveler who lived longer than one word after seeing the beast. His word was "absurd". He died immediately after speaking one more word (for reference, that word was "genital").

### Ecology

Little is known of the creature's habits or role within the ecosystem of the Gush. Many speculate that it is a kind of analogue to Adam. The four travelers who have encountered the Kragwanum and not immediately been driven too insane to continue living were all either directly or indirectly involved in rituals relating to contact with or traversal towards "dark places". Many fear that the beast awakens or is strengthened when travelers stray from the Network of Enlightenment and seek out "dark places". Some contend that the Kragwanum feeds on various multiversal Adams. None of these theories come from confirmed (and sane) sources.

### Speculation

In general, the policy of each new gathering is to avoid the Kragwanum at all costs. Still, some modern gatherings have investigated the possibility of "dark place" traversal and the possible benefits thereof (immortality, infinite Gushers, never running out of toilet paper, etc.).
Steve Buscemi

Steve Buscemi (sometimes shortened to "Boosh") is, in most realities mapped and understood by scholars, an award-winning actor known for roles in Hollywood blockbusters and auteur cinema masterpieces.

His relevance to Gush-related phenomena is complex and mysterious. Little is known about the actor's awareness or literal connection to these events, but the presence of a multiversally constant aura which takes on his likeness and voice has been observed. Its motives are unknown, its abilities are vague, and its appearance varies, but one thing is known to be categorically true: it is malevolent.

### Behavior

Steve Buscemi (here referring to the Gush-related entity) has been observed to appear almost exclusively to members of The Five when they are individually experiencing moments of crisis or struggle. It then stalks its prey for as long as weeks at a time, observing its game and looming, ever-present. Finally, in a moment of seeming calm or even bliss, it strikes, violently killing its quarry within minutes.

### Abilities

Buscemi is known only to have a disparate set of abilities, each more mysterious than the last. It appears to travel in a spectre-like fashion, floating, phasing, and flying. It can also apparently appear in proximity to its victim at will, teleporting to within a few feet of its target with no prior warning. Buscemi's method of killing is totally unknown to researchers. It seems to somehow kill its prey from the inside, leaving grisly and disturbing corpses in its wake. It devours none of the victim, seemingly killing for sport. Or, as some have theorized, it may somehow benefit from the kill in an unknown non-physical way.
Badlands Chugs

## General

Badlands Chugs is a cosmological ally of the travelers and a particular compatriot of The Conductor is most realities. BC is a figure of potent and powerful magicks, channeling ancient energies through a mysterious and cavernous process known as "chugging". BC "chugs" materials of considerable import to multiversal navigation and perception. He is aided in this ritual oftentimes by an otherworldly implement known as "Das Boot".

## Powers and Abilities

Badlands Chugs possesses power comparable to Adam in magnitude (if not particular focus and mode). Between "chugging", an oratory skill to rival the historical masters, and an ambiguously psychic ability to render internet users incapable of navigating their own browsers by mouseclick, BC's abilities are well-documented. Some suspect that Badlands Chugs has traveled world to world, reality to reality, chugging each one to completion. Some say that the last words heard by entire civilizations are the following archaic incantation: "*E-nough Talk*."

## Contact

Badlands Chugs can (like Adam) be visited by non-travelers by means of video streaming. A link to his portal can be found here: Badlands Chugs
Mary Dahl

# Baby Doll

Baby Doll

*Description Here ~ Mary Dahl*

## History

### Early Life

Mary Dahl was born with a rare genetic syndrome that prevented her body from growing after a very young age. This condition made her look like a baby doll, hence her nickname. Despite the difficulties she faced growing up, Mary had a talent for acting. She landed a role in a popular children's TV show where she played a lovable character that quickly won over the hearts of many.

However, her life took a turn when she was diagnosed with kidney failure. Her medical bills piled up, and she soon found herself struggling to make ends meet. The TV show she was working on got cancelled, leaving Mary without a source of income. Desperate for money, she turned to a life of crime. Mary became notorious for her criminal activities and spent several years in jail. But during her time in prison, she had a realisation that changed her life forever. She knew she couldn't keep living a life of crime, always escaping from the law in that unstable manner. She wanted to turn her life around and leave her dark past behind.

When Mary was released from prison, she started looking for jobs. Despite the fact that her criminal record made it hard for her to find work, she never gave up. She eventually landed multiple job as a teacher at a local school and a hotel manager as she moved into a small apartment. While Mary was able to build a new life for herself, there was always something missing. She had never known her mother, who died giving birth to her. Her father had passed away shortly after. She had no siblings or relatives to turn to. Mary felt like an outsider, someone who didn't quite belong.

Mary knew what she wanted more than anything else: a family. She yearned to have a husband and children to call her own. But this dream seemed like it would remain unattainable. No one wanted to be with someone who had a criminal record, let alone someone who looked like a baby doll. As time went by, Mary became more and more grumpy. She never smiled or laughed, always lost in thought. Her students loved her, but they couldn't help but notice how hard it was to get through to her. Mary had a wall around her heart that no one could penetrate.

## Powers and Abilities

### Skills

* **Acting**
* **Firearms**
* **Intimidation**
* **Demolitions**
* **Gadgetry**
* **Tactical Analysis**
* **Thievery**
* **Computer Operation**
* **Extreme intelligence**