recursal/Fanatic-Fandom huggingface dataset:
Gem-Knight Lady Brilliant Diamond (Duel Terminal:Order of the Warlords)

A very swift warrior who will be quick to action.

**Armor Class** 13 (plate)
**Hit Points** 312 (20d8 + 45)
**Speed** 60 ft.

**Saving Throws** Con +12
**Skills** Athletics +7
**Damage Vulnerabilities** thunder
**Damage Resistances** cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** common;
**Challenge** 5 (1400 XP)

***Brute.*** A melee weapon deals one extra die of its damage when the hits with it (included in the attack).
***False Appearance.*** While remains motionless, it is indistinguishable from a stone statue. Inanimate Invulnerability. If the did not move or take any actions on its last turn, or has not yet had a turn, it is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks; and has resistance to bludgeoning, piercing, and slashing damage from magical attacks.

ACTIONS
***Single attack.*** makes one melee attack.
***Sword Melee*** or ***Ranged Weapon Attack.*** +12 to hit, reach 12 ft. or range 20/60 ft., one target. Hit: 12 (4d6 + 3) piercing damage if used in one hand to make a melee attack, 12 (4d8 + 3) piercing damage if used in two hands to make a melee attack, or 12 (4d6 + 3) piercing damage if used to make a ranged attack.
Flamvell (Duel Terminal:Order of the Warlords)

**Flamvell Hierarchy:(Elemental)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader:Ancient Flamvell Deity**

**Classes:Vessel, Berserker, Blade Mage, Cannibal, Drunken Brawler**

**Favors:Strength and Constitution**

Flamvell Commons
Flamvell Geminis
Flamvell Fusions
X-Sabers List of Geminis (Duel Terminal:Order of the Warlords)

# XX-Saber Boggart Knight

Part of the third-generation "X-Sabers" are composed of the children and younger siblings of the first and second generations, along with people who were chosen to be the inheritors of the previous generations' will.

# XX-Saber Emmersblade

Part of the third-generation "X-Sabers" are composed of the children and younger siblings of the first and second generations, along with people who were chosen to be the inheritors of the previous generations' will.
Porpoise Aero PA-27

The PA-27 is a proposed 6th gen fighter by English company Porpoise Aero. It is a naval fighter meant to slowly phase out Global Federation Royal England Navy's old fleet of Vixen VA-19s in 2022.

## History

The PA-27 went into development in early 2019. Information both prior to the testbed's first flight and the secretive first flight captured on film by those in England who have seen it shows the aircraft having a swept-forward wing configuration, with the tips folding up for storage on an aircraft carrier. It was also discovered that the PA-27 has no control surfaces on the main wing. Pitch is controlled by the front canards and rear tail wings, of which both use the entire piece. Turning and banking is controlled by top secret internal technology. The testbed's flight was spotted in January 2020 above rural London and it's first on-ground picture was officially released to the public the following day, confirming the existence of the aircraft. At a press release on January 11th, 2020, the first close-up picture of it in flight was revealed.

Number built: 1 testbed, 14 completed PA-27s yet to be ordered
Blackwing-Sirocco the Dawn (Duel Terminal:Order of the Warlords)

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ally of Justices Geminis, Ground Unit Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 14 (Plate Armor)
**Hit Points** 90 (10d10 + 50)
**Speed** 40 ft. Climb 40 ft.

**Saving Throws** Dex +8, INT +8
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 9
**Languages** all;
**Challenge** 10 (5,900 XP)

***Magic Resistance.*** Ally of Justice Ground Unit (GU) has advantage on saving throws against spells and other magical effects.
***Immutable Form.*** Ally of Justice Ground Unit (GU) is immune to any spell or effect that would alter its form.
***Magic Weapons.*** Ally of Justice Ground Unit (GU)’s weapon attacks are magical.
***Siege Monster.*** Ally of Justice Ground Unit (GU) deals double damage to objects and structures.

ACTIONS
***Multiattack.*** Ally of Justice Ground Unit (GU) can use its Targeting Laser. It then makes four attacks: two with its claws and two with its ray, or four with its ray.
***Claw.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Ray.*** Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) radiant damage.
***Targeting Laser.*** Ally of Justice Ground Unit (GU) targets one creature that it can see within 60 feet of it. The target becomes marked, giving Ally of Justice Ground Unit (GU) advantage on all attack rolls made against it and the target has disadvantage on all saving throws made against effects caused by Ally of Justice Ground Unit (GU). If the target moves further than 60 feet away from Ally of Justice Ground Unit (GU) or if Ally of Justice Ground Unit (GU) cannot see the target, the effect ends.Ally of Justice Ground Unit (GU) can only have one target marked at a time. If it marks another, the effect on the previous target ends.
***Mini Missile Barrage.*** Ally of Justice Ground Unit (GU) fires four rockets, each of which is aimed at a single target Ally of Justice Ground Unit (GU) can see within 60 feet of it. The target and all creatures within a 15 feet of it must make a DC 17 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
***Wave Motion Cannon (Recharge 6-7).*** Ally of Justice Ground Unit (GU) fires high-intensity particle streams in a 40-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 38 (2d6) force damage on a failed save, or half as much on a successful one.
Gem-Knights Deceased (Duel Terminal:Order of the Warlords)

# Gem-Knight Phantom Quartz

Was a Gem-Knight officer of high rank and the son of Crystal. He however was known to be a bastard because his mother was never found. Rumor has it that he and his dead mother haunt a crypt near the village.

# Gem-Knight Sardonyx

The Priest of the Gem Knights who helped perform weddings. Who later learned how to grant wishes. He always wanted to become a Genie but he did not want to train with La Jinn the Mystical Genie in the Mist Valley.Wielder of a chain like mace that could extend for long distances. Rumor has it that his weapon lies in the Genie temple in the Mist Valley but no one knows how it got their for certain. In the language of gems, it represents "Charity and the Happiness for Married Couples".The Birthstone for August.
Gem-Knights List of Geminis (Duel Terminal:Order of the Warlords)

# Gem-Knight Crystal

A Gem-Knight officer of high rank, who has optimized the use of the crystal powers. Despite his ability to overwhelm most opponents, he's wary of stretching himself too thin, and opts for solidarity with his comrades.In the language of gems, it represents "Perfection, Calm-Headedness, and Mysteriousness".The Birthstone for April.

# Gem-Knight Sapphire

His Sapphire power commands the waters to protect him from attack. His comrades trust in his silent protection. He trained with the Gishkis to attempt to learn magic of manipulating water. He is the son of Lady Lapis Lazuli.In the language of gems, it represents "FILLIN".The Birthstone of September.

# Gem-Knight Garnet

The Gem-Knight Warrior who carries the Garnet Soul. His Flaming Iron Fist crushes all enemies. This Gem-Knight is the second strongest base form Gemini next to Crystal. In the language of gems, it represents "Truth, Reality, Fraternity and
Friendship".The Birthstone for January

# Gem-Knight Tourmaline

There are rumors that channels mystic energies and changes them into fighting strength through the power of Magic. Many admire his way of life of peace and harmony.His nickname was Magic Puncher because it has been for told that his punches have magical properties to them. However no one has ever seen him fight besides sparring matches with the Fusions. In the language of gems, it represents "Hope".
The Birthstone for October

# Gem-Knight Lapis

The best of friends with Lazuli, this soldier deeply cares about the well-being of her friends.A great chef and doctor as well during even the highest point of battle.

# Gem-Knight Obsidian

He uses a mysterious illusion-generating ability that provides a ton of power at the cost of headcount being decreased by Fusion.In the language of gems, it represents "Profound Mystery".

# Gem-Knight Pearl

The Most powerful Gemini in attack and defense. This Gem-Knight Warrior is Master Diamonds personal general in charge of the Gemini’s and the Common Gem-Knights.In the language of gems, it represents "Health, Wealth, and Longevity".The Birthstone for June.
Assault Blackwing-Raikiri the Rain Shower (Duel Terminal:Order of the Warlords)

*Large gritaur, neutral*

**Armor Class** 15 (Plate Armor)
**Hit Points** 106 (10d10 + 50)
**Speed** 40 ft. Fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.

***New Moon Hunters.*** The Blackwing has advantage on attack rolls against a creature if both the creature and The Blackwing are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.

***Nimble Escape.***The Blackwing can take the Disengage or Hide action as a bonus action on each of its turns.

***Mind Labyrinth.*** The Blackwing has advantage on saving throws against being charmed, and magic can't put The Blackwing to sleep.

#### ACTIONS

***Multiattack.*** The Blackwing makes two attacks.

***Resist (Recharge 5).*** The Blackwing creature ends one condition on itself.

***Longsword.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) slashing damage.
Rosie

* TF6+
* TF4

**Rosie** is the secondary protagonist in TRAINS-4MERS. She is a part of Rosimus Prime.

## Livery

Rosie is painted pink with grayish-white tank panels, red lining and gold boiler bands. In season 21 of Thomas and Friends, she was repainted into the North Western Railway's livery of cherry red with dark raspberry tank panels, gold boiler bands and light grey lining. The area above her wheels and around her ladder were painted gold. Rosie had her company's initials (NWR) painted on her tank panels in light grey with a gold shadow, along with her number 37 also in light grey with gold shadow under her side cab windows. She still retained her original red buffer beams and wheels with light grey rims, however.

## Trivia

* *Rosie is the first female character to be an engine*
* She became a cherry red color in season 21 of the original Thomas & Friends series, however she's still pink in TRAINS-FORMERS Reborn which was released after that. It's unknown if she'll be her current red livery in TRAINS-FORMERS 7.

## Errors

's wheels are pink instead of red. This was later fixed

* In TRAINS-FORMERS Reborn, she is missing the white fillings on her sides.
* The lining on her cylinders were depicted to be gold instead of red.
* She is now missing her cab doors.

== Ga
Mist Valleys Geminis Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 14 (Natural Armor)
**Hit Points** 60 (14d6 + 14)
**Speed** 30 ft.fly 20 ft.

**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 2 (700 XP)

***Keen Sight.*** The Mist Valley has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Mist Valley can magically communicate with any other The Mist Valley within 60 feet of it.
***Natural Acrobat.*** The Mist Valley has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Mist Valley has advantage on an attack roll against a creature if at least one of The Mist Valley's allies is within 5 feet of the creature and the ally isn't incapacitated.
***Summon Air Elemental (1/Day).*** The Mist Valley summons an air elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.

ACTIONS
***MultiAttack.*** The Mist Valley makes two throwing Dagger attack.
***Throwing Dagger.***Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Lavalval Ignis (Duel Terminal:Order of the Warlords)

Many call him the fiery spirit of the army for his never give up attitude.

**Armor Class** 20 (plate)
**Hit Points** 300 (13d10 + 20)
**Speed** 50 ft.

**Saving Throws** con +9
**Skills** Athletics +7
**Damage Vulnerabilities** acid
**Damage Resistances** Cold, fire
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, poisoned
**Senses** blindsight 30 ft., passive Perception 6
**Languages** common;
**Challenge** 5 (1400 XP)

***Berserk.*** Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.
***Magic Resistance.*** Laval has advantage on saving throws against spells and other magical effects.

ACTIONS
***Multiattack*** makes two slam attacks.
***Slam.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
***Smother.*** smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.
***Molten Core (Recharge 6).*** Lavals makes six slam attacks against the same target and can take the Dash action as a bonus action.
***Laval Explosion.*** When takes damage for the first time, it creates a synthetic, glowing bead of fire energy as a reaction. When Laval drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The explosion’s base damage is 2d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Daigusto Gulldos (Duel Terminal:Order of the Warlords)

Among the "Gusto" tribe's fighting styles was their method of man and bird fighting together as one. Loves to race in the skies with his peers.The "Gusto" clan has a style of fighting in which their hearts and minds become one with those of the birds that dwell in the Great Marshlands.The "Gusto", who become "friends" with the birds and the beasts, can use a secret handed down through the clan to dramatically increase the physical abilities of their "friends", becoming warriors who are both bird and man.

**Armor Class** 18 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** Dex +8
**Skills** Perception +4
**Damage Vulnerabilities** Thunder
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Dive Attack.*** If The Gusto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 8 (2d6) damage to the target.
***Flyby.*** The Gusto doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Gusto has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Gusto can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Gusto has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Gusto has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Gusto has advantage on an attack roll against a creature if at least one of the Gusto allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Gusto makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Gusto expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Ice Barriers Common, Beasts Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (Natural Armor)
**Hit Points** 35 (5d8 + 5)
**Speed** 20 ft.Climb 10ft.

**Saving Throws** WIS +8
**Skills** Athletics +2
**Senses** blindsight 30 ft., passive Perception
**Languages** common;
**Challenge** 2 (500 XP)

***Ambusher.*** The Common Beast (CB) has advantage on attack rolls against any creature it has surprised.
***Keen Smell.*** The Common Beast (CB) has advantage on Wisdom (Perception) checks that rely on smell.
***Ice Walk.*** The Common Beast (CB) can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

ACTIONS
***Multiattack.*** The Common Beast (CB) makes two attacks.
'**Claw.***+5 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) slashing damage.*
***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, plus 2 (1d4) cold damage.
Trishula, Dragon of the Ice Barrier (Duel Terminal:Order of the Warlords)

Awakened from its slumber, the oldest and strongest dragon, Trishula, rages out of the control of the Ice Barrier. In the end, it froze over the entire planet, causing time to stop on the planet.

**Armor Class** 18 (Plate Armor)
**Hit Points** 115 (9d8 + 5)
**Speed** 40 ft.Climb 10ft. fly 40 ft.

**Saving Throws** WIS +8
**Senses** blindsight 30 ft., passive Perception
**Languages** common;
**Challenge** 15 (13,000 XP)

***Frozen Camouflage.*** The Ice Barrier has advantage on Dexterity (Stealth) checks made to hide in icy terrain.
***Ambusher.*** The Ice Barrier has advantage on attack rolls against any creature it has surprised.
***Keen Smell.*** The Ice Barrier has advantage on Wisdom (Perception) checks that rely on smell.
***Ice Walk.*** The Ice Barrier can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

ACTIONS
***Multiattack.***The Ice Barrier makes four attacks two claw and two bite attacks.
***Claw.*** +5 to hit, reach 5 ft., one target. Hit: 7 (4d4+3) slashing damage.
***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 3) piercing damage, plus 2 (1d4) cold damage.
***Cold Touch (Recharge 4).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) cold damage.
Evigishki Merrowgeist (Duel Terminal:Order of the Warlords)

A master of flight and swimming in the ocean but however if she was grounded she would have some trouble for sure.

*normal atlantean, lawful good*

**Armor Class** 20 (Leather armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft. swim 60 ft. fly 20 ft.

**Saving Throws** dex +8
**Skills** Survival +6
**Damage Vulnerabilities** Thunder
**Senses** blindsight 60 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Amphibious.***can breathe air and water.

***Hold Breath.***can hold its breath for 15 minutes.

***Magic Resistance.***has advantage on saving throws against spells and other magical effects.

#### ACTIONS

***MultiAttack.*** makes two Radiant Beam attack.

***Mind Blast. (recharge 4)*** The Gishiki magically emits psychic energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 1d8 + 2 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Radiant Beam.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 16 (3d6 + 3) radiant damage.
Ivan

S3

## About

Ivan is currently a robot with many arms that works at WhittierCorp. When Cyrus won an internship to WhittierCorp with Casey Dupres from winning a science contest, Ivan introduced him to his new job. In the finale of season 2, Adam reprogrammed him and Badger, they both turned against the Anders family Brynleigh and Casey leaving them to die without air in the panic room. Luckily, they find a way to get out before it is to late.

He is voiced by David Kreizman.
Gustos Geminis Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 14 (natural armor)
**Hit Points** 63 (14d6 + 14)
**Speed** 30 ft.

**Saving Throws** Dex +6
**Skills** Perception +4
**Damage Vulnerabilities** Thunder
**Damage Resistances** none
**Condition Immunities** prone, restrained
**Senses** blindsight 30 ft., passive Perception 14
**Languages** common;
**Challenge** 2 (500 XP)

***Keen Sight.*** The Gusto has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Gusto can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Gusto has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Gusto has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Gusto has advantage on an attack roll against a creature if at least one of the Gusto's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Attack.*** makes a Dart attack.
***Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
***Wind Blast (Recharge 5-6).*** The Gusto expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 dex saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mist Valleys List of Commons (Duel Terminal:Order of the Warlords)

# Mist Valley Baby Roc

Because it never removes its skull helmet, no one has ever seen its real face.Always wears the skull of its deceased father on its head and never shows its face. It cries mournfully in the moonlight.When it thinks of its dead father, it cries. Its crying makes the skull it wears rattle hollowly.

# Mist Valley Windmaster

Also called bird person by her friends she never understands why she got the nickname.
Evigishki Gustkraken (Duel Terminal:Order of the Warlords)

A great and powerful warrior of the sea able to sink ships from miles away and travel fast throughout the many rivers.

**Armor Class** 20 (plate)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft. swim 60 ft.

**Saving Throws** dex +7
**Skills** Survival +6
**Damage Vulnerabilities** Thunder
**Senses** blindsight 60 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Amphibious.***can breathe air and water.
***Hold Breath.***can hold its breath for 15 minutes.
***Magic Resistance.***has advantage on saving throws against spells and other magical effects.

ACTIONS
***Attack.*** makes one attack.
***Tentacles.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) psychic damage. If the Gishiki target is Medium or smaller, it is grappled (escape DC 12) and must succeed on a DC 12 Intelligence saving throw or be stunned until the grapple ends.
***Mind Blast. (recharge 4)*** The Gishiki magically emits psychic energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 1d8 + 2 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Radiant Beam.*** Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 13 (3d6 + 3) radiant damage.
Ally of Justice Cosmic Gateway (Duel Terminal:Order of the Warlords)

A robot meant to destroy invaders

**Armor Class** 19 (Plate Armor)
**Hit Points** 93 (10d10 + 50)
**Speed** 0 ft.

**Skills** Int +9, Wis +8, Cha +9
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, unconscious
**Senses** blindsight 30 ft., passive Perception 11
**Languages** common;
**Challenge** 15 (13,000 XP)

ACTIONS
***Error 604.*** Your Destruction not Found . Melee Weapon Attack: +14 to hit, reach 50 ft., one target. Hit: target makes a wisdom saving throw DC 23. On success no effect, on failure target must use their reaction to move their movement speed away from the Ally of Justice Cosmic Gateway, and are considered frightened of the Ally of Justice . They repeat the wisdom saving throw at the end of each of their turns ending the condition on a success.
***Radiation.*** Piercing Ranged Weapon Attack: +14 to hit, range 100 ft., one target. Hit: 50 (8d6 + 15) piercing damage. Target makes a DC 23 constitution saving throw. Success no additional effect, failure: Target takes (1/2 piercing damage taken from this attack) damage at the start of their turn as they bleed, this can be ended by using their bonus action to bandage the wound with a DC 10 medicine check.
***Bad Solution Battery Acid.***Ranged Weapon Attack: +14 to hit, range 100 ft., one target. Hit: 50 (10d6 + 15) acid damage. Target makes a DC 23 dexterity check, on success no additional effects, on failure: Target takes (1/2 acid damage taken) acid damage at the start of each of their turns. This additional damage can be ended by using a bonus action to splash yourself with antivenom (can be bought from a mysterious provision-er found outside the manor for 200gp a piece.)
***Legendary Resistance 3/day.*** when the Ally of Justice Cosmic Gateway fails a saving throw it can instead chose to succeed it.
Six Minutes Podcast Wiki

**Welcome to the Six Minutes Wiki!**
We're a collaborative, community online wiki (encyclopedia) about Gen-Z Media's *Six Minutes* that anyone, including you, can build and expand. Wikis like this one depend on listeners getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

Due to griefers, some information is incorrect, it is recommended to listen to the podcast to clarify information.

## The Six Minutes Universe

Six Minutes is a young adult and middle grade Audio Drama in the format of a podcast.

## Characters

Brynleigh PasternakAdamHoliday AndersCasey DuPresCamilla

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Laval List of Geminis Female (Duel Terminal:Order of the Warlords)

# Laval Volcano Handmaiden

Known as the lady of the fire. She likes to burn houses down but with only the alleys in it.

# Laval Lakeside Lady:Gemini

An arsonist known for eating her own people just to rebirth them by burning down a forest to return them back to the living world as vengeful spirits.

# Laval Forest Sprite

The Only Gemini that doesn’t believe in cannibalism even though it is said to give Lavals great power boosts. She likes trying to stop war over causing it making her an outsider to the Lavals except for her Leader.
X-Sabers Commons Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 7 (Leather Armor)
**Hit Points** 35 (5d8 + 5)
**Speed** 20 ft. Climb 10ft

**Saving Throws** Dex +8
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 8
**Languages** common;
**Challenge** 2 (500 XP)

***Ambusher.*** The X-Saber has advantage on attack rolls against any creature it has surprised.
***New Moon Hunters.*** The X-Saber has advantage on attack rolls against a creature if both the creature and The X-Saber are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.

ACTIONS
***Multiattack.*** The X-Saber makes two attacks.
***Resist (Recharge 6)*** The X-Saber creature ends one condition on itself.
***Shortsword.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
***Claw.*** +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) slashing damage.
Blackwing-Gram the Shining Star (Duel Terminal:Order of the Warlords)

*Large gritaur, neutral*

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.

***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.

***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.

***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.

***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.

***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

#### ACTIONS

***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.

***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.

***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.

***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Daigusto Sphreez (Duel Terminal:Order of the Warlords)

The only member among the "Gusto" tribe's fighting styles was their method of man and bird fighting together as one he does not use it but rather flying by himself using his own powers through illusions.

**Armor Class** 16 (Leather Armor)
**Hit Points** 75 (10d10 + 50)
**Speed** 40 ft.

**Saving Throws** Dex +8
**Skills** Perception +4
**Damage Vulnerabilities** Thunder
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Dive Attack.*** If The Gusto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 8 (2d6) damage to the target.
***Flyby.*** The Gusto doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Gusto has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Gusto can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Gusto has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Gusto has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Gusto has advantage on an attack roll against a creature if at least one of the Gusto allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***MultiAttack.*** The Gusto three attacks makes two Dart Attacks followed by a Short Sword Attack.
***Dart.*** Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
***Short Sword .*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) slashing damage.
***Wind Blast (Recharge 5).*** The Gusto expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Blackwing-Hillen the Tengu-wind (Duel Terminal:Order of the Warlords)

**Armor Class** 16 (Leather Armor)
**Hit Points** 95 (10d10 + 50)
**Speed** 40 ft. fly 40 ft.

**Saving Throws** con +6
**Skills** Athletics +9
**Damage Vulnerabilities** thunder
**Damage Immunities** poison
**Condition Immunities** blinded, deafened, exhaustion, petrified, poisoned
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Flyby.*** The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.
***Keen Sight.*** The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.
***Limited Telepathy.*** Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.
***Ambusher.*** The Blackwing has advantage on attack rolls against any creature it has surprised.
***Natural Acrobat.*** The Blackwing has advantage on any Dexterity (Acrobatics) check.
***Pack Tactics.*** The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
***Multiattack.*** The Blackwing makes two attacks: one with its claws and one bite attack.
***Bite.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.
***Claws.*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.
***Wind Blast (Recharge 5).*** The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Vonishi Dé Coulse X-232

The Vonishi Dé Coulse X-232 was a 4th gen experimental design for a new fighter ordered by the French branch of the Global Federation. However, although it flew, it did not meet the required standards.

## History

   The Vonishi De Coulse X-232 was an experimental aircraft developed in the early 90s by French-based company Vonishi De Coulse. The French branch of the Global Federation ordered a new fighter testing 5th gen technology. VDC designed new wings and tailwings/rudders made to look like typical ornate French aesthetics, and they then designed a body. The X-232 was rolled out, with a planned production name of Vonishi De Coulse V-232. However, the aircraft, even though it performed really well, did not meet the requirements, so the V-232 was never produced. The only X-232 built is still used at airshows.

## Variants

X-232: Original testing variant

Number built: 1
Shadow of the Six Samurai-Shien (Duel Terminal:Order of the Warlords)

**Armor Class** 19 (Plate Armor)
**Hit Points** 106 (10d10 + 50)
**Speed** 40 ft., climb 40 ft.

**Saving Throws** Dex +9
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception7
**Languages** common;
**Challenge** 10 (5,900 XP)

***Frightful Presence.*** All enemy creatures within visual sight of this creature must make a DC 14 wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the heartless' Frightful Presence for the next 24 hours.
***Turn Immunity.*** The Samurai is immune to effects that turn undead.
***Ambusher.*** The Samurai has advantage on attack rolls against any creature it has surprised.
***Nimble Escape.*** Samurai can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS
Multiattack.***The Samurai makes three attacks.***
***Resist (Recharge 5)*** creature ends one condition on itself.
***Kitana.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 17 (2d8 + 4) slashing damage.
X-Sabers Geminis Base Stat (Duel Terminal:Order of the Warlords)

**Armor Class** 14 (Leather Armor)
**Hit Points** 73 (14d6 + 14)
**Speed** 30 ft. climb 20 ft

**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 8
**Languages** common;
**Challenge** 2 (700 XP)

***Ambusher.*** The X-Saber has advantage on attack rolls against any creature it has surprised.
***New Moon Hunters.*** The X-Saber has advantage on attack rolls against a creature if both the creature and The X-Saber are in total darkness. Dim or bright light, including that of the full moon, prevents this advantage.

ACTIONS
***Multiattack.*** The XX-Saber makes two attacks.
***Resist (Recharge 5).*** The XX-Saber creature ends one condition on itself.
***Dual blades.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage
Ally of Justice Unknown Crusher (Duel Terminal:Order of the Warlords)

A robot meant to destroy invaders.

**Armor Class** 16 (Plate Armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft.

**Saving Throws** Dex +8, INT +8
**Skills** Perception +4
**Damage Resistances** necrotic, bludgeoning,piercing, and slashing from nonmagical attacks
**Damage Immunities** cold, psychic
**Condition Immunities** charmed, frightened, poisoned
**Senses** blindsight 30 ft., passive Perception 9
**Languages** all;
**Challenge** 15 (13,000 XP)

***Acid Absorption.*** Whenever the Ally of Justice is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
***Aura of Insanity.*** Any creature hostile to the Ally of Justice that starts its turn within 20 feet of the Ally of Justice must make a DC 19 Wisdom saving throw, unless the Ally of Justice is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Ally of Justice's Aura of Insanity for the next 24 hours.
***Magic Weapons.*** The Ally of Justice's weapon attacks are magical.

ACTIONS
***Multiattack.*** The Ally of Justice can make two Quarterstaff attacks
***Quarterstaff.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 6) bludgeoning damage or 9 (2d8 + 6) bludgeoning damage if used with with two hands.
***Rock.*** Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 6 (4d10 + 6) bludgeoning damage.
***Haste (Recharge 5-6).*** Until the end of its next turn, the Ally of Justice magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
***Arcane Blast (Recharge 4-6).*** The Ally of Justice creates a 60-foot radius explosion of arcane energy centered around itself. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 14 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Secret Six Samurai-Rihan (Duel Terminal:Order of the Warlords)

**Armor Class** 19 (Plate Armor)
**Hit Points** 106 (10d10 + 50)
**Speed** 40 ft., climb 40 ft.

**Saving Throws** Dex +9
**Skills** Perception +4
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 10 (5,900 XP)

***Frightful Presence.*** All enemy creatures within visual sight of this creature must make a DC 14 wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the heartless' Frightful Presence for the next 24 hours.
***Ambusher.*** The Samurai has advantage on attack rolls against any creature it has surprised.
***Nimble Escape.*** Samurai can take the Disengage or Hide action as a bonus action on each of its turns.

ACTIONS
***Multiattack.*** The Samurai makes three attacks.
***Resist (Recharge 5)*** creature ends one condition on itself.
***Kitana.*** Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 17 (2d8 + 4) slashing damage.
Dewloren, Tiger King of the Ice Barrier (Duel Terminal:Order of the Warlords)

A furious beast who attacks anyone he sees even the ice barrier people fear him.

**Armor Class** 16 (Plate Armor)
**Hit Points** 85 (9d8 + 5)
**Speed** 40 ft.Climb 40ft.

**Saving Throws** WIS +8
**Senses** blindsight 30 ft., passive Perception 7
**Languages** common;
**Challenge** 15 (13,000 XP)

***Frozen Camouflage.*** The Ice Barrier has advantage on Dexterity (Stealth) checks made to hide in icy terrain.
***Ambusher.*** The Ice Barrier has advantage on attack rolls against any creature it has surprised.
***Keen Smell.*** The Ice Barrier has advantage on Wisdom (Perception) checks that rely on smell.
***Ice Walk.*** The Ice Barrier can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

ACTIONS
***Multiattack.***The Ice Barrier makes four attacks two claw and two bite attacks.
***Claw.*** +5 to hit, reach 5 ft., one target. Hit: 7 (4d4+3) slashing damage.
***Bite.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d8 + 3) piercing damage, plus 2 (1d4) cold damage.
***Cold Touch (Recharge 4).*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) cold damage.
Ally of Justices (Duel Terminal:Order of the Warlords)

**Ally of Justices Hierarchy: (Celestial Construct)**

**Common = Lower Class (Low Tier Power)**

**Gemini = Middle Class (Mid Tier Power)**

**Fusion = Upper Class (Most Powerful)**

**Leader: Ally of Justice Unlimiter**

**Classes:Food Specialist, Aura Guardian, Demolitionist, Engineer, Tactician, Slave**

**Favors:Int and Dex**

Ally of Justices Geminis
Ally of Justices Fusions
Evigishki Tetrogre (Duel Terminal:Order of the Warlords)

A great warrior but more of a brute than interested in science. Not the political type but love to wrestle or spare with people and is really friendly to others in high power. Great friends with Evigishki Soul Ogre.

**Armor Class** 15 (plate armor)
**Hit Points** 105 (10d10 + 50)
**Speed** 40 ft. swim 60 ft.

**Saving Throws** dex +8
**Skills** Survival +6
**Damage Vulnerabilities** Thunder
**Senses** blindsight 60 ft., passive Perception 7
**Languages** common;
**Challenge** 5 (1400 XP)

***Amphibious.***can breathe air and water.
***Hold Breath.***can hold its breath for 15 minutes.
***Magic Resistance.***has advantage on saving throws against spells and other magical effects.

ACTIONS
***MultiAttack.*** The makes two Longsword attack.
***Longsword.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 3) bludgeoning damage.
***Mind Blast. (recharge 4)*** magically emits psychic energy in a 30 ft. cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 1d8 + 2 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Winswegstien W-69

The Winswegstien W-69 is a German cargo flying boat aircraft developed in 2006 by Winswegstien.

## History

In 2004, Winswegstien developed a short winged 4 engine oceanic takeoff cargo aircraft resembling aircraft from the EWII era. For it's great performance, the German Air Force approved it's design. Since it's production the W-69 has served Germany, Poland, and France, with a handful of examples in the US.
Gustos List of Geminis (Duel Terminal:Order of the Warlords)

# Caam, Serenity of Gusto

Able to speak with animals making her the leader of the commons of the Gusto.Though she has a gentle personality unfit for battle, she has shown that she is gifted as a priestess.

# Kamui, Hope of Gusto

A force to be wreckin with in terms of dexterity and how clever she is. Born in the middle of a war, he was given the name of "Hope", as the one to lead the next generation.

# Musto, Oracle of Gusto

Brother of Windaar, Sage of Gusto He performs funerals for their fallen comrades. The head of this house is a priest who controls the rules and is in charge of the council. He serves as an adviser when the patriarch isn't around.

# Pilica, Descendant of Gust

May look weak physically but her telephaphy makes her a dangerous threat to her enemies and she can also talk to animals.

# Reeze, Whirlwind of Gusto

A great fighter with melee and magical attacks. In order to protect the village from threats, she heads to the battlefield with a combat staff that only the members of the Warrior House are allowed to use. She's in a relationship with her childhood friend, "Kamui."

# Winda, Priestess of Gusto

She is the priestess in charge of weddings and she travels throughout the village seeking a lover so she may get married one day herself. When "Windaar" goes to the battlefield, she serves as the clan's acting matriarch.