recursal/Fanatic-Fandom huggingface dataset:
Nicodemus

Alignment
 Status
 Height
 Weight

## Database information

* **Name**: Nicodemus of Whiterun
* **Unit**: First
* **Rank**: B
* **Type**: Witcher

An organic being (though, as he would say, NOT HUMAN) with an affinity for magic and combat. He's strangely hard to kill, though does have an artificial arm and leg from his first fight. Immune to poisons and human illness, and has an assortment of potions, salves, and explosives on his person at all times. His full extent of abilities are unknown, and he generally keeps to himself.

## Summary

Formerly a human but made into an "artificial mutant" by the processes and mutagens that turn one into a Witcher, Nicodemus is from a completely alien world where magic is abundant while the monsters therein are decreasingly so. Which meant, as hunting and killing monsters is a Witcher's livelihood, work was becoming harder and harder to come by. Through a series of events that Nicodemus refuses to talk about, he somehow wound up in this new, strange world, and the first thing he met was Whirlpool Suboyer, who of course tried to kill him. A few times, actually. In a final attempt on his life, Suboyer dragged him into the water and caused an explosion that destroyed the harbor and several buildings, as well as uncovering her cache of corpses and remains from her previous kills. Due to an incredible amount of luck and quick spell-casting, Nico survived, but lost his left arm and right leg in the explosion.

As a thank-you for ridding the world of a very dangerous Corrupter, the Guardians paid to give him bionic limbs in place of the ones he lost, and offered him a chance to join their ranks. After heavily considering his options, few as they were, Nicodemus eventually decided to accept their offer. Though he started realizing some of the darker aspects of this new world he was thrust into when he learned that his newfound friend, Sweepshot Acridoi, was slowly losing his sanity and becoming infected. Not long afterwards, his other friend, Sneak Pipstrelle, was also infected and killed, causing the witcher to draw himself further into isolation.

## Things of notice

* Nicodemus had no friends in his old world, only associates.
* His first friend in this world was Sneak. As a result, the bat's corruption and death hit him very hard.
* While he doesn't make a public fuss about it, he does blame himself for Blink Puma's death. Very much so.
Bosmer

Races

   Bosmer are a race of Elves, commonly called Wood Elves. More than any other race, Bosmer feel a powerful connection to the earth. Their philosophy is that everything happens for a reason and that it's usually best to let nature run its course. They firmly stand against any who would attempt to upset the balance of the world for personal gain and those that destroy the natural places of the world wantonly. They generally live deep within dense forests and prefer the bow above other weapons as it best takes advantage of their fantastic sight and hearing.

#### Racial Bonuses:

+2 Dexterity

+2 Wisdom

Trained: Acrobatics, Perception

+2 Ballistics

+1 Stealth

Secondary Skills: Medicine

+2 Base Accuracy

#### Abilities:

Meld- (Main Action) Become Invisible. Lasts for the remainder of the encounter or until you move or make any actions. Can only be done outside. Cooldown- Once/Encounter.

No Blind Spots- (Passive) Your ranged attacks cannot have disadvantage.
Rakshasa

Races

Rakshasa are usually very serious but at times can
be mischievous. They are extremely mysterious and don't often like to
make idle chit-chat. Rakshasa don't fear death and are not even phased by the deaths of their own kind or allies. This causes many people to consider all Rakshasa evil, and also the fact that they come from the Nothl
Realm, a hellish plane where demons roam. Some Rakshasa will use this fear to their advantage and manipulate
 weak willed individuals. They are always guarded when meeting
newcomers.

#### Racial Bonuses:

+3 Wisom

Trained: Insight, Reflex

+1 Naturae

+2 Stealth

Secondary Skills: Decipher

+1 Base Accuracy

#### Abilities:

Deathdealer- (Passive) Whenever a unit dies in a 3x3 square around you, gain advantage on your next attack.

Nothl Walk- (Movement Action) You may teleport to an open space within your movement range. Cooldown- Once/Encounter.
Тереза Фоулер/Появления

Шаблон:CtabAШаблон:HeadingA

## Первый сезон

* So U Think U Can Stank\*\* *(first official appearance, non-speaking)*
* 30 Seconds to Math\*
* Night of the Living McFizzles *(first speaking role)*
* Silent Punch, Deadly Punch\*
* Nukid on the Block\*
* Evil Spirit Week\*
* Der Monster Klub
* Grave Puncher: The Movie!\*
* Bash Johnson: 11th Grade Ninja\*
* Stanks Like Teen Spirit\*\*
* Hip Hopocalypse Now\*
* McFear Factor\*
* Randy Cunningham and the Sorcerer's Key\*
* The Ninja Identity
* The Ninja Supremacy
* McSatchle\*
* McFreaks\*
* Sorcerer in Love
* Pranks for Nothing
* Sorcerer in Love 2: The Sorceress's Revenge
* McOne Armed and Dangerous\*
* Shloomp! There It Is!
* Randy Cunningham: 13th Century Ninja\*

## Второй сезон

* Welcome Back Catfish\*
* Whoopee 2: The Wrath of Whoopee 2\*
* M-M-M-my Bologna\*
* Everybody Ninj-along\*\*
* Best Buds\*
* Otto Know Better\*
* Brolateral Damage\*
* Let the Wonk One In\*
* Shoot First, Ask Questions Laser\*\*
* Snow-Klahoma!\*\*
* Living in Shooblivion\*
* McNinja - Brought to You by McFist\*
* Mastermind of Disastermind\*
* The Brawn Also Rises
* Debbie Meddle\*
* Wonkin' for the Weekend\*
* Bro Money Bro Problems\*
* The Three Mascot-teers\*
* Let Them Eat Cake Fries\*
* Club Ninja-dise\*
* To Smell and Back
* Winner Takes Ball
* Ball's Well That Friends Well\*
Skills

Skills are
simply what your character is able to do. There are no traditional
classes in LazyCraft such as a warrior, or ranger, instead your characters
 skills will determine what they are capable of and what makes them unique. Players will have nearly free range in deciding what skills to
level up and enhance as the game progresses allowing complete
customization of characters. You could create someone who is sneaky and
deals with enemies in underhanded ways, someone who stands back and lets
 a small army of handmade machines fight for them, or even someone who
telepathically grapples with enemies minds to control or dispatch them.

## Skill scores

Basic skill values are equal to the associated attributes skill modifier [(x-10)/2]. So
 for example Athletics is associated with the Strength attribute, and if
 you wanted to find out what level your athletics is you would take your
 strength value (let's say it's 20) and apply the formula: (20-10)/2. So
 this means that the level of your athletics skill is 5! Always round down a fraction.

## Skill Points

Skill points will be
 rewarded after certain encounters and at milestones within the game.
They can be spent to increase the level of a skill by one or to purchase
 a Skill Perk.

## Skill Perks

Perks will become
available as you level up your skills. They will mainly be used as a way
 to further specialize your character and enhance their abilities. Also
certain perks will only be available after other perks have been
purchased.

## Primary Skills

* Acrobatics (D)
* Athletics (S)
* Deception (C)
* Endurance (Co)
* Fortitude (Co)
* History (I)
* Insight (W)
* Perception (W)
* Persuasion (C)
* Reflex (D)
* Will (W)

## Secondary Skills

* Animal Handling (S)
* Appraise (W)
* Creature Lore (I)
* Decipher (W)
* Intimidation (C)
* Investigation (I)
* Medicine (I)
* Navigation (W)
* Performance (C)
* Sleight of Hand (D)

## Specialty Skills

* Arcana (I)
* Ballistics (D)
* Martial Fighting (S)
* Naturae (W)
* Stealth (D)
* Tinkering (I)
Ainok

Races

   Canine-like humanoids, Ainok are a kind and gentle race to all creatures, but when fighting for a noble cause they are vicious foes. They have adapted to live in a multitude of environments and stand by the philosophy of live and let live. They are quick, powerful, and have an excellent sense of smell. Also Ainok always seem to have a good sense of their surroundings and have a difficult time getting lost even in bad conditions. They are wonderful hunting partners and loyal friends. Ainok are survivors through and through.

#### Racial Bonuses:

+2 Strength

+1 Constitution

Trained Skills: Athletics, Reflex

+2 Martial Fighting

Secondary Skills: Navigation

+1 Movement

#### Abilities:

Predator Sense- (Passive) While an enemy is bloodied it cannot go invisible or hide.

Pack Mentality- (Main Action) You and all allies in a 5X5 area centered around you gain 2 movement on their next move action and do not provoke attacks of opportunity. Cooldown- Once/Encounter.
Conjuration

Magic

Conjuration spells use the Charisma modifier.

```
**Soul Harvest - Charisma**

```

```
**Cost:**, **Range:**

```

```
**Types:**, **Damage:**

```

```
.

```

```
**Ability-**

```

.

```
**Summon Demon - Charisma**

```

```
**Cost:**, **Range:**

```

```
**Types:**, **Damage:**

```

```
.

```

```
 **Ability-**

```

.

```
**Summon Illusion - Charisma**

```

```
**Cost:**, **Range:**

```

```
**Types:**, **Damage:**

```

```
.

```

```
**Ability-**

```
Nirkanas

Races

   Nirkanas are striking and exceptionally cunning creatures that very closely resemble humans. They do not eat conventional food and instead survive by drinking the blood of other creatures. The creatures that fall prey to this process are not affected in any way, unless of course they lose too much blood. Nirkanas have heightened senses and instincts that allow them to pinpoint arteries and veins on any creature. Because of this they can be extremely deadly, or quite capable doctors. There are many legends and rumors about Nirkanas being demons or that their bite brings terrible diseases and death, this causes them to attempt to blend in with human communities, or if they're unable to do that live in solitude or small villages where they are accepted. The more evil individuals of their kind can be terrible villains while the good natured ones may use their talents to become accomplished healers.

#### Racial Bonuses:

+3 Charisma

+1 Intelligence

Trained: Deception, Will

+3 Stealth

Secondary Skills: Medicine

+1 Base Accuracy

#### Abilities:

Blood Gift- (Main Action) Perform a Medicine check on an enemy biological creature adjacent to you. If successful, drain health from the creature equal to your Medicine value and gain that much health. Can only be done once per enemy per encounter.

Preys Anatomy- (Minor Action) Perform an Investigation or Perception check on a biological creature to find weaknesses or wounds. Grants advantage to Medicine checks on that creature.
LazyCraft Wikia

## Welcome to the Wiki

This is the wiki for LazyCraft, a homebrew table-top RPG inspired by D&D.

## Characters

Attributes & Skills

Races

Character Sheets

## Combat

The Battlefield

Statuses and Effects

Damage Types

Armor

Weapons

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Joan Soleil

Alignment
 Status
 Height
 Weight

## Database information

* **Name**: Joan "Medic" Soleil
* **Unit**: 16th, R&D
* **Rank**: E Rank, Commander
* **Type**: Support

Medic looks like an arab woman, what would be her skin has a tanned color. Her hair goes beyond her middle back and her eyes are a vibrant green. Wears a medical uniform at all times, save for days off. She's methodic and rather stoic, but has more recently begun to relax somewhat.

## Summary

A victim of a bombing attack on a hotel, Joan was saved in extremis by a pharmaceutical company that wanted to create a hybrid that was half human and half android. Learning about the result being so inconclusive, the company that created Medic lost an unimaginable amount of money. Met by Guardian infantry, she was brought to the Lakeside Base as a refugee. She has worked for the Guardians as a medic ever since, eventually rising to the rank of commander.

## Things of notice

- Medic is known to see every member of the Guardians as her children, given how long she had been working in the base. Sole exceptions being High Command himself, and Acid Corrogue. Though it is said in Acid's case she felt it would be too insulting for him and wanted to spare him the humiliation.

- In her human life she had been married for seven years. She also had a daughter that was assassinated by Sheep Baabomb at age 22.

- Is said to have the strength to lift almost anyone. Exceptions being most of the gentlemen from Armored Division.

-Has only come to terms with being referred to her by her real name several weeks ago, when she realized that having hidden from her human family for so long was a foolish idea and a waste of time.
Forms

#### Beam

Fire a constant beam of energy in a straight line. Affects any creatures that are standing in the line, and any that pass through it. Costs mana and deals damage again at the end of each turn after the turn you cast this until it's interrupted. You may change the beams direction as a minor action. Making an attack, moving or being attacked will interrupt this. You may cast any other non-beam spell while maintaining this.

#### Bolt

Fires a projectile. Counts as a ranged attack, such as shooting an arrow.

#### Cone

Affects a cone shape in front of the character.

#### Orb

Creates an orb of magical energy that provides constant effects or has certain abilities. It can either be big enough to take up a space or small enough to fit in the same space as characters and can be moved around at will.

#### Stream

Creates a stream of energy in a straight line in front of the caster for as many turns as they sustain it. Affects any creatures that are standing in the line, and any that pass through it. Deals damage and costs mana at the end of every turn each turn after its cast until it's interrupted. Making an attack, moving or being attacked will interrupt this.

#### Wall

Create a wall in a straight line on the battlefield.
Vesuvans

Races

Vesuvans are shapeshifters that can take on the form of anyone they come into contact with. Nobody truly knows what a Vesuvan looks like in their natural form, (or if they even have one), because they are born as essentially a young copy of either the mother or father. They can also become male or female of any humanoid race making it practically impossible to spot one, except for the fact that their wounds heal slightly faster than normal. Many people don't believe they exist as they are very sparse, and most of the ones that do distrust them greatly. Because of this Vesuvans prefer to remain in hiding their whole life, only being open with the parent that shares their abilities. Some that are greedy or grow up without guidance will attempt to kill influential or powerful people so that they can impersonate them and live a cushy life. A few are open with their abilities and will join groups of thieves to gain riches or power. Not especially useful in combat, they rely on trickery to survive.

#### Racial Bonuses:

+1 Charisma

+1 Intelligence

+1 Wisdom

Trained Skills: Deception, Persuasion

+2 Stealth

Secondary Skills: Performance

+2 Base Resistance

#### Abilities:

Restore Form- (Passive) While bloodied, restore 10% of your maximum hp at the end of each of your turns.

Shapeshift- (Main Action) Change your form to look exactly like any individual humanoid creature you've come into physical contact with. This doesn't affect your skills or abilities.
Race Pages Guide

Races

   *(Compare this to the Ainok page to get an explanation of what everything means.)*
 Canine-like humanoids, Ainok are a kind and gentle race to all creatures, but when fighting for a noble cause they are vicious foes. They have adapted to live in a multitude of environments and stand by the philosophy of live and let live. They are quick, powerful, and have an excellent sense of smell. Also Ainok always seem to have a good sense of their surroundings and have a difficult time getting lost even in bad conditions. They are wonderful hunting partners and loyal friends. Ainok are survivors through and through.

#### Racial Bonuses: *(Bonuses that are unique to each race)*

+2 Strength

+1 Constitution *(Players roll for stats when creating a character, then add these attribute bonuses.)*

Trained Skills: Athletics, Reflex *(Skills that are trained get an automatic +2 points on character sheets.)*

+2 Martial Fighting *(Every race gets a small bonus to a specialty skill.)*

Secondary Skills: Navigation *(Not all secondary skills are available at the beginning of the game. Every race gets access to one for free.)*

+1 Movement *(A small bonus to Accuracy, Movement, Armor, Resistance, or an element that this race is Warded against.)*

#### Abilities:

*(Every ability has a note as to whether it's a main action, a minor action, a movement action, or a passive ability which means it's always active. You can read more on the different actions in the combat page.)*

Predator Sense- (Passive) While an enemy is bloodied it cannot go invisible or hide.

Pack Mentality- (Main Action) You and all allies in a 5X5 area centered around you gain +2 movement on their next movement action and do not provoke attacks of opportunity. Cooldown- Once/Encounter.
Acid Corrogue

Alignment
 Status
 Height
 Weight

## Database information

* **Name**: Acid Corrogue
* **Unit**: 2nd, Recon (originally 9th, Ranger)
* **Rank**: B rank, Captain
* **Type**: Assassin

A chameleon android with a sadistic sense of humor and an apparent disdain for authority figures. Immune to poisons and acids, and can coat his powerful tongue in a highly corrosive acid that bites through any kind of armor. Equipped with an invisibility system and is an adept climber, but lacks the durability for prolonged combat.

## Summary

Commissioned by the guardians, Acid is a transfer from another base and the only 9th operative in the area. He stays with 2nd Recon for simplicity's sake but is not required to follow any of their directives.

He could likely become an A Rank if not for his physical fragility.

## Things of notice

Often harasses Signal Hummwing. Requests to make him stop have the opposite effect. All of 2nd Recon hopes he'll get bored soon, but it seems unlikely.

Has an apparent interest in old science fiction comics.

Due to his naturally mean-spirited nature, behavior-based corruption checks cannot provide reliable results.
Spells

Deals 2 damage plus the casters constitution modifier to any creature in a 3x3 area and makes the area rough ground.

Target Area

An impassible pillar of rock rises up from the ground in the target space. If there is a creature in the space it takes 4 damage plus the casters constitution modifier and falls prone into an adjacent space of the casters choosing.

Target Creature

Give target creature stoneskin for X turns where X is your wisdom modifier. If cast on an enemy, petrify them for half of X turns.

Wall

Create a straight line of impassible terrain X squares long where X is your constitution modifier. Any creatures in the area are pushed to adjacent squares of the casters choosing.

### Ethereal (Arcana)

Beam : 30 mana

Maintain cost: 10 mana at end of turn after first turn.

Deals ethereal damage equal to your intelligence modifier to all creatures in the line.

Bolt

Orb

Target Area

Target Creature

Target Self

### Flora (Enchanting)

Bolt- seed

Cone

Target Area

Target Creature

Target Self

Wall

### Gravity (Arcana)

Bolt

Cone

Explosion

Orb

Target Area

Target Creature

Target Self

Stream

### Heal...........

Beam

Bolt

Cone

Explosion

Orb

Target Area

Target Creature

Target Self

Stream

### Ice (Arcana)

Bolt

Cone

Explosion

Orb

Target Area

Target Creature

Target Self

Stream

Wall

### Light (Arcana)

Beam

Bolt

Cone

Orb

Target Area

Target Creature

Target Self

Stream

Wall

### Lightning (Arcana)

Bolt

Cone

Explosion

Orb

Target Area

Target Creature

Target Self

Stream

### Shadow (Arcana)

Bolt

Orb

Target Area

Target Creature

Target Self

### Shell (Arcana)

Bolt

Orb

Target Area

Target Creature

Target Self

### Shield (Arcana)

Bolt

Orb

Target Area

Target Creature

Target Self

Wall

### Sound (Arcana)

Bolt

Cone

Explosion

Stream

### Telekinesis (Arcana)

Bolt

Target Creature

### Teleport (Arcana)

Bolt

Target Area

Target Creature

Target Self

### Transform (Enchanting)

Target Creature

Target Self

### Wind (Enchanting)

Bolt

Cone

Explosion

Orb

Target Area

Target Creature

Target Self

Stream
Magic

Performing magic is the act of spending mana to create different effects. Magic has two major categories in this world, Arcana and Naturae. Under these categories are a number of sub categories that represent individual elements.

## Spell Format

Every spell you cast essentially acts like a weapon for the purposes of calculating damage and the chance to hit.

#### Spell Template:

```
(Spell Name) - (Main Attribute)

```

```
(Mana Cost), (Range)

```

```
(Super damage type) - (Damage Subtype) (Damage die)

```

```
(Bonuses)

```

```
(Abilities)

```

#### Copy-Pasta

```
**name - attribute**

```

```
**Cost:**, **Range:**

```

```
**Types:**, **Damage:**

```

```
.

```

```
**Ability-**

```

#### Example Spell:

```
Fire Blast - Wisdom

```

```
**Cost:** 40 Mana, **Range:** Naturae+1

```

```
**Types:** Magical - Fire, **Damage:** 2d6+Naturae

```

```
N/A

```

```
Burn- When this spell deals damage roll a d6. If you roll a 5 or 6 apply a burn to the target.

```

# Elements

## Arcana

Arcana is fueled by a creatures intelligence and deals with intangible effects like the manipulation of light and shadow.

Alteration

Conjuration

Ethereal

Gravity

Light

Psychic

Shadow

## Naturae

Naturae is fueled by a creatures wisdom and has to do with controlling natural forces like earth and lightning.

Decay

Earth

Fire

Flora

Ice

Lightning

Wind
Perk test

* +2 bonus to Martial Attacks
	+ f
		- j
			* j
				+ j
					- j
						* j
							+ j
								- j
									* + j
											- j
												* + - jf
															* f
																+ f
																	- f
																		* f
																			+ f
																				- f
																					* f
																						+ f
																							- f
																								* f
																									+ fdsdf
																									+ sdfd
Dwarves

Races

   Dwarves are a proud and powerful race. Their love of precious metals and gems has led to them living underground or deep in mountains. They are fantastic craftsmen with an eye for detail and a strong pride in their work. Dwarves are also quite strong for their short size and make for dangerous warriors. Their love for efficiency, a strong sense of community, and "just getting s\*\*\* done," has led to them becoming one of the strongest races in the world.

#### Racial Bonuses:

+2 Constitution

+1 Intelligence

Trained: Endurance, History

+1 Martial Fighting

+2 Tinkering

Secondary Skills: Appraise

+1 Base Armor

#### Abilities:

Stone Ward- (Main Action) Until your next turn, you and up to two adjacent allies gain 100% armor and have advantage on Constitution based rolls.

Thick Skin- (Passive) You are Warded against Fire and Ice damage.
Goblins

Races

Goblins are small, crafty, and seemingly insane. Goblins desire above all else freedom without restraints, and great thrills. Most can't tell if they're incredibly brave, or just fools. More than any other race, they seem to have little regard for their own lives and will put themselves into any danger if they feel it gives them some advantage, or if it just seems fun. Surprisingly they have an incredible eye for the workings of machinery, and are able to assemble their own haphazard devices in the blink of an eye. This has led to them being integrated into some communities as specialized mechanics.

#### Racial Bonuses:

+2 Dexterity

+2 Intelligence

Trained: Athletics, Reflex

+3 Tinkering

Secondary Skills: Investigation

#### Abilities:

Sabotage- (Main Action) Target an enemy unit adjacent to you and lower their armor by 50% for the rest of the encounter. This can only be done to each enemy once. Cooldown- One turn.

Safety Second!- (Passive) You ignore armor whenever attacking mechanical units and they ignore armor on you. Whenever you get a critical hit while attacking a mechanical unit, Disable it until your next turn.
Kor

Races

   The Kor are masters of ropes and hooks, using them to travel and to hunt, and incorporating them into their spirituality. They rarely use

unreliable devices such as crossbows to propel their grappling hooks
onto cliff faces or into flying game, relying instead on simple, sturdy
rope and the skill of the arm. A hooked line is also a social and sacred

 symbol for the Kor, representing their connection to each other and to the world around them. The act of catching live flying prey from cliff walls or hill tops is known as Skyfishing. They live together in small bands and have a nomadic lifestyle.

#### Racial Bonuses:

+2 Dexterity

+1 Strength

Trained: Perception, Reflex

+3 Ballistics

Secondary Skills: Sleight of Hand

+1 Base Accuracy

#### Abilities:

Cliffwalker- (Passive) You may move freely over most impassible terrain spaces, but you cannot end your turn in one.

Skyfishing Adept- (Free Action) You may re-roll a missed throwing weapon attack and use the new roll. Cooldown- Once/Encounter.
Statuses and Effects

Advantage/Disadvantage: Roll 2 dice and take the higher/lower of the shown rolls.

Bleeding: Take damage at the end of your turn equal to 5% of your total HP.

Blinded: Attacks you make have disadvantage, and attacks against you have advantage.

Burned: Take damage at the end of your turn equal to the Wisdom modifier of the inflictor of the burn.

Bloodied: You become bloodied when you're below half health and lose bloodied when you go back above half health.

Cursed: You cannot heal health.

Dazed: You may not make a main action and a movement action within the same turn and cannot run.

Disabled: You can only make free actions.

Disarmed: You cannot make any attacks that require a weapon.

Elusive: Attacks against you have disadvantage.

Entangled: You move at half speed and take a penalty to your attacks and dodge value equal to the wisdom modifier of the inflictor of the entanglement.

Ethereal: You cannot be dealt damage by non-magical weapons.

Fear: You must make a basic move to travel as far away from the inflictor of the fear as possible.

Flanked: Melee attacks against you have advantage. This occurs when two enemy units are adjacent to you.

Fogged: Cannot be targeted.

Glowing: Lights dark areas and enemies can see you at all times. Also you cannot go invisible.

Haste: You move at double speed.

Helpless: You can take no actions and your dodge, block and parry values are 0.

Immobile: You may not take movement actions.

Invisible: You cannot be seen or targeted. Is removed if you make a main action.

Invulnerable: You take no damage and cannot die or fall unconscious.

Levitation: You are not affected by terrain and can cross gaps and chasms.

Marked: If you make an attack on anyone besides the inflictor of the mark, they may make an opportunity attack against you if they're in an adjacent square.

Night Vision: Darkness does not limit your vision.

Petrified: You are helpless and invulnerable.

Prone: You are knocked on the ground. You cannot move until you spend a movement action to stand up. Attacks against you have advantage and attacks you make have disadvantage.

Shell: Enemies cannot inflict statuses on you.

Silenced: You cannot make any actions that require spending mana.

Sleep: You fall prone and are helpless until you take damage or an adjacent ally uses a minor action to wake you.

Slowed: You move at half speed.

Smoldering: Same effect as Burned, but is stackable.

Stoneskin: Add your constitution modifier to your armor value.

Stunned: You may only make minor or free actions during your turn.

Taunted: If in range you must make a basic attack against the inflictor of the taunt.

Unconscious: You fall prone and are helpless.

Warded: Take half damage from a given source.

Water Breathing: You can breathe underwater.
Eagle Kick

**Eagle Kick** (イーグルキック) is a physical technique used by Videl. First, Videl hits her opponent three times causing moderate damage. She then performs a knee strike, then a left-legged front kick, and finally a right-legged roundhouse kick that sends the opponent away, with an enormous amount of damage inflicted.

This is Videl's Running Attack. It does 220 to 420 of damage and it's Melee-Type move.
Oracle Of Delphius

The Oracle of Delphius is one of the main in in the tv show, Sonic Underground, and a major character on Tamers12345's youtube page. He is a magical prophet, resembling a reptilian, alien crocodile.

## Appearance

The oracle of Delphius resembles an overweight crocodile with light green skin and blue eyes. As he is a magical prophet he can usually be seen wearing purple magicians robes, and under that he has been shown to wear a purple thong.

## History

When Robotnik took over planet Mobius, it was the oracle that Queen Aleena first went to for help. He told her that the only for them to save Mobius was for her to give up her children, so that they all may reunite in the future and form the council of four.

After Mobius' destruction the Oracle of Delphius came to Earth with Queen Aleena's family, and a handful of other Mobians. He now lives in the same neighborhood as Aleena and her kids.

At some point the Oracle of Delphius became a prostitute and had sex with captain Squeegee for money. While it was just business for captain Squeegee, the Oracle developed feelings for the sea sponge, as evident when Queen Aleena catches him buying flowers and expensive wine, for the man, in walmart. But as captain Squeegee is married to an unnamed woman, the relationship can't be.

At some point the Oracle of Delphius ended up on the sex offenders registry of Sonic's neighborhood, for unnamed reasons. Sonic and his siblings would discover this in a horrifying moment, when Sonic gets stuck in a fence hole right outside the Oracle's house. The Oracle, seeing Sonic completely helpless, attempts to rape Sonic and is only stopped when a police man pulls his gun on the prophet. The Oracle takes off running from the police and a high speed chase ensues.

## Personality

The Oracle of Delphius, back when he was on Mobius was is a mysterious man who talks in riddles that could sometimes be hard to figure out. As he came to Earth he started to mellow out and talks and acts more like an everyday individual.

## Relationships

* **Captain Squeegee:** The Oracle of Delphius seems to have an unrequited love for the already married Captain Squeegee.

## Memorable Quotes

* "You might have been captain of the sea once, captain Squeegee, but now it seems you're just the captain of my ass. You naught little sea sponge."

## Trivia

* The Oracle of Delphius is on the sex offenders registry in Sonic's neighborhood. He is also confirmed to be homosexual, according to the website.
* It's implied that the Oracle is on the sex offenders registry for pedophilia, as the cop who chases after him says he regularly has to tell the Oracle to leave little boys alone.
* The Oracle of Delphius seems to have a crush on captain Squeegee.
* The Oracle owns a white van with "free candy" written on its side.
Dragon Ball Z Wikia

## Welcome to the Dragon Ball Z Wikia

A game of an idea that someday might be there for the future of Dragon Ball Z Franchise.

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Damage Types

Every time damage is dealt in this game it carries with it a damage super type, and a subtype. The super types are Magical and Physical, while the subtypes are the various magical elements (Earth, Fire, Shadow, etc...) For example, the spell Fireball carries the super type Magical, and the subtype Fire. The spell Flame Charge carries the super type Physical, and the subtype Fire, so one element doesn't necessarily only deal all Magical or all Physical damage.

Physical damage is calculated against the opponents Armor value. Magical damage is calculated against the opponents Resistance value.

### **Warded:**

If a character is Warded against a certain subtype, it takes half damage from anything that carries that type after armor and resistance is calculated. If an attack has multiple subtypes then a creature needs to be Warded against every subtype the attack carries in order to take half damage.

## Subtypes

Celestial

Earth

Ethereal

Fire

Flora

Ice

Light

Lightning

Poison

Psychic

Shadow

Sound

Wind

Weapon
Weapons

```

```
(Super damage type) - (Damage Subtype) (Damage die)

```

```
(Bonuses)

```

```
(Abilities)

```

```

```
Physical- Weapon (1d8)

```

```
+1 Accuracy, +2 Evasion

```

```
Ghost Bane- (Passive) This weapon is able to attack Ethereal creatures.

```

```
Maim - (Passive) Whenever you block a melee attack, slap the player to your left.

```

When attacking a creature with a weapon you roll a d20, add your Attribute Modifier for the main attribute of the weapon, and add your accuracy bonus. Then add any other bonuses given by the weapon and measure this against the opponents defensive values.

So let's say you're attacking with this weapon and you have a Strength score of 18 and an accuracy bonus of 3. You roll a d20 and get a 9. Your Strength Modifier is 4 so you add that to the roll (9) and your accuracy bonus (3). You have a 16 so far, now add the weapons relevant bonuses (+1 accuracy) and you have a total of 17 to pit against the opponents defensive values.
Burter

**Burter** (バータ) is the fastest member of the Ginyu Force. Nicknamed the "Blue Hurricane", he often performs combo attacks with Jeice, such as the Purple Comet Hurricane. Burter's Japanese name, *Bāta*, is off from the word Butter rearranged; he is called Butta (in Viz's manga), or Burta to reflect the name pun.

## Power Level

**Power Level**; 400

**Max Power Level**; 900

**Health**; 5800

**Energy: 10**

**Speed: 200**

**Stamina: 10**

**HP: 80**

**Melee Attack: 40**

**Ki Blast: 20**

**Defense: 40**

## Supers, Special and Ultimate Techniques

**Super (Up); Match Attack**

**Super (Down); Super Blue Hurricane**

**Super (Right); Full Power Energy Ball**

**Super (Left); Blue Impulse**

**Special; Space Match Attack**

**Ultimate; Purple Comet Hurricane**

## Evasive Techniques

**Skill (Up); Full Power Charge**

**Skill (Down); Super Guard**

**Skill (Right); Burter Pose**

**Skill (Left); Afterimage**

**Special; Blue Hurricane**
False Courage

**False Courage** (やせがまん) is a supportive technique that raises the user's defense capacity by faking bravery through ignorant fearlessness.

## Overview

The technique makes the user immune to being stunned or paralyzed. Due to this increase, one can appear to be semi-invulnerable to physical and sometimes energy type techniques, though they still take damage to a lesser extent.
Blueberry

**Blueberry** is a character in the *Dragon Ball* franchise. He makes his debut in "Destination: Guru", the fifty-ninth episode of*Dragon Ball Z*, which premiered on August 29, 1990. His name is derived from the blueberry fruit.

## Power Level

**Power level; 210**

**Maximum Power Level: 710**

**HP: 5500**

**Energy; 30**

**Speed: 10**

**Stamina: 30**

**HP: 50**

**Melee Attack: 30**

**Ki Blast; 30**

**Defense: 30**
Barack Obama

**Barack Obama** is the most revered American president in history. He is currently in power until supreme leader Trump takes over and continues Obama's Satanic worship.

## Life Achievements

* He espoused the principles of communism and fascism for several years, which lead to a major global shift in favor of the ideologies.

## Timeline

Barack Obama was born in 1933 in Berlin, Kenya. As a boy, he enjoyed worshipping Satan and long walks on the beach.

### Rise to Power

Barack Obama was actually the one behind the Kennedy Assassination. It destabilized the United States and, with the help of the Kenyan military, he charismatically and forcefully took power.

He also received help from Hitler, who created a fake identity named "Joe Biden" and became his vice president.
Namole & Fisshi

**Fisshi** and **Namole** (フィッシ) are humanoid soldier who works for King Cold in the Galactic Frieza Army and in Frieza's Army. He first appeared in "The Mysterious Youth", and was named in the video game*Dragon Ball Z III: Ressen Jinzōningen*. His name is a pun on "Fish".

## Power Level (Namole)

Namole power level is 160

**Power Level;** 160

**Health;** 1300

**Energy;** 30

**Speed:** 30

**Stamina:** 30

**Health;** 30

**Melee;** 10

**Ki Blast;** 20

**Defense;** 10

## Power Level (Fisshi)

Fisshi power level is 130

**Power Level**; 130

**Health**; 1300

Energy; 10

Speed; 30

Stamina; 20

Health; 30

Melee; 10

Ki Blast; 20

Defense; 10
Energy Ball

**Energy Ball**  is a powerful energy sphere attack used and one of its signatures moves of Roberry.

## Overview

Roberry creates a sphere of energy and then fires it at the opponent, inflicting greater damage than the normal energy sphere. The Energy Ball can also be fired more than once at a time.The ball duplicates into five small balls chasing its target and explodes if make contact with anything it touches. This move uses 5 ki.

There's a strong variation of Energy Ball to **Destructive Energy Ball**

This move is similar to Hellzone Grenade except that Energy Ball is a Ball duplicating into five.
Tennenman

**Tennenman** is a purple and blue Saibaman and the second strongest Saibaman in the Dragon Ball Z Game.

It has the ability ability to summon other Saibamen in the former. They also appear as both enemies and a selectable costume for Saibamen in *the Dragon Ball Z Game,* and in *Xenoverse*

## Power Level

Tennenman Power Level is 2,200 (2,400 full power)

**Power level; 2,200/2,400**

**Health; 1300**

### Stats

**Energy; 600**

**Speed; 238**

**Stamina; 509**

**Health; 1,300**

**Melee attack; 200**

**Ki Blast; 400**

**Defense; 300**
Energy Spheres

**Energy Sphere** is a more complex form of the Scatter Shot used by Roberry and Piccolo.

## Overview

Roberry or Piccolo charges up and fires five energy spheres in the opponent's direction, disregarding accuracy and with no intent on actually hitting the enemy. With efficient *ki* control, the multiple energy spheres are suspended in the air, movable energy that stay on the field. Explodes if make contact with an enemy or by touching them. Extra shots can be made with Energy .
Super Front Jump

**Super Front Jump** is an evasive jumping technique that appears in *Dragon Ball: Xenoverse*.

## Overview

The user preforms a forward somersault to avoid attacks or to put some distance between them and the opponent.

## Variations

* **Super Back Jump** - A variation where the user preforms a backward somersault to evade opponents.
Lemurians

Races

Lemurians are a loyal and good natured people. They
are very serious and straight forward. Many consider them to be
greedy and untrustworthy, this is because they look out for themselves
and their families above all else, causing them to steal or even kill without regret if it means the survival of loved ones. Lemurians have tough leathery
scales rather than the sharp hard ones of dragons, and they are naturally well suited to
 desert life as well as a number of other environments. They have tails that range in size from lightly touching
the ground to dragging behind them and sharp claws and teeth. They have a
 variety of horns and spikes that adorn their bodies from the head to
the tail.

#### Racial Bonuses:

+2 Constitution

+1 Strength

Trained: Athletics, Endurance

+2 Martial Fighting

Secondary Skills: Creature Lore

+2 Base Armor

#### Abilities:

Scale Mates- (Passive) Any ally adjacent to you increases their armor by 25% of your armor value.

Shed Skin- (Main Action) Remove all status conditions from yourself, gain 25% of your maximum health in hit points, and your next movement action gets +1 movement. Cooldown- Once/Day.
Head Scissors Rush

**Head Scissors Rush** (ヘッドシザーズラッシュ) is a rush attack used by Videl.

## Overview

As she says "No holding back this time!", Videl kicks the opponent, grabs the opponent's head with her legs, and throws them back. Next, she delivers an elbow hit to their back. Finally, Videl delivers a sweep kick, inflicting a high amount of damage.

## Damage

This move does from the start 610 to 810 (Max) is a Melee-Type move.

## Unlock-able

This move can be unlocked by completing Chapter 1: Mission 3 with Videl defeating Gohan in one-on-one. This move is then unlocked by getting an A or higher.
Vedalken

Races

   Vedalken are tall, cold, and extremely intelligent. They value the pursuit of knowledge and learning above all else.

   Extremely intelligent creatures, Vedalken value the pursuit of knowledge above all else. Their philosophy is that nothing is impossible and that anyone can be anything they wish to be through diligent learning and obtaining the correct tools. They believe in cold hard logic to lead the way and rarely give in to useless feelings or extreme emotions that slow progress. They always ask why and prefer to react intelligently to situations rather than make the first move. Vedalken generally hold positions such as politicians or teachers, and many consider themselves scientists even if it's not their primary profession.

#### Racial Bonuses:

+4 Intelligence

Trained Skills: History, Insight

+3 Arcana

Secondary Skills: Investigation

+1 Base Resistance

#### Abilities:

C

Vedalken Recall- (Free Action) Reroll an intelligence ability check. Cooldown- Once/Day.
Afterimage Technique

**Afterimage Technique** (残像拳 - Zanzōken) is an ability to move so swiftly that an image of the user is left behind.

## Overview

Theoretically, the Afterimage Technique is a move that can be performed (to some degree) in the real world, since it merely requires moving faster than the eye can see. This is a similar phenomenon to that of one moving their hand back and forth very fast, and seeing a sort of afterimage of the hand. However, the speed at which the Z Fighters move their entire bodies is far too much for a normal human to perform.

The image itself cannot perform physical tasks, as it fades through everything. Most often, it is used to dodge an incoming attack and get behind the opponent to perform a counterattack. Its usage is not limited to just counterattacks, though, as it can also be used to confuse enemies: the image is used to distract the enemy, thinking it is the actual fighter, giving the user a chance to perform the actual attack. In early *Dragon Ball*, Afterimages are characterized as being see-through distortions of the users, however, in later parts of the series, they can be easily confused with the user simply moving at great speeds to avoid incoming attacks.
Sūi

**Sūi** (スーイ) is a humanoid alien who work together as foot soldier in Frieza's interplanetary operations. They made their debut in the episode "Frieza Strikes!". Their names derived from the *suika* (Japanese for watermelon).

## Power Level

**Power Level:** 205

**Max Power Level:** 705

**Health:** 5300

**Energy:** 40

**Speed:** 25

**Stamina:** 40

**Health:** 30

**Melee:** 20

**Ki Blast:** 40

**Defense:** 10

## Supers, Special and Ultimate Techniques

**Move (Up); Meteor Crash**

**Move (Down); Mine Throw**

**Move (Right); Beam Strike -** The user shoots an energy ball.

**Move (Left); Arm Cannon -** A Variation of Beam Rifle.

**Special Move; Super Beam Strike -** The User shoots a huge Energy Ball.

**Ultimate Move; Super Arm Cannon -** The User shoots one long Beam towards the enemy.

## Supporting Techniques

**Skill (Up); Super Front Jump**

**Skill (Down); Energy Charge -** Recovers Ki's

**Skill (Right); Arm Cannon Flash -** Blinds the enemy with a flash.

**Skill (Left); Rise to Action -** Recovers Stamina

**Special; Explosive Wave**
Appule

**Appule** (アプール) is an alien antagonist in the *Dragon Ball*series. He is a mid-ranking soldier in Frieza's army, with higher intelligence and power, above the unnamed Frieza Soldiers in ranks, but lower than Zarbon, Dodoria, and Cui. Appule's name is a pun on the fruit "apple."

## Power Level

**Power level; 215**

**HP: 5300**

**Energy; 30**

**Speed: 30**

**Stamina: 20**

**HP: 30**

**Melee Attack: 25**

**Ki Blast; 60**

**Defense: 20**
Litt

**Litt** (リット星人, *Ritto-seijin*) are a race of bird-like warriors from planet Litt who work for Frieza'sGalactic Frieza Army.

## Power Level

Litt Power level is 150. It can reach to 650 when reach to level 100.

**Power Level**; 200

**Health**; 1300

**Energy; 60**

**Speed: 20**

**Stamina; 20**

**Health; 30**

**Melee; 10**

**Ki Blast; 50**

**Defense; 10**
Energy Shot

**Energy Shot** is a chargeable Ki Blast technique uses by Videl, Appule's Race including Orlen, Appule, Nabana, Ramon, and Robery in *Dragon Bal Z*.

## Overview

A basic Ki Blast technique where the user fires a chargeable Ki Blast that is more powerful than a regular Ki Blast as the user puts more energy into the technique by charging it.

## Trivia

* In *Dragon Ball: Xenoverse*, this Super Skill is used by several members of Appule's race including Orlen and Appule himself.
Destructive Energy Ball

**Destructive Full Power Energy Ball** (フルパワーエネルギーボール or 強力エネルギー弾) is a powerful energy sphere similar to Full Power Energy Ball attack used by Roberry.

## Overview

Roberry creates a sphere of energy and then fires it at the opponent, inflicting greater damage than the normal energy sphere. The Energy Ball can also be fired more than once at a time.The ball duplicates into five small balls chasing its target and explodes if make contact with anything it touches.
Self-Destruct (Kaiwareman)

**Self Destruction** (自爆) is simply the act of releasing all of one's energy in an explosive, suicidal blast. It is a last ditch effort, used only when a fighter is not strong enough to defeat his opponent by any other means. Users of this attack often attempt to grab their opponents first, in order to maximize the damage.

## Overview

Technique used as an ultimate skill by Kaiwareman in Dragon Ball Z.

It needs all of his Energy to do this move. This Move can deal up to 2150 Points.

Kaiwareman causes one Big Explosion in the area that releases one Ice Barrier like around him. Anyone touches Kaiwareman, wave or the explosion will be freeze instead of Knocking them out. This move is a Energy Class.
Orlen

**Orlen** is one of Frieza's soldiers on Namek who only appears in the anime. He is the same race as Appule, except he is an yellow with large fangs, no spots on his arms, head, and legs, and red eyes. His name pun could be possibly named after the fruit, "orange".

## Power Level

**Power Level; 260**

**Maximum Power Level; 760**

**Health; 5500**

**Energy; 20**

**Speed: 20**

**Stamina; 10**

**Health; 50**

**Melee; 30**

**Ki Blast; 80**

**Defense; 50**
Ice Barrier

**Ice Barrier** (パーフェクトバリヤー) is an energy ice shield used by Kaiwareman.

## Overview

Kaiwareman curls his arms and legs together as he charges a light blue aura with electric and ice around his body. He then brings them apart and expels a giant ice barrier around his body, capable of blocking certain attacks, similar to the Super Explosive Wave.

## Effect

It always causes 20% of damage to the opponent and 30% to freeze the opponent if the opponent is in the barrier and as a result he freezes them for 5 seconds aloud you to put a good strike combo or a special or even your ultimate move and 20% chance to knock your opponent down. If the Opponent doesn't get knock down or freeze It put them back from the barrier. The Barrier heals your ally's by 20% of health if the ally is in the barrier.

## Stats

This move requires Energy to inflict more damage and 5 slots of Stamina to used this move.

## Others

This move is similar to Cell's "Perfect Barrier" and to Kaiwareman's Ultimate Move.