recursal/Fanatic-Fandom huggingface dataset:
Meddling Kid

Charm
 Cool
 Sharp
 Tough
 Weird

Moves

You get all the basic moves, plus pick three Meddling Kid moves:

* Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp.

* On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of the following:

* This really is a monster, but the named bystander was secretly their ally all along.
* You are correct, but while you talked, they found a way to attempt an escape.
* The explanation for all the events is correct but you picked the wrong person: when you unmask them, the villain is someone unexpected.

On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.

* Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may add these questions to the list you may choose to ask:

* Who has something to gain from this situation?
* What are you plotting?
* Are you lying to me?
* Who knows about \_\_\_\_\_\_\_\_?

* Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.

Gear

Mystery solving gadgets, pick three:

* Magnifying glass
* Microscope
* A van
* Library card
Known Gangs and Leaders

The Voodoo Syndicate: Led by the powerful Loa, Baron Souterrain, this gang controls the source of dark magic that lies in the city's graveyards. They are known for their powerful necromancy spells and the ability to manipulate the dead.

The Graffiti Wizards: This gang is led by the graffiti artist, Dazzler, who is known to be a powerful enchanter. They control the source of light magic that lies within the city's subway tunnels and are known for their creative, colorful spells that they use to mark their territory.

The Shockers: Led by the electrician, Albert "Sparky" Fuerza, this gang controls the source of electrical magic that lies in the city's power grid. They are known for their powerful electrical spells and their ability to control the city's electrical systems.

The Wise Streets: Led by the charismatic preacher, Brother Peace, this gang controls the source of spiritual magic that lies in the city's inner city churches. They are known for their powerful healing spells and their ability to connect with the spirits of the dead.

The Hoodoo Posse: Led by the powerful hoodoo practitioner, Mama Rose, this gang controls the source of hoodoo magic that lies in the city's alleyways and dark corners. They are known for their powerful hexes and their ability to control the minds of their enemies.

The Midnight Runners - This gang is led by a powerful and cunning succubus who has control over the city's underground magical energy source. She commands a group of skilled thieves and assassins who are always on the lookout for opportunities to steal and harness the power of this energy source.

The Spell Casters - This gang is led by a wise and powerful wizard who has control over the city's most potent magical energies. He leads a group of powerful spell-casters who use their abilities to control and manipulate the city's politics and financial systems.

The Shadow Walkers - This gang is led by a powerful and mysterious demon who has control over the city's shadow magic. He leads a group of skilled assassins who use their powers to take out their enemies in the shadows, leaving no trace behind.

The Fire Spitters - This gang is led by a powerful dragon who has control over the city's elemental magic, particularly fire. He leads a group of powerful elementalists who use their powers to wreak havoc on the city, setting fire to anything and everything in their path.

Redrum - This gang is led by a powerful vampire who has control over the city's life force magic. He leads a group of powerful vampire minions who feed on the life force of the city's residents, using their powers to keep themselves young and immortal.
Soldier

You’re either ex-military or someone operating in a branch of the service that gives you the latitude to hunt down supernatural threats. You believe that most problems of an occult nature can be solved at gunpoint. If the gun you’ve got won’t work, you know where to get more guns.

Recommended Edges: Background Edge: Military (N); Brawny (N); Nerves of Steel (N)

Starting Kit: Camouflage clothing; a 9mm pistol; an Assault Rifle; grenades
"Sumthin' Wicked This Way Comes"

Premise: The players find themselves caught in the middle of a power struggle between two powerful wizards who are using Hip Hop as their means of communicating their spells. They must choose a side, or face the consequences of a magical war.

Setting: A dark alleyway in the heart of the city, filled with graffiti and broken down buildings. The only source of light is the full moon, casting eerie shadows everywhere.

Adventure Seed:

The players start off in a club, grooving to the beats of an up-and-coming Hip Hop artist. Suddenly, the music stops and the lights go out. When they come back on, the artist is nowhere to be found, and the club is now surrounded by a mystical force field.

The players soon discover that the Hip Hop artist was actually a powerful wizard, and that he was kidnapped by a rival wizard. This rival wizard is using Hip Hop as a means of communicating spells, and is determined to become the most powerful wizard in the city.

The players must navigate the dark alleys of the city, facing off against other wizards and supernatural creatures, in order to find the rival wizard and rescue the Hip Hop artist. Along the way, they encounter strange creatures, hidden magical artifacts, and arcane knowledge.

They will be faced with difficult choices, such as whether to ally with one of the wizards or to take a stand against both of them. If they choose wisely, they will be able to restore balance to the city, and save the Hip Hop artist from a fate worse than death.

If they choose poorly, they may find themselves caught in the crossfire of a magical war, with no hope of escape.

Encounter Ideas:

* A gang of thuggish sorcerers who worship the rival wizard and are willing to do anything to protect him.
* A mysterious old man who claims to have the knowledge needed to defeat the rival wizard, but requires a dangerous quest to be completed first.
* A group of graffiti artists who are using their street art to channel magic and fight against the rival wizard.
* A magical portal that leads to another dimension, filled with strange creatures and powerful spells.

Adventure Objective: The players must rescue the Hip Hop artist, defeat the rival wizard, and restore balance to the city.

Note: The scenario can be modified to fit any setting or genre, depending on the preferences of the GM and the players.
White Wizard

You are a practitioner of magic who is closely associated to the Conclave. You uphold the laws of the Conclave and seek to stamp out Black Magic wherever you find it. Your views on magic-use are puritanical; those in the wrong need to be dealt with in the harshest manner possible. You believe that it is only through your work that humanity has made it this far.

Recommended Edges: Arcane Background: White Magic (N); Wizard (N); Champion (N)

Starting Kit: Angelic tattoos; a wand; a Conclave insignia
Slayer

The Slayer devotes his or her life to the destruction of all creatures of darkness. They are uncompromising individuals who will use any means at their disposal to eradicate evil even if that puts them on the wrong side of conventional law and morality. Slayers use a combination of combat talents, occult lore and, if possible, magic to achieve their grim agenda.

Recommended Edges: Two Fisted (N); Ambidextrous (N); Champion (N)

Starting Kit: Wooden stakes; a silver-edged sword; a pistol with silver bullets
Aldgate

**Aldgate** is a wards of the City of London, it was the eastern-most gateway through London Wall leading from the City to Whitechapel.

It gives its name to a ward of the City bounded by White Kennet Street in the north and Crutched Friars in the south, taking in Leadenhall and Fenchurch Streets, which remain principal thoroughfares through the City of London, each splitting from the short street named Aldgate that connects to Aldgate High Street. Sir John Cass's school, where a plaque records the former placement of London Wall, is sited on the north side of Aldgate.

## History

In the 1970s, the historic street pattern in central Aldgate
was altered to form one
large traffic gyratory at the junction which included Whitechapel High Street and Commercial Road. This was followed by office development took place on the traffic island at the centre with a network of underground subways was constructed to provide pedestrian access beneath the one-way system and to provide a link to the London Underground stations. This led to parts of Aldgate being protected in the Whitechapel High Street Conservation Area and there are numerous listed buildings.

## Geography

### Gyratory

TffL will begin work today on a privately funded project in Aldgate East to remove the one-way gyratory system and re-introduce two-way traffic on Whitechapel High Street.

## Transport

Aldgate is a well connected area, with it being linked by two stations on the London Underground at Aldgate Station to the Metropolitan and Circle Line, and the District and Hammersmith & City Lines at Aldgate East Station which are all in Travelcard Zone 1.

## References

1. ↑ "Aldgate Masterplan 2007". London Borough of Tower Hamlets. Archived from the original on 26 April 2019.
2. ↑ "Major works to Aldgate East gyratory begin today". Transport for London (12 May 2008). Archived from the original on 01 October 2011.
Back That Thang Up

"Back That Thang Up"

·        Type: Utility

·        Range: Touch

·        Duration: Instant

·        Cost: 3 PPE (Power Points)

This spell allows the caster to transport an object or person they touch to a location within their line of sight. The object or person is moved at a speed of 20 yards per round and can be moved up to a maximum distance of 100 yards. This spell can be used to quickly move heavy objects out of the way, or to quickly transport an ally to safety in battle.

Special Rule: If the object or person being moved is unwilling, the caster must make a Spellcasting roll at -2 to overcome their resistance.

Note: This spell is a reference to the song "Back That Thang Up" by Juvenile.
Pipe Hitter

Fighter Subclass: "Pipe Hitter"

* Specializes in using pipes and other blunt objects as weapons.
* They have an increased proficiency in using improvised weapons and can add extra damage to attacks made with pipes and other blunt objects.
* They have a bonus to their toughness and resistance to physical damage.
* They can also use their pipes to block attacks more effectively.
* They also have access to unique fighting style that allows them to strike multiple targets at once, or hit a single target with a powerful blow.

Savage Worlds Archetype: "Pipe Hitter"

* This archetype is a melee combat expert who specializes in using pipes and other blunt objects as weapons.
* They have access to special abilities such as improved damage with improvised weapons, and increased toughness and resistance to physical damage.
* They also have access to unique fighting style that allows them to strike multiple targets at once, or hit a single target with a powerful blow.

Note: this is a fictional archetype, you should check with the game master before using this archetype in any game.
Mole Moreau

Mole moreaus are a blend of human and mole. They have short, cylindrical bodies, small eyes and ears, but have large hands. They are mainly used for subterranean missions, and unconventional entry teams. Overts tend to have snouts with sensitive pimples, round head with no neck.

Poor Eyesight: Mole Moreaus have small eyes and are colorblind.

Movement: Mole moreaus can move up 1/5 of the base speed through dirt, 1/10 through rock

Covert: +2 Wis, -2 Str Moderate: +2 Wis, –2 Str, +2 con, –2 Cha Overt: +4 Wis, –4 Str, +2, Con, -2 Cha
Leader

**Attributes:** Agility d6, Smarts d6, Spirit d8, Strength d4,

Vigor d6

**Skills:** Fighting d6, Intimidation d6, Knowledge (Battle) d6,

Notice d6, Persuasion d6, Shooting d6, +3 additional skill

points

**Charisma:** –; **Pace:** 6; **Parry:** 5; **Toughness:** 5

**Hindrances:** One Major, two Minor

**Edges:** Command, Natural Leader
A page about your topic

Welcome to Dolomite's Cyberfunk Report

This is a place for me to present the adventures of my group in this Savage Postmodern Retro Futuristic World. Read, Comment and Enjoy.

In this urban fantasy setting, the year is 1999 and the place is the gritty streets of New York City. Magic and supernatural elements exist alongside the technology of the late 90s, with hip hop culture serving as the backdrop for the adventures.

The players take on the roles of powerful street sorcerers, known as "B-boys," who wield elemental magic through the power of hip hop music. They must navigate the dangers of the city's underworld, using their powers to protect their neighborhood and battle against rival gangs, corrupt politicians, and otherworldly threats.

The B-boys have access to a wide range of magical abilities, such as the ability to control fire, summon powerful spirits, and even manipulate time. They can also use their music to cast spells and perform incredible feats of acrobatics.

The setting features a diverse cast of characters, including rival B-boys, powerful crime bosses, and mysterious mystics. The players will have to make strategic alliances and use their wits to survive in this dangerous world of magic and hip hop.

As a GM, you might incorporate elements of gang violence, urban decay, and political corruption in the adventures. The players will also have to contend with the consequences of their actions, as their use of magic may attract unwanted attention from the authorities.

Overall, this setting is a unique blend of fantasy and urban culture that offers a rich, immersive experience for players.

This game references Interface Zero, Dark Days and Darker Nights, Nighthawks, settings created by Colin Terrell, and the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. This also makes use of information and influence found in Blade Runner, C.O.P.S., and Silverhawks, basically I am using most of the roleplaying material I own and re-purposing it for this world. Pictures are not owned by the creator of this website. I don't own any of the above properties. Just doing this for fun.
Welcome to the Terrordome

"Welcome to the Terrordome"

Level: 8

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a piece of broken glass)

Duration: Instantaneous

You unleash a devastating wave of sonic energy that engulfs a creature or group of creatures within range. Each creature in the area must make a Constitution saving throw, taking 8d8 thunder damage on a failed save, or half as much damage on a successful one.

In addition, any creature that fails the saving throw is deafened and stunned for 1 round.

This spell's damage increases by 1d8 if the target is an undead or a fiend.

If you have an active beat playing and you're within 20ft of a set of turntables, the damage increases by 1d8 and the duration of the deafened and stunned effects are increased by 1 round.
Ibex Moreau

Ibex moreaus are a blend of human and ibex. They have normal body with scimitar-like horns, and hooves. They are in the Mountains of Africa and Tibet, and in Siberia. They are mostly used be these area for Cold weather and Mountain Operations. Overt Ibex moreaus have a long, sloping forehead. small ears, slanting nostrils, and a typical goat like chin beard. The back hoof is split and very flexible for climbing.

Improved balance: +2 racial balance on Mountainous terrain

Athletic: as the Feat during mountainous conditions

Horns: 1d6 damage in melee

Covert: + 2 Str, -2 Cha Moderate: + 2 Str, -2 Cha, +2 Int, -2 WIs Overt: + 4 Str, -4 Cha, + Int, -2 Wis
Canary Wharf Station

**Canary Wharf** is a Docklands Light Railway (DLR) station in the Canary Wharf in East London. The station was built into the base of One Canada Square itself, between two parts of a shopping centre, it serves the Canary Wharf office complex. The station itself has six platforms serving three rail tracks and is sheltered by a distinctive elliptical glass roof.

The station is located on the DLR between Heron Quays station and West India Quay station. Canary Wharf is presently a terminus for the Stratford-Lewisham Line and services now only run to Lewisham in peak hours. The station is shown on the Tube map as being within walking distance of Canary Wharf Underground station; however, Heron Quays DLR station is indicated as closer by around 50 metres.

## Rail service and frequency

Canary Wharf is served by two lines of the DLR — Bank to Lewisham and Stratford to Lewisham. Service to Bank comes at 3.5 minute intervals from 6.30am to 10.00am; four minute intervals from 4.30pm to 7.30pm; seven minutes intervals from 7.30pm to 9pm; and ten minute intervals from 5.30am to 6.30am, 10am to 4pm, and 9pm to 12.30am. There are also occasional services between Tower Gateway and Lewisham or Crossharbour.

## Connections

London Buses routes 135, 277, D3, D7, D8 and night routes N277 and N550 serve the station.

## References

1. ↑ "Canary Wharf". Transport for London. Archived from the original on 10 August 2007. Retrieved on 03 September 2007.
2. ↑ "Tube map". Transport for London. Archived from the original on 28 November 2007. Retrieved on 03 September 2007.
3. ↑ "DLR frequencies". Transport for London. Archived from the original on 13 August 2007. Retrieved on 04 September 2007.
4. ↑ "Buses from Canary Wharf". TfL. Transport for London (17 April 2021). Archived from the original on 28 October 2021.
Purple Llama

Purple Llama is a joke llama who doesn’t exist. Silly Moose just made him out of boredom.

## Appearance

A full purple llama with a gold badge, black eyes with white pupils and a spooky smile.

Klara’s Version of Purple Llama
## Trivia

* As you can tell, Purple Llama is based of Purple Guy from FNAF, short to Five Nights at Freddy’s
Investigator (Archetype)

You don’t possess any special powers, you’re just a normal chap who has a talent for gathering and organizing facts. Perhaps you work for a periodical or run a detective agency – perhaps you’re just a hobbyist with an interest in the occult. For whatever reason, you actively scour the city looking for clues about the movements of the supernatural. You believe you won’t discover anything sitting in an office all day, so you pound the pavement looking for leads.

Recommended Edges: Investigator (N); Thief (N); Jack-of-all-Trades (N)

Starting Kit: A digital camera; an audio recorder; an EMF detector
Skunk Moreau

Skunk moreaus are a blend of human and skunk. Skunks are found throughout the Americas. They live in many different places, including woods, grasslands, deserts, and mountains. Many skunks are comfortable in towns and cities. Immune to snake venom, skunks are known to eat poisonous snakes like rattlesnakes. Although skunks have very poor eyesight, they have excellent senses of smell and hearing.
Driver

The Wheelman is the driver for the crew, providing quick and efficient getaways from heists and other criminal activities. They have a love for high-performance vehicles and a need for speed. Their skills behind the wheel and knowledge of cars make them a valuable member of any crew, but their Greed and Wanted hindrance can sometimes lead to trouble.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d8

Skills: Driving d8, Fighting d6, Shooting d6, Stealth d6, Streetwise d8

Charisma: -2; Pace: 6; Parry: 5; Toughness: 6

Hindrances: Wanted (minor), Greedy

Edges: Quick Draw, Steady Hands

Gear: Vehicle of choice (likely high-performance), handgun, fake ID

Special Abilities:

* Fast Driver: The Wheelman adds +2 to their Driving rolls.
* Car Enthusiast: The Wheelman is knowledgeable about cars and can make repairs to their vehicle with a successful Repair roll.
* Getaway Driver: The Wheelman can perform impressive driving stunts and maneuvers to help the crew escape from danger.
Hook-Up

Hook-Ups are charismatic and streetwise characters who specialize in making deals and connections in the criminal underworld. They have a wide network of contacts and use their charm and cunning to get what they want. Whether it's information, weapons, or drugs, Hook-Ups are always looking for the next big score. However, their involvement in the criminal underworld puts them in danger, and they must be constantly aware of who they can trust.

* Agility d8
* Smarts d6
* Spirit d6
* Strength d6
* Vigor d6

Skills:

* Fighting d6
* Gambling d8
* Investigation d6
* Notice d6
* Persuasion d8
* Streetwise d8

Charisma: +2 Pace: 6 Parry: 5 Toughness: 6

Special Abilities:

* Fast Talker: Hook-Ups gain a +2 bonus to Persuasion rolls when negotiating deals or trying to convince someone to do what they want.
* Connected: Hook-Ups have a wide network of contacts and can use this to their advantage. They can make a Streetwise roll to gather information or find the right people to help them with a specific task.
* Street Smarts: Hook-Ups are savvy and have a good understanding of the criminal underworld. They can make a Gambling roll to assess the risks and potential rewards of a criminal enterprise.

Equipment:

* Cell phone
* Cash
* Firearm

Hook-Ups are charismatic and streetwise characters who specialize in making deals and connections in the criminal underworld. They have a wide network of contacts and use their charm and cunning to get what they want. Whether it's information, weapons, or drugs, Hook-Ups are always looking for the next big score. However, their involvement in the criminal underworld puts them in danger, and they must be constantly aware of who they can trust.
Waterlink Way

Waterlink Way is a long distance cyclepath route in London. It extends from Cator Park in New Beckenham to the Cutty Sark ship in Greenwich, a total of seven miles.

The Waterlink Way is an established part of the National Cycle Network (Route 21). It connects a number of parks and green spaces in South East London while following the Pool and Ravensbourne Rivers. The route was designed to be accessible, with a large number of railway stations including Kent House, Lower Sydenham, Ladywell, Lewisham and Greenwich en route.

In Cator Park, the cyclepath links with the Capital Ring and Green Chain Walk long distance footpaths.
Dark Pit

Dark Pit (sometimes called Pittoo by Pit and Palutena) is an imperfect, opposite clone of Pit created after the destruction of the Mirror of Truth, in the events of Kid Icarus: Uprising. He serves as an anti-hero, being somewhat of a rival to Pit. Compared to Pit's, his personality is more serious and aggressive, rejecting the idea of being a servant to anyone. His appearance is identical to Pit's, except with the dark coloring to his clothing, wings and hair. His character was most likely based off the "fallen angel" coloration of Pit in Super Smash Bros. Brawl, as both Kid Icarus: Uprising and Super Smash Bros. Brawl were made by Sora Ltd.
Battersea

An area of London south of the River Thames in the London Borough of Wandsworth.

## Landmarks

Battersea Dogs and Cats Home: A shelter which houses dogs and cats in permanent homes.

Battersea Park: A large park found just south of the river.

Battersea Park Station: A station in Travelcard Zone 2 served by Southern Trains and London Overground.

## Roads

### Battersea High Street

Welcome to our guide for the area around Battersea High Street in Wandsworth. Below we present a selection of upcoming events, local attractions and great places to eat and shop.

The nearest station to Battersea High Street is Clapham Junction Station which is about 10 minutes to the South East.

## Transport

### Buses

London Buses routes 44, 137, 156, 344, 436, 452 and night routes N44 and N137 serve the station.

## References

1. ↑ "Buses from Battersea Park" (PDF). Transport for London (TfL). Archived from the original on 28 October 2021.
2. ↑ "Battersea Park Station - Zone 2" (PDF). National Rail. Archived from the original on 29 August 2021.

## External links

* Battersea on Wikipedia
* Wandsworth Council
* Battersea.co.uk - Battersea Information
Gargoyle Llama

> .-.. --- --- -.- / ..- .--. --..-- / - .... . .-. . / .- .-. . / ..-. .. .-. . ..-. .-.. .. . ... -.-.--
>
> Gargoyle using Morse code by tapping the ground to tell Wisteria and Vlad what Selene was telling them, Episode (?)

## Gargoyle Llama

### Likes

Perching on Buildings, The Night, Mansions

### Dislikes

Having to be a Statue, Daylight, Birds Perching on it

## About

Have you ever gone walking and seen a stone statue of a llama with blue eyes in the day? If so, that’s Gargoyle Llama! Believe or not, this sculpture is in fact a llama, however it is never seen moving at all throughout the day. When night strikes and llamas have gone to bed, this llama comes to life, gaining the ability to move its limbs and blink. It usually goes to a hidden spot to have a chat with two of its friends, Spooky Llama and Witch Llama, as well as her cat Selene.

## Appearance

Gargoyle Llama is a grey llama with a darker stone pattern on its fur and connected to its back are large, stone wings it uses to fly. It has large, almond-shaped pure cobalt blue eyes as well as cobalt blue inner wings and hooves. When alive, it’s eyes become more lively and not just one colour like majority of llamas.

## Personality

This llama unfortunately cannot communicate with words, only growling noises so talking is out of the question, however with its feet, it can tap in Morse code, which it learnt from listening to Program Llamas rambling about it.
I Got 5 On It!!

"I Got 5 on It"

School: Conjuration

Duration: Instant

Range: Touch

Cost: 2 PPE

This spell allows the caster to conjure up to 5 gold coins, which can be used for purchasing items, bribing others, or other uses. The coins are real and can be used just like regular currency. The spell can also be cast on an object, causing 5 gold coins to appear inside of it, such as a purse or pocket. The spell can also be used to conjure 5 silver coins instead of gold by spending an additional PPE point.
Otter Moreau

Otter moreaus are a blend of human and otter. These moreau are agile in the water, but have the definition of an average swimmer due to the layer of blubber under their skin, and constantly grooming themselves. They are mostly found in Cold weather units Russian and American Navies, there are also some in Canada. Otter moreaus are usually found as combat engineers, since they have an instinctive use of tools. The only setback with the otter moreau is the facts that the male mate 3 to 5 times a year.

Cold weather Survival: Otter moreaus get a +2 to Fort check against cold weather

Natural Swimmer: Otter Moreau base swim speed is 40
Whispering Llama

Official Design

## About

Misty (Whispering Llama) is a quiet, gentle llama who listens to music 24/7 from the headphones he was given by Zooper (Messy Llama).

He secretly likes Fuzz (Scruffy Llama) but he doesn’t think that he would be a good partner. SHHHH don’t tell him I said anything…

## Appearance

Green llama with curly, thick hair and dark green lower legs. He has grey headphones that he wears around his neck when he isn’t wandering around Llama Land listening to music.

## Personality

Quiet, gentle and calm. He doesn’t really look like he has feelings or even talks like he has feelings, but we promise he does.
Clocker

The "Clocker" is a character archetype for a 90's version of Spirit of 77 that specializes in the art of "clocking" or stealing luxury goods. They are quick-fingered and light on their feet, able to slip in and out of high-security areas with ease. They are also experts in the art of fencing stolen goods, able to move them quickly and quietly to avoid detection.

Role: The Clocker is a rogue-like character, focused on thievery, deception, and stealth. They excel at sneaking into places they shouldn't be and stealing valuable items.

Moves:

Roll+Cool: When you attempt to steal something, roll+Cool. On a 10+, you succeed and acquire the item without detection. On a 7-9, you acquire the item, but there is some kind of complication, the GM will tell you what.

Roll+Sharp: When you fence a stolen item, roll+Sharp. On a 10+, you are able to sell the item for its full value. On a 7-9, you are able to sell the item, but at a reduced value or with some kind of complication, the GM will tell you what.

Roll+Cool: When you attempt to infiltrate a high-security area, roll+Cool. On a 10+, you are able to do so without detection. On a 7-9, you are able to do so, but there is some kind of complication, the GM will tell you what.

Roll+Sharp: When you are trying to talk your way out of a sticky situation, roll+Sharp. On a 10+, you are able to do so convincingly. On a 7-9, you are able to do so, but there is some kind of complication, the GM will tell you what.

Roll+Cool: When you are in a high-speed chase, roll+Cool. On a 10+, you are able to shake off your pursuers. On a 7-9, you are able to shake off your pursuers, but there is some kind of complication, the GM will tell you what.
"Atomic Dog"

Background: The city of Rhythmia is known for its vibrant music scene, but lately, strange things have been happening. A powerful and dangerous entity known as the "Atomic Dog" has been terrorizing the city, leaving destruction and chaos in its wake. The Atomic Dog is said to be the embodiment of rap music gone wrong, its power growing with each performance.

Premise: The players are a group of street-wise heroes tasked with stopping the Atomic Dog and putting an end to its reign of terror. The Atomic Dog has a concert scheduled in the city, and the players must infiltrate the concert and face the Atomic Dog head on.

Setting: The concert is being held in a large, decrepit concert hall in the heart of the city. The hall is filled with dark, foreboding energy, and the air is thick with the smell of fear and dread.

NPCs:

* DJ Danger: A notorious DJ who is the mastermind behind the Atomic Dog. He has a twisted sense of humor and a love for creating chaos.
* The MC: A charismatic rapper who is the face of the Atomic Dog. He is a powerful performer and is fiercely loyal to DJ Danger.
* The Crew: A group of rough-and-tumble hip-hop musicians who are the Atomic Dog's loyal followers. They are armed with a variety of weapons and will stop at nothing to protect their leader.

Scenario: The players must work their way through the concert hall, using their street smarts and combat skills to fight their way to the stage. Once they reach the stage, they will face the Atomic Dog in a final showdown.

The Atomic Dog is a formidable opponent, using its powerful rap music to summon illusions and illusions of reality that can confuse and disorient the players. The players will need to use their wits and their skills to defeat the Atomic Dog and put an end to its reign of terror once and for all.

Victory Conditions: If the players are able to defeat the Atomic Dog, they will be hailed as heroes and will be able to take their place in the pantheon of legends in Rhythmia's hip-hop history. If the Atomic Dog is not defeated, it will continue to wreak havoc on the city, and the players will be forever remembered as the ones who failed to stop the monster.
Party Llama

> Today is his special day, and his favourite gift will be staying alive for one day! DON’T WORRY BIRTHDAY BOY, I WON’T LET YOU DIE TODAY!
>
> Party Llama planning to prevent Steve from dying on his birthday, Episode (?): The Best Day For Steve

## Party Llama

### Allies

Majority of Llama Land, especially Smile Llama

## About

Even if you ever shared it, Party Llama will always know if it’s your birthday! It’s as if she’s a psychic who can always tell who’s got the special day. She will spend hours and hours of non-stop planning to make sure you experience the best day of your life, and every time she’ll get everything spot on, whether it’s cake preference, the theme you’d love, you name it and it’s there! Never has she ever made a flaw in her life whilst preparing the best birthdays you’ll ever get in your life. You’ll be thankful to meet her.

## Appearance

Party Llama is a chubby, vanilla-batter coloured llama with very fluffy fur. She has strawberry pink neck fur with a multicolour pattern of sprinkles, as well as strawberry pink hooves that also have a multicolour sprinkle pattern and on her head she wears a party hat with a white base with a golden yellow star pattern and pompom on top.

In her concept she is also seen with periwinkle eyes.

Concept by Moose
## Personality

Party Llama is a hyper llama who’s usually seen bouncing around in one place to use her imagination to plan the perfect party. She is sometimes also seen tapping her hooves as she stands in once place when talking to Cooking Llama about the right cakes.
Battersea Dogs and Cats Home

**Battersea Dogs & Cats Home** is the UK's oldest and most famous home for dogs and cats and is situated in the Battersea area of London.

Formerly the 'Temporary Home for Lost and Starving Dogs', it was established in Holloway in 1860 by Mary Tealby. The home moved to Battersea in 1871 opposite Battersea Park and has a view of the iconic Battersea Power Station.

In 2002, the name was changed from Battersea Dogs Home to Battersea Dogs & Cats Home (though cats had been admitted since 1883).

To mark its 150th anniversary in 2010, the Royal Mail released a set of stamps featuring a series of dogs and cats that had been adopted by staff. It also launched a commemorative book, A Home of Their Own, which charts the history of the Home. This includes a look at notable people who have adopted animals such as Elton John, who credited his dog Thomas with helping him through a rough period. Starting in 2011, Battersea implemented the "Staffies. They're Softer Than You Think" campaign to educate the public about the positive attributes of the Staffordshire Bull Terrier.

On 17 March 2015 Queen Elizabeth II unveiled a plaque to officially open the Mary Tealby kennels.

In addition to the site in south-west London, the Home also has two other centres based at Old Windsor, Berkshire and Brands Hatch, Kent.

## External links

* Official Website
* Battersea Dogs and Cats Home on Wikipedia
Hacker Llama

## About

A mysterious llama who’s excellent at coding and hacking, there has been some theories that he’s the mastermind of two creations. Everyone knows he created Program Llama but nobody knows the second. Perhaps one day it’ll be revealed to Llama Land.

## Appearance

### Concept Design

Hacker Llama is a light grey llama with a floating, neon green visor in front of his eyes with two floating tablet holograms with visible binary code inside.
Character Relationships

## Info

This page shows all the relationships characters have.

## Killer Llama and God:

These two have a very interesting relationship. Killer Llama is manipulating God into thinking that the llamas he kills are defying God’s rule. These lies are what controls this relationship, making Killer Llama and God’s friendship very toxic and manipulative.

## Killer Llama and Steve:

Killer Llama and Steve are rivals, enemies and adversaries. They are, and will always be, against eachother. When Killer Llama first met Steve, they both disagreed. On what, you ask? Well, let’s say that Killer Llama didn’t like it. And being Killer Llama, he tried to kill Steve. However, as Killer Llama crushed his now-adversary, the boring llama wasn’t dead. “You can’t kill me!” He said, shocking Killer Llama. “I’m immortal. You’ll never be able to kill me.” When Steve said that, Killer Llama turned to God who was watching in the clouds above. “Get rid of this stupid llama’s immortality.” He ordered God. Doing so, he nodded to Killer Llama that it was finished. Although Steve could have run away, he was dumb and stayed. Killer Llama tried once again to kill Steve, failing. This is what started the rivalry of Steve and Killer Llama. The maniacal llama, always doing whatever he could to kill Steve, failing all of the time.
Cold Llama

Official Design

## About

Cold Llama is ALWAYS cold no matter what. His protruding icicles never melt, no matter how hot the day is. No one knows why he’s like this but maybe one day he will no longer be cold.

## Appearance

### Newest Design

Cold Llama is a light blue llama with more darker blue tied-up hair as well as tail. He wears an orange sweater that only covers his neck, front body and front legs, leading his back body being bare. He has an exhausted expression with small eye bags visible and above his nose is just barely purple. An extra little addition to this design is that on top is hair, tail, visible body such as back feet and rump as well as the collar of his sweater is what appears to be powdered snow.

### First Design

Cold Llama is a cyan blue llama with icicle ear tips and many more icicles that protrude out of his short fur. He has darker blue hair and tail, tied up with orange hair ties to match his orange eyes.

### Concept Design

In Moose’s concept, he is a light blue llama with icicles protruding from his fur and one of his nostrils. His hooves are made of ice crystal that match the icicles and his eyes are a reddish-purple colour that appear tired

Moose’s Concept of Cold Llama using an old base made by Krill
Savant

You’ve always been sensitive to things that other people can’t see or feel. At one point you thought you might be going crazy until someone important came into your life and helped you to understand your gift. Now you realize that we all live in two worlds: one that can be seen and one that cannot. You have the power to see both and are driven to share your revelations with the Unsighted. Their lives may depend on it.

Recommended Edges: Arcane Background: Psychic (N); Danger Sense (N); Mentalist (N)

Starting Kit: Silver bracelets; noise cancelling headphones; sleeping pills
Gazelle Moreau

Gazelle moreaus are a blend of human and gazelle. These generally tan-colored herbivores are fixtures of arid regions in Africa and Asia. Gazelles can reach speeds up to 60 mph in short bursts and sustain speeds of 30 to 40 mph. When running, gazelles use a bounding leap, called "pronking" or "stotting," Which is used to outmaneuver faster predators like cheetahs. Gazelles are well-adapted to life in dry environments, they can shrink their hearts and livers to reduce exertion on the organs.
Spooky Llama

> It’s so nice when it’s a full moon! They’re so pretty and cool!
>
> Vlad to his friends, Episode (?)

IMAGE TBA

### Likes

Halloween, Pumpkins, Trick-Or-Treating, Costumes, Bats, LOLLIES, Spiders, Spooky Things, Night

### Dislikes

The Sun, Day, Garlic, Christmas (he prefers Halloween), People who Hate Halloween

### Hobbies

Dressing Up, Acting like a Vampire, Hanging like a Bat

### Allies

The Bats, Witch Llama, Gargoyle Llama, Selene

## About

When October lurks around, you better know Spooky Llama will be prepared right away! And how so you ask? Well it’s simple. HE’S ALWAYS IN HIS HAUNTING ATTIRE OF COURSE! This llama is the number one Halloween fanatic, he’s always feeling the eerie vibes even during Christmas! And if there was one thing he loves the most, it’s seeing fabulous costumes for Trick or Treating in Llama Land!

## Appearance

Spooky Llama is a pale, scruffy llama with beast-like eyes and protruding fangs. He wears a black vampire collar with a red inside around his neck and fake bat wings strapped on his back.
Witch Llama

> I’m really thankful I have Selene, she’s a brilliant helper and amazing company for when I feel sad.
>
> Witch Llama to her friends, Episode (?)

### Likes

Potions, Magic Spells, The Night, Cats, Bats

### Hobbies

Brewing Potions, Flying on her Broomstick, Casting Spells

## Appearance

Witch Llama is a pale lavender llama with fluffy fur and some slightly darker splash patterns on her fur. On her head she wears a dark purple witch hat with a black ribbon paired with dark purple and black striped leggings on each leg. Connected to her back she is seen carrying a satchel that contains potions as well as a potion book and she is also seen with a black cat, which she has named Selene.
Abbey Road, London

**Abbey Road** is a thoroughfare located in the borough of Camden and the City of Westminster in London running roughly northwest to southeast through St. John's Wood, near Lord's Cricket Ground.

The north-western end of Abbey Road begins in Kilburn, at the intersection of Quex Road and West End Lane; it continues south-east for roughly a mile, crossing Belsize Road, Boundary Road, Blenheim Terrace and Marlborough Place, ending at the intersection of Grove End Road and Garden Road.

EMI's Abbey Road Studios are located at the south-eastern end, at 3 Abbey Road, St John's Wood. The Beatles and many other famous popular music performers have recorded at this studio, and The Beatles named their final 1969 studio LP Abbey Road, and in the 1970s EMI Studios was renamed Abbey Road Studios in honor of the album. The album's cover photograph shows the four group members walking across the zebra crossing located just outside the studio entrance. As a result of its association with The Beatles, since 1970 this section of Abbey Road has been featured on the London tourism circuit.

The crossing featured on the Beatles cover, as well as the crossing directly north of it, have become popular photo-opportunity areas, despite the road still being a busy thoroughfare for traffic. The iconic Beatles album cover has been parodied many times over the years on the crossing.

The brick wall Abbey Road street sign pictured on the back of the Abbey Road album was demolished in the 1970s. The tin street sign on the corner of Grove End Road and Abbey Road was recently removed as well. The street sign is now mounted high on the building on the corner, to save the local council the expense of cleaning and replacing the sign, which was frequently defaced and stolen.

 File:Cassini team Abbey road.jpg
Wormy

IMAGE TBA

## About

Beware when wormy is around because he and his colony is up to no good! Whenever they can get close enough to a llama, they’ll travel through ear to brain in order to take control and invade the territory of The Chickens. Wormy is one worm you always gotta stay clear of and every llama knows that.

Wormy and his colony is capable to enter a llamas mind if he manages to wriggle through their fur, it’s much quickly if they’re laying down too. Whenever Wormy gets a successful catch, one ear of the Llama will begin to twitch and they’ll have a soulless gaze, which warns llamas that they’re under control by Wormy.

## Personality

Wormy is always scheming an attack and is very stealthy as long has their planned host is not looking down. He is also very agile when underground or travelling to the mind.
Awkward Llama

Official Design

## About

Deah is a female llama who likes looking like a Deer. If there was one word to describe this llama with, it would be ‘Awkward’. Any conversation is IMMEDIATELY Awkward. Any presention is IMMEDIATELY awkward. She’s insecure about her body and she can’t stop thinking about what other llamas think of her.

## Appearance

She paints spots on her back and has cut her fluffy fur to resemble a deer skin. Her fur is dark brown. She wears a red bandana and a dark red bracelet on her front left leg.

## Personality

She’s skittish, awkward and insecure. What a lovely combination.
God Llama

Official Design

### Dislikes

Llamas who defy him, Llamas who do not worship him and Llamas who are more powerful then him.

## Info

God Llama is just the god of Llama Land. He is so op. Nobody has ever defied him.. Or has someone? Also Killer Llama has summoned him many times.

## Appearance

### New Appearance

God Llama is a blank white llama with only one eye in the shape of a sun and a light to dark orange fade down his legs. He has no tail and around his neck are three rings that look like necklaces.

### Old Appearance

GLOWING WHITE LLAMA WITH GLOWING YELLOW EYES AND FLOATS INSIDE A CLOUD WITH LIGHTNING! SO HOLY! HE ALSO IS JUST A HEAD IN MOOSE’S STYLE! SO HOLY!

God Llama drawn by Moose
## Personality

God llama is very vain and expects everyone to worship him, if that is not done all llamas that have stood up to him will be killed by Killer Llama. He is very powerful (obviously) and uses his powers to solve everything instead of using his mind. He isn’t the brightest tool in the shed, but everyone has to say he is smart. He’s like a big baby that was given all the powers to the known universe… it doesn’t go well.

## Relationships

Killer Llama is one of the only llamas that doesn’t need to worship god, since he and god are quite close. Although killer llama and god llama work together in maniacal ways, they have a strong bond. Or so god llama thought…

All of god llama’s other relationships are all his worshipers that are all assigned things to get for god llama and rules to obey.

## Extra Facts

* God Llama was the 4th llama to be created, 1st being Steve, 2nd being Dave and 3rd being Killer
Regular Llama

> I don’t really have a talent or hobby, I’m just some regular llama.
>
> Steve to Harmony and Daisy, Episode (?)

### Status

̵̵̵̸̷̴̵̶̷̷̝̳̗̗̅̂̿͠ͅɆ̶̴̷̷̵̵̴̶̴̶̵̶̢̱̠̳͖̬͉̿̿́̉Λ̷̴̷̸̸̷̸̢͉͍̺̓̄ł̵̵̶̸̸̴̵̵̵̸̺̪͇̤́̇ͯ̅ͅⱠ̶̴̴̵̴̺̼́̈́₳

### Allies

Creator: MooseAppreciator, Dave Llama (On Steve’s side), Cooking Llama, Messy Llama, Shy Llama

## About

Regular Llama, a.k.a Steve is the main character of Llama Land. He always dies yet he still lives. I wonder why..

## Appearance

A fluffy, white llama. How normal.

Steve drawn by Moose
## Personality

Regular Llama is a friendly llama, not an asshole like most llamas! He is also a teensy bit paranoid cause he always dies.

## Extra Facts

* Steve was the first llama to be created!
* Steve was always controlled by Moose
* Steve’s birthday is on the (I’m working on it)
Shy Llama

> I really do want to speak to more llamas, but I’m afraid that they’ll make fun of me..
>
> Shy Llama to Sienna, Episode (?)

## About

Ever noticed a quiet llama just hanging around in the background? Well that’s Shy Llama of course! She tends to keep away from large crowds and events due to her.. Well.. Shyness! Perhaps she’ll open up one day and maybe we can even learn about her hidden eyes behind her hair.

## Personality

As said she is a shy gal and rarely communicates with others, however there has been moments she’s been talking with Steve, don’t believe me? Just ask Fancy Llama, she’s seen it herself. But back to our subject, Shy Llama refuses to talk to anyone else who lives in Llama Land, after all it’s just too much for her to handle especially when it comes to the energetic Messy Llama.