recursal/Fanatic-Fandom huggingface dataset:
Striking Strength

## Summary

Striking Strength is the amount of physical force an individual can deal out in a single strike. In other words, it is the physical Attack Potency of an individual. It may or may not depend on Lifting Strength.

Striking Strength describes the power behind the character’s physical blows. Generally, anything that has to do with the character’s actions instead of passively holding up weights is about this category. While lifting strength is a static value which can be measured in units of weight or mass, striking strength is different. It relies more on “action” which is a combination of speed and mass. As such, striking strength requires a whole different classification system.

## Striking Strength Class

**Low Hypoverse Class**

**Hypoverse Class**

**High Hypoverse Class**

**Below Human Class**

**Weak Human Class**

**Normal Human Class**

**Strong Human Class**

**Peak Human Class**

**Street Class**

**Wall Class**

**Think Wall Class**

**Small Building Class**

**Building Class**

**Large Building Class**

**City Block Class**

**Multi-City Block Class**

**Small Town Class**

**Town Class**

**Large Town Class**

**Small City Class**

**City Class**

**Mountain Class**

**Large Mountain Class**

**Island Class**

**Large Island Class**

**Small Country Class**

**Country Class**

**Large Country Class**

**Continent Class**

**Multi-Continent Class**

**Moon Class**

**Small Planet Class**

**Planet Class**

**Large Planet Class**

**Dwarf Star Class**

**Small Star Class**

**Star Class**

**Large Star Class**

**Solar System Class**

**Multi-Solar System Class**

**Galaxy Class**

**Milti-Galaxy Class**

**Many-Galaxy Class**

**Universe Class**

**Infinite Universe Class**

**Universe Class+**

**Low Multiverse Class**

**Multiverse Class**

**High Multiverse Class**

**Infinite Multiverse Class**

**Low Hyperverse Class**

**Hyperverse Class**

**High Hyperverse Class**

**Low Omniverse Class**

**Omniverse Class**

**High Omniverse Class**

**Low Outerverse Class**

**Outerverse Class**

**High Outerverse Class**

**Boundless**

## Others Statistics

• **Tiering System**

• **Attack Potency**

• **Speed**

• **Lifting Strength**

• **Striking Strength**

• **Durability**

• **Stamina**

• **Range**

• **Intelligence**
Law Manipulation

## Summary

The ability to **manipulate "laws" that automatically apply themselves upon reality, referring to rules, mandates and even fundamental logical principles/truths/facts that are the way in which a reality may function**. The laws may or may not have been previously imposed by a higher authority within the setting of a verse.

Basic users of the power may only disturb one or more laws without control over them. Regular and more advanced users may be able to destroy, nullify, modify, and/or create new laws, potentially to keep an order or to benefit themselves.

Users who merely do illogical things may only have Toon Force, especially when done in a cartoonish way. Although there are rare cases in which a law manipulator is actually using its powers to imitate traits of Toon Force.

## Possible Uses

• **Reality Warping:** Users of this ability may be able to control the laws of reality, and high-level users may be able to even negate the current laws and enforce their own upon reality.

• **Physics Manipulation:** The user may be able to alter the fundamental laws of physics.

• **Power Nullification:** High-level users may be able to "prohibit" the use of certain power or abilities in a universe, rendering the users of said power powerless.

• **Causality Manipulation:** By controlling the laws of cause and effect.

• **Mathematics Manipulation:** The user may be able to alter the result of a mathematical equation, or the fundamental process behind it.

• **Chaos Manipulation:** The user may be able to alter logical order.

• **Subjective Reality** and **Immersion**: By manipulating reality and unreality.

## Limitations

• The user may be limited to control only a specific form of law.

• Characters with type 5 and possibly type 4 Acausality may be unaffected.

• Could backfire on the user if it lacks the intellect needed to exploit the power, should this one also be attached to its modified law.
Kindling

Kindling is the physical material that is used during a spell or usage of a scroll. This can be anything and is entirely dependent on the spell being cast.

For kindling to be used, first, a spell that requires that specific kindling must be cast using mana through either a mage's outputs or from a scroll, then the spell will consume the kindling and go on to initiate its effect.
Magnetism Manipulation

## Summary

The ability to **manipulate magnetic fields** and **magnetism**, one half of the force of electromagnetism. While basic users of this power may only be capable of manipulating magnetic metals, as all materials are magnetic in some form and all have their own magnetic fields, more advanced users can manipulate all sorts of objects with ease, potentially affecting particles themselves.
Broadway Force

## Summary

Also known as **"The Music Meister Effect"**. Broadway Force, previously considered a far more stable variation of Toonforce, is a power certain people can tap into, (usually depicted in the Musical Theater genre) by spontaneously breaking into song and dance, causing everyone and everything around them to became bound by it, and compelled to join in.

Characteristics involve the immediate assistance of anything that can understand sound and the level of mastery in Broadway Force may enable whether or not the participants are aware they were just a part of a grand scale musical event, and even if inanimate or deaf objects became bound.

It is unknown whether or not it is a telepathy power, a hypnotic tune, or a magic enchantment, but for everything in between, we have The Broadway Force.
Forcefield Creation

## Summary

The ability to make **forcefields** (also known as **barriers**) to protect the user and/or their allies from physical, energy, and incorporeal attacks. Some characters can use barriers for other purposes, such as opening them up within their opponents to kill them, or trapping their opponents inside the barrier and then crushing them, or even trapping incorporeal entities within it. Forcefields can also be used to contain explosions, move objects/people around, and can be used to attack people in various ways, such as forcefield blasts. Certain characters can use this ability to create a soundproof wall around them so they cannot be heard by others.

In addition, Forcefields can be used deflect/reflect certain forms of attacks, and create constructs, such as platforms to move upon mid-air.

Forcefield Creation can be attained through various means, such as advanced technology, telekinesis, magic, energy manipulation/projection, and matter manipulation.
Intangibility

## Summary

**Intangibility** is the ability to pass through things physically. Characters with this ability are simply unaffected by attacks, as they pass through their bodies. This can also allow them to pass through walls and other physical objects.

The exact mechanics of intangibility differ depending on the individual, and may have to be activated in order to take effect. Many characters cannot interact with objects when intangible.

Intangibility users should preferably have their method of intangibility specified on their page, as the workings can be countered through different means, depending on the type.

## Types

Here are some examples of the many varieties of intangibility:

**Elemental Intangibility:** The ability to become intangible by transforming into a substance, such as wind, fire, or water, making it so that most attacks merely disperse them instead of truly damaging them, allowing them to regenerate. However, this would still leave the user vulnerable to many forms of attack, such as sufficiently powerful energy or elemental attacks.

**Immaterial:** This type of intangibility allows the user to phase through most attacks due to not being made up of a physical substance, such as ghosts or characters who merely exist as a disembodied soul. It also includes characters that are made up of things like energy. Of course, this intangibility type still has its own weaknesses - a soul is vulnerable to soul manipulation, for example.

**Phasing:** The ability to phase through matter by becoming briefly intangible, sometimes through such means as vibrating one's molecules at such a speed that it becomes possible to move through physical matter. This includes doing things like altering your own density to phase through objects. However, this does not necessarily allow the user to phase through immaterial energy-based attacks.

**Spatial:** The ability to shift into other dimensions so as to avoid and phase through attacks. While this allows them to avoid most forms of attack, they can still be affected by attacks that operate on similar principles and by those with sufficient range to target them in the other dimension.
Magic

## Summary

The ability to **allow manipulating aspects of reality (or all of them), bypassing the known laws of physics**.

In most cases, use of magic requires special magical energy, often called mana. Mana may vary in quality and quantity across different mages. Accordingly, the magician or wizard whose mana is purer will have an advantage. His magic will be much stronger, and in addition the aforementioned magic user will be able to use more powerful spells.

Highly advaced technology is also nigh-indistinguishable from magic. As a result, what seems magical can one day become natural with the development of science and technology. For example, a primitive man might consider a computer magical, while for us it's just a regular form of technology.
Afterimage Creation

## Summary

**Afterimage Creation** is an artistic effect where a character appears to leave faint silhouettes behind them, which are often transparent, like a ghost. These are usually used to emphasize fast movement, and are often used in combat to mislead opponents as to the actual location of the user. It naturally occurs when a character is moving too quickly for the eye to track accurately, causing the brain to incorrectly process these images. At best, the only speed such feats can qualify for in themselves is in the Subsonic range - some people may claim that afterimages mean a character is moving faster than light, but that is both faulty reasoning and an outlier for many characters regardless.
Petrification

## Summary

**Petrification** is the ability to turn someone or something into stone. The most famous and perhaps prototypical example of this power is in the myth of Perseus and Medusa, the latter of which would cause men to turn into stone simply by the unfortunate victims casting a glance at her. The power does not always work in this precise fashion, but the result is always the same.

Petrification is considered to be a sub-category of transmutation, it forcibly turns the target into a statue of stone or other inorganic material. Generally petrification can be considered to be a very broken ability, as it ignores conventional durability. Being able to withstand a nuke won't exactly save your body from being turned into stone, after all.

Albeit depending on how fast the process is, it might not be an instant win button. Petrification is also a fairly popular fictional ability which means a number of characters have resistance to these. Resistance to transmutation/matter manipulation or at times via resistance to magic (if the ability is magical) can also negate petrification.
Electricity Manipulation

## Summary

The ability to **manipulate electricity**, the energy produced by the movement of charged particles that makes up for one half of the force of electromagnetism. This power has many applications, such as controlling electrical fields, conjuring bolts of lightning to electrocute opponents, powering electrical devices, causing thunderstorms, and drawing upon electricity itself for power.

While a versatile and powerful ability, electricity is not without its shortcomings and can be insulated by non-conductive materials such as rubber.
Chaos Manipulation

## Summary

**Chaos Manipulation** is the ability to manipulate chaos, fundamentally different than darkness or nothingness. That is, power over disharmony, confusion, disorder, and destructiveness in their most pure and vivid forms. Chaos is opposed to order, it may be related to nonexistence (state of the universe before order or creation), but represents a pure destructive, chaotic, primordial form of everything or it can also be a hodgepodge of everything.

## Possible Uses

Chaos Manipulation is primarily used in the form of destruction, such as the destruction of space, time, or even reality itself. Such a being can be the embodiment of chaos, whereas their simple appearance causes everything to become chaotic, such as automatically triggering natural disasters, destruction, or disharmony, confusion, and strife among people. Therefore users can create several external factors that may impede an opponent's chance of victory.
Madness Manipulation

## Summary

**Madness Manipulation** is the ability to affect the sanity of other beings, usually in a manner that causes them to become insane. While often associated with Mind Manipulation, the methods used to achieve this effect tend to vary from character to character, with a number of these means overlapping with other, separate abilities instead.

## Types

**Type 1; Biology:** Certain characters can alter one's sanity through the use of biological methods, many of which involve tampering with specific parts of the brain. Chemical means (such as drugs, poisons and toxins) also fall under this category.

**Type 2; Mind Manipulation:** Users of this type rely upon directly interacting with the minds of their victims, utilizing various forms of mental attacks to drive them insane.

**Type 3; Cognition:** Those who possess this type drive others insane as a side-effect of the nature of their being, with the very act of looking at or attempting to perceive them being enough to send victims into a state of madness or terror. More extreme forms are capable of outright killing those who suffer from their effects.
Explosion Manipulation

## Summary

**Explosion Manipulation** is the ability to generate spontaneous explosions at will. This can be achieved through a variety of means, such as weaponry, specialized technology, or through supernatural powers. Some users are even able to direct them and control their path, allowing them to demolish specific structures and foes and making it harder for one to escape the explosion.
Astral Projection

## Summary

**Astral Projection** is the ability to separate one's spirit/soul from one's body. The user can exit their body and gain access to Astral Plane, where they can exist as a spirit. It allows the user to communicate and interact with spirits/souls.

## Possible Uses

• Leave the body to enter astral realm as a spirit/soul.

• Communicate and interact with souls.

• Ability to harm or destroy other souls.

• Travel to Hell, Heaven, or another spiritual realm.
Reconstruction

## Summary

**Reconstruction** is the ability to put things back together after they have been broken or otherwise destroyed.

This ability should not be confused with being able to construct structures faster than should be physically possible, nor with being able to fix broken objects incredibly quickly via powers such as super speed or telekinesis. Rather, a user of reconstruction can put objects back together exactly as they were before they were damaged.

## Types

Reconstruction may be purely physical or extend to less tangible objects like souls. When it comes to its mechanism of function , it may be that the ability manipulates the matter of the damaged objects in question in order to restore them seamlessly to their previous state.

The user could also be restoring the object to a previous state in time, or utilizing magic to repair them.

Limitations

The user may be unable to reconstruct the object in question if pieces of it are missing or otherwise incapable of being retrieved. Furthermore, the user may have need to have an innate understanding of the object's composition and construction in order to restore it.

The user may be subject to restraints of size as well; for example, something may simply be too big for them to reconstruct. Or, on the opposite end, the object may have been broken down into constituent parts too small for their power to work.
Chi Manipulation

## Summary

**Chi Manipulation** is the power to manipulate the vital energy coursing within living organism and that constitutes health, also known as Qi, Ki, Youki, and other names. This ability appears most frequently in Eastern media, where the concept of Chi was first derived, and is typically associated with Martial Arts.

## Possible Uses

• **Body Strengthening:** Chi Manipulators are able to achieve incredible superhuman feats of strength, speed, stamina, and durability by infusing their bodies with dense quantities of Chi, but the degree of this ability varies from user to user and media to media.

• **Chi Emission:** Chi Manipulators are often able to emit their Chi from their bodies for various effects, most frequently in the form of an Energy Attack or an Aura. Depending on the work, Chi emission can be far more flexible, allowing users to performs feats of Elemental Manipulation, Magic, creating constructs to use as weapons, granting a portion of their chi to others, and other abilities.

• **Chi Sensing:** Chi Manipulators are also known to be able to sense other beings with Chi (which usually means any living being) and can detect them across long distances without the use of the five normal senses, allowing users to track foes with greater ease and have an enhanced awareness of their surroundings. In addition, the natural five senses can be enhanced as well by flooding the corresponding portion of the body with Chi.

• **Chi Masking:** In addition, some works have Chi Manipulators who are able to suppress the Chi that naturally flows off their bodies to render themselves virtually invisible to Chi Sensing techniques.

• **Dark Chi:** In some media, there may be a form of energy that acts as an antithesis to Chi. Being exposed to Dark Chi may corrupt someone's mind and/or grant them great power.

• **Movement:** The ability to fly, run or stand on water or other mediums that would not normally support their weight, perform gravity defying acrobatics, instantly jump to another location, create afterimages or doppelgangers, or perform other enhanced movements are common amongst Chi Manipulators.

## Limitations

• Chi is often in finite supply, so using Chi extensively will eventually lead to a shortage which may nullify its effects and render it impossible to utilize. In addition, overuse can often result in unconsciousness or death.

• Chi may require a certain amount of concentration and training to use.

• Savvy-fighters may use Chi-blocking techniques to limit or remove one's ability to use Chi.

• For those who can sense Chi, it is generally easier to sense those who have larger amounts. Thus becoming a more powerful Chi manipulator may also make you a bigger and easier to find target.
Sonic.EXE: The Disaster Battle Royale Wiki

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Damage Transferal

## Summary

**Damage Transferal** is the ability to duplicate the wounds an individual has suffered from on to their opponent or other individuals or objects. The ability can also be used to have the target such as an object or person take damage for the user or have the target suffer the same damage they have suffered. The damage they share with the targeted individual or object could be physical, mental, spiritual or supernatural in nature or some combination of the above.

Transferring wounds does not necessarily remove the wounds from the afflicted user. This ability is not to be confused with Attack Reflection, which reflects attacks rather than transfer injuries.
Amy

**Amy Rose** is a playable character in **Sonic.EXE The Disaster: Battle Royale**.

## Basic Information

### Nicknames

* Amy Rose
* Rosy The Rascal (Nickname)

### Relations

Tails (Friend)
Knuckles (Friend)
Eggman (Enemy)
Sally (Friend)

## Physical Information

### Attire

* Red and white dress
 \* Red and white boots
 \* Red hairband
 \* White gloves
 \* Gold bracelets

## *Abilities*

### **Hammer Attack**

* **Amy** can use her **hammer** to attack characters, dealing damage.
Omnipresence

## Summary

**Omnipresence** is the property of **being present everywhere, whenever and nowhere** at the same time, referring to an unbounded presence. The ability lets you to be everywhere at once that is, at every point in space during a given instant. Some characters are Omnipresent within a single universe, while others are Omnipresent on a Multiversal or even higher scale.

Nigh-Omnipresence is when somebody is almost everywhere at once. An example of this includes being Omnipresent within a city or a planet.

Occasionally, the term is used in a limited way, such as "omnipresent in a city" or "omnipresent across the earth". While this is technically incorrect, the meaning is obvious.
Cosmic Awareness

## Summary

**Cosmic Awareness** is ability to observe phenomena and be aware of events on a cosmic scale, though the specifics may vary. Users of Cosmic Awareness can often sense others and detect potential threats across an interstellar, galactic, or even universal scale, with the greatest of users being so tuned in that they can feel out even the specifics of molecular movements across such distances. Cosmic Awareness is associated with both Clairvoyance and Enhanced Senses and acts as a combination of the two that takes it to a much higher scale, allowing users to observe others from across the universe and "hear" things across such distances.
Bretagne

Drapeau officiel de la Bretagne

### Départements

Côtes-d'Armor (22)Finistère (29)Haute-Bretagne (35)Pays-Nantais (44)Morbihan (56)

## Démographie

### Langues régionales

Breton (langue celtique)
Gallo (lange d'oïl)

## Gallerie

Logo de la région bretagne

La Bretagne est une région administrative et culturelle de France composée des départements des Côtes-d'Armor, du Finistère, de Haute-Bretagne, du Pays-Nantais et du Morbihan. Sa

préfecture, qui est aussi sa plus grande ville, est Rennes, et sa plus grand ville est Nantes.

Cette région a été créée après le rattachement du département de Nantes à la Bretagne.

1. ↑  1207 en actuelle Bretagne et 207 en actuelle Loire-Atlantique
2. ↑ 1 115 171 hab. en actuelle Bretagne et 3 373 835 hab. en actuelle Loire-Atlantique
3. ↑ 124 hab./km2 en actuelle Bretagne et 210 hab./km2 en actuelle Loire-Atlantique
Dimensional Storage

## Summary

**Dimensional Storage** (also called **Hammerspace** or **Magic satchel**) is the ability to store as many items as one wishes in a sort of "storage area" without any regard for running out of room. Users are then able to summon the desired item(s) at their whim, making it seem as if they pulled each object out of thin air.

## Possible Uses

• Entering the storage to hide from enemies.

• Trapping enemies inside the storage.

## Limitations

• Heavier objects may strain the user.

• The entry-point may place limits for the size of stored object.
Fear Manipulation

## Summary

**Fear Manipulation** otherwise known as **Fear Inducement** is the ability in which to inflict a level of "fear" on the target using supernatural means. Depending on the severity of the fear, the user can use this to manipulate the target, incapacitate them or simply drive them insane.

It should be noted simply terrorizing the opponent either by authority, strength or demeanour only would qualify as Social Influencing, as Fear Manipulation would allow the user to inflict fear regardless of these factors.

## Possible Uses

Fear Manipulation can inflict Fear on the target, which can incapacitate them by making them to scared to fight back, or even force them to see their greatest fears "come to life" in an illusion. Additionally, the ability can also be used to manipulate targets, by manipulating their perception, making them see their allies as monsters. Moreover, the ability can also be used to force a target to cause great harm to themselves, by making them to scared to live, or even scarring them to death.

Across fiction, some of the more notable methods of using Fear Manipulation include:

• **Fear Inducement:** The most simple form of Fear Manipulation. This is simply the ability to make the target feel frightened in some form or another. The severity of this can range from frightening them to causing them to deathly insanity.

• **Nightmare Manipulation****:** An application of Dream Manipulation, Nightmare Manipulation is the ability to inflict nightmares on enemies, even being able to manipulate them to make it tailored made for the target.

• **Hallucination Causation****:** An application of Perception Manipulation, Hallucination Causation is the ability to force those to witness hallucinations, which has its own set of possible applications. The key difference between this and Illusion Creation is that illusions can be seen by many, while hallucinations can only be seen by a single individual.

## Types

On the basis of their nature, Fear Manipulation is divided into the following subtypes:

• **Biochemical:** Characters possessing this type of fear manipulation use either biological, chemical, or biochemical methods to affect their opponents. It can be resisted by many methods, including Resistance to Biological Manipulation, adequate equipment or Inorganic Physiology.

• **Neurological:** Characters possessing this type of Fear Manipulation use Mind Manipulation and other related powers to directly influence the opponent into being afraid. It can be resisted with sufficient Resistance to Mind Manipulation.

• **Mystical:** Characters possessing this type of Fear Manipulation use Magic and other inexplainable phenomena to exploit their opponents' fears. It can be resisted using Resistance to Magic.

## Limitations

Depending on the user and medium, Fear Manipulation can occasionally be depicted as a power which can be overcome with bravery, willpower and courage.
Bourbonnais

**Pour les articles homonymes, voir Bourbonnais (département)**

Le **Bourbonnais** est une région administrative fictive française, à cheval entre l'Auvergne et le Berry. Elle est composée de deux département, le Bourbonnais (3A) et le Croissant bourbonnais (3B). Cette région, longtemps oubliée par les politiques, est devenue une région officielle. Sa préfecture est la capitale historique de l'ancien duché de Bourbon, Moulins, et ses plus grandes villes sont Vichy, Montluçon et Moulins.

## Histoire

La région administrative bourbonnaise a remplacé le département de l'Allier dans sa totalité, et a été découpé en deux départements. Le Bourbonnais 3A est la partie septentrionale de la région, correspondant à la partie d'Oïl de la langue bourbonnaise, tandis que le département du Croissant bourbonnais 3B, dans la partie méridionale, est la langue bourbonnaise issue des parlers du Croissant.

Après de nombreuses tentatives de liberté, le Bourbonnais obtient enfin son statut de région française, séparée de l'Auvergne-Rhône-Alpes où elle était administrativement reliée.
Air Manipulation

## Summary

The power to manipulate air. The user can create, shape and manipulate air, a common name given to the layer of atmospheric gases and various compounds (mostly oxygen and nitrogen) surrounding the planet Earth that is retained by Earth's gravity, and wind, the movement of air being relative to the surface of the planet. It is an important factor in determining and controlling climate and weather, and the generating force of most ocean and freshwater waves. Wind occurs because of horizontal and vertical differences in atmospheric pressure, and include breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes.

## Possible Uses

• Air Mimicry.

• Air shield by manipulating the density of the air.

• Flight: Self-propulsion with wind.

• Levitation: Levitate off the ground using air currents.

• Gliding: Glide through the wind using air currents.

• Enhanced Speed: Run as fast as the wind itself.

• Enhanced Agility: Extremely flexible with the wind.

• Can create tornadoes, or devastating wind storms.

• Minor electric manipulation as users can manipulate atoms in the air to make necessary ions in order to produce electricity.

• Minor illusion creation as users can manipulate air molecules through exnomophis in order to produce any kind of image of their choice.

• Density and pressure control of the air.

• Some can change oxygen levels in the air.

• Draw power from natural disasters such as whirlwinds, tornadoes, or typhoons.

• Some users can control smoke.

• Deprive opponents of air to suffocate them.

## Limitations

• May be unable to create air/wind, being limited to manipulating only from already existing sources.

• Distance, mass, precision, etc. depend upon of the knowledge, skill, and strength of the user.

• Ineffective in a vacuum: atmosphere must be present. Variations in air-pressure may complicate things for beginners.

• May be weak against Fire Manipulation, as fire is fueled by the oxygen in the air, thus making the flames stronger.

• Higher level Electricity Manipulation users can use electrons to detonate the various compound molecules within the air, overwhelming the user.
Gascogne

## Gallerie

La **Gascogne** est une région administrative fictive française regroupant les départements de l'Armagnac, des Landes, des Pyrénées et du Béarn. Le nom donné est celui de la région historique et culturelle de Gascogne

1. ↑ 160 189 hab. dans l'arrondissement d'Arcachon (Gironde), 134089 hab. dans l'arrondissement de Langon (Gironde), 41038 hab. dans l'arrondissement de Saint-Girons (Ariège), 77524 hab. dans l'arrondissement de Saint-Gaudens (Haute-Garonne), 191 819 hab. dans le Gers, 418122 hab. dans les Landes, 229 788 hab. dans les Hautes-Pyrénées, 368 531 dans le Pôle métropolitain du Béarn (Pyrénées-Atlantique)
Croissant bourbonnais

Le **Croissant bourbonnais** (aussi appelé **Bas-Bourbonnais**) est un département de la région Bourbonnais, entre le Puy-de-Dôme (Auvergne) et le Bourbonnais-département. Sa préfecture est Montluçon, sa plus grande ville est Vichy et son code attribué est 3B.

Le département est surtout une région linguistique bien distincte car les habitants y parlent le Croissant du Bourbonnais, un dialecte de transition entre les langues d'Oïl et d'Oc (Occitan).
Oldster

Drapeau de l'Oldster

L'**Oldster** est un État très vaste des État confédérés du Pacifique, s'étendant sur toute la bordure pacifique nord-est, ainsi qu'une grande partie de l'est de l'île. L'Oldster est le deuxième plus grand État du pays, derrière l'Uzère. Sa capitale est Salmon Lake, mais sa plus grande ville est Eastcoast, un très grand port et une station balnéaire.

## Origine du nom

L'origine du nom de l'État reste incertaine, bien que certaines hypothèse ont été émises. Le nom proviendrait de l'anglais *Oldster*, signifiant *Vieillard* car beaucoup de personnes âgées se seraient installées dans les terres fertiles de l'Oldster.

## Géographie

L'Oldster est relativement plat dans le nord, est et sur la Pointe de L'Oldster (nord-est). Le sud est quant à lui assez montagneux avec le Massif lanthanien qui marque la frontière entre l'Oldster et la Lanthanie au sud-est.

Le climat est tempéré sur la pointe et tout le littoral nord. Les précipitations y sont régulières et les terres sont fertiles. L'Oldster a d'ailleurs le surnom de "*Terre fertile*" (*The Fertile State*), faisant penser aux grandes plaines des États-Unis. Le centre de l'État reste tempéré continental et montagneux au sud-est. La partie méridionale est quant à elle proche du climat méditerranéen.

Bien que l'Oldster soit une terre de contraste, elle reste connue pour ses magnifiques plaines et sa riche végétation.
France

Drapeau officiel de la France

* En Europe
* Dans le monde

La **France**, officiellement la **République française**, est un pays souverain situé en Europe occidentale, dont le territoire comprend également des îles et des territoires situés dans le monde entier. L'État français s'étend de la Méditerranée à la mer du Nord et à la Manche, et du Rhin à l'Océan Atlantique. La France a des frontières terrestres avec la Belgique, le Luxembourg, l'Allemagne, la Suisse, l'Italie, l'Espagne, ainsi que les principautés de Monaco et d'Andorre. À cela s'ajoutent les frontières des territoires ultramarins avec le Brésil, le Suriname et les Antilles néerlandaises (Pays-Bas) en Amérique.

Composée d'un territoire métropolitain (localisé en Europe) et de territoires d'outre-mer, le plus souvent des îles (excepté la Guyane, qui est une terre), la France dispose en outre d'importantes façades maritimes sur l'Atlantique, la Méditerranée, le Pacifique et l'océan Indien, lui permettant de bénéficier de la deuxième plus vaste zone économique exclusive (ZEE) du monde.
Hacking

## Summary

**Hacking** is the process of breaking into computers, robots, advanced artificial intelligences and/or software and taking control of the system. The process can be achieved through wireless connections or wired lines or through the addition of equipment (corrupted USB add-ons, nanomachines etc). Some fictions even extend the definitions into hacking things like reality or the human mind. In the latter case that would be a form of mind attack and the former is a form of reality warping. Hacking can also be described as a robot mind attack. Since robots are immune to conventional mind attacks hacking would be the next best thing.
Bourbonnais (département)

**Pour les articles homonymes, voir Bourbonnais**

## Bourbonnais

Le **Bourbonnais** (à ne pas confondre avec la région du même nom) est un département de la région du Bourbonnais, dans le centre de la France. Sa préfecture est Moulins et son code est 3A. Pour les adresses postales, le département utilise le préfixe 03, tout comme son département voisin, le Croissant Bourbonnais (3B).

Le département a été nommé de ce nom pour le distinguer linguistiquement de son voisin bourbonnais. Car le département Bourbonnais possède un parler d'Oïl, contrairement au Croissant Bourbonnais, qui est du parler croissant, transition entre l'Oïl et l'Occitan. C'est l'un des seuls cas où le département porte le même nom que sa région.
Albrecht

L'**Albrecht** (en allemand : *Albrecht*) est un des 19 État des États confédérés du Pacifique. Son chef-lieu est Weinholz, qui est la plus grande ville de l'État.

## Toponymie

L'Albrecht tient son nom de l'explorateur allemand qui a découvert pour la première fois les terres albrechtoises, Johann Von Albrecht.

## Géographie

L'Albrecht se caractérise par ses grands littoraux du Pacifique et son climat humide et tempéré. L'Albrecht est souvent appelée "Petite Allemagne" (*Kleines Deutschland*) en raison de ses paysages similaires à l'Allemagne. En effet, dans le centre de l'État se trouvent des plaines. Les régions du Gelsch et du Freifluss sont les deux bassins de l'Albrecht, faisant penser à ceux du Rhin et du Danube en Allemagne.
Level 0:The Lobby

The Lobby

**Level 0** is the 1st level of the Backrooms, being the first location that most wanderers will initially find themselves in.

## Description

**Level 0** is an expansive non-Euclidean space, resembling the back rooms of a commercial building. All rooms in **Level 0** share the same superficial features, such as worn mono-yellow wallpaper, old moist carpet, scattered electrical outlets, and inconsistently-placed fluorescent lighting. Aside from these common features, no two rooms within the level are identical in layout.

The fluorescent lighting in **Level 0** hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent lights, and examination of the fixtures to determine the source has proven inconclusive. Additionally, the fluid saturating the carpet cannot be consistently identified; it is not water, nor should it be consumed.

Linear space in **Level 0** is altered drastically; it is possible to walk in a straight line, return to the starting point, and end up in a completely different set of rooms than the ones previously traversed. Due to this phenomenon, and the visual similarity between each room, consistent navigation of **Level 0** has proven very difficult. Devices such as GPS locators and compasses fail to function within the level, and radio communications are audibly distorted and often prove unreliable.

Above the ceiling tiles in **Level 0** lies a cramped, dark space, roughly one meter in height. The air in this area is stale and thick with dust, making it difficult to breathe, and electrical wires line the ceiling in all directions. Attempting to use this space as a means of navigation is impractical, as the ceiling tiles easily give way under pressure. The most prominent threat in **Level 0** is the stark lack of available resources; as the fluid saturating the carpet has been deemed unsafe for human consumption, most are likely to perish before managing to find an exit due to extended dehydration, starvation, and exhaustion.

## Entities

In Level 0,entities are very rarely.But known entity is called 'Bacteria'.

## Entrances and Exits

### Entrances

**Level 0**, and by extension, the Backrooms, can be accessed by accidentally noclipping out-of-bounds in normal reality. In addition, many levels can lead one to **Level 0**.

### Exits

There are five currently known methods of exiting **Level 0**.

* A variety of factors will eventually cause the hallways to fade into Level 1.
* Breaking a wall will lead one to Level -1.
* Breaking through the floor may lead to Level 27. It may also lead out into The Void.
* Rarely, wandering far enough in any direction may lead one to the Manila Room.
* One may occasionally find doorways constructed out of glass. These doors lead to Level 13.
Fire Manipulation

## Summary

**Fire Manipulation** is, simply put, the ability to manipulate fire. While the intensity of the ability varies, this tends to be a highly destructive and powerful ability when in the right hands, though it can be hard to control. Naturally, fire can be put out by water easily, and often times, fire manipulators don't come with an immunity to their abilities.
Antitium

L'Antitium est un minerai commun d'Antitia, c'est une source d'énergie limité (peut alimenter une usine pendant 1 jour). L'Antitium peut changer ses molécules pour détruire la matière que son porteur veut détruire. Sa puissance est égal à l'Élémentium chargé et il résiste à-peu-près à tout.

Il existe une catégorie d'Antitium appelé Antitium Pur, qui est beaucoup plus rare que l'Antitium. Il peut aussi changer ses molécules pour détruire la matière que son propriétaire veut détruire. Sa puissance est légèrement supérieur à l'Élémentium super-chargé et il résiste à tout (seul son propriétaire peut le détruire). C'est une source d'énergie illimité. L'AP n'a que un seul propriétaire, si une autre personne essaie de le tenir, elle brûlera.

L'Antitium est un métal puissant qui vient de la planète Antitia qui est habité par les Antitiens. Ce métal est connu pour sa variation d'Antitium pur, qui est plus rare et précieux que l'Antitium standard. L'Antitium pur est caractérisé par sa couleur blanche vive, qui est encore plus brillante que celle de l'Antitium standard. L'Antitium est très apprécié pour sa puissance, qui en font un matériau très recherché dans de nombreux secteurs, notamment la technologie, la défense et l'attaque. Les Antitiens sont fiers de leur métal et en prennent grand soin et l'utilise pour faire des armes. La planète Antitia est entourée de mystère, mais ce qui est sûr, c'est que l'Antitium pur est l'une des plus grandes richesse de ce monde. L'Antitium est un élément incontournable de la galaxie.
Level 2:Pipe Dreams

Pipe Dreams

**Level 2** is the 3rd level of the Backrooms.

SURVIVAL DIFFICULTY:CLASS 2

UNSAFE

STABLE

LOW ENTITY COUNT

## Description

**Level 2** consists of long, dim concrete maintenance hallways with steam pipes lining the walls and ceilings. Doors are rarely found; they house metal shelves and ventilation ducts. The pipes cause the heat in **Level 2** to reach immense temperatures, reportedly reaching 200 Fahrenheit (93 °C) and higher, boiling any wanderer alive. It is generally described as decrepitude compared to previous levels, with cracks in the stone surfaces and the pipes being rusted from what appears to be decades of neglect.

Occasionally, doors can lead to small rooms that may contain machinery that is connected to the pipes present throughout the level. Random items that were left by other explorers can be found on the metal shelves, providing resources for wanderers. Due to the insalubrious conditions found in **Level 2**, roaches and mice are found in the hallways. These creatures should not be eaten without proper preparation under any circumstances, due to the frequency of plagues and bacterial infections that can be caught through the consumption of these mice.

Some sections of **Level 2** are completely devoid of light, while others are only lit by alternate sources of light, such as flashlights and lamps. A notable, musty smell can be found in areas where the pipes exist. This is due to the presence of multiple different species of mold growing on the pipe walls and floors. Despite the inherent humidity, water itself is scarce, with the exception of a few small puddles scattered throughout; though, these puddles should only be used as a source of water when one has no other supply.

**Level 2** is far more dangerous than Level 1, due to the hazards mentioned above and the sheer number of entities inhabiting the level. If you come into contact with a creature in this level, it is advised that you should run immediately, as they are incredibly hostile and will kill off most victims; even those who escape may suffer serious wounds, usually hindering their ability to progress forward.

As one walks in this level, after a few days of traversing, the pipes will commonly be found with leaks; the steam being shot from these holes will heat up the tunnel, making it impossible for one to walk any further without suffering third degree burns. If one persists at this point, the tunnel will close behind them and they will be cooked alive.

## Entities

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

## Colonies and Outposts

Due to the nature of this level, colonies and outposts are unable to be established.

## Entrances and Exits

### Entrances

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

### Exits

There are 3 known ways of exiting **Level 2**.

* Finding a fire exit in **Level 2** will transport one to Level 3, despite the dangers and risks.
* Entering an office-styled elevator will lead to Level 4.
Organic Manipulation

## Summary

**Organic Manipulation** is the ability to generate, shape and manipulate organic matter, that is the matter that possesses carbon in its chemical structure, also present in all life. Superset of Biological Manipulation, but without being limited to control the properties of living beings, if not of any matter that is composed of carbon, including: oil, ink, sugar, alcohol, food (organic), natural poisons, wax, and more.
Bresse (département)

## Bresse

La **Bresse** est un département fictif français de la région fictive du Lyonnais, dont le nom provient de la région naturelle et ancienne province de la Bresse. Son code est 1A. Sa préfecture est Bourg-en-Bresse.

Basé sur une partie du département de l'Ain (01), le département correspond à l'actuel arrondissement de Bourg-en-Bresse. La Bresse fait partie de la région du Lyonnais, de culture francoprovençale, dialecte bressan. Le code postal pour les villes comment par 01 et d'autres combinaisons de chiffres. Le code postal de Bourg-en-Bresse est par exemple 01000.

Logo de la BresseDrapeau de la Bresse
Dream Manipulation

## Summary

**Dream Manipulation** is the power to affect and control dreams.

This is an ability that can vary greatly in complexity and power, with the most simple usages of it can only just alter dreams with no direct repercussions stemming from them.

However, the real, powerful users of this ability can use it in a number of ways. Some can travel through the dreams of others and use them as a medium for communication or even for attack, striking at other people in their dreams, potentially affecting them in the real world.

The greatest users of this power can completely control the world of dreams as another plane of reality, toying with it and altering dreams according to their whims, with some even being capable of dragging others into the world of dreams to kill or imprison them within its boundaries.
OGI'S BACKROOMS Wiki

**Welcome to the OGI'S BACKROOMS Wiki!**
about backrooms lol:-D

```
"If you're not careful and you noclip out of reality in the wrong areas, you'll end up in the Backrooms, where it's nothing but the stink of old moist carpet, the madness of mono-yellow, the endless background noise of fluorescent lights at maximum hum-buzz, and approximately six hundred million square miles of randomly segmented empty rooms to be trapped in.

```

```
God save you if you hear something wandering around nearby, because it sure as hell has heard you…"

```

```

```

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Nigh-Omniscience

## Summary

The power to **know almost everything in existence**. Lesser version of Omniscience.

The user knows almost everything in existence while being blocked from certain details or being limited in other ways, possibly only being able to see one timeline or universe, or have just small patches of information that are missing or blocked out. Thus allowing one to keep their sense of free will and uncertainty.

This power is also called limited Omniscience.

## Limitations

• The user's knowledge is limited in certain ways/areas: they may be limited to certain areas or subjects of knowledge or lack knowledge about certain areas.