recursal/Fanatic-Fandom huggingface dataset:
Bardo

***Descripción:*** Los Bardos sirven con frecuencia como negociadores, mensajeros, batidores y espías. Les encanta acompañar a héroes (y villanos) para así presenciar gestas heroicas (o villanescas) personalmente, ya que los Bardos que narran historias basadas en experiencias personales gozan de mayor prestigio entre sus colegas. Un Bardo lanza conjuros arcanos sin preparación previa, de forma similar a un hechicero. Su magia se basa en su mayoría en hechizos e ilusiones y, con su música, pueden insuflar ánimo a los aliados, sobrecoger a su audiencia y contrarrestar los
efectos mágicos que se basen en el habla o el sonido. Los Bardos también comparten algunas habilidades especiales con los pícaros y su profundo conocimiento de los objetos apenas tiene parangón. Una gran puntuación en Carisma permite al bardo lanzar conjuros de nivel alto

***Restricción de Alineamiento:*** Cualquiera no legal

***Dados de Golpe:*** d6

***Ataque Base:*** Medio

***Salvaciones altas:*** Reflejos y Voluntad

***Competencias:*** Armas (sencillas y marciales), Armaduras (ligeras e intermedias) y Escudos

***Puntos de habilidad:*** 4 + modificador de Inteligencia, x4 en el 1er nivel

***Habilidades de clase:*** Concentración, Conocimiento de conjuros, Disciplina, Engañar, Esconderse, Escuchar, Fabricar armaduras, Fabricar armas, Fabricar trampas, Hostigar, Hurtar, Interpretar, Moverse sigilosamente, Parada, Persuadir, Piruetas, Saber popular, Sanar, Tasación, Usar objeto mágico

***Lanzamiento de Conjuros:*** Arcanos (Carisma, sin preparación)

*Los niveles en los que tiene 0 conjuros al día significa que no podrá lanzar conjuros de ese nivel a menos tenga conjuros adicionales de ese nivel por Carisma*

Espacio

#### **BARDO ÉPICO**

***Dotes adicionales del Bardo épico:*** Canción maldita, Canción persistente, Conjurar en combate mejorado, Conjuros penetrantes épicos, Defensa Arcana, Gran Carisma, Gran Destreza, Inspiración perdurable, Música adicional, Soltura épica con una escuela de magia, Soltura mayor con una escuela de magia, Soltura épica con una habilidad (excepto Empatía animal), Voluntad épica
Caballero Dragón Púrpura

***Descripción:*** Los famosos Dragones púrpura son famosos en todas partes como ejemplo de soldados disciplinados, hábiles y leales. Su reputación se debe en parte a las acciones heroicas de sus líderes, los caballeros del Dragón púrpura.

Los caballeros del Dragón púrpura desarrollan asombrosas habilidades relacionadas con la coordinación y el liderazgo de los soldados. La mayoría son exploradores, guerreros o paladines, pero se sabe de algunos bardos, clérigos y pícaros que también se han convertido en caballeros del Dragón púrpura. Los hechiceros y magos tienden a unirse a los Magos de la guerra, una brigada de elite formada por lanzadores de conjuros especializados en el combate, aliada con los Dragones púrpura. Los bárbaros son demasiado indisciplinados, y los druidas y monjes "carecen del compromiso necesario" para estar a la altura de los rigurosos principios de esta orden

***Dados de Golpe:*** d10

***Ataque Base:*** Alto

***Salvaciones altas:*** Fortaleza

***Competencias:*** Ninguna

***Puntos de habilidad:*** 2 + modificador de Inteligencia

***Habilidades de clase:*** Disciplina, Fabricar armaduras, Fabricar armas, Fabricar trampas, Intimidar, Montar, Persuadir, Saber popular

* ***Ataque Base:*** +4
* ***Dotes*:** Combatir desde una montura
* ***Habilidades*:** Avistar 2 rangos, Escuchar 2 rangos, Intimidar 1 rango, Persuadir 1 rango, Montar 2 rangos

Espacio

Espacio

#### **CABALLERO DRAGÓN PÚRPURA ÉPICO**

Los Caballeros Dragón Púrpura sólo pueden subir cinco niveles y no pueden llegar a ser épicos en esa clase. De todas maneras, sí que pueden llegar a niveles épicos en sus otras clases
Elias Voorhees

### Goals

Raise Jason like other children (possibly failed due Pamela's overprotectiveness)

### Type of Villain

Remorseful Parent

**Elias Voorhees**

## History

Elias Voorhees is the father of Jason Voorhees and originaly appeared during the ending of "Jason lives".

## Trivia

* Early on development of *Freddy vs. Jason*, an ultimately unused idea involved Jason Voorhees' father being revealed as none other than Freddy Krueger. However, such idea was nixed as it looked too similar to the plot twist that Katherine was Freddy's daughter in *Freddy's Dead: The Final Nightmare*.
Roc

The **Roc**, nicknamed **Avus** by fans, was a boss intended to appear in the 2005 video game *Shadow of the Colossus*.

## Biography

Like the other colossi in the game, the Roc would have been created by Lord Emon to contain the fragmented essence of the defeated evil Dormin. He set them all to wander the Forbidden Lands, destroying anyone that comes their way, so that Dormin could never be resurrected. When a young man named Wander trespasses in the Forbidden Lands and asks the disembodied spirit of Dormin to resurrect his deceased lover Mono, Dormin agrees under the condition that Wander kills all of the colossi (tricking Wander into releasing his essence so he may be reborn). Wander agrees, and sets off. The Roc would have been found in an early version of Quadrant B3.

The Roc would have been a large, avian Colossus. By using datamining, players have been able to discover how the fight would have played out: the Colossus would fly around the arena, and the player would have to ride the horse Agro around to keep up. The player would have to shoot frills on the Roc with their bow, causing them to fold in and force the Colossus to dive at them. Once it was close enough, the player had to either jump off of Agro and onto the Roc or climb the Colossus' tail to reach the sigil on its back. The Roc would then fly and roll to try and shake Wander off while he stabs the sigil.

Once the Roc was dead, the fragmental part of Dormin will bring Wander back to the Shrine of Worship, where he will be prepared to face his next foe.

Despite appearing in one of the game's trailers, the Roc was cut from the game. According to a blog post, it was because the fight was too similar to the one with the fifth Colossus Avion, as well as issues with hit detection.

## Gallery

### Videos

Shadow Of The Colossus Black Bird (Colossus Beta)
Chimera

***Chimera*** is a discarded boss from Kid Icarus: Of Myths and Monsters, the second game in the Kid Icarus saga.

## Profile

For unknown reasons, this boss is in the internal game files of the Game Boy, but it never appears in the game itself, it was probably replaced by one of the 4 bosses that are present in Of Myths and Monsters, which were Skullwing, Fire Serpent and Minotaur.

It shows two appearances in the Kid Icarus video game files, in one it resembles a goat and in the other a lion, both appearances are inspired by the fact that the Chimera is a hybrid creature from Greek mythology of these animals, it is unknown which ones they would be their attacks.
Doctor Octopus (The Amazing Spider-Man films)

**Dr. Otto Gunter Octavius**, also known as **Doctor Octopus**, was intended to appear as an antagonist in Mark Webb's cancelled films *The Amazing Spider-Man 3* and *The Sinister Six*.

He was intended to be played by either Russell Crowe or Christoph Waltz.

## Biography

At the end of 2014's *The Amazing Spider-Man 2*, the film teases the appearance of the Sinister Six, with Doctor Octopus' mechanical arms being in an Oscorp laboratory. The Sinister Six was to include two characters that already appeared: the Green Goblin and the Rhino, and four new additions: Doctor Octopus, Kraven the Hunter, Vulture, and Mysterio. They would have first appeared in a supervillain-themed heist film called *The Sinister Six*, then taken on Spider-Man in *The Amazing Spider-Man 3*. Although he was teased at the end of *The Amazing Spider-Man 2*, the film's poor reception as well as Marvel buying back the Spider-Man brand led to the series cancellation.

## Gallery

### Images

Doctor Octopus' mechanical arms in a case, as seen in *The Amazing Spider-Man 2*.
### Videos

The Amazing Spider-Man 2- Credits Song Sinister Six (2014)Doctor Octopus teased in the credits for *The Amazing Spider-Man 2*.
Ashurbanipal (The Mummy)

**Ashurbanipal** was the main antagonist in an early verion of 2017 horror fantasy-action film, *The Mummy*, which would ended up as the first and only film of Universal's *Dark Universe* franchise. He was only featured in an early draft written by Jon Spaihts.

He is based on a historical figure with the same name and was originally written as the reboot film's main antagonist. However, he was later dropped when the script was rewritten, and Ahmanet was created to take his place.

## Biography

In the early draft's synopsis, it was stated that before his demise, Ashurbanipal appropriated Egyptian mummification techniques and mysticism in a bid to live forever and conquer the world.

Thousands of years later, Ashurbanipal was awakened after Taylor Coalt (the achetype of Nick Morton), a Navy SEAL soldier stumbled into his tomb whilst on a mission in Iraq. After being revived, Arshurbanibal took over Taylor's mind and intended to unleash his army back onto the world in order to conquer it.

## Trivia

* If Ashurbanipal successfully became the main villain of the finished film, he will become the third main antagonist in *The Mummy* franchise who was fictionalized from a real-life historical figure, after Mathayus the Scorpion King and the Dragon Emperor.
* Beisdes Ashurbanipal, there were other earlier scripts and concepts for the reboot film. They were originally shown to have featured a male mummy as the antagonist, like all of the main villains from previous installments. However, the original design for the film's male mummy was looking far too similar to Apocalypse in *X-Men: Apocalypse*. As a result, the crew decided to use a female mummy instead, thus creating Ahmanet.
* Even with his character being discarded, some elements of Ashurbanipal's role was transferred on Ahmanet, like being accidentally revived from their slumber, manipulating the protagonist through mind control, and intending to use the hero to fulfill their goals.
Paladín

***Descripción:*** Los paladines se toman las aventuras muy en serio y hasta la más mundanal de las misiones es, a sus ojos, una prueba personal: una oportunidad para demostrar su valor, aprender tácticas y encontrar maneras de hacer el bien. Los poderes divinos protegen a estos combatientes virtuosos, salvaguardándolos del daño y la enfermedad, curándolos y guardándolos de todo miedo. El paladín también puede emplear este poder para ayudar a otros, sanar heridas o curar enfermedades, así como para destruir el mal. Los paladines experimentados pueden castigar a los sirvientes del mal y expulsar muertos vivientes. La puntuación en Sabiduría de un paladín ha de ser alta, ya que ésta determina el nivel máximo de conjuro que puede lanzar. Muchas de las aptitudes especiales del paladín también se benefician de una puntuación alta en Carisma

***Restricción de Alineamiento:*** Legal Bueno

***Dados de Golpe:*** d10

***Ataque Base:*** Alto

***Salvaciones altas:*** Fortaleza

***Competencias:*** Armas (sencillas y marciales), Armaduras (ligeras, intermedias y pesadas) y Escudos

***Puntos de habilidad:*** 2 + modificador de Inteligencia, x4 en el 1er nivel

***Habilidades de clase:*** Concentración, Disciplina, Fabricar armas, Fabricar armaduras, Fabricar trampas, Hostigar, Montar, Parada, Persuadir, Saber Popular, Sanar

***Lanzamiento de Conjuros:*** Divinos (Sabiduría, con preparación)

*Los niveles en los que tiene 0 conjuros al día significa que no podrá lanzar conjuros de ese nivel a menos tenga conjuros adicionales de ese nivel por Sabiduría*

Espacio

#### **PALADÍN ÉPICO**

***Dotes adicionales del Paladín épico:*** Competencia épica, Conjurar en combate mejorado, Crítico arrollador, Crítico devastador, Dureza épica, Expulsión planaria, Gran castigo, Piel blindada, Reputación épica, Salud perfecta, Soltura épica con un arma, Soltura épica con una escuela de magia, Soltura mayor con una escuela de magia
Bárbaro

***Descripción:*** Los bárbaros son valientes, incluso temerarios, y sus habilidades como combatientes les hacen apropiados para la aventura. En vez de basarse en el entrenamiento y la disciplina, los bárbaros poseen una poderosa furia que les hace más fuertes, más recios y capaces de resistir mejor los ataques. Sólo tienen energía para unos cuantos de estos prontos al día, pero con eso suele bastarles. El contacto constante con el peligro también les ha dado una especie de "sexto sentido"; una aptitud casi sobrenatural que les permite notar el peligro y esquivar los ataques. Eso por no hablar de su abrumadora forma física, que ya es legendaria

***Restricción de Alineamiento:*** Cualquiera no legal

***Dados de Golpe:*** d12

***Ataque Base:*** Alto

***Salvaciones altas:*** Fortaleza

***Competencias:*** Armas (sencillas y marciales), Armaduras (ligeras e intermedias) y Escudos

***Puntos de habilidad:*** 4 + modificador de Inteligencia, x4 en el 1er nivel

***Habilidades de clase:*** Disciplina, Escuchar, Fabricar armaduras, Fabricar armas, Fabricar trampas, Hostigar, Intimidar, Montar, Parada, Saber Popular, Sanar

Espacio

#### **BÁRBARO ÉPICO**

***Dotes adicionales del Bárbaro épico:*** Competencia épica, Crítico arrollador, Crítico devastador,
Dureza épica, Iniciativa superior, Piel blindada, Rabia poderosa, Rabia terrorífica, Rabia tronante,
Reducción del daño, Soltura con un arma
Supai

**Supai** was intended to be the overarching antagonist in the unmade Disney animated feature *Kingdom of the Sun*. He was the Incan god of darkness whom Yzma tried to summon so he could unleash eternal darkness over the world to prevent her aging. The film was later tweaked into *The Emperor's New Groove*, but Supai wasn't kept as the film turned into a buddy comedy and became less serious. The history of the unreleased film would later be detailed in the 2002 documentary *The Sweatbox*.

## Biography

Supai was going to be the ancient Incan god of Death who was sealed away by the other gods long ago when the world was created, as the other gods wanted to allow the light to reign on the land, something which Supai was against, as he wanted to unleash darkness over it. To do so, the other gods created the sun.

Years later, the Incan necromancer Yzma, with the help of her reanimated mummy henchmen Mick, Bowie and Lemmy, determines to use her dark magic to not only gain control over the kingdom of Emperor Manco but to summon Supai so he can block out the sun unleash everlasting darkness over the world, blaming the sun for aging her and desiring to live in a dark world where she cannot age any further.

During the film's climax, Yzma succeeds in summoning Supai, who tries to block out the sun as he had wanted to do years ago. However, Pacha, Manco and Nina arrive and fight against Supai's powerful forces. Fortunately, the heroes ultimately win when Pacha is granted a magic lasso by the other gods, lassos the sun, and brings it down on Supai, destroying him and ending his threat once and for all.

## Trivia

* Had *Kingdom of the Sun* been made, Supai would have become the second Disney villain to be a god of death, following Hades from *Hercules*.
Druida

***Descripción:*** Los druidas no obtienen su poder a base de dominar la naturaleza, sino mediante su unión con ella. Odian lo antinatural, incluyendo las aberraciones o los muertos vivientes, y lo destruyen siempre que tienen ocasión. Los druidas reciben conjuros divinos de la naturaleza, no de los dioses. A medida que ganan experiencia pueden incorporar una serie de poderes entre los que se halla la capacidad de adoptar la forma de animales. Un druida suele ir con un compañero animal. Las armas y armaduras que puede llevar un druida están limitadas por sus juramentos tradicionales, no únicamente por el entrenamiento. La puntuación en Sabiduría de un druida ha de ser alta, ya que ésta determina el nivel máximo de conjuro que puede lanzar

***Restricción de Alineamiento:*** Cualquiera neutral

***Dados de Golpe:*** d8

***Ataque Base:*** Medio

***Salvaciones altas:*** Fortaleza y Voluntad

***Competencias:*** Armas (druida), Armaduras (ligeras e intermedias) y Escudos

***Puntos de habilidad:*** 4 + modificador de Inteligencia, x4 en el 1er nivel

***Habilidades de clase:*** Concentración, Conocimiento de conjuros, Empatía animal, Fabricar armaduras, Fabricar armas, Fabricar trampas, Parada, Persuadir, Saber popular, Sanar

***Lanzamiento de Conjuros:*** Divinos (Sabiduría, con preparación)

Espacio

#### **DRUIDA ÉPICO**

***Dotes adicionales del Druida épico:*** Apresurar conjuro automático, Conjurar en combate mejorado, Conjurar en silencio automático, Conjurar sin moverse automático, Conjuros penetrantes épicos, Forma de dragón, Gran sabiduría, Resistencia a la energía, Soltura épica con una escuela de magia, Soltura mayor con una escuela de magia
Discípulo del Dragón Rojo

***Descripción:*** Se rumorea que los poderes mágicos de los hechiceros y de los bardos están conectados de alguna manera con la presencia de sangre de dragón en alguno de sus antepasados. Los discípulos del dragón rojo son hechiceros y, a veces, bardos, que usan sus poderes mágicos como catalizador para su sangre de dragón rojo, llegando a su potencial máximo. Prefieren una vida de exploración a la reclusión. Ya son adeptos mágicos y muchos buscan aventuras, especialmente si eso significa descubrir más de su herencia dracónica. A menudo se sienten atraídos por las zonas conocidas por albergar dragones

***Dados de Golpe:*** Especial

***Ataque Base:*** Medio

***Salvaciones altas:*** Fortaleza y Voluntad

***Competencias:*** Ninguna

***Puntos de habilidad:*** 2 + modificador de Inteligencia

***Habilidades de clase:*** Avistar, Buscar, Concentración, Conocimiento de conjuros, Disciplina, Escuchar, Fabricar armaduras, Fabricar armas, Fabricar trampas, Parada, Persuadir, Saber popular, Sanar

* ***Habilidades*:** Saber Popular 8 rangos

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#### **DÍSCIPULO DEL DRAGÓN ROJO ÉPICO**

***Dotes adicionales del Díscipulo del Dragón Rojo épico:*** Apresurar conjuro automático, Competencia épica, Conjurar en combate mejorado, Conjurar en silencio automático, Conjurar sin moverse automático, Conjuros penetrantes épicos, Dureza épica, Piel blindada, Reducción del daño, Reputación épica, Soltura épica con una escuela de magia, Soltura mayor con una escuela de magia
Phoenix

The **Phoenix**, nicknamed **Adar Flam** by fans, was a boss intended to appear in the 2005 video game *Shadow of the Colossus*.

## Biography

Like the other colossi in the game, the Phoenix would have been created by Lord Emon to contain the fragmented essence of the defeated evil Dormin. He set them all to wander the Forbidden Lands, destroying anyone that comes their way, so that Dormin could never be resurrected. When a young man named Wander trespasses in the Forbidden Lands and asks the disembodied spirit of Dormin to resurrect his deceased lover Mono, Dormin agrees under the condition that Wander kills all of the colossi (tricking Wander into releasing his essence so he may be reborn). Wander agrees, and sets off. The Phoenix would have been found in an early version of Quadrant I4, which was originally a large volcanic crater next to a lake.

The Phoenix would have been a large, avian Colossus. According to the *Shadow of the Colossus Artbook and Guidebook*, its whole body would have been engulfed in fire, making it impossible to scale. The player would have had to ride the horse Agro, luring it to the water and dousing the flames. Once the fire was extinguished, Wander could climb the Colossus and stab its sigils.

Once the Phoenix was dead, the fragmental part of Dormin will bring Wander back to the Shrine of Worship, where he will be prepared to face his next foe.

According to developer Fumito Ueda, the Phoenix required a massive arena to fight in, which took up a lot of the game's space. Additionally, the Colossus was ruled to be too difficult, as too much health was lost every time Wander was thrown or fell off. These reasons led to the Phoenix being cut. Despite this, the Phoenix was still described in the *Shadow of the Colossus Artbook and Guidebook* and talked about in interviews, and is among the most popular of the removed Colossi from the game.
Foster Devries

**Foster Devries** is the main antagonist of George Romero's cancelled film adaptation of R.L. Stine's original *Goosebumps* book, *Welcome to Dead House.*

## Overview

In George Romero's screenplay for the *Welcome to Dead House* film adaptation, Foster Devries is the CEO of the plastics factory of Dark Falls, which is reimagined as a company town, as well as the town patriarch. When the chemical leak that produces the gas that transforms the townspeople into zombies occurs, Devries is for some reason turned into a spirit instead of a zombie, and comes to possess the house in Dark Falls that later comes to be known as the Dead House.

After learning that the undead states he and the other townspeople have entered require lifeforce to preserve their new immortality, Devries, ever an opportunist and capitalist, begins offering the townspeople, many of them his former workers, a new "wage" in the form of immortality. The townspeople, led by Dark Falls realtor Compton Dawes, begin luring outsiders into Dark Falls and having them take up residence in the Dead House. While the new residents reside in the Dead House, Devries's spirit is able to gradually drain their lifeforces and use them to preserve his own immortality. In return for providing him with a yearly supply of victims, Devries uses his powers to preserve the immortality of the townspeople. After the victims are fully drained, they become zombies as well, and join the townspeople of Dark Falls.

While most of the adults in Dark Falls are happy to continue the cycle, the children of Dark Falls wish to break the cycle so they can rest in peace. To defeat Devries, the Benson family have to survive in the town until the immortality expires. Though the exact details are unknown, the screenplay ends with Devries and Dawes defeated, as the entire town vanishes. The children thank Amanda Benson before fading away.

## Personality

Devries's full personality is unknown due to the full details of the screenplay being unknown. From what can be gathered, he was able to start a plastics factory that was successful enough to become the foundation of the town, proving that he was an intelligent and diligent man. He apparently feared death greatly enough to resort to draining the lifeforces of outsiders to preserve his immortality, even though he would remain as a spirit sealed within a house with no freedom to move. He was apparently well respected by his workers, given that they revere his cycle and choose to continue it instead of passing on, with Dawes in particular showing genuine loyalty. This suggests that he treated his workers well. However, he was an opportunist, and was even willing to capitalize on the events that transformed the townspeople.

## External links

George Romero's cancelled Goosebumps film
Mago

***Descripción:*** Los magos son lanzadores de conjuros arcanos que dependen del estudio intensivo para crear su magia. Para los magos, la magia no es un talento, sino un arte tan difícil como gratificante. Cuando están preparados para el combate, pueden usar sus conjuros con efectos devastadores. Cuando son tomados por sorpresa, son vulnerables. La fuerza del mago radica en sus sortilegios; todo lo demás es secundario. Éste aprende nuevos conjuros a medida que experimenta y crece en experiencia, aunque también puede aprenderlos de los demás magos. Además, con el tiempo, un mago aprende a manipular los conjuros para que lleguen mucho más lejos, funcionen con más eficacia o mejoren en cualquier otro aspecto. Un mago puede llamar a un familiar: un compañero animal, pequeño y mágico, que se pone a su servicio. Con una Inteligencia alta, los magos son capaces de lanzar conjuros de nivel muy elevado

***Dados de Golpe:*** d4

***Ataque Base:*** Bajo

***Salvaciones altas:*** Voluntad

***Competencias:*** Armas (mago)

***Puntos de habilidad:*** 2 + modificador de Inteligencia, x4 en el 1er nivel

***Habilidades de clase:*** Concentración, Conocimiento de conjuros, Fabricar armaduras, Fabricar armas,
Fabricar trampas, Saber popular, Sanar

***Lanzamiento de Conjuros:*** Arcanos (Inteligencia, con preparación)

***Conjuros Conocidos:*** El Mago comienza con todos los trucos y con (3 + modificador de Inteligencia) conjuros de nivel 1. Más adelante aprende 2 conjuros cada nivel de mago además de poder copiar conjuros a partir de pergaminos

***Dotes adicionales:*** Conjurar en combate, Conjuros penetrantes, Conjuros penetrantes mejorado, Defensa arcana, Dotes metamágicas (Conjurar en silencio, Conjurar sin moverse, Potenciar conjuro, Prolongar conjuro, Maximizar conjuro, Apresurar conjuro), Elaborar poción, Fabricar varita, Soltura con una escuela de magia, Soltura mayor con una escuela de magia

***Escuela de Especialización:*** Al tomar su primer nivel de Mago, un personaje tiene la opción de elegir una escuela de magia en la que especializarse:

 Conjuración
 Adivinación
 Encantamiento
 Evocación
 Ilusión
 Necromancia
 Transmutación

Especializarse le permite a un mago lanzar un conjuro adicional al día de la escuela elegida por cada nivel, pero tiene una limitación. Cada escuela de magia tiene una escuela prohíbida, al especializarse en una escuela de magia un mago pierde la capacidad de lanzar conjuros de la escuela prohíbida, íncluso desde un rollo de pergamino. Además un mago especialista tiene un bonificador de +2 a las pruebas de Conocimiento de conjuro a la hora de identificar un conjuro de su escuela y un -5 para identificar un conjuro de la escuela prohíbida

Espacio

#### **MAGO ÉPICO**

***Dotes adicionales del Mago épico:*** Apresurar conjuro automático, Conjurar en combate mejorado, Conjurar en silencio automático, Conjuro épico: Polvo de momia, Conjuro épico: Ruina mayor, Conjuro épico: Caballero dragón, Conjuro épico: Armadura de mago épica, Conjuro épico: Bola infernal, Conjuro épico: Custodia épica, Conjurar sin moverse automático, Conjuros penetrantes épicos, Gran Inteligencia, Soltura épica con una escuela de magia
Doctor Doom (Tim Story duology)

**Victor Von Doom**, also known as **Doctor Doom**, is the main antagonist of the *Fantastic Four* duology by Tim Story.

He is the CEO of Von Doom Industries and Reed Richards' brilliant but conceited former classmate-turned-arch-nemesis. He tries to defeat the Fantastic Four and later, with the Silver Surfer's arrival, wants to get the Surfer's cosmic board for his own plans.

He was portrayed by Julian McMahon, who was also slated to reprise the role in a third film before it was cancelled.

## History

Despite the character remaining mostly the same in both movies as far as development goes. There are several changes that the character went through during the making of the films.

In *Fantastic Four*, after gaining powers along with the four, there were originally scenes of Doom talking to Sue and Johnny individually trying to make the Fantastic Four split up. These scenes were later cut from the theatrical cut, however the scrapped scenes eventually got restored for the 2007 extended cut DVD release.

In the novelization of *Fantastic Four: Rise of the Silver Surfer* by Daniel Josephs, Doom is shown to be even more sadistic. He refuses to stop Galactus from destroying the world when given the opportunity and takes joy in the thought of its destruction-laughing as innocent civilians die. He also makes it clear that he intends to use the Surfer's power to fly into space and become a god over other planets. It is unknown if this originated from an early draft of the film like some film novelizations do, or author Daniel Josephs just made it up as he was writing it.

According to director Tim Story’s commentary of *Rise of the Silver Surfer*, originally it would have been revealed that Doom is actually a Doombot and the real Doctor Doom is ruling Latveria like in the comics. The idea was scrapped for being too complex for a general audience.

Julian McMahon was contracted along with the main cast to return for a possible third film. However this never ended up happening due to the second film making less than the first, along with negative reviews. It is unknown whether he was to return in physical form or as a flashback, as the third installment of the *Fantastic Four* franchise never materialized. Ultimately a reboot was later released instead to even more of a panned response from critics and fans.

## Gallery

Doctor Doom as he appears in *Fantastic Four: Rise of the Silver Surfer* (2007).
## Trivia

* Nicolas Cage, Tim Robbins, Robert Downey Jr., Jude Law and Mel Gibson were all considered for the role before Julian McMahon got the part.
* Doom's appearance resembles his Ultimate Marvel counterpart in the first film whereas he resembles his original Marvel Comics counterpart in the sequel.
* Julian McMahon reprised the role of Doom in the video game adaptation of the first film. While Gideon Emery took over as the voice in the adaptation of the second movie.
* Years later Julian McMahon had expressed interest in reprising the role for the MCU, it is possible that this version of Doom could appear in the Multiverse Saga at some point.
Salvatore Maggio

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**Salvatore Maggio** is the main antagonist of the mob comedy film *Down and Under* before it got retooled into *Kangaroo Jack*. He was played by Christopher Walken, who would play the same character in the retool.

## History

He is the stepfather of Charlie Carbone and hired him and Louis Booker to give $50,000 to Frankie Lombardo.
Queen of Hearts (Shrek the Third)

**The Queen of Hearts** is a minor antagonist of an early version of the 2007 DreamWorks Animation film *Shrek the Third*.

## History

Presumably, she joins Prince Charming so she could get her Happily Ever After. At the end, she and the other villains give up being villains.

## Trivia

* Concept art of her is shown from bonus features of Shrek the Third.
* A card of her was seen in the Puss in Boots spin-off.
Sacerdotisa de Chauntea

**(N17) Clérigo 15 / Paladín 2**

***Descripción:*** Ésta sacerdotisa tocada por la luz de su Dios, combina la versatilidad de la magia del Clérigo con las aptitudes más potentes del Paladín que son sus competencias y su gracia divina. Sumado a un gran Carisma y sus dotes divinas correspondientes le convierten en una poderosa combatiente a la par que un avezada lanzadora de conjuros.

***Raza:*** Humano

***Alineamiento:*** LB

***Características:***

Fuerza: 14

Destreza: 10

Constitución: 12

Inteligencia: 10

Sabiduría: 14

Carisma: 16 + 4 = 20

***Dados de Golpe:*** 15d8 + 2d10

***Ataque Completo:*** Martillo de Guerra +15/+10/+5 (1d8 +2, x3)

***CA:*** 20 (Completa + Escudo Grande, 10 + 8 + 2)

***Competencias:*** Armas (sencillas y marciales), Armaduras (ligeras, intermedias y pesadas) y Escudos

***Puntos de habilidad:*** 40

***Habilidades de clase:*** Concentración, Disciplina, Conocimiento de conjuros, Fabricar armaduras, Fabricar armas,
Fabricar trampas, Hostigar, Montar, Parada, Persuadir, Saber popular, Sanar

***Habilidades(rangos):*** Concentración 20, Disciplina 6, Sanar 14.

***Dominios:*** Sol y Tierra. Con Sol aumento la eficacia de las expulsiones y con Tierra habilito las expulsiones de los elementales. Además de obtener 4 conjuros muy potentes, 2 ofensivos y 2 defensivos: Luz abrasadora(2), Piel de piedra(4), Barrera de energía(5), Rayo solar(7)

***Dotes:*** Ataque Poderoso, Hendedura, Escudo Divino, Poder Divino, Expulsión Incrementada, Prolongar conjuro, Lucha a ciegas

***Bono de*** ***Conjuros diarios:*** 1 Nivel 1, 1 Nivel 2
A Shipful Of Shivers

**A Shipful Of Shivers** is the twenty-first episode of the first season of the fanmade spinoff, Ni Hao, Kai-Lan: Robot Force, and the twenty-first episode overall.

## Summary

The androids discover a ship on washed up on shore that takes them to a haunted island.

## Trivia

* This is the first Halloween-themed episode.
* This episode has the same episode title as a Pokemon episode.
Kraid

✔

**Kraid** is a recurring antagonist in the *Metroid* series who was originally planned to appear as a boss in *Metroid Prime* but was cut due to time restrictions and programming issues. Because of his in-game appearance and Ridley's return as Meta Ridley, fans have referred to this version of him as Meta Kraid.

## History

Kraid was originally planned to be a boss encountered at Phazon Mines and fought in a room that was removed from the final game. Kraid's head would have been protected by metal plating and Samus would need to make objects fall from above to harm him while avoiding his missile attacks and manoeuvring across platforms Kraid would flip over. However, programming the battle proved to be problematic for developers and development time was short as the game's release date drew near. Because of these issues, it was decided that Kraid would be removed and replaced by the Omega Pirate; who already existed in the game at the time.
Argus (Sonic Chronicles sequel)

**Argus** is the overarching antagonist of the video game *Sonic Chronicles: The Dark Brotherhood*, and was set to be the final antagonist of its cancelled sequel. While Argus' nature beyond abducting powerful civilizations and his motivation for doing so are left ambiguous in *The Dark Brotherhood*, the sequel would have delved into more detail about both.

## Biography

### Past

Long ago, an oracle revealed to Argus that he would die at the hands of a mortal. While the prophecy was a ruse to build up a force capable of beating him, Argus believed it and sought to prevent it from coming true. To do so, he kidnapped the universe's most powerful civilizations that he saw as a threat, including Kron, Zoah, N'rrgal, Voxai and Nocturnus Clan, keeping them imprisoned in the Twilight Cage where time flowed differently.

### *Sonic Chronicles* sequel

Argus appeared just as the battle between Eggman's forces and the rebellion assembled by Sonic and his friends was about to begin, presumably to send humanity or at least one of the warring sides into the Twilight Cage. Seeing him as a bigger threat, Sonic and Eggman teamed up, with the latter using his Mega Death Laser to fire Super Sonic into Argus, destroying his defenses and making him vurnerable. This caused the Twilight Cage to open and release all civilizations the god had kidnapped in the past, who then joined the battle which ended with Argus defeated once and for all. In the end, the reason Argus kidnapped civilizations in the first place would be revealed, but why the oracle lied to him would be left ambiguous as a potential sequel hook.
Asesino

***Descripción:*** Es un maestro en asestar golpes rápidos y letales. Estos personajes suelen actuar como espías, informadores, asesinos a sueldo o vehículos de venganzas. El asesino es hábil en una gran variedad de artes prohibidas que le permiten llevar a cabo misiones mortíferas con una precisión terrorífica y estremecedora.
A diferencia del guardia negro, el asesino no es maligno porque se haya consagrado a un poder malvado, sino por su absoluta falta de ética y moral

***Dados de Golpe:*** d6

***Ataque Base:*** Medio

***Salvaciones altas:*** Reflejos

***Competencias:*** Armas (sencillas), Armaduras (ligeras)

***Puntos de habilidad:*** 4 + modificador de Inteligencia

***Habilidades de clase:*** Abrir cerraduras, Avistar, Buscar, Engañar, Esconderse, Escuchar, Fabricar armas, Fabricar armaduras Fabricar trampas, Hurtar, Intimidar, Inutilizar trampa, Moverse Sigilosamente, Piruetas, Poner trampas, Saber popular, Sanar, Tasación, Usar Objeto mágico

* ***Habilidades*:** Esconderse 8 rangos, Moverse sigilosamente 8 rangos

Espacio

Espacio

#### **ASESINO ÉPICO**

***Dotes adicionales del Asesino épico:*** Ataque furtivo mejorado, Conjurar en combate mejorado, Gran Destreza, Iniciativa Superior, Ocultarse, Reflejos épicos, Soltura épica con una habilidad (esconderse y moverse sigilosamente)
Laszlo (SWAT Kats)

✔

namely some good quality images..
you could just leave the article without pictures but really now..
where's the fun in that?'

**Laszlo** was going to be a minor villain in the unfinished *SWAT Kats* episode *Succubus!*

## Biography

Laszlo was one of Katrina Moorkroft's servants, serving as the butler at Moorkroft Manor. Like all of Katrina's servants, Laszlo was capable of transforming into a hideous gargoyle, and would routinely abduct male victims and take them back to the mansion for their employer to drain. Evidently, they were granted prolonged life and youth the same as her. Laszlo and another servant, in gargoyle form, abducted a construction foreman from Skycor Towers, despite the interference of T-Bone and Felina Feral. After returning to Moorkroft Manor and reverting to his normal form, Laszlo turned Felina away when she arrived at the front door to question him, claiming he hadn't heard anything unusual.

Later, as part of a trap to capture the snooping Felina, Laszlo and Otto took the drained corpse of the foreman to dump it in Megakat Marsh. Felina attempted to follow and arrest them, but the two transformed into gargoyles and captured her. He was present during Katrina's attempt to drain Commander Feral during an eclipse. When the Swat Kats intervened, he, Otto and a third servant turned into gargoyles and battled them, but Laszlo and the other gargoyle were quickly defeated when Razor dropped a chandelier onto them. After Katrina's death, he and all of her other minions aged into dust.

## Notes

* His basic character was recycled for the *Jonny Quest* episode *Eclipse*, where he and the other servants were combined into a single character, Andrew.

## References

1. ↑ http://swatkats.info/encyclopedia/official/succubus-plot-summary.
Pora Palace

Beriff raids second tower

Pora Palace - great hi-tech castle, that located in Main World, can be difficult for players with level less than 15

Pora Palace includes 3 big towers with laser traps and mebob enemies as guards. On the top of the towers there are many loot chests. The territory of Pora Palace is fenced with high voltage fence that can be passed with jumpie boots or ignored with bobolter. Also you can turn off high voltage by using Power Off. With that ability you can easily make raids. Every water, bringed in becomes electrified. Drinking that water causes more damage if drink it in one of the towers.
Evil Twins (Crash Bandicoot Evolution)

The **Evil Twins** were set to be the main antagonists of the video game *Crash Bandicoot Evolution*, which would become *Crash Twinsanity* later in development. They were a pair of mutated parrots who stole pieces of various planets across the galaxy to create their own.

In the final project, they were voiced by Quinton Flynn.

## Biography

Much like in the final project, the Evil Twins would have been created by Neo Cortex in his youth, but how exactly they would wind up in space is unknown. Eventually, they would have created an army of Ant Drones and used their resources to break out pieces of various planets to build a new one out of them. One of those pieces included the island Crash Bandicoot lived on, leading to him teaming up with Neo Cortex and various alien life forms to defeat the Evil Twins.

The reason for the Evil Twins' original plan being scrapped was that during the game's development, Insomniac Games released *Ratchet & Clank*, where the main villain, Chairman Drek, had a similar scheme of breaking planets to build a new one out of their fragments. As a result, in the final script of the game, the Evil Twins plan to destroy Crash's dimension instead. In order to do this, the Evil Twins would have used a machine called the Vice-Versa Device to drain all the "goodness" out of Crash's dimension and turn it into a copy of the morally-inverted 10th Dimension. However, the device was cut from the game outside a mention of it by Victor in the final release.

## Gallery

Teen Neo Cortex with the unmutated Evil Twins.
Bank Robbers (Spider-Man)

A group of **Bank Robbers** would have been minor antagonists of the 2002 superhero film *Spider-Man*.

## History

A group of bank robbers stole dozens of money from a New York bank. As they departed with a helicopter, Spider-Man shot his web at the helicopter and it landed in between the Twin Towers of the World Trade Center.

## Trivia

* While also shown in a teaser trailer that was recalled because of 9/11, Sam Raimi confirmed that the scene with the bank robbers would have been in the final movie had the tragedy not occurred.
Monje

***Descripción:*** Los monjes son combatientes muy versátiles que están entrenados en la lucha sin armas ni armaduras. Los monjes de alineamientos buenos sirven como protectores de la gente, mientras que los malignos son ideales como espías y asesinos. Aunque no lanzan conjuros, canalizan una energía sutil a la que llaman ki. Esta energía les permite llevar a cabo gestas asombrosas, como sanarse ellos mismos, atrapar flechas al vuelo y esquivar golpes a la velocidad del rayo. Sus aptitudes, ya sean mundanas o relacionadas con el ki, crecen con la experiencia y les conceden más poder sobre ellos mismos y su entorno. Los monjes sufren unos penalizadores excepcionales si llevan armadura, igual que pasa si rompen sus estrictos votos. Un monje que lleve armadura pierde los bonificadores a la Clase de Armadura basados en su nivel y Sabiduría, la velocidad de movimiento y los ataques sin arma adicionales por asalto

***Restricción de Alineamiento:*** Cualquiera legal

***Dados de Golpe:*** d8

***Ataque Base:*** Medio

***Salvaciones altas:*** Todas

***Competencias:*** Armas (monje), Armaduras (ligeras e intermedias) y Escudos

***Puntos de habilidad:*** 4 + modificador de Inteligencia, x4 en el 1er nivel

***Habilidades de clase:*** Concentración, Disciplina, Esconderse, Escuchar, Fabricar armaduras, Fabricar armas,
Fabricar trampas, Moverse sigilosamente, Parada, Persuadir, Piruetas, Saber popular, Sanar

Espacio

#### **MONJE ÉPICO**

***Dotes adicionales del Monje épico:*** Dureza épica, Impacto Ki mejorado, Ocultarse, Piel blindada, Puñetazo aturdidor mejorado, Reducción del daño, Resistencia a conjuros mejorada, Resistencia a la energía, Velocidad cegadora
Clérigo

***Descripción:*** Los clérigos actúan como intermediarios entre los mundos de lo terrenal y lo divino (o lo infernal). Un clérigo bueno ayuda a aquellos que lo necesiten, mientras que uno maligno busca extender por el mundo la visión del mal de su deidad. Todos los clérigos pueden curar heridas y arrancar a la gente de las garras de la muerte, y los más poderosos hasta pueden revivir a los muertos. De igual modo, todos los clérigos tienen poder sobre los muertos vivientes y pueden expulsarlos o incluso destruirlos. Los clérigos están versados en el uso de las armas sencillas y pueden utilizar cualquier tipo de armadura y escudo sin sufrir penalizador alguno, ya que la armadura no interfiere en el lanzamiento de conjuros divinos. Además de su asignación normal de conjuros, cada clérigo elige concentrarse en dos de los dominios de su deidad. Estos dominios conceden al clérigo poderes especiales y le dan acceso a sortilegios que, de otro modo, nunca podría haber aprendido. La puntuación de Sabiduría de un clérigo ha de ser alta, ya que determina el nivel máximo de conjuro que puede lanzar

***Dados de Golpe:*** d8

***Ataque Base:*** Medio

***Salvaciones altas:*** Fortaleza y Voluntad

***Competencias:*** Armas (sencillas), Armaduras (ligeras, intermedias y pesadas) y Escudos

***Puntos de habilidad:*** 2 + modificador de Inteligencia, x4 en el 1er nivel

***Habilidades de clase:*** Concentración, Conocimiento de conjuros, Fabricar armaduras, Fabricar armas,
Fabricar trampas, Parada, Persuadir, Saber popular, Sanar

***Lanzamiento de Conjuros:*** Divinos (Sabiduría, con preparación)

***Dominios:*** Al tomar su primer nivel de Clérigo, un personaje ha de elegir 2 dominios de la siguiente lista:

Agua - Aire - Animal - Bien - Conocimiento - Curación - Destrucción - Fuego - Fuerza -
Guerra - Magia - Mal - Muerte - Protección - Sol - Superchería - Tierra - Vegetal - Viaje
Cada domino le da al Clérigo acceso a un poder especial de dominio y a conjuros adicionales. Algunos poderes de dominio mejoran la expulsión, otros modifican ciertos conjuros (incluso si los lanzan desde un objeto o desde una lista de conjuros de otra clase), algunos son habilidades mágicas, y otros son simplemente el acceso a más conjuros de dominio

Espacio

#### **CLÉRIGO ÉPICO**

***Dotes adicionales del Clérigo épico:*** Apresurar conjuro automático, Conjurar en combate mejorado, Conjurar en silencio automático, Conjurar sin moverse automático, Conjuros penetrantes épicos, Expulsión planaria, Gran Sabiduría, Piel blindada, Soltura épica con una escuela de magia, Soltura mayor con una escuela de magia
Ace Woody

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## Evil-doer

### Crimes

Murder
Assault
Child abuse
Attempted murder
Slavery

### Type of Villain

Sadistic Slaver

**Ace Woody** is a supporting antagonist of the original script for *Django Unchained* as well as the comic book adaption of said script. His character was dropped during the final project and was replaced by Billy Crash. He was the trainer for Calvin Candie's slaves who would be forced to engage in fights to death referred to as Mandingo Fighting.

He was intended to be portrayed by either Kurt Russel or Kevin Costner.

## Biography

Ace first appears when Calvin Candie comes home to Candyland with two other visitors, being the free slave known as Django Freeman as well as his partner, Dr. King Schultz-who seems to be negotiating a sale for one of Calvin's Mandingo fighters. Unbeknownst to any of them, they are in fact bounty hunters and are there to rescue Django's wife, Broomhilda "Hildi" von Shaft who is being kept as a sex slave at Candyland. Once Ace appears, he has a certain group of slaves taken to a pen where they will be sold to the Lequint Dickey mining company. As he examines Calivn's slaves, he shows dissatisfaction in his group, shooting two of them dead, one of which was Calvin's champ, Big Fred, much to Calvin's annoyance. He has the surviving members taken to the arena to do pushups. Should one fail, he would be shot in the head.

After Django and Dr. Schultz's true intentions are discovered, Schultz shoots Calvin Candie dead (getting himself killed in the process) and Django is captured. Once Django wakes up from being hung upside down in a farm to a young black boy, Ace arrives and kicks the boy out, telling Django that while he respects that he did what he did to get his wife back, he still intends to punish him for Calvin's death. Under the orders of Calvin's sister, Lara Lee Candie-Fitzwilly, Ace attempts to castrate him, but is stopped by Calvin's head slaver, Stephen. Stephen informs him that Lara has changed her mind and intends to give Django to the Lequint Dickey mining company, much to Ace's disappointment.

After Calvin's funeral, Ace, as well as Lara Lee, Stephen, and some of Calvin's friends and slaves, come to Candie's mansion only for it to blow up right in front of them. Django appears, revealing that he had escaped the mining company and intends to kill them in a shoot out. He orders the other slaves, with the exception of Stephen, to leave, and gives every one of them, including Ace, a gun for a sporting chance. Once they're ready to fire, Ace and all the other members of Candyland are shot dead by Django.
Sandman (Boogies)

**Sandman** would have been the main antagonist of the Kids WB animated series *Boogies* after its 2004 pilot. He would have been voiced by Steve Blum as in the pilot.

## History

Sandman was a high ranking boogie and wannabe stand up comedian. No one liked his jokes and he turned evil. He left the NightStand and made a Sanditarium where he hires beings that disrupt children’s sleep including Dust Bunnies, the Tinkle Bug and a Sock Monster.

## Trivia

* All of the information was found from a rare series Bible made in 2005.