recursal/Fanatic-Fandom huggingface dataset:
The Wurld

The Wurld is a high magic place. Mystical energies infuse nobility and common-folk alike.

Magic is so prevalent that nothing becomes impossible. A roll of a 20 becoming an automatic success despite the odds and the roll of a 1 a spectacular failure dictated by the winds of fate.

Arc-waves (magical tremors that reverberate from mystical Leystones) rattle the Wurld on a daily basis, bringing with them tremendous fortune and dire portent in each wave.

Resting for an hour invites an Arc-wave to suffuse the party. Recharging all used spells and replenishing 1 + Con mod/level in hp. Resting in such a fashion may be done once per day.

The geography of the Wurld is similar to our own. The east being the old world, the west the new and the South representing the unexplored and exotic.

The North, where the game is mostly situated, is a harsh, barren region, known as the Hinterlands. Largely ignored and unexplored since the days of the greatly feared and long gone Geld empire that ruled over the arctic realms in days of yore.
Wiz

## Grand Duchy Sage Wiz

* Illustration
* 4 ★ Portrait
* 5 ★ Portrait
* 6 ★ Portrait

## Story

The Archmage of the Grand Duchy. While he looks a lot younger than his actual age, he's a magical genius. His innovations, such as mass-produced spells that anyone can use, have uplifted the entire country. He is kind, optimistic, and ungreedy - and his naivete has allowed him to think the Grand Duchy has noble reasons to support his research.
Sagekit

Sagekit is a ThunderClan she-kit owned by Wild.

## Appearance

Sagekit is a brown-and-orange torbie (tortie/tabby) with bright blue eyes. She has semi-long fur, a rather average build; not too scrawny or muscular; and a very bushy tail. She has large, fluffy ear tufts and fluffy tufts on her paws. She has a white muzzle, underbelly and paws, and she's quite tall too.

## Personality

Sagekit is a lone wolf; originally, she tried to fit in with the crowd and be a code-follower, but she realized how typical it was and became a stand-out, do-her-own-thing code-disobeying little kit. She doesn't follow orders, and easily gets distracted. She's sarcastic and bubbly, but she is still a bit pessimistic. Despite all this, she still craves respect and praise from her clanmates.

## Relationships

### Nettlekit

Sagekit envies her brother Nettlekit. She has a slight grudge against her brother and is tired of his constant bragging. She wants to be praised and respected by her brother, but because of her code-breaking ways, she isn't that much.

### Redstrike

Despite being her father, Redstrike doesn't have as close a bond with Sagekit as he does with Nettlekit. Sagekit has also began to dislike her father, as with Nettlekit and Lightstep, due to his strictness.

### Lightstep

If Sagekit had to choose one member of her family she hated the most, Nettlekit would come close to first, but Lightstep beats him to that position. She is TIRED of her mother's constant scolding and talks of loyalty and wants it all to stop.

## Backstory

Sagekit was born to Lightstep and Redstrike during newleaf. She, at first, tried following her family's code-abiding ways, but realized how boring it was and, craving her true desire, broke away from the Warrior Code and began to do her own thing.

## Trivia

* Her theme song is GRRRLS by AViVA.
* Sagekit will become friends with Loki, a kittypet, later on in the RP.
* Sagekit has some WindClan ancestry around 8 generations back.
Deity - Kynessiss

Kynessiss (Lesser God) - Neutral (Enigmatic force) - nature, life/death, family, balance, indifference (The Arbitrator, the Nothingness)

Blessing - Learn - Speak, read and comprehend all languages, Speak with Dead once per week (one question) and Speak with Animals once per day (1 minute)

Spheres - Animal, Knowledge, Magic, Plant, Protection, Repose, Weather
Monster - Snapper

The frost snapper looks like a shaggy, miniature T-rex with no visible eyes and a toothless mouth built like a snapping turtles. Their pelts are generally some shade of blue running the gambit between icy light blue to midnight blue-black.

A typical Frost Snapper measures 7 feet from the tip of its tail to the point of its beak. They weigh approximately 200 pounds and standing 4 feet high at the shoulder.

The Frost Snapper is a pack hunter, patrolling its territory for prey. Once it spots a potential victim, it races toward its target heedless of danger, using the charge to build up momentum and deliver a powerful head-butt with its densely-plated skull. Their bites are so powerful they can break moose leg bones like kindling. Hence where they get their names.

Frost Snappers wander the plains and forests of the Hinterlands looking for potential prey. They are primarily active at night, when the darkness levels the playing field against many of their preferred food items. They seem to love the taste of humanoid meat, targeting riders and drivers over pack animals on a regular basis. This behaviour has led some scholars to wonder if the creatures were not used as pets or guard animals by the extinct and vicious Geld empire that once ruled the Snapper’s frigid homelands.
Rassberrypelt

**Appearance**

short furred, with a sleek build and white paws, white underbelly and white muzzle, amber eyes, beige tail tip, light brown fur, chocolate-brown tabby marking, a X scar on her muzzle and a nip on her right ear, a scar on her left shoulder

Personality

Rassberrypelt is short-tempered and often picks a fight with kittypets, loners, and rouges, she can get rather grumpy and is a quick thinker, the only cat she actually listens to is RiverClan’s leader, she loves training and winning battles, and she like to play with kits, she’s also quite stubborn, at times she can be like Peril
Rosefall

(THIS PAGE IS A WIP)

Rosefall is the RiverClan deputy and a character roleplayed by Marx.

## Appearance

Rosefall is a sleek, fawn-cream caliby with pale gold eyes with a long tail. Her fur is long and thick. Her nose and paw pads are light pink.

## Personality

Rosefall is a confident she-cat, and she is very decisive. However, she is also stiff, awkward, bad at dealing with emotions, both her own and those of others. She's also very stubborn, and it's hard to get her to change her mind or take advice from others. She can also be rather petty, and she holds grudges for a long time.
Littleleaf

Littleleaf is a WindClan medicine cat. They are roleplayed by Quail (whitebird226)

## Appearance

Littleleaf is a brown tabby. They are slightly smaller than average, though they were much tinier as a kit. They have grass-green eyes.

## Personality

Littleleaf is calm, logical, and patient. They don't tend to speak much, instead opting to sit back and observe others. They aren't scared easily, but they also aren't a mousebrain and thus stays away from danger. They're more introverted than anything.

## Relationships

* Dreamypaw (Apprentice)
* Snowykit (Neutral)
* Ravenkit (Neutral)
* Quakekit (Acquaintance)
Sophia

## Abundant Moonshine Sophia

* Illustration
* 4 ★ Portrait
* 5 ★ Portrait
* 6 ★ Portrait

## Story

A woman who owns an inn in a small city of the Heldrea Kingdom. She was widowed at a young age, and has been managing the Abundant Moonshine by herself ever since. She's no stranger to having to deal with rowdy customers in her line of work, but always manages to keep a smile on her face. She can be found at the front desk almost every day, usually alongside her part-time (and somewhat ditsy) assistant, Karen.
Shaki

Shaki is a universally wide energy originating from King Shakiwaka, that grants one a nigh supernatural superpower based on whatever hobby, obsession, job, interest or emotion that a person is extremely passionate or obsessed with. Shaki is one of 2 ways someone not born (or made) with a superpower can receive a superpower, the other being Extracts.

Unlike Extracts which are drunken by free will, Shaki is not willingly obtained as one has to "pour heart and soul" into the above mentioned categories to even access it. Also unlike Extract users, one has less control over their power, as extreme stress or emotion is the only way to access the highest tier of Shaki, while Extract users can access their highest tier of power at anytime, usually not doing it to conserve energy.

On the flipside, most Shaki users with few exception, are stronger than Extract users, being able to tank far more of Anti-Power extracts and some physical attacks than Extract users, even at full power.

There are 3 main types of Shaki, and 6 tiers of Shaki.

1. **Fighting Shaki:** A type of Shaki power that is almost only used, and good for fighting purposes.
2. **Non-Fighting Shaki:** A type of Shaki power that Is almost only used, and good for, non-fighting purposes.
3. **Mixed Shaki:** A type of Shaki power that is used both for fighting and non-fighting purposes.

1. **Tier 0:** No Shaki, normal person
2. **Tier 1:** Base Shaki level, nomal healing and power.
3. **Tier 2:** Twice the normal Shaki level, slightly faster healing and twice as powerful.
4. **Tier 3:** Triple the normal Shaki level, significantly faster healing and thrice as powerful.
5. **Tier 4:** Quadruple the normal Shaki level, extremely faster and better healing and 4 times as powerful
6. **Tier 5:** 5 times the nomal Shaki level and the highest tier, almost instant healing of extreme injury like severed limbs and 5 times as powerful, user has glowing eyes and an purple aura around them.

Shaki users are rare, with only 100 out of around 784,000 people of Insuloplanedo, not counting other humanoid species, having the power of Shaki.
Location - Autumn-Til

The kingdom of Autumn-Til was a traditional monarchy, supplemented by a democratic republic of elected representatives. The King or Queen would issue decrees that affected the whole country and the representatives would either support it or offer revisions. The same working in the reverse but at a city or provincial level.

Some interesting facts about Autumn-Til;

* the line that had held the throne for two centuries was a hall halfling family
* The local climate was set to permanent fall. Being located so far north, in order to grow crops the country settled on a balanced cycle with two short frost season and two warm summers. The trees and plants never lossed their leaves, but took on a bright autumn plumage twice a year for several months.
* More Ura called the country home than any other civilized nation.
Race - Halfling

Halflings or the Quietfolk are a child-sized, even-temper people.

Burrow Halflings - Stout - Countryside dwellers and farmers. Burrow Halflings tended to be unassuming and cautious towards everyone they meet.

Hall Halflings - Lightfoot - City-dwellers, the Hall Halflings tended to be much more urbane and outgoing.

Dour Halflings - Abducted in their youth, Dour Halflings were brainwashed and mind-controlled into becoming the Grey Legion’s most elite scouts and deadly assassins.

Burrow Halfings - Rural Quietfolk tended to be farmers, woodsmen and lumberjacks. They ate simple fair and lived simple lives. They valued immediate family, and steered well-clear of adventure and politics. Most are True Neutral.

Hall Halflings, or Hallflings in the slang of the inner-cities. Many were shop-keeps, politicians and peacekeepers. A sizeable number counted themselves among the royalty of the day as well. Earnest and dependable, Hallflings were always ready to assist when the need was great. Most are Lawful Good.

Dour Halflings

The Grey Legion had a use for halflings - quiet, quick of body and invisible in many situations. Not so much a sub-race, as a selection of hand-picked members. Dour Halflings were snatched away from their communities as children and rigorously trained and moulded into hardened spies and assassins for the Faith.

Many saw a great deal of combat in the Long War, earning their stripes slaughtering sleeping soldiers in their foxholes and cutting the legs out from under many a distracted knight.

Such bloody work and loyalty was not rewarded in return though as many were sent off to the mines for hard labour and extermination, once the fighting ended. A fact that has driven many to the far north, abandoning their duty to the Grey Legion, but not their aptitude for violence.

Dexterity score increases by +2, and your Constitution score increases by +2. Strength -2

Age. As halfling

Alignment. Most are Lawful Neutral

Size. Small

Speed. Your base walking speed is 30 feet.

Fleet of Foot - Dour Halflings are conditioned to keep pace with their masters and chase down their enemies, their Base Speed is 30

Specialists - Acrobatics and Stealth are always class skills

Underfoot: Dour Halflings gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks.

Warslinger: Dour Halflings are experts at the use of the sling. They can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

Weapon Familiarity: Dour Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
PC - Brale

Brale is a female Fel of Chaotic Good alignment.

She has a sweet, little lynx-face and fuzzy paws. She is often shy and doesn’t like to act until she has all the info. She loves her family and people. She revels in freedom and personal choice and has vowed to find her family again since the end of the war.

She is well travelled. Her caravan traveled lots of places, but mainly through Autumn-Til and Starsweather in the northern Old Wurld. Though fairly comfortable in the wilderness she possesses only rudimentary survival skills.

Sent to a Mage school in Autumn-Til, her tuition cost her band almost all they had. But they invested in Brale because she was to be their eventual ‘Adoma,’ their wise-leader when she was fully grown. The school taught her a love of books and arcana that she never knew she was missing. However her attendance was short-lived as the rules and specism forced upon her eventually became too much.

Brale’s disabled, little sister, Nikki looks up to Brale as a role model. She has a great sense of humour and also covered for her older sister on more than one occasion when they were younger.

Her mom was her least favourite family member. Somewhat overbearing and largely self-absorbed. Her mother viewed her as an upstart rival more than a daughter.

As far as romantic relationships go, Brale is far too young and distracted to find anymore than a few passing crushes.

Brale loves animals. Her favourites include horse, dolphins and owls. She owned a hedgehog named ‘Stickers’ when she was a kit.

She has only a passing interest in religion, Wyn being the deity she has the most familiarity with. She’s never met a god and doesn’t really see how they fit into her life.

Current - Brale has made a new friend; a figurine of wonderous power, Alabaster Owl, named Moshie.
Location - The Rookery

After the treaty signing of Lebelon (when the hunted and thoroughly overwhelmed dracoforms yielded to mortal territorial expansion) the surviving wyrms promised to take on lives of utter isolation within distant reservations - rather than face potential extinction at the hands of merciless dragon-slayers.

The ancient nesting-grounds of the Hinterlands was chosen by the metallic dragons to become their permanent home. While the chromatic wyrms, being far too aggressive to hole-up in such a small area, agreed to the same conditions save they departed to the unwelcoming Darkreach to live out their eternal exile.

The Rookery, once simply a massive ledge on a wind-swept glacial peak has now become a burgeoning city. Spared the conquests of the Geld and interference by mortals the metallic dragons have forged an enduring society that hides behind the unrelenting storm that separates their existence from the rest of the Wurld.
Boreal Giant

Standing 13' tall and extremely willowy, these knife-eared giants have filed their teeth to frightening points, and their large brows give them an almost primitive visage. They are given to decorating their bodies in birch bark and pine branches.

Savage and merciless in the extreme, the giants of the boreal region of the Hinterlands are nimble, stealthy hunters that are as deadly with their bows as they are with their curved blades. Generally hostile to all humanoids they encounter, they seem to possess an especially intense hatred for those of elven-blood.
Location - The New Wurld

The New Wurld was rediscovered a century and a half ago by intrepid Sail dwarf explorers. Originally settled by humans from the Ha’al Expansion Charter its colonies were eventually forgotten as civilization was beset by the reign of the Geld Empire.

The western elves and sky dwarves that flocked to its bountiful shores in the last century established peaceful contact with the tribal humans that still dwelt there.

It was conquered during the fifteenth season of the Long War.
NPC - Elder Snowfang

Snowfang is a 50-year-old Ura from the Hoarfrost tribe. He is a no nonsense, no guff sort of warrior. Despite his foreignness and serious attitude he is fiercely loyal and gentle towards King Aaron - his ward and adopted charge.

Elder Snowfang, Champion CR 9

Ura barbarian 5/fighter 5

N Medium humanoid

Init +2; Senses Perception +4

DEFENSE

AC 17, touch 10, flat-footed 15 (+7 armor, +2 Dex, –2 rage)

hp 115 (10 HD; 5d12+5d10+55)

Fort +13, Ref +4, Will +4; +1 vs. fear

Defensive Abilities bravery +1, improved uncanny dodge, trap sense +1

OFFENSE

Speed 30 ft.

Melee +1 adamantine vicious greatsword +19/+14 (2d6+14/17–20 plus 2d6 vicious) or bite +16/+11 (1d4+7)

Ranged javelin +12 (1d6+7)

Special Attacks rage (14 rounds/day), rage powers (intimidating glare, strength surge +5), weapon training (heavy blades +1)

TACTICS

Base Statistics When not raging, the champion has AC 19, touch 12, flat-footed 17; hp 95; Fort +11, Will +2; Melee +1 adamantine vicious greatsword +18/+13 (2d6+11/17–20 plus 2d6 vicious) or spiked gauntlet +14/+9 (1d3+4); Ranged javelin +12 (1d6+4); Str 18, Con 14; CMB +14 (+18 sunder); CMD 27 (29 vs. sunder); Skills Climb +9, Swim +8

STATISTICS

Str 24, Dex 14, Con 20, Int 8, Wis 10, Cha 10

Base Atk +10; CMB +17 (+21 sunder); CMD 29 (31 vs. sunder)

Feats Dazzling Display, Greater Sunder, Improved Critical (greatsword), Improved Sunder, Intimidating Prowess, Power Attack, Shatter Defences, Weapon Focus (greatsword), Weapon Specialization (greatsword)

Skills Acrobatics +13 (+17 jump), Climb +10, Handle Animal +5, Intimidate +19 (+21 when raging), Perception +4, Ride +4, Survival +5, Swim +9

Languages Common

SQ armor training 1, fast movement, hard to kill, thick coat

Gear +1 breastplate , +1 adamantine vicious greatsword , javelins (5), 15 gp
Organization - Drassad

The dragons have a supreme agency for intelligence gathering and espionage known as Drassad. An organization set up to safeguard the Rookery. The agents of this group are largely copper dragons, complimented by bronze and brass.

Their unofficial motto is - Vexas et Perturbare (frustrate and annoy). Its agents are generally the sort of creatures given to rebellious attitudes and free-thinking. They chafe under the stringent rule of the greater dragons and some have become resentful.
The Skittering Depths

The life-force of the old Geld temple, known as the Skittering Depths, was snuffed by the members of the Trailblazer campaign shortly after arriving in the Hinterlands.

Corrupted and guarded by servants of Wargagug the Trailblazers destroyed the dungeon’s heart at the centre of the complex and restored power to the temple’s previous owner - Dyamona.

Impressed with the resources of the adventurers, the avatar of the Goddess of Night herself appeared and charged them with saving the Wurld.

It was here that she gave mortals the rebirthed form of St. Ethereal and warned that the continued unbalance caused by the Grey Legion would eventually lead to the destruction of everything.

The Trailblazers left the temple intact, choosing to ally with the insidious servants of the Goddess, and even promising to send help to the priest, Denethal to restore the temple to its former glory, as long as protection of the refugees was assured.
Magic Item - Snake Oil

Snake Oil 20gp

1. Character’s Alignment permanently shifts one step toward Chaotic Neutral. Giggles nonstop and takes a -5 on Stealth for an hour after drinking.
2. Removes all stains from worn items.
3. Causes drinker to become berserker and attack everyone nearby with melee weapons. Lasts 1 turn.
4. No effect
5. Poisons drinker. Ingested; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 save.
6. Cures whatever ails the drinker. As Heal Spell cast at 15th level.
Location - Lebelon

One of the great old countries, Lebelon was a land of chivalry, honour and proud tradition. Known for their loyalty and deeds, the people of Lebelon held no god higher than St. Ethereal, rumoured to have been born in the rurals of Lebelon in ages past.

Two things stand of note for Lebelon. It was the country where the defeated dragons signed an unconditional surrender to the mortal races, and it was one of the first nations to be swallowed by the Dour Faith.
Race - Ura

Ura -  Wolverfolk

Bestial and aggressive the Ura look like stocky, bipedal wolves dressed in simple animal pelts.

Ura Traits - Your bestial heritage manifests in a variety of traits you share with other Ura. They call their young - Yelps, and their old - Elders.

Strength score increases by +2, and your Constitution score increases by +2, Charisma -2

Age. Young Ura grow quickly. They attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 12. They live to be around 60.

Alignment. Ura live violent, spartan, and often remote lives in the far reaches of the Hinterlands in tight-knit packs. While community is important for their survival, most have an ingrain independent streak that remains largely unfettered by any questions of ethics or morality beyond meeting their daily needs. Most are Neutral.

Size. Ura are stouter and heavier than humans, most stand just over 5 feet tall and averaging almost 200 pounds. Your size is Medium.

Speed. Slow and Seady. Your people are nomadic wanders that carry everything they own with them. Your base walking speed is 20 feet. You are never slowed by armour or encumbrance.

Fearless - Immune to fear

Hard to Kill - When driven to 0hp or lower for the first time (once per day) the Ura character’s hitpoints are set to 1hp instead.

Menacing - Intimidation is always a class skill.

Thick Coat - half damage from Cold

Bite attack - 1d4
Hips Don't Lie

## Dancers

### Original

* *Papaoutai* (African Dance)
* *Fine China* (Extreme)
* *Summer* (Fitness) **[GM1]**
* *Ghostbusters* (Sweat)
* *Kiss You* (Sweat)
* *Blurred Lines* (Extreme)
* *Pound The Alarm* (Extreme)
* *Safe And Sound*
* Pound The Alarm (Extreme) **[GM2]**
* Safe And Sound

### Contest Mashup

* *Follow The Leader*
* *Problem*
* *Jai Ho! (You Are My Destiny)*
* *Safe And Sound* **[GM1]**
* *Love Me Again*
* *Want To Want Me*
* Follow The Leader
* *Waking Up in Vegas* **[GM2]**
* *Blurred Lines* (Extreme)
* *Dançando* **[GM3]**
* *Mas Que Nada*
* Safe And Sound **[GM4]**
* *Leila*
* *Limbo* (Sweat)
* Follow The Leader
* *Funhouse*

Mas Que Nada

* Safe And Sound
Location - Geld Ruins

The abandoned lairs of the Geld lie in wait for the foolish and unprepared. Freezing, winding and pitch black the haunted passages of the Hinterland are more than simple labyrinths choked with monsters; they are living beasts filled with evil intent. The fetid breath and echoing heartbeat of the tunnels thrumming out a constant reminder that some dungeons are more than what they seem.

The creatures found within are summoned daily, making rest within a Geld Ruin far too treacherous for any but the most steeled. The trick to killing the ruin and ending their persistent danger comes from slaying the heart at its centre with the proper weapon, made of the proper material.
Aim Dodging

## Introduction

**Aim Dodging** refers to the technique of avoiding linear attacks by re-positioning oneself away from the path of the attack before it is fired.

This technique is widely seen in fiction, and allows a lot of characters to dodge attacks/projectiles much faster than their own reactions (like bullets or lasers/beams), even if not explicitly stated as such.

Taking these instances as actual reaction feats might cause conflicts with the speeds and reactions generally displayed by characters. By default, as long as the character can see the source of the attack/projectile (for example, a character having line of sight on a soldier pointing a gun at them), the feat will be considered aim dodging unless one or more of the following conditions are fulfilled:

1. The attack/projectile's path is non-linear and/or unpredictable in such a way that it makes aim dodging by perception impossible. For example, an attack that follows a random path or bends its path in the air. However, previous knowledge of the attack/projectile's pattern will count as aim dodging unless sufficient proof to the contrary can be presented, as the attack could be dodged via prior knowledge instead of reaction. Precognition, future sight, or any ability or skill that help the character predict the attack's path beforehand in any form are also considered as "prior knowledge".
2. The character is clearly and explicitly shown to move after the attack/projectile is in motion, depicting quite clearly that the character is reacting to the attack/projectile itself and not its source. For example, a character who is shot at, moving the body after the bullet has left the gun, to dodge it. Just having the attack/projectile be shown in motion simultaneously with the dodge or the attack/projectile be shown in motion with the dodger off panel is not enough. The projectile must be shown in motion with the dodger in the same panel and the dodge coming afterwards. These two feats would not be allowed, but these two would.
Ways to Improve College Transition Planning

This article is geared toward assisting educators with the transition from high school to college for their students. There are nine strategies to help students with disabilities make this transition. The nine strategies include educating IEP team members and special education faculty, reaching out to families, encouraging students' future independence, teaching students to use assistive technology, giving students the documentation they need, educating students about their disabilities and strengths, explicitly teaching learning and organizational strategies, ensuring that students are prepared to apply for accommodations at college, and creating a district-wide transition program.

http://www.ctdinstitute.org/sites/default/files/file\_attachments/2014NineStrategiestoImproveCollegeTransitionforSWD.pdf
FNaF: Survival Logbook

Based on the best-selling horror video game series Five Nights at Freddy's, this essential logbook offers night guards new to Freddy Fazbear's Pizza a chance for self-reflection during their first week on the job. Quizzes, lists, and prompts throughout reinforce training, provide room to log in-game events, and allow for introspection on the best qualities of a Freddy's employee--namely, a genuine disregard for instinctive self-preservation.
Orville Elephant

## Steam Description

   He climbs around in the overhead duct system making his way toward the hoses that drop into your office. Use the heater to repel him, or the audio lure to hold him in place. He is fooled 10% of the time by the audio lure. He is slightly faster than **Nedd Bear**.

## Other

Orville Elephant is a buyable entertainer which is strangely from Rare Finds Auctions and a mid-size animatronic.

## Appearance

Orville is an anthropomorphic elephant. He is orange in color with a lighter shade on his nose, inner ears, his torso, on his feet, and around his eyes. He wears a purple tophat with a white stripe at the base. Similar to Mr. Hippo, Orville has a large flower on his chest as well as two small black buttons. He holds a black wand with a white tip in his left hand. A gray box can be seen behind him connecting to his backside, presumably his power source.

## In-Game

Orville Elaphant costs $4100, making him by far the most expensive of the Mediocre Melodies group. He grants the player 7 points in ENTERTAINMENT as well as 1 point in ATMOSPHERE and 1 point in REVENUE. All in all, Orville Elephant is one of the best animatronics you can buy, but he is also decently expensive and his usefulness pales in comparison to the other "Rare Finds" animatronics except for Lefty.
Music Man

## Steam Description

He is behind you, always, and he is sound activated. If you continue to make a lot of noise, he will slowly become more active, crashing his cymbals together faster and faster, finally ending your run with a startling face-to-face jumpscare.

## Other

Music Man is a purchasable Heavy Animatronic in Catalog Mode. The animatronic can be purchased for $19000.

## Appearance

Music Man's facial expression is seemingly static with two large black eyes, two small purple cheeks, a large pink nose, two pink eyebrows, a purple cleft chin, and a long row of teeth.

He has six legs which resemble the legs of a spider on a round body. His pink and white striped torso contains a speaker like most of the Funtime animatronics do with 2 smaller speakers above and below and has a Funtime-styled appearance, but has no sign of faceplates or detachable casing. He also holds a cymbal in each of his hands and wears a black top hat with a white stripe.
Mama Mia

## Mama Mia

### **No. of Gold Moves**

2

The Mashup of **"Mama Mia"** by ​Mayra Verónica​ was uploaded 07/01/2018.

## Dancers

* Summer
* California Gurls
* Mr Saxobeat
* California Gurls
* Mr Saxobeat[GM1]
* California Gurls[GM2]
* Summer
* Mr Saxobeat
* Dançando
* Summer
* Mr Saxobeat
* California Gurls
* Mr Saxobeat
* Pon Pon Pon
* California Gurls
* Pon Pon Pon
* Mr Saxobeat
* Summer
* Dançando[GM3]
* Pon Pon Pon
* Summer
Funtime Chica

## Steam Description

   She isn't here to ruin your day, she just wants her moment in the spotlight. She will occasionally appear on your screen as though posing for the red carpet, accompanied by camera flashes which may cause some disorientation. You'll need to learn to maneuver around your office despite these disorienting effects, otherwise someone else may take advantage of your confusion and crash the party.

## Other

Funtime Chica is a buyable entertainer from Rare Finds Auctions. She is one of the most expensive animatronics listed.

## Appearance

Funtime Chica has an appearance similar to Toy Chica. She still has the orange calves and feet like Chica but she has an orange waist instead of pink, like Toy Chica's. She has a built-in speaker just like Funtime Freddy & Funtime Foxy located under her pink breasts. She also holds her signature cupcake but its appearance looks like a calmer, less frightening and repaired version of Nightmare Cupcake from the fourth game. If one look closely, one of the plates on her pink upper body is missing. Just like the Funtime Animatronics, she has five fingers instead of the cartoonish four fingers that the regular animatronics have.
Gods

Listing of Gods

Gods of Grace

St. Ethereal (Demigod) - Lawful Good (outlawed saint)  - honour, chivalry, loyalty, humility

Polira (Lesser God) - Neutral Good (hidden goddess) charity, light, art, hope

Titanus (Demigod) - Chaotic Good - (hunted titan) love, freedom, competition, exploration

Gods of Promise

Jeradin (Greater God) - Lawful Neutral (Architect of the Grey Legion) - tradition, industry, profit, stability

Kynessiss (Lesser God) - Neutral (Enigmatic force) - nature, life/death, family, balance, indifference (The Arbitrator, the Nothingness)

Wyn (Demigod) - Chaotic Neutral (Rebel Entity) - lust, crime, madness, trickery

Gods of Power

Hester (Greater God) - Lawful Evil - (Lord of the Grey Legion) tyranny, blind-obedience, cruelty, slavery

Dyamona (Greater God) - Neutral Evil - (Warden of the Grey Legion) murder, lies, darkness, toxins

Wargagug (Lesser God) - Chaotic Evil -  (Ostracized beast) war, depravity, filth, horror
Bonnie

## Steam Description

   Bonnie shares Pirate's Cove with Foxy this time around. Unlike Foxy however, if you look at Bonnie on the cameras he will become angry and scream into the camera, disabling all of your cameras for a brief period of time.

In order to tell if Bonnie or Foxy is currently active in Pirate's Cove, the player must view a little figurine on their desk, which changes frequently. If it's a figure of Foxy, the player should be regularly checking Pirate's Cove to keep him at bay. However if the figure on your desk is Bonnie, you should avoid looking at Pirate's Cove so that Bonnie won't knock out your cams.

# Other

Bonnie, aka Bonnie the Bunny , is an antagonist in Five Nights at Freddy's and a returning character for the Ultimate Custom Night.

## Appearance

Bonnie the Bunny is a faded purple Rabbit animatronic wearing a deep crimson bowtie with lighter violet accents notably on his ears, belly, and snout. Similar to most animatronics from the first game, Bonnie only sports teeth on his bottom jaw, but they are dome-shaped with a flat top. Bonnie has no eyebrows, unlike his bandmates, and is the guitarist for the group, seen holding his rocker-style, red guitar when performing. His suit is covered with a fabric-like material while his bowtie looks like a single, solid object.
Race - Elves

Elves

Elves, or the Tallfolk are an ancient and long-lived people. They generally stand just over 6 feet tall and live for many centuries.

East Elf - High Elves - Old Wurld elves of nacreous skin and noble bearing

West Elf - Wood Elves - Colonist, new Wurld elves, considered backwards and rustic by other elves

South Elf - Wild Elves - reclusive and exotic silver-skin elves of the deep jungles and southern deserts

Essentially humans had already colonized the Wurld under the reign of the Geld and Ha’al empires. But over the ages the various tribes and countries had lost contact and evolved into almost separate races. In the previous age elves, halflings and dwarves had been leading the world in expansion and colonization. Bringing civilization to the disparate, dark corners of the Wurld.

The Eastern Elves have a refined sensibility and a palette for the best things in life. They once lived in lofty castles and drank only the finest wines. Order and chivalry were principle to them, as were the concepts of charity to those beneath them and prosperity for all who applied themselves. Most are Lawful Good.

The Western Elves are a simpler folk who enjoy a quieter way of life in the New Wurld. Hardworking, community oriented and humble, the Western elves were slow to anger and quick to forgive. Most are Neutral Good.

The Southern Elves are a reclusive and mystical lot. Given to wild revelry and secretiveness seemingly dependant on the direction of the wind, few outside their race could say they truly knew them. Given to wandering the great rainforests and deserts in lightly equipped tribes, the South elves held liberty, love and happiness above all else. Most are Chaotic Good
Jack-O-Chica

Jack-O-Chica is an unlockable character added to the Update 1.2 for FNaF World. She can be unlocked after beating Foxy Fighters normally.

## Appearance

Jack-O-Chica is a re-skin of Nightmare Chica to resemble her appearance in the Halloween Edition of Five Nights at Freddy's 4. She carries a yellow pumpkin on the corrected hand, like her original core series character.

## Moves

**Haunting**== - Summons a ghostly Freddy Fazbear that has a possibility of freezing an opponent for a short time

**Jack-O-Bomb** - Throws large amounts of pumpkins at the enemies, doing massive damage multiple times.

**Buzzsaw** - Throws a buzzsaw at enemies that does incredibly high damage.

## Strategy

Jack-O-Chica is an extremely powerful character. She has Haunting that can prevent a single target from attacking for a while.

Her attack, Jack-O-Bomb can throw groups of pumpkins that can do thousands of damage to enemies. She also has Buzzsaw that can do incredible damage to targets across of her that ranges from 999-9900 Buzzsaw can also destroy Chica's Magic Rainbow minions, but the best way to do that is to play her in the 4th Spot of whatever party in order to destroy all the Chica's Magic Rainbow minions that is across her.
Nightmare Fredbear & Nightmare

This tag-team duo are invisible to the cameras and can only be seen when they reach your doorways (Fredbear takes left, Nightmare takes right), and even then only their eyes are visible. Close the doors on their faces to send them back into the darkness!

## Nightmare

Nightmare's appearance is almost identical to Nightmare Fredbear's appearance; the only drastic differences are that the costume color is changed to a black color, and the bow-tie and top hat are changed from purple to yellow.

If images featuring Nightmare were brightened, it would reveal that Nightmare's costume is actually translucent, as if his endoskeleton is cloaked in a shadow. As such, nearly all of his endoskeleton can be seen by brightening images of him. The only exception is around his mouth, which appears to have an existing material ripped away from it.

## Fredbear

Out of all the nightmare animatronics (except for Nightmare), Nightmare Fredbear appears to be the least damaged. He is slightly bulkier than the other nightmare animatronics. He is a mottled golden color with various splotches of brown and has many tears and holes in his suit. He wears a pink/purple bowtie and small top hat with a black stripe. Furthermore, he has two black buttons on his chest which is similar to BB's from Five Nights at Freddy's 2. He has a large head with puffy cheeks, exposed gums in dark color, and a wide mouth full of long, sharp teeth.

His head, like all the other nightmare animatronics, also appears to be separated into two parts. His muzzle is squarish, similar to Freddy from the second game. His small eyes are grey and metallic with red irises, and has several long wires poking out from each of his eyes in the form of eyelashes. His claws are silver-colored and razor-sharp, keeping with the nightmare animatronic motif. The hands both have exactly the same design as Springtrap and the other nightmare animatronics. Furthermore, his hands are bigger with fingers (except for both thumbs) colored in brown. As with all the other nightmare animatronics, his kneecaps as well as shoulder pads are missing, and has a large hole located from the lower part of his left thigh. Most of the fur on his ears is missing. His stomach is round with dark brown coloring and a large slit at the lower part armed with a set of razor-sharp fangs. He also has what appears to be a reddish tint at the roots of his teeth, possibly hinting that he is the culprit of The Bite of '83.
Balloon Boy

He will try to sneak in through the side vent. Close the side vent and wait until you hear a thud indicating he is gone. If BB slips in, he will temporarily make a nuisance of himself, disabling your flashlight until he leaves.

## Other

Balloon Boy, abbreviated as BB, is an antagonist in Five Nights at Freddy's 2. He returns in the Ultimate Custom Night.

he will tell you a joe mama joke
FNaF World Glitches

## **>>>>>>**

**>>>>>>** is one of three glitched enemies and one of the several enemies encountered in ***FNaF World***.

## Appearance

**>>>>>>** is a photo-negative entity that alters between the models of *Prototype* and *Gearrat*. It appears in negative colors, mostly white, due to the effects.

## Attacks

**basic "Bite 2" attack** - Deals large amounts of damage to a single party member.

**Snowball** - Summons an amount of snowballs that can give high damage.

## **\_!2222**

**\_!2222** is a glitch-like enemy and one of the several enemies encountered in *FNaF World*, but is only encountered after seemingly hacking the game by breaking collision detection on a certain object.

## Appearance

**\_!2222** rapidly switches its appearance between *Boxbyte* and *Graveweed*. They are in negative colors, usually white, due to the effects. The colors are very light green, white, black, and blue.

## Attacks

**basic "Red Bash" Attack** - Deals large amounts of damage to a single party member.

**Alarm** - Sends out five flashing balls that deals 9999 damage to independent party members. Can instantly kill them. Can be blocked by Neon Wall, the chip "Auto Shield" or Neon Wall 2.

## **%\_^^&(**

**%\_^^&(** is a hidden glitched enemy and one of the several enemies encountered in FNaF World.

## Appearance

**%\_^^&(** rapidly flashes between both **Chillax** and **Ballboy**. They appear in a photonegative color, therefore, giving it the inverted effects. Chillax has purple irises with the black sclera while Ballboy has yellow irises with the black sclera.

## Attacks

**Basic "hook" Attack** - Deals large amounts of damage to a single party member.

**4th Wall** - Deals 400 or more damage to all party members and pierces through defense. Can instantly kill them. Only blocked by Neon Wall 2.
Ennard

## Steam Info

He also climbs in the vent system, but unlike the other animatronics in the vents, he is difficult to track, appearing only briefly here and there when moving. He can't be seen in the vent opening, but gives himself away by making a squeaking sound before attacking. Close the vent door on him to send him away.

## Other

Ennard is a mixture of endoskeletons and presumed to be one of the two main antagonists of Five Nights at Freddy's: Sister Location alongside Circus Baby, the main mascot of Circus Baby's Entertainment and Rental. He is only present on Night 5, and is hostile if certain requirements are met.

## Appearance

Ennard is made out of several animatronic endoskeletons, implied to be of the four main animatronics in Circus Baby's Entertainment and Rental, bearing an appearance reminiscent to that of the Puppet. Supporting this are the several eyes belonging to the said four. Ennard appears rather bulky in shape and human-like in build. It also has long, null teeth that are similar to Ballora's endoskeleton. His jaw is entirely covered by drooling wires. The head alone has clear blue eyes, though the right eye is drooping in a "lazy" style, while the left one appears to be similar to Funtime Freddy's.

Interestingly, several eyes from his body belong to the other animatronics (except Ballora, Bidybab, and Minireena). A list of identified eyes are listed as follows:

* A yellow eye on the right bicep belongs to Funtime Foxy.
* A green eye on the left shin belongs to Circus Baby.
* A pink eye on the left side of Ennard's waist belongs to Bon-Bon.
* A blue eye hanging from the right side of Ennard's head belongs to Funtime Freddy.
Helpy

He will appear on your desk at random when closing your tablet. Get rid of him quick or he'll get up-close and personal with an airhorn!

## Other

Helpy is a small plastic figure version of Funtime Freddy from the fifth installment of the Five Nights at Freddy's game franchise, Sister Location. He can be a playable character in most mini-games when play-testing rides and games around the pizzeria. He was also a returning character as an opponent for the recently released Ultimate Custom Night.

## Appearance

Helpy has a very similar appearance to Funtime Freddy from Five Nights at Freddy's: Sister Location, with white and purple colors, albeit Helpy is smaller and chubbier. Helpy also lacks an endoskeleton, a speaker, inner-wirings, and face-plates. His overall description has many similarities with the characters' designs in the game series' noncanonical spin-off FNaF World, being a more friendly-looking character. He lacks Bon-Bon on his right hand, leaving with both four-fingered hands. He has buckteeth, circular pink cheeks, and blue eyes.

## Gameplay

Helpy has numerous appearances in the game, including minigames, the catalog, etc.

In the catalog where the player can buy products for the pizzeria, Helpy is seen in the bottom right of the screen. His animations include stroking his chin, hopping in excitement, and dancing in several ways.

Helpy appears in most minigames, where he tests the items bought by the player. Several minigames where he does not actually appear include "Duck Pond", "Fruity Maze Arcade", "Midnight Motorist Arcade", "Candy Cadet", "Lemonade Clown", "Fruit Punch Clown", "Security Puppet", and "Prize King" minigames (although for a lot of these minigames, it is assumed that Helpy is seen in the first person).

After the animatronic salvaging, Helpy appears during the summary results. If the player does not receive any lawsuits, Helpy will excitedly hop. If the player receives any lawsuits, Helpy will cover his face in shame. After the player is given lawsuits, he is seen sitting next to the desk wearing glasses while writing on documents while the player resolves the lawsuit. If the player does not have enough money to pay the lawsuit, Helpy will look shocked before receiving the Certificate of Bankruptcy.

Helpy also appears in The Office during the player's gameplay of protecting themselves from the salvaged animatronics, where he is on top of the monitor as a toy. Clicking on his nose emits a honk, like from previous games.
Old Man Consequences

## FNaF World

Old Man Consequences is a character found in the Fourth Glitch Ending.

## Appearance

Old Man Consequences is a red colored 8-bit NPC. He has what appears to be large teeth and a head shaped somewhat like that of a crocodile. He holds a fishing rod much larger than himself with no hook. He seems to have gotten his name because he had to take the consequences of something.

## Dialogue

When the player enters the 4th level, they will have to talk to Old Man Consequences, or take the "Drowning Ending" instead, when they talk to him, he will say:

> "*Sorry to say you have gone too deep into the code. There is no way back out. My name is Old Man Consequences. Come have a seat, and let's fish for a while. You have no where else to go.*"
>
>
>

After this, the text box will simply say **"the end"** in all lowercase.
Duskstar

Duskstar is the leader of ThunderClan, roleplayed by Fossil.

## Appearance

Duskstar is a large she-cat with a long, lean body and long legs. She has copper eyes with gold flecks here and there, and a pure black coat that shines like patent leather in sunlight. She has a scar over her left eye, from a tree branch nearly falling on top of her, and a scar on her right shoulder from a battle.

## Personality

Duskstar is usually calm, and tries to maintain it as much as she can. She tends to be aggressive to outsiders and kitty pets, as she personally thinks that they have to prove something and that they’re all just lazy otherwise. She appears to be in a grumpy mood most of the time, but enjoys the company of her clan and has been known to take a liking to kits. She’s alert at all times and tends to stay on guard, and wants to protect her clan as much as she can. She’d even fight a fox or badger for them. She feels depressed sometimes and usually tries to ignore it, but sometimes it can get to her. She likes to get out of the camp often and hunt or patrol. She’s brave and tough, being able to choose what’s right for the clan, but can be very independent and not very open about herself.
Fredbear

# Gameplay

To summon Fredbear, Golden Freddy must be set to 1 with no other animatronics active. It is completely fine if Dee Dee summons another animatronic during the night. The Player must now purchase a Death Coin with ten Faz-Coins, and his hat should appear on the desk. Using a Death Coin when Golden Freddy appears will cause Fredbear to jumpscare the player.

# Voice Lines

Like the other characters, Fredbear speaks to you after he kills you. Though they are inaudible and sound like the garbles from Fnaf when Golden Freddy is in the office.

# Other

Fredbear is a mysterious animatronic originating from **Fredbear's Family Diner** and appears in the Ultimate Custom Night. He is also the predecessor of Freddy Fazbear and presumably one of the franchise's first animatronics to be built.

## Appearance

Although little information was given on his appearance, it appears that Fredbear heavily resembles the original Freddy Fazbear, but colored golden and wearing a purple top-hat and bowtie. Fredbear also seems to have glowing white pupils instead of normal animatronic eyes. Fredbear is also mostly cloaked in darkness, both in his roster mugshot and jumpscare.