recursal/Fanatic-Fandom huggingface dataset:
New on Wikia starter pages

Wikia starter pages offer users the perfect launchpad for starting their own Wikia space. The pages contain helpful information, such as how to customize the look and feel, what pages to include, and how to invite other users to join the community. Additionally, the page can be edited and personalized to fit the needs of the user, while also providing tips on how to make the most out of a wiki. With the right amount of dedication and dedication, a Wikia starter page sets a user on the right path to a successful, thriving community.
The Afterparty

**Survival Difficulty: Class 0****》Safe****》Secure****》Friendly Party Helpers**
**The Afterparty** is a secret level linked to Level Fun.

## Description

**The Afterparty** seems to be an abandoned series of party rooms. Popped balloons and birthday cakes can be found all around the level. These cakes are safe to eat and will not cause any side effects. Several notes around the level, presumably written by Partygoers have been found, one of them being: "**We prefer a more fun place to party at. You understand, right?"** with a smiley face at the end of the note. This level was thought to have some association with another entity, however, no entities exist or can exist on this level. Carrying a popped balloon will trigger a shrieking noise in the distance. The only danger of this shrieking noise is sanity harshly decreasing.

Every now and then there will be some sort of gas that will emit from an unknown source, however breathing it in mysteriously has no effect. If you see any balloon that isn't popped, trying to pop it is not recommended, as it will trigger the same shrieking noise as before. If you find any weapons on this level such as guns, they are likely fake props and will probably shoot out confetti or a pole with flag that says "Bang!" on it, which will only attract more attention to yourself. Recently, messages were found scratched on the walls of certain hallways. Going deeper into the hallway where these messages are scratched will only make them more visible. These messages are often variations of "You forgot my birthday" and "Why didn't you come". Going deep enough will cause the hallway to turn fully dark. This will likely transition to Level 6.

## Entities

Partygoers are common here, often attacking wanderers and **Party Helpers**.

## Entrances and Exits

### Entrances

* Ignoring approximately 30 Level Fun entrances will take you here.
* Wandering into the deeper and darker areas of Level Fun will eventually result in you being here.

### Exits

* Saying "I wanna go back and party with my friends" and we'll bring you back to **the party!**
Level 4

**Survival Difficulty: Class 1****》Safe****》Secure****》Minimal Entity Count****Level 4** is the 5th level of the Backrooms.

## Description

**Level 4** appears to be an empty office building completely devoid of furniture. Certain rooms in this level have windows, but all should be considered traps and avoided at all costs. Because of the lack of beings, many Wanderers naturally congregate on **Level 4**. Additionally, scattered around the level are water coolers, water fountains, and vending machines containing Almond Water, which makes collection of the substance much easier. **Level 4** is considered the best place to meet other Wanderers and gather supplies before moving on to later levels.

## Entities

**Level 4** is mostly devoid of entities; only Hounds, Dullers, and Gabby have been reported thus far.
Gunslinger

Switching weapons from various types of guns, the Gunslinger is almost never seen reloading, this may be because the gunslinger carries so many guns that he/she doesn't have to. The gunslinger uses certain types of bullets that can change an opponents stats, use different abilities, and debuff enemies. Though the Gunslinger can be consider a ranger type, he also can get up close and personal to attackers.

* The Gunslinger's movement abilities use Essence but all of his other abilities do not making him perfect for races that don't use essence.
Sniper

A Sniper Class stays behind all team mates and hides in the distance. Keeping him/her hidden from enemy

view. The Sniper can change any gun into a sniper rifle (which is great because there are no actual sniper guns in this RP) by altering the gun's mechanics using ether.

* The sniper can turn any gun into a sniper rifle.
Attic

The Attic is known for being able to steal abilities others. The Attic only gets his/her abilities by stealing them from other players. He/she has 2 Unique abilities and nothing else because his other 3 abilities he steals. The reason the attic is a Juggernaut type is because in order to survive the Attic must stack up on endurance.

* Only has 2 Abilities of his/her own
Level 5

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**

## Description

**Level 5** is a presumably infinite hotel complex, with many rooms and halls. The level itself seems to have been constructed in the 1930's, with furniture dating back to 1920. There are three main areas in **Level 5**: The Main Hall, The Beverly Room, and The Boiler Room. The Main Hall is the main area in **Level 5**. The Main Hall appears to be a hallway with infinite paintings and furniture from the 1920's. The paintings are bizarre because Wanderers reported that the eyes of the paintings seem to stare at you as you walk past them. The Beverly Rooms are rooms with Food and Almond Water. The rooms contain doors that lead to The Boiler Room or back to The Main Hall. The Boiler Room is the last area located in Level 5. The Boiler Room appears to be extremely hot with boilers located everywhere.
Transporter

The Transporter has the ability to move anything to anywhere he/she desires using the atoms around it with Ether. This could be an ally to a safe location, an enemy to a dangerous location, an object on top of an enemy etc.

* The Transporters *abilities* are immediate damage which means they ignore all endurance and armor.
Drain

The Drain is a known for drastically stealing the stats of an opponent and applying them to him/herself or allies. This means he/she could steal life from an opponent

and buff his own or the endurance from another person to apply to someone else, even essence. The Drain is in love with Death and considers Death and him/her to be close friends.
Scout

The Scout is a class advanced in speed tactics. This class normally upgrades their speed before anything else. Although, scouts are fast they are normally weak in Endurance, this is mainly because endurance points are an easy sacrifice for more speed points. Because of this, the scout can take very few hits, however being as fast as it is, it rarely takes damage to begin with.

Limitations

* A Scout can not be a Spaxtic

The scouts abilities are normally around his/her quickness and are normally made to avoid being hit at all means. This
Цетотерий

**Цетотерии** (лат. *Cetotherium*) — вымерший род морских млекопитающих подотряда усатых китов. Существовали с раннего миоцена до раннего плиоцена (не меньше 10 миллионов лет). Были распространены в Северном полушарии. Выделяют больше 15 видов цетотериев.

## Содержание

* 1 Строение скелета
* 2 Места обитания
* 3 Возможные естественные враги
* 4 Виды
* 5 Ссылки

## Строение скелета

Длина тела различных видов цетотериев составляла от 2 до 8 метров. При этом длина черепа
 около 1/4 длины всего скелета. Пахиостоз костей выражен слабо. Первые
шесть пар рёбер с головкой и бугорком, широкие, остальные — только с
бугорком (крепятся только к поперечным отросткам позвонков), тонкие и
заострённые на концах. Плечевая кость короче предплечья, локтевая с
хорошо выраженным локтевым отростком. Кисть четырёхпалая.

## Места обитания

Цетотерии обитали в морях, омывавших Европу, Азию и Северную Америку.
 Они населяли умеренные и тёплые (тропические и субтропические) воды
Мирового океана, предпочитая тёплые внутренние моря. Окаменелости
цетотериев обнаружены в Австрии, Румынии, Молдове, Украине, Турции, Грузии, России и США.

## Возможные естественные враги

На некоторых костях цетотериев есть следы зубов крупных акул, таких как *Megalodon*, *Carharodon* и так далее. Они либо нападали на живых китов, либо пожирали их трупы.

## Виды

* Cetotherium rathkii Brandt, 1843 — типовой вид, средний миоцен Таманского полуострова (Россия) и Украины.
* Cetotherium riabinini Hafstein, 1948 — поздний средний миоцен Украины (Николаев).
Warlord

The Warlord is a tactical master holding his own in frontline combat as well as giving out buffs to his allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and he may have protective auras made on his own to increase a team's effectiveness in battle. Although he seems like a support character, his damaging abilities after weakening his foe make him a much more worthy opponent.
Locations

Peridale is a large continent with 3 bodies of water Fernic Ocean, Thicac Ocean, and Shodee Ocean. It's easy to get lost so we put the places of main intrest here for you to find easily.

Each Location listed is an area/room in the RP in which you can actually visit and RP there as well. You may choose a job to work anywhere in these areas. If you don't see an area suitable for you and your job, you can make an area/room for the RP. Just ask SoCursed.

## The City of Grimsby

The City of Grimsby is the largest city on all of Peridale. It is built like the average concrete paridise with a lot of different locations to explore.

You can visit Grimsby Here

### Nixon's

Nixon's is a fancy little cafe restaurant that hold the best coffee in Grimsby. It's always packed in the morning, but gloomy at night. Some say the owner visits the Cafe at night but, never in the morning. Guess he doesn't like crowds?

### Club Estelle

Club Estelle is one of the hottest trendy places in Grimsby. It's a small room club, some say it's tough to get into, you have to know a guy who knows a guy. It's because of this that this place has a **LOT** of crazy rumors. People say it's the biggest speakeasy this side of north Grimsby. Some say they just do Jazz and Poetry, with a little bit of *alluring entertainment.* Though, none of that has any proof. Just know, it's a nice place to hear some tunes, and drink some tea.

### Freddie's Boxing Gym

Freddie's Boxing Gym isn't much. A few punching bags, a boxing ring, pull-up bars, and some work out equipment. Though people come to Freddie's to practice in the ring for bigger events. Some of the world's famous fighters practice in this ring. The owner, Freddie is rumored to have a fight club underneath the boxing gym, but it hasn't been confirmed by authorities, probably because the authorities like to use his illegal fighting ring as well.

* Freddie's Fighting Ring is in another room here

## Merchant Market

The Merchant Market is located in Grimsby right outside of the major city. It has a lot of important businesses that are located inside the market. The market is a little oldschool and is themed to look a bit more medieval. Though you can buy everyday modern 20s items there.

### Bakery

The Market's bakery is a small little corner store that sells the best pies you won't find anywhere else. All hand made.

### Bookstore

The Bookstore tends to be a nice hang out spot. Getting a cup of Joe from the Bakery accross the market then getting your lovely read on seems to be all the rage.

### Armory

The Armory may not look like much but they have tons of secret locations where they hold their most advance weaponry.

### Pharmacy

This is an oldschool Pharmacy, it has everything from the legal to the illegal drugs in it. They don't sell the illegal stuff to just anyone.

### Clothing Store

This is one of the cheapest but most quality places to get clothes.

Visit the market here
Celestial

Brought into existence at the dawn of creation, the Celestials are a loosely affiliated species of organisms that possess incredible power. Each one is capable of bending or breaking the very fabric of reality with a mere thought. Their power is limitless, their goals, unknowable, and their shape, malleable. The true form of the Ceslestials is unknown, though it is likely they are transcendent beyond what normal organisms would consider "physical form". They do however, often take the forms of other beings to explore the universe.

As they are ageless and have been in existence since anything existed at all, Celestials have been everywhere and seen nearly everything. Thus they are prone to great bouts of boredom and melancholy. Much to the dismay of the known universe, Celestials often attempt to alleviate this perpetual boredom through interactions with other races. These interactions are sporadic and can sometimes have ramifications that affect all of creation, due to the god-like beings tremendous power.

Occasionally a Celestial will pop up with harmless intentions, but nonetheless, the rest of the universe is exceedingly wary of these beings.
Ninja

The Ninja is a stealthy rogue type. The Ninja always increases it's stealth stat above all others. Potentially, always making this character invisible; intending to use skills that protect him/her from the eyes of other. Uses of poisons, smoke bombs, and other accessories to avoid being seen. Though tactical, the Ninja is an offensive-rogue type. Ninjas Often have a variety of debuffing and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from damage over time.

* The Ninja is Immune to Poison
* Most of the Ninja's Poisonous attacks are Stackable. Stackable attacks mean each time the attack is used again the damage adds to the damage the target already has.
* If the Ninja is defeated in battle the Ninja's opponent's poison is cured and no longer effects the opponent. However, if the opponent flees, he/she must cure the poison themselves or they will die over time.
* The Ninja has no "Unique" abilities but most of his abilities are unique to him.
Gambler

The Gambler is a strange rouge class that relies on luck. It is important for the gambler to increase his/her luck stats.. Forcing the opponent to miss several times. The Gambler relies on making it's opponent miss their attacks. Most of the Gamblers attacks are an actual gamble to use. Making the Gambler one of the most difficult Rogue classes to play. Increasing their luck above all else to surpass their foe. The Gambler is considered a trickster by using attacks that make him seem almost un-targetable. It Is unsure by science how the Gambler's Abilities actually work, that is a magic trick of his own.

* The Gambler uses a deck of 52 cards. Each Card the gambler uses takes away from his deck, if the deck runs out of cards he can not do card abilities.
Dancer

The Dancer uses dancing to fight using tactics with agility and perception. it can be annoying to fight someone that uses dancing as a method of hand to hand combat, since it's hard to tell what's an attack and what's just a fancy step. Being a very flexible Rouge type who uses gymnastics or even strange acrobatics to attack. The dancer knows enough about the human body and knows how to leave an opponent immobile.
List:Users & Characters/Qq

* A User who has not edited in over **a month** will be considered **Semi-Active**.

* Semi-Active Template & Semi-Active Category.
* A User who has not edited in over **four months** will be considered **Inactive**.

* Inactive Template & Inactive Category.

{{User Character Template
}}

{{User Character Template
}}

 If you have any questions about this template or the work that goes with it, please contact Frostleaf1615. Thank you.

## Active

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:

## Inactive

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:
Rolling in ROA

## Checks

Strength/Perception/Agility/Stealth/Charisma checks - These checks add your stat modifier to your 1d6 roll. Your GM Will roll (x)d20 to see if your check is successful. The amount of d20(s) used will be based off if you have over 20 points in said stat. Every 20 more points you have in said stat will add one more d20.

Rolling for Success - When you need to see if you're able to do something that you are not sure if you can, you roll a d20 against your GM's d20. Who ever has the higher number is the outcome. If yours is higher you may. If your GM's is then you can not.

* You roll success rolls for Abilities and basic attacks as well to see if said ability or attacks miss. Some feats will disable this roll.

Attack roll - 1d20 adds a bonus on your Basic attack roll. You can apply this bonus to Elemental Basic attacks as well.

Knowledge - When rolling for knowledge you roll a 1d6 and apply your Knowledge stat. (Which will never be higher than 16) The GM then will tell you if you have enough knowledge to do said task by ether having a set number or rolling a d20.

* If you need a specific knowledge pathway to understand said thing, the GM will inform you that you need "this type" of knowledge to understand this. If you have that knowledge then you apply that stat modifier and roll the d6. The GM will roll a d20 against it.
* Rolling a Natural 6 will not mean you automatically can understand.

Rolling for Movement - When moving on the Table top grid. You roll a 1d6 and apply your speed modifier. A specific Modifier for speed is every 10 points of speed you add 1 to your movement roll.

## Critical

 Rolling a Success 1d20 to a Natural 20 allows you a crit of 1d4 with a chance to be fatal.

Against higher leveled creatures your Crits are multipliers. If you roll a (4) your attack is fatal.

If you're fighting a boss or similar leveled opponent your crit is extra damage.

In defense, Successful crit against your opponent(s) attack allows you for a counter attack. Allowing you to hit them with a basic attack that can not be dodged/blocked/miss.
Neutrals

## About the Neutral party

Neutrals are just your average everyday people. Everyone will want to make everyone else believe they a neutral person. No one wants to kill a Neutral or Innocent person. No one will know who is a Neutral role.

The point of having a normal job is because it helps your character and also establishes innocence. Some jobs may provide a character buff.

## Roles

### Legal roles

Each person in the RP will Claim a Legal Role as cover. This would be if you have written a Job in your bio you will be receiving said income for your Character a month. A Job doesn't mean you have to actually RP it unless it becomes something that is brought up in RP.

### Illegal Roles

Hitman - Mainly works for the Mafia killing people for money. The Hitman must negotiate a price for the target from his/her client.

Hired Spy - Someone who is hired to spy on people. The Hired Spy must negotiate a price for the target from his/her client.

Serial Killer - Someone who murders for the hell of it. The Serial kill can steal money from the person he/she kills. However, a Serial killer with a legal job will not steal money from another person.

Thief - Someone who steals from others. Most of the time sells items to Merchants. The Thief can steals Items to be sold to make money.

Underground business owners - run illegal businesses and makes money from them.
News and Announcements

Stay up to date with the latest breaking news and information! Follow us for the latest updates on local and global headlines, political developments, business stories, sports news, and much more. Get reliable and trusted information from verified sources so you can make informed decisions and stay informed. Don't miss a beat and never miss a story, follow us for the latest news and happenings.
Knight

The Knight is a slow moving class that is able to shield itself in the Ether of others. While shielded with Ether any damage taken to the Ether is inflicted on the person whose Ether was stolen. This allows the Knight to fight without taking much damage at all.

* The abilites you need to steal Ether from another player means that person must have Ether to steal from.
Barbarian

The Barbarian is a class more built on strength/damage rather than defense. He/She is able to fly into a berserker rage that increases damage output or allows him/her to do more damage based on how damaged their health is. The Barbarian is a savage fighter and does whatever he can to destroy his enemies. He is a slow fighter but makes up for it with strength
Creating a Character

## Creation

Creating a Character is the hardest part of any RP and that's why we have this Guide to help you get started in Joining our RP. After you have briefly looked over what the RP is about and a little bit about what you will be doing in the RP it's time to get started on making a Character

Firstly, All Biography Sheets are created and posted on A google docs This way you do not have to have a Wiki Account to start this RP.

Secondly, you will need to pick a race and class. The class you pick will have all the abilities you can have to choose from. You need to pick at least 5 max of 6.

Thirdly, you will need to pick a faction between: T.O.P, D.D.A., and Neutral. This is not shown on the BIO sheet but it is important for making a character.

Lastly, You will need to understand the point system to add your stats to your character. If you have any questions about it ask a mod.

## Things That Can help you in the RP

* This link is a List of slang words used in the 1920s
* This is the lovely word Generator that can generate words for whatever you want.
* This is the Dice bag we use if we have to use dice.
* This is the Screenshot tool we use if we have to screenshot.
* Here is a calculator that can calculate money to fit the time period.
Rolling in RoA

If you decided to play this RP as a table top there is going to be a certain way to play with dice rolling. Rolling in RoA is a bit different than other table top which will be explained by the following.

## Attack Roll

An **attack roll** represents your attempt to strike your opponent on your turn in a round. When you make an **attack roll**, you roll a d20 and add your attack bonus. (Other modifiers from abilities may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.

1d20 + Strength - Armor - Endurance = Damage

## Initiative Roll

At the start of a battle, each combatant makes an initiative check. The Initiative check is there to insure who will go first in the battle. If it is a 1 v 1 Both players will roll 1d20, highest number goes first. If this is a player vs GM battle the GM will always go last and the team will roll initiative to see who in their team goes first based off the highest number. If anyone is to tie, person with the highest perception will go first. If perception is tied it'll be based off of agility/endurance.

## Success Rolls

There are a few amounts of success rolls. Each success roll is based off of what you are doing in the game.

**Charisma Rolls:**  A CR is the result of talking to someone and trying to get something out of it. If you are lying, bargaining , persuading, using body language or anything of the sort. You would roll 1d6 and add your Charisma. The person they are trying to persuade will do the same as well. This includes the GM.

**Perception Rolls**: When you are in a new place it's always good to do a perception roll. Perception lets you know what you can see and if there is anything around that the GM may not have told you. To do a perception roll it is 1d6 + your Perception. The higher your number the more the GM can tell you. You may also do Perception rolls if you think someone may be sneaking up on you.

**Stealth Rolls:** Stealth Rolls indicate that you are hiding from someone or trying not to be detected. Stealth rolls are done rolling 1d6 + your Stealth

**Success Rolls:** Success rolls are for anything that isn't any of the above and needs to be  **rolled for chance** because it's chance it's you vs the GM. 1d20 for both and highest wins.
Cato Belenos

## **Cybernetic Augments:**

Right eye replaced with a cybernetic implant, right arm replaced with a cybernetic one, detachable.

## **Background:**

-Born in Karalis

-Studied medicine, specializing in Cybernetics and Genetic engineering.

-Served a year onboard the battlecruiser ''Sol Invictus''  as medical personel.

-Was hired by ColPol as prison medical staff.
List:Users & Characters/Tt

* A User who has not edited in over **a month** will be considered **Semi-Active**.

* Semi-Active Template & Semi-Active Category.
* A User who has not edited in over **four months** will be considered **Inactive**.

* Inactive Template & Inactive Category.

{{User Character Template
}}

{{User Character Template
}}

 If you have any questions about this template or the work that goes with it, please contact Frostleaf1615. Thank you.

## Active

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:

## Inactive

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:
Swashbuckler

A Swashbuckler leans toward no armor and prefers deception and tactical skill to sheer force. Tends to be rogue-like in his abilities as using tricks against his enemy. Even though consider rogue-like, he is often used to evoke the Rogue archetype. The Swashbuckler is a balanced stat character who tends to holster close range shooter weapons and blades.
Alchemist

Alchemist create potions and craft liquids. An Alchemist can create healing, invisibility, elemental resistance and mana potions. Use Oils to coat weapons; Small sticks with bits of alchemical gold that glow brighter than a torch when struck, vicious acids, and stones coated with a special liquid gas that causes a loud explosion when struck against something hot. But these are only the basics of an elaborate and incredible art, easily as expansive as any form of Ether casting. If you can think of a logical way to make it happen it can happen.

* All the Alchemist Abilities are unique and therefore he has no actual unique abilities.
Rogue Ranger

The RR is a handy quick fighter who uses basic attacks as his main focus. This ranger class is a combination of the rogue and the ranger. The Rogue Ranger uses close range and long range tactics to destroy their enemy. Being a very versatile fighter allows the Rogue Ranger to be a very damaging class.

Keep in mind the RR Needs 2 weapons at all times and does good with common RR Feats like Duel wielding and Weapon Proficiency.
Soulgun

The Soulgun is the Azani soul gun version. His/her gun is not limited to the time era. Using guns is odd to the Soulgun because he/she has always used his own gun inherited to him/herself.

* The soulgun uses unique hot and cold chakra elements to channel his abilities.
* Every 10 rounds the Soul Guns Essence refills by 20.
Level 3

**Survival Difficulty: Class 4****》Unsafe****》Unsecure****》High Entity Count****Level 3** is the 4th level of the Backrooms.

## Description

**Level 3** is an expansive complex of thin brick hallways and electrical machinery. Countless randomly segmented rooms are present across the level in no particular pattern. In addition, pipes line the walls and ceilings of the level. These pipes are filled with contaminated Almond Water, which sometimes leaks onto the floor. Hallways in **Level 3** are very enclosed and narrow; some even require Wanderers to bend, hunch, or crawl through them. Although **Level 3** shares similarities with Level 2, such as the claustrophobic hallways and the pipes, the level seems to be more well-maintained than the previous, along with having more functioning machinery throughout the level. Rooms containing machinery can be found in many locations in **Level 3**. This results in loud sounds of machinery being heard in certain areas of the level. Some of these rooms are connected by smaller sets of hallways. Most machinery in the level appears to be used to provide energy to an unknown destination, whilst others seem to sustain the steam pipes found in the level. Exposed wire sometimes comes out through the floors, walls, and ceilings as well. Automated doors can be found throughout in this level, and will slam shut and lock at random intervals. This seems to happen more often if an entity is present.

## Entities

Hounds, Facelings, Skin-Stealers, Stalkers, Male Deathmoths, and Garcia are the only known entities to inhabit this level.

## Entrances and Exits

### Entrances

* One can enter **Level 3** by going through a fire exit on Level 2.

### Exits

* One of the few safe ways to leave **Level 3** is through the elevators, which often lead to Level 4 or Level 5.
Element Abilities

## Basic Abilities

Every Element has the same Basic ability potential you can have 5 basic abilities per element. All element abilities ignore endurance but not magic resistance. Using an Elemental Basic Ability takes up your basic action (But are not considered basic attacks) .

Most Abilities have an Area and some may have durations

**Elemental Ball Projection**: Create and launch spheres of respective element.

* Amount of Sphere: 1d4 (Each sphere is 1 dodge to dodge.)
* Damage: (spheres)3d6

**Elemental Beam Emission**: Release a beam of a respective element.

* Damage: 1d20
* Area Type: Line to 25ft

**Elemental Blast**: Release respective element over a specific target area.

* Area type: Cone to 10ft
* Damage: 1d20

**Elemental Bolt Projection**: Release low powered projectiles of respective element.

* Amount of Bolts: 1d6
* Damage: 1d4 (Bolts)

**Elemental Bomb Generation:** Create bombs/explosions of respective element.

* Area type: Circle 5ft (release from 10ft away)

* Damage: 1d20

**Elemental Breath:** Discharge respective element from the mouth.

* Area Type: Cone 5ft.
* Damage: 1d20 Addition condition effect may apply.

**Elemental Bullet Projection**: Fire in short sequence over a wide area.

* Area: 15ft Line
* Damage: 6d4

**Elemental Cutting**: Use respective element to cut opponents.

* Area: Adjacent
* Damage: 2d10

**Elemental Pillar Projection:** Project elemental pillars.

* Area: Up to 10ft. Can create a 10ftx10ft long wall
* Duration: Concentrated

**Elemental Spike Projection**: Project element spikes.

* Amount: 2d6
* Damage: 3d6 (amount)

**Elemental Vortex Creation**: Create spiral/vortex of respective element.

* Area: Sphere to 10ft
* Damage: 1d20 + Condition.

**Elemental Wave Emission**: Send out a wave of respective element that repels everything.

* Area: Burst 0ft - 10ft
* Damage: 3d6

**Formulated Elemental Blasts:** Release blasts of respective element in a form of a creature or object.

* Object Size and Damage: Small(2d4) Medium (3d6) Large (4d10) Huge (2d20)
* Specifics

**Hand Blasts**: Release elemental blasts from hands.

* Area: Adjacent
* Damage: 3d4

**Missile Generation**: Create missiles of respective element.

* Area: Line 10-25ft
* Damage: 3d10

**Omnidirectional Elemental Waves**: Send out a wave of respective element in all directions.

* Area: Sphere 0ft - 15ft
* Damage: 3d6

**Optic Blasts**: Emit respective element from one's eyes.

* Area: Line 10ft
* Damage: 2d6

**Scatter Shot**: Release respective element blasts that split into multiple fragments.

* Area: Cone 0-5ft
* Amount: 1d6
* Damage: 3d6 (amount)

## Unique Abilities

All unique abilities are considered a Full action unless using a unique ability as a defensive action.

### **Liquid Manipulation**

#### **Water Manipulation (Basic)**

* Hydroportation - teleport across short or long distances through liquid water.
* Biokinesis - using water to heal minor wounds.
Durmstrang Institute Roleplay Wiki:Departments

## Recreation Development

* Head: Merisa

Recreational Development is the department in charge of creating storylines and activities alike for users and characters. They're in charge of creating and keeping up to date anything and everything that may have to do with said events, including getting word out, creating pages as needed, updating aforementioned pages regularly, and GMing as needed (or if not possible, finding someone else to GM). These users must be willing to GM without having being biased. RD members should also be capable of GMing outside of events, and in unofficial things such as duels, if requested.

### Members

* Mara (Second-in-Command)
* Carn (Member)

## Out of Character

* Head: Frost

Out Of Character is the department in charge of archiving pages with an exceeding amount of templates and aiding RD wherever they may need it. Along with that, this department is in charge of taking out or fixing excessive/broken coding, keeping community pages such as stores up to date. It'll be required of each member to have at least one shop owner, and keep said store up to date and archived correctly. Lastly, during IC summer, OOC Support members must reset and prepare the whole school (delete old archives/clean the Institute) for the next school year. This department is also in charge of upkeeping the policies, making sure they're up to date, and reflect any and every changes done by the team. This department takes care of everything dealing with out of character, such as warnings, bans, coding, pages for expansions, and works closely with all the remaining departments. This department also takes care of all rights requests.

### Members

* Jaye (Second-in-Command)

## Sorting and Stores

* Head: Sophia

Sorting and Stores is the department in charge of handling anything and everything pertaining to the acceptance and sorting of adult and student characters alike. Usually being the first department to interact with new users, this department is also in charge of assisting new users and helping them become familiarized with the wiki Should there be any events going on at the time, it's this department's duty to help that user understand what's happening; if not, this department will still be assigned to welcoming users, getting them acquainted with policies, helping them create characters (and word bubbles), explain to them how classes work, roleplaying with them, and introducing them to others.

### Members

* Hecate (Second-in-Command)
List:Users & Characters/Jj

* A User who has not edited in over **a month** will be considered **Semi-Active**.

* Semi-Active Template & Semi-Active Category.
* A User who has not edited in over **four months** will be considered **Inactive**.

* Inactive Template & Inactive Category.

{{User Character Template
}}

{{User Character Template
}}

 If you have any questions about this template or the work that goes with it, please contact Frostleaf1615. Thank you.

## Active

**Current Level:** Four
**Levels Up:** N/A
**Joined the Wiki:** March 6, 2017
**User Rights:** Administrator (OOC)
**Other Rights:** N/A

**Last Edit Date:** March 6, 2017
**User Edit Count:** Special:EditCount/JayeMalik'
**Last Log in Date:** March 6, 2017

**User Category:** JayeMalik' Category
**Other Info**:

## Inactive

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:
Durmstrang Institute Roleplay Wiki:Policies/Roleplay

NOTE: To edit this list, go here.

This policy is about what is allowed in Role-Play and what is not, such as PG-13 ratings.

1. No Bunnying: You cannot decide what another user's character does.
2. No Godmodding: Your adorable fluffy firstie can't destroy the entire castle with one spell... That's impossible.
3. No OPing: A third year legally cannot cast a Patronus. Yes, Harry could but that was constantly talked about as being incredible and astonishing.
4. No Metagaming: Your character can't be aware of the enemy that's lurking around the corner... Yes, even experienced users have trouble with this one.
5. Realism: Yes, we are playing in a world full of magic, where extraordinary things do happen...but we also want this wiki to be set in the realistic world of Harry Potter. To this end, please try to role-play characters in a realistic fashion. Some examples are that the majority of people have feelings, get happy, sad etc. Also, in the real world, when we meet people, we say hi, ask them their name etc. When meeting someone important, we make an appointment, knock on their door, treat them kindly etc. All of these sort of things should be considered when role-playing.
6. Reaction Time: Your character may cast one, occasionally 2 spells, but then you must give the other character a chance to respond.
7. Appropriateness: Try to keep within the basic limit of PG-13. But it's a school full of teenagers, yes. They swear, get mad and duel each other, drink, and so on. In short, you can do what is needed to for the sake of storytelling. But once it's as much as need for the story to be told, stop. The rest can be implied. If you're unsure, ask an admin.
8. Killing or Affecting Other Characters: If a move your character would make drastically affects the life of another you must get permission from the user of that character. No exceptions.
9. PG-13: As relationships are being developed between characters, interaction should also remain at a pg-13 level, as far as intimacy goes. Anything that goes beyond general making out and kissing (such as anything sexual) should be "censored", and private body parts should not be described in detail, or really at all. For instance, once it's clear a couple is making out, simply put "censored" or some variation of it, do not actually roleplay them having sex. The main purpose of this wiki isn't to roleplay couples, that may be part of it, but detailing out every kiss, touch, caress, hicky, etc is not necessary or appropriate. We are not a soft porn site, and yet we realise that even in young teens, sex does happen, but it should never be the focal point.
Level 2

**Survival Difficulty: Class 2**
**》Unsafe**
**》Secure**
**》Low Entity Count**
**Level 2** is the 3rd level of the Backrooms.

## Description

**Level 2** consists of long, dim concrete maintenance hallways with steam pipes lining the walls and ceilings. Doors are rarely found, housing metal shelves, and ventilation ducts. The pipes cause the heat in **Level 2** to reach immense temperatures, reportedly reaching 200 Fahrenheit (93 °C) and higher, boiling any Wanderer alive. It is described as being generally more decayed than the previous levels. Occasionally, doors can lead to small rooms that may contain machinery that are connected to the pipes present throughout the level. Random items that were left by other explorers can be found in the metal shelves. Due to the insalubrious conditions found in **Level 2**, roaches and mice are found around the hallways. Some sections of **Level 2** are completely devoid of light, while some others are only lit up by alternate sources of light, such as flashlights and lamps. A notable humid, musty smell can be found in areas where the pipes exist. **Level 2** is far more dangerous than Level 1, due to the hazards above and sheer number of entities inhabiting the level. If you come into contact with a creature in this level, it is advised that you should run immediately, as they are incredibly hostile and will kill off most victims. As one walks in this level, after a few days the pipes will start to go farther and farther in until one cannot walk any further without suffering severe burns. If one persists at this point, the tunnel will close up behind them and they will be cooked alive.

## Entities

Known entities that lurk in **Level 2** are Facelings, Hounds, Smilers, Skin-Stealers, Scratchers, and Patch. Additional entities likely lurk in the level, however.

## Entrances and Exits

### Entrances

One of the only known ways to enter **Level 2** is via a stairwell in Level 1. There, one can find an unlocked door that will lead to here.

### Exits

* Finding a fire exit in **Level 2** will transport one to Level 3, despite the dangers and risks.
* Entering an office-styled elevator will lead to Level 4.
List:Users & Characters/Ee

* A User who has not edited in over **a month** will be considered **Semi-Active**.

* Semi-Active Template & Semi-Active Category.
* A User who has not edited in over **four months** will be considered **Inactive**.

* Inactive Template & Inactive Category.

{{User Character Template
}}

{{User Character Template
}}

 If you have any questions about this template or the work that goes with it, please contact Frostleaf1615. Thank you.

## Active

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:

## Inactive

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:
Durmstrang Institute Roleplay Wiki:Policies/Blogs

NOTE: To edit this list, go here.

This is a fairly easy policy, so, it's smaller than the others.

## General Behavior

Please don't make pointless blogs. EX:"I love Harry Potter." Make sure that the blogs you make have length, value, and relevance to the wiki. If you use it, the blog will be deleted and you may be blocked. As always, use common sense. Ask yourself. Is this blog necessary? Do I really need to write this? Does it have important value?
Weapons

## GUNS

In this time it wasn't uncommon to see your neighbor with a gun. Carrying and not having your gun concealed was sometimes a normal occurrence. Although still hidden from the law, guns could be bought for protective use in households, so it wasn't uncommon for gun distributers to sell guns to nearly everyone. (They're getting paid anyway so it's not like they cared.)

### ***Shotguns and Hunting Rifles***

Ithaca AutoBurglar
AutoBurglar

Type of Gun
ShotGun

Bullets Per Shot
2

Clip Size
2

Damage per Bullet
50 (Close range 100)

Browning Auto-5
Browning

Type of Gun
Shotgun

Bullets Per Shot
2

Clip Size
2

Damage per Bullet
50(75 Close Range)
 The Model 8
All rifles had a take-down action breaking at the seam between the barrel and action.
For law enforcement facing an increasingly well armed villain, the Model 8 was perfect.
Model 8

Type of Gun
Shotgun

Bullets Per Shot
2

Clip Size
2

Damage per Bullet
45
 M1917 Enfield
M1917 Enfield

Type of Gun
Rifle

Bullets Per Shot
6

Clip Size
6

Damage per Bullet
20

###

## BAR

### Debuffs

Can not be mobile while firing

Tommy Gun

Type of Gun
SMG

Bullets Per Shot
1

Clip Size
50-100

Damage per Bullet
30

Bergmann MP18
Bergmann

Type of Gun
SMG

Bullets Per Shot
2

Clip Size
32

Damage per Bullet
25(50 close range)

Mauser M32

Bullets Per Shot
1

Clip Size
20

Damage per Bullet
30

## **Melee Weapons**

* ***Throwable weapons are not added damage to strength when thrown***

## **Class Special Weapons/Items**

 Instruments
 Cards (52)

## **Body Armor**

***Remember Armor is breakable after it is reached it's limit(If hit at a number of strength higher than armor).*** After Armor is broken it is still wearable but it doesn't work as armor, so all bonuses of the armor are gone.
List:Users & Characters/Aa

* A User who has not edited in over **a month** will be considered **Semi-Active**.

* Semi-Active Template & Semi-Active Category.
* A User who has not edited in over **four months** will be considered **Inactive**.

* Inactive Template & Inactive Category.

{{User Character Template
}}

{{User Character Template
}}

 If you have any questions about this template or the work that goes with it, please contact Frostleaf1615. Thank you.

## Active

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:

## Inactive

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:
Amalia Engström

## Personality

Amalia is an interesting character for sure. She appears stoic and cold towards her students and co-workers when in reality she is a very expressive individual. Of course, she doesn't show that due to her intense upbringing. Amalia is cunning, as she should be to be the Ragnarök Head. She's proud and stubborn, which makes it incredibly difficult to get her to admit that she is wrong. Amalia is a very dangerous enemy to make. She can easily turn your words against you and ruin 'whatever pathetic reputation you might have' (her words not mine). She's fiercely protective and loyal to those she's close to. You hurt them you have gained the pleasure of witnessing pure undiluted fury. Make no mistake, this girl is independent. She had to learn fast that the only person you can ever truly rely on is yourself.

Based off of Kei Takishima and Tomoe

## History

The Engström family has been around for generations. They pride themselves on their pure-blood status and their nobility. So it was no surprise when the Kristoff Engström, Heir to the Ancient and Noblest House of Engström married Hanna Jörgenson, daughter of the House of Jörgenson. They had a wonderful marriage. That is, until Hanna discovered she was pregnant. Now their marriage was full of trying to raise Amalia Engström into an upstanding pure-blood heir. Which was accomplished by loads of governesses and tutors and the constant lack of parents.

Amalia spent the first ten years of her life without her parents. Her father didn't teach her to ride a broom, her mother didn't kiss her scrapped knees better. No. Amalia had to do that by herself. In fact, that's how she met her parents...and how she found out that she was, in fact, a witch and not a 'disgraceful squib'. Amalia was playing in the huge backyard. She was about seven years old at the time. So, like every other seven year old, she eventually tripped and cut her leg open on a rock. She cried and cried and cried but nobody came to her rescue. As soon as that realization hit her, her wound started to heal. Of course she thought nothing of it and continued to play. Amalia later told one of the house elves what happened and they in turn told Hanna and Kristoff. Let's just say it was a brief visit to explain that Amalia would indeed be attending Durmstrang Institute.

Amalia grew up quickly and alone when she finally got her letter. She got her school supplies via escort and went on the train without any parents to send her off. Not that it was a big thing for her at this point. Amalia promptly was sorted into Ragnarök and quickly become the top of her year. She became prefect then ended her Durmstrang years as Head Girl. She eventually decided to become a teacher at her beloved school. She eventually was offered the position of Ragnarök Head of House. Naturally, she accepted.

Hanna and Kristoff died quietly on their country estate, leaving Amalia as the Head of the Ancient and Noblest House of Engström. Amalia spends her time mostly at Durmstrang, due to her teaching position but during the summer is when she becomes a political monster. Happy Summer everyone!
List:Users & Characters/Hh

* A User who has not edited in over **a month** will be considered **Semi-Active**.

* Semi-Active Template & Semi-Active Category.
* A User who has not edited in over **four months** will be considered **Inactive**.

* Inactive Template & Inactive Category.

{{User Character Template
}}

{{User Character Template
}}

 If you have any questions about this template or the work that goes with it, please contact Frostleaf1615. Thank you.

## Active

**Current Level:** Four
**Levels Up:** N/A
**Joined the Wiki:** March 7, 2017
**User Rights:** Administrator (S&S)

**Last Edit Date:** March 7, 2017
**User Edit Count:** Special:EditCount/Hecate Grimm
**Last Log in Date:** March 7, 2017

**User Category:** Hecate Grimm Category
**Other Info**:

## Inactive

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:
List:Users & Characters/Rr

* A User who has not edited in over **a month** will be considered **Semi-Active**.

* Semi-Active Template & Semi-Active Category.
* A User who has not edited in over **four months** will be considered **Inactive**.

* Inactive Template & Inactive Category.

{{User Character Template
}}

{{User Character Template
}}

 If you have any questions about this template or the work that goes with it, please contact Frostleaf1615. Thank you.

## Active

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**:

## Inactive

**User Edit Count:** Special:EditCount/Empty Spot

**User Category:** Empty Spot Category
**Other Info**: