recursal/Fanatic-Fandom huggingface dataset:
Chicken

Chickens are largely non-threatening. Chickens are more likely to be found on a farm than in the wilderness. Chickens are descended from colorful jungle fowl, and can successfully adapt to a feral lifestyle if removed from domestication. They range in colors from white, brown, red, and yellow though most chickens are a mix of those colors rarely being a single one color.

Once per day, a hen lays one egg. Eggs be be eaten or left under the chicken. When there are twelve eggs, the chicken stops laying eggs for 21 days. If there is a fertile rooster among her; at the end of 21 days, they hatch, and emerge as chicks. A dozen eggs, or a single chicken, can typically sustain one medium humanoid for one day.
Way of the Two Weapons

Samurai's who adopt the Way of the Two Weapons are masters of duel wielding and can deal devastating damage to their enemies. These Samurai's can be a useful and deadly ally in the field of battle.

### **Duel Wielder**

When you adopt this Archetype at 3rd level, you gain the ability to Duel Wield Katanas. Doing so makes each Katana do 1d6 Slashing instead of 1d8.

### **Two Weapon Fighting**

When you engage in two-weapon fighting, you can add double your proficiency bonus to the attack roll of the second attack.

### **Devastating Blow**

Starting at 7th level, when make your second attack with a weapon you are duel wielding, the target must make a Constitution Saving Throw (DC equals 8 + your Proficiency Bonus + your choice of Strength Modifier). On a failure, your target is stunned until the end of its next turn.

### **Improved Critical**

Starting at 10th level, when you make your second attack with a weapon you are duel wielding, it counts as a Critical Hit on an attack roll of 19 or 20.

### **Savage Attack**

Starting at 14th level, you can choose to make an attack roll with a melee weapon you are duel wielding without adding any modifiers or your proficiency bonus. If the attack hits, you can add double your proficiency bonus to the damage of the attack. Once you use this feature, you cannot use it again until you finish a long rest.
List of ponies/Earth ponies/Mares

List of Earth pony maresThis is a sortable list of all female Earth ponies which appear in *My Little Pony Friendship is Magic*, except foals. Ponies that are mentioned but don't appear on the show or in merchandise are listed separately. **Official names** are in **bold**. These names are mentioned on the show, on Hasbro's toy line, or stated to be official by the show's crew. Names that are not in bold are placeholder names which are unofficial and will soon be up for vote. Names in gray are up for vote right now. Colors and times are approximate.

* How to add a character

The table can be sorted by clicking the icon in one of the top row cells.

 **F** | first appearance or mention outside the opening sequence: season, episode, minute, second
Smart Survivor

Your wits and strength of mind are what's kept you alive this long. You use your smarts and awareness of the world around you to your advantage, and can often observe things most others will miss.

### **Expertise**

At 3rd level, choose two of your skill proficiencies or one of your skill proficiencies and your proficiency with a set of tools, weapons, or armor. Your proficiency bonus is doubled for any ability checks you make that uses either of the chosen proficiencies.

### **Survivor Awareness**

Also at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute per Survivor level, you can sense whether any Humans, Animals, or Zombies (Choose One) are present within 1 mile of you and how many of your chosen creature there are. This feature doesn't reveal the creatures location. You can do this a number of times equal to your Intelligence Modifier (Minimum of Once), regaining all expended uses upon completing a short or long rest.

### **Survivor Advantage: Tactician**

Starting at 6th level, you can use your Survivor Advantage to outmaneuver your opponents at the start of combat. You make your initiative roll with advantage.

### **Strength of Mind**

When you reach 10th level, you can replace both your Strength *and* your Constitution Saving Throw proficiency with proficiency in Intelligence or Wisdom saving throws (You Choose) whenever you finish a long rest. Your saving throw proficiencies go back to normal after 24 hours and you cannot use this feature again until you complete another long rest.

### **Survivor's Observation**

At level 14, you have become an expert at observing the battlefield and using your observations to your advantage. Any enemy to which you deal damage grants you Survivor Points upon it's death. At Level 18, any enemy killed within 30 Feet of you that you can see or hear also grants Survivor points. This creature doesn't need to be killed by you to grant Survivor points.
Hammer

What can typically be used to hammer in nails to barricade doors and/or windows, can also be turned into a deadly weapon. The Hammer can be used in two ways: You can attack with it facing the Blunt way or with it facing the sharp way (The same way you use to pry nails out of wood). If you attack with it facing the sharp way, change the Damage type to Piercing. It can additionally be thrown at your enemies to attack at a distance.
Explosives

Explosives are small devices that can be held in your hand and thrown a short distance, exploding after a few seconds. Many explosives do extra effects such as blinding people, or dealing piercing damage. Proficiency with an Explosive allows you to add your proficiency bonus to any Ranged weapon attack you make to throw an explosive device. Below is each Explosive as well as their Damage, weight, and any special properties they might possess.
Horse

Horses are bred for light weight, explosive strength, and quick thinking. They are the favored breeds of messengers, racers and light cavalry. Flexible and open-minded at best, fickle and contrarian at worst, horses are usually curious and free-spirited, even when tried and true methods are available.
Shock Troop

Charging into the battlefield like a madman, Shock Troops make their mark by charging their foes head on and killing them outright whether it be through lead or the butt of their gun, carving out a path of carnage through blood and steel.

### **Close Quarter Tactics**

Starting at 3rd level, attacking enemies within 5 feet doesn’t impose disadvantage on attack rolls made with ranged weapons. Additionally, the Sharpshooter’s AC increases by +1 while wearing armor.

### **Priority Target**

Also at 3rd level, the Sharpshooter's Mark Target turns into Priority Target, allowing any ally within the vicinity to take advantage of Mark Target, giving them advantage on all attack rolls against the marked target. The mark still lasts at 1 minute.

### **Tough and Reliable**

Starting at 6th level, the Sharpshooter can now use their firearms as a melee weapon and would have proficiency in doing so. One-Handed Firearms deal 1d6 Bludgeoning Damage, while Two-Handed Firearms deal 1d8 Bludgeoning or 2d8 Piercing if you mount your Two-Handed firearm with a Bayonet. In addition, the DC Save for Targeting the Legs is now (DC = 5 + Damage dealt).

### **Break and Shatter**

Starting at 9th level, when using the Targeting feature and the enemy is within 5 feet, attacks on the Leg can instead cripple the target and knock it prone instantly, unable to stand up for two turns. If the attack is a critical, the attack destroys the Leg entirely, rendering the target prone and being unable to stand up without help.

### **Shock and Awe**

Starting at 17th level, When combat starts, as long as you aren't surprised, you can draw a firearm, use your movement, and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.

You can use this feature a number of times equal to your Dexterity Modifier (Minimum of Once), regaining all expended uses when you complete a long rest.
Path of the Forsaken

Your will and desire to live, your blatant refusal to give into the chaos around you, is what keeps you alive. You were forgotten, left for dead, while the world crumbled around you as you gave up on your own peace just to survive. You were cast into the blackest pit of evil in order to purge the wickedness with only your wrath as your weapon.

### **Survivor**

Starting when you choose this path at 3rd level, you get a new Slayer Dice Ability.

*Survivor*

You gain resistance to a type of damage of your choosing (Choose one from Bludgeoning, Piercing, or Slashing) for a total of rounds equal to Slayer Die Roll.

### **Bloody Sabbath**

At 6th level, you can use the flesh and bone of your foes to create crude weapons. The items you make have a chance of splintering. Your fleshy items will splinter when they are introduced to intense force. A critical fail or a critical hit with a weapon can cause splintering.

The weapon you create does 1d8 Bludgeoning damage + an extra 1d4 Piercing Damage if it splinters. You can create two weapons and can't create any more until you finish a long rest.

### **Sacrament**

Starting at 11th level, your body flows with immortal energy that keeps you sustained and empowered. When you are harmed by a type of damage of your choice you instead recover HP equal to half the damage rolled. Choose from one of the following damage types: Bludgeoning, Piercing, or Slashing.

### **Untouchable**

At 14th level, you can ignore damage from an attack as a reaction, outside of your turn. When you use this ability half of the damage will immediately be directed toward a hostile creature within 10ft of you. If there is no hostile creature within 10ft of you then no creature takes damage. You can use this ability once, regaining uses after a long rest.

### **Threat To Survival**

At 18th level, you can turn a creature’s attack against them as a reaction outside of your turn. When you use this ability you release a 5ft radius of the type of damage selected from Sacrament. This energy will push any weapon or projectile back at the creature that originally attacked you.

You must use this ability before damage is rolled. Once it is used the creature will reroll their attack but instead against their own AC. You can do this one time, regaining expended uses after you complete a long rest.
Giancarlo Fisichella

**Giancarlo Fisichella** é piloto da Minardi, equipe de seu pai, em 1996. Como companheiro, ele tem o também estreante, Henrique Paladino.

## Carreira

Fisichella começou a carreira no kart aos onze anos de idade e competiu na Itália até os quinze anos. Foi vice-campeão europeu em 1989 e 1991 e campeão mundial em 1990. Em 1992, estreou na Fórmula 3 italiana. Na segunda temporada, foi vice-campeão, e conquistou o título em 1994.

Em 1995, participou do campeonato internacional de turismo com a Alfa Romeo.

## Fórmula 1

Fisichella, após uma temporada sem brilho no campeonato internacional de turismo em 1995, em 1996 foi contratado pela Minardi, no seat que originalmente seria de Taki Inoue.
Artisan's Tools

These special tools include the items needed top pursue a craft or trade. The Table shows examples of the most common types of Artisan's tools, each providing items related to a single craft. Proficiency with a set of Artisan's tools lets you add your Proficiency Bonus to any ability checks you make using the tools in your craft. Each type of Artisan's tools requires a separate proficiency. The Table below lists the different types of Artisan's tools as well as their weight.
Cow

Cows are large quadrupedal ungulate mammals with cloven hooves. Most breeds have horns which can be as long as the Texas Longhorn or small like a Scur.

Cows are ruminants, meaning their digestive system is highly specialized to allow the use of poorly digestible plants as food. Cows are known for regurgitating and re-chewing their food, known as "cud" chewing.

They are raised primarily as draft animals (particularly the gelded males), and for dairy products (mainly cheese and milk, but also yogurt, butter, and ice cream). When slaughtered (typically before winter or for feasts and festivals), their meat feeds many, and their hides are a useful byproduct. They are occasionally used in certain sports. Cattle are among the oldest forms of wealth, and cattle raiding consequently one of the earliest forms of theft.
Bicycle Helmet

The Bicycle Helmet is designed to go on your head and protect you from head injuries. It can be found pretty much anywhere but most commonly in Houses or Garages. While wearing a Bicycle Helmet, you do not suffer disadvantage on Ability Checks, Attack Rolls, and Saving Throws using Strength or Dexterity if you lack Proficiency with Light Armor.
Deer

Deer are smallish, flighty herbivores that herd in all of the grasslands, forests, and tundra of the world: the quarry of choice of all the world's great predators and hunters. Though deer live quiet lives as small herds for most of the year, males become fiercely territorial during the mating season. The long duels, loud bellows, and clear markings they use to summon mates tend to summon hunters as well. When deer detect predators, they leap straight up and stiffen their legs. This behavior—stotting—is a signal that the predator has been spotted and that the prey is healthy enough to run: a plea for truce rather than fruitless chase.
Geologist

You grew up searching for hidden veins of ore, gems, and mineral wealth. You have experienced the thrill of following the geologic clues hidden in bands of rock and soil to pockets of precious gold or gemstones. You have also cried tears of frustration when the vein of ore that could make you rich and famous petered out after only a few feet, yielding barely enough wealth to pay for repairing your tools before moving on to search another promising claim.

### **Bonus Proficiencies**

Starting when you adopt this Archetype at 3rd level, you gain proficiency with Nature. If you are already proficient in this skill, you add double your proficiency bonus to any ability checks you make using it.

### **Stone's Durability**

Also at 3rd level, you encompass the durability and fortitude of rocks. Whenever you finish a long rest, you gain temporary hit points equal to your Scientist level.

### **Extra Attack**

When you reach 6th level, whenever you are surrounded by rocky ground, you can attack twice, instead of once, whenever you take the attack action on your turn.

### **Manipulate Stone**

Starting at 10th level, you can control stone to aid you in battle. When a hostile creature within 5 ft or your attacks you, you can use your reactions to pummel them with several rocks. When you do so, all hostile creatures within 5 feet of you must succeed on a Dexterity saving throw (DC 8 + your Dexterity Modifier + your Proficiency Bonus) or take bludgeoning damage equal to 1d8 + half your Scientist level.

While the stone remains around you, you gain a +1 bonus to your AC. In addition, once per turn, when you hit a creature with a melee weapon attack, you can have the attack deal an additional 1d6 bludgeoning damage.

### **Rocky Ground**

Beginning at 14th level, whenever you deal bludgeoning damage to a creature that is within 5 feet of you and touching the ground, you can create a 5 foot radius circle of difficult terrain directly under it that lasts until the start of your next turn. If you are under the effect of your Manipulate Stone feature, you can choose to have the radius be 10 feet instead. You ignore difficult terrain created this way.

### **Fortitude**

At 20th level, your stone's durability grows. While you have temporary hit points from your Stone's Durability feature, you have resistance to bludgeoning, piercing, and slashing damage.

In addition, when you use your Manipulate Stone feature, you replenish all of your temporary hit points from your Stone's Durability feature.
Runner (The Last of Us)

The Runner is the first stage of the Cordyceps Brain Infection, and also the weakest. They are humans who have just recently turned into Infected. They are extremely aggressive and when they detect humans, they will run at them and try to take them down. Runners stand in a hunched position when motionless or when moving around passively, unlike normal survivors. Runners migrate and attack in packs, flailing their arms in attempts to trample survivors. When migrating, runners tend to leave a few fellow infected behind, who nest in the area and await prey to appear to hunt, human and animal alike. Like the rest of the stages of Infection, the Runner is weak to fire.
Pipe Bomb

Pipe Bombs are small handheld devices that can be found mostly in Military Bases and thrown about 30 feet as an action. When thrown, they make a sound that attracts any creature within a 30 foot radius of it (that can hear) to the location of the bomb and blows up 2 rounds after being thrown, dealing damage to any creature within 5 feet of it. If a creature sees you throw the Pipe Bomb, it is not attracted to where it landed.
Sniper Rifle

One of the more deadly guns, the Sniper Rifle can be perfect for taking out your target at a distance, possibly without being seen if you're good enough. The Sniper Rifle is equipped for you to station yourself on a tall building or behind cover and watch your target from a distance, waiting for the perfect time to strike. The Sniper Rifle is already equipped with a Large Scope. Although one of the rarer of the guns and can only fire one shot before it needs to be reloaded, it also packs a hell of a punch. The Sniper Rifle is designed with Patience in mind. It is most commonly found in Military Bases and sometimes even rarely on the tops of tall buildings, ready for you to use.
Handguns

Handguns are fairly easy to use and are found with most Survivors. They are good for taking out your standard undead or Survivors. Proficiency with a Handgun allows you to add your proficiency bonus to any Ranged weapon attack you make with a Handgun. Below is each Handgun as well as their Damage, weight, and any special properties they might possess.

 Beretta M9 | 2d6 Piercing
 Makarov | 2d8 Piercing
 Revolver | 1d8 Piercing
 Glock 19 | 2d6 Piercing
Squirrel

A species of rodent found in almost any climate or terrain. These statistics can be used for gray squirrels, ground squirrels, chipmunks, and woodchucks. For flying Squirrels, they use the same statistics but have a glide speed of 30 ft. in addition to a walking and climbing speed. Using their wing flaps, flying squirrels can glide at a ratio of 2 ft. horizontally, for every 1 ft. vertically. In other words, a flying Squirrel that starts out 50 ft. above the ground can glide a distance of 100 ft. before touching the ground. While gliding, a flying squirrel cannot take any other action.
Fisherman

You were born in a small coastal village. You were raised with a strong work ethic and learned as a child that hard work does not guarantee success. You were taught the craft of your father and his father before; you learned how to take a bounty from the sea. The work was both demanding and exhausting, but you became quite skilled at it. An occurrence on a recent voyage has put you off this career and you have decided to seek your fortunes elsewhere.

After choosing this background, you must work with the Game Master to determine what kind of a fisherman you were. Do you use nets or traps? Do you fish with poles from a small boat or with large hooks and nets from a two-masted ship? Do you hunt the mighty whalefish with sharpened harpoons? You must also work out with the GM where in the world you have sailed while plying your trade, as well as your driving event.

* **Ability Scores:** +2 Dexterity, +1 Wisdom
* **Skill Proficiencies:** Animal Handling, Survival
* **Tool Proficiencies:** Fisherman's Tools
* **Feat:** Luck of the Sea
* **Equipment:** A fishing net, fishing pole, some worms for bait, a Spear for Spear Fishing, and a set of common clothes, Seven Cooked Fish and Five Bottles of water.

### **Feature: Experienced Angler**

You are an expert at reading coastal terrain. You can easily determine where the shallow sections are, as well as where the big lagoons or large ship anchorages might be. More importantly you are familiar with the fish that inhabit these areas and how to catch them. You can provide enough fish to feed yourself and five other people as long as the area has not been fished out. You can easily tell if something is disturbing the natural balance with the fish in a given area, but cannot necessarily identify the cause.

### **Suggested Characteristics**

Fishers are simple folk. They don’t have much to worry about. Unless, you count feeding their entire village as something to worry about. Choose from the tables below or role to decide randomly.

 2
 3
 4
always try to find the most equitable
 5
 6
 7
 8
on with my life?

 2
treatment before the law, and no one
 3
 4
 5
 6
me away from my higher calling. (Any)

 2
 3
mementos. I only carry them with me to
 4
 5
the waves than just fish and I long to visit
 6
family greatly while I am apart from them.
I will find them wherever they are.

 2
blessed by God and that nothing can
 3
drink and pipe weed, vices common to
 4
 5
wind for a chance to catch the one that
 6
creature and now sometimes must fight
the urge to throw myself into the sea to
search for it.
Throwing Stars

Much like Throwing Knives, Throwing Stars are small light-weight Miscellaneous Ranged Weapons that are designed to be thrown through the air at your enemies. They can be found after a battle by spending 1 minute to search the Battlefield. They are most commonly used by Samurai's and usually found in certain Stores.
Actor

Before the fall of civilization, you were an Actor. Perhaps you starred in a famous Movie franchise or television show. Maybe you were an unknown actor who sought to be the star of a movie. Why were you an actor? Did you enjoy being in front of a camera? Were you in it for the fame and the money? How did you start out? Maybe you started by making short films with your friends and uploading them to YouTube. Nonetheless, your Charisma and love for acting is evident to all who watch you on screen.

* **Ability Scores:** +2 Charisma, +1 Dexterity
* **Skill Proficiencies:** Performance, Deception
* **Tool Proficiencies:** Disguise Kit *and* One Musical Instrument of your choice
* **Feat:** Actor *or* Musician
* **Equipment:** A Musical Instrument (one of your choice), a broken camera, a trinket you took from the set of your first movie (i.e A Poster, a Prop, ect.), a Costume, and Five Canned Food and Seven Bottles of Water.

### **Acting Specialty**

A good Actor is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an Actor.

 2
 3
 4
 5
 6

### **Feature: Musical Genius**

You have performed in several different types of media and some of them may have been musicals, requiring you to play a musical Instrument or sing. During a long rest, you can perform a song with a Musical Instrument you are proficient in for a number of allies up to your Charisma Modifier (Minimum of One Ally) that can hear you. That creature then gains one Inspiration that they can use to gain advantage on any Ability Check, Attack Roll, or Saving Throw. The Allie(s) must use their Inspiration before they take another long rest or they lose it.

### **Suggested Characteristics**

Successful Actors have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Screamer

The Screamer is a unique Zombie variant that uses sound as a weapon. It is capable of letting out a Sonic Scream that can potentially Deafen anyone who hears it. The Screamer has relatively poor eyesight but it can, however, feel vibrations in the ground that allows it to detect where food is. When it receives a significant amount of damage, it lets out a Scream which calls for other undead to come and help.
Unemployed

You are unemployed. You didn’t have a job. Whether you were fired from a job you once had or you never had one to begin with, it doesn’t matter. Point is, not much has changed in the field of jobs. You didn’t have one before the fall of civilization, and you don’t have one after. You are, and were, unemployed.

* **Ability Scores:** +2 Charisma, +1 Dexterity
* **Skill Proficiencies:** Persuasion, Survival
* **Tool Proficiencies:** One Gaming Set of Your Choice
* **Feat:** Lucky
* **Equipment:** A Sleeping Bag, a Flashlight, a pocket knife, a set of common clothes, a picture of your family, and Five canned food and Three bottles of water.

### **Feature: Persuasive Speech**

You have a way with words. Whether you’re out on the streets or living in your parents basement, people are more likely to listen to you. When you make Persuasion checks, add double your proficiency bonus to the roll.

### **Suggested Characteristics**

People who are unemployed tend to either be bitter from living on the streets, or gentle from not having any work to worry about. Which are you?

the situation. I never raise my
voice or let my emotions control
 2
 3
 4
absently fiddling with them, and
sometimes accidentally breaking
 5
 6
 7
 8
social situations.

 2
 3
me--that's what keeps us alive.
 4
no one will tell me what to do.
 5
constant change, and we must
 6
water. (Any)

endure the hardships I've been
 2
for the answer to a certain
 3
 4
disaster and will do anything to
 5
a mistake I made. That will never
 6
up to me to ensure their names
are remembered.

 2
 3
 4
 5
 6
and other intoxicants.

### **Variant Unemployed: Student**

Whether you were in high school or college, you were still in school when the world ended. Maybe graduation was just around the corner. Or perhaps you had dropped out of college and only went back there to finish getting your degree years later so you can pursue your dream job. Nonetheless, your future was looking bright. However, the world had other plans for you.

### **Alternate Variant Unemployed: Homeless**

Your life before the world went to shit wasn’t that great. You were on the streets. Begging for money just to be able to feed yourself or your family. Perhaps you have found a new sense of power after the world ended. This newfound power could lead you to not want things to go back to normal. Replace your common clothes in your equipment with tattered clothes.
Sharp Melee Weapons

Sharp Melee weapons generally require more training to use effectively and can include anything from Katanas, Machetes, Knives, and even Ax's. Proficiency with Sharp Melee weapons lets you add your proficiency bonus onto any attack roll you make using a Sharp Melee weapon. The table below describes each Sharp Melee weapon as well as its damage, weight, and any special properties it may possess.
Fallen Survivor

A Fallen Survivor is created if a character or NPC succumbs to the Infected Condition and reanimates as a Zombie. Fallen Survivors are run by the GM and have the same stats as the character before they died, with the following exceptions:

* Their Intelligence Score is reduced to 3.
* Their alignment becomes *Chaotic Evil*.
* Their Constitution score is increased by 5, to a maximum of 18.
* If they become a Zombie, their speed becomes 15. If they turn into a Runner, their movement speed is increased by 5. If they are killed by a large group of Zombies, they reanimate into a Crawler when they turn. When this happens, their movement speed is reduced to 5.
* They have the *Undead Fortitude* Ability and the same Actions as the type of Zombie they turn into. However, if they are wearing armor such as SWAT Armor that has the *Visor property* or any type of mask, they do not have the *Bite* action.
* They drop any item that they were holding in their hand when they turned but their Inventory remains the same. Their corpse can be looted after they are killed by spending 1 minute searching their body.
Way of the Blind Fighter

Samurai's who adopt the Way of the Blind Fighter Archetype are masters of using their heightened senses to attack opponents whom they cannot see. They can be demons in combat and don't even have to see their opponents to take them out. These samurai's are always a useful ally to have.

### **Unseen Foe**

When you choose this Archetype at 3rd level, you have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. The Blindsight increases to 20 feet at 7th level, 25 feet at 10th level, and 30 feet at 14th level.

### **Blindfold**

Also at 3rd level, you can spend 1 minute and a bonus action to quickly craft a blindfold that you can use to cover your eyes. When you do this, you gain the benefits of the Unseen Foe feature.

### **Blind Advantage**

When you reach 7th level, you gain advantage on attack rolls you make while Blinded or Blindfolded.

### **Blinded Awareness**

When you reach 10th level, you cannot be surprised when you are Blinded or Blindfolded. Additionally, you have advantage on Initiative rolls while you are Blinded or Blindfolded.

### **Superior Critical**

When you reach 14th level, you score a Critical Hit on a creature on an attack roll of 18 to 20. You must be Blinded or Blindfolded to gain this benefit.
Apollo

## Relationships

### Seiji

Despite working closely with Seiji throughout the game he never personally cared for the other. He believed Seiji was too egotistical for his liking and often found the other's strong belief in Christianity to be annoying in his eyes. Apollo never really saw Seiji as a friend or acquaintance and more of just saw him as "henchman" in his plans. Though at one point he did feel a chance to be friend's with the other but after certain actions in the fifth chapter it quickly lead the other to be completely bitter towards the other in the end.

### Tetsuo

Not too long into the game Apollo quickly found himself taking a liking to the other despite being unable to interact with the other face to face. Apollo is a fairly impulsive person so this interest in the other quickly turned to a crush that caused for some of his plans to avoid bringing the other any harm though the other didn't have a chance with the male due to him liking someone else. Though for a while he tried convincing himself there was a chance once the other's crush was eliminated from the game early on.

### Arrow

Apollo found himself having only bitter and angry feelings towards Arrow as the other spent a lot of time with Tetsuo. It frustrated him to see Tetsuo fall for the run of the mill country boy because to him he saw no appeal to the cowboy. His disinterest in the cowboy quickly just turned to pure jealousy and hatred in the end as Tetsuo only had eyes for him so he saw no issue when something happened to Arrow because in the end, it just meant the other was out of his way. Without the other really knowing he considered him to be an enemy at that point.
Hunter

You are a hunter. Whether you hunt oddities or normal animals, you have become adept at tracking, predicting, and killing your chosen prey. You are experienced at Hunting down your prey for food or perhaps you specialize more in setting up traps to catch them.

Hunting can be a common sport among men and many even teach their kids to Hunt. Along with Farmers and Fishermen, Hunters are much more adept at gathering food than some other Backgrounds. This could be quite a useful skill after the fall of civilization.

* **Ability Scores:** +2 Dexterity, +1 Intelligence
* **Skill Proficiencies:** Nature, Survival
* **Tool Proficiencies:** Tracking Tools
* **Feat:** Keen Mind
* **Languages:** Sign Language
* **Equipment:** A hunting knife, Three Hunting Traps, A Compass, Tracking Tools, camouflage shorts, a flannel shirt, a baseball cap, and Five Canned Meat and Five Bottles of Water.

### **Feature: Hunter Scavenger**

You know how to scavenge and use every part of an animal, you can cook and eat the meat, make knives out of antlers, and make clothes and blankets out of pelts. You also can make them into rations easily. It takes you half the time to make rations than someone else. Creating the rations requires a fire(for smoking meat) nuts and berries, and some sort of package.

### **Suggested Characteristics**

Hunting is a simple life. You live off the land. Have to work for your meal. Some may enjoy hunting, others despise it and only do it because they must. Which are you?

 2
think of hunting something smarter,
 3
 4
 5
everything I own wrapped in a bundle in
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flinching.

survive. I will avoid killing unless it seems
 2
 3
 4
 5
 6
more dangerous game. (Any)

 2
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animals deserve the title of natural.

 2
 3
cook and eat a monster or even a person
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my time in nature, and do not know or
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and "mark my territory".
The Emrald Enclave

En organisasjon som ønsker å beskytte naturen på en så bærekraftig måte som mulig. De har kontorer og hovedkvarterer i alle store byer over hele Gaionia. I Waterdeep finnes det også et litt ekstra spesielt hovedkvarter da demiguden Jeryth Phalkon er bosatt som et abstrakt nærvær som prater til de som kommer inn i Phanlkonmer
Vicente/2007 Idents

File:Vicente.jpeg
*These are the Vicente idents from 18th February 2007 until 20th April 2014*

CappuccinoChase (version 1)Chase (version 2)Chase (version 3)Chase (version 4)MirrorSeascapeSunroofTent FestivalTent PolarTent BeachZoetropeTagging - Football

SunroofSeascape

Seascape (modified version)Sunroof (modified version)Tent Festival (modified version)Tent Polar (modified version)Tent Beach (modified version)Zoetrope (modified version)Mirror (modified version)Tagging Football
Owl

Owls are the stealthiest birds of prey. They can be found anywhere where rodents, birds, reptiles and insects can be found, from the densest forest and jungles to the sparest deserts and tundra. Where other birds of prey have keen eyesight, owls have keen hearing and powerful night vision. These traits, together with their silent flight, make them the prized companions of night-stalking falconers.
Seiji

artist: anchored-down

## Relationships

### Apollo

Apollo is, metaphorically, Seiji's God. Upon accidentally breaking his old earpiece and being supplied with a new one, the mastermind began to talk to him through it, and Seiji's first assumption had been that God was speaking with him. He obeys almost every order Apollo sends at him, causing despair throughout the game, but being the sly weasel he is, Seiji does a few deeds behind his lord's back, which in turn causes conflict between the two of them. But unbeknownst to him, following Apollo as his underling had clearly become quite a reoccurring experience between the two of them.

### Noriko

Noriko is Seiji's "henchman", employed against his will. Seiji had simply scouted out a tall student he could force to protect him against the other tall kids, and Noriko had been the outlier. To him, Noriko is nothing but a man with no brains and a lot of brawn, in which of course Noriko is very aware of how terrible a person Seiji is. It's a mystery as to why Noriko continues to follow Seiji's demands, but rumor has it Seiji had declared that without him, Noriko had no other friends to turn to, and that happened to be the perfect persuasion.
Improvised Weapons

Sometimes characters don't have their weapons and have to attack with whatever they have at hand. An Improvised weapon includes any weapon that can be wielded in one or two hands (such as a shard of glass, a table leg, or a Frying Pan) that wasn't originally designed to be a weapon. Proficiency with Improvised Weapons allows you to add your Proficiency Bonus to any attack roll you make with an Improvised Weapon. The Table below provides a list of suggested Improvised weapons in alphabetical order, as well as their weight, damage, and any special properties they may possess.

If the characters attempt to use an improvised weapon that isn't listed on the table above, it deals 1d4 damage. The GM assigns a damage type appropriate to the weapon.
Waterdeep

En av de største byene på Krigskysten. Det er en metropol og et knutepunkt hvor mange kommer for å handle og feriere. Maktbalansen i byen har alltid vært ustabil og har en mengde maktdynamikker som foregår samtidig. Teknisk sett er det et demokrati ledet av Laeral Silverhand. Under jorden så foregår det veldig mye som loven aldri har klart å få overhånd over. Gjenger som Xanathar's Guild og Zhentarim holder mye av byen i kne, spesielt der hvor de fattige bor.

I **Waterdeep** Finnes det mange plasser som turister kommer for å besøke og som vil være essensielle til en hver eventyrer. Steder som The Yawning Portal og Trollskallesmuget

Det var her historien om trollskalletrioen startet.
Twist

**Twist** is a featured article, which means it has been identified as one of the best articles produced by the Enriqueamals Wiki community. If you see a way this page can be updated or improved without compromising previous work, please feel free to contribute.

## Appearances

### Debut

Vegetable Valley Alley

Enrique is one of the racers in Kerwhizz, he is part of the team Enrique and Teal.

Enrique can be seen to be often confident, however he sometimes relies on Teal. He can also be a bit stubborn, occasionally causing rivalry between him and fellow racer Bonnie.

## Signature features

In Kerwhizz, Enrique can easily be reconised by his icon, which is a spiral. Blue is his signature color. He also has a catchphrase - "Style!" - which he often exclaims.

## Trivia

* It is revealed by Teal in Funfair Freeway that Enrique does not have a middle name, implying that Escarlata and Bonnie, in fact, **do** have middle names.
* Despite what he says, Enrique is afraid of giants, as shown in The Fairy Tale Trail. He also disliked spiders, as shown in Spooky Speedway, but got used to them after meeting Cynthia
* Enrique is able to play the guitar as shown in the Marvellous Musical Marathon. He also plays it in the Four Season Freeway.
* He is the only Kerwhizz character not to like Team SMoRCLe, calling them "Molantis." Instead, he listens to heavy rock music.
* Enrique's birthday could potentially be December 5th; this is the day when the episode The Daring Dino Dash, during which it was his birthday, first aired. Others claim that his birthday is June 18, 2002.
* Enrique's outfit resembles that of his royal heritage, a royal palace clothes.
* He is the only contestant to not have a different name in Kwizerr.

* Enrique with teammate Teal
* Enrique's reaction to Teal's mermaidery.
* Enrique at his quiz space.
* Force...
* ...field!
1/6
## Wins

### Quiz

* Castle Kingdom
* The Ace Choc Chase Race
* Supermarket Sprint
* Goldfish Bowl Gulp
* Whiffy World
* Party Paradise
* Fun Food Freeway
* Building Block Rock
* Overgrown Garden Getaway
* Treasure Island Trail
* The Toy Factory Track
* Planet Snout
* The Zoom Around the Moon
* The Deserted Desert Dash (with Escarlata and Bonnie)

### Race

* Vegetable Valley Alley
* The Daring Dino Dash
* Bowling Alley Rally
* The Supershape Showdown
* Goldfish Bowl Gulp
* Crazy Racy Golf
* Daredevil Dreamway (with Escarlata and Bonnie)
* The Four Season Freeway
* Moonlight Night Flight
* The Ker-razy Cave Caper
* Spooky Speedway
* Overgrown Garden Getaway
* Arty Crafty Caper
* Planet Snout
* The Deserted Desert Dash (with Escarlata and Bonnie)
Dragens skatt

En skatt på 500 000 Gullmynter som blir voktet av Aurinax. Skatten ble gitt til Aurinax av Dagult Neverember da han stjal pengene fra Waterdeep sine beboere.

Skatten ble hentet ut av velvet av Trollskalletrioen da Brokk Klanlause lurte dragen til å tro at han ønsket å bruke gullet til å gjøre godt for Waterdeep sine beboere. Gullet gikk til Byen, men 50 000 ble igjen hos trioen som en "finnerlønn".
Enrique Real de Palacios III/Rhythm & Movement Idents

*These are the idents in Enrique Real de Palacios III from 29 March 2002 to 7 October 2006.*

In 2002, Enrique abandoned the longtime pirate symbol for almost 40 years to take on a series of idents involving the cultural aspects of life in Britain dubbed "Rhythm and Movement". The new design by Lambie-Nairn involved people dancing to various genres of dance with music pieces revolving around a central jingle. The Rhythm and Movement series was retired in 2006.

## Ident Gallery

**Acrobat****Ballet****Bollywood** - First used 8th November 2002.**Capoeira****Festival****Haka** - Retired early 3 January 2005.**Hip-Hop****Massai** - Launched 5 January 2004.**Music Video** - Launched 4 October 2002.**Salsa****Skateboarders** - Launched 5 September 2003.**Tai-Chi** - Launched 2 January 2003.**Tango****Tap Dogs****Tumbler** - Launched 4 January 2005.
Heavy Machine Gun

One of the rarest guns in Generation-Z but also the most powerful. The Heavy Machine Guns can only be found in Military Bases, albeit very rarely. They are automatic guns and can fire 300 rounds before they need to be reloaded. Once you use the Automatic property feature, it fires a total of 150 shots. This can be done twice before the gun has to be reloaded.
Robusmerman

**Robusmerman** is the eleventh episode of season two in Miraculous: Tales of Ladybug and Cat Noir. It was first released on November 3, 2022

## Synopsis

When they got to school. Santiago shows his new boy, Enrique. Who is akumatized into Robusmerman.

## Characters

### Main Characters

* Tomás
* Lorelai
* Santiago Montes
* Skipper Roberts/Hawk Moth
* Enrique Real de Palacios III/Robusmerman

## Trivia

* This is the first appearance of Enrique Real de Palacios III
DR: 𓀒 𓀜 Wiki

yada yada game info here etc etc yeah yeah I'll do this part eventually

**Protagonist**

Tilo

**Mastermind(s)**

Apollo

**Key Characters**

Ace

Tetsuo

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Trollskallevillaen

Et fire etasjers høyt hus som ble gitt tril Trollskalletrioen av Volothamp Geddarm (også kjent som Volo) i bytte mot at de hjalp han å finne hans bortkokmne venn Floon Blagmar. Huset tilhører Trollskalletrioen og de deler villaen med en gutt kalt Olliver Og spøkelset Leif. Trollskallevillen kan man spise mat og drikke øl og vin. Om man er i det mer eventyrlystne hjørnet kan man og spise en napoleonshattkake.
Tetsuo

artist: anchored-down

Harley (his and Arrow's cat)
Calico

## Relationships

### Arrow

Upon meeting Arrow in his high school years, Tetsuo was head over heels for the rebel cowboy, and spent most of his days around Arrow for the next 3 years. He began to realize just how much Arrow pushed him aside during their younger years in their relationship, and harshly stated that he wanted nothing more to do with the young cowboy, and they went their separate ways. They met again at the beginning of 𓀒 𓀜, hardly recognizing one another due to the passage of time, yet both began to realize how terrible their lives had been without each other. In the first few chapters of the game, Tetsuo tried to build up the courage to apologize to Arrow for breaking up with him, but never got the chance to before his former lover was executed. During his own execution, his final thoughts centered around only Arrow, hoping they could make amends when they met on the other side.
Tetsuo and Arrow meet in Harbour's afterlife, having the opportunity to apologize to one another and finally make up, settling back into a relationship that will never break again as they escape a little after the game survivors do.

#### Execution

Arrow's execution was the hardest on Tetsuo, due to his long-lasting attachment to the cowboy. And having to sit through the trial of his peers shooting the blame back and forth and eventually trying to prove Arrow guilty slowly began to break Tetsuo. Despite his desperation to prove Arrow innocent, the globetrotter only ended up making a few remarks that were immediately drowned out with other evidence. His heart seemed to snap in two as Arrow was voted guilty and dragged away, his own hands shakily gripping his podium with white knuckles as he was forced to simply watch as the boy he longed to love again was shot, and burnt to a crisp right before his very eyes. He had indeed heard Arrow's final cry out to him, presumably the only one who had, and that was what caused him calm façade to snap. As everyone else left the trial room at their own, grieving paces, Tetsuo stayed at his podium until the next morning, having fallen to his knees and sobbing for his lost companion.

### Apollo

While Tetsuo is beyond unaware to Apollo's love for him throughout his time alive in the game, Arrow's explanation after they were reunited drove him to immediately despise Apollo. Not only would he love Arrow and only Arrow, but Apollo's methods of trying to get his love were despicable and vile.

### Haruma

Haruma can be briefly described as the man Tetsuo hates the most before learning of Apollo. Not only had he been conned by Haruma himself back in Russia, but by many other con artists, which led him to loathe each and every one of those cruel, selfish people. And Haruma was no exception.
Andrea Montermini

**Andrea Montermini** é um piloto italiano que atualmente pilota pela BMW Corse em 1996. Terminou como vice-campeão em 1992 da Fórmula 3000. Na Fórmula 1, o primeiro Grande Prêmio dele foi o GP de San Marino de 1994. Nos treinos de sábado do Grande Prêmio da Espanha de 1994 guiando a Simtek sofreu um grave acidente, fraturando os pés e tendo traumatismo craniano recuperando-se para o retorno às pistas de Fórmula 1 na temporada de 1995. Disputou a temporada de 1995 como piloto da Pacific Racing e em 1996 ele foi contratado pela Forti-Corse (Agora BMW Corse).
Forside

Velkommen til Eventyrtimens Wiki Fandom. Her kan du holde deg oppdatert på alle de forskjellige karrakterene, stedene og kanskje plotlinjer som har løse tråder. Det kan være det finnes spoilers i artiklene, ingen vil være veldig store, men om du ser et navn du ikke har hørt før og ikke ønsker å bli spoilet, vent til navnet blir nevnt i en episode :)

Disclaimer: Det kan være at vi ikke husker alt vi selv har laget i opptaksituasjonen. Det er gjerne stress, spenning og regler som blander seg sammen, og om noen prøver å huske tilbake kan det være vi husker feil. De bioene og artiklene dere ser her er hovedsakelig basert på hvordan Trollskalletrioen møtte de relevante stedende/karakterene for første gang.
Lucas Taraciuk

**Lucas Taraciuk** é um piloto brasileiro que pilotou na McLaren em 1996, após bater o recorde de vitórias na F3 Inglesa.Em 1997,ele vem com o objetivo de conseguir mais vitórias,sua primeira vitória foi no Gp da Belgica.

**CARREIRA**

Após se inscrever na F3 Inglesa em 1996, ele teve uma temporada genial, com 16 vitórias em 16 corridas, um recorde na categoria.

**F1**

Após sua temporada de gênio na F3 Inglesa, ele foi contratado pela McLaren para substituir o aposentado **Vegito.** Em sua primeira corrida, ele fez o impensável: ele conseguiu um pódio correndo muito bem.
Ragnar Neverember

Ragnar er en god venn av Trollskalletrioen og sønnen til Dagult Neverember. Ragnar ble funnet av Truls Evenwood og Truls' første kompanjong på tur Ollorin. Ragnar var først tatt til fange av Zhenter, men gjemmestedet han ble oppholt ble overtatt av Xanathar's Guild sine soldater, men fra gjemmestedet var det Floon Blagmar som ble tatt videre av Xanathar sine undersåtter, ikke Ragnar.