recursal/Fanatic-Fandom huggingface dataset:
El primer amigo

**El primer amigo** (*First friend* en inglés, 初めての友達！将来の復讐のための時間！(*Hajimete no tomodachi! Shōrai no fukushū no tame no jikan!*) en japonés) Es una misión en donde conocerás a tú primer amigo.

## Descripción

Nota: Para hacer la misión, ve al aeropuerto de Nueva York.

Tras llegar al aeropuerto, un hombre llamado Wilson Mctavish baja del avión y conoce a Kevin "El Señor" Martínez y tras una presentación, debes ir a Central Park junto con el nuevo amigo.

Tras llegar, Kevin dice a Wilson que podríamos hacer un combate de bienvenida, a lo que Wilson acepta y luego, combate contra Wilson Mctavish y derrótalo para conseguir tú primer aliado.

## Objetivos

**Objetivo 1:** Ve a Central Park con Wilson

**Objetivo 2:** Derrota a Wilson

## Recompensas

**165 XP**

**35 Puntos de Mejora**

**Wilson se te une durante el capítulo 1**

**Ficha de Personaje desbloqueado: Wilson Mctavish**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
Doctor Fate

Doctor Fate is a seemingly immortal being that enforces the rule of order across all the cosmos. Throughout the centuries he has been separate from the Masters of the Mystic Arts but no less formidable in magical skill or will.

## Personality

When enrobed with the Cloak of Destiny, the Helmet of Fate, and the Amulet of Anubis, Doctor Fate no longer feels emotion, thinking everything in logical terms without a hint of feeling. He is committed entirely to the spirit of justice, and will approach everything at face value.

## Abilities

### Sneak Attack

Once per turn, you can deal extra 1d6 damage to one creature you hit
with an attack if you have advantage on the attack roll. The attack must
 use a finesse or a ranged weapon. As you gain levels, the amount of
damage increases, as shown on the level table.

You don't need advantage on the attack roll if another enemy of
the target is within 5 feet of it, that enemy isn't incapacitated, and
you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in
this class, as shown in the Sneak Attack column of the Rogue table.

### Fighting Style

**Defense:** While you are wearing armor, you gain a +1 bonus to AC.

### Second Wind

At first level, on your turn, you can use a bonus action to regain
hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it
again.

### Cunning Action

Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

### Action Surge

Starting at second level, on your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you
can use it again. Starting at 17th level, you can use it twice before a
rest, but only once on the same turn.

### Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack's damage
against you.

### Flurry of Blows

Immediately after you take the Attack action on your turn, you can
choose to make two unarmed strikes as a bonus action. You may do this
three times per day.

### Open Hand Technique

At 3rd level, whenever you hit a creature with one of the attacks
granted by your Flurry of Blows, you can impose one of the following
effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It can't take reactions until the end of your next turn.

## Equipment

* Helmet of Fate
* Amulet of Anubis
* Cloak of Destiny
* Clothes
Green Goblin

### Proficiencies

Science, Intimidation, Insight, Mechanics, Heavy Armor, Martial Weapons, Gunnery

## Abilities

### Businessman

#### Talker

You get paid to talk. This gives you half your proficiency bonus to Charisma or Willpower rolls when talking to another person.

#### Sales

Your career is focused on the sale of objects or services. You gain proficiency in one type of Crafting Equipment, and advantage on Persuasion checks when attempting to sell your product.

## Innovation

### Extra Attack

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

### Proficiency and Bonus

Innovators are proficient in Heavy Armor, Martial Weapons, and Gunnery. The Innovator may subtract their Proficiency Bonus from Mechanics and Technology checks and saves before rolling for it. They are able to use their proficiency bonus again in this smaller roll.

### Student of All, Master of None

At level 1, you gain proficiency in Scientific Equipment or Hacking Tools. You may add your proficiency bonus to Science checks.

### Overpower

At level 3, you may choose to have twice as many bombs if you have at least 3 Points in Bombs or have doubled main weapon range if you have at least 3 Points in Weapon Range. Your armor gives you 10 temporary health points while wearing it. After you sustain 10 damage, your armor begins to degrade by 1 AC for every additional 5 points taken.

### Your Ideas Are Not Your Own

At level 5, you may improve other weapons as an action. Roll a 1d100. On a 40 or above, you gain your proficiency bonus in damage with the weapon. On a 75 or above, you also double the damage output of the weapon.

### No Room for the Weak

At level 7, you may use your armor class as extra damage on three rolls per day.

### Overwhelming Force

At level 9, if you roll at least 2 above the armor class of a target, you send your targets back equal to your damage in feet.

### Chemical Marvels

By level 14, you have the ability, with proper resources, to siphon these serums. These serums may not be taken in combination with other serums

* Strengthening
	+ For 5 turns, you gain double advantage on Health saves and have 25 Health.
* Enlightening
	+ For 5 turns, you gain triple advantage on Intelligence and Wisdom saves and have 25 Intelligence
* Speed
	+ For 5 turns, you gain triple advantage on Dexterity saves and have 25 Dexterity.

## Equipment

* Green Goblin Suit
* Green Goblin Glider
* Bombs
* Suit
Innkeeper Paris

A badger owning an Inn in Paris in the year 1250. His name is never told.
He first appears in Episode 6, when Argaï, Barnaby, Oscar and Moony travel
back in time to the Middle Ages and need a place to stay during the night.
The Innkeeper knows about an execution of Gregory, so his visitors could rescue him in time.
During that visit they also hunt down the Book Of Prophecies in the Notre-Dame.
In Episode 22 they need to find the Thurible, also in Paris, so they visit the Inn in Paris again.
The Innkeeper recognises them but still doesn't believe their future-story.
As some of his visitors are wanted, he walks out to search the Thurible.
He finds Gregory and takes him to his Inn.
In Episode 23 he needs to help them escape Paris, as every house is being searched.
Their ways seperate in the woods, where his visitors continue the travel with the horses.
He also appears at the wedding in Episode 26, in a different design though.
Wand of Watoomb

The Wand of Watoomb is a nigh-unbeatable magical wand.

## Properties

### Passive Abilities

Charging: This artifact has a certain amount of charges that must then be recharged according to the specifications listed below.

* 20 Charges, must recharge through a ritual with the Crystal of Kadavus or through Absorb.

**Legendary Magic**: Gives the user 5 extra Sorcerer points so long as they wear the artifact.

**God-Slayer:** This weapon ignores all immunities and resistances when dealing damage.

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

**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 Abilities

**Empower Wand**: As an action, you may empower the Wand of Watoomb with an aspect of its power, granting it 7d8 + Wisdom modifier in Radiant damage, along with one of these effects. *Empower* lasts for 1 minute and costs 5 charges per hit.

* Red Baton. The target takes an additional 8d8 fire damage.
* Orange Baton. The target takes an additional 8d8 poison damage.
* Yellow Baton. The target takes an additional 8d8 thunder damage.
* Green Baton. The target takes an additional 8d8 acid damage.
* Blue Baton. The target takes an additional 8d8 lightning damage.
* Indigo Baton. The target takes an additional 8d8 force damage.
* Purple Baton. The target takes an additional 8d8 psychic damage.

**Absorb**: When hit by a magical weapon or spell, you may make a DC 20 Charisma save as a reaction. On a success, the artifact absorbs the magical damage dealt, recharging it. Should the damage exceed the maximum amount of charges or overcharge the Wand, you must use this energy to either heal yourself, redirect it as a 120 foot long, 2 foot wide beam, dealing equivalent damage; or form a magical barrier with a radius of 5 feet, an AC of 18, and hitpoints equal to the damage absorbed. On a fail, you take the damage as normal. This requires at least 5 charges to be present in the Wand.
Black Panther

## Abilities

### Fighting Style

**Tunnel Fighter:** You excel at defending narrow passages, doorways, and other tight spaces. As a bonus
action, you can enter a defensive stance that lasts until the start of
your next turn. While in your defensive stance, you can make opportunity
 attacks without using your reaction, and you can use your reaction to
make a melee attack against a creature that moves more than 5 feet while
 within your reach.

### Second Wind

At first level, on your turn, you can use a bonus action to regain
hit points equal to 1d10 + your fighter level. Once you use this
feature, you must finish a short or long rest before you can use it
again.

### Action Surge

Starting at second level, on your turn, you can take one additional
action on top of your regular action and a possible bonus action. Once
you use this feature, you must finish a short or long rest before you
can use it again. Starting at 17th level, you can use it twice before a
rest, but only once on the same turn.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. The number of attacks
increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.

### Know Your Enemy

Starting at 7th level, if you spend 1 minute observing or interacting
 with another creature outside of combat, you can learn certain
information about its capabilities compared to your own. The DM tells
you if the creature is your equal, superior, or inferior in regard to
two of the following characteristics of your choice:

* Health score
* Dexterity score
* Armor Class
* Current hit points
* Vitality
* Total class levels (if any)
* Fighter class levels (if any)

### Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail.
If you do so, you must use the new roll, and you can't use this feature
again until you finish a long rest. You can use this feature twice
between long rests starting at 13th level and three times between long
rests starting at 17th level.

## Warrior

### Improved Critical

Starting at 3rd level, your attacks score a critical hit on a roll of 19 or 20.

### Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round
 up) to any Health or Dexterity check you make that
doesn't already use your proficiency bonus. In addition, when you make a
 running long jump, the distance you can cover increases by a number of
feet equal to your Health modifier.

### Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

* **Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

## Equipment

* Panther Habit
* Kimoyo Beads
* Wakandan Royal Ring
* Vibranium Shortspear
* Clothes
Amulet of Anubis

In 2030 B.C., the Egyptian deity Anubis rewarded his most devoted follower, the mad priest Khalis, with a gift, the Amulet of Anubis, holding part of the god's own power. Eventually, it came into the possession of an individual who was then empowered as Doctor Fate.

## Properties

### Passive Abilities

**Gift of Sorcery**: Should the wielder not have any spell slots, they gain spell slots equal to the equivalent level of the Mystic class +2 as well as the base abilities of the Mystic so long as they wear the artifact. Should the wielder have spell slots, they gain the additional spell slots that they would otherwise get in two levels.

**Legendary Magic**: Gives the user 5 extra Sorcerer points so long as they wear the artifact.

**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 Abilities

**Commune**: During a short rest, you may commune with one of the previous owners of the Amulet, gaining their knowledge and perspective.

Spells: The user gains the use of the following spells:

 1
 4
 5
 6
 7
 8
Sling Ring

Sling Rings allow the wielder to teleport throughout a dimension. The proper use of this ring is one of the first lessons taught to Mystics at Kamar-Taj.

## Properties

### Description

The Sling Rings were created for Doctor Strange (2016). Through concentration and hand motions, the user is allowed to create a portal to another point in their current dimension.

### Active Abilities

**Sling Portal**: The user creates a portal within 60 feet that leads to a chosen spot in a dimension not blocked by a ward. The portal stays open for as long as the user concentrates. The user must have two free hands.
Tony se encargará de los enemigos

**Tony se encargará de los enemigos** (*Tony will take care of the enemies* en inglés y 風間は敵を大事にする！en japonés) es una misión en donde deberás derrotar a los enemigos, que están atacando a unas personas.

## Descripción

Lo primero debes ir a una calle en donde los enemigos están atacando a 4 personas y tendrás que derrotarlos para salvarlos y luego, Tony se unirá contigo tras ver tu batalla y tras esa escena, tendrás que vencer al resto de enemigos junto con Tony.

## Objetivos

**Objetivo 1:** Ve a una calle y salva a 4 personas de los enemigos.

**Objetivo 2:** Derrotar a los enemigos con compañía de Tony.

## Recompensas

**14590 XP**

**Salud Máxima aumentada**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado
Bolts of Bedevilment

Make a ranged spell attack. On a hit, the caster may choose to either force the target to make a Willpower save, rendering them Stunned and Prone on a failed save for 1d6 x 2 turns, or for them to take 1d6 Force damage.

At Higher Levels: For every level above 1, the damage increases by 1d6. The spell creates more beams when you reach higher levels: two at 5th,
three at 11th, and four at 17th. You can direct the beams at the same or
 different targets. Make separate attack rolls for each beam.
¡A San Francisco! ¡Heihachi aparece!

### Objetivos de misión

Ve al helipuerto para irte a San FranciscoBusca a Heihachi antes de que mate a 50 personas

Derrota a Heihachi Mishima

### Hora

15:00

**¡A San Francisco! ¡Heihachi aparece!** (*To San Francisco! Heihachi appears!* en inglés y SAN ・フランシスコ、三島平八は注意してください！en japonés) es una misión en donde debes detener y vencer al Invitado Estrella del juego, Heihachi Mishima.

## Descripción

Primero debes volver al helipuerto del aeropuerto de Chicago para ir a San Francisco y al llegar ahí, una llamada de Sherudo te informa que Heihachi Mishima quiere eliminar a muchas personas y que debes encontrarlo antes de que mate a más gente y luego de la llamada, debes buscar a Heihachi antes de que mate a 50 personas y al encontrarlo, deberás derrotarlo para salvar San Francisco.

## Objetivos

**Objetivo 1:** Ir al helipuerto para ir a San Francisco

**Objetivo 2:** Buscar a Heihachi antes de que 50 personas mueran

**Objetivo 3:** Derrotar a Heihachi Mishima

## Recompensas

**7175 XP**

**Información de Heihachi Mishima desbloqueada en Modo Galería**

**Aumento de Energía +5**

## Formas de fallar la misión

La misión será fallida si:

-Eres derrotado

-Heihachi mata a 50 personas
Mundo de juego 3: Mundo de Disparos

**Mundo de juego 3: Mundo de Disparos** (*Game World 3: World of Shooting* en inglés, ゲームの世界3 ! の銃撃や武器！(*Gēmu no sekai 3! No jūgeki ya buki!*) en japonés) es una misión en donde te adentras en otro mundo de videojuegos: El Mundo de Disparos.

## Descripción

En esta misión, te adentras en otro mundo de videojuegos: El Mundo de Juegos de Disparos y una vez allí, como en las pasadas misiones de Mundo de juego, debes vencer a los enemigos y deshacer los errores con compañia de soldados y agentes de todo tipo de policía y tras eliminar todos los errores, deberás volver al mundo real.

## Objetivos

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

## Recompensas

**1750 XP**

**Habilidad Provocación Aumentado** (Ahora las provocaciones son un 5% más efectivas)

**Nueva Habilidad: Concentración**(Se concentra para recuperar un 2% de salud y energía)

## Formas de fallar la misión

La misión será fallida si:

**-**Eres derrotado
Austyn Johnson

**Austyn Johnson** is an American actress who portrays the role of Young Elizabeth Chamberlain on *Vengeance*.

## Biography

Austyn Johnson was born on April 28, 2006 in New York, USA. She is an actress, known for The Greatest Showman (2017), The Post (2017) and The Blacklist (2013).

## Filmography

### Movies

* *The Post* (2017)
* *The Greatest Showman* (2017)

### Television Shows

* The Werewolf Diaries (2018)
* *The Blacklist*
* *Kevin Can Wait* (2018)
* *Vengeance* (2018)
Leave No Stone Unturned

Season One, Episode 13 (13)

Episode Guide

**Leave No Stone Unturned** is the thirteenth episode of the first season of *Vengeance* and the thirteenth episode of the series overall.

## Cast

* Taissa Farmiga as Elizabeth Chamberlain
* Britt Robertson as Alexandra Deveraux
* Chloe Moretz as Jessica / Jupiter Chamberlain
* Allison Gobuzzi as Amelia
* Jake McLaughlin as Dakota
* Dove Cameron as Charlotte Chamberlain
* Johnny Sequoyah as Madeline Chamberlain
* Michael Angarano as Jeffrey Cociarelli
Guest Cast

## Multimedia

### References

1. ↑ https://www.smore.com/7dh26-chamberlain-diaries
Ring of the Ancient One

The Ring of the Ancient One was created by Yao, Sorcerer Supreme and Headmaster of Kamar Taj.

## Properties

### Description

In the comics, Doctor Strange uses the ring to do anything he is capable
of in physical form while astrally projecting, as well as to take on the
 form of the Ancient One himself. In the game, it will allow the wielder to shift into the Ancient One's form and enables them to affect the physical realm while in the Ethereal Plane.

### Passive Abilities

**Legendary Magic**: Gives the user 5 extra Sorcerer points so long as they wear the artifact.

**Heighten Sorcery**: Grants an additional 5 spell slots of the wielder's choice. Only two may be used above Level 7.

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

**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.

**Ethereal Enchantments**: This artifact is able to be used by the wielder's Ethereal form, albeit halving their damage.

### Active Abilities

Morph: Allows the user to take on the physical appearance and stats of another humanoid. (Ancient One). This does not replace or add spells, nor proficiencies. You gain advantage on Performance checks and saves while shapeshifted as this humanoid.
Captain America's Shield

Captain America's Shield was created by Howard Stark out of Vibranium for Captain America, recently given the Super Soldier Serum as part of an effort against HYDRA.

## Properties

### Passive Abilities

**Attack**: This armor piece allows attacks to be made with it and not be classified as an Improvised Weapon.

* Melee, 1d8 + Health Modifier
* Ranged (50/100), 3+ Health Modifier+ Proficiency Bonus Bludgeoning

**Rend Immune**: The artifact is immune to the effect of the weapon enchantment ‘Rend’.

**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 by an opponent.

**Reflect Projectiles**: When in defensive stance, you reflect aimed projectiles without the Rending property. Roll a 1d100. You deal that number in percentage of the original damage (round up). If the reflected damage is below 1, it misses.
Time Stone

The Time 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 (Time): On a fail, they are under the effects of the Timelessness spell.

**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 Time 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:

**Choose Destiny**: You may roll with advantage on an attack, throw, or check, and see the counteraction of each time up to your Charisma modifier. You may choose which path to take.

**Teleport Through Time**: You may go backwards and forwards into the past or future in a single location. You gain 1d4 +2 turns to do what you wish before being sent back to the time before. The DM may determine the effects of your actions.

**Time Loop**: Preemptively setting up to 1d4 conditions, you activate the Time Stone. If the conditions are met, time resets to the point in time where you first started the loop, resetting Player Levels, Equipment, and all other things. You can end the loop as a bonus action.
Iron Man Mark III

Mark III was the third Iron Man suit created by Tony Stark. It was the first suit to have weapons-grade repulsors and the classic red-gold color scheme.

## 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.

**Generated Atmosphere**: The armor is now suited for hostile environments. It is equipped with a
breathing apparatus, pressure controls, and temperature controls.

### Active Abilities

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

* Revolver [2]: 1d10 Piercing
	+ Ammunition, Reload (6 shots), Automatic, Range (25/50)
* Flare [2] 1d4 Fire
* Tank Missile [1] 5d6 Force, 1d6 Fire
	+ Armor Piercing (3), Range (60/120)
	+ Exploding in a 10 foot radius, it requires a Dexterity saving throw of 15 to take half damage.
* Repulsor [2] 1d8 Force
	+ Charging (1d8), Range (30/120)
Damage Calculation

## Crushing Damage

```
1-10lbs   100ft   1d6
11-30lbs  30ft    1d6
31-50lbs  15ft    1d6
51-99lbs 10ft    1d6
100lbs    10ft    2d6
200lbs    10ft    5d6
300lbs    10ft    8d6
400lbs    10ft    10d6
500lbs    10ft    13d6
600lbs    10ft    15d6
700lbs    10ft    18d6
800lbs    10ft    20d6
900lbs    10ft    23d6
1000lbs   10ft    25d6

```
Orb of Agamotto

The Orb of Agamotto is a massive floating relic that is used by the Masters of the Mystic Arts in order to help protect the Earth from mystical threats. It also is linked to the Eye of Agamotto, allowing the user of the Orb to see through the Eye.

## Properties

### Passive Abilities

Activate: The Orb must be activated by someone who has been attuned to it.

### Active Abilities

Scry: The artifact can be used to survey interdimensional threats to Earth, powerful sources of magic, and through an opened Eye of Agamotto.
Cloak of Destiny

The Cloak of Destiny grants the wielder the ability to fly as well as a myriad of other benefits.

## Properties

### 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.
Arm of the Winter Soldier

The Winter Soldier is a former HYDRA operative. Sustaining heavy damage, his left arm was amputated and replaced with a titanium prosthetic. Later, after his rehabilitation in Wakanda, he was outfitted with a newer, more advanced prosthesis made of Vibranium.

## Properties

### Passive Abilities (Titanium)

**Ability Improvement**: This armor piece increases one or more of your Attributes or Modifiers to a maximum of 30.

* Health Base +1, Health Modifier +2

**Vulnerability**: This armor is vulnerable to Lightning damage. Should it take more than 17 Lightning damage, the wielder must roll a 1d100 save. Above a 50, the arm is destroyed. Otherwise it is reduced to +2 AC.

**Attack**: This armor piece allows attacks to be made with it and not be classified as an Improvised Weapon.

* 1+Health Modifier+Proficiency Bonus

**Rend Resistant:** Should the artifact come in contact with a
Rending-able material or weapon, the user must succeed on a Proficiency
save for it not to be broken.

### Passive Abilities (Vibranium)

**Ability Improvement**: This armor piece increases one or more of your Attributes or Modifiers to a maximum of 30.

* Health Base +1, Health Modifier +2

**Attack**: This armor piece allows attacks to be made with it and not be classified as an Improvised Weapon.

* Melee, 3+Health Modifier+Proficiency Bonus Bludgeoning

**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 by an opponent.

**Energy Absorption**: The artifact generates energy equal to
the damage taken by the wielder. This does not negate or lessen damage,
only generates energy equal to the damage taken. This may be released in
 any attack as Force damage
Captain America's Armor

Captain America's Armor is a distinctive mix of leather, Kevlar, and freedom. Designed to conceal the identity of Captain America and provide him with top-of-the-line, durable, and light armor.

The armor is Insulated, Magnetic, and requires a Power Source for the active ability.

## Properties

### Active Abilities

**Electromagnet**: As a bonus action, you may attract a single object with the Magnetic property up to 5 lbs to you from up to 100 feet. Requires 1 Charge.
Iron Man Mark II

Mark II was the second Iron Man suit created by Tony Stark. It included a sustainable flight system, integration with J.A.R.V.I.S, but no weapons systems. It featured a much more sleek design than Mark I.

## 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.
Episode 07: The Mandrake

Dutch dubbed version of the French anime series: Argaï - The Prophecy (2000) - Episode 07: De Mandrake

Nederlands:
Onze helden hebben nu het boek der voorspellingen digitaal en verloren het originele boek,
dat de koningin nu heeft. Terug in New York, 2075, hebben ze een nieuwe schuilplaats nodig.
Het boek vertelde hen om het eerste ingrediënt te zoeken: Een plant in de Amazone.
Koningin Dark stuurt haar nieuwe Geco om ze te stoppen,
ondertussen probeert Pasha Hugsley te bevrijden.

English:
Our heroes now have the book of prophecies digitally and lost the original book,
which the Queen now has. Back in New York, 2075, they need another place to hide.
The book told them to find the first ingredient: A plant in the Amazon.
Queen Dark sends her new Geco to stop them.
Meanwhile Pasha tries to free Hugsley.

To see current Subtitle Status and for Subtitle downloads, look here.

Argaï, Barnaby, Billy, Dark, Gargal, GecoBot, Hugsley, Ma'Gok, Militia, Moony, Mr. Po,
Oscar, Pasha, Special Guard.
**Locations:**
Chinatown, Chinatown HideOut, Mr Po's Shop, New-York Ring.
**Objects:**
Book Of Prophecies, TimeMachine.
**Vehicles:**
FlagShip, PoliceCar, Special Guard Fighter, Taxi, XX709.
Crown of Muspelheim

## Properties

### Passive Abilities

**Gargantuan**: This artifact is huge, only meant to be wielded by a Gargantuan figure.

**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.

**Soul-Bound**: This artifact contains the essence and power of an individuals, allowing them to be resurrected through this artifact. However, this artifact requires that the person be carrying it for them to have a corporeal form. Without this person wielding the artifact, the artifact is inert. (Surtur)

**Adjusting Charm**: The artifact adjusts its size based on the user's stature. If combined with Soul-Bound, this occurs only when it is not in use by its binder.

### Active Abilities

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

This is the 12th Ingredient needed for the Antidote to wake up Angel.
The Verse does name the Pearl literally and gives a description of the location to find it.
In Episode 21 Argaï and Barnaby ask Wang for help, who lives in the Temple of the prophecy,
close to the actual location of the Sacred Pearl. Wang shows them where they need to search for the Pearl:
Way up high in the mountains, which can be seen from the Temple balcony.
As Wang mentioned, the Pearl is more powerful than lightning and will protect its owner.
In the Final Ritual the Sacred Pearl is used to connect a lightning flash with Angel,
to hit the demon (Queen Dark) that controls her indirectly.
PoliceCar

This is a flying Militia Vehicle that rules the streets of New-York in 2075.
There's not a moment you don't hear a siren anywhere in the city.
The Car is equipped with a front gun to shoot orange lasers, which can be seen in Episode 19
and the Chinatown scene where they shoot a house.
It also has searchlights at the bottom and 2 blue lights on top. PoliceCars aren't very fast.
Their interiour is big enough for some passengers or Militia Guards and of course the drivers themselves.
When the doors open up, it splits in 2: A short stairs to the ground and the rest of the door is a panel
opening to the top (See above Image).
The Necrosword

The Necrosword is a sword with powers of umbrakinesis wielded by Gorr the God Butcher.

## History

Gorr the Godbutcher was a slayer of gods and an enemy of Thor. His sword, acquired through unknown means, is incredibly powerful.

## Properties

### Passive Abilities

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

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

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

**Regeneration**: You regain 1d8 + Health Modifier Hitpoints after taking damage or landing a hit.

**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.

**Darkvision**: You gain darkvision with a range of 120 feet.

### Active Abilities

**Umbrakinesis**: You gain the following spells while attuned to this weapon. You are able to cast these spells without the normal materials. If your class does not have spell slots, use the Asgardian spell slot list.

 1
 2
 3
 4
 5
 6
 7
 8
 9

**Black Beserker**: As a bonus action you can take 1d10 + 5 temporary Necrotic damage to
magically summon a hound of ill omen to target one creature you can see
within 120 feet of you. The hound uses the Dire Wolf's statistics, with
the following changes:

* The hound is size Medium, not Large, and it counts as a Monstrosity, not a Beast.
* It appears with a number of temporary Hit Points equal to half your player Level.
* It can move through other creatures and objects as if they were

 difficult terrain. The hound takes 5 force damage if it ends its turn
inside an object.

* At the start of its turn the hound automatically knows its

target's location. If the target was hidden it is no longer hidden from
the hound.

The hound appears in an unoccupied space of your choice within 30
feet of the target. Roll Initiative for the hound. On its turn it can
only move toward its target by the most direct route and it can use its
action only to attack its target. The hound can make opportunity attacks
 but only against its target. Additionally, while the hound is within 5
feet of its target the target has disadvantage on saving throws against
any spell you cast. The hound disappears if it is reduced to 0 Hit
Points. Once it is reduced to 0 Hit Points, you regain the damage taken as a result of summoning the hound.
Orial's Tower

This is the building in 1250 where the evil witch, Queen Orial, lives in.
This Tower is hidden in the Enchanted Forest close to Tirloch.
Queen Dark only visits it again after her FlagShip gets destroyed in Episode 12,
to find Geco, that was replaced by a Robot. He returned to this Tower in the Middle Ages.
In Episode 13 Argaï, Barnaby, Moony and Oscar have to search for an Ingredient
in the Enchanted Forest. As Queen Dark knows they're arriving, she orders Geco to welcome them.
Argaï and Barnaby are caught by Geco and imprisoned in Orial's Tower.
When Oscar and Moony find them, they all see where Queen Dark started. The Tower has many books
full of spells and all kinds of potions and poisons still boiling. When they try to get away,
they enter a part of the building where the stairs are in all directions, as shown below:

At the very end, when Queen Dark is destroyed, this Tower passes by but isn't destroyed.
As Lucifer mentioned during the series: She returns to her old self in the past.
The time seems to continue: After the Enchantment the spell has been broken, Queen Dark
never existed to support Orial from the future to protect her from the Tirloch army
trying to reclaim their throne and Queen Orial again loses the battle.
How it'll end up for her is a mystery. She can't hurt Angel anymore and probably didn't get far
doing so with other girls, as she didn't win her power back to become ruler in the future.
02: Amulet

This is the 2nd Ingredient needed for the Antidote to wake up Angel,
which is found in the Pyramids of Egypt in the year 1250 in Episode 8.
The object is made of gold and is very small.
It has the symbol of a cross and is used to protect the pharaohs from diseases or evil curses.
It was hidden in the tomb of the pharaoh, deep inside the pyramid.
In the Final Ritual this Ingredient is used to block Angel's curse.
When Merlin puts the Amulet in the glowing field around Angel,
it immediately hits Queen Dark, who cursed Angel, in a hard way.
Tibalt

One of the knights of Khar, king of Tirloch in 1250.
Tibalt first appears in Episode 3, when Khar visits the Monastery after the lightning.
When Khar warned the monks to leave the monastery as they lost the war, he ordered Tibalt
to stay and help evacuate the monks. He has to protect them till they've all left the Monastery.
He returns in Episode 5, when Argaï travelled back in time from 2075 and visits the building
to find the Book Of Prophecies. There they find Tibalt, who has been beaten by the Barbarians.
He tells Argaï that Gregory fled to Paris with the Book that contains Argaï's destiny
and that brother Tich escaped with Angel to the sacred land, where Khar went as well.
Tibalt is left in the Monastery, he has to flee into the woods when he's able.
He seems to have survived, as he appears at the wedding in Episode 26, in healthy condition.
Oscar

## Oscar LightBulb

Oscar is a private detective who lives in New York in the year 2075.
He has his own Office, Barnaby (Assistant) and Moony Moon (Secretary) work for him.
Something typical about him is that his hat often jumps while walking and some returning phrases like:
"I'll be a monkey's uncle" & "Jumping Jellybeans" (English version).
Following him more and more into the story, we discover that he has quite some knowledge
that he uses in several situations and that he doesn't like danger at all.
In Episode 20 Dr. Zarkale made a clone out of his DNA.
Queen Dark uses that clone to get information about the location of Angel and the Ingredients.
Oscar appears every Episode to solve the mysteries and help out Argaï with his quest.
Episode 09: The Road To The Crusades

Dutch dubbed version of the French anime series: Argaï - The Prophecy (2000) - Episode 09: De Kruisvaardersweg

Nederlands:
De reis wordt vervolgd in Jeruzalem.
Volgens de voorspelling moeten ze de heilige graal daar vinden.
Angel zou er ook moeten zijn, dus gaan Oscar en Moony haar zoeken.
Prins Argaï en Barnaby proberen de graal te krijgen.
Koningin Dark heeft de bewakers ervan ingelicht,
zodat hun komst geen verrassing is. Barnaby wordt gevangen,
Argaï loopt in een val en of het nog niet genoeg tegenzit
zijn Oscar en Moony niet de eersten die Angel vinden...

English:
The journey continues in Jeruzalem.
According to the prophecy they need to find the holy grail there.
Angel should be there as well, so Oscar and Moony will search for her.
Prince Argaï and Barnaby try to get the grail.
Queen Dark has informed the grail's guards,
so their visit is no suprise anymore. Barnaby gets caught,
Argaï falls into a trap and if that's not enough bad luck
Oscar and Moony aren't the first ones to find Angel...

To see current Subtitle Status and for Subtitle downloads, look here.

Angel, Argaï, Barnaby, Chu, Dark, GecoBot, Gnomes, Hugsley, Moony, Oscar, Tich.
**Locations:**
Chinatown HideOut.
**Objects:**
Book Of Prophecies, Phone, TimeMachine, Watch.
**Vehicles:**
Hangzhou

A city in China, Capital of the Song-Dynasty [960-1279] in 1250.
The first visit to this location is in Episode 15 when a special Lotus Flower needs to be found.
The group split up to cover more ground. Argaï and Barnaby meet Chung, their 'taxi-driver'.
He brings them to his grandfather's house, where they meet Singa for the first time.
Chung leads them to Master Wang, who has been guarding the Lotus Flower till it would be retrieved.
He has a Temple on a mountain just outside the city.
During this journey the evil Lord SjangTang wants to take over China and become emporer.
Queen Dark is the one who disables him in an early stage.
The next visit to Hangzhou is in Episode 20 when they need to collect a Wild Orchid.
For this they need to search in The Bay of the Dragon, a large bay close to the city.
Chung helps them, he's a good diver and knows the bay.
In Episode 21 they need to gather the Sacred Pearl in the Mountains of Cotton.
From the temple of Master Wang, you can see them. When Queen Dark arrived,
she decided to destroy the mountains, thinking she killed Argaï and Barnaby.
Their friends find them with the TimeMachine and they head back to the Temple of Master Wang.
At the beginning of Episode 22 they leave Hangzhou for the last time, heading back to Paris.
Episode 01: Prince Argaï

Dutch dubbed version of the French anime series: Argaï - The Prophecy (2000) - Episode 01: Prins Argaï

Nederlands:
1250: Angel, de verloofde van Prins Argaï is betoverd door een kwade heks, Koningin Oreale.
Een monnik van Tirloch laat Argaï een boek met voorspellingen zien. De Prins wordt geraakt
door bliksem en verdwijnt naar New York in 2075, waar de heks de wereld bestuurt als Koningin Dark.
Daar ontmoet hij Oscar, Barnaby en Moony en hij legt hen uit wat er gebeurd is.

English:
1250: Angel, the fiancee of Prince Argaï has been enchanted by an evil witch, Queen Orial.
A monk of Tirloch shows Argaï a book of prophecies. The Prince got struck by lightning
and vanishes to New York in 2075, where the witch rules the world as Queen Dark.
There he meets Oscar, Barnaby and Moony and he explains to them what happened.

To see current Subtitle Status and for Subtitle downloads, look here.

Angel, Argaï, Barnaby, Charlie, Dark, Geco, Gnomes, Gregory, King Khar, Lucifer,
Masked Thief, Militia, Moony, Oscar, Tich.
**Locations:**
Detective's Office, Monastery, New-York Ring, Pink Panther, Tirloch Castle.
**Objects:**
Book Of Prophecies, Gun, Thought-Connector.
**Vehicles:**
FlagShip, PoliceCar, Taxi.
Queens Bar

This is a building in 2075 with discolights, music and a bar, owned by Tom.
The building is quite large as shown in Episode 3; it has a lot of tables.
Oscar and Barnaby know Tom and visit him several times in the Queens Bar asking for information.
Moony never seemed to visit it.
The building is used in Episode 2, 3 & 19.
Episode 06: Notre-Dame De Paris

Dutch dubbed version of the French anime series: Argaï - The Prophecy (2000) - Episode 06: De Notre Dame In Parijs

Nederlands:
Koningin Dark hoort over het boek en probeert het te vinden. Onze helden reizen naar Parijs.
Daar krijgen ze te horen over een executie van Gregory.
Ze moeten hem bevrijden en het boek vinden voor de Koningin dat doet,
om te voorkomen dat zij de informatie over de voorspellingen krijgt.

English:
Queen Dark hears of the book and tries to get it. Our heroes travel to Paris.
There they are informed about an execution of Gregory.
They need to free him and have to find the book before the Queen does,
to prevent her from having the information about the prophecies.

To see current Subtitle Status and for Subtitle downloads, look here.

3 bandits, Angel, Argaï, Barnaby, Blind Innkeeper, Dark, GecoBot, Gnomes, Gregory,
Innkeeper Paris, Moony, Oscar.
**Locations:**
Blind InnKeeper's Inn, Notre-Dame, Paris Inn.
**Objects:**
Book Of Prophecies, TimeMachine, Watch.
**Vehicles:**
Season One

**1**

**Season One** of *Vengeance* was announced on May 18, 2018.

## Season Summary

Continuing the tradition of The Werewolf Diaries, the story of the next generation of supernatural beings at The Deveraux School for the Young and Gifted. Jake Chamberlain's daughter, 18-year-old Elizabeth Chamberlain; Christopher Chamberlain's twins, Jessica and Jupiter Chamberlain; and other young adults come of age in the most unconventional way possible, nurtured to be their best selves... in spite of their worst impulses. Will these young witches, vampires and werewolves become the heroes they want to be — or the villains they were born to be?

## Chapters

### **Samedi Chapter**

#### *Characters*

* **Winter Samedi**
* **Rashawn Samedi**

## Antagonists

* Amelia
* Arcadius
* Riley Anderson

## Cast/Characters

* Main Cast
* Special Guest Cast
* Supporting Cast
* Guest Cast

* Taissa Farmiga as Elizabeth Chamberlain (0/16)
* Matt Ryan as Alexander Deveraux (0/16)
* Britt Robertson as Alexandra Deveraux (0/16)
* Chloë Grace Moretz as Jessica / Jupiter Chamberlain (0/16)
* Jake McLaughlin as Dakota Davis (0/16)
* Allison Gobuzzi as Amelia Spirit (0/16)
* Dove Cameron as Charlotte Chamberlain (0/16)
* Johnny Sequoyah as Madeline Chamberlain (0/16)
* Michael Angarano as Jeffrey Cociarelli (0/16)

- Chris Wood as Christopher Chamberlain (0/16)

- Danielle Rose Russell as Hope Chamberlain (0/16)

- Bradley Steven Perry as Vincent Kirby (0/16)

- Nikolaj Coster-Waldau as Beckett Jamison (0/16)

- Brylee Kate Woodard as Young Alexis (0/16)

- Gary Oldman as James (0/16)

- Logan Lerman as Reuben James (0/14)

- Anna Cathcart as Avery (0/16)

- Devyn Nekoda as Katelyn (0/16)

- Haley Lu Richardson as Danielle Navas (0/16)

- Brenton Thwaites as Chaz ((0/16)

- Michael B. Jordan as Rashawn Samedi (0/16)

- Millie Davis as Winter Samedi (0/16)

- Levi Miller as TBA (0/16)

- Torrance Coombs as Matthew Sienna (0/16)

- Mark Pellegrino as Arcadius (0/16)

- Austyn Johnson as Young Elizabeth (0/16)

- Kyle MacLachlan as Carlisle (0/16)

- Nina Dobrev as Riley Anderson (0/16)

### New Confirmed Characters

* **Winter Samedi** - A mysterious young child who has ties to the Haitian voodoo Loa Baron Samedi. A young troublemaker, and the bestfriend to Madeline Chamberlain.
* **James** - The new guidance counselor of the school. He is the moral support for everybody at the school.
* **Rashawn Samedi** - A young adult who has ties to the Haitian voodoo Loa Baron Samedi, and a student at the boarding school

## Production News

* According to Chris Wood, *Blood Calls Blood* will serve as the backdoor pilot for the show.

## References

1. ↑ https://www.smore.com/7dh26-chamberlain-diaries
2. ↑ https://www.imdb.com/list/ls028404444/
3. ↑ https://www.smore.com/7dh26-chamberlain-diaries
4. ↑ https://www.smore.com/7dh26-chamberlain-diaries
5. ↑ https://www.smore.com/7dh26-chamberlain-diaries
6. ↑ 6.0 6.1 6.2 6.3 6.4 Google Worldwide Docs

## See also

*The **Season One** article uses material from the "Season One (Legacies)" article from the Vampire Diaires wiki at FANDOM and is licensed under the Commons Attribution-Share Alike License.*
XX709

This is one of the Vessels of Pasha's fleet, piloted by Billy.
It appears at the end of Episode 3 for the first time.
It's able to fly with the speed of light and is equiped with laserbeams on both sides.
It has enough passenger seats to carry the pilot and 4 passengers,
though it looks like the seats are only set up for the specific passenger count.
To enter the vessel, you need to stand below a platform,
that opens and lets you float up like an invisible elevator.
The way out is the same. In the beginning of Episode 4 the vessel shows
its ability of defence against incoming missiles,
by creating a copy of itself that gets destroyed.
XX709 is used in several Episodes to provide rides or evacuate people.
*(...Some more details about the actual trips/taxi-moments...)*