recursal/Fanatic-Fandom huggingface dataset:
¡Peligro! ¡Comienzan a envenenar a la gente!

Derrota a los enemigos

**¡Peligro! ¡Comienzan a envenenar a la gente!** (*Danger! They start poisoning people!* en inglés, 警告！まず、中毒の薬！(*Keikoku! Mazu, chūdoku no kusuri!*) en japonés) es una misión donde te enteras de que la medicina que investigaste envenenó a varias personas.

## Descripción

Al coger una llamada de Sherudo, este te dice que el medicamento ya está empezando a envenenar a la gente y los tipos malos están empezando a saqueando las medicinas envenenadas para asesinar a la gente y luego de la llamada, ve a la zona de carga del aeropuerto de Nueva York para ver como cogen los medicamentos envenenados los enemigos y tras intervenir, deberás vencer a los enemigos.

## Objetivos

**Objetivo 1:** Ir al aeropuerto John F Kennedy.

**Objetivo 2:** Ir a la zona de carga.

**Objetivo 3:** Vencer a los enemigos.

## Recompensas

**3275 XP**

**Nueva Habilidad: Inmune Veneno 3%**

**1500 Puntos de Mejora**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
Winds of Watoomb

A strong wind 60 feet long and 10 feet wide blasts from you in a
direction you choose. Each creature that starts its turn in the line
must pass a Health (Athletics) save or be pushed 3 feet away in the line's direction.

Any creature in the line must spend 2 feet of movement for every 1 foot when moving closer to you.

The gust disperses gas or vapor, and it extinguishes unprotected
flames. Protected flames have a 50 percent chance of being extinguished.

As a bonus action, you can change the line's direction.
¡Al edificio misterioso!

**¡Al edificio misterioso!**(*To the mysterious building!* en ingles y 素晴らしい神秘的な建物！en japonés) es una misión en donde debes ir a un edificio misterioso que se encuentra en una isla lejana, en las afueras de la Ciudad Tamagotchi.

## Descripción

Continúa tras conocer a los amigos de Lenard.

En esta misión, con la compañía de Lenard y tus amigos Tamagotchi, bajo las órdenes de Sherudo, deberás ir a una isla lejana, en las afueras de la Ciudad Tamagotchi, para encontrar un misterioso edificio y tras llegar, veremos varias escenas y luego, veremos que Raphael Sorel, personaje de SoulCalibur, descubre también ese edificio y se adentra.
Mundo de juego 2: Mundo de Rol

**Mundo de juego 2: Mundo de Rol** (*Game World 2: RPG World* en inglés, ゲームの世界2！アクションRPGを持っていこう！(*Gēmu no sekai 2! Akushon'ārupījī o motte ikou!*) en japonés) es una misión en donde te adentras en un nuevo mundo de videojuegos: el Mundo de Rol.

## Descripción

En esta misión, te adentrarás en un nuevo mundo: El Mundo de Rol (O Mundo de RPG) y una vez allí, como la pasada misión, debes vencer a los enemigos y deshacer los errores con compañia de guerreros y caballeros y tras terminar con todo esto, deberás volver al mundo real.

## Objectivos

**Objetivo:** Eliminar los errores al 100%

## Recompensas

**1550 XP**

**750 Puntos de Mejora**

## Formas de fallar la misión

La misión será fallida si:

**-**Eres derrotado
Melt Stick

## Properties

### Passive Abilities

**God-Killer**: This weapon ignores all immunities and resistances to physical and a single type of damage (Force)

**Charging**: A weapon with the Charging property has a type of die in parenthesis
after Charging. You can use an action to charge the weapon, increasing
its next attack's damage by the die listed after the property. If you
become incapacitated, prone, restrained, or your weapon is released by
any other means, all the charged energy is depleted with no effect. You
can charge a weapon for as many rounds as you want.

### Active Abilities

**Disintegrating Blast**: The Melt Stick sends an orange beam out that deals 1d8 Force Damage to the target's Wound Threshold on a hit. On a full 8, the body part is Disabled. On a Critical Hit, the body part is Destroyed.

**Disintegration**: The Melt Stick has 5 Charges, gaining 1d4 Charges every day. You may expend 1 Charge to cast Disintegration.
Una luz podría restaurar todo

### Objetivos de misión

Busca y habla con un científicoVe a la Organización de Sherudo para hablar sobre la solución

Ve a Central Park

### Hora

11:50

**Una luz podría restaurar todo** (*A light could restore everything* en inglés y 特別な薬は街を救うことができる en japonés) es una misión en donde tendrás la gran oportunidad de salvar la ciudad de la mala suerte y tristeza.

## Descripción

Lo primero de todo es buscar y hablar con un científico que está dando una vuelta por la ciudad y tras encontrarlo y hablar sobre el problema, descubriremos la Poción Restauradora y tras esa escena, el científico se te unirá durante la misión y después, tendrás que ir a la Organización de Sherudo para hablar sobre la solución y de la Poción Restauradora y tras la escena, ve a Central Park para acabar la misión y ver la escena final de la siguiente misión.

## Objetivos

**Objetivo 1:** Buscar y hablar con un científico

**Objetivo 2:** Ir a la Organización de Sherudo para hablar sobre la solución

**Objetivo 3:** Ir a Central Park

## Recompensas

**23750 XP**

**1000 Puntos de Mejora**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
Paul "El Rompe Ordénes" Wilson

**Paul "El Rompe Órdenes" Wilson** (*Nagata Jigen* en japonés) es un villano que es el Jefe del Capítulo 2.

## Historia

Nació en Manchester, Inglaterra y siempre causaba problemas desde los 14 años, por lo cual le llevó a la expulsión en el instituto y en las rejas por 15 años tras un delito grave.

10 años después, su hermano Phillip Wilson lo libera y le convence de que se una a una organización para que lo pueda disciplinar y ser más corrupto y cruel, por lo cual Paul aceptó.

Actualmente es soldado de la organización de su hermano, que no le gusta recibir órdenes pero le encanta destruir las órdenes del gobierno y quiere aniquilar a Kevin Martínez para mantener su conquistado y hecho oscuridad Mundo Pokemon, pero al final quedó arrestrado por su crimen.

## Aspecto

Paul viste un traje de soldado de fuerzas especiales al estilo SWAT.

Paul es cruel, frío, orgulloso y muy corrupto, por eso no le gusta recibir órdenes, pero estando con su hermano, es calmado pero mantiene su orgullo.

## Habilidades

Paul domina el combate cuerpo a cuerpo de los soldados y posee un Fusil de Asalto para atacar a media o larga distancia.

Tiene el poder de conquistar y dejar hecho oscuridad varios mundos como el desee.

## Final

Fue arrestado por el Capitán Smith por romper la Orden Pokemon y dejar el Mundo Pokemon en la oscuridad.
Tony Thomson al rescate

Derrotar a los enemigos con compañía de Tony

**Tony Thomson al rescate** (*Tony Thomson to the rescue* en inglés y 問題だ！ 風間をマスターしてください。en japonés) es una misión en donde debes vencer a los enemigos que estaban causando problemas a una persona.

Esta misión dará por inicio al Capítulo 9.

## Descripción

Cuando te enteraste de que unos enemigos están rodeando a un ciudadano de la ciudad, lo primero que tienes que hacer es ir a una calle indicada de la ciudad para luego después enfrentarte contra los enemigos.

Al vencer unos cuantos, acabarás rodeado, pero al instante, Tony Thomson aparece para ayudarle y ahora, junto con él, tendrás que vencer a la oleada final de enemigos.

## Objetivos

**Objetivo 1:** Ir a una calle indicada de la ciudad

**Objetivo 2:** Vencer a unos cuantos enemigos

**Objetivo 3:** Derrotar a los enemigos con compañía de Tony

## Recompensas

**12350 XP**

**Habilidad desbloqueada: Sentimiento de peligro**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
Las primeras muertes por envenenamiento

**Las primeras muertes por envenenamiento** (*The first poisoning deaths* en ingles, メディックホラー！毒ファーストルック死亡！(*Medikkuhorā! Doku fāsutorukku shibō!*) en japonés) es una misión en donde descubres que hubo primeras muertes de ese venenoso medicamento.

## Descripción

Al coger el periódico New York Time, descubres que han provocado las primeras muertes por veneno por culpa de esa medicina y tras eso, debes investigar sobre las primeras muertes que han sufrido buscando pistas (Por lo menos 3) y hablando con la gente y tras investigarlo todo gracias a esas 3 pistas, debes ir a buscar a los responsables de las primeras muertes envenenadas, que se encuentran precisamente en una cafetería y al llegar, la misión continuará en la siguiente.

## Objetivos

**Objetivo 1:** Investigar las muertes y buscar pistas

**Objetivo 2:** Buscar a los responsables.

## Recompensas

No hay recompensas. Esa misión seguirá en la siguiente.

## Formas de fallar la misión

No hay formas de fallar la misión porque es una misión de investigación.
Yendo a Estocolmo para detectar a William

**Yendo a Estocolmo para detectar a William** (*Going to Stockholm to detect William* en inglés y ストックホルムに到着！ 神様海馬を探せ！en japonés) es una misión en donde tendrás que encontrar a William, para luego encontrarte de nuevo con Los 3 Poderosos, en Estocolmo, Suecia.

Esa misión da por finalizado el Capítulo 11 y la primera parte del climax.

## Descripción

Al llegar a Estocolmo, Suecia, empezarás la misión intentando encontrar a William "God" Thomson, y al encontrarlo, veremos que William llama a sus esbirros, Los 3 Poderosos. Tras la escena del reencuentro no muy feliz, tendrás que derrotarlos, para luego ver que William huye diciendo que volvería a Nueva York para esperarte para la batalla final.

## Objetivos

**Objetivo 1:** Buscar y encontrar a William

**Objetivo 2:** Derrotar a Los 3 Poderosos

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
¡A por los responsables!

Ve a la comisaria y habla con el Capitán Smith

**¡A por los responsables!** (*To capture those responsible!* en ingles, さんは犯人をキャッチしてみましょう！(*San wa han'nin o kyatchi shite mimashou!*) en japonés) es una misión en donde debes dar con los responsables del delito que acaban de cometer.

## Descripción

En la misión anterior, encontraste con los responsables del delito de asesinato por envenenamiento y ahora, tras una escena intensa, debes perseguirles durante 3 minutos y luego, te enfrentarás contra ellos y derrotarles y luego, ve a la comisaría para hablar con el Capitán Smith para que detenga a los responsables.

## Objetivos

**Objetivo 1:** Perseguir a los responsables.

**Objetivo 2:** Derrotar a los responsables.

**Objetivo 3:** Ir a la comisaría y hablar con el Capitán Smith.

## Recompensas

**3650 XP**

**Mejora de técnica: Puñetazo+**

**Habilidad mejorada: Cuerpo de Acero** (Ahora reduce el daño recibido a un 7%)

## Formas de fallar la misión

La misión será fallida si:

**-**Los pierdes de vista

**-**Eres derrotado
Una furia de fuego

Derrota a Charizard y destruye el collar

**Una furia de fuego** (*A fury of fire* en inglés, 燃えるような怒り！リザードン野生！(*Moeru yōna ikari! Rizādon yasei!*) en japonés) es una misión en donde debes controlar a Charizard por culpa de un Collar Descontrolador.

## Descripción

En esa misión, debes ir a una calle de la ciudad a derrotar a los enemigos que intentar acabar con Charizard.

Tras llegar, deberás vencer a los enemigos y cuando los vences, vas a descubrir lo que va a pasar a Charizard.

Luego, descubrirás que Charizard se está descontrolado por culpa de un Collar Descontrolador que ha puesto un enemigo despúes de que Kevin lo derrotara y tras ese suceso, deberás luchar contra Charizard y en cuando le queda un cuarto de la última barra de vida de Charizard, estarás en Modo Interacción para romper el Collar Descontrolador y si lo consigues, Charizard habrá vuelto a la normalidad.

## Objetivos

**Objetivo 1:** Ir a la calle donde está los enemigos

**Objetivo 2:** Derrotar a los enemigos

**Objetivo 3:** Derrotar a Charizard y destruir el collar.

## Recompensas

**675 XP**

**Hablididad Nueva: Daño por Fuego 5%**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
Ebony Blade

The Ebony Blade is the legendary sword of Sir Percy of Scandia, gifted to him by Merlin. It is cursed by the blood that its original wielder shed. It had the most use under the many individuals under the moniker Black Knight.

## History

Merlin, a powerful Mystic, came upon the Starstone, a black material from a fallen meteor. He imbued it with powerful magic able to reflect magical attacks. It was for a time wielded by the Knights Templar, as well as a Valkyrie.

## Abilities

### Curse

The Ebony Blade is cursed to possess the user should it's might be used to kill a person with a certain . Should it go over 20 Evil Points, the blade's passive and active actions will cease to function and the wielder will roll with disadvantage on attack rolls made with the weapon. The Evil Points can be cancelled through Greater Restoration or a similar artifact.

 +2
 +3
 +4
 +5

### Passive

**Magic Resistance**: The wielder gains resistance to all damage dealt through magical means or weapons.

**Rending**: Should the artifact or weapon not have the 'Power Immune' passive ability, this artifact can cut through it, ignoring resistances and immunities and decreases AC by 1 for every attack. If targeting a weapon, the user must succeed on a DC 15 save to not have their weapon broken.

**Power Immune**: The artifact is immune to all effects and powers not cast by the wielder. This doesn't extend immunity to the wielder. It cannot be broken, transported (seperately from the wielder), or altered by an opponent.

**Last Laugh**: The artifact allows the wielder to automatically succeed on death saves and gain 10 health points once per day. You gain this ability again after completing a long rest.

### Active

**Reflect**: As a reaction, you can make a 20 Dexterity check to reflect a magical attack back toward the attacker. They must make a Dexterity check not to take full damage. On a success, they take half damage.
Helmet of Fate

The Helmet of Fate is an ancient, and extremely powerful magical object. It was created by the Lord of Order Nabu along with two other mystical items: the Amulet of Anubis and the Cloak of Destiny. The three items combined would grant the wearer the power of Doctor Fate.

## Properties

### Passive

**Fate**: This artifact is required for the properties of the Amulet of Anubis and the Cloak of Destiny to work. When combined, the user has an Armor Class of 18.

**Power Immune**: The artifact is immune to all effects and powers
 not cast by the wielder. This doesn't extend immunity to the wielder.
It cannot be broken, transported (seperately from the wielder), or
altered by an opponent.

**Last Laugh**: The artifact allows the wielder to
automatically succeed on death saves and gain 10 health points once per
day. You gain this ability again after completing a long rest.

### Active

**Reverse Time**: Out of combat, the individual may go back to two days in the past without incurring any penalty. If it tries to go back further, it must make a Wisdom save to not take (additional days) \* d10 in Force Damage. Any action that would cause the caster's future to not exist (dying in the past, killing an integral NPC) will cause a Time Break. Roll a 1d100. On 10 or below, the individual will die and time will revert to normal. On 11 to 40, the spell will fail and the user will take 5d20 Force Damage. On a 41 or above, the game resumes normally. During combat, the individual may return up to the beginning of the encounter. They must complete a long rest before activating this ability again.
¡Eliminar el envenenamiento ya!

Derrota a los "culpables"

Destruye las medicinas

**¡Eliminar el envenenamiento ya!**(*Destroy the poison now!* en inglés, それは時間です！有毒薬品を破壊します！(*Sore wa jikandesu! Yūdoku yakuhin o hakai shimasu!*) en japonés) es una misión en donde, finalmente, debemos destruir los medicamentos venenosos.

## Descripción

En esta misión, hay que ir a la base de los responsables que hemos detenido en la anterior misión y al entrar, deberás abrir paso derrotando a los enemigos hasta llegar a una puerta, en donde te encontrarás con los hombres que "originalmente" provocaron ellos los envenenamientos y tras una escena de confrontamiento, deberás derrotarlos y luego, ir a la sala en donde se guardan las medicinas envenenadas y luego, deberás destruirlas lanzandólos por la ventana.

## Objetivos

**Objetivo 1:** Ir a la base de los responsables

**Objetivo 2:** Buscar a los "culpables"

**Objetivo 3:** Derrotar a los "culpables"

**Objetivo 4:** Destruir las medicinas

## Recompensas

**3975 XP**

**Nueva habilidad: 5% Precisión Poderes**

**Nuevo objeto: Revividor**

## Formas de fallar la misión

La misión será fallida si:

**-**Eres derrotado
¡Hora de restablecer la Orden Pokemon!

### Objetivos de misión

Derrota a Paul WilsonDirígete al ordenador para restablecer la Orden Pokemon y salvar el Mundo Pokemon

### Hora

20:10

**¡Hora de restablecer la Orden Pokemon!** (*Time to reset the Pokémon Order!* en ingles, ブレーカの注文！注文ポケモンを回復するための時間！(*Burēka no chūmon! Chūmon pokemon o kaifuku suru tame no jikan!*) en japonés) es una misión en donde deberás derrotar al que rompió la Orden Pokemon, que se llama Paul "El Rompe Órdenes" Wilson, en Times Square.

Esa misión finaliza el capítulo 2 de la historia.

## Descripción

Continuando desde la misión anterior, descubres que el responsable era Paul "El Rompe Órdenes" Wilson, que fue el que convirtió el Mundo Pokemon hecho oscuridad y tras la escena, deberás luchar contra Paul Wilson y tras esto, veremos una escena de Paul intentando poner a Kevin un Collar Descontrolador, pero Kevin lo destruye y al final Paul es detenido por lo que hizo antes y tras esta escena, ve a la sala de ordenadores de la base de Paul Wilson para restablecer la Orden Pokemon y devolver al estado normal al Mundo Pokemon.

## Objetivos

**Objetivo 1:** Derrotar a Paul Wilson

**Objetivo 2:** Dirigirte al ordenador para restablecer la Orden Pokemon y poner al estado normal al Mundo Pokemon

## Recompensas

**815 XP**

**Ataque aumentado +2**

**Habilidad desbloqueada: Cuerpo de Acero**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
Ned Leeds

#### Researcher

Your career engages with some form of research. This career gives you advantage on Science. Technology, History, Athletics, or Acrobatics and Analysis or Investigation rolls.

#### Investigator

Your career is focused on finding out how the universe tics. You gain proficiency in two sets of Equipment, and an additional Proficiency.
Las Aventuras de El Señor 3

**Las aventuras de El Señor 3**(*The Sir's Epic Adventure 3*en ingles) es un juego donde continúa la historia original de El Señor y con nuevas misiones.

## Historia

Ha transcurrido 1 mes tras la primera batalla ante Jack Donovan, y Kevin, el Héroe de Nueva York, tomaba un buen descanso en la Plaza de Cataluña allí en Barcelona, pero el descanso fue interrumpido por una llamada de Sherudo, por lo cual le decía que Jack Donovan ha vuelto para vengarse y para su venganza, llama a un miembro ruso de la mafia rusa llamado Vlad Mandžukić para que lo mate y luego conquistaría Nueva York.

¡Comienza una nueva aventura con nuestro héroe preferido!

## Hechos importantes

-Comienza la tercera aventura original de El Señor.

-Cuarta historia de la Saga Jack "El Detective" Donovan

## Sobre el juego

El Señor vuelve en esta tercera aventura y lo hará a través de 10 nuevos capítulos, que igual a las otras historias, cada capítulo tendrá una trama y misiones.

## Personajes

**Kevin "El Señor" Martínez:** Protagonista de esta aventura. En esta aventura tendrá que acabar con Vlad Mandžukić, que lo quiere muerto.

**Sherudo Donovan:** El encargador de misiones. Una vez más, vuelve al trabajo y con nuevas misiones para Kevin Martínez.

**Vlad Maksimov:** El antagonista de esta aventura. Fue contratado por Jack Donovan para que matara a Kevin Martínez, el Héroe de Nueva York. Usa una pistola en combate.

## Misiones

**Capítulo 1: ¡He vuelto de nuevo!**

**1. Ya he vuelto:** Misión en donde harás el tutorial.

**2. ¿Problemas ya?:** Misión en donde debes ir a Times Square para detener y derrotar a los enemigos que están causando problemas en ese lugar.

**3. La Mafia Rusa:** Misión en donde veremos por primera vez a Vlad Maksimov, un jefe de una desconocida mafia que quiere destruir el mundo y conquistarlo. El objetivo es luchar contra él y deberás quitarle una barra de vida (Tiene 9 barras).

**4. El poder de la mente:** Misión en donde probarás un nuevo poder: El Poder de la Mente.

**Capítulo 2: Tiroteo en Educación**

**Capítulo 3: ¡Alerta! ¡NekoDachi en peligro en el Cañón de Colorado!**

**16. ¡Daisuke Nakata, el último hechicero del Clan de Hechiceros Nakata!:**

**Capítulo 4: Nuevos amigos y nuevos mundos**

**21. El hijo del fundador de los Neko-Dachi:**

**22. Un futuro nuevo mundo:**

**Capítulo 5: De vuelta al Mundo *Kawaii***

**26. ¡Un Juego de Rescate y un nuevo enemigo!:**

**27. ¡Gran riesgo! ¡Might Guy salva el día!:**

**Capítulo 6: ¡La Orden Pokemon ha vuelto a caer!**

**Capítulo 7: ¡Recuperar la Gema Dorada!**

**Capítulo 8: ¡NekoDachi en peligro en Seúl! ¡Daisuke ataca de nuevo!**

**41. ¡Nos vamos a Seúl! ¡Los NekoDachi necesitan nuestra ayuda!:**

**Capítulo 9: Vlad y el destructivo plan nuclear**

**Capítulo 10: Desde Rusia con justicia**

## Musíca

Al igual que las otras 2 aventuras originales, tendrá una banda sonora elegida junto con 8 temas musicales famosos.
Infinity Gauntlet

### Attunement

Requires the Mind Stone, Power Stone, Reality Stone, Soul Stone, Space Stone, Time Stone

## Crafting

### Qualities

Heavy, Attack (2d4 + Strength Modifier)

The Infinity Gauntlet is a specially crafted glove made by the Dwarves of Nidavellir, able to harness the power of all six Infinity Stones.

## Abilities

### Passive Abilities

**Activation**: This artifact's active powers cannot be simply used out-of-the-box: it requires a bonus action to activate linked to its specific characteristics.

* **Clench**: This artifact must be clenched into a fist to be able to harness its active abilities.

**Power Immune**: The artifact is immune to all effects and powers
 not cast by the wielder. This doesn't extend immunity to the wielder.
It cannot be broken, transported (seperately from the wielder), or
altered by an opponent.

**Last Laugh**: The artifact allows the wielder to
automatically succeed on death saves and gain 10 health points once per
day. You gain this ability again after completing a long rest.

**Infinity Artifact**: This container allows for the safe use of the Infinity Stone stored within, up to 6.

### Active Abillities

**Ultimate Power**: You may use the Wish spell as an action. This requires Attunement. After using this action, you must roll a 1d20 check. On a fail, the Infinity Stones cannot be used in conjunction again unless dictated by another Wish spell.

**Activate Stones**: You may activate the power of the Infinity Stone held within. If you have an Intelligence lower than a certain level, you must roll a 1d100 check. On a fail, you suffer an effect of the Infinity Stone's Infinity Stone passive ability. If there are multiple Stones present, you must roll a 1d(#number of stones) to choose which stones' effects will occur in alphabetical order.
General Mcmahon

**General Mcmahon** (*Ippan Gōda* en japonés) es un personaje villano que es un general de ejército y el odioso rival de Smith.

Es el jefe del Capítulo 1.

## Historia

Nacido en Calgary, Alberta, Canadá en el 1962, Mcmahon no hacía más que causar asesinatos durante su adolescencia y gracias a todo problema que causó, fue arrestrado y transladado a Boston, en el 1978.

Tras salir de la cárcel después de 4 años encarcelado, decidió irse al ejército en el 1982, en donde se convierte en un gran soldado, a pesar de que es un soldado corrupto.

17 años despúes, Mcmahon deja el ejército y luego se une con Smith, formando un dúo muy peculiar deteniendo el crimen y luego, 2 años despúes, Mcmahon traiciona a Smith y forman una rivalidad muy odiosa.

Ahora actualmente, es el General de su ejército policial en Boston, en donde luego mató al hermano de Wilson Mctavish, Harry Mctavish.

## Personalidad y habilidades

Mcmahon es un general de ejército de 50 años corrupto, duro, disciplinado y muy malvado.

El estilo de lucha es de cuando estaba en el ejército y suele tener un cuchillo de combate militar en los combates.

En cuanto a las armas, su arma predilecta es una pistola Desert Deagle, porque tiene un gran daño.

## Final

El General McMahon murió a manos de Wilson Mctavish tras ser derrotado, como venganza por asesinar a su hermano menor.
Iron Man Mark V

The Mark V, also known by its names as the "Football" and Suitcase Armor, is an Emergency Suit, and was the fifth Iron Man Armor designed and created by Tony Stark.
 It is the first armor to feature a new portable system that can fold
itself into a briefcase and be deployed for use in civilian areas.

## Properties

### Passive Abilities

**Enhanced Speed**: Adds +15 to Walking Speed.

**Enhanced Strength**: This armor enhances the wielder's Brawn and Athletics by +2

**Flight**: This armor gives its wearer a 60 foot flight speed. Requires 1 Charge for every 60 feet travelled.

**Battery Housing**: The armor piece contains an internal unit able to hold three Tiny power sources or one Small one.

**Scaling Resistance**: The armor has +4 AC, with 20 Hitpoints. Once these 20 Hitpoints are gone, you lose the additional AC.

**AI Assistant**: This armor is connected to J.A.R.V.I.S, Tony Stark's personal assistant.

**Communicator**: This armor allows communication to other recievers, so long as the user knows the number or person they are attempting to call.

**Suitcase Module:** Engaged as a bonus action, the armor may fold into a suitcase form or builds onto the person who activates it.

### Active Abilities

Engage Integrated Weapon: As an action, you may engage an integrated weapon for 1 Charge.

* Repulsor [2] 1d8 Force
	+ Charging (1d8), Range (30/120)
Staff of the Trickster God

The Staff of the Trickster God was created for Loki, able to harness the power of his powers and potentially the power of the Mind Stone.

## Abilities

### Passive Abilities

**Activation**: This artifact's active powers cannot be simply
used out-of-the-box: it requires a bonus action to activate linked to
its specific characteristics, unless it specifically states otherwise.

* **Touch**: This artifact must touch a target to be able to harness its active abilities that specifically affects a single target.

**God-Killer**: This weapon ignores all immunities and resistances to physical and a single type of damage (Psychic)

**Magic Conduit**: Magic may be cast through the artifact instead of a normal focus.

**Power Resistant**: The artifact is resistant to all effects and powers
 not cast by the wielder. This doesn't extend resistance to the wielder.
It cannot be broken, transported (seperately from the wielder), or
altered by an opponent if they succeed on a Proficiency save.

**Infinity Artifact**: This container allows for the safe use of the Infinity Stone stored within.

### Active Abilities

**Activate Stones**: You may activate the power of the Infinity Stone held within.
Spellbooks

This is a guide to how to create a spellbook for the DM, as well as premade spellbooks containing more unique spells, and their descriptions.

This is for Mystics.

## Rarity

The DM can choose to roll the rarity of the spellbook. The rarity determines the levels of the spells within. Roll a 1d100 and consult the chart. Each spellbook not held by a player contains up to 5 spells.

 Uncommon (20-59)
 Rare (60-79)
 Very Rare (80-94)
 Legendary (95-100)

## Subject

The DM can choose to roll the school of magic discussed in the book. Roll a 1d8 for every additional level above Common and consult the chart.

 Conjuration
 Divination
 Enchantment
 Evocation
 Illusion
 Necromancy
 Transmutation

## Links

Now that you have the subjects, the amount of spells, and the levels of those spells, you may consult these links to help you finally create a spellbook.

List of Spells by Level and Class

List Randomizer

## Premade Spellbooks and More Spells

### Black Magic

Separate from 'white magic', the magic taught by disciples of the Vishanti, Black Magic is the power of parasites, summoning demons, of hexes and cutting off magical attunement. It is rare to find, yet rarer still to master. The Mystics of Kamar-Taj do not practice this kind of magic.

Necronomcon- Advanced Necromancy

Unausprechlichen Kulten- Summoning Demons [German]

Transcription of the Dead Sea Scrolls- Interdimensional demons, necrotic magic

Black Book of Bast- Reptilian themed magic, Black Panther

Book of Nicomedus- Parasitical

Book of Guchupta of Shamballah- Resurrection, Necromancy

Spelling Made Easy- Necromancy (Rare)

### Mandalas

At Kamar-Taj, in addition to the common spells, they teach a specialized form of magic utilizing the power of other dimensions for knowledge and defense. These books can be used by all, but most readily benefit the Vishanti subclass.

Book of the Vishanti- Eldritch Magics

Book of Crueda- Divination and Sleep [Roman]

Tome of the Master Druid- Nature Magic

Will of Khonshu- Sand Magic and Enchantments [Egyptian]

Text of Tantilova- Exorcism and Wards

### Manipulations

Dimensional manipulations are dangerous, bending space into weapons or time to your will, a mark of an advanced mystic. These books contain dimensional manipulations, which are the main weapons of the Dark Dimension subclass but aren't considered necessarily taboo.

#### Book of Caligostro (Legendary)

A relic of a powerful 18th century Italian mystic, the Book of Cagliostro documents his writings on the Dark Dimension and of the manipulations of time. It is written in Cagliostro's own code (DC 15 Investigation), a mix of Latin, Sanskrit, and Arabic.

### Book of Mirror Manipulations (Rare)

Written by a Master of Kamar Taj in his native Sanskrit, the book documents how to enter then manifest parts of the Mirror Dimension

 Mirror Shield
shield to absorb up to 40 damage. The opponent must then succeed on a
Dexterity save to not be sent to the Mirror Dimension.
Soul Stone

The Soul Stone is one of the six Infinity Stones, the remnant of a singularity that predates the universe.

## Properties

### Passive

**Infinity Stone**: This artifact is one of six Infinity Stones. When the
 artifact is picked up, the user must succeed on a DC 20 Willpower
save. The effect is different for each Stone. The user can also
automatically succeed this roll if they have a Willpower of 28 or
higher.

* Infinity Stone (Soul): On a fail, they take on two traits of Indefinite Madness

**Power Immune**: The artifact is immune to all effects and powers not cast by the wielder. This doesn't extend immunity to the wielder. It cannot be broken, transported (seperately from the wielder), or altered by an opponent.

### Active

**Infinity Spells**: The Soul Stone allows for the user to use one of these spells once per turn at the highest level. The Stone must be in an acceptable container.

 1st
 2nd
 4th
 5th
 6th
 7th
 8th
 9th
Excalibur

Excalibur or Caliburn, from the Welsh Cadedfwich "hard cleft" or "strong breacher" is the legendary sword of King Arthur of Camelot.

## History

The sword's legend takes many forms, with many separate origins, uses, and powers. Some legends connect it to the sword that Arthur pulled from the stone

## Abilities

### Passive

**God-Killer**: This weapon ignores all immunities and resistances to physical and a single type of damage (Radiant)

**Resistance**: This item gives you resistance to a single damage type (Radiant).

**Rending**: Should the artifact or weapon not have the 'Power
Immune' passive ability, this artifact can cut through it, ignoring
resistances and immunities and decreases AC by 1 for every attack. If
targeting a weapon, the user must succeed on a DC 15 save to not have
their weapon broken.

**Power Immune**: The artifact is immune to all effects and
powers not cast by the wielder. This doesn't extend immunity to the
wielder. It cannot be broken, transported (seperately from the wielder),
 or altered by an opponent.

### Active

As an action, the user may summon Holy Aura for 10 turns. They may only do this once until completing a long rest.
Space Stone

The Space Stone is one of the six Infinity Stones, the remnant of a singularity that predates the universe.

## Properties

### Passive

**Infinity Stone**: This artifact is one of six Infinity Stones. When the
 artifact is picked up, the user must succeed on a DC 20 Willpower
save. The effect is different for each Stone. The user can also automatically succeed this roll if they have a Willpower of 26 or higher.

* Infinity Stone (Space): On a fail, the target is transported to another location in the dimension without the Stone. This location is determined by the DM.

**Power Immune**: The artifact is immune to all effects and powers not cast by the wielder. This doesn't extend immunity to the wielder. It cannot be broken, transported (seperately from the wielder), or altered by an opponent.

### Active

**Infinity Spells**: The Space Stone allows for the user to use one of these spells once per turn at the highest level. The Stone must be in an acceptable container.

 1st
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th
Iron Man

### Proficiencies

Analysis, Technology, Confidence, Mechanics, Medium Armor, Mechanic's Tools, Simple Weapons, Ranged Weapons

## Abilities

### Engineer

#### Creator

You get paid to create things. This gives you advantage on Mechanics, Technology, Intuition when creating things associated with your particular expertise or when figuring out how something works.

#### Investigator

Your career is focused on finding out how the universe tics. You gain proficiency in Mechanic's Kit and advantage on Investigation when faced with a problem your career can help you solve.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Invention

### Proficiency and Added Systems

Inventors are proficient in Medium armor, Simple Weapons, and Ranged Weapons. The Inventor gains discounts or outright free systems as he progresses through the game. He gains one bonus at level 1, 3, 5, 7, 9, 12, 14, 16, and 18.

* Level 1: Battery Housing (Free)
* Level 3: AI Assistant (Discounted to 2 Points)
* Level 5: Energy Relocation (Free)
* Level 7: AI Assistant (Free, down from 2 Points)
* Level 9: Enhanced Speed (Free)
* Level 12: Gene Lock (Free)
* Level 14: Enhanced Strength (1 Point Free)
* Level 16: Nanite Shield (Free)
* Level 18: Booster Rocket (Discounted to 1 Point)

### In A Cave... With a Box of Scraps!

At level 1, your armor begins with Battery Housing, and all Power Sources give +2 Charges so long as you remain below the threshold. You may replace any proficiency with Technology.

### Rapid Succession

At level 3, your armor gains Scaling Resistance, giving +4 AC with 20 hitpoints. This increases by 5 hitpoints at level 7, 12, and 16.

### Improved Energy System

At level 5, you may reload/recharge your weapons as a bonus action. You gain +4 Attack bonus and +3 to all Damage Rolls with all attacks made with energy-based weapons.

### Ingenuity

At level 7, Inventors gain +2 more Design Points for their Armor. They may subtract their proficiency bonus from the dice count to create armor systems.

### Unibeam

If by Level 9 you have an energy based power source, your armor now contains a singular, chargeable port that releases energy. You can force every enemy in a 30 foot cone to make a DC 20 Dexterity save as an action. On a fail, they take twice of your max Main Weapon damage and are sent back 30 feet. You must wait for your Power Source to recharge, which will take 1 turn.

## Equipment

* Iron Man Mark I
* Iron Man Mark II
* Iron Man Mark III
* Iron Man Mark V (2010)
* Iron Man Mark VI (2010)
* Iron Man Mark XLIV (2014)
* Iron Man Mark XLVI (2015)
* Iron Man Mark L (2017)
* Palladium Arc Reactor
* Starkium Arc Reactor
* Starkpad
* Tony Stark's Watch
* Tony Stark's Glasses
* Clothes
Eyepatch of the Allfather

The Eyepatch of the Allfather was created for Odin during the Subjugation of the Nine Realms. Although then just an enchanted object, it became a necessity after losing his right eye against the Frost Giants.

## Properties

### Passive Abilities

**Power Immune**: The artifact is immune to all effects and powers
 not cast by the wielder. This doesn't extend immunity to the wielder.
It cannot be broken, transported (seperately from the wielder), or
altered by an opponent.

**Last Laugh**: The artifact allows the wielder to
automatically succeed on death saves and gain 10 health points once per
day. You gain this ability again after completing a long rest.

**Infinity Artifact**: This container allows for the safe use of the Infinity Stone stored within.

### Active Abilities

**Activate Stones**: You may activate the power of the Infinity Stone held within.

**Spells**: You may cast Teleport and True Sight at will as an action.
Vincent Kirby

**Vincent "Vince" Kirby** is an upcoming character of *Vengeance*.

## Personality

Vince is a kid who spent his whole life putting on a show. He had to be smart, mannered, and put together all the time in order to not embarrass his parents, especially his father who was always in the public eye. This meant suppressing his natural personality in order to be the perfect son -someone as charming and charismatic as his father. Of course, practice makes perfect and Vince has had lots of it. He's crafted the persona of the perfect guy so much that peers and potential lovers alike are drawn to him... but never the one he wants: in this case, Jupiter Chamberlain. Vince feels like a failure because is worth has always been tied to others' approval. Unfortunately from his experience, approval/acceptance is the only way to achieve happiness.

## Appearances

**Season One**

* *Vengeance*

## Name

* The name **Vincent** is an American baby name. In American the meaning of the name Vincent is: Conquering.
* **Kirby** Name Meaning. English: habitational name from any of the numerous places in northern England called Kirby or Kirkby, from Old Norse kirkja 'church' + býr 'settlement'. Irish: adopted as an English equivalent of Gaelic Ó Garmhaic 'descendant of Ciarmhac', a personal name meaning 'dark son'.

## References

1. ↑ http://www.sheknows.com/baby-names/name/vincent

## See Also

*The **Vincent Kirby** article uses material from the "Landon Kirby" article from the Vampire Diaires wiki at FANDOM and is licensed under the Commons Attribution-Share Alike License.*
Crimson Bands of Cyttorak

Invoking Cyttorak, you conjure a number of crimson bands which encircle and capture a Huge or smaller target of your choice within range. The target may make a Dexterity saving throw to avoid capture. The escape DC is equal to 8 + twice your spell attack modifier. On a failure, they are restrained and take 3d8 Fire and 2d6 Bludgeoning Damage.

As a bonus action, the caster may choose to tighten the bands, dealing an additional 1d6 Fire and +2 Bludgeoning damage.

These bands may only be broken by an artifact with the Rend quality, which must succeed on a DC 20 proficiency check to dispel, Disintegration, Dispel Magic, or by the spellcaster.

At Higher Levels. If you cast this using a 5th-level or higher spell slot, the target has disadvantage on both the saving throw and the escape roll.
Reality Stone

The Reality Stone is one of the six Infinity Stones, the remnant of a singularity that predates the universe.

## Properties

### Passive

**Infinity Stone**: This artifact is one of six Infinity Stones. When the
 artifact is picked up, the user must succeed on a DC 20 Willpower
save. The effect is different for each Stone. The user can also
automatically succeed this roll if they have a Willpower of 24 or
higher.

* Infinity Stone (Reality): On a fail, they are affected by Level 5 Exhaustion and have their health consistently halved until they reach a permanent 1 hitpoint. Once they reach this point, they are put into a permanent comatose state that can only be undone by Wish or Power Word Heal.

**Power Immune**: The artifact is immune to all effects and powers not cast by the wielder. This doesn't extend immunity to the wielder. It cannot be broken, transported (seperately from the wielder), or altered by an opponent.

### Active

**Infinity Spells**: The Reality Stone allows for the user to use one of
these spells once per turn at the highest level. The Stone must be in an
 acceptable container.

 1st
 2nd
 3rd
 4th
 5th
 6th
 7th
 8th
 9th

In addition, you gain these abilities:

**Transmute**: Targeting a ranged missile (arrow, bullet, laserbeam), you turn it into a harmless form if you succeed a DC 20 Dexterity check. Targeting a creature within range, you transform it briefly into a form like sliced butter, knocking it prone and paralyzed if they don't succeed a 17 Wisdom save. Targeting a melee weapon, you cause it to pass through you like smoke, taking only half damage if you succeed a 25 Intelligence check. Targeting an inanimate object, you can render it into another form.
Gungnir

Gungnir, Old Norse for "swaying one", is best known as the personal weapon of Odin.

## History

Made from Uru by the Dwarves of Nidavellir for Bor, Odin's father for his war against the Dark Elves, his son Odin subsequently used it in the conquest of the Nine Realms, and then to subdue his ambitious daughter, Hela.

Now the undisputed King of Asgard and Allfather of the Nine Realms, Odin- and Gungnir itself, was seen as a symbol of Asgardian might and prestige.

## Properties

### Description

Gungnir in myth was said to be able to hit its target, no matter the strength or skill of the wielder. In addition, the Marvel comics add the same enchantment on Gungnir that Mjolnir possesses, allowing it to return to its wielder's hand.

### Passive Abilities

**God-Killer**: This weapon ignores all immunities and resistances to physical and a single type of damage (Radiant)

**Magic Conduit**: Magic may be cast through the artifact instead of a normal focus.

**Resistance**: This item gives you resistance to a single damage type (Radiant).

**Power Immune**: The artifact is immune to all effects and powers not cast by the wielder. This doesn't extend immunity to the wielder. It cannot be broken, transported (seperately from the wielder), or altered by an opponent.

**Unmissable**: You have +3 Attack Bonus and Damage Rolls while wielding Gungnir. If your Wisdom modifier is higher than 3, you may use that instead of +3. Should the attack miss, the target will take 1d8 + 3 Force Damage and be staggered.

**Fortify Health**: You gain 30 base health while wielding this weapon.

**Bifrost Bridge Key**: This item may be used to open and focus the Bifrost Gate on Asgard.

### Active Abilities

**Return**: This item may be returned to the user who threw or dropped the weapon last as a bonus action from any location in any plane by the most direct path. The weapon will return to the user's hand by the user's next turn if not on the same plane. The DM may rule for damage to be taken as part of its return, for example if a creature is between the spear and the wielder.

**Call Bifrost**: This item may, if conditions are right, allow one to summon the Bifrost to return one to Asgard or to teleport someone to any location. The user must concentrate for at least 30 seconds. A three foot wide cylinder centered on the caster will appear and teleport to a location, specific or not. Any being or object not within this cylinder completely (one part in, one part out) will suffer Necrotic damage equal to (body percentage out of the area x 10, from 1) x d6 that ignores resistances and immunities. The part will travel in the Bifrost alongside all else within this three-foot wide cylinder. You can only do this four times per day.

**Cast Out**: This item summons a beam of Bifrost energy that blasts a target for 5d10 Force damage and sends them through to another random location. You can only do this once per day.

**Restore Slots**: You regain all missing spell slots as an action. You may only do this once until completing a long rest.
Argaï

## Prince Argaï

Prince Argaï, son of King Khar, is the hero in this story. Being a knight in 1250 he helps to protect Tirloch,
especially when Queen Orial and her barbarians attack the kingdom. As he tells us in Episode 1,
he's the 24th generation. He has quite some knowledge about the magical happenings in the Middle Ages,
but also about nature and wild creatures. Apart from losing his fiancee Angel he doesn't seem to be afraid of anything.
He always wears his costume and sword, wherever he goes.
As main character he appears in every Episode during the series.
Asgardian Armor

Asgardian Armor is a general umbrella term for the armor worn by the people of Asgard. The armors on Asgard reflect the personality of the user, as well as the function that the user desires. Normally, it is a metal suit of golden armor, with a prominent ring or circle motif above the head. The armor is steel plated with Uru, and is thus extremely durable.

All of the armors come with the Lightening, Insulation, and Plating modifications.

 Light
 Medium
Iron Man Mark I

This suit was the first Iron Man suit to be made by Tony Stark. It was made in 2009 in the Afghani Desert when Tony Stark was a captive of Ten Rings.

## Properties

### Passive Abilities

**Oversized**: The armor is oversized and is able to fit a Large humanoid.

**Enhanced Strength**: The armor enhances the user's Brawn and Athletics by +4 so long as it is connected to a Power Source

**Battery Housing**: The armor piece contains an internal unit able to hold three Tiny power sources or one Small one.

**Integrated Fuel:** The armor contains a fuel source for a weapon system. (40 Uses, Large Tank)

### Active Abilities

**Booster Rocket**: Engaged as a bonus action, it propels the user up to 7,000 feet per round for 10 rounds before shutting down. Requires 3 fuel per round.

**Engage Integrated Weapon:** As an action, you may engage an integrated weapon for 1 Charge.

* Flamethrower: 2d8 Fire
	+ Ammunition (range 75/120), heavy, reload (10 shots), two-handed, special
	+ You can make a normal single-target attack with a flamethrower, or you can spray everything in a 5-foot-wide, 75-foot long line by dispensing

the flamethrower's entire payload of 10 shots. Each creature in the area
 must succeed on a DC 15 Dexterity saving throw or take the
flamethrower's normal damage.

* Missile: 6d6 Fire
	+ Range (30/60)
	+ Exploding in a 10 foot radius, it requires a Dexterity saving throw of 15 to take half damage.
Cloak of Levitation

The Cloak of Levitation is a powerful sentient cloak able to fly and to protect its bearer.

## Properties

### Sentience

**Sentience**:The Cloak of Levitation
 is a sentient chaotic good item with an Intelligence score of 16, a
Wisdom score of 14, Charisma 18. It has hearing and normal vision out to
 a range of 60 ft.  The Cloak of Levitation does not speak , but it understands many languages and it communicates through simple gestures.

**Self Movement**: The Cloak has a flying speed of 30 when not worn.

**Personality**: Described by the Sorcerer Supreme as a fickle thing, The Cloak of Levitation
 accepts no wearer lightly, but it is fiercely loyal and protective when
 it does allow someone to don it. However it remains willful and is not
above dragging a resistant sorcerer like an errant apprentice.

The Cloak of Levitation’s primary purpose is to serve and
protect its wearer, even risking its own destruction without a second
thought.  It will however, sometimes decide on the best course for
serving a sorcerer without consulting them.

### Passive

**Flight**: You gain 45 flight speed while wearing this item.

**Resistances**: You gain resistance to physical damage.

**Power Resistant**: The artifact is resistant to all effects and powers
 not cast by the wielder. This doesn't extend resistance to the wielder.
It cannot be broken, transported (seperately from the wielder), or
altered by an opponent if they succeed on a Proficiency save.
Icy Tendrils of Ikthalon

You create two fifteen-foot long, blue-white, glowing line of solidified coldness, which you can use as whips to attack up to two creatures within its reach. You use your spell attack modifier to attack. On a hit, it does 3d10 cold damage to living tissue and the creature must make a Health (Resilience) saving throw or be paralyzed for 1 round.

At Higher Levels: For every additional spell slot level above 3, you create one additional tendril.