recursal/Fanatic-Fandom huggingface dataset:
Ronald Shiner

Ronald's Notebook Image

**Ronald Shiner** is a survivor appearing in *Dead Rising* and *Dead Rising: Chop Till You Drop*.

He is found in Jill's Sandwiches in Paradise Plaza during the scoop Restaurant Man. He is a greedy man who only seems to be concerned about food.

## Restaurant Man

*Main article: Restaurant Man*
Ronald is found in a restaurant in Paradise Plaza. He has barricaded the front entrance and is lamenting the lack of food inside. When Frank comes across him, Ronald begs him for some food and accuses Frank of keeping all of it for himself.

After Frank delivers some food, Ronald will gobble it down, belching and laughing, providing a photo op. Then he will agree to follow Frank to the Security Room under the impression that there is more food stocked there.

## Ronald's Appetite

*Main article: Ronald's Appetite*
After being rescued, he will wait in the room with the blue door. Ronald soon complains about the lack of food and rallies up the other survivors in the same room to head out and look for more. Frank says there should have been enough to cover everyone's needs, to which Ronald responds that he needs more food than everybody else. He is satisfied when Frank gives him some kind of food.

If Frank does not stop Ronald's mutiny or Leaves the security Room, Ronald will leave the Security Room along with the other survivors in the same room. They will no longer count towards the number of rescued survivors.

It's possible that he escaped Willamette with Otis and the others when the special forces arrived.

## Infinity Mode

*Main article: Infinity Mode*
Ronald appears in Bachman's Bookporium at Paradise Plaza from 5:07:00 to 5:19:00 carrying frozen vegetables and armed with a cleaver. In his equipment he carries 2 Electric Guitars, Toy Laser Sword and Bass Guitar.

## Trivia

* Ronald is pictured in the "Gourmet" achievement for his love of food.
* Ronald's Photo Op during the Restaurant Man scoop is worth up to **10,000 PP**. The Photo Op occurs after he eats food given to him by Frank.
* Richard Kelly, a survivor in *Dead Rising 2*, has an identical mission where he must be given food to be saved. However, he doesn't manage to cause a food shortage.
Urban

**Urban** is een personage uit de *Gemaakt Voor Actie* franchise. Zijn stem wordt ingesproken door Matheu Hinzen en Adam Howden.

## Uiterlijk

Urban is een Landseer ECT met donkerblauwe ogen. De tekening die rondom het midden van zijn hoofd loopt is wit, de onderkant van zijn staart, zijn gehele onderbuik en zijn voorpoten zijn ook wit. Zijn beide oren en de bovenste achterkant van zijn achterpoten zijn donkergrijs, de rest van Urban's lichaam is zwart. Wanneer Urban een dossier voor moet lezen, draagt hij een zwarte bril zonder onderste deel met ronde glazen.

## Persoonlijkheid

### *Een grote match*

Hoewel Urban wel degelijk om anderen geeft, laat hij het bij zijn collega's niet altijd blijken en lijkt het soms alsof hij het laken naar zijn eigen kant trekt. In het begin kwam dit May niet ten goede en deelden zij een rivaliteit. Tijdens hun eerste missie samen is hun vriendschap flink gegroeid en is de rivaliteit beëindigd. Ook lijkt hij al een tijdje een oogje te hebben op Indy, maar voor een groot deel van de film weet zij van niks.

### *Wat ik zou willen*

Urban heeft bewezen het sterkste lid van de GPB te zijn en is hier vreselijk trots op. Als andere honden of mensen sterk zijn, waardeert hij dit meestal ook.

## Informatie

* **Geslacht:** Reu
* **Leeftijd:** 7 in mensenjaren - 49 in hondenjaren
* **Schofthoogte:** 73 cm
* **Vrienden:** Bijna iedereen
* **Rivalen:** May (voormalig), hondenvanger, Linda, robots
* **Likes:** Avontuur, de smaak van kinderen, gevaar verdrijven, kracht, zingen
* **Dislikes:** Anderen teleurstellen, onheil, stof
* **Uitlijning:** Goed

## Trivia

* Voordat Shasta, Garcia, Thunder en Storm bij de GPB kwamen, was Urban het enige mannelijke lid van het team.
* Urbans eigenlijke naam is *August*, maar hij werd Urban genoemd omdat zijn voormalige eigenaar August geen leuke naam vond.
MBI

"There is NO need to think about what lies beyond!"

### Goal

To eliminate or prevent multiversal threats as well as to defend the border between the omniverse and the real world.

### Affiliation

* ***The Players***
* ***World Overseers***
* ***AASN***

### Adversaries

* The Unbounded Ones
* The Nameless

**The** **Multiversal Bureau of Investigation** is a major faction in Gerendum with their base of operation being currently unknown. They made their series debut in ***Incident I: MEET YOUR MAKER***.

## Canon

The MBI is an organization dedicated to the upkeep of **Machine Worlds** and other gateways to the realm of ***The Players***. They are also tasked with locating and destroying targets that pose a serious threat to multiverses or even the omniverse as we know it. They are a secretive faction with little information about them. There is no concrete description of what their units look like, but many agree it may be populated by Players or ***World Overseers***.

## Pre-Gerendum

Before Incident I, the MBI frequently intercepted world-ending scenarios across the omniverse. However, only the MBI catalogue these events as they are unavailable elsewhere. That, or no universe has yet to reach out about these encounters.

## Plot Involvement

### ***Incident I: MEET YOUR MAKER***

*This section will be developed upon progression of the Incident.*

## Faction Interaction

* ***AASN*** - A faction from Gerendum that made their series debut in ***Incident I: MEET YOUR MAKER***. As a subsidiary of the MBI, both the factions work hand in hand to keep the ***Saviors of Nevada*** in check.

## Trivia

* The ***AASN*** is a subdivision of the MBI.
Deiform Y

**Deiform Y** is a minor antagonist from Gerendum. They made their series debut in ***Incident I: MEET YOUR MAKER.***

## Canon

Deiform Y is the name given to one of the members of ***The Triune*** depicted in cave art underneath ***Q-Bert's Pit Stop***. It specifically refers to a figure representing a burning Nevadean. Little is known of the entity outside of the few reports linking it to ***Player*** presences. In the art, it is portrayed as scrutinizing the ***Saviors of Nevada*** from above while emanating an energy of hatred.

## Pre-Gerendum

The trio of World Overseers were never mentioned until very shortly before Incident I. At the time of writing, they have not been mentioned since.

## Plot Involvement

### ***Incident I: MEET YOUR MAKER***

*This section will be developed upon progression of the Incident.*

## Character Interaction

* ***Saviors of Nevada*** - A faction from Gerendum who made their series debut in ***Incident I: MEET YOUR MAKER***. Currently, their only connection is through mysterious cave art. The Triune have yet to directly interact with the Saviors of Nevada.

## Trivia

* Deiform Y is a representation of Yamperzzz.
Room 3 - Nothingness

"Nothingness" is the 3rd room in The Black-Line Zone.

Room 3 - Nothingness is, just like Room 1 and Room 2, right next to it's previous room, only being separated by a door with a combination lock, if you've gotten this far, congratulations. However you probably won't escape.

## Difficulty - 0/10

With no hazards or entities, Room 3 is the 1st room with a Difficulty of 0/10, the level even lets you choose between 3 different utilities that will be very useful in the future.

## Description

Room 3 is still very dark, with no internal or external light sources. But, with light, it's a very wide room, and it's entirely concrete. Concrete walls, concrete floor, and a concrete ceiling. But, on the walls, a green carpet covers the concrete, letting a light fuzzy feeling relax the wanderers. Throughout the level, Room 3 has concrete support beams, each support beam being 3 feet by 3 feet in width and length. These support beams are also covered in the green carpet. Traveling far enough to the left, you'll reach the doors to Room 4, Room 5, and Room 6. Each door having an item infront of it. Room 4 having a metal rod, Room 5 having a flashlight, and Room 6 having a box. Due to this, Room 5 is ultimately recommended due to the flashlight being very useful and lets you actually seen where you are.

## Possible Dangers and Entities

### Hazards/Dangers

There are no potential dangers or hazards in Room 3, unless your really dumb and accidentally kill yourself due to the hard floors.

## Entrances and Exits

### Entrances

* Entering the combination to the lock on the door in Room 2 will lead to Room 3.
* Noclipping through the green carpet in Room 50 will lead to Room 3.

### Exits

* Finding the doors to Room 4, Room 5 and Room 6 and entering one of the doors will lead to that door's respective room.
* Ripping off the carpet to one of the support beams and noclipping through the support beam will lead to Room 9.
Room ! - RUN FOR YOUR LIFE!

"RUN FOR YOUR LIFE!" is the ???th room in The Black-Line Zone.

You will regret entering Room !. First created by accident, Room ! is torture, requiring you to run continuously for 2 (if you're lucky 1.5) miles with no water, food, or breaks. And obstacles that, if you aren't careful could lead to your death.

## Difficulty - **!**/10

With seemingly infinite amount of entities, the entire room being a hazard in of itself, and overall difficulty, you're going to wish you never even stepped foot into this level. Good luck wanderer.

## Description

Room ! takes the appearance of a really long hallway (presumably 2-3 miles in length) with white walls, and wooden floors and ceilings, with a door that lights pure white when opened at the end. The hallway is lit up by flashing red lights that are spread out evenly among the hallway. Police sirens blare into the wanderer's ears from all directions, even if there seem to be no audio sources. When a wanderer enters Room !, they will enter through a door that is about 1-1.5 miles into the hallway, if the wanderer looks to the right, they will see a hoard of Flatlines, Stalkers, and Chasers running towards them, and you must quickly run to the left. Along the way to the exit, there are several doors that lead you into seperate rooms, like Room 7, Room Ω and Room -9. There are also obstacles, such as random bumps in the floor, low hanging vents that can hit you on the head if not careful, and also sharp things along the wall that can stab you if you aren't careful.

## Possible Dangers and Entities

### Entities

* Flatlines
* Stalkers
* Chasers

### Hazards/Dangers

Several dangers that could be fatal are scattered along the hallway, that will be listed here.

* Bumps along the floor that could trip you and get you killed by the horde of entities.
* Low-hanging vents on the ceiling that could knock you out if you aren't careful and get you killed by the horde of entities.
* Sharp objects that poke out of the walls could fatally cut you and could lead you to bleed out and die.

## Entrances and Exits

### Entrances

* If you decide to noclip in the wrong levels in the wrong areas, you'll end up in Room !.
* You will randomly be sent to Room ! if the It decides to.
* Entering the door with "***!***" written around it with "red ink" in Room 19 will lead to Room !.

### Exits

* Entering the door to Room 7, Room Ω or Room -9 will lead to their respective levels.
* Getting to the exit without dying to the horde of entities or any of the dangers into levels will send you to Room 50.
Room 5 - Backrooms

"Backrooms" is the 5th room in The Black-Line Zone.

Being the 2nd room out of the 3 splitting off from Room 3, Room 5 is the most recommended to go through, considering it's few dangers, no entities, and calm environment. However, every up has it's down. The floor's carpet is damp, and the wanderer feels like their being watched.

## Difficulty - 2/10

With no entities and 1 hazard, and some psychological difficulty, Room 5 is the first room to get a 2/10 on Diffiiculty. Enjoy the feeling of being watched when you aren't, because you **will be watched soon**.

## Description

Room 5, just like the rooms before it, is extremely dark, with no internal or external light sources. With light however, Room 5 looks weirdly like a room from Level 0 from the Backrooms. *I swear it feels like I've been here before.* The same mushy carpet, the same infinite mono-yellow wallpaper, the same fluorescent lights but... broken. Sparks emit from one of the broken fluorescent lights along the ceiling.

## Possible Dangers and Entities

### Entities

Although the wanderer gets an unsettling feeling of being watched, there are no entities that inhabit Room 5.

### Hazards/Dangers

There's a very low chance, but the sparks from the fluorescent lighting could set your clothes on fire, and if not handled carefully, could lead to you being burnt alive, and die.

## Entrances and Exits

### Entrances

* Entering the 2nd door in Room 3 will lead to Room 5.
* Opening the door with "Backrooms" engraved into the wall above the door in Room 19 will lead to Room 5.

### Exits

* Walking out the door you entered will lead you back to Room 3.
* Noclipping through the right wall will lead to Room -5.
Cupper

Cupper is an entity that live on levels 4-8 and are very mysterious and unknown

They are uncommon to see in the backrooms, mostly because they live 60 miles from the level spawn.

**Appearance**

Cuppers take the form of a White glass mug with the letter C and a Black circle on the top.

They seem to be around 3 and a half inches tall, Cuppers do not seemingly move in their base state.

**Behavior**

In their base state they seem immobile and non-sentient.

However if you look at a Cupper, a strange feeling deep inside you makes you want to look at it for a while.

Here is a time-lapse sheet of what happens after looking at a cupper recorded by a person at M.E.G

* 5 seconds: you start to feel tired
* 1 minute : you hear voices and they are gossiping about you?
* 5 minutes : You start to hallucinate seeing dark figures around you, and a force is trying to lock you into the cupper's trap.
* 10 minutes: The Cupper now has noticeable eyes and a mouth that has grown out of the body.
* 15 minutes : You are now fully locked in by the Cupper, you are now marked for dead.
* 30 minutes: The Cupper has grown arms and legs and is now running towards you at 500 MPH, you could not run, you are stuck, The cupper then jabs their human teeth into your skin, then they suck you off dry in the matter of 2.12 seconds.

**Biology**

It is presumed that the biology of a Cupper is same biology of a regular mug, but it turned out that was not the case.

in September 10th 2018, a M.E.G researcher hired a wanderer to grab a Cupper from level 5 and bring to the testing facility.

They dissected the Cupper and found a bunch of glass, flesh, organs, blood, and bones inside the Cupper.

They even saw how they grew the limbs and face, which they did it by ejecting the properties from inside the Cupper to the outside.

**Survival Guide**

* If you see a Cupper, Immediately look away and run the opposite direction
* If you are getting stuck in it's trap, drink Almond water.
* Do not attack a Cupper unless if it's sleeping, otherwise it will immediately change into it's limb form and kill you.
* Do not pour liquids into a Cupper and drink it, You will be ripped apart from the inside out

**Variants**

There are 2 alternate versions of Cuppers known so far.

**Nupper**

Nuppers take the form of White mugs with A fancy written black N on the cover.

Instead of being hostile, they will immobile and more friendlier to wanderers

If you drink from a Nupper you will get good luck for 3 days straight.

They act more like objects than entities.

**Mupper**

Muppers are taller and more aggressive versions of Cupper.

They can be found on level 6 when you least expect them to.

They are 4.5 feet tall and their bodies are a white mug with the letter M on it.

They have photorealistic eyes and black sludge coming out of the top, with sharp teeth on the inside of the mug.

Muppers have arms that are up to five feet and legs up to 2 feet.

**Discovery**

Cuppers were first discovered by The Kauer research Organization on level 5 in 2013. They noticed the strange Anomalistic behavior of the mug, so they brought it to M.E.G to study.
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Аквамен

**Артур Карри** — король Атлантиды , первенец королевы Атланны , старший сводный брат Орма Мариуса по материнской линии , член Лиги справедливости , а также супергерой, известный миру как **Аквамен** .

В детстве в заливе Амнисти , штат Мэн , он тайно обучался рукопашному бою у своего визиря Нуидиса Вулко и получил трезубец своей матери в качестве благословения. Хотя изначально он был сдержан и доволен своей добровольной изоляцией как от поверхностного мира, так и от Атлантиды, что было в первую очередь из-за того, что его мать вынуждена была бросить его и его отца Тома Карри в детстве отцом Орма Орваксом , Аквамен в конечном итоге был завербован . Бэтменом , чтобы присоединиться к недавно созданной Лиге справедливости , чтобы помочь защитить Землю от инопланетных сил Степного Волка .и его армия Парадемонов , несмотря на то, что сначала они не хотели вмешиваться.

После своего набора в команду Артур сыграл ключевую роль в возрождении Супермена через год после его смерти от рук чудовищного Судного дня . Теперь, когда Лига Справедливости полностью собрана, Аквамен внес значительный вклад в оттеснение Степного Волка, даже серьезно ранив последнего своим трезубцем, заставив неудавшееся вторжение инопланетян поспешно отступить.

Примерно через год Артур с неохотой решил, наконец, занять свое законное место в Атлантиде — он достал легендарный трезубец Атланта из глубин Скрытого моря с помощью Меры и своей давно потерянной матери Атланны и победил своего сводного брата Орма. в битве, наконец, став законным королем Атлантиды, наконец, приняв прозвище Аквамен, хотя в процессе достижения этого он также непреднамеренно создал нового и опасного злодея, одержимого своим разрушением, Черной Манты.

de:Aquaman
es:Arthur Curry
fr:Arthur Curry
pt-br:Orin
Incident I: MEET YOUR MAKER

"The Maker enlisting your help should be evidence alone that He is not almighty."

### Host(s)

* Yamperzzz
* Birb with a Gun
* Edy

### Followed By...

TBA

***Incident I: MEET YOUR MAKER*** began on (TBA) and concluded on (TBA). It is the first installment in the Gerendum series.

## Summary

The near entirety of this Incident takes place within a world instance of the setting within ***MADNESS: Project Nexus***. Characters from all walks of life are enticed to follow a mysterious stranger in their home world until they are inexplicably brought into a void room. There, along with others, they meet an entity known only as ***The Maker***. He has brought you all here to complete a simple mission for Him: recover ***The Primogeniture*** and deliver it to the ***Mandatus***...

Unfortunately, He's not so great at providing context for what all that means, but He dumps you in His world anyway. Welcome to ***Nevada*** - you're going to need all the help you can get.

## Other Characters

* ***The Maker***
* ***The Gambler***
* ***The Machine***
* ***The Employers***
* ***The Players***
* ***World Overseers***
* ***The Triune***
* ***The Nameless***
* ***The Unbounded Ones***

## Trivia

* This Incident was originally planned to be an Arc within the multiverse roleplay series ***ArcRift***. However, it eventually became a separate Incident in its own multiverse roleplay series - Gerendum.
Рик Флаг

**Ричард «Рик» Роджерс Флаг**-младший был полковником армии США и специалистом сил специальных операций. Он также был полевым командиром связанной с АРГУСом оперативной группы X.

В 2016 году Аманда Уоллер наняла его, чтобы возглавить оперативную группу X вместе с командой морских котиков в рискованной операции по победе над злыми братьями и сестрами Чародейкой и Инкубом. Миссия оказалась успешной, и Флаг остался полевым командиром отряда.

В 2021 году Флаг возглавил новое воплощение отряда с миссией на Корто Мальтезе, чтобы разрушить крепость нацистской эпохи, известную как Йотунхейм, вместе с опасным проектом «Морская звезда». Достигнув острова, Флагу и команде пришлось столкнуться с солдатами Корто Мальтезе, но большая часть команды погибла в бою. Флаг бежал в джунгли, где столкнулся с группой повстанцев против Сильвио Луны, к которой присоединился. Флаг присоединился к новой команде оперативной группы X, чтобы успешно добраться до Йотунхейма. Флаг намеревался раскрыть всю правду об инопланетном существе Старро, но ему пришлось столкнуться с Миротворцем, тайно работавшим с Уоллер над защитой файлов. В битве против Миротворца Флаг был убит, когда Миротворец ударил его в сердце осколком плитки, хотя последний в конце концов сожалел об убийстве Флага.
Белый Дракон

* Белый дракон
* Огги Смит

**Август Рэнсом «Огги» Смит**, также известный как **Белый Дракон**, был фанатичным и жестоким отцом Кристофера Смита, линчевателя, известного как Миротворец. Он также был суперзлодеем, лидером организации сторонников превосходства белой расы, известной как Арийская Империя.
Аманда Уоллер

**Аманда Уоллер** — высокопоставленный чиновник правительства США и директор АРГУС. Она связана с несколькими шпионскими и правоохранительными органами и является командиром расходуемой полевой группы X.

В 2016 году и после смерти Супермена Уоллер решила нанять группу мета-людей для выполнения рискованных миссий под названием «Оперативная группа X», однако член, известный как Чародейка, выскользнет из-под его контроля, угрожая уничтожить человечество. Как следствие, она послала оперативную группу X, чтобы остановить ее, сумев убить ее в процессе. Выполнив задание, Уоллер смягчила приговор членам отряда, но вернулась в Белль Рив. Вскоре после этого Уоллер встретилась с Брюсом Уэйном, чтобы передать информацию о мета-людях, поскольку ей нужно было собрать группу воинов для защиты Земли от угрозы.

Пять лет спустя Уоллеру сообщили о перевороте в Корто Мальтезе, и она рисковала, что информация о США будет раскрыта: участие в незаконных экспериментах на базе Йотунхейм станет достоянием гласности. В отместку Уоллер снова наняла Оперативную группу X с миссией по уничтожению всех записей проекта «Морская звезда», в результате чего база Йотунхейма была разрушена, но в процессе освободилось чудовище, известное как Старро. После того, как команда взбунтовалась, чтобы остановить Старро, а Уоллер была нокаутирована ее помощниками, она была вынуждена вести переговоры с Бладспортом, чтобы записи не были раскрыты в обмен на свободу команды.

Все еще имея операцию, которую нужно выполнить, Уоллер наняла Клемсона Мёрна, чтобы возглавить новую команду, спасая одного из членов Целевой группы X, Миротворца, для повторного набора. В отместку за предательство Уоллер также отправила своих бывших помощников Эмилию Харкорт и Джона Экономоса для участия в проекте «Бабочка» и предложила своей дочери Леоте Адебайо присоединиться к миссии. После проекта «Бабочка» Леота обнародовала тайные операции Уоллер.
Бладспорт

**Роберт Дюбуа** , известный под кодовым названием **Бладспорт** — убийца, которого наняли, чтобы убить Супермена с помощью криптонитовой пули, но в конечном итоге он не смог этого сделать. В результате он был арестован и заключен в тюрьму в Бель-Рив,а впоследствии стал членом и ненадолго руководителем Оперативной группы X,отправленной на Корто Мальтезе. Находясь там, он установил тесную связь с Крысоловом 2 , стал неотъемлемой частью уничтожения Старро и успешно шантажировал Аманду Уоллер,чтобы она отпустила его и его выживших товарищей по команде.
АРГУС

**Группа передовых исследований, объединяющая сверхлюдей,** широко известная как **АРГУС**, является правительственной организацией Соединенных Штатов, которой поручено бороться с серьезными угрозами, руководимой Амандой Уоллер.

Известно, что "АРГУС" в некоторых случаях сотрудничает с ЦРУ и ФБР. Это агентство, которое использует людей со сверхспособностями или другими впечатляющими навыками для достижения своих целей и защиты страны.

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The Triune

"They watch your crusade with great interest..."

**The Triune** are a minor faction in Gerendum with their base of operation being currently unknown. They made their series debut in ***Incident I: MEET YOUR MAKER***.

## Canon

Not much is known about The Triune at the time of writing. They are a supposed trio of ***World Overseers*** who's only connection to ***Nevada*** are in mural art underneath ***Q-Bert's Pit Stop*** where they are depicted as a ***detective***, a ***Wild Lander***, and a ***burning Nevadean*** observing the ***Saviors of Nevada*** from above. Aside from that, a small number of Nevadeans claim to have experienced or witnessed Player behavior before the events of Incident I and are theorized to be under the effects of The Triune due to their unique effects.

## Pre-Gerendum

The trio of World Overseers were never mentioned until very shortly before Incident I. At the time of writing, they have not been mentioned since.

## Plot Involvement

### ***Incident I: MEET YOUR MAKER***

*This section will be developed upon progression of the Incident.*

## Faction Interaction

* ***Saviors of Nevada*** - A faction from Gerendum who made their series debut in ***Incident I: MEET YOUR MAKER***. Currently, their only connection is through mysterious cave art. The Triune have yet to directly interact with the Saviors of Nevada.

## Trivia

* The Triune are representations of Yamperzzz, Birb with a Gun, and Edy.
Ик Нобе Ллок

* Ик Нобе Ллок
* Клемсон Мёрн

**Ик Нобе Ллок** был членом Бабочек, который овладел Клемсоном Мёрном, чтобы противостоять своему виду от мирового господства. Бабочка замаскировался под циничного, серьезного наемника и одного из лидеров оперативной группы X, возглавляя команду, которой было поручено уничтожить проект "Бабочка". В конце концов, он был убит Королевой Ик Стек Ик Ик.
Джон Экономос

**Джон Экономос** — язвительный, но доброжелательный член АРГУС и помощник Аманды Уоллер. Экономос был частью поддержки управления полетом оперативной группы X во время миссии на Корто Мальтезе после того, как он и его команда не послушались Уоллера, чтобы помочь отряду победить Старро.

В качестве мести Уоллер поместила Экономоса и Эмилию Харкорт в команду Клемсона Мёрна и поручил им привести Миротворца с миссией по спасению мира, избавившись от угрозы «Бабочек».
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Sienna's en Isabella's moeder

**Sienna's en Isabella's moeder** is een onzichtbaar personage uit *Wat ik zou willen*.

## Uiterlijk

Dit personage was een Berner-Sennenhond met groene ogen. Haar snuit, staartpunt en de tekening die loopt van haar snuit tot haar voorhoofd zijn wit. Haar borst, bovenste deel van de onderbuik en de onderkant van haar pootjes zijn lichtblond. De onderste helft van haar voorpootjes, het onderste kwart van haar achterpootjes, het uiterst onderste deel van de onderbuik, haar wangen en haar 'wenkbrauwen' zijn oranjebruin. De rest van haar vacht is zwart en haar neus is donkerbruin. Haar halsband was lichtrood met een goudgele gesp erin, dankzij haar lange vacht was deze niet altijd even goed te zien.

## Persoonlijkheid

Aldus Sienna en Isabella was hun moeder een zorgzame, humoristische en vriendelijke hond, die van alles snel onder de knie kreeg en goed kon omgaan met vreemdelingen.

## Informatie

* **Geslacht:** Teefje
* **Leeftijd:** 13 in mensenjaren - 91 in hondenjaren
* **Schofthoogte:** 67 cm
* **Uitlijning:** Goed

## Trivia

* Toen Sienna en Isabella een jaar oud waren, kregen ze te horen dat hun moeder was aangereden. Vanwege dit schokkende nieuws steunden ze hun moeder door dik en dun, nog meer dan ooit tevoren. Een midweek later is hun moeder weggegaan uit hun toenmalige woonplaats en is de volgende nacht aan haar verwondingen overleden. Voor lange tijd bleven de zusjes ontroostbaar.
Эмилия Харкорт

**Агент Эмилия Харкорт** - агент АНБ, которая работала с Амандой Уоллер и АРГУСОМ, чтобы следить за Целевой группой X, а также выступала в качестве вспомогательного члена во время миссии Корто Мальтезе. С освобождением Старро Харкорт и ее команда ослушались Уоллер, чтобы помочь команде. В отместку Харкорт вместе с Экономосом были отправлены в команду Клемсона Мёрна с миссией спасти мир от нашествия Бабочек.

Во время миссии Эмилия Харкорт была назначена членом оперативной группы, и в конце концов подружилась с детьми с 11-й улицы, особенно с Кристофером Смитом. После смерти Ик Нобе Ллок в результате проекта "Бабочка" она стала лидером команды, ведущей битву на ранчо Ковердейл, получив тяжелое ранение и позже лечась в медицинском центре Маунт-Руж.
Миротворец

**Кристофер «Крис» Смит**, также известный как **Миротворец**, жестокий линчеватель, который верит в достижение мира любой ценой, независимо от того, сколько людей ему придется убить для этого в процессе. Он также был членом второй ударной группы оперативной группы X, отправленной с миссией на Корто Мальтезе. В то время как он установил взаимопонимание с командой, он в конце концов обратился к ним, чтобы они выполнили намеченную миссию, когда они узнали, что все это было прикрытием ошибки правительства США. Пытаясь завершить миссию, Смит убил лидера команды Рика Флэга и был отправлен в кому товарищем по команде и соперником Бладспорт

Когда Смит, находящийся в коме, был извлечен из Корто Мальтезе, его отправили в американский госпиталь, где координаторы миссии Сил, Джон Экономос и Эмилия Харкорт, ждали его пробуждения, готовясь к тому, чтобы он присоединился к небольшой команде для участия в проекте "Бабочка". со своим другом Виджиланте, также присоединившимся к команде. В ходе проекта «Баттерфляй» Миротворец также вступил в конфликт со своим жестоким отцом и был вынужден задуматься о своих взглядах на мир и прошлых травмах, кульминацией которых стало поражение и убийство Смитом собственного отца.

После проекта "Бабочка" Смит был освобожден из-под контроля Аманды Уоллер после того, как Леота Адебайо публично раскрыла коррумпированные секреты Уоллера. Затем Смит начал делать небольшие шаги к тому, чтобы стать лучше, но его преследовала галлюцинация о его покойном отце.
Gerendum Wiki

**Greetings from the Gerendum Wiki!**
Gerendum is a multi-fandom roleplay series currently hosting on ***(TO BE DECIDED)!*** Here, you can collaborate with other writers, grow your characters over time, and build upon the already established lore of Gerendum! You - yes, ***YOU*** - can have a chance at witnessing your characters become an important chess piece in the chess board that is Gerendum.

Interested in participating? Check out our ***(Discord)*** and our ***(current roleplay!)*** Already have an approved character? Why not set up a character page for them using the ***character template?*** Remember to keep them updated!

***By proceeding, you hereby acknowledge that certain characters may have unmarked spoilers on their page regarding their source media. Viewer discretion is advised.***

*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!
World Overseers

## The World Overseers

"It seems that these spirits follow a strict code... and it is the responsibility of certain ghosts to enforce these laws."

### Involved In...

(Current)***Incident I: MEET YOUR MAKER***

### Goal

To enforce Player rules over a select region and maintain universes.

### Affiliation

* ***The Players***
* ***The Triune***
* Other Overseers

### Adversaries

* The Unbounded Ones
* The Nameless

**World Overseers** are a major faction in Gerendum with their base of operation being currently unknown. They made their series debut in ***Incident I: MEET YOUR MAKER***.

## Canon

World Overseers are ***Players*** who have been given the special role of enforcers over certain regions of the multiverse. Regular Players will often follow whatever rules set out by the ruling Overseer once they step into an occupied area. It is not yet known how Players become Overseers or how many universes are Overseer territories.

Even though World Overseers are far more reclusive than normal Players, more is known about them due to the fact that they exhibit devastating abilities freely. They are the only Player types authorized to create and - more importantly - destroy worlds without any form of permission. Overseers will tend to these worlds closely regardless of whether they forged it or not. Some worlds may never know they were ever under the control of Overseers.

During a crisis, World Overseers are usually the only Players allowed to present themselves.

## Pre-Gerendum

It it not yet currently known if World Overseers existed before the first instance of the multiverse, nor what they did before the events of Incident I.

## Plot Involvement

### ***Incident I: MEET YOUR MAKER***

*This section will be developed upon progression of the Incident.*

## Faction Interaction

* ***The Nameless*** - A character from Gerendum who made their series debut in ***Incident I: MEET YOUR MAKER***. All Players (including World Overseers) are hostile to The Nameless, but for what reason remains unknown at the time of writing.

* ***The Unbounded Ones*** - A faction from Gerendum who made their series debut in ***Incident I: MEET YOUR MAKER***. The Unbounded as a whole are viewed as enemies by most Players. Their volatile nature poses a threat to the multiverse, thus putting them on the radar of The Players. World Overseers especially find them abhorrent.

## Trivia

* Just as Players are the embodiment of typical roleplayers, World Overseers are the representation of game masters.
Garcia

**Garcia** is een personage uit de *Gemaakt Voor Actie* franchise. Zijn stem wordt ingesproken door Dieter Spileers en Greg Chun.

## Uiterlijk

Garcia is een Groenendaeler met groene ogen en een volledig zwarte vacht. Wanneer Garcia een dossier moet voorlezen, draagt hij een zwarte bril met rechthoekige glazen en zilveren pootjes, het uiteinde van de pootjes is ook zwart.

## Persoonlijkheid

Garcia heeft zo goed als dezelfde persoonlijkheid in beide films. Als hij een nieuw mens leert kennen heeft hij meestal de neiging in zijn/haar broekzakken te kijken om er zeker van te zijn of hij hem/haar kan vertrouwen. Zo ja, dan behandelt hij de ander met liefde. Zo nee, dan probeert hij altijd zo ver mogelijk bij de ander uit de buurt te blijven.

## Informatie

* **Geslacht:** Reu
* **Leeftijd:** 8 in mensenjaren - 56 in hondenjaren
* **Schofthoogte:** 64 cm
* **Vrienden:** Bijna iedereen
* **Rivalen:** Hondenvanger, Linda, robots
* **Likes:** Avontuur, gevaar verdrijven, lege broekzakken, zingen
* **Dislikes:** Onheil
* **Uitlijning:** Goed
Клемсон Мёрн

**Клемсон Мёрн** был наемником, одержимым бабочкой по имени Ик Нобе Ллок. Бабочка выдавала себя за циничного, серьезного наемника, которым был Мёрн, и Аманда Уоллер назначила его руководителем Детей 11-й улицы, команды, которой было поручено уничтожить Проект Бабочка. В конце концов, тело Мёрна было навсегда убито Королевой Ик Стек Ик Ик.
Incident Template

A quote that best summarizes the Incident

Incident Title began on (Date) and concluded on (Date). It is the (Number) installment in the Gerendum universe.

## Summary

Insert a short synopsis of the Incident here. Should only be two paragraphs max.

## Participants

List all participating characters in bullet list form.

## Other Characters

List all participating NPCs and other characters in bullet list form.

## Death List

If anyone died, list all dead characters in bullet list form. If they did not permanently die, please mark it so by inserting (formerly) next to their name.

## Afterlife Details

What happened to those who died after the Incident, if anyone died?

## Chapter Details

A synopsis of each chapter of the Incident. May have multiple paragraphs, but please balance content with brevity!

## Epilogue Details

Brief summary of what happened at the end of the Incident.
Character Template

**(Character Name)** is a major/minor protagonist/antagonist from ***Linked Title Here***. They made their series debut in ***Insert Incident Name/Link Here***.

## Pre-Gerendum

What did they do before their first appearance in Gerendum?

## Plot Involvement

What role did this character play in each Incident? ONLY provide a brief summary of what they did throughout the entirety of the Incident which should only consist of two-three paragraphs. If the Incident is still on-going, instead use:

*This section will be developed upon progression of the Incident.*

## Character Relationships

Which characters did this character have notable interactions with? Were they friends, foe, family, exes, etc? How did they develop over time?

* ***Example Person with Link*** - A character from ***Linked Title Here*** who debuted in ***Insert Incident Name/Link Here***. The details of the relationship would follow this.

## Trivia

* Extra info about this character goes here.
The Gambler

**The Gambler** is a minor protagonist from ***Madness: Project Nexus***. He made his series debut in ***Incident I: MEET YOUR MAKER***.

## Canon

The Gambler is an obscure but powerful entity that serves ***The Maker***. Within MADNESS: Project Nexus' Arena Mode, he remains hidden as a background character for most of the missions until it is time for the arena player to witness ***The Machine***. From then on, he presents himself as a guide for the inner workings of Nevada and leads the arena player to the Grand Steward and the end of each Imprint.

## Pre-Gerendum

Before the events of Incident I, it is known that The Maker sends The Gambler out on a mission to gather a selection of characters to act as Saviors of Nevada. Beside this, it is not yet known what he has done before this Incident.

## Plot Involvement

*This section will be developed upon progression of the Incident.*

## Character Relationships

* ***The Maker*** - A character from ***MADNESS: Project Nexus*** who made his series debut in ***Incident I: MEET YOUR MAKER***. As equally enigmatic as The Maker, not much is known about their relationship at the time of writing. However, inferring from The Gambler's position as The Maker's only delegate, The Maker may hold great trust in The Gambler.

* ***The Machine*** - A character from ***MADNESS: Project Nexus*** who made its series debut in ***Incident I: MEET YOUR MAKER***. Due to The Gambler's close ties with The Maker and his existence being put into question by The Machine's system, The Gambler has been marked for deletion.

* ***The Employers*** - A faction from ***MADNESS: Project Nexus*** who made their series debut in ***Incident I: MEET YOUR MAKER***. It is unsure at the time of writing if The Gambler and The Employers have ever met directly. However, it can be assumed that, as followers of The Machine, The Employers are hostile toward him.

## Trivia

* Though the Gambler can know things that is, will, and has happened, it is flawed since he cannot detect time loops and, thus, what others already know.
	+ It is because of this reason that, since The Primogeniture is considered a time anomaly, The Gambler cannot disclose to the Saviors of Nevada if they will actually uncover it.
	+ The Primogeniture is also described by The Gambler as reality-bending while residing within the manifold of what is real. Consequently, The Gambler cannot find it himself without trespassing within The Machine's domain.
	+ The Gambler adds that The Primogeniture is always fluctuating between existing and nonextant, which displeases The Machine.

* The Gambler acknowledges other timelines introduced by the existence of the Saviors, but is largely unaware of what they hold.
Линчеватель

* Линчеватель
* Адриан Чейз

**Адриан Чейз** — восторженный официант-садист из ресторана, который по ночам действует как безжалостный линчеватель. Он охотно присоединился к небольшой команде, чтобы собраться для миссии по спасению мира, чтобы установить связь со своим кумиром Миротворцем и завести новых друзей.
Deiform X

***Deiform X*** is a minor antagonist from Gerendum. He made his series debut in ***Incident I: MEET YOUR MAKER***.

## Canon

Deiform X is the name given to one of the members of ***The Triune*** depicted in cave art underneath ***Q-Bert's Pit Stop***. It specifically refers to a figure representing a cloaked stranger. Little is known of the entity outside of the few reports linking it to ***Player*** presences. In the art, he is portrayed as cool and collected while maintaining a menacing energy as he peers at the ***Saviors of Nevada*** from above.

## Pre-Gerendum

The trio of World Overseers were never mentioned until very shortly before Incident I. At the time of writing, they have not been mentioned since.

## Plot Involvement

### ***Incident I: MEET YOUR MAKER***

*This section will be developed upon progression of the Incident.*

## Character Interaction

* ***Saviors of Nevada*** - A faction from Gerendum who made their series debut in ***Incident I: MEET YOUR MAKER***. Currently, their only connection is through mysterious cave art. The Triune have yet to directly interact with the Saviors of Nevada.

## Trivia

* Deiform X is a representation of Birb with a Gun.
Room 13 - Public Eye

"Public Eye" is the 13th room in The Black-Line Zone.

In yet another split path, Public Eye is the 2nd room splitting off from Room 11. This level doesn't seem like it but this can severely hurt someone, break their heart, and even cry.. they break down mentally.

## Difficulty - 6/10

With no entities but a severe mental hazard, Room 13 is one of the most difficult rooms that focus on mental challenge. So entry of Room 13 isn't recommended but if you really wanna, go ahead.

## Description

Room 13, just like many rooms before it, has no light sources, internal or external, except for light beaming out of... a window. With light however, the room looks like a standard living room, with a standard 40 inch TV on a counter, with a couch infront of it, along with a table with.. a gun that's fully loaded, and a knife. There's another table, with some pieces of fruit in a basket on it.

## Possible Dangers and Entities

### Hazards/Dangers

If a wanderer looked out the "window", which was really just a screen on the outside of the room followed by a glass panel, he would see 1 of 2 scenarios, Scenario 1 will trigger if the wanderer is in a romantic relationship and Scenario 2 will trigger if the wanderer is NOT in a romantic relationship.

#### Scenario 1

After 10 seconds of looking out the window, the wanderer will see their partner walking down a sidewalk with another person, presumably a new lover, both holding ice cream. They'll stop on the sidewalk, and kiss each other right, in front, of the wanderer. This will destroy the wanderer, making the wanderer think that their lover simply moved on, or just didn't love them entirely. This will imply that the wanderer's life is meaningless, and the wanderer will possibly shortly kill themselves using the gun or the knife on the table.

#### Scenario 2

After 10 seconds of looking out the window, the wanderer will see 3 of their friends walking down a sidewalk, before stopping and having a conversation. "Hey what happened to (Wanderer's Name)?" Person 1 will ask to the group. "Dunno, but he's probably dead! AHA! Never liked him anyway." Person 2 said as the rest of the group laugh. "Yeah me either! Dude was so annoying." Person 3 will say, then the group will keep walking. This will also destroy the wanderer, and make the wanderer think that nobody was ever truly friends with them, and they were just pretending the whole time. This will make the wanderer possibly shortly kill themselves using the gun or the knife on the table.

## Entrances and Exits

### Entrances

* Opening the 2nd door in Room 11 will lead to Room 13.
* Destroying the right wall with a sledgehammer in Room -42 will lead to Room 13.
* Finding a TV and breaking it in Room 19 will open a door to Room 13.

### Exits

* Walking out of the room will lead to Room 11.
* Noclipping through the TV will lead to Room Hub.
The Black-Line Zone Wiki

If you fall victim to the Black-Line, god have mercy on your soul.

The Black-Line Zone is a series of 100 Rooms that was created by... some being. Who this person is, is still unknown. But The Black-Line Zone was designed to make the victim go insane, or want to kill themselves. Most of the time it's usually both.

This wiki was created to better understand The Black-Line Zone, it's creator, and the creator's intentions for why he created such a hell scape.

## The Room Lists of The Black-Line Zone

Basic Room ListNegative Room ListMandel Room List

Wi-Fi is not available in The Black-Line Zone, so if you need to know about The Black-Line Zone, it's recommended to read this wiki before falling victim to the Black-Line.

* Where it all starts
* The It
* Basic Room List
* Why is this so familiar?

> Don't leave me here. PLEASE. I NEED TO GET OUT, I WANNA SEE HER FACE AGAIN! PLEASE! **HELP!**
>
>

- BlackLine! Toaster, Room ??*Welcome to The Black-Line Zone. **You don't wanna be here.** This place was created by some being that needs to feed off of other people's fear to live. The Black-Line Zone is nothing but pure darkness, rooms made to torture the subjects. If you make it out, you're lucky. But just because you made it out doesn't mean you won't be sent back.*
*Good luck.*
Negative Room List

The Negative Rooms are a different, more obscure challenge than the normal rooms, featuring new challenges, new entities, and most importantly, 101 new rooms. Can you survive?

* Room 0
* Room -1
* Room -2
* Room -3
* Room -4
* Room -5
* Room -6
* Room -7
* Room -8
* Room -9
* Room -10
* Room -11
* Room -12
* Room -13
* Room -14
* Room -15
* Room -16
* Room -17
* Room -18
* Room -19
* Room -20
* Room -21
* Room -22
* Room -23
* Room -24
* Room -25
* Room -26
* Room -27
* Room -28
* Room -29
* Room -30
* Room -31
* Room -32
* Room -33
* Room -34
* Room -35
* Room -36
* Room -37
* Room -38
* Room -39
* Room -40
* Room -41
* Room -42
* Room -43
* Room -44
* Room -45
* Room -46
* Room -47
* Room -48
* Room -49
* Room -50
* Room -51
* Room -52
* Room -53
* Room -54
* Room -55
* Room -56
* Room -57
* Room -58
* Room -59
* Room -60
* Room -61
* Room -62
* Room -63
* Room -64
* Room -65
* Room -66
* Room -67
* Room -68
* Room -69
* Room -70
* Room -71
* Room -72
* Room -73
* Room -74
* Room -75
* Room -76
* Room -77
* Room -78
* Room -79
* Room -80
* Room -81
* Room -82
* Room -83
* Room -84
* Room -85
* Room -86
* Room -87
* Room -88
* Room -89
* Room -90
* Room -91
* Room -92
* Room -93
* Room -94
* Room -95
* Room -96
* Room -97
* Room -98
* Room -99
* Room -100