recursal/Fanatic-Fandom huggingface dataset:
Phoebe Tonkin

```

 ### Name

 Phoebe Jane Elizabeth Tonkin

 ### Birthplace

 Sydney, Australia

 ### Birth date

 July 12, 1989  (Age 31)

 ### Job

 Actress

 ### Played

 Charlotte Marshall-Deveraux †

 ### Status

 Starring

 ### Season

 1 • 2 • 3 • 4

```

**Phoebe Jane Elizabeth Tonkin** (born 12 July 1989) is an Australian actress and model who portrays the role of Charlotte Marshall-Deveraux on *The Werewolf Diaries*. She is best known for portraying Cleo Sertori in *H2O: Just Add Water*, Fiona Maxwell in *Tomorrow, When the War Began*, Faye Chamberlain in *The Secret Circle*, and Hayley Marshall-Kenner in The CW series *The Vampire Diaries* and its spin-off series *The Originals*.

## Personal Life

Tonkin was born in Sydney. When she was four, she attended dance courses in classical ballet, hip hop, contemporary dance, and tap dance. At the age of 12, Tonkin began courses at the Australian Theatre for Young People (ATYP) at the Wharf Theatre. Tonkin graduated from Queenwood School for Girls.

## Career

In December 2005, Tonkin was cast as the role of Cleo Sertori on the Australian children television series *H2O: Just Add Water* which follows the lives of three teenage girls who turn into mermaids. Tonkin improved on her swimming abilities during the pre-production of the series. The series premiered on 7 July 2006 on Network Ten and has since gone on to be aired to a worldwide audience of more than 250 million. To promote the series she and her co-stars presented the best band award at the Nickelodeon UK Kids' Choice Awards in October 2007. In 2008, Tonkin was nominated for "Best Lead Actress in a Television Series" at the prestigious Australian Film Institute Awards. The series ran for three seasons with the series finale airing on 16 April 2010.
Backgrounds

Acolyte -

Charlatan -

Criminal -

Entertainer -

Folk Hero -

Guild Artisan - Back when the human empire was powerful, skilled guild artisans held great power in society, especially guild leaders. Colleges for all the major guilds once existed across the civilized world, from baking to painting, but these days only a handful of schools remain that teach these skills to students with the money to afford the expensive classes. In some large mercantile cities, it is common for a group of wealthy merchants to have strong control over the politics of the region, and only sometimes is this control publicly known.

Hermit -

Noble -

Outlander -

Sage -

Sailor -

Soldier -

Urchin -
Nine Hells

A prison created by the New Gods to hold Devils. Overtime, the Devils have warped it to make there own prison there own home.

Divided into 9 layers, the lowest layer holds the ruler of the Nine Hells. Each layer of Hell is ruled by

The Nine Hells is based on a rigid hierarchy. *Asmodeus* is the supreme ruler of all Devils and the only creature in the Nine Hells with the powers of a god. Worshipers in our world to *Asmodeus* take his name for there cults. In the Nine Hells, he commands forces of Pit Fiend Generals, which in return command armies and legions of subordinates
Dwarf

## Dwarves Under Giants

As giants rose to power, they moved to the mountains and hills of the world. Giants found primitive dwarves living in these regions, and began to use them as life-stock and food, until they realized they would work better as slaves. The giants were harsh and brutal to there dwarven slaves, forcing them to mine in treacherous places, running volcanic forges, or farming on massive farms until they're death. Some dwarves were sold to *Efreet*, in return for powerful weapons and magic items, and were eventually molded into Azer by their elemental masters.

Under the rule of Giants, many dwarves did learn useful skills, such as advanced stone and metal working, growing various fungi as an underground food source, and making of primitive runes.

## After Giants

After the fall of Giants from there war with the Dragons, Dwarves felt themselves free from there former masters. Due to the divided nature of the giant powers, the newly freed Dwarves created independent city-states. Over time, one city began to expand, colonizing near regions and conquering its neighbors. This growing empire eventually came across a vast tunnel system, left by the giants, connecting hundreds of ancient cites across our world. The dwarves, upon discovering this underground system of tunnels, expanded in an explosion of growth. With access to untapped reserves of metals, vast, deserted cities, and a new, rapid system of transportation, the growing dwarven empire established itself across the world, uniting almost all the separate dwarven groups under one emperor, one language, and one culture. This culture would eventually become the foundation for current dwarven cultures that exist today, and almost all dwarves can trace there ancestry to this one, great empire.

### The First Dwarven Empire

These first dwarves built great ziggurats across the world which would act as hot-spots of dwarven culture on the

surface, eventually leading to sprawling dwarven cities.

Built empire competing with Dragonborn

Eventually split after a large war between the Dragonborn into four subraces and became highly isolationist

Ability Score Increase : Constitution +2

Speed : 25 ft walking speed

Darkvision : See 60 feet in dim light as if bright, and dark light as
if dim

Dwarven Resilience : Advantage on poison Saving Throws and resistance
to poison damage

Languages : Dwarven, Common

Wood Dwarf - Chose to remain on the surface instead of retreating into the earth, and taking safety in forests and woodlands

Hill Dwarf - Followed the treaty between the Dwarves and Dragonborn, and built burrows and forts across lowlands and hills

Mountain Dwarf - Followed the treaty between the Dwarves and Dragons, they built great halls and grand citadels under mountains

Cave Dwarf - Following the treaty between the Dwarves and Dragons, they took it one step further, and waned to see how deep they could dig

Ability Score Increase : Constitution +2

Speed : 25 ft walking speed

Darkvision : See 60 feet in dim light as if bright, and dark light as
if dim

Dwarven Resilience : Advantage on poison Saving Throws and resistance
to poison damage

Languages : Dwarven, Common
X the Mystic's Rules for Dungeon Survival

Each rule is given its page in the 5th edition Monster Manual, and those not in the book are from this website

https://dorod.obsidianportal.com/wikis/x-the-mystics-rules-of-dungeon-survival

 1st rule "Trust a Flumph" (pg 135)

 2nd rule "Before you drink from a fountain or pool, toss a copper coin into it. It's a small price to pay for your life" (pg 299)

 3rd rule "Sometimes a chest is a just a chest, but don't bet on it" (pg 220)

 4th rule "No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open" (pg 24)

5th rule "Don't poke skeletons. Bludgeoning works best."

 6th rule "Keep a few gems in your pocket. A hungry Xorn is a helpful Xorn" (pg 304

 7th rule "Before opening a sarcophagus, light a torch" (pg 228)

8th  rule "Traps mean someone wanted to keep you out. If a trap still works, that means there's still plunder on the other side

9th rule "Some wards don't follow their object. Don't open interesting plunder until at least 100 feet away from ornate pedestals"

10th rule "Do not trust attractive men and women in dungeons"

11th rule "Glowing things that don't do anything when poked with a pole, still might when poked by a finger"

12th rule "Always wear gloves when handling strange objects"

13th rule "Consider all objects removed from dungeons strange until proven otherwise (thoroughly)"

14th rule "Always ask permission to walk past a statue. It never hurts to be polite and it may save your life"

15th rule "Do not kill a Lich. They'll just come back angrier"

16th rule "You'd be surprised at how much in a dungeon is actually edible. That doesn't
make it a good idea to put anything in your mouth besides what you
brought in with you."

17th rule "Never interrupt anything willing to tell you a story"

18th rule "Runic circles can be very good, very bad, or very boring. Unfortunately it usually takes an intelligent being to determine this. Try to make sure your friend goes first"

19th rule "Make offering at any dais or alter you find and cannot identify. Unless you're a paladin and your God is watching"

20th rule Always check behind tapestries and drapes. Similarly, always check beneath rugs. Do this with a 10-foot pole, in case you actually find something."

21st rule "A spear or quarterstaff is not a proper substitute for a 10-foot pole"

22nd rule "Don't mess with fungus. Yes, some can be eaten and most is harmless. Others eject spores that kill you in less than a day."

23rd rule "Every adventurer should have a large towel"

24th rule "If you find something powerful intentionally imprisoned in a dungeon, there's probably something worse that put it there, If that isn't gone, you should be."

 'Most adventurers add their own notes to their copies of the book, passing them on to others when they retire and leading to many bastardized copies of the book. It is generally assumed that an adventurer will add their own notes and advice in their copies. A blank Rules of Dungeon Survival is either unused, or belongs to an unsuccessful person.'
Talas

**Talas** (タラス) is a main character of *The Bride's Stories*. She is a heroine and the second of the brides. Talas had been living alone with her Mother-in-law for many years, having been married to all of her sons at different time periods, each marriage after a previous one's death. After encountering Henry Smith, her Mother-in-law finds joy in her eyes, often trying to persuade him to marry and take Talas with him—in best interest that she does not live life alone in the future.
Garden

**The Garden** is an area outside the academy, opposite the main entrance. It's technically maintained by a single Mexican gardener who nobody ever sees, but most of its care is done by volunteer students. It houses a variety of plants and small animals, as well as a section meant to act as a graveyard for any who have died while in attendance. There is a torch in the centre to act as a ward according to the beliefs of the followers of the Flame.

The garden is a preserve for several rare species of plants. Some are described below! These are especially worth studying if you're a plant controller looking to control them, or a poison controller looking for ingredients for new concoctions.

## Plants

This section is primarily worked on by Sam.
Significant Races

Aarakocra

Azer

Beholder

Centaur -

Chitines -

Cyclops -

Dark Elf

Demilich -

Dracolich -

Dragons

Duergar -

Dwarf

Empyran

Ettercap -

Firenewts -

Forest Elf

Genies -

Gnolls -

Gnome

Goliath

Grung -

Half Dragon -

Half Elf

Halflings

High Elf

Hobgoblins -

Humans

Kobolds -

Kuo-Toa -

Lizardfolk -

Merfolk

Merrow

Minotaurs

Mordon -

Mummies -

Myconids -

Neogi -

Orcs -

Rakshasa -

Sahuagin -

Slaadi -

Svirfneblin -

Tabaxi -

Teifling

Thri-kreen -

Tlincalli -

Triton -

Vampire -

Vegepygmie -

Were-creatures -

Yuan-ti -
Kobolds

Small reptilian humanoids, Kobolds are generally peaceful tinkers and crafters. Living in small burrow towns, Kobolds dig there homes into the sides of hills, working to make them hidden and isolated. To a kobold, a perfect lifestyle often includes making small trinkets and traps out of rock and metal. Due to their small size and weak build, kobolds dislike combat, and will often attempt to find creative ways to avoid it all together by hindering their enemies, or finding and helping stronger allies to defend them.

Some Kobolds are different, and instead of finding saftey in isolationism, they seek proteciton in the service of stronger beings, such as dragonborn or even dragons. These Kobolds often serve other entities in not only an attempt to find saftey, but also to attack others, such as enemies one would have gained in life, or to fight Gnomes.

Many more traditional Kobolds hold harsh feelings towards Gnomes due to religion. Religious tales tell about how long ago, Kurtulmak, the god of the Kobolds, had one of his crude trinkets stolen by a Gnome bard. In an angry spite, Kurtulmak called for the Gnome to be attacked. A Kobold, Szakluk, and a small band of devote followers of Kurtulmak, hunted this Gnome down, cutting off his fingers and cutting out his tounge to keep him from ever creating with his hands or voice again. This angered many Gnomes, who retaliated and attacked Kobolds, leading to a small, yet long lasting war between the two peoples. The war eventually died down, and now adays, most younger Kobolds don't care anymore for the conflicts of there ancestors, but there are still many traditional Kobolds who seek revenge.
Elf

Elves migrated to our world early on after the age of Dragons and Giants, and began establishing there roots, but avoiding large civilizations. Elves began as a single, fey race, Eladrin, but slowly began to change the longer they remained out of the Wildlands. Each of the four modern Elven groups changed based on their methods of best hiding from Giants and Dragons, and adapting into our world.

Language

Amakiir – Gemflower

Amastacia – Starflower

Galanodel – Moonwhisper

Holimion – Diamonddew

Ilphelkiir – Gemblossom

Liadon – Silverfrond

Meliamme – Oakenheel

Nailo – Nightbreeze

Siannodel – Moonbrook

Xiloscient – Goldpetal

Ama – Flower

Kiir – Gem

Stacia – Star

Ilphel – Blossom

Nodel – Moon

Gala – Whisper

Sian – Brook

Holi – Dew

Mion – Diamond

Don – Silver

Lia – Frond

Meli – Heel

Amme – Oaken

Xilo – Petal

Scient – Gold

Lo – Night

Nai - Breeze

Ability Score Increase : Dexterity +2

Speed : Walking speed 30

Darkvision : See 60 feet in dim light as if bright, and dark light as
if dim

Keen Senses : Proficiency in Perception

Wild Ancestry : Advantage vs Charmed, and magic can't put to sleep

Trance : Elves don't need sleep, and can instead meditate for 4 hours
a day

Languages : Common, Elvish

Forest Elves fled into the forests and jungles of the world, adapting and hiding in them.

High Elves chose to instead study magic, honing there skills in arcane arts to defend themselves

Half Elves found safety by intermingling with local human society, and working with them, eventually becoming part of them.

Dark Elves sought safety underground, digging deep into the earth. They would eventually become corrupted by the Shadowfell.)
Avalanche

This is the 1st season of @Challenge\_RP

Location: Sibiu, Romania

Format: 12 ferocious rookies come to Sibiu, Romania to compete for their chance to win the title of Challenge Champ and $100,000. This is an individual game where there will be missions then Eliminations. The elimination round will be called the "Storm". If u lose the storm you go home.

## Cast

Aaron

Gionni

Iwan

Jackson

Jesse

Josh

Kati

Lucky

Mike

Rachel

Raven

Zombie
Clay (Lutumkinesis)

**Lutumkinesis** is the use of clay and ceramics. While clay may seem to be within the domain of Earth, it has its own kinesis due to its unique focus. Clay controllers generally specialize in the creation of summoned allies, creating them out of clay to fight for them.

### **Common Strengths**

* Clay controllers are the specialized "summoner" class. Their creations are oftentimes even stronger than what an equivalently-powerful grave or ink controller could make.
* Clay can be used in several different forms, which a clay controller is never short on due to being able to generate it. Wet clay is malleable yet dense, while solid clay can be as tough as bricks.
* Clay is especially useful for inscribing magical runes on to infuse additional power into clay creations. A clay controller who properly studies mystical symbols and languages is a foe nobody should underestimate.
* A clay controller can also use their clay to enhance themselves, such as by creating weapons and armor for themselves.

### **Common Weaknesses**

* Clay controllers have acceptable toughness and, besides their crafting, have low speed. While they have some tools for direct combat, a lone clay controller without summoned allies is weak at dueling. Stronger duelist kineses such as bone could tear them to shreds.
* Creating allies takes a short amount of time, and can be interrupted.
* Clay can take a great deal of kinesic damage, but strong physical blunt damage can be devastating to ceramic creations.
* Outside of creating allies, clay can't be controlled to the same extent than an Earth controller would control rock or metal.

### **Sample Abilities**

* Work on creating various allies out of clay to assist you. Golems, simple people made of clay, are a good starting point. As you get more experienced and study more, you can learn to create new creatures and add upgrades to old concepts. Get creative!
* Don't be afraid to use your clay as a weapon in itself. Shards of ceramics can be devastating.
* Other constructs made out of clay are possible; they don't have to be animated.
* Once you're experienced with clay, consider the use of magical languages, symbols and runes to bolster creations!
* Any unique abilities you want to give your character!
Minotaurs

(Migrated in early on from the Wildlands after the Age of Dragons & Giants, and began establishing there roots, but avoiding large civilizations. Unlike other Fey creatures, they were corrupted early on by the demon lord Baphomet, the Horned King, leading them into a greater, more chaotic nature. The first few generations of these Minotaurs roamed, killing all they came across, but as time went on, Minotaurs began to become less evil and less chaotic, though they also became weaker and less primal with shorter life spans from there original 1000 – 1500 years thanks to there 'gift' from Baphomet, to around 500, and some more civilized Minotaurs living only to 100. As some Minotaurs worked to distance themselves from Baphomet, they no longer felt like they belonged in the Wildlands, so they began to work in creating there own home in our world by worshiping a new deity (???) who acted as an opposite to Baphomet. Minotaurs began working to return to there peaceful nature, and some more extreme
members began to swear to pacifism, cutting there horns and adopting a life of simplicity, and avoiding 'a life of endless
mazes, preferring one of a direct path')
Lightning (Electrokinesis)

**Electrokinesis** is the use of lightning and electrical fields. Lightning controllers focus primarily on the offensive use of their energy powers to defeat enemies with pure electric force.

Sometimes referred to in slang as sparkies.

### **Common Strengths**

* Lightning controllers may be able to move with the speed of their element, striking too quickly for opponents to defend themselves.
* Electrical shocks may be able to temporarily stun enemies, rendering them powerless for a short time and leaving them open to barrages of attacks, or charged-up blasts.
* Lightning attacks can deal immense amounts of burst damage. Lightning controllers are among the highest-damage kineses.
* Lightning controllers can often weaken their nerves by redirecting the electrical signals, minimizing the pain they feel in battle and allowing them to keep pushing.

### **Common Weaknesses**

* Lightning controllers often lack durability; lightning strikes hard, but dissipates in an instant. They are among the least-tough kineses.
* Creating lightning takes a great deal of energy to do. Some lightning controllers can run out of energy if they cannot close out a battle quickly.
* Utility effects, such as abilities which can heal allies, lower enemy damage or block attacks are quite low as well for most users.
* Any effects which could return part of the damage back to the lightning controller could be enough to render them too damaged to continue.

#### **Example Abilities**

* Charging one's physical attacks with lightning to increase their damage.
* Both flurries of lightning strikes and single massive charged blasts. Customize these to fit your character, but make sure there's a practical difference between them. What are the pros and cons of bringing lightning down from the sky instead of shooting it from your hand?
* Charging oneself with energy to move with lightning speed.
* Charging the battlefield itself to increase the power of their lightning attacks.
* Whatever unique abilities you wanna give your character!

#### **Sample Archetypes**

Feel free to take inspiration from these archetypes when making your electrokinetic. Emulate one of their styles, combine their features, or go another direction entirely!

**The Blitzkrieger** shatters their foes from a distance with raw bolts of lightning, which travel so fast that even the quickest opponents will have trouble dodging them. This energy expenditure takes a toll on their durability, but they're counting on destroying their foes lightning-fast, before that becomes a problem.

**The Thunderer** turns the power of lightning inward, becoming a rapid melee skirmisher who mutes their own pain receptors and sends electricity through their foe's body with every hit. Trading range for durability, they blitz through their foes up close.

**The Resistor** forgoes the high-energy offensive approach in favor of crafty exploitation of technicalities. While they lack the raw destructive potential of others, they might take advantage of electricity-adjacent forces like magnetism to harness their environment, or slow down their opponents by siphoning the signals from their nerves.
Unholy

**Unholy**is an attribute of objects, energies or characters. Unholiness is most closely associated with Dark but is not exclusive to it. Unholiness comes with a connotation of corruption, destruction, sin, malevolence, chaos and being forsaken by the divine.

Some attacks will count as unholy, and thus have the Unholy modifier. In the stat system, they will typically deal 50 extra damage compared to a mundane version of the same attack, increased to 100 extra damage against Holy enemies. For example, a strong sword slash might deal 200 damage. The same sword made with unholy material will inflict the same wound, but also deal direct damage to the opponent's lifeforce, dealing 250 damage in total. Use it against an angel or paladin, and it will wither some of their holy essence as well, dealing 300 damage in total! Remember that some characters may have more weaknesses or take even more damage from unholy energy, though this is on the part of the character's creator to determine. You might also choose to give your unholy attack/ability more effects than just a damage increase compared to a modified version, including even more damage or effects against the holy.

There are numerous creatures which count as innately unholy. These include demons, vampires and werewolves.

### Unholy Magic

Unholy magic is a group of spells which aren't restricted to any specific kinesis. Several of these abilities can be innately developed by unholy beings, or learned through study by neutral races like humans.

* Projecting unholy darkness. Not enough to do any sort of harm, except possibly against the holy.
* Cause Light Wounds, a damaging spell. Fairly weak in comparison to actual damage abilities.
* Curse, applying a slight debuff to an enemy.
* Detecting when something is holy or unholy. (One wouldn't be able to tell specifics, like the exact species of something which seems visually totally human, or the particular powers of an item. Just able to identify the attribute.)
* Fear, causing some innate fear in a foe to lessen the power of the mind.

### On Player Use

Players may wish to use Unholy abilities for any number of reasons, usually justified through a character's lore. Readers may get the impression that all players will tend toward making all their attacks Holy or Unholy since they're stronger than neutral versions of the same attack, but bear in mind that all such upgrades are opportunity costs. If you've gained an upgrade, you could use it to turn the fire you use for one of your attacks into *hellfire,*increasing its damage by 50, up to 100 against the Holy. But you could also use that upgrade to instead just increase the temperature of the fire itself, increasing its damage by 75 against all enemies. And both of these have an opportunity cost compared to just increasing a character's durability or speed, or unlocking new abilities.

This is to say: just like for any other sort of power, don't feel pressure to use it for strength optimization purposes, since it's not necessary to make your character stronk. Opt for it only if you feel it fits your character.
Ex Obumbratio

(This lore article written by Swiss.)

“We do not fear the dark! For we are the dark! In the shadows you are never alone…for we are watching.”

The Ex obumbratio is an organization funded by the UN, and several private syndicates. The organization has hundreds of branches spanning throughout the world with it’s main base being the most secretive. Ex obumbratio was founded in the late receses of WW II, meant to combat war situations before they could expand and cause global catastrophe. Experiments began in the early 80’s as Ireland was plunged into a state of darkness that normal military forces could not battle, it was up to the Ex obumbratio to find a way to awaken these abilities in ordinary soldiers…these projects were deemed as failures.

The organization had gone silent for over a decade, before rising up once more this time they took to abducting children who were controllers, and performing inhumane experiments on them. These experiments ranged from disection to understand the mechanics of these super powered beings, to brain washing them. Their first succesful project was dated on the 16th of July, 2005. With more funding, they began to produce human weapons, either being artificial controllers or brain washed controllers. A military group dubbed as C.R.O.W was formed to combat any war efforts.

Despite claiming to have good intentions at heart, Ex obumbratio is responsible for countless bloodshed, and giving birth to the Phenix terrorist group. Over 500 000 controllers have been abducted, and over 450 000 of those have lost their lives via failed experimentation, or other means. Some even say they were responsible for the creation of Slimes, but that is but a mere speculation such as the theory that they were responsible for the 9/11. Ex obumbratio still continues to work on their experiments.

The branches of Ex obumbratio each have their own purposes, with some focused on experiments, others focused on training, and there’s the branch focused on gathering information and advancing in technological means…
Commander Shaw

**Affiliations:** | Navy SEAL* Unit 3
* Bravo Team *(Former)*
* Green Team *(Former)*

BUD/S
 **GALLERY**

**Commander Shaw**, is a former Navy SEAL, over looking Bravo Team from Unit 3.

## Season 2

Commander Shaw was introduced to Bravo Team by Eric Blackburn during one of their targeted training breaks, only to realize they had been drinking. After he had Jason Hayes fill out foams after every training session. With questions like; "What were the obstacles? What were our challenges? What did we have to overcome?"

Moved Bravo to Guam. After hearing about a dust-up Bravo caused, order all of them into mandatory therapy sessions with a counselor at the *Fleet and Family Support Center*.

## Appearances

* Fracture
* Never Say Die
* The Worst of Conditions
* All That Matters
* Say Again Your Last
* Hold What You Got
* Outside the Wire
* Parallax
* Santa Muerte
* Prisoner's Dilemma
* Backwards in High Heels
* Things Not Seen
* Time to Shine
* What Appears to Be
* You Only Die Once
* Dirt, Dirt, Gucci
* Paradise Lost
* Payback *(Mentioned)*
* Medicate and Isolate
* Rock Bottom
* My Life for Yours
* Never Out of the Fight

## References

1. ↑ 1.0 1.1 Paradise Lost
2. ↑ 2.0 2.1 Payback
3. ↑ Medicate and Isolate
4. ↑ Rock Bottom
5. ↑ My Life for Yours
6. ↑ Never Out of the Fight
Character Template

Find the most up-to-date character bio format here.

Do not edit this page to fill in your character's information here. Copy and paste the information somewhere else and fill it out.

This bio has two sections: Mandatory and Optional. The Mandatory part must be placed at the top of your character's bio. Don't reformat this section, change the order of its details, or add additional points to this section. The only exception is to add a fitting quote directly above or below BASICS. The Optional section comes after, and exists primarily to help you flesh out your character and optionally signal additional aspects of your character to people who want to learn more about them. You can choose to modify this section, add more details, or skip it entirely.

Additional notes:

All bios require a faceclaim. Visual art preferred; real-life faceclaims will rarely be approved.

In the line labeled "Role in the University", do NOT enter "student." If your character's a student, write their year (Freshman, Sophomore, Junior, Senior).

If you don't have the time nor ability to actually hold any sort of class, you should opt out of making a character part of the teaching staff.

Bios on the group page may have slightly different formats. This could be due to them adding new sections, or using an older version of the template.

It should be noted that this is a COLLEGE level institution, so no student OCs should be younger than 17. Minimum age for sophomores is thus 18, 19 for Juniors and 20 for Seniors. Most staff should be at least 24, while professors should be at least 27. (Exceptions exist for students who later move to staff roles.)

We tend not to allow characters who are extremely old. If your character is hundreds or thousands of years old, they've probably already mastered their kinesis and have no need to train further. If you MUST do so, then we expect you to properly roleplay a being of such age and lifetimes of experience, and we place a hard age cap of 5000 years.

(Mandatory section begins here.)

▬ ▬ ▬ ▬ ▬ ▬ BASICS ▬ ▬ ▬ ▬ ▬ ▬

▬ ▬ ▬ ▬ ▬ ▬ STATUS ▬ ▬ ▬ ▬ ▬ ▬

(Optional section begins here.)

▬ ▬ ▬ ▬ ▬ ▬ AESTHETICS ▬ ▬ ▬ ▬ ▬ ▬

▬ ▬ ▬ ▬ ▬ ▬ PSYCHE ▬ ▬ ▬ ▬ ▬ ▬

-Introvert or Extrovert?

▬ ▬ ▬ ▬ ▬ ▬ TRIVIA ▬ ▬ ▬ ▬ ▬ ▬
Empyran

(These children of
gods and deities early on acted as god-kings over early kingdoms and even empires. Empyreans would often be the children of a god and the people that worshiped it, eventually becoming the leader of the people he belongs to. For example, a dwarven god having a child with a dwarf, the Empyrean would be similar to its dwarven line with a large beard and shorter stature, but it
would still tower over the other Dwarves and have aspects that all Empyreans had)
Air (Aerokinesis)

(Source: The Legend of Korra and Tumblr: Link gone.)

**Aerokinesis** is the use of air and wind. Air controllers survive through evasion and win using quick physical attacks and blasts of wind.

Sometimes referred to in slang as airheads.

### **Common Strengths**

* Movements, attacks and dodges can be enhanced with the power of wind, allowing a martial artist style.
* Excellent at whittling down enemies with a barrage of wind attacks, slowing enemies.
* They move like the wind! Wind users are absolutely among the fastest kineses, and can fly for it too!
* If their speed and dodging abilities aren't enough to keep them safe, wind walls can be created to block ranged attacks.

### **Common Weaknesses**

* Wind users often rely on their speed and barriers to keep them safe - Their toughness is below average, and they can be vulnerable to burst damage.
* Wind users can have trouble against tanky opponents who can minimize the damage from flurries of fist and gust. Their damage is also below average - at least, compared to the average controller of a different kinesis with equal experience.
* While having strong sustained damage, wind tends to have few finishing burst attacks such as Fire has.
* A wind user who's locked down from flight or dodging through a crowd control ability is an easy target

### **Sample Abilities**

* Barrages of sharp wind and physical attack combos. Get creative!
* You can create a vacuum, thus suffocating your enemies.
* Flying! For balance purposes, have an in-combat mechanic that stops them from being able to simply float out of range the entire fight, such has a time limit or costing a lot of energy.
* Defensive/CC abilities, such as wind barriers or whirlwinds to disorient enemies.
* Keeping objects on you to use as projectiles thrown using wind.
* Whatever unique abilities you want to give your character!

#### **Sample Archetypes**

Feel free to take inspiration from these archetypes when making your aerokinetic. Emulate one of their styles, combine their features, or go another direction entirely!

**The Storm** plays defense for most of a fight, trading outward power for skillful evasion while they nurture a growing nexus of elemental fury. Just when it seems like they're hopelessly outmatched, they unleash a prolonged hurricane that only the toughest of targets could weather—but if they do, it could spell the end of this fighter.

**The Breathstealer** knows that their opponents expected a fight, so they bring a war of attrition. By restraining foes' attacks with countervailing winds while slowly draining the battle area of oxygen, they destroy their opponents on an axis they couldn't have prepared for—but with so much time before this choke-out works, the victims just might work out a solution.

**The Whirlwind** fights in a continuous dance of steps and strikes, building momentum with each successful attack and graceful dodge. If their adversaries can't stop this deadly tornado from taking shape, its attacks will hit like gale-force winds; if they're continuously disrupted, their foes might feel a gentle breeze.
Tei

**Character name** is...

This first section is called a lead. You'll want to fill it with the most important aspects of the character's life. Think about a newspaper article. Put the best stuff up front!

## Biography

Use this section to give greater details about the character's life.

## Behind the scenes

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Research Papers

If your character ever reads through an academic journal published by one of the academy's departments, goes down a rabbit hole through our online library for fun, or secretly rummages through the administrative filing cabinets without permission, here's a sample of some of the materials they might come across.

Want your own paper titles and abstracts added to this page? Send them to Ulysses!

**Preemptive measures against hydrokinetic chlorine attacks**

*Prior findings by Zhu et al. have demonstrated the hydrokinetic potential to separate homogenous mixtures composed primarily of water, including the dechlorination of water. We propose that this introduces another potential public safety threat posed by hydrokinetics committing terrorist attacks using public pools, and we offer chemical and engineering solutions to minimize risk.*

**Mystic Veils of Ignorance: Revisiting Rawlsian Ethics in the World of Sapients**

*How does the emergence of non-human sapient species impact our notions of fairness and equality? How can our political systems ensure equality of opportunity—let alone equality of outcome—when some species appear to be more capable than others in competitive spheres? This paper re-examines the political philosophy of John Rawls, and draws on perspectives from disability and animal rights scholarship to formulate additional guiding principles for equity policy. This includes a critical evaluation of the idea of "human affirmative action" policies in support of "disadvantaged sapients," and under which circumstances they may be appropriate.*

**A geographic survey and analysis in search of the "nanobot mountain"**

*Theodore Zimmerman has proposed a link between the worldwide environmental infestation of nanomachines (manufacturer unknown) and the disproportionate rate of nanomachine specialization among technokinetics. This makes the source of these nanomachines a matter of particular interest for kinetic history. This paper summarizes our confirmed knowledge of the source of these nanomachines (colloquially called the "nanobot mountain") and combines a chronology of the nanomachines' recorded appearances with data on wind and ocean currents to indicate a possible origin source in the Himalayan mountain range. Satellite imaging has failed to locate any suspicious activity; we discuss several hypotheses for further research.*
RoboMasters: The Animated Series Wiki

This wiki is about RoboMasters: The Animated Series, the anime based on the Chinese college-level robotics competition, DJI RoboMasters. The series is produced by Dandelion Animation Studios and DJI.

Create an article about an episode by typing the title below:

Create an article about a character by typing the title below:

## Pages created so far

* Fun and Games
* General Discussion
* Katrina
* Main Page
* New on Wikia starter pages
* News and Announcements
* Questions and Answers
* RoboMasters: The Animated Series Wiki
* Shanghai University
* Tantan
* Tei
* Xiao Ai
Chocolate (Cocoakinesis)

**Cocoakinesis** is the use of chocolate.

Uh....

Yeah.

Sometimes referred to in slang as diabeters.

* But also one of the fastest kineses because they can infuse the essence of chocolate into themselves, giving them a sugar rush for the same speed bonus as most of the speedy kineses like lightning and air have.
* Also the use of powder can let them do some interesting stuff, such as disappear in a smoke bomb made of it. Or just throw it in someone's eyes, anything works.

### **Common Weaknesses**

* Pretty much the same as a Water controller.
* But can't do stuff that it only makes sense for water to be able to do, like pull the moisture out of people's eyes. Just throw powder in their eyes for the same effect. You can still do the stuff water would do elementally, like use tidal waves of liquid chocolate or blasts of it. Note that these have even less power than a blast of water due to the stickiness reducing the speed. The average chocolate user has the second-lowest damage output of any kinesis.
* Doesn't get healing. Chocolate isn't healthy in doses this big. For this reason their utility is one of the highest of any kinesis, but it's still not on the same level. Their HP is also below average, since it's not too nutritious.

### **Sample Abilities**

* What kind of fucking madman would pick Cocoakinesis? If you've made it this far, I'm saying you're encouraged to pick something more useful instead, but if you really want this, go for it.
Judia

## Judia Wolff

Judia Drin'Rae Wolff is the current Fuhrer and leader of the Alyssian Empire, the home governing authority of the Alyssians, a race of anthropomorphic animal-like beings. Judia took claim of the throne after the death of her mother, Empress Julianna, who succeeded her husband, Emperor J'Kar Drin'Rae. Judia is often referred to as the Jade Empress due to her unique coloring and eyes. Judia is also genetically modified, giving her the ability to change her DNA entirely to take on the form of other beings.

## Background

Judia was born while the Empire was in the process of adopting the ideology and styling of Nazi Germany, and as such, was listed at the heir to the royal throne. At a young age, she was taught about the structure of the Reich, the difference in classes, and was taught Alyssian, English, and German to prepare her for her future as a leader. Judia excelled in her learning, bringing a great pride to her parents.

Judia's father, Emperor J'Kar, placed Judia into a bio-research test to determine whether certain members of the High Species could be given certain abilities to change her form at will. The experiment process was grueling and painful, and as such, a number of Lower Species individuals were selected and forced to comply. All of them died in the process. When the process was completed, the sole surviving test candidate successfully shifted into the form of two separate guards nearby, as well as changing the makeup of his clothing. He was then paralyzed and given to then-Captain Ze'zar, who oversaw the operation, for disposal. Judia was successfully modified with the ability, and is the sole bearer of it.

In 2093, Emperor J'Kar, having referred to himself at the Fuhrer, died of natural causes. In his place, came the new Fuhrer, his mate Julianna. She ruled from 2093 to 2103, where she too passed away, leaving the title to Judia. Judia, having been bred, built, and trained for this, has ruled since.
Slime (Limukinesis)

(Source: Adventure Time and Superpower Wiki: http://powerlisting.wikia.com/wiki/File:Slime\_Princess\_Adventure\_Time.png)

**Limukinesis** is the use of slime. Slime controllers, just like harenkinetics, are made of their kinesis. This slime is made primarily of water, mana and other ingredients largely unknown to the world. Most are female because slime girls is an anime trope, but there are obviously exceptions. Slime controllers achieve victory through annoyance, growth and recreation.

### **Common Strengths**

* Great tanks! Both physical and kinesic damage can be repaired in fairly quick time. Combined with basically never running out of magical energy due to being partially made of it, slime controllers don't need to worry about losing a battle too quickly.
* Slime is adaptable. Over the course of a fight, the more damage of a certain kinesis is used against them, the more their slime will slowly build up a resistance.
* Slimes are sticky and offer plenty of CC. Keeping people in place, pulling them in with extended slime limbs - All of these have the potential to heavily lockdown opponents.
* An experienced slime will be able to build up more slime over the course of a battle, using it to grow larger or cause clones of themselves to break off from them. They win through permanent CC abilities, outnumbering and outgrowing adversaries.

### **Common Weaknesses**

* The pure damage of a slime controller is minimal.
* The adaptability of their slime is based on amount of exposure and their regeneration requires time. A way to defeat slime controllers is to be on the offensive constantly, weaving physical attacks into their kinetic power combos.
* If a slime controller makes herself bigger, this does not increase damage by a great amount, mostly tankiness. They can often still be outdamaged and beaten. This also takes time, since a slime can only generate more slime slowly and only internally. If a slime controller splits into clones, the clones are not generated with the resistances the original has built up. They have to build it up just as their originator did, leaving them more vulnerable to kinetic powers. Additionally, more enemies means that AoE abilities have more impact.
* The only organ of a slime is their Core, a ball which is usually stored in the head, chest or anywhere they move it to. This is their only real weak point, and a good slime will do all they can to protect it from harm.

### **Sample Abilities**

* Learn to use your strange body in new ways, such as by building up slime within yourself to get bigger or create clones.
* You're stretchy, squishy, bouncy and sticky. Use this; use abilities with lots of abilities to force enemies to bounce and smash into things. Unlike you, they don't just bounce back from it.
* You can shape your body into new forms! Maybe with enough experimentation you can create wings? Claws?
* Learn to increase the density of the slime to increase the power in your attacks!
* Any unique abilities you want to give to your character!
Xiao Ai

**Character name** is...

This first section is called a lead. You'll want to fill it with the most important aspects of the character's life. Think about a newspaper article. Put the best stuff up front!

## Biography

Use this section to give greater details about the character's life.

## Behind the scenes

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Electric City (Novel)

Electric City is a novel written by Lex Crowe and James Victors, who identify with their character personas, Crow Seetan and James Rakasta respectively. The series is based off of a wide range of television, video game, and book franchises, such as Star Trek, Mass Effect, Splinter Cell, and Sonic the Hedgehog. The series is also heavily influenced by the popular fanfiction, "Immortality Protocol: Cy-Fox", written by author William Wagner. Notable similarities include the presence of Admiral Crow Seetan in both series, as well as the inclusion of Mr. Wagner's take on Miles "Tails" Prower, the Mobian species, and the Robotnik family.

The series revolves around the solar system, Sol, and takes part in the year 2110. The countries of Earth have united into the Fur-Human Federation after the arrival of the Alyssians, a race of anthropomorphic animals, centuries ahead of humanity in technology, and in search of refuge after their home planet was consumed in the expansion of their star. Humanity soon accepted the presence of the aliens, and allowed them to include themselves in the daily operations of life. However, a group of humans, fueled by xenophobia and religious beliefs, detached themselves, taking efforts to disrupt the growing unification of the two races.
Tantan

Tantan is a fist year student attending at the Shanghai University of Science and technology and is studying the twin-rotor drone "KAKA".

## Biography

Tantan is Xiao Ai's childhood friend. When they were young, they watched a RoboMasters competition.

## Personality

Tantan is the type that does not want to become involved too much with other people and prefers to concentrate on his surroundings.
Day of Reckoning

The Day of Reckoning is an event in Alyssian history that drastically changed the entire future of the Empire. After decades of research and energy drawing experiments were conducted on Alyssia, chief star of the system, the star began to display signs of instability, producing massive CMEs and flares. On the Day of Reckoning, the star began to expand, raising the temperature on Alyssia Prime to dangerous levels, prompting a massive evacuation of the system's planets. Although the Empire had foreseen this, and had prepared the entirety of their fleet for evacuation, the efforts were uprooted by the uprising of a massive group that would be the precursors to the First Many. The uprising fought off many of the empire's troops, and secured the evacuation vessels for the planet's upper class sectors, causing a massive tear as members of the upper class would now have to rely on slave vessels for evacuation. This shift in the evacuation resulted in the deaths of approximately 45% of the higher class.