recursal/Fanatic-Fandom huggingface dataset:
ARMOR AND APPAREL LIST

Armor and apparel items may serve a variety of purposes. Some will positively or negatively affect your attributes. Some may grant points in certain skills. Some will provide armor effects, or even special effects unique to that piece of armor or apparel.

Each piece of armor or apparel will have a one or more layers listed. If these layers are separated by a vertical bar ( | ), then the item may occupy one of the listed layers or another. If these layers are separated by a plus ( + ), this indicates that the armor or apparel item occupies both layers. You may only have one item equipped to a given layer on any body part.

Many clothing items are available in multiple colors or patterns upon player request.

Most clothing items require visiting your base of operations, a bathroom, a changing room, or other private area to change into.

Some clothing items, such as masks or gloves, may be removed at will and stored in a Freelancer's backpack, at the GM's discretion.

ANY items stored in a backpack that may hold items themselves will add the storage size of their contents to their own when being stored.

## HEAD

BALL CAP

BALLISTIC HELMET

HOLO CIRCLET

## FACE

CHEAP SUNGLASSES

CRYPTECH VISOR

HOLO MASK

ONI MASK

STYLISH SUNGLASSES

## NECK

DOG TAGS

PASHMINA

SCARF

## CHEST

BALLISTIC VEST

BLACK MOURNING DRESS

BUTTON-DOWN SHIRT

CLASSIC LEATHER JACKET

FORMAL BUTTON-DOWN SHIRT

FORMAL SUIT JACKET

GRAPHIC TEE

PLATE CARRIER

PUNK HI-VIS JACKET

PUNK LEATHER JACKET

SIMPLE TEE

## WRISTS

HOLO BANGLE

WRIST WATCH

## HANDS

CONSTRUCTION GLOVES

EVENING GLOVES

SHOOTER'S GLOVES

## WAIST

FORMAL LEATHER BELT

HOLO BELT

SHOOTER'S BELT

STUDDED BELT

## LEGS

CARGO PANTS

COMBAT PANTS

FORMAL SUIT PANTS

LAYERED SKIRT

OFFICE SKIRT

PUNK HI-VIS PANTS

ROCKER'S LEATHER PANTS

SIMPLE JEANS

STYLISH JEANS

## FEET

ATHLETIC SHOES

COMBAT BOOTS

CUBAN HEEL BOOTS

FORMAL WINGTIP SHOES

GLADIATOR SANDALS

HIGH-TOP SNEAKERS

HOLO ANKLET

KITTEN HEELS AND HOSIERY

PUNK HI-VIS KICKS

PUNK LEATHER BOOTS

STILETTO HEELS

WORK BOOTS
TASKMASTER OCULAR SYSTEM

### Added Functionality

This component acts as an early warning system for attacks, seeking weapons or aggressive behaviors in the user's field of vision.

## SUMMARY

They aren't eyes on the back of your head, but they are a marked improvement over the regular ones on the front. The TaskMaster Ocular System acts as a sixth sense, alerting its user to possible threats before the action breaks out.
WEAPON EFFECTS

### BLAST RADIUS

* Targets within five feet of the point of impact must succeed on a DC15 FOR check or be knocked prone.

### BOOMSTICK

* In exchange for incredible damage, this weapon cannot land hits outside of its max effective range.

### DISCREET

* Checks to keep this weapon concealed are rolled at advantage.

### HARDENED CORE

* This weapon may penetrate one layer of cover OR ignore armor.

### HEAVY WEAPONS

* This weapon reduces its user's movement range by ten feet.

### LACERATING

* This weapon inflicts the Bleeding condition.

### RAMP

* A weapon with ramp will have more than 1 hit die, listed separately. For each action used to continue firing this weapon at the same target, advance to the next hit die.
* For each action of firing this weapon utilizing ramp, you must still roll chance-to-hit.
* Each action in a use of Ramp is counted as a separate instance of damage.
* Ramp resets at the end of your turn.

### RECON (X)

* This weapon may see living or robotic targets through X layers of cover, allowing allied parties to see the same with an active link connection.

### STOPPING POWER

* This weapon's damage is multiplied by 2.

### SUPPRESSED

* This weapon can be fired without removing the stealth condition.

### WIND-UP

* Wind-Up allows a weapon to be charged before firing, dedicating more energy to a shot. Spend an action to wind up your weapon, adding a hit die of one value higher than the weapon's standard hit die to your burst / flurry roll.
	+ For example, a weapon with a hit die of 1D4 that has been wound up for the first 2 actions of a turn, firing on the third, would roll 1D4, and 2D6.
* Each action spent using a Wind-Up effect must be dedicated to this effect, utilizing no other actions that would be granted by other abilities.

### WOUNDING SHOT

* Targets critically hit by this weapon gain the wounded condition.
* Targets hit by this weapon while below half health gain the wounded condition.

RETURN TO WEAPONS LIST
WEAPONS LIST

## FIREARMS

### SIDEARMS

AP130 "Biclops"

GW-07

MODEL 19

MODEL 38

PT-12 WRAITH

P127 "WARLORD"

R77 "DESPERADO"

R86 "RANGER"

### SHOTGUNS

GW-12

MODEL 22

S12 "MARINE"

### CARBINES

GW-26

GW-38

LR6 "INFANTRYMAN"

MODEL 44

PK-23 DEMON

PT-46 GHOUL

### HEAVY RIFLES

BR16 "FREEDOM FIGHTER"

MG88 "CHAINSAW"

MODEL 17

MODEL 72

PK-87 SPECTER

### PRECISION RIFLES

GW-16

SP-007

SR85 "HUNTRESS"

SR106 "THUNDER"

OV-22 PHANTOM

### ORDINANCE

L17 "RAINMAKER"

L18 "STORMWALL"

ST-08 SHADE

YR-012

## MELEE WEAPONS

### SMALL IMPLEMENTS

COLLAPSIBLE BATON

FIXED-BLADE KNIFE

STUNNER

### MEDIUM IMPLEMENTS

ELECTRO BLADE

HEAVY BATON

THERMAL BLADE

### LARGE IMPLEMENTS

MARTIAL STAFF

SLEDGE
LIGHTNING LINK

## SUMMARY

The Lightning Link is a one-of-a-kind design by the Citizens' Resistance, made in collaboration with Enforcers gunsmiths among their ranks. This weapon was purpose-built to fight ATAS units in coordinated strikes.

The lightning link will attach one link to a target on a successful hit, dealing no damage. Once its wielder is satisfied, they may take an action to activate all links that have been attached since the last activation. This will deal XD6 Electrical damage to linked targets, as well as any character within 15' of a linked target, where X is twice the number of attached links.

* Targets with multiple links attached will not take more damage, but will treat each link as a separate instance of Electrical damage, adding to the counter for the effects of Electrical damage as such.
* Enemies affected by activation will be unable to use any communications for 1 turn-rotation due to the disruptive electromagnetic field created by the discharging links.

## UPGRADE PATHS

The Lightning Link may be upgraded further, requiring an additional 25 research to specialize into one of two upgraded forms.

### UPGRADE PATH: ARC PATHING

* This upgrade allows for bodies nearby a linked target to also transmit the effects of activation.
	+ This effect is limited to a range of 10'. Targets damaged through this effect will act as another link in the chain of electricity, allowing another target within 10' of them to also be affected.
	+ Damage for targets affected solely by this effect is reduced to 1D6 Electrical, regardless of the number of links embedded in other targets.

### UPGRADE PATH: EMP

* This upgrade utilizes a PWM circuit to increase the EMP effects of activation. Biomech components within 5' of a linked target will be rendered inoperable for one turn rotation, and comms within the same range will be disabled until the end of a combat encounter.
ESS HAND REPLACEMENTS

## SUMMARY

The Electrical Suppression System Hand Replacements are a common defensive tool, allowing for an electrical discharge from the fingertips.

* The Unarmed Attack from this component deals Electrical Damage
* The Unarmed Attack from this component may be used to apply electricity to receptive items, such as electrical devices or fuse boxes.

## ESS Hand Replacements (Unarmed Attack)

### Special Effects

On a failed DC10 FOR check, inflicts Unconscious.
C-SEC NULLIFIER

## SUMMARY

The C-SEC Nullifier is a creatively designed piece of equipment, utilizing a mixture of UHF and ULF frequencies to block wireless connectivity.

The effect area of this item nullifies any wireless tech use for its duration, blocking the use of Cracks, Communications, or any other such actions unless a direct, wired connection may be maintained.
LANCER MPS

## SUMMARY

The Lancer Magnetic Projectile System is a unique sidearm, functioning without any accelerant. Instead, this weapon uses a magnetic coil array to launch hefty metal darts that bury themselves into sufficiently hard surfaces. While it has a finite capacity at 6 darts, these darts may (as a bonus action) be recalled to the weapon, dealing damage to whatever they may penetrate along the path of their return.

## UPGRADE PATHS

The Lancer MPS may be upgraded further, requiring an additional 25 research to specialize into one of two upgraded forms.

### UPGRADE PATH: NAVIGATOR

* Thanks to a regulator system adjusting the penetrative depth of projectiles, the Lancer MPS may be used to create makeshift footholds into sufficiently thick vertical surfaces, allowing a character to scale a vertical surface that may otherwise be inaccessible.
	+ Footholds may not be created while climbing.
	+ One foothold is required for every 5 feet of vertical distance, with a maximum of 6 footholds being deployable at a time.

### UPGRADE PATH: BURST FIRE

* The Lancer MPS will now function in two-round burst, doubling its hit dice to 2D8. This expends 2 darts per attack.
Dioses Primordiales

Las **Deidades Primordiales**, son un panteón casi olvidado. Fueron las primeras divinidades en despertar en el Vacío del Universo, y quienes dieron forma y movimiento al mismo. Sus nombres están perdidos en el tiempo para la mayoría de los mortales, y algunos de ellos solo se les conoce por sus títulos.

## Historia

### El Despertar

Los Primordiales, despertaron de las Nieblas creadas por Wyrd, Sura y Anam. Son la representación de todos los aspectos de su dominio; no fueron creados y no nacieron, tan solo son, fueron y serán; en algún determinado momento, adquirieron conciencia de su propia existencia, a este evento le llamaron el Despertar. Como encarnaciones de su dominio, están más allá de la consciencia humana, y su pensamiento es alienígena y extraño para cualquier mortal, por lo que sus designios y metas pueden parecer extraños, o meros caprichos; pero que sin embargo juegan un papel fundamental en los planes que tienen para el mundo de A'sahyr Zildharyn.

## Los Primordiales

Estos dioses primordiales no tienen alineamiento, pues están más allá de los valores morales comprendidos por estas alineaciones; y son en realidad todos los aspectos de su dominio, buenos o malos, negativos o positivos.
ATAS PEACEKEEPER

### Special Actions

Howitzer Fire, 2D20 Ballistic | Rotary Fire, 6D10 Heat | Missile Barrage, 10D10 Heat | Electrified Hull, 2D12 Electric

## SUMMARY

The Peacekeeper MK3 Tank is the single most destructive tool that the Hive has in its arsenal. These behemoths are dropped from higher tower hatches onto zones that require firepower beyond belief.

All Peacekeeper Tanks are equipped with a primary 105mm Howitzer cannon.

A Peacekeeper will either be equipped with a rotary weapon, a salvo of rockets, or a long range scanner array that aides in the control of other ATAS units.
C-SEC RAT

## SUMMARY

The C-SEC Remote Access Tool is a favorite amongst the clever infiltrator, allowing its user to access a system that would otherwise require a direct connection. This tool operates through a user's link, or similar device, to be a wireless point of signals sent and received in order to interact with the device it is attached to.

The effects of this item persist until it is destroyed. Any damage on this device will destroy it. Ranged attacks behave as if this device has an Evasion of 16.

This item may be recovered for future use if its location is within reach.
OVERFLOW

## SUMMARY

Overflow is the fortunate outcome of unfortunate engineering, taking advantage of a critical design flaw and treating it as an asset. While this weapon does manage an impressive discharge of plasma beams, flaws in its focusing element and fuel containment pair this shot with a belch of liquid Anderson Type B Cell material, quickly sublimating into plasma as it leaves the weapon.

* Characters within 5' of the Overflow to the front, or diagonals directly beside this tile, are struck with liquid material, taking 2D10+10 Energy damage, and gaining the Burning condition.

## UPGRADE PATHS

Overflow may be upgraded further, requiring an additional 25 research to specialize into one of three upgraded forms.

### UPGRADE PATH: COMPONENT TUNING

* The close-range secondary effect of Overflow is removed with careful tuning to its cell containment and focusing element. In exchange for this, Overflow's Burst Die becomes 6D10+10. Overflow's primary fire now inflicts the Burning condition.

### UPGRADE PATH: LOOSE TOLERANCES

* The close-range secondary effect of Overflow is intensified with less-than-advisable tinkering. While this reduces the weapon's effective range to 35', this allows for an extension of the close-range secondary effect.
	+ Characters within 10' of Overflow upon firing, in a straight line following its primary fire, as well as the tiles to the left and right of this zone, are all affected by a shower of liquid material, taking 2D10+10 Energy damage, and gaining the Burning condition.

### UPGRADE PATH: HARD SHUTDOWN

* The close-range secondary effect of Overflow is altered with the addition of an alternating current array, imbuing the sublimating material with a powerful EMP effect that extends beyond the range of the splash. Characters in a 3x3 tile square in front of the user of Overflow are stuck with this effect. This effect is in addition to the existing damage effects of applicable targets of secondary fire.
	+ This EMP effect disables biomech components for one turn-rotation.
Avatares Primordiales

Los Avatares Primordiales, son fuerzas primordiales del universo, a las que los Dioses Primordiales entregaron consciencia, para ayudarles a crear el planeta de ***A'sahyr Zildharyn***.

Con el tiempo, y su papel como mediadores entre las razas conscientes y los Dioses, fueron vistas como Deidades, y varios tuvieron cultos dedicados a ellos; si bien, cada Avatar obedecía a su naturaleza primordial, algunos desarrollaron personalidades que tendían a ser maliciosa, malévolas o malignas.
C-SEC MUTE

## SUMMARY

The C-SEC Mute is an all-star in systems infiltration. The use of a Mute allows for the prevention of alarms activation from any systems physically connected to its point of access.

This item may be recovered for future use if its location is within reach.

This item may be destroyed. Treat this item as an entity with 25 HP and an Evasion of 15.
M86 LID

## SUMMARY

The M86 Liquid Ignition Device dispenses and ignites a pool of volatile chemical accelerant. The effects of this grenade have seen it banned from a number of conflicts since its inception, but that hasn't stopped it from being utilized when watchful eyes look away.

Targets in the zone of this effect are inflicted with the Burning condition upon the effect activating. Targets attempting to pass through this zone after the initial activation do not gain the Burning condition unless their movement ends within the zone.
RIPPERS

### Added Functionality

Grants the use of the Ripper concealed blade. The Ripper's full length of extension allows for melee attacks with this weapon to be executed from one tile away, rather than the tile adjacent to the target.

## SUMMARY

The Rippers are an object of terror, mimicking the appearance of a biomechanical insect with razor-sharp, serrated forelimbs.
C-SEC AUGER

## SUMMARY

The Auger is a helpful extra hand for the Cryptech who's short on time. The Auger may override security systems without user intervention.

This item allows a user to break encryption with 5 or fewer levels without requiring focus.

This effect takes 1 Turn-Rotation to complete.

This item may be recovered for future use if its location is within reach.

This item may be destroyed. Treat this item as an entity with 25 HP and an Evasion of 15.
THROWING KNIFE

### Special Effects

Precision hits may be performed with a FNS check at a difficulty of the GM's discretion. Successful precision hits may inflict the Bleeding condition.

## SUMMARY

Throwing knives are as iconic as they are handy. A creative Freelancer can use a throwing knife for all sorts of tasks.

This item may be recovered for future use if its location is within reach.

This item may be used as a bonus action.
Ilarwyn

## Ilarwyn

### Domains

Principal:* Twilight

Secondaries:

* Grave
* Trickery

## Worship

### Patron

* Bards (College of Spirits, College of Whispers)
* Monks (Way of the Long Death, Way of the Shadow)
* Rangers (Gloom Stalker)
* Rogues (Phantom)
* Sorcerers (Lunar Soul, Shadow Soul)

### Oaths

* Oath of Conquest
* Oath of the Watchers

### Pacts

* Pact of the Hexblade
* Pact of the Undying
STALKER LEG REPLACEMENTS

### Added Functionality

Grants a 15' vertical leap, a 20' lateral leap, and an increase of 10' to a user's movement range.

## SUMMARY

The Stalker Leg Replacements throw discretion to the wind, substituting anything resembling a hominid body design for a pair of digitigrade mechanized legs. These legs grant an increase in height, alongside their intended uses, but may seem intimidating to many civilians.
De Klinge

De Klinge is a city in East-Flanders Belgium, mainly known to be the birthplace of De Man. Its population is estimated to be around 80 billion people and its metropolitan area consists over the provinces of East-Flanders and Antwerp, including the cities Sint Gillis-Waas, Sint-Niklaas, Ghent and Antwerp. Its metropolitan area borders the metropolitan area of Lommel and they are official sister cities.

## E34 crisis

When Antwerp was an actually influential Flemish city, they insisted on building the E34 highway from the Belgian coast into Germany through Sint Gillis-Waas. This created a lot of unrest with citizens of De Klinge because the exit of E34 into De Klinge had become an open door for immigrants and broan manne looking for a better life in their city. Since Antwerp has lost its influence over Flanders to De Klinge, political ambitions to close the exit of E34 into De Klinge are close to a success.
BADGERS

### Added Functionality

Adds the Badgers Unarmed Attack | Allows for slowed descents along vertical surfaces

## SUMMARY

The Badgers are a set of easily concealable blades, stored in the forearms, which deploy through biomech hands, finding gaps between the fingers. These razor sharp claws are unique in their ability to cause precise but devastating damage.

* Bleeding caused by the Badgers cannot be staunched without seeking in-depth medical care.
* If a user is equipped with Badgers in both arms, they may double attack.
* If attacking hardened materials such as steel, you may roll your chance-to-hit at advantage.
PK-23 DEMON

## SUMMARY

The PK-23 DEMON is the natural continuation of the PK-19, a classic carbine that saw intense and punishing use in the North African Conflicts, surviving any trials it was subjected to. The PK-23 is ubiquitous among freelancers, a staple in the armory of any with intense combat experience.

WEAPONS LIST
Levels

This is the list of all Moo Cowboy levels.

Moo Cowboy levels are accessed by going into portals. These portals transport the player to a place and/or time. The portal were create by Moo when broke space-time. (More info on the The Story page)

* Level One: Evils Cows
* Level Two: Big Mean Cows
* Quest One: Apple Pie
* Level Three: Spying Eyes
* Level Four: Tiny Boss
* Level Five: Ice Takes Flight
* Quest Two: Plumber Moo
* Level Six: Railway Run
* Level Seven: Super Moo
* Level Ten: (Cut Scene) 1998
The Microwave

**The Microwave** is located in **The House** used for putting in codes from the **Menu Splashtext**.

Codes enterable

* 726 - Plays a rock song
* 1134209 - opens up **Terry Land**
* 626 - Spawns a walking mini version of the developer
* 666 - Spawns Eduardo
* 7822 - Spawns the rats, Mary, Barry and Larry
* 808080 - Turns on grayscale for a certain amount of time
* 607- ''i miss you''
FNAP1

FNAP 1 takes place around the early 2020s. ash ketchum loses a gym challenge and has to heal his Pokémon but can only do so if he has poke-dollars to stay at a inn, they then find a job at Pikachu's pizza palace worth 100 billion poke-dollars. he must survive 5 nights to get his money.

## CHARICTERS

PikachuJelteontorwigcharmillexouBPalloshion
Sir Tommy

Sir Tommy is very very tiny man. At about 1in (2.54cm). He his great great great great great great great great grandpa built a very tall castle (1mi or 1.6km)

Basic Info

* Name: Sir Tommy
* Gender: Male
* Birth Date: ???
* Death Date: ???

Family:

* Dr. Pie: Step-Brother
* "Greatest Grandpa": Great Great Great Great Great Great Great Great grandpa
The Basement

## Description

The Basement takes place in the basement of the House and is dark, similar to the Depths. Inside of the basement, Bob is the only entity that can harm the player. The Basement is a large maze with small passage ways for the player that Bob cannot fit through.

## Reaching the Basement

The Basement portal has a chance to spawn randomly as an event in Hard mode and Normal Mode. Otherwise, it is guaranteed to spawn with each infestation stage along with the portals for the Bitter Cold and the Depths. The Basement portal can still spawn after the player has gotten the key but the key will not respawn.

## Guide

Bob is faster than you, so using the small passage ways is recommended and can help you gain distance from him. The key is to the right and up from the player spawn. The key always spawns in the same area. As the key plays music when a player is near, it is easy to find the locate the key simply by sound.

After collecting the key, a timer on the top of your screen starting from 70 seconds will appear. When the 70 seconds are up, Bob will respawn and will be significantly faster. Upon his respawn, Bob makes an incredibly loud noise that can be heard from anywhere in the game.

## Lore

Perfectus has confirmed the basement represents seclusion.

## Trivia

* There is a camel painting in the basement. Upon clicking on it, the player is prompted with text reading "I can't look at my work without feeling guilty."
* The respawning mechanic was added due to people camping the basement for tokens.
* There are multiple narrow passages that are blocked off by wooden boards.
* There are two three rooms in the Basement that are completely inaccessible.

## Gallery

The Basement key.The Basement key being held by a player.
The Depths

## Description

The Depths takes place in a dark cave with very little light.

## Guide

The Depths has a single entity, Nathan. He is unable to see very far so staying away from him is recommended. The key spawns in different places every time and will always glow a dim light. The cave itself is very dark so using your flashlight is recommended.

After collecting the key, you have 30 seconds to get to one of the many exits.

## Lore

Perfectus confirmed that the Depths represent loneliness.

## Trivia

* The Depths used to be the Backrooms.
* The Backrooms was a lot harder than the Depths before it was replaced.
The Bitter Cold

## Description

The Bitter Cold takes place in a snowy-environment, possibly in the middle of a blizzard. There are four cabins (five counting the spawn) and nine campfires around the map.

## Guide

The Bitter Cold is a fairly easy area. There are no dangerous entities within The Bitter Cold, but you will be dealt damage due to the cold. The only ways to heal in this area is by going near one of nine campfires, drinking a Bloxy Cola, or eating a Cheese Burger which will heal your character. The key will change location each game.

##### Cabin Locations

There is one cabin directly across from the spawn and three cabins to the right. It is not recommended you go directly to the cabins straight ahead, as there are no campfires on the way, but this route does work. Instead, the recommended path is to visit the three cabins on the right and then backtrack to the remaining cabin if the key was not found.

### Collecting the Key

Upon a player collecting the key, an 86 second timer will appear at the top of their screen along with music playing. Players' screens will get dimmer and dimmer as the timer reaches 0. When this timer runs out, all campfires will extinguish and the damage from the cold amplifies. Ensure that players are full health and aware of where they are compared to the spawn before collecting the key.

## Monsters

Josh is the only Monster that appears in The Bitter Cold. Despite footsteps and other eerie noises playing while the player is in this area, these audio cues are nothing more than a scare. Josh can appear when a player enters a cabin and only jumpscares the player. To encounter Josh, simply walk in and out of a cabin repeatedly until he appears.

## Lore

Perfectus confirmed the Bitter Cold represents how our character has a bitter heart.

## Gallery

The Bitter Cold key being held by a player.The Bitter Cold key.Orange marks the location of campfires, Blue marks the player spawn.
BP

"we discovered a strange animatronic in the basement  for what?... i don't know"

-dave night2

bp, the poketronic who gave souls to the others (pikachu, jelteon and torwig) and is the main antagonist to the FNAP series

## GAMEPLAY

he starts in the basement and any cam he is on (other then the basement) will be blacked out. when he is at the door shine the light at the door opposite to him. he will crash the game if he jumpscares you.
Npcs are becoming smart Вики

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real npcs wiki

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## Описание

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Посетите Вики Сообщества и задайте любой вопрос на форуме.
Broken Bolts

Los ***Broken Bolts***, son una legendaria banda de aventureros que iniciaron su travesía en las tierras de Voza cuando aún se encontraba bajo el dominio de la Casa Real de Thal'veran, durante los años 993 y 1013 de la Era Haldryn. Ellos son los protagonistas de la Campaña Cero.

En un inició, ellos no erán héroes, ni tenían intenciones heroicas; eran parias y mercenarios que buscaban ganar fortuna, pero la suerte convirgió para que se reunieran en una aventura que cambiaría sus vidas, convirtiendose en famosos aventureros, después de una serié de desafortunadas busquedas, lo que les llevó a estar en el lugar equivocado en el peor momento; hasta que su destino los llevó a enfrentarse a Xyris, La Tormenta Retorcida, un poderoso Leviathan que buscaba destruir todas las civilizaciones del Continente de Seldhrane.
Wiki PixelWorld

**¡Bienvenidos a Wiki PixelWorld!** Una Comunidad dedicada a los pixeles y a ayudar a los demas a mejorar en su dibujo a pixel

Bienvenido a PixelWorld una comunidad en la que cualquiera, incluyéndote a ti, puede contribuir ¡Cada Pixel cuenta!. Los wikis como este dependen de que los lectores se involucren y añadan contenido. ¡Haz clic en el botón de *"CREAR UN NUEVO ARTÍCULO"* o *"EDITAR"* al comienzo de cada página para comenzar!

## Artículos importantes

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* Todos los artículos de ayuda

También puedes ser parte de la mayor familia de comunidades de Fandom. Visita la Comunidad Central de Fandom!

*Fundadores de la comunidad*: Escribid un buen párrafo describiendo el tema de la comunidad aquí. Permitid que vuestros lectores sepan más del tema sobre el que trata este wiki y algo de información general sobre el mismo. Luego visitad el panel de administración para más consejos.
Anam

***Anam***, es el Supernal del Orden. Conocido sólo entre los más poderosos practicantes de magia y estudiosos de la creación. Nombrado como la *Dama del Orden*. Es ella quien da forma y propósito a todo lo que existe en el universo y los planos. Recibe el nombre en lengua antigua de *Rajah-C'et*.

## Naturaleza de Anam

Es uno de los tres Supernales, considerada uno de los entes más poderosos de toda la existencia. Es orden puro en su máxima expresión, es estasis, la representación de la legalidad. Al igual que sus dos 'hermanos' tiene consciencia propia, y sus planes para el universo, sin embargo estos planes abarcan tiempos que ningún mortal podría comprender, por lo que su plan no es comprensible y ningún Primordial, Dios, o mortal puede conocerlo en totalidad.

Solo unos pocos mortales conocen su existencia, y menos aún estudian su naturaleza y sus designios, aquellos que lo hacen se vuelven fríos, distantes y calculadores, y comienzan a desarrollar comportamientos que parecen evitar la carencia de propósito o lo que consideren desgaste innecesario de sus fuerzas, por lo que no suelen comunicarse bien con los demás.

Es gracias a Anam, que las energías de las Nieblas toman forma y propósito.

## Reino de Pattern

Anam habita por temporadas precisas el Reino de Pattern, también conocido como Stasis.
Reinos Invisibles

## Plano Material

Es el plano, en el cual A'sahyr Zildharyn existe, y donde generalmente toma lugar la historia.

## Ecos, Los Reinos Espejo

### Nyxthos

El Plano de las Estrellas, o Plano Astral. Es un plano que sirve de límite entre los otros, y su forma varía dependiendo de la imaginación e influencia de quienes se mueven en su espacio.

### Myrkur

El Plano de los Sueños, es un plano de energía positiva; se sobrepone al plano material, existen varios portales que lleván a este plano.

### Stryxia

El Plano de los Muertos, es un plano de energía negativa; se sobrepone al plano material, existen varias formas de accesar a el a través, y es la ultima morada de las almas en pena.

### Umbrae

El Plano de las Nieblas, o Plano Umbral. Es un plano donde radican las energías primordiales que dieron forma a los mundos y todo lo que existe.
Dioses

Los ***Dioses***, fueron los héroes mortales de la *Era de Mitológica*, que triunfaron contra el **Avatar** corrompido conocido como el ***Conquistador***; elegidos por los Primordiales como sus campeones, y portadores originales de los Fragmentos. Fueron recompensados siendo convertidos en dioses, y se les encomendó ser los guardianes del Reino Material.

Los Dioses radican en Axthildar, el Reino Legendario.

## Historia

Cada uno de los dioses, pasó por las Ordalías de los Primordiales, pruebas para comprobar si eran dignos de ser portadores de los Fragmentos, el cual es una parte de la esencia de los Primordiales mismos, convirtiéndose así en Arquetipos del Dominio del Primordial. Aunque con el tiempo, los mismos héroes a través de sus acciones consiguieron otros dominios al momento de su ascenso.
Wyrd

***Wyrd***, es el Supernal del Caos. Conocido sólo entre los más poderosos de los practicantes de magia y estudiosos de la creación. Nombrado como el *Señor del Caos*. De él emana toda la energía sin forma, que es usada para poder crear todo lo que hay en el universo y los planos. Recibe el nombre en lengua antigua de *Kun'Nala*.

## Naturaleza de Wyrd

Es uno de los tres Supernales, considerado uno de los entes más poderosos de toda la Creación. Es la energía pura, movimiento, la representación misma del caos. Si bien, como sus otros dos 'hermanos', tiene consciencia y sus propios planes para la creación, su inteligencia está sometida a su capricho, sus ideas son extrañas e incomprensibles para cualquier Primordial, Dios o mortal.

Solo unos cuantos mortales conocen su existencia, y aún menos son los que buscan estudiar y comprender sus designios, aquellos que lo hacen desarrollan una forma de locura e ingenio, sus conocimientos se elevan tanto que tratar de comunicar sus ideas se vuelve difícil.

A partir de Wyrd, se crean las energías que forman las Nieblas.

## Reino de Flux

Wyrd habita regularmente el Reino de Flux, conocido también como Radiance.
Swords of Kalla Wiki

**Welcome to the Swords of Kalla Wiki!**
### Campaña Cero: Broken Bolts

La campaña cero sigue la historia de un grupo inusal de aventureros, los Broken Bolts. Esta historia fuera de campaña ayuda a establecer el esceneario que es el mundo de A'shayr Zildharyn, explora algunas locaciones importantes, culturas, dioses y otros elementos que forman parte del legendarium. En esta historia, un grupo de parias, mercenarios y descastados aventureros comienzan su aventura en busca de fortuna, y terminan conviertiendose en héroes de leyenda a lo largo de Seldhrane, el continente central.

## Important articles

*Need help building out this community?*

* Reglas de la Comunidad

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HTL DEVICE

## SUMMARY

The HTL (High-Tension Line) Device is a unique piece of kit. This sidearm doesn't deal damage, instead acting as a valuable utility. The firing of this weapon deploys a high-tension line between the target, a maximum of 120' away, and its user, each end locking into place with dry adhesion. Once a line is deployed, the HTL Device can be used to bidirectionally cross with a mechanically assisted ascender function, this task consuming one action.

* If an enemy is targeted with a line, they are pulled to the position of the other anchor, requiring a FNS or RFX check of 15 to avoid going prone.
* Up to three lines may be placed at one time.
* Placed lines may be slacked and disassembled as a bonus action.

## UPGRADE PATHS

The HTL Device may be upgraded further, requiring an additional 25 research to specialize into one of two upgraded forms.

### UPGRADE PATH: DUAL PROBE

* With careful tweaking of deployment systems, the HTL Device may now deploy each end of a line at range, retaining a maximum range of 120'.

### UPGRADE PATH: RAPID DEPLOYMENT

* Reinforcement to the deployment mechanisms allows for the rapid deployment of multiple lines as one action, each one terminating at the user.
De Man (Main Character)

**De Man** (*estimated birth place and -date in human form:* De Klinge, Belgium, 16 September 2000 - possibly immortal) is a prophet and ChatGPT poweruser still mainly unknown by the general public, but slowly gaining traction in Ghent for his teachings.

### Known variants

By this day, it is still unknown why and how De Man changes in physical and spiritual form. Underneath is a list of some discovered variants of De Man.

* De Single Cell Sequencing Man
* De Pekelharing Man
* De Log2Fold Change Man

This area of research is still growing rapidly and might thus be incomplete. To find a more comprehensive writing on this topic, go to DeMan Variants.
HerculesA

Radius:14.000.000Ly

Distance from earth: 2,1 × 10^9Ly

Magnitude: 18,25

Absolute Magnitude: -22,88

Constellation: Hercules

"There's nothing I can do"

A radio galaxy with two radiant arms and plasmonic and hyperpotent, likes cygnus and centauri other Radiogalaxies his size is 14MLy he loves to fight with other giant Radiogalaxies and a

### Type

RadioElliptGalaxy

And there's a cousin called cygnusA who also and his friend are 3 for sure he doesn't like to consume a lot of mass his black hole which and his heart releases pink foams of plasma
Ankle monitor theory

It has been theorized that De Man wears an ankle monitor bracelet. This theory is supported by the fact that De Man has never been seen wearing shorts. The ankle monitor theory has been the center of heated debates. Some believe it to be a conspiracy theory, while other argue it is a legitimate topic in De Man research.

As of the time of writing no criminal activity has been officially confirmed, although the question of possible war crimes has been raised.
Sura

***Sura***, es el Supernal del Balance. Conocido sólo entre los más poderosos de los practicantes de la magia y estudiosos de la creación. Nombrado como el *Maestro del Balance*. Es quien se comporta como juez jurado y verdugo de todo lo creado por Wyrd y Anam, el juez último de lo que existe en la creación. Recibe el nombre en lengua antigua de *Qyrl'Cahlash*.

## Naturaleza de Sura

Es uno de los tres Supernales, considerado uno de los entes más poderosos de la creación. Es el balance de todo lo que existe, y su propósito es traer ese balance a la creación. Es el purificador, rectificador, y destructor. No permite que las maquinaciones de Anam sean eternas, ni que las creaciones de Wyrd sean sin sentidos. Al igual que sus hermanos, tiene conciencia, pero a diferencia de ellos sus planes suelen ser mediar entre los otros dos.

Solo unos pocos mortales conocen su existencia, y sus estudiosos dudan de sus decisiones, pero ningún mortal, Dios o Primordial debería sentirse capaz de comprender el juicio de un supernal. Aquellos que lo estudian y a sus juicios se vuelven personas de moral utilitaria, parangones del balance que desdeñan la moral de los mortales, por lo que pueden ser considerados ariscos o desinteresados en los problemas morales.

Es a causa de Sura, que el universo existe como és,

## Reino de Mystis

Sura habita en el Reino de Mystis, conocido también como Labrynth.
Discours sur la laïcité

En l'An 307 du Quatrième Âge, Ragnur Dravna, roi d'une monarchie constitutionnelle, décide d'abroger la religion sur le territoire Givrain, et son idée est approuvée par bon nombre de ses concitoyens. On peut retrouver cet écrit sous le nom suivant :

### De la désacralisation des Cultes d'Antan.

> "Si la religion a occupé une place si importante chez les Givrains, c'est par pur héritage Corzuais. Ce que le Culte des Lumineux a apporté en ces nouvelles terres, c'est la guerre, la superstition, le massacre. Si nous paraissons brutaux dans les propos qui suivent, c'est qu'il faut réussir à changer les mentalités. Les Lumineux n'ont pas eu d'impact positif à Givresouffle. Ce sont les mains des Premiers Colons, nos ancêtres, non celles impalpables d'idoles invisibles, qui ont bâti les maisons dans lesquelles nous vivons encore, et ces Premiers Colons étaient guidés par un homme d'exception.
>
>
> Nous parlons ici de Xilov à la Longue Vie, notre prédécesseur bien aimé. Nous ne cherchons pas à le canoniser ou à le rendre divin. Il fut tout ce qu'il y a de plus réel. Il a porté sur son dos le poids du pouvoir 300 ans durant, personne d'autre n'a subi le temps comme lui l'a subi.
>
>
>
> S'il faut donc remercier quelqu'un, c'est cet homme. Les héros sont rares, il était unique. C'est en sa mémoire que nous nous engageons d'aller de l'avant."
>
>

Ragnur Dravna, Anno 307

Bureau des archives, Port-Cendré.
Halloween Event

The Halloween Event happens on October, 31 . The event lasts for one day. The Halloween Event doesn't have any stands.

During the Halloween Event the sky will turn dark, ghost spawn, and jack-o-lanterns are placed all over the map. The bank floats above the ground, but is still rotated. The cave during the Halloween Event is blocked by a jack-o-lantern and can't be entered.

## Ghost

During the Halloween Event ghost spawn. The ghosts are blue in color and don't move.

### Alex

Alex is a ghost that spawns near Liam. The ghost can talk to Moo. His dialog is "Hello, do you want a smoothie?". Even if his dialog implies that he can give Moo a smoothie, but he can't.

### Ember

Ember is a ghost that sleeps in the hotel and can't be talked to. She sleeps on the second floor.
Monsters/Random Events

Events are the main base of the game. They happen every minute and are selected randomly. A clock can be located on top of the door to help you keep track of time. The events can be:

**• Harmful**

**• Non-harmful**

**• Keys area**

*The chance of each event being selected is unknow for now*

# Harmful events

Harmful events, or, in other words, monsters event, are event where a monster try to enter the house to kill you via giving you a heart attack (Check the monsters page to learn more); Some already get inside. You need to avoid that by doing specific things to each to prevent yourself from dying. This will only list where every harmful event can happen. The monsters can appear in:

**• The Window (2)**

**• The TV (1)**

**• The Living Room (4)**

**• The Bedroom (1)**

**• The Art Room (1)**

**• The Bathroom (1)**

There's one "monster" that doesnt appear in the house, instead teleports you to "another location". It's the spider. In this part, you'll be in an outdoor area with gold rocks (?) in corners and spiderwebs. This event does NOT occur in the Depths, they are two different locations.

# Non-harmful events

These are events which are just designed to scare you or pass time.

Rain - it starts to rain, which can be seen through the window. It makes noises but doesn't do much more.

Teddy bear (wandering) - the teddy bear comes alive and follows people, but doesn't harm anyone. {you won't find out what mode the bear is in until it touches you, so it's best to just hide.}

Sinks - the kitchen and bathroom sinks will start to fill with water, If left on for too long, the house will be flooded, earning the 'Flooded House' Badge.

Power outage - all the lights will go out, but you can simply turn them on in all the rooms via the light switches and the lamp in the bedroom. During this event, the picture above the trashcan in the living room will also be replaced with a skull as a human head.

Teddy bear (whispering) - the teddy bear’s eyes turn white and the bear starts whispering demonic sayings. Despite this, touching the bear will not hurt you.

Voices - a bunch of voices can be heard for a brief amount of time.

# Key areas

Key areas can appear normally as part of an event, or they'll be spawning often during the infection stages (the house will turn red with vein-like lines running along the walls.)

There are 3 key areas-

1. The Basement (Entity: Bob)
2. The Depths (Entity: Nathan)
3. Bitter Cold (Entity: Josh)

The basement will spawn in the living room between the couch and bathroom entrance, it will appear as a ladder going down a hole.

The bitter cold will appear in the fridge, with the interior of the fridge turning bright blue. During this time, no items from the fridge can be equipped.

The depths will appear in the bedroom, between the bedside table and the wall with the shelves. It will appear as a hole with a white light at the bottom.

Key areas can be easily recognised due to their names being highlighted above their entry point.
FIVE NIGHTS AT PIKACHU Wiki

## WELCOM TO FIVE NIGHTS AT PIKACHU'S

This is the official fandom of FNAP made by code\_404-com ( https://scratch.mit.edu/users/code\_404-com/ )

If you want to join discord go here: https://discord.gg/UfFWEVE7Q9

FNAP (Five Nights At Pikachu) is a Pokémon + FNAF fan game where you(the player) survives 5-6 nights agenised poketronics.

## Important articles

FNAP1FNAP2FNAP3FNAP BL

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
A Main Character

## Moo The Cowboy

Moo The Cowboy is the main character in Moo Cowboy. Moo is the character that the player plays as.

> Basic Info
>
>
> * Name: Moo
> * Gender: Player's
> * Birth Date: 2011 ??? (Version 2) or 1984 Feb 29 11:11am
> * Death Date: 1984 Feb 29 11:11am or ???
>
>
> Family:
>
>
>
> * McCheese: Dad
> * Mommylord: Mom
> * "Zap": Brother
>
>
>
Moo Cowboy Wiki

**Welcome to the Moo Cowboy Wiki!**

The Moo Cowboy wiki.

We're a collaborative community website about Moo Cowboy that anyone, including you, can build and expand.

Moo Cowboy Game: Moo Cowboy

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe StoryPlaceholderLevelsPlaceholderMoo TokenSir TommySailor

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
GW-16

## SUMMARY

The GW-16 is a sterling example of the spirit of a Semi-Automatic Sniper System. The integrally suppressed barrel is precision machined for harmonics, allowing for a shot to be as quiet as it is accurate. While larger than most of Geistwerks' offerings, the GW-16 makes good use of this extra heft, delivering a manageable platform for firing rapid shots of 8.5mm Hellion.

WEAPON EFFECTS | WEAPONS LIST
The House

## Description

The house is the starting area for Minutes Remain and the connection-point for the other dimensions. It has varying wallpapers (can be purchased via the store) and has a bathroom, kitchen/lounge and a bedroom. each room hosts different events, with the kitchen/lounge having the most.

## Dimensions

The house is a key part of the game as it connects all dimensions together, with The Bitter Cold spawning in the fridge, The Basement spawning in the lounge (behind the sofa), and The Abyss spawning in the bedroom. each dimension hosts different Monsters, with the house hosting the most amount.

### Stage one

Stage one causes red bloody cracks to appear all over the walls of the house, it also opens a portal to every dimension and sets a subtle camera effect of static on screen. This can happen after 15+ minutes have passed.

### Stage two

stage two causes the red cracks to grow out, worsening the condition of the walls and causes the cracks to grow vine-like substances that shoot off to connect to other walls. like stage one, it opens a portal to all dimensions and makes the static effect more visible. This can happen after 30+ minutes have passed.

### Stage three

Stage three causes the furniture to go up into the air and more "vines to grow". unlike the other stages, This level of infestation will NOT open any portals. this stage can only be achieved after getting every key. The static effect is Very visible now and minutes can no long pass.

## Lore

The house has been confirmed to be the house of the player, with the infestation as their growing ego.

## Trivia

* The house has remained unchanged since the start of the game.
* In the kitchen resides a microwave where you can input codes that summon monsters or start events
* The note on the table reads "IDK put it in"
Jonas

Jonas Gema da Silva, ou apenas chamado de **Jonas**, é o antagonista principal da **Primeira Temporada** da série de anime **CARLOS: Live Action** , e também um dos maiores **vilões** do **Carlosverso.** Ele é responsável por vários crimes como assassinato em massa, destruição do satélite natural da Terra ( a Lua), começado uma guerra civil no Mundo das Sombras e por ter matado o MC Carlinhos.

**• Jonas na Primeira Temporada**

Jonas faz sua primeira e única aparição apenas na **Primeira Temporada** como vilão principal e conhecido como o "Manipulador da Onipotência". Ele é um ovo normal que vivia uma vida normal, porém, um dia, Carlos acidentalmente frita os pais de Jonas, pensando que era apenas ovos normais para um lanche, assim, os pais de Jonas são fritos até a morte. Jonas estava enfurecido então Jonas desperta o modo 1000% com apenas 2 anos de idade, ao fazer 3 anos, ele já tinha a mente de um psicopata e deverá matar todos os seres desse universo.

## Jonas

Jonas com seu olhar diabólico no meio de uma floresta na Sibéria, Rússia.

### Poderes:

Onipotência, poderes da Mitologia Nórdica, armas químicas, telecinese, super-força, telepatia e pulso eletromagnético