recursal/Fanatic-Fandom huggingface dataset:
Midnight

After four player turns, midnight will come. At midnight, the Ancient One's Mythos effect will occur, and it will also attack if awake. Also, any midnight effects on adventures will occur as well.

Midnight is the key time for the Ancient One. Mythos effects occur every midnight, and can do nothing, or add monsters or Doom tokens. If the Ancient One is awake, this is when it will attack the players. The Ancient One's attacks are generally very harmful to the players, so it is important to keep the Ancient One at bay.

It is also important to take note of any midnight effects on adventures as the game progresses. They can often be unexpected and can even turn the tide of the game if not dealt with quickly.
Ancient Relics

*I struggled to keep calm, but given the evidence presented by these artifacts, madness was the only rational response...*

## Adventure Text

**Ancient Relics**

*Terror Effect: -1 Sanity*

**Tasks:**

Lore | Investigation 3

Lore | Investigation 3

**Reward:** 1 Trophy, Clue token, Spell

**Penalty:** -1 Sanity

## Adventure Notes

**Ancient Relics** is a standard adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Four
Yvonne (self:insertUS)

## Appearance

Yvonne is a strikingly feminine skeleton with cat-like features.

The thin fur of her cat-ears resting on the sides of her skull are black.

The shape of Yvonne's eyes are slanted, emphasized with her long and thick lashes. She only has one white eye with a single sharp pupil, as she's permanently blind on her right.

Yvonne is often seen wearing a short white dress that exposes her clothed legs and tip-toed feet. A thin black shirt clings onto her with no torso-piece, revealing her cleavage.

Yvonne's ectoplasm is light gray and mimics human anatomy. She appears to have a fairly thin figure, complete with a set of large breasts and hips, making her (curves) stand out.

### Description

After arriving upon Arian getting kidnapped by Nightmare, Yvonne has been working with Dream to find the two throughout the multiverse.

## Personality

Due to being born from unnatural causes, Yvonne completely lacks a soul. A companion AI chip has been placed within her right eye, allowing her to mimic emotions/feelings. Despite this, she's often reckless with her choices, sometimes making her words off-putting and practically useless in battle.

Besides that, she's oddly charismatic.

## Trivia

* Yvonne was originally created to be a love interest towards Yvette (and ultimately failed to do-so)
* She has been replaced by Chastity for her rewrite in Tasty Sphere
The Archives

*The collection is nowhere near well-documented... who knows what’s really in here?*

## Adventure Text

**The Archives**

*No Adventure Effect*

**Tasks:**

Lore

Lore | Investigation 3

Lore | Peril

**Reward:** 1 Trophy, Unique item, Unique item

**Penalty:** -1 Sanity

## Adventure Notes

**The Archives** is a standard adventure.

Adventure Difficulty: High

Minimum Glyph Requirements: Five
CC3

Quotes

Spongebob : Hey Man Look at my new dog

Patrick : Oh yeah that's pretty cool AW there's no dog

(Spongebob and Patrick Makes Nonsense Noises)

(Theme Jingle Plays)

Private : Jerry did you eat my sandwich

Jerry : I am your sandwich

(then Jerry Starts Diving into Private's Mouth)

Skipper : Here Hold this

(Skipper Walks away while Rico Is still holding a bomb and then Skipper Comes Back)

Skipper : Thanks

(Danger Mouse Starts eating his salad and then Fluttershy Comes to Punch it)

Danger Mouse : What is wrong with you stop it cut it out Boy i'm just eating

Skipper : Screw Gravity

(Skipper Flies and Odie is Smiling)

Puss : Goodbye world

Sun : Ok Puss i will see you around where are you going

(Puss Shoots Himself)

Sun : oh oh no aw oh that's not what he thought he meant by that at all

Odie : Huh There's Something On your face

(Punches Rainbow dash)

Odie : IT WAS PAIN

Danger Mouse : why would you do this i'm just eating my dinner you L..

Fluttershy : I AM PUNCHING YOUR SALAD

Danger Mouse : NOOOOOOOO

Applejack : Now son don't touch that cactus

(Rico Touches the Cactus)

Applejack : YOUR DEAD TO ME

Odie : Honey why is the baby on fire

Garfield : (DANCES while Chuck Chicken is on fire) BUY ME MORE JEWELRY

(Skipper Was About zip into Someone else)

Kowalski : Don't even think about

(Fluttershy resumes Punching Danger Mouse's salad and Danger Mouse Starts Hitting Fluttershy)

Touche Turtle : Hey guys check out my new camera (Shoots at Applejack) Oh wait this isn't a camera

Odie : DIE POTATO

Garfield : NOOOOOOOOOOOOOOOO

Hong Kong Phooey : I Like Trains

Odie : No no wait

(both get hit by a train while Hong Kong Phooey is still standing)

(Ending Jingle)
A Terrible Discovery

*My mind rebels at the very thought of recalling what I saw... I fear that madness is truly preferable to a clear memory of that unspeakable thing...*

## Adventure Text

**A Terrible Discovery**

*No Adventure Effect*

**Tasks:**

Investigation 3 | Terror

Lore | Lore

**Reward:** 2 Trophies, Clue token, Clue token, Elder Sign

**Penalty:** -2 Sanity

## Adventure Notes

**A Terrible Discovery** is a standard adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Four
Cartoon Brawl

Characters

Spongebob

Patrick

Snoopy

Jerry

Touche Turtle

Rico

Otis

Skipper

Danger Mouse

Private

Puss In Boots

Kowalski

Chuck Chicken

Jerry

Odie

Garfield

Fluttershy

Applejack

Pinkie Pie

Rarity

Rainbow Dash

Twilight

Stages

Krusty Krab

Show : Spongebob Squrepants

Goo Lagoon

Show : Spongebob Squarepants

Chum Bucket

Show : Tom And Jerry

Karate Room

Show : Hong Kong Phooey

Cavern

Show : Touche Turtle

Sandy's Treedome

Show : Penguins Of Madagascar

Jellyfish Fields

Show : Penguins Of Madagascar

Spongebob's House

Show : Penguins Of Madagascar

Bikini Bottom

Show : Penguins Of Madagascar

Barn

Show : Back At The Barnyard

Dog House

Show : Peanuts

Frosty Mart

Show : Chuck Chicken

Danger HQ

Show : Danger Mouse

John's House

Show : The Garfield Show

Library Of Legends

Show : The Garfield Show

Volleyball Court

Show : The Disastrous Life Of Puss In Boots

Pony Village

Show : My Little Pony

Soccer Match

Show : My Little Pony

Sugar Rush

Show : My Little Pony

Ever After High

Show : My Little Pony

Monster High

Show : My Little Pony

Central Park Zoo

Show : My Little Pony

Modes

Arcade : Beat 5 Foes

Free Play : Make your own Brawl

Training : Punch a Punching Bag

Survival : Beat All Your Foes In Your Location
Gate to Elsewhere

*At first the portrait's colors simply seemed deeper and richer... soon it was apparent that the facade had become a reality, and the canvas had been replaced by a doorway...*

## Adventure Text

**Gate to Elsewhere**

*No Adventure Effect*

**Tasks:**

Lore

Lore | Lore

**Reward:** 2 Trophies, Clue token, Other World, Clue token

**Penalty:** Doom token

## Adventure Notes

**Gate to Elsewhere** is a standard adventure.

Adventure Difficulty: Easy

Minimum Glyph Requirements: Three
Drugged

*As I began to hallucinate madly, I knew the drug they had injected me with was taking effect...*

## Adventure Text

**Drugged**

*Midnight Effect: -1 Stamina to team*

**Tasks:**

Peril | Peril

Investigation 6 | -1 Stamina

**Reward:** 2 Trophies, Common item, Common item, Elder Sign

**Penalty:** -2 Stamina

## Adventure Notes

**Drugged** is a standard adventure.

Adventure Difficulty: High

Minimum Glyph Requirement: Four
Carving the Yellow Sign

*He tied me down despite my struggles, and with methodical precision, pulled out an inscribed dagger...*

## Adventure Text

**Carving the Yellow Sign**

*No Adventure Effect*

**Tasks:**

Peril | -1 Stamina

Peril | -1 Stamina

Peril

**Reward:** 3 Trophies, Common item, Common item

**Penalty:** -1 Stamina, Doom token

## Adventure Notes

**Carving the Yellow Sign** is a standard adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Three
The Entrance

The Entrance is where all players may take refuge during the game. Investigators may spend their trophies to recover Sanity and Stamina, receive items, or buy Elder Signs.

## **First Aid**

*Pay trophies to restore lost Sanity or Stamina.*

**+1 Sanity or Stamina:** 0 Trophies

**Restore All Sanity or Stamina:** 2 Trophies

**Restore Both Sanity and Stamina:** 4 Trophies

## **Lost and Found**

*Roll a green die to search the Lost and Found.*

**Investigation 1 or 2:** Lose one Sanity or Stamina

**Investigation 3:** Gain two Trophies

**Lore:** Gain one Clue token

**Peril:** Gain one Common item

**Terror:** Gain one Spell

## **Souvenir Shop**

*Pay trophies to purchase items.*

**1 Trophy:** Clue token

**2 Trophies:** Common item

**3 Trophies:** Spell

**4 Trophies:** Unique item

**10 Trophies:** Elder Sign
Items

There are four types of items: Clue tokens, Common items, Unique items, and Spells. Each of these items can help investigators to complete tasks or restore Sanity and Stamina.

Below is a list of all the items in Elder Sign.

## **Clue Tokens**

**Clue**

*Use to conjure any or all glyphs again.*

## **Common Items**

**Whiskey** - *Common*

*Use to gain one Sanity.*

**Food** - *Common*

*Use to gain one Stamina.*

**Shotgun** - *Common*

*Use after conjuring to change a glyph to a Peril result.*

**Old Journal** - *Common*

*Use after conjuring to change a glyph to a Lore result.*

**Cigarette Case** - *Common*

*Use before conjuring to add the yellow glyph and obtain a Clue token.*

**Tommy Gun** - *Common*

*Use before conjuring to add the red and yellow glyphs.*

**Lantern** - *Common*

*Use before conjuring to add the yellow glyph.*

**Knife** - *Common*

*Use before conjuring to add the yellow glyph.*

**Axe** - *Common*

*Use before conjuring to add the yellow glyph.*

**.38 Revolver** - *Common*

*Use before conjuring to add the yellow glyph.*

**.45 Automatic** - *Common*

*Use before conjuring to add the yellow glyph.*

## **Unique Items**

**Healing Stone** - *Unique*

*Use before conjuring to fully restore your Sanity and Stamina.*

**Blue Watcher** - *Unique*

*Use after conjuring to turn a Terror glyph to any result.*

**Cultes des Goules** - *Unique*

*Use after conjuring to add one to any Investigation result.*

**Outer God's Flute** - *Unique*

*Use after conjuring to defeat one Monster.*

**Necronomicon** - *Unique*

*Use before conjuring to add the red glyph and obtain a Clue token.*

**Sword of Glory** - *Unique*

*Use before conjuring to add the red and yellow glyphs.*

**Ruby of R'yleh** - *Unique*

*Use before conjuring to add the red glyph.*

**Alien Statue** - *Unique*

*Use before conjuring to add the red glyph.*

**Book of Dzyan** - *Unique*

*Use before conjuring to add the red glyph.*

**Nameless Cults** - *Unique*

*Use before conjuring to add the red glyph.*

**Lamp of Alhazred** - *Unique*

*Use before conjuring to add the red glyph.*

## **Spells**

**Cloud Memory** - *Spell*

*Use to fully restore an investigator's Sanity.*

**Heal** - *Spell*

*Use to fully restore an investigator's Stamina.*

**Voice of Ra** - *Spell*

*Use after conjuring to turn a glyph to any result.*

**Bind Monster** - *Spell*

*Use after conjuring to defeat one Monster.*

**Find Gate** - *Spell*

*Use to open an additional Other World Adventure.*

**Spell Lock** - *Spell*

*Lock a glyph to keep the result.*

**Dread Curse** - *Spell*

*Use after conjuring to lock two glyphs.*

**Enchant Weapon** - *Spell*

*Use after conjuring to lock a glyph.*

**Wither** - *Spell*

*Use after conjuring to lock a glyph.*

**Mists of Releh** - *Spell*

*Use after conjuring to lock a glyph.*

**Red Sign** - *Spell*

*Use after conjuring to lock a glyph.*
Adventure Effects

Adventure effects are meant to hurt players. They can occur many times throughout the game, so you'll need to be prepared. An adventure can only have one type of effect on it, but can also have no adventure effect.

The types of adventure effects are Terror effects, Midnight effects, Entry effects, and Glyph Locks.

### **Terror Effects**

If a Terror glyph was conjured, but no tasks were completed, a Terror effect can occur. A Terror effect can be anything from losing Sanity or Stamina, to adding a Doom token or monster.

### **Midnight Effects**

When the clock strikes midnight, Midnight effects will occur, along with the Ancient One's Mythos effect. A Midnight effect can be anything from losing Sanity or Stamina, to adding a Doom token or monsters.

### **Entry Effects**

A few adventures have Entry effects, which are triggered when you conjure spells for the first time in that adventure. Entry effects can make you lose Sanity or Stamina, or add monsters into play. Note: This is a rare effect.

### **Glyph Locks**

Glyph Locks can "lock" a glyph from being used. Glyph locks can be attached to adventures and monsters, and can affect any type of glyph: green, red, or yellow. A glyph will remain locked until the glyph lock is removed, either by completing the adventure with the lock, or killing the monster it is attached to.
Emblems

The two "emblems" in Elder Sign are Elder Signs and Doom tokens.

Players must gain Elder Signs to defeat the Ancient One they are fighting. The number of Elder Signs that is required to win depends on the Ancient One. Elder Signs come as a reward from completing adventures. Adventures can have anywhere from zero to three Elder Signs as a reward.

Doom Tokens are penalties that can be gained from monsters, adventure effects, the Ancient One, and failing adventures. You must collect the required number of Elder Signs before the Doom Track reaches the required number of **Doom tokens**. Once the Doom Track reaches that number, the Ancient One awakens, and the game becomes much harder to win.
Monsters

Monsters are extra creatures that fight along with the Ancient One. They add themselves to adventures to replace an existing task, or to become an extra task. They also work like tasks, in that glyphs must be conjured to defeat a monster.

Monsters can be added to adventures through adventure penalties, the Ancient One's Mythos effect, and midnight effects.

Some monsters can have Glyph Locks on them. Glyph locks can "lock" a glyph from being used. Glyph locks can also be attached to adventures, and can affect any type of glyph: green, red, or yellow. A glyph will remain locked until the glyph lock is removed, either by completing the adventure with the lock, or killing the monster it is attached to.

Some monsters can also have Clock Advances as part of their task. When a monster with a clock advance is defeated, the clock moves one step closer to midnight.
We Need to Find Help

*Neither brute force nor clever schemes were going to save me this time... this time, I needed a miracle.*

## Adventure Text

**We Need to Find Help**

*Red Glyph Locked*

**Tasks:**

Peril | Peril | Lore | Investigation 3

**Reward:** 2 Trophies, Common item, Spell

**Penalty:** -1 Stamina, -2 Sanity

## Adventure Notes

**We Need to Find Help** is a standard adventure.

Adventure Difficulty: High

Minimum Glyph Requirements: Four
Bastet

Na Mitologia Egípcia, Bastet é uma divindade solar, geralmente é tratada como a figura de uma mulher com uma cabeça de um gato preto que tinha na mão um instrumento musical que era considerado sagrado, tal é o sistro, e algumas vezes, obtinha na orelha um grande brinco, bem como um colar e um cesto onde colocava as crias.

## **A Mulher Gato dos Egípcios**

Adorada por sua natureza maternal e protetora, essa deusa é a filha do Deus do Sol e está intimamente associada ao gato doméstico. Ela também é considerada deusa da fertilidade, além da protetora das mulheres grávidas. Era frequentemente pintada diante de gatos e acreditava-se que ela era poderia ser feroz quando necessário, pois os gatos conseguiam matar as cobras, uma das criaturas mais mortais do Antigo Egito.

O centro de culto a Bastet estava na cidade de Bubastis, na região oriental do Delta do Nilo. Nos seus templos foram criados gatos que eram considerados como encarnação da deusa e que eram por essa razão tratados da melhor maneira possível. Quando estes animais morriam eram mumificados, sendo enterrados em locais reservados para eles.

## **Os Felinos Sagrados**

Os gatos no antigo Egito eram muito reverenciados, em parte devido à sua capacidade de combater alguns animais que eram considerados como pestes, como as ratazanas que ameaçavam o abastecimento de alimentos-chave e as cobras. Houve até casos em que alguns gatos ficavam em meio à realeza e eram vestidos com joias de ouro, sendo assim, autorizados a comer dos pratos de seus donos.

### **O Templo de Per-Bast**

No templo de Per-Bast muitos gatos foram encontrados mumificados e enterrados, muitos destes eram encontrados ao lado de seus donos. Mais de 300 mil gatos mumificados foram descobertos quando o templo de Bast em Per-Bast foi escavado. A principal fonte de informações sobre o culto de Bast vem do historiador Heródoto, que visitou Bubastis por volta de 450 a.C, durante o auge do culto. Ele equiparou Bastet com a deusa grega Ártemis. Ele escreveu extensivamente sobre o culto. Turner e Bateson sugerem que o estado do gato foi aproximadamente equivalente ao da vaca em Índia moderna.
A morte de um gato poderia deixar uma família em um luto exorbitante, e sempre que as pessoas podiam, costumavam embalsamar ou enterra-los em cemitérios de gatos (~~sim, isso existe~~), apontando para a grande prevalência do culto de Bastet. Enterros extensos de restos de gato foram encontrados não só em Bubastis, mas também em outras regiões como Beni Hasan e Saqqara.

## **Observações**

* É curioso notar que diferente de crenças medievais, na antiguidade, os gatos pretos eram vistos como símbolos de sorte, saúde e boa fortuna.
* É frequentemente confundida com Sekhmet.
* A deusa está presente no panteão desde a época da 2ª dinastia.

### **Fontes de Pesquisa**

* https://www.egitoantigo.net/bastet-deusa-egipcia.html
* https://antigoegito.org/deusabastet/
* https://www.suapesquisa.com/egito/bastet.htm
Conjuring

Conjuring takes place before players attempt to complete a task. To complete tasks, players conjure glyphs. You must conjure the correct glyphs to complete the task. If you do not complete a task, you must discard a glyph and conjure again.

If you don't conjure the glyphs that you need to complete a task, then you have to discard a glyph and conjure again. You will only discard glyphs when you do not complete a task. If you *do* complete a task, then you just conjure again, and you do not have to discard a glyph.

## **Glyphs**

There are three types of glyphs: green, yellow and red. Each glyphs works like a six-sided die, where no side has a higher chance to show than another. Players can have a max of six green glyphs, one yellow glyph, and one red glyph. The six green glyphs are always available for use, but the red and yellow glyphs can only be gained from items or investigator abilities. This, of course, could be changed if there is a glyph lock in an adventure or from a monster.

The types of results that come from conjuring are these: Peril, Investigation (1-4), Terror, and Lore.

### **Green Glyphs**

Green glyphs can conjure Investigation 1, 2, and 3, Lore, Peril, and Terror.

### **Yellow Glyphs**

Yellow glyphs can conjure Investigation 1, 2, 3, and 4, Lore, and Peril.

### **Red Glyphs**

Red glyphs can conjure Investigation 2, 3, and 4, Lore, Peril, and Wild.

With a Wild, you can choose the result, between Investigation 4, Lore, Peril, and Terror.
Crazed Writings

*It was complete gibberish and I knew I should stop reading, but I was overwhelmed by a sickening sense of recognition...*

## Adventure Text

**Crazed Writings**

*No Adventure Effect*

**Tasks:**

Investigation 4

Terror

Lore

**Reward:** 1 Trophy, Elder Sign

**Penalty:** -1 Sanity

## Adventure Notes

**Crazed Writings** is a standard adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Four
Administration Office

*There must be records of each and every transaction and odd occurrence since the museum opened... bureaucracy can make a filing cabinet more arcane and unfathomable than any wizard’s library...*

## Adventure Text

**Administration Office**

*No Adventure Effect*

**Tasks:**

**(1)** Investigation 3

**(2)** Investigation 6

**(3)** Peril

**Reward:** 2 Trophies, Monster, Elder Sign

**Penalty:** Clue token, -1 Sanity

## Adventures Notes

**Administration Office** is a standard adventure.

Adventure Difficulty: High

Minimum Glyph Requirements: Four
Elder Sign Wiki

**Welcome to the Elder Sign Wiki!**
*Something terrible has begun to awaken within our museum. A something unsatisfied by mere exhibition or human study, writhing with ancient evil and terrible purpose. An entity that must, at all cost, be prevented access to our world. It's likely I will be branded as one unhinged for what I am about to do. From my studies, I'm convinced such dangers are not new to the human experience. The very fact that humanity survives to this day I attribute to our forebear's success in resisting the tormented realities beyond our own. Regrettably, such is not easy study. Among the rarities I have been fortunate enough to uncover, one particular emblem seems significant. A symbol of purported resistive faculty and considerable power. They called it the **Elder Sign**.*

*I go now to face that which stirs in slumber, retaining little hope of surviving the hours ahead. Even if my body shall persist, I fear most for the sanctity of the mind, for it is not akin of mortals to meddle with such matters, even if one must do so.*

## The Basics

To learn everything there is to know about Elder Sign, check out the Main Pages category.
Blood on the Floor

*The dark red pool on the marble tiles chilled me to the bone... then I heard the scraping noise...*

## Adventure Text

***Blood on the Floor***

**No Adventure Effect**

**Tasks:**

**(1)** Investigation 2

**(2)** Investigation 3

**(3)** Terror | Peril

**Reward:** 2 Trophies, Clue token, Common item, Elder Sign

**Penalty:** -1 Stamina, -1 Sanity

## Adventure Notes

**Blood on the Floor** is a standard adventure.

Adventure Difficulty: High

Minimum Glyph Requirements: Four
Ancient Ones

Ancient Ones are the main enemies in the game. In order to beat the Ancient One, players must get Elder Signs to keep it from awakening. However, as more Doom tokens are added to the Ancient One's Doom track, it comes closer to devouring the world.

Each Ancient One has its own unique number of Elder Signs it requires to be defeated, and its own unique Doom track. When a Doom token is added to an Ancient One's Doom track, it may also add a monster into the game. When the Doom track is filled, the Ancient One will wake up, and is able to attack the players. Each Ancient One also has its own unique attack.

In return, players may also attack the Ancient One. Each Ancient One has its own unique task (much like in adventures) that players, during their turn, may attempt to complete. If the task is completed, remove a Doom tokens from the Doom track. The task may be attempted as many times as a player wants. However, if a player fails to complete the task, they must end their turn. No penalties are suffered. Note: Players cannot keep dice rolls or assist each other when attacking the Ancient One.

Below is a list of all the Ancient Ones in Elder Sign.
The Writing on the Wall

*I read the words as they rewrote my past. Where I had succeeded, they told of my failure and sudden disappearance...*

## Adventure Text

**The Writing on the Wall**

*Terror Effect: -1 Trophy*

**Tasks:**

Lore | Peril | Investigation 5

**Reward:** 2 Trophies, Spell, Other World, Common item, Monster

**Penalty:** Doom token

## Adventure Notes

**The Writing on the Wall** is a standard adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Four
Hinduísmo

O Hinduísmo, é não só a religião oficial da Índia, mas como também uma das mais antigas tradições religiosas que encontram-se registros históricos, sendo documentada à 1500 a.C.

## **A História do Hinduísmo**

Em tempos remotos, os Vedas viriam à ser escritos pelos invasores arianos, instituindo um conjunto uniforme de crenças, responsáveis por formar o Hinduísmo Védico, onde se cultuava os deuses tribais - sendo considerados como escrituras sagradas.

O Hinduísmo é responsável por englobar várias tradições culturais através de diferentes povos - passando por constantes adaptações até chegar ao que se conhece hoje, para isto, o Hinduísmo foi dividido em três fases, para o melhor entendimento de sua história;

* Na 1ª fase, que ficou conhecida como Hinduísmo Védico, cultuava-se deuses tribais como Dyaus, responsável por gerar os outros deuses.
* Na 2ª fase, a partir de adaptações de outras religiões, surgiu o Hinduísmo Bramânico, que cultuava a trindade composta por Brahma, Vishnu e Shiva.
* Na 3ª fase, percebem-se diferentes adaptações, que foram influenciadas principalmente pelo Cristianismo e Islamismo. O Hinduísmo Híbrido surgiu então como a agregação de diversas influências.

As invasões muçulmanas durante o Século 11, fizeram com que o Islã influenciasse o Hinduísmo, até que a dominação inglesa na Índia chegou no Século 19, e fez com que também tivessem uma certa influência na cultura hindu, essas reações em cadeia acabaram transformando os costumes mais tradicionais em um hinduísmo mais moderno.

## **Costumes & Práticas**

Os rituais hindus, variam de acordo com as regiões, apesar da visita aos templos não ser obrigatória nos dogmas, a maior parte dos seguidores realiza ao menos um ritual por dia, é o que eles chamam de Puja, uma espécie de oferenda aos deuses politeístas.

Já entre as principais práticas hindus, estão incluídos; a Yoga, o ato de Cantar, a Recitação, o Tantra e a Meditação, como formas de harmonizar a energia, entre o corpo e a mente.

## **Observações**

* É a 3ª maior religião do mundo, perdendo apenas para o Islamismo e o Cristianismo.
* Diferente de outras religiões, não se tem o conhecimento de um fundador do Hinduísmo.
* A religião alega que a alimentação da carne é uma prática impura, sendo assim, é bem comum que os seguidores sejam vegetarianos.
* O Hinduísmo acredita no princípio da não-violência.

### **Fontes de Pesquisa**

* https://www.todamateria.com.br/hinduismo/
* https://brasilescola.uol.com.br/religiao/hinduismo.htm
* https://www.significados.com.br/hinduismo/
Another Dimension

*There are many places, many shapes of things, that are undreamt of by men...*

## Adventure Text

**Another Dimension** - **Other World**

*No Adventure Effect*

**Tasks:**

Lore | Investigation 1

Terror | Peril

**Reward:** 2 Trophies, Spell, Common item, Elder Sign

**Penalty:** -2 Stamina, -1 Sanity

## Adventure Notes

**Another Dimension** is an Other World adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Four
FCP

# Channel Protocol Fiber - Fibre Channel Protocol

Из Википедии, свободной энциклопедии

**Протокол Fibre Channel** , ( **FCP** ) является SCSI - протокол интерфейса , используя лежащие в основе оптоволоконного канала связи. Стандарты Fiber Channel определяют механизм передачи данных с высокой скоростью , которую можно использовать для подключения рабочих станций , мейнфреймов , суперкомпьютеров , устройств хранения данных и дисплеев . FCP устраняет необходимость в очень быстрой передачи больших объемов информации и может облегчить производителям систем от бремени поддержки различных каналов и сетей, так как он обеспечивает один стандарт для сетей, хранения и передачи данных. Некоторые характеристики оптоволоконного канала являются:

* Производительность от 266 мегабита / сек до 16 гигабит / сек
* Поддержка как оптический и медный носитель, с расстояния до 10 км.
* Малые разъемы ( SFP + являются наиболее распространенными)
* Использование высокой пропускной способности с расстоянием нечувствительности
* Поддержка нескольких уровней затрат / производительности, от небольших до суперкомпьютеров
* Возможность выполнять несколько существующих наборов команд интерфейса, в том числе интернет - протокола (IP) , SCSI , IPI, HIPPI-FP и аудио / видео.

Fiber Channel состоит из следующих слоев:

* FC-0 - Интерфейс на физический носитель
* FC-1 - Кодирование и декодирование данных и вне диапазона информации физического управлени линии св зи дли передачи по физической среде
* FC-2 - Передача кадров, последовательности и обменов, содержащих информационные блоки протокола.
* FC-3 - Общие услуги , необходимые для дополнительных функций , таких как чередование , группы поиска и многоадресной рассылки .
* FC-4 - интерфейсы приложений , которые могут выполняться над Fibre Channel , таких как канал протокола волоконно для SCSI (FCS).

В отличие от слоистой архитектуры сети , сети Fibre Channel , в значительной степени определяется функциональными элементами и интерфейсами между ними. Они состоят, в частности, следующее:

* N\_PORTs-Конечные точки для движения.
* FC-устройство Устройство, к которым N\_PORTs обеспечивают доступ.
* Ткань Порты-интерфейсов в пределах сети, которые обеспечивают крепление для N\_Port.
* Сетевая инфраструктура для проведения кадра трафика между N\_PORTs.
* В коммутируемой или смешанной ткани, набор вспомогательных серверов, в том числе сервера имен для обнаружения устройств и разрешения сетевого адреса.

Волоконно - оптическая сеть каналов топологий состоит из следующих действий :

* Арбитражная Петля серия -A из N\_PORTs , соединенного между собой в шлейфовой моде.
* Switched Ткани сеть -A , состоящая из переключающих элементов.
* Смешанная Ткань-сеть, состоящая из переключателей и «ткань-приложенной» петли. N\_Port петли прикреплен (NL\_PORT) подключен к петле через L\_PORT и получает доступ к ткани путем в FL\_Port.

## Рекомендации

* http://hsi.web.cern.ch/HSI/fcs/spec/overview.htm
Break on Through

*With a shriek, the very fabric of reality came apart in my hands...*

## Adventure Text

**Break on Through**

*Green Glyph Locked*

**Tasks:**

Lore | -1 Sanity

Investigation 3 | Lore | -1 Sanity

**Reward:** 2 Trophies, Other World, Unique item

**Penalty:** -1 Stamina, -1 Sanity

## Adventure Notes

**Break on Through** is a standard adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Three
Adventures

There are two types of Adventures: Standard Adventures and Other World Adventures. There will always be six Standard Adventures at one time; no more, no less. Other World Adventures, however, only come into play either as a reward for completing a Standard Adventure, or for playing an item that brings one into play.

Each adventure has unique "tasks" which must be fulfilled in order to complete the adventure.

### **Tasks**

Tasks are what you need to complete in order to finish an adventure. There can be anywhere from one to three tasks in an adventure. However, if a monster is added into an adventure, it can increase the number of tasks.

Each task requires certain glyphs to be conjured to be completed. After a glyph is used to complete a task, it cannot be used again, so it is important to use glyphs wisely.

#### **Example Tasks**

Lore | Lore

*This task requires two Lores to be conjured. You must use two Lores to complete the task.*

Peril | -1 Stamina

*This task requires one Peril to be conjured. When you use a Peril to complete the task, you will lose 1 Stamina as well.*

Terror | Investigation 4

*This tasks requires a Terror and Investigation 4 to be conjured. A Terror can be conjured with a regular green glyph. However, Investigation 4 can only be conjured with a red glyph. So, if you don't have a red glyph, you will have to conjure two Investigation glyphs that could satisfy an Investigation 4 task. Remember: Any number combination above 4 can work. If you conjure two Investigation 3 glyphs (for a total of Investigation 6), that can still be used to complete an Investigation 4 task.*

### **Rewards**

When all tasks in an adventure are completed, the investigator that completed it receives rewards. Rewards can include trophies, Elder Signs, items, and more.

### **Failing an Adventure**

If players are unwilling or unable to complete the tasks in an adventure, they may choose to fail it just after they discard a glyph. Players may not want to finish tasks if they require loss of sanity or stamina that would severely harm or kill them. Players may not able to finish tasks if they do not have the number of glyphs they need to complete the tasks. After failing an adventure, its penalties will take effect.

### **Penalties**

If a player fails an adventure, either by being unwilling or unable to do so, its penalties will take effect. Penalties can be as simple as putting a monster in play, adding a Doom token, advancing the clock closer to midnight, or even giving you a Clue token. However, they can also force you to lose a little or a lot of Sanity and/or Stamina. It is important to take note of an adventure's penalties before attempting to complete it.

### **Adventure Effects**

Adventure Effects are different types of effects that can be attached to adventures. The types of adventure effects are Terror effects, Midnight effects, Entry effects, and Glyph Locks.

Go to the adventure effects page for more information.
Fragments of Knowledge

*Little by little, the shrouded hints began to coalesce into a clear vision of the horrible nightmare that has taken roots in this museum...*

## Adventure Text

**Fragments of Knowledge**

*No Adventure Effect*

**Tasks:**

Investigation 6

Terror

Lore | Lore

**Reward:** 2 Trophies, Elder Sign, Clue token, Spell

**Penalty:** -2 Sanity

## Adventure Notes

**Fragments of Knowledge** is a standard adventure.

Adventure Difficulty: High

Minimum Glyph Requirements: Five
The Elder Sign

*It was already here, crafted properly... all it needed was my body and soul in sacrifice...*

## Adventure Text

**The Elder Sign**

*No Adventure Effect*

**Tasks:**

**(1)** Lore | -1 Sanity

**(2)** Lore | -1 Stamina

**(3)** Investigation 2 | Lore

**Reward:** 2 Trophies, Clue token, Clue token, -1 Doom token, Elder Sign

**Penalty:** -1 Sanity, -1 Stamina

## Adventure Notes

**The Elder Sign** is a standard adventure.

Adventure Difficulty: Medium

Minimum Glyph Requirements: Four
SCP-3008

Ekran losowania

**SCP-3008 (Nieskończona IKEA)** - arena wylosowana w odcinku drugim.

Cechą specjalną tej lokacji jest samoistne gaśnięcie świateł na całym obiekcie bez ingerencji czegokolwiek w losowym przedziale czasowym.

## Specyfika

SCP-3008 nie jest zbyt obszerną, ale konkretną areną. Składa się z długich, wąskich korytarzu i sześciu sporych wymiarowo pomieszczeń, z czego cztery z nich nazwane są kolejno; zwroty , odbiór , kasy , łóżka. Przed rozpoczęciem bitwy na obszarze tego obiektu, należy sobie wspomnieć, że budynek nie jest zaopatrzony w żadne światła awaryjne, przez co tajemnicze byty pozbawiające korytarzom światła mogą w znacznym stopniu przeszkodzić naszym planom. Punkty początkowe dla obu przeciwników są umieszczone na zachodnim krańcu (niedaleko pomieszczenia o nazwie "zwroty") oraz na wschodnim krańcu (w nienazwanym pomieszczeniu połączonym korytarzem z działem "łóżek"). Przez to, że arena posiada w swojej centralnej części wiele ślepych uliczek, można łatwo zwabić ofiarę do siebie, a następnie pokonać ją raz na zawsze elementem zaskoczenia.
Walking Dead (Season Two)

The **Second Season** of Netflix's Walking Dead began streaming on October 2nd, 2015 and concluded on December 5th, 2015; running for 10 episodes. This season's title is ***A New Home***. It started filming in March 2015 and concluded filming in September 2015 with Frank Darabont continuing as showrunner.

This season continues to adapt many different stories from The Walking Dead Universe by Robert Kirkman.

The second season premiered on October 3rd, 2015 on Netflix, with episodes 1-4 being released, episodes 5-7 were released on November 1st, 2015 and finally the last 3 episodes debuted on December 5th, 2015. The season received critical acclaim for its emotional story and character depth.
Kanały

Ekran losowania

**Kanały** - arena wylosowana w odcinku pierwszym.

Cechami specjalnymi tej lokacji są ciemne korytarze (90%), oświetlone pomieszczenia (10%) oraz sieć rur wijących się między pomieszczeniami pod posadzką.

## Specyfika

Kanały są dość skomplikowaną areną jak na standardy. Pełno w nich ciemnych korytarzy i zakamarków, a także ślepych uliczek. Na ich mapie rozmieszczonych jest jedynie osiem pomieszczeń, które są oświetlone i w których zmysł wzroku podmiotów nie zawodzi. Przez większość ich podróży po arenie poszukują tych właśnie jasnych pomieszczeń błądząc na ślepo wzdłuż wilgotnych przejść. Punkty startowe obu przeciwników mieszczą się po obu krańcach areny - na skraju zachodniej części i na skraju wschodniej. Pod korytarzami istnieje również niewidoczna na mapie sieć rur (najprawdopodobniej ściekowych) dzięki którym można niepostrzeżenie przechodzić między pokojami. Zdecydowaną przewagę na tej arenie mają podmioty wygórowane pod statystykę zwinności. Dzięki wielkiej ilości dróg i ścieżek, którymi można przejść na tym polu bitwy; obiekty sprytne i rozumne (jak np. SCP-049) potrafią szybko obmyślić dobrą taktykę, dzięki której mogą zyskać łatwiejszą drogę do zwycięstwa. Kanały są wręcz idealne do przeprowadzania ataków z zaskoczenia - wystarczy tylko wyłonić swe szpony zza płachty mroku...
Walki SCP Wiki

## **Witamy na Walki SCP Wiki**

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Społeczność łącząca fanów serii pt. "Walki SCP" twórczości Piofli'ego.

```

Znajdziesz tutaj spis wszystkich obiektów SCP, które kiedykolwiek brały udział w odcinkach z Walk SCP, ich statystyki oraz umiejętności, a także spis aren czy teź listę wszystkich odcinków z tej serii.

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SCP-049

*"Mówią, że zręczny wojak jest lepszy od stu chłopa o stalowych mięśniach; ale czy jest tak i w rzeczywistości?" -* dr Clover

**SCP-049 (Lekarz Plagi)** - podmiot fundacji, który na moment [30.11.2019] wziął udział w jednej walce - odcinek pierwszy, która zakończyła się jego zwycięstwem. Uznawany jest jako byt rozumny i inteligentny.

Najlepiej rozwiniętą statystyką Lekarza Plagi jest zwinność, która równa jest aż 12 punktom - to właśnie na nią największą uwagę zwrócił dr Clover podczas przedstawiania karty postaci. Posiada przeciętną ilość punktów zdrowia i obrony, ale za to jego ofensywa nie jest w najgorszej pozycji. Dzięki swoim bardzo przydatnym umiejętnościom stanowi jednego z najlepszych bytów przystosowanych do walk.

Jego czynnikiem rozpoznawczym jest bez zwątpienia możliwość zoperowania zwłok tak, by ożyły i były w stanie wykonywać podstawowe umiejętności motoryczne i mechanizmy reagowania. Dosłownie każdą swoją ofiarę poświęca swojej misji wyplenienia zarazy, którą tkwi w duszy każdej istoty.

## Umiejętności

•Dotyk Lekarza

•Dotyk Drenażu

•Lawenda

•Cios Laską

•Eksperyment

## Opis

SCP-049 jest humanoidalną istotą, mierzącą około 1.9 metra o aparycji średniowiecznego lekarza zarazy. Mimo iż SCP-049 wydaje się nosić grube szaty i ceramiczną maskę wskazującą na wyżej podaną profesje wygląda na to, że ubrania z czasem po prostu wyrosły z ciała obiektu i są teraz nieodróżnialne od reszty tego, co jest pod nimi. Badania promieniem rentgenowskim mimo to wskazuje, że SCP-049 posiada humanoidalną strukturę szkieletu pod zewnętrzną warstwą.

SCP-049 jest zdolny do mowy w wielu różnych językach, lecz preferuje angielski lub średniowieczny francuski. Podczas gdy SCP-049 jest zazwyczaj serdeczny i współpracuje z personelem Fundacji, może się zirytować lub nawet stać się agresywny, gdy czuje, że jest w pobliżu tego, co sam nazywa "Zarazą". Chociaż generalna natura owej Zarazy jest nieznana, zdaje się ona być sprawą wielkiej wagi dla SCP-049.

SCP-049 stanie się wrogo nastawiony do osób, które uważa za ofiary tej zarazy, często musi być uspakajany po napotkaniu takowych. W przypadku gdy nie jest pilnowany, SCP-049 podejmie zazwyczaj próbę zabicia takiej osoby; obiekt jest zdolny do zatrzymania wszelkich funkcji życiowych organizmu poprzez bezpośredni kontakt ze skórą podmiotu. To jak działa owy proces pozostaje nieznane, a zwłoki ofiar SCP-049 nie dają jednoznacznego wyniku. SCP-049 wyrażał frustrację lub skruchę po tych zabójstwach, lecz twierdził, iż przyczyniły się one częściowo do wyplenienia "Zarazy", następnie zwykle będzie usiłował przeprowadzić operacje na zwłokach, używając narzędzi zawartych w czarnej torbie, którą cały czas nosi ze sobą. Chociaż operacje te nie zawsze są określane jako "udane" często prowadzą do powstania instancji SCP-049-2.
Serrault

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Physical description

### Eye color

Black

**Serrault** is the owner of a net cafe.

## Appearance

Serrault is a tall and gaunt man with a big green afro and bleary black eyes. He wears a black apron with the company logo he works for on the bottom of the apron over a white t-shirt.

## Personality

Although Serrault comes off as easy going and laid back. He's quick-witted and can easily give a witty retort towards any disparaging comment aimed at him.
World End Economica Wiki

Welcome to the **World End Economica Wiki**!

 The #1 source of information about *World End Economica* written by fans, for fans.

World End Economica

 Yoshiharu Kawaura is part of the first generation of humans born on the Moon and has a wild dream: to be a part of the elite who live in the center of Lunar City. As a homeless teenage runaway with only meager savings and an irreverent attitude, he hides and sleeps in internet cafes while trading stocks on the Lunar Stock Exchange. With his hard work and natural intuition of the market, his seed money of one thousand mools grows to seventy-two thousand mools in a matter of months, with the end to his streak nowhere in sight.

As his growing success both in and out of the competition leads to more people investing in Haru and his goal, will he be able to keep his cool and stay on top of the ever-volatile market?

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Yoshiharu Kawaura

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Physical description

### Eye color

Brown

**Yoshiharu Kawaura** is one of the main characters in *World End Economica*.

## Appearance

Yoshiharu has disheveled brown hair and brown eyes. He wears a red scarf, a blue jacket over a white shirt, a black belt, brown shorts, and brown boots.

## Personality

Yoshiharu is a logical person savant when it comes to stock handling. He is able to use prescience skills to figure out the outcome of stock investments.

## Biography

A boy who runs away from home in search of new frontiers, relying only on his trading skills. His knowledge is patchy as he hasn't had proper schooling, but his enthusiasm for stocks is first-rate.
Season 1 (WD)/Also Starring

### Supporting

* Emma Bell as Amy Stark
* Norman Reedus as Daryl Dixon
* Andrew Rothenberg as Jim
* Lennie James as Morgan Jones
* Christine Evangelista as Sherry
* Lindsley register as Laura
* IronE Singleton as Theodore Douglas
* Jeryl Prescott Sales as Jacqui
* Melissa McBride as Carol Peletier
* Madison Lintz as Sophia Peletier
* Liz E. Morgan as Tina
* Anna Murik as Cara
* Oliver Anderson as Quinn
Toyama

*Our community needs more information on this page! Can you help out? Click here to add more.*

## Physical description

### Eye color

Black

**Toyama** is a debt collector.

## Appearance

Toyama has frizzly black hair, black eyes, and a black toothbrush mustache. He wears an off-white dress shirt, a navy blue tie, a brown belt, and brown pants.

## Personality

Toyama is a milquetoast individual. The only time he shows any assertion is when he flaunts his authority as a debt collector.
World End Economica

***World End Economica*** (JPN: ワールド エンド エコノミカ) is a three-part kinetic novel written by Isuna Hasekura and developed by Spicy Tails. The chapters were first published in August 2011, 2012, and 2013.

## Synopsis

*Yoshiharu Kawaura is part of the first generation of humans born on the Moon and has a wild dream: to be a part of the elite who live in the center of Lunar City. As a homeless teenage runaway with only meager savings and an irreverent attitude, he hides and sleeps in internet cafes while trading stocks on the Lunar Stock Exchange. With his hard work and natural intuition of the market, his seed money of one thousand mools grows to seventy-two thousand mools in a matter of months, with the end to his streak nowhere in sight.*

Unfortunately, despite the Moon being an economic paradise with limited regulations and low taxes, street urchins like Yoshiharu must always remain on the lookout. After an especially close call with the police, he takes refuge in a church owned and run by Lisa, a part-time worker at a Chinese restaurant. In a stroke of fate, also staying at the church is Hagana, a cold girl with mean eyes and genius-level mathematical abilities. Yoshiharu—now assuming the pseudonym Hal—immediately sees Hagana's potential as a quantitative analyst and establishes a partnership with her for a virtual stock trading competition known to be a ticket into the financial community. As their growing success both in and out of the competition leads to more people investing in Hal and his goal, will he be able to keep his cool and stay on top of the ever-volatile market?

## Characters

* Hagana
* Yoshiharu Kawaura
* Lisa
* Chris Kuhn
* Serrault
* Barton Kladwiesen
Chronokinesis

A Chronokinesis é a habilidade psíquica de manipular a percepção do tempo através da mente. Algumas teorias são discutidas a respeito da possibilidade de humanos ter essa habilidade, existem várias envolvidas, onde uma alega que é possível manipular partículas em específico para desacelerar o tempo, e outra argumenta que é possível separar a 3ª e a 4ª dimensão para que mentalmente possa inserir parte de sua concepção dentro do Espaço-Tempo.

Há também uma outra onde aponta que a manipulação de determinadas partículas faz com que a percepção da pessoa torne-se inferior à percepção do espaço-tempo. Outra teoria é uma que diz que em um determinado momento da evolução espiritual, a pessoa é capaz de manipular a 4ª dimensão do Espaço-Tempo.

## **Observações**

* É o termo mais complexo da Psychokinesis.