recursal/Fanatic-Fandom huggingface dataset:
Lavinho

**Lavinho** est un personnage secondaire de Blue Lock. Lavinho est un attaquant brésilien excentrique qui joue en Espagne au FC Barcha. Il vient à Blue Lock pour être le maître-attaquant du FC Barcha à l'occasion de la Neo Egoiste League.

## Histoire

Lavinho apparaît pour la première fois quand Ego présente les maître-attaquants de tous les secteurs aux joueurs qui ont choisi l'Allemagne. Il était torse nu, portait un short et des lunettes de soleil et il était pieds nus. Il a commencé par donner les traducteurs aux joueurs de Blue Lock. Il leur a dit : <<Yo Yo Yo ! Allons-y tranquille Blue Lock boys >>, à la grande surprise des joueurs de Blue Lock qui entendaient du japonais. Otoya lui a demandé si il allait leur apprendre à jouer au foot. Lavinho lui a répondu qu'il n'allait rien leur dire sur le foot. Les joueurs de Blue Lock étaient stupéfaits. Lavinho a continué en disant qu'ils se trouvaient dans la structure qui allait créer le meilleur attaquant, sauf que, selon lui, c'était lui le meilleur, donc aucune chance qu'il leur donne un tuyau. Bachira a dit que le meilleur était Noël Noa. Lavinho, fâché, lui a demandé si il cherchait la bagarre. Bachira a calmement répondu que c'est ce qu'ils avaient dit à la télé. Lavinho a expliqué que peu importe ce que les gens disent, c'était lui le meilleur et qu'il entretenait ce meilleur au fond de lui-même. Bachira a été surpris par cette réponse. Lavinho a pris un ballon et a continué en disant qu'il n'appartient à personne d'autre, c'est un représentation personnelle et que si ils voulaient devenir le meilleur, il ne faut surtout pas écouter les autres. Il leur a raconté que au Brésil, son pays natal, ils ont un mot: la ginga. Ginga signifie se balancer osciller. C'est un mot de capoeira, une fusion d'art martial et de danse. Le haut du corps est souple, presque sans force et les touches sont précises, comme si le ballon était attiré aux pieds. Ce sont les mouvement des stars qu'il a admiré prennent racine dans la ginga, explique Lavinho. Lors du match opposant le Bastard München au FC Barcha, Lavinho inscrit un but après avoir dribblé toute la défense. Noël Noa dira alors que Lavinho est appelé "Le Danseur" car en tombant après s'être fait dribblés, les joueurs font une sorte de danse.
Combat/Autofire

If a ranged weapon has an automatic rate of fire, a character may set it on autofire. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective Defense of 10. (If the character does not have the Advanced Firearms Proficiency feat, he or she takes a -4 penalty on the attack roll.) If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the weapon's damage. Autofire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it.

Autofire is not the same thing as burst fire, which involves firing a short burst at a specific target. Firing a burst requires the Burst Fire feat. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat, it's treated as a standard attack. The attack, if successful, only deals normal damage - all the extra ammunition the character fired is wasted.

Some firearms (particularly machine guns) only have autofire settings and can't normally fire single shots.

**Table: Feats**
Attacks of Opportunity

The melee combat rules assume that combatants are actively avoiding attacks. A player doesn't have to declare anything special for his or her character to be on the defensive. Sometimes, however, a combatant in a melee lets his or her guard down, and doesn't maintain a defensive posture as usual. In this case, combatants near him or her can take advantage of this lapse in defense to attack for free. These attacks are called attacks of opportunity.

### Provoking an Attack of Opportunity

Two actions can provoke attacks of opportunity: moving out of a threatened square, and performing an action within a threatened square that distracts from defending and lets the character's guard down.

**Moving out of a Threatened Square:** When a character moves out of a threatened square, that character generally provokes an attack of opportunity. There are two important exceptions, however.

A character doesn't provoke an attack of opportunity if all he or she moves is a 5-foot step, or if the character withdraws.

If the character doesn't start in a threatened square, but moves into one, the character has to stop there, or else he or she provokes an attack of opportunity as he or she leaves that square.

**Performing an Action that Distracts the Character:** Some actions, when performed in a threatened square, provoke attacks of opportunity because they make a character divert his or her attention from the fight at hand. Using a ranged weapon, in particular, provokes attacks of opportunity. Table: Actions in Combat notes many additional actions that provoke attacks of opportunity.

### Making an Attack of Opportunity

An attack of opportunity is a single melee attack, and a character can only make one per round unless a feat or class ability would allow more. A character does not have to make an attack of opportunity if he or she doesn't want to.

A character makes his or her attack of opportunity at his or her normal attack bonus-even if the character has already attacked in this round.

**Threatened Squares:** A character threatens the squares into which he or she can make a melee attack, even when it is not the character's action. Generally, that's all squares adjacent to the character's position, however, weapons with reach may threaten further away. An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from the character. A character can only make attacks of opportunity with melee weapons, never with ranged weapons.

**Weapon Type:** A character can use a melee weapon to make attacks of opportunity whenever the conditions for such an attack are met. In addition, a character can make attacks of opportunity with unarmed attacks if the character's unarmed attacks count as armed (see "Armed" Unarmed Attacks).
Basics

The following **Basics** are for reference to all game play throughout D20 Modern.

 There are 7 standard types of dice used in d20 Modern. d4, d6, d8, d10, d12, d20, and d%.

Most people are familiar with 6 sided die where each side has one number of each 1-6. That is known as a d6. This will expand no that.

## Dice Notation

Die rolls are expressed in the format: #dx+y

[#] die type [+/- modifiers]
# is the number of the die to be rolled. If there is no number before the "d", assume 1.
d means that a die is needed to be rolled
x is the type or "size" of the die, that is the number of sides on a the polyhedron.
*Example: 3d6+2 means: "Roll 3 six sided dice. Add the result of the three dice together. Add 2."*

These rules use the following die notations:

The d20 is used to determine results in combat and when making skill checks, ability checks, and saving throws. in other words, the d20 determines whether you succeed at an action.

The other dice (d4, d6, d8, d10, and d12) are used to determine what happens after you succeed. Usually, the other dice come into play after you make a successful attack roll to determine how much damage the attack deals to the target.

## BASIC TASK RESOLUTION SYSTEM

These rules assume a standardized system for determining the success or failure of any given task. That system is:

d20 + Modifiers vs. Target Number (DC)
The Modifiers and Target Number are determined by the type of task. These rules will often provide a simple example of a task and a target number, usually provided as a "DC#" where the # is the target value.

### Table: Difficulty Class Examples

If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure.

## ROUNDING FRACTIONS

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

**Exception**: Certain rolls, such as damage and hit points, have a minimum of 1.

## MULTIPLYING

Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3), because 2 + (2-1) = 3.

## Natural 1's and 20's

When a 1d20 is rolled and the result is either a 1 ("nat 1") or a 20 ("nat 20") before modifiers, there may be special rules. This is typically only the case for attacks and saves.

Unless the rules state otherwise:

A "natural 20"  on the die roll is **not** an automatic success.

A "natural 1"  on the die roll is **not** an automatic failure.

Age

Allegiances

Action Points

Ability Scores

Saving Throws
Fiends, General

Fiends vary wildly. GMs are encouraged to design their own fiends using the information provided in the Table: Outsiders and below. Several sample fiends are given below.

##### Species Traits

Fiends have the following traits:

**Variable Size**: Depending on their size, fiends gain a size bonus or penalty on attack rolls, a size bonus or penalty to Defense, and a size bonus or penalty on Hide checks and grapple checks. See Table: Creature Sizes for attack and Defense modifiers based on size, as well as for a fiend’s typical fighting space and reach.

**Natural Armor**: A fiend has preternaturally tough skin and gains a natural armor bonus to Defense. The bonus depends on its size, and higher bonuses are allowable: Tiny or smaller +2, Small +5, Medium-size +9, Large +14, Huge +16, Gargantuan +18, Colossal +20.

**Immunities (Ex)**: A fiend is immune to one or more specific types of energy or weapon damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.

**Resistance to Energy (Ex)**: A fiend is resistant to one or more specific types of energy damage. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction.

**Damage Reduction (Su)**: Some fiends have damage reduction. Roll on Table: Fiend Immunities, Resistances, and Damage Reduction to determine whether a fiend has damage reduction. If the campaign includes few or no magic weapons, the GM should consider allowing specific types of weapons to ignore a fiend’s damage reduction or contrive some other special vulnerability (see Creature Weaknesses for suggestions).

**Telepathy (Su)**: ): Fiends with an Intelligence of 6 or higher can communicate telepathically with any creature within 100 feet that has a language.

**Allegiances**: All fiends have a primary allegiance to evil. Fiends may also have an allegiance to either chaos or law.

**Bonus Feat**: Fiends gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat.

**Automatic Languages**: Fiends can speak Abyssal (the language of demons) and a number of additional languages equal to their Intelligence bonus. Fiends with an Intelligence of 8 or higher can also read and write these languages.

**Advancement**: By character class.

**Table: Fiend Immunities, Resistances, and Damage Reduction**
Combat/Attack Roll

An attack roll represents a character's attempts to strike an opponent on the character's turn in a round. When a character makes an attack roll, he or she rolls 1d20 and adds his or her attack bonus (see Ranged Attacks and Melee Attacks below). If the result equals or beats the target's Defense, the character hits and deals damage. Many modifiers can affect attack rolls.

A natural 1 (the d20 comes up 1)  on the attack roll is always a miss. A natural 20 (the d20 comes up 20)  is always a hit. A natural 20 is also always a threaten critical - a possible critical hit.

If the character is not proficient in the weapon he or she is attacking with (the character doesn't have the appropriate Weapon Proficiency feat), that character takes a -4 penalty on the attack roll.

### Base Attack Bonus

**Base Attack Bonus** (BAB) is a fundamental stat of a hero character as it drives every attack roll and is required to meet a minimum before entering an advanced class or to gain some feats. Every Class provide this bonus. BAB is always positive and cannot be lowered. Add the BAB for each each level of each class to get the hero's total BAB.

A resulting value of +6 or higher provides the hero with multiple attacks in the same round, however, a character must use a full attack, which is a full-round action, to use these additional attacks. The additional attacks are at a -5 for every attack after the first in the round.

### Size Modifier

Creature **Size Categories** are defined differently from the size categories for weapons and other objects. Since this size modifier applies to Defense against a melee weapon attack or a ranged weapon attack, two creatures of the same size strike each other normally, regardless of what size they actually are. Creature sizes are compatible with vehicle sizes.
Control Object

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
**Control Object**
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester telekinetically animates an inanimate object, making it move under his or her control. The controlled object moves with jerky and clumsy movements. The object can move at a speed of 10 feet. A controlled object can make a slam attack with an attack bonus of +0, dealing 1d4 points of bludgeoning damage.
Daze (Psionic Power)

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
**Daze**
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

This power afflicts the target with Dazed, clouding the mind of a Medium-size or smaller target so that he or she takes no actions. Creatures of 5 or more HD or levels are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but the subject can’t move or take actions.
Fire Bolt

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
**Fire Bolt**
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

A bolt of fire shoots from the manifester. He or she must succeed at a ranged touch attack to deal damage to a target. The bolt deals 1d6+1 points of fire damage and the target may catch on fire.
Craft/mechanical

**:** Intelligence

**T:** No

**AP:** Do not apply.

## Checks

This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

 Advanced (jet engine) | 20 | 30 | 60 hr.

### Special

* A character without a mechanical tool kit takes a -4 penalty on Craft (mechanical) checks.

###

**Table: Feats**
Adventurer

Adventurers include professional daredevils, big-game hunters, relic hunters, explorers, extreme sports enthusiasts, field scientists, thrill-seekers, and others called to face danger for a variety of reasons.

### Requirements

To gain the Adventurer occupation, the following criteria are required:

     **Minimum Age:** 15+

### Skills

Choose two of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*

### Feat

Select one of the following feats:

**Table: Feats**
Combat/Movement

Characters generally don’t walk during combat — they hustle or run. A character who moves his or her speed and takes some action is hustling for about half the round and doing something else the other half.

### Hampered Movement

**Table: Hampered Movement**
 1. May require a skill check

Difficult terrain, obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling.)
In some situations, movement may be so hampered that characters don’t have sufficient speed even to move 5 feet (1 square). In such a case, a full-round action may be used to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (players can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to the character.)

Running or charging through any square that would hamper movement is prohibited.

Movement in Darkness
If a character moves when he or she can’t see, such as in total darkness, his or her speed is limited to one-half normal. The Blind-Fight feat reduces this penalty.
### Passing Through

Sometimes a character can pass through an area occupied by another character or creature.

Friendly Character
A character can move through a square occupied by a friendly character. They cannot stop on that square. If there is no more available movement remaining, then the character cannot move farther than one square short of the friendly creature.
Unfriendly Character
There are two ways to move through a square occupied by a resisting enemy. The character can attempt an overrun. Or the character can attempt to tumble through a square occupied by an enemy (if the character has ranks in the Tumble skill; see the skill description).
A character can move through a square occupied by an unfriendly character who doesn’t resist as if the character was friendly.

Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger or three categories smaller than it is.
Cat

**Type:** Animal

**SPOILERS: GM Only Content Below! SPOILERS**
*Only read below this line if you are the GM or the GM gives permission.*

CR: 1/4

**HD:** 1/2
**Advancement HD:** None

## Combat

HP: **2**
**HD:** 1/2d8
**Massive Damage:** 10
Hit DC: **14**
     (Dex): +2
     Size: +2
**Touch DC:** 14
**Flat-Footed DC:** 12
BAB: **+0**
**Grapple:** -12
     (Str): -4
      **Attack 1:** +4 melee melee (1d2-4, claw; bludgeoning)

Full Attacks
 General Stats
Initiative: **+2**
**Fight Space:** 2 1/2 ft. X 2 1/2 ft.
**Reach:** 0 ft.
Base: **30 ft.**
     **Run:** x4 (120 ft.)
**Light:** up to 8 lb.
**Medium:** 8-15 lb.

## Special Traits

Low-Light Vision (Ex)
A creature with low-light vision can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
\*Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the cat’s Hide bonus rises to +8. Cats use their Dexterity modifier for Climb checks.
## Skills

* (Dex)

 +10
* AP (Str) +5
* AP (Dex) +17 (+21 in tall grass or heavy undergrowth)
* AP (Str) +6
* AP (Dex) +9

**Table: Cat Skills**

## Feats

**Table: Feats**
 Weapon Finesse | Proficient with selected weapon, BAB +1.
Cautious

You are especially careful with tasks that may yield catastrophic results.

## Benefit

The character gets a +2 bonus on all Demolitions checks and Disable Device checks.

###

Remember that the Demolitions skill and the Disable Device skill can't be used untrained.

###

Smart Hero, Daredevil, Field Medic, Field Scientist, Infiltrator, and Techie.
Energy Drain

Blindsight (Ex)
Breath Weapon (Su)
Constrict (Ex)
Damage Reduction (Su)
Darkvision (Ex)
**Energy Drain** (Su)
Fast Healing (Ex) | Fear Aura (Su)
Gaze (Su)
Immunity (Ex)
Improved Grab (Ex)
Invisibility (Su)
Low-Light Vision (Ex)
Poison (Ex)
Power Resistance (Ex)
Psionics (Sp) | Scent (Ex)
Spell Resistance (Ex)
Spells (Sp)
Swallow Whole (Ex)
Trample (Ex)
Turn Resistance (Ex)
Regeneration (Ex)

**Energy Drain** (Su): This attack saps a living opponent’s vital energy. With each successful melee attack, the creature bestows one or more negative levels. If an attack that includes an energy drain scores a critical hit, it drains double the given amount. For each negative level inflicted on an opponent, the draining creature heals 5 points of damage. If the amount of healing is more than the damage the creature has taken, it gains any excess as temporary hit points that remain for a maximum of 1 hour.

For each negative level, the opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation). A character with spellcasting ability loses the ability to cast one spell of the highest level he or she can cast (player’s choice); this loss persists until the negative level is removed.

Negative levels remain until 24 hours have passed or until removed with a spell. If a negative level is not removed before 24 hours have passed, the afflicted opponent must attempt a Fortitude save with a DC of 10 + 1/2 draining creature’s HD + draining creature’s Charisma modifier (the exact DC is given in the creature’s Species Traits). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is reduced by one. A separate saving throw is required for each negative level.

A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain, might rise as an undead creature of some kind.
Distract

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
**Distract**
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester causes the target’s mind to wander, distracting him or her. Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.
Combat Prescience

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
**Combat Prescience**
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester gains a +2 insight bonus on his or her attack rolls for the duration of the power.
Blinded

The hero or creature can't see at all, and thus everything has total concealment to him or her. The character has a 50% chance to miss in combat. Furthermore, the blinded character has an effective Dexterity of 3, along with a -4 penalty on the use of Strength-based and Dexterity-based skills. This -4 penalty also applies to Search checks and any other skill checks for which the GM deems sight to be important. The character can't make Spot checks or perform any other activity (such as reading) that requires vision. Heroes who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the GM's discretion).
Shy Guy

Shy Guy was a houseguest on Big Brother Plush 1. He placed 12th out of 21 and won Fan Favorite.

"I'm Shy Guy and I'm creepy."

## Gameplay

Shy Guy is a mastermind. There's no other way around it. Starting in week 1, Shy Guy spied on Kaleb and Mario as the Good Guys began to form, and with this knowledge he gathered Scoop, Wasabi, and Zinger (and later Wario) to rebel against them and vote them out. However, Shy Guy told this info to the Good Guys, blaming the creation on Scoop and claiming he was only added to it. Therefore, Shy Guy was nominated and subsequently evicted. When Scoop would not admit that he was the creator of the alliance, the Good Guys questioned Shy Guy, to which he claimed that he didn't want to ruin his game but it was Wasabi that created it. This was false, but the Good Guys were understanding. Shy Guy even won Head of Household to prove his loyalty to the Good Guys rather than the Bad Guys, and so Wasabi was voted out. Wasabi pinned the blame on Shy Guy. The good guys were skeptical, but Shy Guy pleaded innocent and the Good Guys believed him. They continued to work with him. Then, in the second double eviction, Shy Guy's only enemy won Head of Household, that being Zinger. He planned to backdoor Shy Guy using two Good Guy members. Of course, when Shy Guy was renominated, he was evicted unanimously, cause who would vote out Yago?

## Trivia

* Shy Guy was evicted in the second unanimous vote of the season
* Shy Guy was the third houseguest to be evicted with an Hoh win.
* Shy Guy won fan favorite
	+ This means that he was Risk's favorite
Meguru Bachira/Personnalité et Relations

PERSONNALITÉ

Bachira a un comportement et une personnalité plutôt excentriques. Il est généralement très énergique, joyeux et enthousiaste pendant les matchs, perdant rarement son sang-froid et sa volonté de jouer, décrivant le football comme quelque chose d'amusant à jouer avec les autres. Il a tendance à s'endormir à des moments inattendus, comme montré au début où, lors du début du test du loup il a été retrouvé endormi. Il dort surtout trop longtemps et finit par compter sur Isagi ou Kuon pour le réveiller, puis s'endort pendant leurs réunions d'équipe ; il est également connu pour s'endormir pendant les repas.

Pendant son enfance, il a été activement victime d'intimidation en raison de sa personnalité excentrique et de ses compétences exceptionnelles dans le football, ce qui a entraîné une forme de traumatisme où il a peur d'être seul.

Ce traumatisme amène Bachira à créer un ami imaginaire qui est un « monstre » ; Plus précisément un monstre du football car il motive Bachira et ses jeux dans le jeu. Ce n'est qu'après son arrivée à Blue Lock que Bachira commence à faire face à son traumatisme car il trouve des personnes qui lui ressemblent et peut appeler un ami, comme Yoichi Isagi. On peut voir Bachira se lier d'amitié avec toutes sortes de personnes malgré son comportement quelque peu étrange, notamment Isagi, Rin, Chigiri et Kunigami.

Après le match revanche entre l'équipe blanche d'Isagi et l'équipe rouge de Rin, Bachira a dépassé son traumatisme précédent et a décidé d'être plus confiant et dominant sur le terrain. Il veut également devenir le meilleur attaquant du monde, qui ne marque que pour lui-même, et ne passera donc le ballon que s'il a le potentiel de l'exciter et de l'aider à jouer le genre de football qu'il veut jouer.
Fey

A fey is a creature with supernatural abilities and connections to nature or some other force or place. Fey are usually human-shaped. See Table: Fey for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d6.

**Base Attack Bonus:** 1/2 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Will.

**Skill Points:** 3 x Int score, plus 2 points per Hit Dice beyond 1 HD.

**Feats:** 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Fey share the following additional traits.

**Weapon and Armor Proficiency:** A fey receives either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. Fey are proficient with any weapon mentioned in their entries. Fey noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

**Low-Light Vision (Ex):** Most fey have low-light vision.
Exotic Firearms Proficiency

Choose a weapon type from the following list: cannons, heavy machine guns, grenade launchers, and rocket launchers.

Requirements
**:** Personal Firearms Proficiency and Advanced Firearms Proficiency.

## Benefit

The character makes attack rolls with the weapon normally. You understand how to use all weapons within that group in combat.

###

A character who uses a weapon without being proficient with it takes a -4 penalty on attack rolls.

###

A character can gain this feat as many as four times. Each time a character takes the feat, he or she selects a different weapon group.

###

Soldier
Scoop

Scoop was a houseguest on Big Brother Plush 1. He placed 21st out of 21.

"I'm Scoop and I'm coolio... cringy."

## Gameplay

Scoop quickly aligned with Shy Guy, Wasabi and Zinger in the Bad Guys alliance. Unfortunately, Shy Guy, the creator, was never truly loyal, and spread false information to the other houseguests about how he created the alliance. This led to his demise.

## Trivia

* Scoop was the first houseguest to be evicted in the entire series.
* He was the first Beanie Baby to be evicted.
	+ He was also the first Ty product to be evicted.
Blue Collar

Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.

### Requirements

To gain the Blue Collar occupation, the following criteria are required:

     **Minimum Age:** 18+

### Skills

Choose three of the following skills as permanent class skills:

*Note: If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.*
Autohypnosis

You have trained your mind to resist certain injuries and threats while also gaining a few select benefits.

**:** Wisdom

**T:** Yes

**AP:** Yes

**:** Battle Mind and Shadow Slayer.

## Checks

In response to a fear effect, you can make an Autohypnosis check on your next action even if you’ve been overcome by fear. A successful check grants you another saving throw with a +4 morale bonus to resist the fear effect.

You can attempt to memorize a long string of numbers, a long passage of verse, or other particularly difficult piece of information. Each successful check allows you to memorize up to 250 words or the equivalent of what could be comfortably contained on an 8 1/2-by-11-inch sheet of paper. You always retain this information; however, you can only recall it with a successful Autohypnosis check.

In response to being poisoned, you can make an Autohypnosis check on your next action. A successful check grants you a +4 morale bonus on your saving throw to resist the poison’s secondary damage.

If reduced to 0 hit points (disabled), you may make an Autohypnosis check. If successful, you can perform a strenuous action without taking 1 point of damage. A failed check carries no penalties—you can choose not to perform the strenuous action. If you do perform the strenuous action after failing the check, you take 1 point of damage, as normal.
Combat Martial Arts

You are a skilled attacking and dealing damage with unarmed strikes.

Requirements
**:** +1

## Benefit

With an unarmed strike, the character deals lethal or nonlethal damage (the character's choice) equal to 1d4  + the character's Strength modifier. The character's unarmed attacks count as armed, which means that opponents do not get Attacks of Opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.

###

Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

###

Improved Combat Martial Arts and Advanced Combat Martial Arts.

###

Strong Hero.

**Combat Martial Arts** is a required feat to enter the Martial Artist advanced class.
Double Tap

You can make two quicks shots with a firearm as a single attack.

Requirements
**:** Dexterity 13
**:** Point Blank Shot

## Benefit

When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a -2 penalty on this attack, but deals +1 die of damage with a successful hit.

Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

###

Bodyguard, Gunslinger, Investigator, and Fast Hero.
Gamble

Use **Gambling** to gain money through games of chance, including poker, roulette, and betting on horse races. games does not apply to gmes in which luck is the only factor, such as slot machines or lotteries.

**:** Wisdom

**T:** No

**AP:** No

**:** Gunslinger, Negotiator, and Dedicated Hero.

## Checks

**Table: Gamble Bonuses**
 40 or more | +5

To join or start a game, a character must first pay a stake. The character sets the purchase DC of the stake if he or she starts the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (purchase DC 4) to astronomical (purchase DC 24). A character cannot take 20 when purchasing a stake.

If the stake is within the character's means (it is equal to or less than his or her Wealth bonus), the character stands no chance of winning any significant amount. The character might come out ahead, but the amount is not enough to affect his or her Wealth bonus. Since paying the stake didn't cost any points of Wealth bonus, the character doesn't lose anything either. If the stake is higher than the character's Wealth bonus (before applying any reductions from purchasing the stake), the character gets a +1 bonus on his or her Gamble check for every point the purchase DC is above the character's Wealth bonus.

The character's Gamble check is opposed by the Gamble checks of all other participants in the game. (If playing at a casino, assume the house has a Gamble skill modifier equal to the stake purchase DC. Regardless of the stake purchase DC, the house does not get a bonus on its Gamble check for the purchase DC.) If there are many characters participating, the GM can opt to make a single roll for all of them, using the highest Gamble skill modifier among them and adding a +2 bonus to the check.

If the character beats all other participants, he or she wins and gains an increase to his or her Wealth bonus. The amount of the increase depends on the difference between the character's check result and the next highest result among the other participants.

**Table: Gamble Feats**
Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. See Table: Aberrations for physical ability scores, recommended minimum Hit Dice, and damage based on size.

**Hit Die:** d8 .

**Base Attack Bonus:** 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

**Good Saving Throws:** Will.

**Skill Points:** 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

**Feats:** Int modifier (minimum +0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Aberrations share the following additional traits.

**Weapon and Armor Proficiency:** Aberrations receive one of the following as a bonus feat:
Archaic Weapons Proficiency or Simple Weapons Proficiency.

They are proficient with their natural weapons and any weapon mentioned in their entries. Aberrations noted for wearing armor gain the Armor Proficiency bonus feat for whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

**Darkvision (Ex):** Most aberrations have darkvision with a range of 60 feet.
Flesh Golem, Huge

CR: 13

**HD:** 20
**Advancement HD:**
     10-18 HD; (Large)
     19-27 HD; (Huge)

## Combat

HP: **150**
**HD:** 20d10  + 40
**Massive Damage:** N/A
Hit DC: **19**
     (Dex): -2
     Size: -2     Natural Armor: 13
**Touch DC:** 6
**Flat-Footed DC:** 19
BAB: **+15**
**Grapple:** 32
     (Str): +9
      **Attack 1:** +22 melee melee (4d6+9, slam; bludgeoning)

Full Attacks
 General Stats
Initiative: **-2**
**Fight Space:** 15 ft. X 15 ft.
**Reach:** 15 ft.
Base: **30 ft.**
     **Run:** x1 (30 ft.)
**Light:** up to 2796 lb.
**Medium:** 2797-5598 lb.

## Special Qualities

**Construct:** Flesh golems have the traits and immunities common to constructs.

**Speed:** Flesh golems can't take run actions.

**Berserk (Ex):** When a flesh golem enters combat, there is a cumulative 1% chance each round it will go berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). Following such a successful check, it takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%.

**Magic Immunity (Ex):** A flesh golem is immune to all spells, psionic powers, spell-like abilities, and supernatural effects, except as follows. Attacks that deal fire or cold damage slow it for 2d6 rounds, with no saving throw (see the *slow* spell). A slowed golem can take only one move or attack action each turn. Additionally, the slowed golem takes a -2 penalty to Defense, melee attack rolls, melee damage rolls, and Reflex saves. Any amount of electricity damage dealt to the golem breaks the slow effect and cures 1 point of damage for each 3 points of damage it would otherwise deal. The golem rolls no saving throw against effects that deal electricity damage.

**Damage Reduction 15/+1 (Su):** In campaigns without magic weapons, the GM can either disregard the golem's damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).
Creative

You have a creative streak.

## Benefit

Pick two of the following skills:

* Craft (visual art)
* Craft (writing)
* Perform (act)
* Perform (dance)
* Perform (keyboards)
* Perform (percussion instruments)
* Perform (sing)
* Perform (stand-up)
* Perform (string instruments)
* Perform (wind instruments)

The character gets a +2 bonus on all checks with those two skills.

###

A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

###

Charismatic Hero and Personality.
Domination

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
**Domination**
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester can control the actions of a Medium-size or smaller creature. The manifester establishes a telepathic link with the target’s mind. If the manifester and his or her subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the target is experiencing but does not receive direct sensory input from him or her.

The target resists this control, and if forced to take an action that goes against his or her nature he or she receives a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are ignored, regardless of the result of the saving throw.

Once control is established, the range at which it can be exercised is unlimited. The manifester need not see the target to control him or her.
Attraction

Brain Lock
Burst
Charm Person
Clairaudience/voyance
Claws of the Bear
Combat Focus
Combat Precognition
Combat Prescience
Concussion
Control Object
Darkvision
Daze
Detect Psionics
Detect Thoughts
Distract
Domination
Electric Charge
Far Hand
Far Punch
Finger of Fire
Fire Bolt
Fire Storm
Forced Mindlink
Greater Bioweapon
Inflict Pain
Lesser Bioweapon
Lesser Body Adjustment
Lesser Concussion
Lesser Domination
Lesser Mindlink
Levitate
Lightning Strike
Mental Blast
Metaphysical Weapon
Mindlink
Mind Probe
Missive
Natural Armor
Negate Psionics
Object Reading
Power Resistance
Psychofeedback
Sending
Psychic Impressions
Suggestion
Tailor Memory
Telekinesis
Valor
Verve
Vigor
Whitefire

## Description

The manifester plants a compelling attraction in the mind of the target. The attraction can be toward a particular person, an object, an action, or an event. The power’s target takes reasonable steps to meet, get close to, attend, find, or perform the object of its implanted attraction. For the purposes of this power, “reasonable” means that while fascinated, the target doesn’t suffer from blind obsession. The target will not undertake obviously self-destructive actions. The subject can still recognize danger, but will not flee unless the threat is immediate. If the manifester makes the target feel an attraction to the manifester, the manifester can’t command the subject indiscriminately, although he or she will be willing to listen to the manifester (even if the subject disagrees). This power grants the manifester a +4 bonus to his or her Charisma modifier when dealing with the subject.
Otoya Eita

33 (anciennement)

Team B (Chapitre 95)

3rd Clear Team (anciennement)

<br />
<br />

33 <small>(anciennement)</small>

Team B <small>(Chapitre 95)</small><br>

3rd Clear Team <small>(anciennement)</small><br>

## Apparence

Otoya est un joueur plutôt grand. Ses cheveux sont fins et lui tombent devant les yeux. Dans l'Anime, sa mèche est rendue verte.

## Compétences

**Déplacements de Ninja :** Ce style de jeu permet à Otoya de se déplacer sans être vu par ses adversaires. Grâce à sa vitesse et son passage dans l'angle mort, il est trop rapide pour ses adversaires qui se demande quand est-ce qu'il est passé dans leur dos. Cette arme lui donne d'ailleurs le nom de "Ninja"

## Compétences

**Déplacements de Ninja :** Ce style de jeu permet à Otoya de se déplacer sans être vu par ses adversaires. Grâce à sa vitesse et son passage dans l'angle mort, il est trop rapide pour ses adversaires qui se demande quand est-ce qu'il est passé dans leur dos. Cette arme lui donne d'ailleurs le nom de "Ninja"
Gin Gagamaru

## Apparence

<small>

Gagamaru est un très grand jeune homme aux longs cheveux Noirs colorés argentés à certains endroits qu'il garde en chignon. Il a de grands yeux noirs et deux cicatrices à l'oreille gauche causées par une attaque d'un ours. Il porte l'uniforme blue lock.</small>

## Répliques

• **{ à Reo Mikage}** 《Tu n'es qu'une copie après tout. Petit caméléon qui vit au dépend des autres.》

• **{** **à La Team Z}** 《Ma meilleure arme, c'est de pouvoir jouer collé serré.》
Improved Trip

You are trained at tripping opponants and following through with an attack.

Requirements
**:** Intelligence 13
**:** Combat Expertise

## Benefit

The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt.

###

Smart Hero
Builder

You have a knack for building things.

## Benefit

Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft (structural). The character gets a +2 bonus on all checks with those skills.

###

The character can select this feat twice. The second time, the character applies it to the two skills he or she didn't pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used untrained.

###

Smart Hero and Techie.