recursal/Fanatic-Fandom huggingface dataset:
T24.1

*The tunnel flickers with distant orange light. Shadows dance on the walls, mimicking the random choatic movement of the kobolds that dwell here.*

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a perhaps a medium creature to crawl through.*

 10-24%
 25-48%
 49-89%
 90-100%

## From K8

*You poke your head from the small burrow into a short tunnel. to your right it leads away, curving quick, to your left, sounds of harsh yapping and a furious heat burn.*

## From R24

*The tunnel turns right quickly, then leads onward. Your face is flushed from the hot air bellowing forth.*

## From R25

*You feel relief as you exit into the tunnel, already the head has subsided on you. You walk onward till the tunnel makes a sharp left.*
R17

*This cavern houses a stone table or altar, there are two kobolds around it, preparing it for something..*

**Two Kobold Sorcerers**

## From T9.1

*You enter a medium sized cavern, straight ahead of you is a tunnel leading out of this room, and another on the wall opposite you to your right.*

## From T17.1

*You enter a medium sized cavern, straight ahead of you is a tunnel leading out of this room, and another to your far left.*

## From T17.2

*You enter a medium sized cavern, ahead to your right is a tunnel leading out of this room, and another to your far right.*
T13.1

*The hallway snakes ahead of you and has no light source of its own.*

**Disable DC 20**: *You follow the panel to a trigger and sever the rope. What ever it unleashed by stepping on this pressure plate, it won't anymore*

**Trigger**: Stepping onto the 5' plate, arrows spring from above. +15 vs Flatfooted, 1d8+1 of all. And Kobolds run out:

 10-24%
 25-48%
 49-89%
 90-100%

## From R13

*You leave the clamor of the rat nest behind you and enter a long tunnel. It becomes cooler as you walk and you hear some scuttling noises*

## From R22

*The cold from the previous room subtlety subsides as you walk along the long tunnel.*
R9

*There are scattered remains of animals and broken weapons in this chamber. The air is putrid with rot and waste.*

### Searching the Waste

**Perception DC 21**: *You hear some scuttling from under the heaps of trash. Searching through, you find six kobolds who look smaller and more wiry than most of their brethren.*

These Kobolds are base Kobolds. Though they have "mud" balls as a ranged touch attack that make the creature hit nauseous unless they make a DC 15 Fort save.

**DC 25:** *Through the remains of animals, and perhaps some even less favorable refuse, you find*

 3-4
 5-6

#### **Belt :**

*This fetching belt twists of colors red and blue. with deeply etched angles up and down, across it.*

**Spellcraft DC 23 (33 for curse)**: *This is a belt of Transformation, making the wearer more formidable in combat.*

Wearer must make a DC 20 Fort save or be transformed into the opposite gender.

Give Paper

#### **Ring**:

You feel a peculiar shape as you pull out in your hand a ring made of stone. It feels cool and heavy to your touch.

**Spellcraft DC 21**: It is a ring of protection +2

#### **Staff***:*

*An old oaken staff that warms to your touch. It is about 5 feet in length with a shod of metal on one end.*

**Perception DC 15:** There is Dwarven script etched along the staff. "Rar Deyr"

**Linguistics DC 20**: *It reads "Always There"*

**If less than 5**, "Endless..Evil"

**If less than 10** "Eternally..Thick"

**Spellcraft DC 23**:Give paper

## From T4.1

*You enter a larger chamber, on the opposite wall are two tunnels leading away, one to the left and one to the right.*

## From T9.1

*You enter a large chamber, on the opposite wall is a tunnel leading away. Looking around you see another to your left.*

## From T9.2

*You enter a large chamber, on the opposite wall is a tunnel leading away. Looking around you see another to your right.*
R5

*That savory smell has come from this room. Piled high on various tables are cooked meats Of rabbit, squirrel, cat, even a deer or two. Clamoring over each other, clawing to grab a piece are various kobolds. In their frenzy, they have not spotted you*

4d4+4 Kobolds

## From T2.1

*You enter a large room lit by torches, there is another tunnel leading out of the room opposite to you.*

## From T5.1

*You enter a large room lit by torches, there is another tunnel leading out of the room opposite to you.*
Review Wikia

## Welcome!

Welcome to the Review Wiki, dedicated to Comedy Central's "mockumentary" comedy television series *Review*, starring Andy Daly as Forrest MacNeil.

## Characters

**Forrest MacNeil****Suzanne MacNeil****Eric MacNeil****A.J. Gibbs****Lucille****Josh****Grant Grunderschmidt****Forrest's Father****Jack T. Walthall**
## Episodes/Reviews

### Season 1

* **Stealing; Addiction; Prom**
* **Sex Tape; Racist; Hunting**
* **Pancakes; Divorce; Pancakes**
* **Celebrity; Batman**
* **Best Friend; Space**
* **Road Rage; Orgy**
* **Revenge; Getting Rich; Aching**
* **Marry; Run; Party**
* **Quitting; Last Day; Being Irish**

### Season 2

* **Brawl; Blackmail; Glory Hole**
* **Curing Homosexuality; Mile High Club**
* **Falsely Accused; Sleep With Your Teacher; Little Person**
* **Cult; Perfect Body**
* **Catfish; Haunted House**
* **William Tell; Grant A Wish; Rowboat**
* **Buried Alive; 6 Star Review; Public Speaking**
* **Murder; Magic 8 Ball; Procrastination**
* **Happiness; Pillow Fight; Imaginary Friend**
* **Conspiracy Theory**
R31

*The room is very quiet, traces of kobolds past are amok here.*

 10-24%
 25-48%
 49-89%
 90-100%

## From T18.1

*You enter a medium sized chamber that opens up to your right. Ahead of you is another tunnel leading out.*

## From T31.1

*You enter a medium sized chamber that opens up to your left. Ahead of you is another tunnel leading out.*
KoboldTunnels Wikia

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
T17.2

*The tunnel opens widely, but you see quickly that it drops off into a deep chasm below. There is a rope bridge suspended between two points and the tunnel continues at the other end of it.*

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a perhaps a medium creature to crawl through.*

### Searching the Bridge

**Perception DC 20** *The bridge looks well worn and passed on many times*
**Knowledge Engineering DC 15** *The bridge was made to support the small kobolds, the ropes and planks that hold it don't seem sturdy enough for much more.*

May be able to fortify the bridge before passing.

### Crossing the Bridge

The rickety rope bridge creaks and sways under your weight.

If 300+ pounds are on the bridge, it will collapse. **Reflex DC 20** to catch yourself on the bridge and avoid falling, 3 Climb checks, DC 5

Fall 50ft (5d6) down below **Acro DC 35** to avoid the first 10ft of the fall.

 10-24%
 25-48%
 49-89%
 90-100%

## From K2

*You poke your head out and peer into a chasm, to your left is a small ridge that leads to the landing and a slightly warmed air blows from. From the landing also leads a rope bridge to the other side.*

## From R17

*The air chills as you enter the tunnel. Your footsteps echo deeply.*

## From R30

*A sightly warmer air blows from the other end of the tunnel. Your footsteps echo deeply*
R4

*That savory smell has come from this room. Piled high on various tables are cooked meats Of rabbit, squirrel, cat, even a deer or two. Clamboring over each other, clawing to grab a piece are various kobolds. In their frenzy, they have not spotted you*

4d4+4 Kobolds

## From T1.3

*You enter a large room lit by torches. Ahead are two tunnels, one to the left and one to the right.*

## From T4.1

*You enter a large room lit by torches. Ahead of you is a tunnel leading out, and another to your left.*

## From T4.2

*You enter a large room lit by torches. Ahead of you is a tunnel leading out, and another to your right.*
R13

*Bones, straw, and twigs litter the large room that you've come to where the floor seems to be moving. A squeaking and scurrying sound is heard and you realize the room is infested with large dire rats, and they seem hungry.*

2d4+4 Rats.

## From T6.2

*At the end of the tunnel is a crude blockade of sticks and bits of fencing, it is easy to bypass. You enter a large room, across it to your left and right are two further tunnels leading out.* Both seem to have the same makeshift blockades.'

## From T13.1

*At the end of the tunnel is a crude blockade of sticks and bits of fencing, it is easy to bypass. You enter a large room, across in the middle is a tunnel leading out, and another one to your far left. Both seem to have the same makeshift blockades.*

## From T13.2

*At the end of the tunnel is a crude blockade of sticks and bits of fencing, it is easy to bypass. You enter a large room, across in the middle is a tunnel leading out, and another one to your far right.* Both seem to have the same makeshift blockades.'
T21.1

**DC 20** *The flickering light makes them seem to almost sway with movement*

**DC 25** *Looking closely you can see cable wrapped around three rocks, confirming that they're suspended.*

### Searching the Floor

**Perception DC 15** The floor is uneven, with dips and cracks

**DC 20** There is a faint glimmer of a trip wire running across your step.

**DC 25** There are two more trip wires, hidden in the shadow of the first wire.

**Disable DC 20** *Simply severing the wire releases all the blocks. greatly blocking passage. Craftily you are able to undo the trap, preventing it from being triggered until rearmed.*

**Acrobatics** **DC 10 (5 if running)** to bypass the wires. But must spot them again at the other end)

### Thwomps

Each thwomp fills a 10' square and deals 4d6 of bludgeoning damage. Attack +15 on the first and then Reflex DC 20 for the second two. as they fall in succession

## From R21

*The floor is slightly slick with oil traipsed from the previous room. The passage is cool in temperature with high ceilings and about 10' wide. Shifty noises can be heard from down the hall.*

## From R33

*The passage is cool in temperature with high ceilings and about 10' wide. The hall floor glistens with something slick the further you go.*
Anuncios Wikitext

# Notificaciones con Wikitext & CSS

 Notificación

Este articulo no esta terminado.

## Wikitext

```
<div class="notificacion" style="background-color: black; width: 55%; height: 50px; border-radius: 30%; border: 4px solid #FFF; bottom: 30px; position: fixed; overflow:hidden; z-index: 100; display: block;">
<div class="notificacion1" style="font-family: 'Dosis'; font-weight: bold; padding-top:40px; font-size: 2em; display: block; position: absolute; margin-left: 25%; text-align: center;">
<p>Notificación<br /><br />Este articulo no esta terminado</p>
</div>
</div>

```

## CSS

```
@keyframes nofificacion {
 from {
 transform: translateY(0px)
 }

 to {
 transform: translateY(-130px)
 }
}
.notificacion1 {
 animation: nofificacion 7s linear infinite;
}

```
R16

*The room has scraped walls and dust is settled on the floor.*

### Net Trap

 **Perception DC 20:** *A thin wire stretches across your path in the middle of the room, faintly gleaming in the light.*

* **+5:** *There is a net laying on the ground, camouflaged to match the texture of the cavern floor*
* **+10:** *Large rocks hang suspended in the air, acting as counterweights to the net, tripping the wire will release them to lift the net.*
* **+15:** *You see the rocks may fall onto scrapped metal, making a clanging noise as they fall. Sounding alarm as to a capture of intruders.*

**Disable Device DC 20:** *You carefully sever the wire, preventing the ability to trip it*

**Cutting or Disable Fail:** *Pulling on the wire as you sever it, you spring the trap.*

#### Unnoticed

**Tripped!:** *As you cross into the room, you feet trip a thin wire that springs a net up from underneath you. The net rushes upwards towards the ceiling as 4 heavy rocks that counterweight it drop. They fall onto scrap metal hidden and a loud clanging emits throughout the chamber.*

**Reflex DC 20. Fail:** *You are snagged in the net as it quickly pulls you up to the ceiling.*

**Getting Down:** 20' high, 3d6 falling damage, **Acrobatics DC 15:** 2d6 only

**Success**: *You deftly jump out of the way from the net and watch as it flies up.*

#### Rocks Fall

(2d4+2) *Kobolds rush into the room to see what sprung their trap, their bows are drawn and they unleash a volley of arrows at you. Roll initiative*

## From T9.1

*You enter a medium sized cavern, ahead of you to your left and right are two more tunnels leading away.*

## From T16.1

*You enter a medium sized cavern, ahead of you in the center of the wall is a tunnel leading out, and another one to your far left.*

## From T16.2

*You enter a medium sized cavern, ahead of you in the center of the wall is a tunnel leading out, and another one to your far right.*
R14

*The air in this chamber is quite warm and there is rocky debris on the floor.*

 10-24%
 25-48%
 49-89%
 90-100%

## From T7.1

*You come to a medium sized chamber. Ahead to your right is another tunnel out.*

## From T14.1

*You come to a medium sized chamber. Ahead to your left, in the center of the opposing wall, is another tunnel out.*
T19.1

*The tunnel is darker seeming than previous ones.*

**DC 23** *and there are notched holes every few feet.*

### Searching the Floor

**Perception DC 26** *There are hidden panels carved into the stone floor, they are cut to blend into the terrain and are varied shapes and sizes.*

**Disable Device DC 26** *You are able to jam alarm spell that triggers the trap*

If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.

**Special** A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.

### Triggered

*Suddenly, flames shoot out from the walls*

Reflex DC 15 for half, 5d4 fire damage

## From R19

*You walk along this fairly straight tunnel. The air has a chill to it from either end.*

## From R32

*You walk along this fairly straight tunnel, you note t*he air has a chill to it from either end.'
T10.1

*A heavy, oily taste fills the air.*

May burn the tar off, or make Acrobatics DC 20 to move across without being entangled in the tar, though at half speed.

If missed, target is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process.

 10-24%
 25-48%
 49-89%
 90-100%

## From R10

*You leave the larder behind you and crouch through a small opening of a tunnel before you can stand again. As you walk along, you've noted that it's gotten less warm.*

## From R18

*Ahead of you is a dark tunnel...it has gotten warmer as you've walked along and you have to crouch to get through the opening at the end.*
Comunidad Central en Discord

## ¿Porque Discord?

Discord proporciona una funcionalidad perfecta.

## Navegación dentro de Discord

Clickea una zona para obtener más información:

​

### Canales

Existe un canal para cada tema en específico, estos canales se encuentran categorizados en categorías expandibles según tema o finalidad (Si no puedes ver la lista de canales, prueba dando click izquierdo sobre la categoría), por el momento tenemos las siguientes categorías y sus canales:

#### General

general
anuncios
bots
wikipartners
Si quieres añadir tu servidor aquí, comunícate con un miembro del equipo hispana.
cc-actividad
#### Ayuda

vida-comunitaria
Si tienes algún problema en tu comunidad, puedes pedir opinión en este canal, recuerda que cada comunidad es independiente.
tecnico-general
Si tienes problemas técnicos que no sean de CSS, JS ni Lua, usa este canal para resolver tus dudas.
tecnico-css
Si tienes problemas técnicos relacionados a CSS, este es el lugar adecuado para resolver tus dudas.
tecnico-js
Si tienes problemas técnicos relacionados a JS (JavaScript), este es el lugar adecuado para resolver tus dudas.
tecnico-lua
Si tienes problemas técnicos relacionados a Lua, este es el lugar adecuado para resolver tus dudas.
#### Vandalismos/Spam

vandalismos
Aquí puedes reportar vandalismos en tu comunidad y/o en comunidad central.
spam
Aquí puedes reportar spam dentro de tu comunidad y/o comunidad central.
chat
#### Peticiones

sugerencias-general
peticiones-a-mod-discusiones
Aquí puedes postear todas tus peticiones para los moderadores de discusiones en Central, como cerrar hilos, respuestas y borrar hilos. Además, también puedes pedir ayuda y hacer consultas a estos.
peticiones-a-mod-contenido
Aquí puedes postear todas tus peticiones para los moderadores de contenido en Central, cómo borrar imágenes, artículos, plantillas, etc. Además, también puedes pedir ayuda y hacer consultas a estos.
peticiones-a-administradores
Aquí puedes postear todas tus peticiones para los administradores en Central, como borrar imágenes, artículos, plantillas, etc. Además, también puedes pedir ayuda y hacer consultas a estos.
borrar
Postea un enlace a lo que necesites borrar dentro de Comunidad Central.
#### Proyectos

code-dojo
sugerencias-proyectos
#### Entrevistas

entrevistas-cdm
entrevistas-udm
### Miembros

En nuestro servidor los miembros poseen roles distintivos, para ser fácilmente identificados de ser requeridos, aquí verás los miembros del servidor que están actualmente en línea, más abajo podrás ver una lista de todos los miembros, incluso si están desconectados, aparecerán como parte del grupo **Desconectado**, por ahora tenemos roles distintivos por sus cargos dentro del Equipo de Fandom en español, puedes pedir su ayuda poniendo **@rolname**, por ejemplo **@Administrador**.
K10

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From R47

*You feel your way to the end of the tunnel. It was a long sweeping path and is warmer here at the end than where you started.*

## From T37.1

Y*ou feel your way to the end of the tunnel.* It was a long sweeping path and is colder here at the end than where you started.'
K7

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From R50

*You feel your way to the end of the tunnel. It felt like a far length in distance,with some slight weaving. Towards the end it curved sharply around and it feels much warmer here at the end than it did when you started.*

## From T7.1

Having curved sharply around, y*ou feel your way to the end of the tunnel. It felt like a far length in distance, with some slight weaving and it feels much cooler here at the end than it did when you started.*
T6.1

*There are wood planks along the floor of the tunnel and you can hear a faint trickle of water echo around you.*

The planks cover up loose holes in the floor, stepping on them keep you from falling. If not specified, walking along causes the floor to crumble from your weight.

*The floor crumble beneath your weight, you try to maneuver to one of the wood planks that seem stable.*

**Reflex DC 20** to avoid falling. 1d6 falling damage into water below

*You fall into water far below, thankfully it is deep enough that you don't hit the bottom. The current isn't swift but strong, carrying you into (the previous/another room).*

## From R6

*You enter a rocky tunnel, that levels off from your incline. As you go along the air cools in temperature and you hear a stirring up ahead.*

## From R12

*You enter a rocky tunnel, as you go along the air warms and the walls begin to glisten with moisture.*
R30

*As you illuminate the room, it begins to glisten. Open chests of gold and jewels are abound.*

4 small chests. 4d10x10 of gold each.

*As you move the chests aside, rats pop out and pounce on you*

 10 rats

## From T17.2

*You enter a small chamber, on the opposite wall from you on the far right is another tunnel leading away.*

## From T30.1

*You enter a small chamber, on the opposite wall from you on the far right is another tunnel leading away.*
K8

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From T24.1

*You feel your way to the end of the tunnel. A fairly short distance it seems, you spun around a bit at the end and it's cold here compared to where you started.*

## From T45.1

Y*ou feel your way to the end of the tunnel. After spinning around at the entrance, you walked a fairly short distance and it became warmer till it's now quite hot here at the end.*
T26.2A

*This tunnel snakes along, moss and fungus grow along the walls and floor here.*

### Searching the Floor

**Perception DC 20** The floor is littered with foot wide holes covered carefully with patches of moss

**Punji Stake Trap x12**

**Attack +10 (-DD Modifier if found)** , 2d4 damage takes damage if escaped by anyway other than Disable Device 20

*You step into one of the holes and sharp inwardly pointing stakes sink into your leg.*

Can't effect Large or larger creatures *(Mozart steps on one but his large foot just covers the hole)*

**DC 15 or less Disable Device check,** takes damage, does not escape.

**DC 20 Escape Artist check, or DC 24 Strength check,** escape but take damage

## From R26

You leave the heat behind you as you walk into a tunnel. It splits on your right, leading away elsewhere, though the main shaft continues onwards not far.

## From R36

Ahead of you a warm air fills the tunnel, you can see that it splits off to your right. Straight on the floor glistens and looks sleek with moisture.

## From T26.2B

The tunnel splits ahead of you, to your left the air is hot, and the floor glistens and looks sleek with moisture. To your right the air is less tepid.
R24

*This cavern houses a stone table or altar, there are two kobolds around it, preparing it for something..*

**Two Kobold Sorcerers**

## From T14.1

*You enter a medium sized cavern, straight ahead of you is a tunnel leading out of this room, and another to your far right, from which a hot air blows.*

## From T24.1

*You enter a medium sized cavern, ahead to your left is a tunnel leading out of this room, and another to your far left.*

## From T24.2

*You enter a medium sized cavern, straight ahead of you is a tunnel leading out of this room, and another on the wall opposite you to your left from which a hot air blows.*
T4.1

*The hallway ahead of you curves and bits of rock or bone litter the path.*

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

 10-24%
 25-48%
 49-89%
 90-100%

## From K4

You poke your head from the small tunnel into another one. To your left you hear some scuttling noises, to your right a warm and foul stench fills the air.

## From R4

*You leave the large room where the kobolds scheme and enter a long tunnel. It becomes warmer as you go and a foul stench fills the air.*

## From R9

*The warmth and stench from the previous room recede as you walk along and you hear some scuttling noises from up ahead*
T9.2

*The tunnel is darker seeming than previous ones.*

**DC 23** *and there are notched holes every few feet.*

### Searching the Floor

**Perception DC 26** *There are hidden panels carved into the stone floor, they are cut to blend into the terrain and are varied shapes and sizes.*

**Disable Device DC 26** *You are able to jam alarm spell that triggers the trap*

If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.

**Special** A rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.

### Triggered

*Suddenly, flames shoot out from the walls*

Reflex DC 15 for half, 5d4 fire damage

## From R9

*The smell from the previous room recedes as you walk along this fairly straight tunnel. The heat in the air also seems to subdue.*

## From R17

*As you walk along this fairly straight tunnel, the air becomes warmer and carries a putrid smell on it.*
Lance-Class Space Superiority Fighter

In the Ancient Ones, Yamada Tadayoshi owns and pilots a personal starfighter named the Cobra X-1. It is a heavily modified Lance-Class Starfighter, from the Star Wars universe. The major modifications include replacing the engine and fuel systems with ones from an Arwing (with 1 G-Diffuser and 1 jump drive), and

extending the rear portion behind the cockpit by quite a bit in order to accommodate an astromech droid, extra equipment, and extra cargo space.

**Name:** Lance-Class Space Superiority Fighter; Cobra X-1

**Origin:** Star Wars

**Classification:** Multirole Aerospace Superiority Starfighter

**Place of Origin:** Unknown; Corneria

**Designer:** Unknown; Cornerian Aerospace Research Company, Space Dynamics, Dr. Beltino Toad

**Designed:** Unknown; 13 ALW

**Manufacturer:** Unknown; Space Dynamics

**Unit Cost:** Equivalent to $59.5 Million USD

**Produced:** 13 ALW

**Propulsion:** 3 sublight engines, maneuvering thrusters, Jump Drive

**Empty Weight:** 15,000 lbs (6,803.9 kg)

**Loaded Weight:** 21,700 lbs (9,843 kg)

**Maximum Takeoff Weight:** 35,300 lb (16,011.8 kg)

**Length:** 15 Meters (Standard is 13 Meters)

**Wingspan:** 10 Meters

**Height:** 3.5 Meters (4 Meters with landing gear)

**Armor & Shielding:** Hard Line Shielding/Plating; Electronic Warfare Shielding; Gravity Diffusion Shielding; Inertial Compensators; Thermic Shielding; Transitional Canopy Tinting; Anti-Radiation Shielding

**Main Armament:** 6 T&B-H1 Laser cannon hardpoints, 4 with Single-Lock targeting and 2 with Multi-Lock targeting

**Secondary Armament:** 7x Smart Bombs, 4x Torpedoes, 10x Missile Hardpoints, and 1 Rocket Pod (with 6 rockets) or 1 bomb pod (holding 10 bombs)

**Countermeasures:** Flares, Infrared Decoys, Chaff Pods, Electronic Countermeasures Pod, Signal Jammers, Stealth Systems, Power Shield

**Others:** Targeting Pod, Long Range Sensor Pod, Radar, Quantum Computing software and hardware, Ejector Seat, Ejector Cockpit, Spot Lights, Advanced Maintenance and Tool Kit, Medical and Surgical Kit, Wilderness and Urban Survival Kits, Fire Ax, Fire Extinguisher, 3 Weeks Rations Kit, Automatic Plasma Baster Rifle, 5 Grenades, Flare Gun Kit, 100 Yards of Rope, Spare Oxygen Tank, Emergency Closed Circuit Electronic Rebreather (for ejecting into space).

**Engine:** NTD-FX1 Plasma engines w/G-Diffuser

**Power Plant:** Hydrogen Fuel Cells (startup); Gravity Diffusion-based Zero Point Energy (running)

**Fuel Capacity:** 25 Compact Hydrogen Fuel Cells; Limitless energy potential from Zero Point Energy

**Attack Potency:** City Block Level+

**Combat** **Speed (Actual; Atmospheric):** 5,600 km/h (Mach 4.6)

**Top Speed (Actual; Atmospheric):** Mach 5.8

**Speed (Actual; Vacuum):** Mach 15

**Speed (VBW Tiering):** Subsonic Travel Speed (when in walker mode); High Supersonic (Normal) Combat Speed; Hypersonic Atmospheric Speed; Hypersonic+ Space Flight; Massively FTL+ Speed when using FTL Hyperdrives; Immesurable (Instantaneous) when using Jump Drive

**Durability:** Multi City Block Level+

**Range:** Many miles in combat, at least galactic traveling range with FTL Drives.
T1.1

## From R1

*You enter into a narrow walkway, it twists slightly as you walk onward. As you journey through, the air becomes more foul in taste. You eventually coming to a dim chamber.*

## From R2

*You enter into a narrow walkway, it twists slightly as you walk onward, the unpleasant smell dissipating. You eventually coming to a well lit chamber.*
Blue-Marine

The Blue-Marine is a small attack submarine used by the Cornerian Military and by Star Fox. It must be operated by a crew of 4, and has room enough for 20 passengers.

## Statistics

**Name:** Blue-Marine

**Origin:** Star Fox

**Classification:** Attack Submarine

**Place of Origin:** Corneria

**Designer:** Cornerian Aquatics Research Company, Space Dynamics, Dr. Beltino Toad

**Designed:** 7 BLW-5 BLW

**Manufacturer:** Space Dynamics

**Unit Cost:** Equivalent to $162.3 Million USD

**Produced:** Since 5 BLW (still produced today | 13 ALW)

**Propulsion:** Twin Propellers assisted by 1 Underwater Modified Booster Engine with 3 G-Diffusers

**Displacement (Surfaced):** 1,406 Metric Tons

**Displacement (Submerged):** 2,206 Metric Tons

**Length:** 30.5 Meters

**Width:** 16.5 Meters

**Height:** 7 Meters

**Armor & Shielding:** Hard Line Shielding/Plating; Electronic Warfare Shielding; Gravity Diffusion Shielding; Inertial Compensators; Thermic Shielding; Transitional Canopy Tinting; Anti-Radiation Shielding

**Main Armament:** 1 Modified T&B-U3 laser cannon

**Secondary Armament:** 5x Smart Bombs, 200x Homing Torpedoes

**Countermeasures:** Flares, Infrared Decoys, Chaff Pods, Electronic Countermeasures Pod, Signal Jammers, Stealth Systems, Power Shield

**Others:** Targeting Pod, Long Range Sensor Pod, Sonar, Quantum Computing software and hardware, Spot Lights, Advanced Maintenance and Tool Kit, Medical and Surgical Kit, Wilderness and Urban Survival Kits, Fire Ax, Fire Extinguisher, 3 Weeks Rations Kit, Automatic Plasma Baster Rifle, 5 Grenades, Flare Gun Kit, 100 Yards of Rope, Spare Oxygen Tank, Emergency Closed Circuit Electronic Rebreather, Diving Equipment

**Engine:** NTD-FX1 Plasma engine w/G-Diffuser

**Power Plant:** Hydrogen Fuel Cells (startup); Gravity Diffusion-based Zero Point Energy (running)

**Fuel Capacity:** 25 Compact Hydrogen Fuel Cells; Limitless energy potential from Zero Point Energy

**Attack Potency:** City Block Level+

**Top Speed:** 116 km/h (72 mph or 63 Knots)

**Maximum Dive:** 2,000 Meters

**Speed (VBW Tiering):** Subsonic

**Durability:** Multi City Block Level+

**Range:** Many Miles
R2

*There are scattered remains of animals and broken weapons in this chamber. The air is putrid with rot and waste.*

### Searching the Waste

**Perception DC 21**: *You hear some scuttling from under the heaps of trash. Searching through, you find four kobolds who look smaller and more wiry than most of their brethren.*

These Kobolds are base Kobolds. Though they have "mud" balls as a ranged touch attack that make the creature hit nauseous unless they make a DC 15 Fort save.

**DC 25:** *Through the remains of animals, and perhaps some even less favorable refuse, you find*

 3-4
 5-6

#### **Belt :**

*This fetching belt twists of colors red and blue. with deeply etched angles up and down, across it.*

**Spellcraft DC 23 (33 for curse)**: *This is a belt of Transformation, making the wearer more formidable in combat.*

Wearer must make a DC 20 Fort save or be transformed into the opposite gender.

Give Paper

#### **Ring**:

You feel a peculiar shape as you pull out in your hand a ring made of stone. It feels cool and heavy to your touch.

**Spellcraft DC 21**: It is a ring of protection +2

#### **Staff***:*

*An old oaken staff that warms to your touch. It is about 5 feet in length with a shod of metal on one end.*

**Perception DC 15:** There is Dwarven script etched along the staff. "Rar Deyr"

**Linguistics DC 20**: *It reads "Always There"*

**If less than 5**, "Endless..Evil"

**If less than 10** "Eternally..Thick"

**Spellcraft DC 23**:Give paper

## From K4

*You find your way out of the narrow tunnel and into a large room.*

## From T1.1

*This chamber is roughly the same size as the one you first entered. Ahead of you are two further tunnels out of the room.*

## From T2.1

*This chamber is larger than the one you just came from. Ahead of you and to your left is a tunnel leading out and to your far left, you see another.*

## From T.2.2

*This chamber is larger than the one you just came from and the air is less warm though still tepid. Ahead of you is a tunnel leading out and to your right you see another.*
T12.2

*The hallway snakes ahead of you and has no light source of its own.*

**Disable DC 20**: *You follow the panel to a trigger and sever the rope. What ever it unleashed by stepping on this pressure plate, it won't anymore*

**Trigger**: Stepping onto the 5' plate, arrows spring from above. +15 vs Flatfooted, 1d8+1 of all. And Kobolds run out:

 10-24%
 25-48%
 49-89%
 90-100%

## From R12

*You leave the clamor of the kobold barracks behind you and enter a long tunnel. It becomes cooler as you walk and you hear some scuttling noises*

## From R21

*The cold from the previous room subtlety subsides as you walk along the long tunnel.*
Red (Undertale)

*"That dust is rather difficult to get rid of, isn't it? Sticks to you like a foul odor... Or maybe you like the death and pain you've caused."* -Red

 Summary

Red is a member of the Royal Guard, the military of Asgore's kingdom, in charge of defending the monsters and the Underground.

## Personality

Red is strong and caring, wanting to protect the monsters. Her willingness to fight sometimes wavers, but she does take fighting seriously. She is shy, generally closed to strangers, but will eventually open up once she trusts someone.

## Powers and Statistics

**Tier:** 6-C

**Name:** Red

**Gender:** Female

**Age:** 18

**Origin:** Undertale Red

**Classification:** Monster

**Attack Potency:** Large Island Level

**Speed:** Relativistic+

**Lifting Strength:** Class 50

**Striking Strength:** Class PJ+

**Durability:** Large Island Level

**Stamina:** Very High

**Range:** Dozens of meters

**Standard Equipment:** Saber, several bombs

**Intelligence:** High

**Weaknesses:** Is somewhat hot-headed, and prefers to run away from her fears rather than deal with them.

**Powers and Abilities:** Superhuman strength, speed, durability, agility, and reflexes; Expert in swordfighting; Can summon large buzzsaws; Can use her sword to split the field of battle in half (through either splitting the ground below and forming chasms, or summoning sharp bladed walls to emerge from the ground); Can summon two large mechanical sentinels which shoot a plethora of different attacks, including bullets (Interface glows red), orange lines (interface glows orange), blue waves (interface glows blue), and large purple energy ball (interface glows purple).

## Notable Attacks and Techniques

Red is known for her quick strikes of the sword, and overwhelming her opponents by limiting their movement to a small area then attacking.

## Additional Statistics

**Birthplace:** Hotlands, The Underground

**Residency:** Hotlands, The Underground

**Weight:** 130 lbs (59 kg)

**Height:** 5'5" (165 cm)

**Eye Color:** White | White with crosshair pupils (extreme focus in fighting)

**Hair Color:** Reddish-Orange

**Status:** Alive, in good health

**Relationship Status:** Single

**Affiliation:** The Underground

## Trivia

Red's favorite food are Cinnamon Bunnies.

Red has appeared in The Ancient Ones.
Guile

## Summary

Guile is a character from Street Fighter. He is a patriotic member of the United States Air Force, and a family man.

## Powers and Statistics

**Tier:** High 7-C

**Name:** Colonel William F. Guile

**Gender:** Male

**Age:** 38

**Origin:** Street Fighter

**Classification:** Human

**Attack Potency:** Large Town Level

**Speed:** HMassively Hypersonic

**Lifting Strength:** Class 1+

**Striking Strength:** Class TJ/

**Durability:** Large Town Level

**Stamina:** Extremely High

**Range:** Extended Human Melee Range | Many Miles

**Standard Equipment:** Beretta M9, Combat Knife

**Intelligence:** Very High; Is a skilled martial artist and a trained soldier

**Weaknesses:** Nothing notable. Is still human

**Powers and Abilities:** Superhuman speed, strength, reactions, durability, stamina, and flexibility; good tactician; expert martial artist; firearms training; wilderness and urban survival training; ability to use and manipulate his own ki for attacks and stat-boosting
Gyrowing

The Gyrowing is a triple rotor helicopter used by the Cornerian Military and by Star Fox. It is considerably slower than the Arwing, but much more maneuverable. The Gyrowing has a large cargo bay, which usually stores a small scouting robot named Direct-I. The Gyrowing also has a tether cable and winch, which allows for quick deployment and extraction of Direct-I.

## Statistics

**Name:** Gyrowing

**Origin:** Star Fox

**Classification:** Exploration Vessel, Search and Rescue Vessel, Scouting Vessel, Cargo Helicopter

**Place of Origin:** Corneria

**Designer:** Cornerian Aerospace Research Company, Space Dynamics, Dr. Beltino Toad

**Designed:** 3 BLW-2 BLW

**Manufacturer:** Space Dynamics

**Unit Cost:** Equivalent to $33.3 Million USD

**Produced:** Since 2 BLW (still produced today | 13 ALW)

**Propulsion:** Tandem Coaxial Rotors with a rear facing 3rd rotor for extra propulsion, hooked up to a single G-Diffuser

**Empty Weight:** 14,330 lbs (6,500 kg)

**Loaded Weight:** 24,251 lbs (11,000 kg)

**Maximum Takeoff Weight:** 26,455 lbs (12,000 kg)

**Length:** 10.66 Meters

**Width:** 5.33 Meters (Fuselage Only); 24.52 Meters (Wingspan)

**Height:** 5.33 Meters

**Armor & Shielding:** Hard Line Shielding/Plating; Electronic Warfare Shielding; Gravity Diffusion Shielding; Inertial Compensators; Thermic Shielding; Transitional Canopy Tinting; Anti-Radiation Shielding

**Main Armament:** 1 T&B-J4 Twin Laser cannon with Single-Lock targeting

**Secondary Armament:** 20 Homing Missiles

**Countermeasures:** Flares, Infrared Decoys, Chaff Pods, Electronic Countermeasures Pod, Signal Jammers, Stealth Systems, Power Shield

**Others:** Targeting Pod, Long Range Sensor Pod, Radar, Quantum Computing software and hardware, Ejector Seat, Ejector Cockpit, Spot Lights, Advanced Maintenance and Tool Kit, Medical and Surgical Kit, Wilderness and Urban Survival Kits, Fire Ax, Fire Extinguisher, 3 Weeks Rations Kit, Automatic Plasma Baster Rifle, 5 Grenades, Flare Gun Kit, 100 Yards of Rope

**Engine:** NTD-FX1 Plasma engine w/G-Diffuser

**Power Plant:** Hydrogen Fuel Cells (startup); Gravity Diffusion-based Zero Point Energy (running)

**Fuel Capacity:** 25 Compact Hydrogen Fuel Cells; Limitless energy potential from Zero Point Energy

**Attack Potency:** Building Level

**Top** **Speed:** 270 km/h (168 mph)

**Speed (VBW Tiering):** Subsonic (Faster than Eye)

**Durability:** City Block Level+

**Range:** Many Miles
T5.1

*A heavy, oily taste fills the air, the rotting corpse of a large rat sits in middle of the hall.*

### Searching the Floor

**Perception DC 22:** *You observe a thin layer of sticky tar on the floor.*

May burn the tar off, or make Acrobatics DC 20 to move across without being entangled in the tar, though at half speed.

If missed, target is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process.

### Searching the Walls

**Perception DC 25 +1/10':***You see a small crevice in the wall here, it looks like something burrowed it, it's only large enough for a small creature to crouch in, or a medium creature to crawl through.*

 10-24%
 25-48%
 49-89%
 90-100%

## From K6

*You poke your head out from the small tunnel and look around the larger tunnel before you. To your left you hear some scuttling noises, to your right the air is cooler and sweeter in smell.*

## From R5

*You leave the large room where the kobolds eat and enter a long tunnel. It becomes cooler as you go and a sweeter smell fills the air*

## From R11

*You leave the larder and enter a long tunnel. It becomes slightly warmer as you go and you hear scuttling noises up ahead.*
Masked Man

## Powers and Statistics

**Tier:** **9-A** | **7-A**

**Name:** Masked Man; The Mask of Ice

**Gender:** Male | Various

**Age:** 82 | Various

**Origin:** Pokemon

**Classification:** Human | Various Pokemon species

**Attack Potency:** **Room Level** | **Large City Level**

**Speed:** **Superhuman** | **High Hypersonic+**

**Lifting Strength:** **Superhuman+** | **Class K+**

**Striking Strength:** **Superhuman** | **Large City Level** (Physical); **Large City Level** (Special)

**Durability:** **Large Building Level** | **Mountain Level** (Physical); **Mountain Level** (Special)

**Stamina:** High | Extremely High

**Range:** Several Hundred Meters | Many Miles

**Standard Equipment:** Robotic suit (includes respirator and re-breather, various enhanced vision systems, etc.), a teleport gem, ghastly (seen as a billowing cloak of darkness around him)

**Intelligence:** Extremely High

**Weaknesses:** Is dependent on his suit to move around, due to his old age; the teleport gem has a set amount of limited use before it needs to be recharged

**Powers and Abilities:** Teleportation, flight, enhanced vision, superhuman speed, durability, strength, and stamina, gas creation

**Guide:** Masked Man (in suit) | Masked Man's Pokemon

**Pokemon Team:**Ghastly, Delibird, Abra, (Mega) Abomasnow, Snorunt, Cloyster

## Trivia

The Masked Man has appeared in Reality's Bane.
Petrokovia's Portal to the Multiverse Wikia

## Welcome to the Petrokovia's P2TM Wikia!

This wikia is a collection of information on the characters used by Petrokovia in NationState's Portal to the Multiverse forum. It uses the same statistics as VSBattles Wiki.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
K3

*You travel through the small tunnel, crouching low. This tunnel was clearly carved out by the Kobolds themselves. Made for them to scramble through in single file and just width to squeeze past another small creature such as themselves.*

**Random Kobold Encounter:**

 10-24%
 25-48%
 49-89%
 90-100%

###

## From R49

*You feel your way to the end of the tunnel. It was quite a trek, with winding ways and curves. It did become much warmer the further you walked.*

## From T3.2

*You feel your way to the end of the tunnel.* It was quite a trek, with winding ways and curves. It did become much cooler the further you walked.'
Kuli

O longo rio Kuli nasce na floresta Atnapor. Suas águas são extremamente geladas, tornando-o inabitável. Nas estações mais frias, suas águas congelam e os habitantes de vilas escondidas na floresta fazem a coleta, o corte e a venda do gelo.

Acredita-se que quem entra em contato com a água do Kuli em estado líquido tem seu coração congelado e nunca mais é capaz de amar. Conheci uma viajante há algum tempo que foi amaldiçoada pelas águas do Kuli. Ela estava indo em direção à região de Sawood para matar o ditador Orlew, uma vez que seus sangue já estava frio e seus sentimentos entorpecidos, e seu único desejo agora era dominar um povo.

E as pessoas da floresta que consomem o gelo em suas bebidas? Todas são entorpecidas, gélidas, sem paixões.

À beira do rio Kuli, crescem árvores frutíferas chamadas Uison, das quais eu não tenho informação, mas acredito que também sejam amaldiçoadas...

---Nina
Lt. Surge

## Summary

Lt. Surge is a First Lieutenant in the United States Army, with the position of an attack helicopter pilot. He also has the role of the Viridian City Gym Leader, running the Kanto Region's electric type gym. His Pokemon are Electabuzz, Electrode, Magneton, and his main Pokemon, Raichu.

## Powers & Statistics

**Tier:** **10-A** | **7-A**

**Name:** Gym Leader/ Lieutenant Matis L. Surge

**Gender:** Male | Various

**Age:** 43 | Various

**Origin:** Pokemon

**Classification:** Human | Various Pokemon species

**Attack Potency:** **Athlete Level+** | **Large City Level**

**Speed:** **Athlete Level** | **Massively Hypersonic**

**Lifting Strength:** **Athlete Level+** | **Class 25+**

**Striking Strength:** **Athlete Level+** | **City Level** (Physical); **Large City Level** (Special)

**Durability:** **Peak Human Level** | **Large City Level** (Physical); **Large City Level** (Special); **Infinite** when using Protect

**Stamina:** High | Extremely High

**Range:** Several Hundred Meters | Many Miles

**Standard Equipment:** Beretta M9, Combat knife, sunglasses

**Intelligence:** High; Lt. Surge is a skilled helicopter pilot and Pokemon battler, with several years of military experience under his belt.

**Weaknesses:** Different Pokemon have different weaknesses, and Surge is a normal human

**Powers and Abilities:** Martial Artist, military training, firearms training, melee weapons training, wilderness and urban survival training, tactician

**Guide:** Lt. Surge | Lt. Surge's Pokemon Team (Strongest Team)

## Trivia

Lt. Surge has appeared in Reality's Bane and The Ancient Ones.
R15

*The room is quite dark, the air is heavy and stale.*

**Disable Device DC 15** *You follow the mechanics of the trap to a thin strand of cord that goes across your path. You carefully sever the line.*

**If fail:** *Suddenly, great logs swing down from the ceiling ready to smash anything in their path.* +7 x2 vs AC. 2d6+5 on hit and target is thrown prone.

## From T8.1

*You enter a wide but short room, ahead to your left is another tunnel leading out.*

## From T15.1

*You enter a wide but short room, ahead to your right is another tunnel leading out.*