recursal/Fanatic-Fandom huggingface dataset:
Character Categories of All Kinds Wiki

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PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Learn and Discover Gang

*For the V Smile Baby game, see Learn and Discover Home. For the made up show, see Learn and Discover Home (Series).*

## Learn Discover Gang

### Inspiration

Learn and Discover Home

**Learn Discover Gang** is a group of animals led by Kitty. There are 5 members, and they are inspired by Learn and Discover Home.

## Group Description

Come along and play today, we'll have fun in our special way! These fun animals teach you different lessons in colors, numbers, shapes, animals, and music! Get ready to watch and learn about so many new things.

## Members

1. Bunny
2. Puppy
3. Squirrel
4. Birdie
5. Kitty
Birdie (Learn and Discover Home)

Hi! I'm a green birdie!

**Birdie** is a green bird introduced in Learn and Discover Home and a main character of its series, along with Bunny, Puppy, Squirrel, and Kitty.

## Biographical Facts

1. Birdie likes to fly in the sky.
2. He sings when he is happy.
3. He likes to eat berries.

## Physical Appearance

Birdie, as his name states, is a green bird. His full body is green, but his beak and feet are orange.

## Birdie's Role in V Smile Baby

Birdie's song is titled Hide and Seek, and it is sung to the tune of London Bridge.

### Song Lyrics

The animals have come to play

A game with you here today

They will hide then peekaboo

Yay! You found them!

### Activity

If you press the green square, you get introduced to Birdie's Animal Buddies. The topic is animals and a series of characteristics for each one.

Activities: Bunny's Color Bubble Bath • Puppy's Stacking Number Blocks • Squirrel's Shape Adventure • Birdie's Animal Buddies • Kitty's Perfect Band • Baby Sign Language
Conversion statistiques Warhammer - 5e

Caractéristiques

M= vit

CC=Bonus à l'attaque au corps a corps

CT=Bonus à l'attaque à distance

F=Force

E=Constitution

B= PV

Dex = Dex

I = Bonus à l'initiative

A = Attaque supplémentaire

Soc = persuasion/tromperie

Int = Intelligence

Cd = Intimidation

Cl = Sagesse

FM = Charisme

Conversion % en dd

30 % dd5

20% dd10

10% dd15
Les Grandes Portes Wiki

**Welcome to the Les Grandes Portes Wiki!**
Traduction pour la 5e. Le but est de fournir aux joueurs de mon serveurs les outils pour étayer la création de leurs personnages. Mais également de chercher des informations sur un personnage précis.

1°/ Origines

Conversion statistiques Warhammer - 5e

Historiques
Baby Sign Language

**Baby Sign Language** is an activity that is in the Watch and Learn mode in every V Smile Baby game.

## Activity Description

Would you like to learn about a language you say with your hands? What carefully and you'll learn how!

## Roles in V Smile Baby

### Learn and Discover Home

In Learn and Discover Home, the signs are demonstrated by babies with different colored shirts. The sign language category is a series of first words that some babies have time to say.

#### Signs Demonstrated

Activities: Bunny's Color Bubble Bath • Puppy's Stacking Number Blocks • Squirrel's Shape Adventure • Birdie's Animal Buddies • Kitty's Perfect Band • **Baby Sign Language**
Puppy's Stacking Number Blocks

**Puppys Stacking Number Blocks** is an activity in Learn and Discover Home hosted by Puppy. It can be introduced by pressing the blue triangle.

## Activity Description

Puppy loves to count. Join Puppy as he counts blocks and other fun things in his home.

## Modes

### Play Time

Press the color buttons to learn numbers one to five.

### Watch and Learn

Puppy will teach about numbers, numerals, and counting.

### Learn and Explore

Help Puppy count her blocks by pfessing the correct number of buttons when asked.

## Numbers

### 1 (One)

1. One carrot
2. One car
3. One crayon
4. One ball
5. One apple

### 2 (Two)

1. Two bananas
2. Two oranges
3. Two strawberries
4. Two starfish

### 3 (Three)

1. Three ducks
2. Three cars
3. Three balls

### 4 (Four)

1. Four oranges
2. Four balls

## Song

There are 5 fingers on your hand

Let's count them all together

1, 2, 3, 4, 5

1, 2, 3, 4, 5

1, 2, 3, 4, 5

Now clap them all together! by L V Beethoven

Activities: Bunny's Color Bubble Bath • **Puppy's Stacking Number Blocks** • Squirrel's Shape Adventure • Birdie's Animal Buddies • Kitty's Perfect Band • Baby Sign Language
Meunier

+ Ces personnages ont une bonne compréhension des principes de la mécanique et des méthodes de construction. Bien qu'ils soient habitués à travailler avec d'autres personnes, ils sont tout à fait capable d'exécuter eux même la plupart des travaux ; avec un modificateur de +2 sur les Tests de Construction. Ils sont familiarisés avec les outils et la terminologie du travail du bois et du métal. Ils sont aussi capable de tracer des plans et peuvent interpréter les dessins techniques quelque soit leur niveau de complexité ou leur manque de clarté.
* Travail de la pierre
	+ Le Personnage à l'habitude de ce type de travail et peut construire toutes sortes de choses en pierre comme des piliers ou autres éléments de construction. Il peut aussi graver de petites pièces de décoration telles que des frises ou des gargouilles. Ils sont familiarisés avec les outils, les techniques de travail de la pierre et connaissent toutes les catégories de pierres de construction. Ils gagnent la maîtrise du travail de la pierre.
* Travail du bois
	+ Les personnages ont une expérience du travail du bois, fabrication d'objets comme meuble, des installations domestiques, des coffres, des wagons, etc. Ils sont familiarisés avec les outils et les techniques de travail de bois, et connaissent toutes les catégories de bois de construction. Ils gagnent la maîtrise du travail du bois

### Dotations

* un moulin
* 2D6 sacs de blé
* outils
* 1D6 couronnes

### Débouchés :

* Bûcheron (Basique)
* Chasseur (Basique)
* Garde-chasse (Basique)
* Patrouilleur rural (Basique)
* Voyageur (Basique)
Vocabulary Friends

**Vocabulary Friends** are a group of children led by Aspen Clark. There are 6 members, and they are inspired by Baby Shakespeare, a Baby Einstein video.

## Group Description

A, B, C, D, E, F, G, six children for you and me! These six girls are very intelligent and know their ABCs very well! Led by the smart Aspen Clark, they can learn any kind of vocabulary word!

## Members

1. Aspen Clark
2. Dakota Gonzalez
3. Dylan Gonzalez
4. Gabrielle Margas
5. Madeline Pluto
6. Sierra Clark

## Personalities

1. Aspen is smart.
2. Dakota is optimistic.
3. Dylan is caring.
4. Gabrielle is sporty.
5. Madeline is talented.
6. Sierra is positive.

## Hobbies

1. Aspen likes solving problems.
2. Dakota and Dylan like to share.
3. Gabrielle likes to watch and play sports.
4. Madeline likes to sing.
5. Sierra likes to have a positive attitude.

## Trivia

* Every Vocabulary Friend appears in more than one Baby Einstein video except Dakota and Dylan.
* All the members in this group are girls and there are no boys until Baby Van Gogh.
* Dylan and Dakota are identical twins, so their names were displayed in Beethoven's 9th Symphony so the viewer does not get confused.

## Birthdays (6/6 revealed)

1. Aspen: October 1st
2. Dylan & Dakota: December 9
3. Gabrielle: September 22nd
4. Madeline: Movember 6th
5. Sierra: June 4th

## Sorted by Last Name

1. Aspen Clark
2. Sierra Clark
3. Dakota Gonzalez
4. Dylan Gonzalez
5. Gabrielle Margas
6. Madeline Pluto

## Initial Periods

### First

1. A. Clark
2. D. Gonzalez (for both of the Gonzalez twins)
3. G. Margas
4. M. Pluto
5. S. Clark

### Last

1. Aspen C.
2. Dakota G.
3. Dylan G.
4. Gabrielle M.
5. Madeline P.
6. Sierra C.

## Clothing

1. Aspen: a blue sweatshirt and a black headband
2. Dakota and Dylan: a purple and pink sweatshirts and hair tie khaki pants
3. Gabrielle: a yellow sweatshirt and blue jorts
4. Madeline: a red sweatshirt, beige pants and yellow headband
5. Sierra: a green sweatshirt and pink pigtails

## Gallery

#1. Aspen Clark#2. Dakota Gonzalez#3. Dylan Gonzalez#4. Gabrielle Margas#5. Madeline Pluto#6. Sierra Clark

*For more images, see Vocabulary Friends/Gallery.*
Bunny (Learn and Discover Home)

Hi! I'm a yellow bunny!

**Bunny** is a yellow rabbit who appears in Learn and Discover Home and a main character of its series, along with Puppy, Squirrel, Birdie, and Kitty.

## Biographical Facts

1. Bunny likes to hop.
2. Bunny likes to munch on carrots.
3. Bunny has long ears.

## Physical Appearance

Like all the other animals, Bunny has no iris, except black. She is a yellow bunny rabbit, as her name states. Her ears are long, and her full body is yellow.

## Bunny's Role in V Smile Baby

Bunny's song is titled Colorful Skies, and it is sung to the tune of Row, Row, Row Your Boat.

### Song Lyrics

Red, orange, green, and blue

Yellow is so bright

A rainbow way up in the sky

What a colorful sight

### Activity

When you press the yellow star button in the activity selection, you get introduced to Bunny's Color Bubble Bath. The topic is colors and a series of objects to represent each color.

Activities: Bunny's Color Bubble Bath • Puppy's Stacking Number Blocks • Squirrel's Shape Adventure • Birdie's Animal Buddies • Kitty's Perfect Band • Baby Sign Language
Milicien

+ Les Personnages qui ont cette compétence augmentent les dommages causés de 1 point.
* Esquive
	+ Le Personnage, grâce à cette compétence, est spécialement entraîné à éviter les coups en combat au contact. Ceci en s'abaissant ou en s'écartant. Un Test de sauvegarde de dex réussi signifie que l'Esquive réussit et que tous les dommages du coup sont ignorés. Une seule esquive peut être tentée dans un même Round de combat. L'on ne peut esquiver que les coups que l'on voit venir. Les attaques Surprises ne peuvent pas être esquivées, pas plus que les projectiles venant d'un arc, d'une arbalète, ou d'une arme à feu.
* Conduite d'attelages
* Equitation
	+ Des cavaliers accomplis peuvent monter à cheval, au trot ou au galop, sans avoir à craindre les situations embarrassantes que sont les chutes par exemple. Ils n'ont pas de Test de maîtrise lorsqu'ils présentent normalement, montent ou descendant de cheval sans aide, testent l'allure prudente, etc. Ils peuvent tenter de sauter de ou sur un cheval en mouvement en effectuant un Test de maîtrise avec avantage. Bien que cette Compétence s'applique principalement aux chevaux et autres équidés, dans certaines parties du monde, d'autres animaux peuvent être maîtrisés et montés par des personnages doublés de cette Compétence.
* Soins des animaux
	+ Les Personnages qui possèdent cette Compétence sont habitués à s'occuper des animaux domestiques, y compris les animaux de monte et les bêtes de somme. Ils ont connaissance des besoins de ceux-ci, de leur alimentation, de leur entretien et des exercices à leur faire faire. Ils savent aussi déceler tout symptôme de maladie ou de gêne. Cette compétence s'applique typiquement aux chevaux, autres équidés et bestiaux.

### Dotations

* Chemise de mailles
* Bouclier en bois
* Arc Court ou Arbalette avec munitions
* Epieu

### Filières

* Bourgeois (Basique)
* Chasseur Cornu de Taal (Basique)
* Collecteur d'impôts (Basique)
* Faucheur (Basique)
* Fermier (Basique)
* Fossoyeur (Basique)
* Garde-chasse (Basique)
* Jardinier (Basique)
* Patrouilleur rural (Basique)
* Percepteur (Basique)
* Pâtre (Basique)
* Péager (Basique)
* Ramoneur (Basique)
* Régisseur (Basique)
* Ranger nain (Avancée)

### Débouchés :

* Apprenti Janissaire (Basique)
* Apprenti en arts martiaux (Basique)
* Brigand (Basique)
* Egoutier (Basique)
* Escarmoucheur (Basique)
* Gardien du temple (Basique)
* Hors-la-loi (Basique)
* Joueur de Rotzball (Basique)
* Mercenaire (Basique)
* Messager (Basique)
* Prévôt (Basique)
* Sentinelle Halfling (Basique)
* Soldat : Infanterie (Basique)
* Surveillant de dock (Basique)
* Capitaine de la garde (Avancée)
Learn and Discover Home

**Learn and Discover Home** is the main V Smile Baby game.

## Introduction

A gang of lovable little animals will drive home lessons in shapes, colors, numbers, animals, and music while engaging your little one in exciting play.

## Characters

Bunny
Puppy
Squirrel
Birdie
Kitty

## Activities

Activities: Bunny's Color Bubble Bath • Puppy's Stacking Number Blocks • Squirrel's Shape Adventure • Birdie's Animal Buddies • Kitty's Perfect Band • Baby Sign Language
Dalton Castle

**Costume**: | Tinker from Roadhouse meets Larry the Cable Guy. He's shaped like a barrel in work boots, sports cargo pants, white undershirt and denim sleeveless jacket, and always wears his signature trucker hat that reads "Diesel Power."

Dalton's approach to his matches is straightforward and brutal: chops, slams, heavy elbows, and a lot of knee-based offence. As one of the roster’s veterans, he’s frequently in the main event picture, and occasionally tag teams with Jennifer McGraw - the two of them are great friends backstage, and have known each other for years. He’s also the brother-in-law of Mason Dixon, a relationship that isn’t acknowledged on-screen but is well-known to industry insiders.
The Horned Serpent

* Liberty Lurker
* Horned Serpent

George Washington, later known as the Horned Serpent, will be an upcoming antagonist of Absolution's phase one finals, as well as a potential antagonist for phase two. It is a massive serpentine creature living underneath the crust of one of many parallel Earths.

## Personality

George has gone insane after many years trapped in Wonderland, becoming Faux Affable and Manipulative. The entirety of America is controlled by him like a glove, which he eventually used to break out and destroy Earth. After destroying earth he was killed by the D-Day Knight and arrived in hell, beginning to manipulate demons.

## Powers and Abilities

-Large Size: At full power, he is almost the size of Earth itself.

-Immortality (Type 1): He cannot age, and thus is immortal.

-Flight: He is able to levitate and fly.

-Interdimensional Travel: He is able to travel anywhere in the multiverse, as well as send others to other universes.

-Dream and Mind Manipulation: He can sink into people's dreams and communicate with them, giving them commands that they must follow.
Draveur

+ Cette compétence indique que le Personnage est un athlète confirmé, capable d'exécuter des chutes, bonds, rebonds, sauts, etc. Double la valeur du saut : Saut en longueur ((0.3 m x valeur de force) x2) ; saut en hauteur ((1+(0.3\* mod Force)\*2). Les dégâts de chutes sont divisés par 2. En plus, il peut escalader sans pour cela faire un jet escalade. Bien que les Personnages puissent, avec ce talent, faire des sauts périlleux arrières, des équilibres sur les mains, la roue sans risque, ils ne peuvent faire des acrobaties pendant qu'ils combattent ou qu'ils tente une manipulation comme, par exemple, ouvrir une porte.
* Alphabet secret / Pictographie
* Canotage
	+ Les Personnages sont expérimentés dans le maniement de la rame et instrument assimilés. Ils peuvent conduire de petite embarcations efficacement et sans danger.
* Identification des plantes
	+ Les Personnages peuvent identifier les plantes courantes et en repérer d'inhabituelles. Bien qu'ils soient loin de posséder toutes les connaissances d'un Herboriste, ils peuvent différencier les différents types de plantes et connaître de vagues détails sur leurs utilisations. Un Test de nature est requis pour savoir s'ils sont capable de trouver une plante bien précise.
* Natation
	+ Les Personnages qui savent nager le font en considérant le milieu aquatique comme un terrain normal.
* Potamologie
	+ Cette Connaissance des rivières permet aux personnages compétents d'être familiarisés avec les aléas des voyages sur les cours d'eau. Ils peuvent reconnaître les signes de turbulences, l'approche de chutes, de rapides et autres phénomènes plus ou moins dangereux. Ils peuvent aussi savoir si l'eau de la rivière est potable, s'il y a des animaux hostiles ou autre chose d'anormal.
* Pêche
	+ Pécher n'est pas un sport mais une nécessité pour beaucoup de gens ; le poisson prend une part importante de leur alimentation. Un Personnage, avec cette Compétence, sait très bien se servir de lignes et de filets. S'il est bien équipé, il peut attraper du poisson dans n'importe quelle eau, mais le MJ devra décider du temps passé pour pécher la quantité désirée ; cela dépend de l'endroit et du moment choisis. On peut raisonnablement considérer qu'il faut 1D4 heures pour prendre assez de poisson pour subvenir aux stricts besoins journaliers d'une personne. Les pécheurs savent où trouver une espèce bien précise de poissons et l'habitat préféré pour chaque espèce. Le MJ décidera, à son gré, de la quantité de prises et des chances de réussite de la pêche ; ainsi, par exemple, pêcher en hiver peut être très difficile, voire impossible.

### Dotations

* Une barque
* Gaffe : bâton très long pour se déplacer par rapport au fond de la rivière ou pour pousser un tronc éloigné

### Débouchés :

* Batelier (Basique)
* Bûcheron (Basique)
* Chasseur (Basique)
* Garde-chasse (Basique)
* Pêcheur (Basique)
Dr. Manhattan

Doctor Manhattan is a dangerous superhuman with powers of universal manipulation. While not Multiversal like Nyarlathotep, this Uni+ creature is going to WRECK you. He cares not for human life - he can see the strings, and know that he is going to do something next and that he cannot stop it from happening. He is a former nihilist.

## Personality

Manhattan is very stoic and blank, with any personality or care being faked. He just wants what’s best for him, which may include saving the human race. Any love he shows is just for sexual pleasure and any care he shows is because it benefits him.
Birdie's Animal Buddies

**Birdies Animal Buddies** is an activity in Learn and Discover Home hosted by Birdie. It can be introduced by pressing the green square button.

## Activity Description

Peek-a-boo, I see you! Come and play with Birdie and all of his friends.

## Modes

### Play Time

Press the color buttons to see Birdie's friends play peek-a-boo from behinf related objects.

### Watch and Learn

Birdie will introduce all of his friends and fun facts about each one.

### Learn and Explore

Time to play hide and seek with all of the animals. Where could the animals be hiding?

## Animal Characteristics

### Puppy

1. Puppy is blue.
2. Puppy barks when happy.
3. Puppy likes to play.
4. Puppy likes to chew on bones.
5. Puppy asks if you can bark like a dog.

### Kitty

1. Kitty is red.
2. Kitty purrs when happy.
3. Kitty likes to chase a ball of yarn.
4. Kitty's favorite food is fish.
5. Kitty asks if you can meow like a cat.

### Bunny

1. Bunny is yellow.
2. Bunny likes to hop.
3. Bunny likes to munch on carrots.
4. Bunny has long ears.
5. Bunny asks if you can hop like a bunny.

### Birdie

1. Birdie is green.
2. Birdie sings when happy.
3. Birdie likes to fly in the sky.
4. Birdie likes to eat berries.
5. Birdie asks if we can chirp like a bird.

### Squirrel

1. Squirrel is orange.
2. Squirrel likes to climb trees.
3. Squirrel's favorite snack is nuts.
4. Squirrel has a bushy tail.

## Song

The animals have come to play

A game with you here today

They will hide then peekaboo

Yay! You found them!

Activities: Bunny's Color Bubble Bath • Puppy's Stacking Number Blocks • Squirrel's Shape Adventure • **Birdie's Animal Buddies** • Kitty's Perfect Band • Baby Sign Language
Colon

+ Les chasseurs expérimentés savent où aller pour pratiquer la chasse et où trouver du gibier. Le Maître de Jeu devra décider à quel endroit se situe un type d'animal bien précis et il indiquera au joueur ce qu'il peut espérer rencontrer dans une région donnée. Un Test de survie du Personnage pourra donner au MJ une idée du gibier qui a été chassé. Un échec indique qu'il n'y avait rien. La marge de réussite peut être considérée comme un guide en ce qui concerne la quantité d'animaux tués et l'espèce du gibier, qui répondra plus ou moins aux voeux du chasseur selon la qualité de la réussite. En fonction du terrain de chasse, le Test pourra être réalisé plus ou moins souvent ; en moyenne, une fois par jour.
* Commerce / Marchandage
	+ Les marchandeurs confirmés peuvent obtenir des marchandises bien en dessous du cours du marché. Leur Tests de persuasion se font avec avantages.
* Endurance à l'alcool
	+ Les Personnages avec cette faculté ont développé une haute et inhabituelle résistance à l'alcool, étant capable d'en ingérer de grandes quantités sans souffrir d'effets visibles. Il peuvent continuer à boire alors que d'autres individus auraient déjà roulé sous la table. Ils subissent uniquement la moitié des réductions des Caractéristiques dues à l'absorption d'alcool. Leur test contre l'emprise de l'alcool est réalisé avec avantage.
* Identification des plantes
	+ Les Personnages peuvent identifier les plantes courantes et en repérer d'inhabituelles. Bien qu'ils soient loin de posséder toutes les connaissances d'un Herboriste, ils peuvent différencier les différents types de plantes et connaître de vagues détails sur leurs utilisations. Un Test de nature est requis pour savoir s'ils sont capable de trouver une plante bien précise.
* Intendance
	+ Cette compétence permet à un personnage en charge d'une propriété de la gérer sans la mener à la ruine. Elle comprend certaines connaissances générales en agriculture et donne les moyens de déterminer, plus particulièrement, quand les divers travaux doivent être faits. Elle couvre aussi les relations avec les paysans attachés à la propriété. Aux saisons critiques de l'année, l'ensemencement et la récolte étant les plus importantes, le personnage fait un jet de Nature, avec avantage s'il possède la compétence Survie. En cas de réussite, le personnage fait gagner à la propriété une somme d'argent appropriée (à déterminer par le MJ). Un échec réduit la somme de moitié et si la marge d'échec est de 10% ou plus, il n'y a pas de dividende et le fief est menacé par la famine.
* Langue étrangère \*
* Orientation
	+ Les Personnages dotés de cette Compétence ont un sens intuitif de la direction. Ils sont capable de trouver le nord dans n'importe quel environnement et peuvent naviguer en ayant très peu de chance de se perdre. Dans des circonstances difficiles, le Maître de Jeu peut imposer un Test de survie.
* Spécialisation : Pistolet
* Spécialisation : Tromblon

### Dotations

* - 10 acres de terre au minimum
* - 2D6 Mercenaire
* - 5D6 Couronnes
* - Pistolet, tromblon avec les munition pour 20 Coups
* - Des provisions pour une semaine, de l'alcool.
* - Une arme simple
Andy

Andy is the protagonist of all the Treehouse books.

## Early Life

In the events prior to The 13-Story Treehouse, Andy lived with his parents and describes them as the most horrible, terrible, meanest parents in the whole wide world. His parents were very strict and had lots of rules for Andy to follow. They involved him having to wear shoes while in the house, brushing his hair, and wearing protective gear in harsh temperatures. Andy had had enough of his boring life with his parents, so he escaped home and lived a whole new life. He didn't have to wear shoes and protective gear and could stay up every night. One day, in a fancy restaurant, Andy was borrowing food while hiding under a table when he accidentally knocked over the table. An aggravated waiter chased Andy out the restaurant and across the city. Eventually, Andy reached a boardwalk where swan-shaped pedal boats were open. Andy took a boat and pedaled away and soon realized that the lake next to the boardwalk was actually an inlet connected to the sea. He floated for many days and many nights before spotting what appeared to be an island with two hills. But as he drew closer, he found out that the "island" wasn't an island after all. It was a boy floating in a pair of emergency inflatable underpants. That boy turned out to be Terry, and they became friends, but were then captured by Captain Woodenhead. That's when they met Jill. For more information about the trio's life on the ship, click here.
Joueur Professionnel

+ Vous avez appris à éviter les coups, et à résister à bien des substances bizarres que vous avez ingérées dans vos soirées passées dans les tavernes de la cité. Quand un adversaire un 20 naturel sur son test d'attaque, vous pouvez le faire relancer mais il gardera le second jet, quel que soit son résultat.
* Escamotage
	+ C'est une compétence très utile, permettant au Personnage de cacher un petit objet dans les poches, les manches ou simplement dans la paumes des mains. La plus grande des choses pouvant être dissimulée ne devra pas dépasser la taille d'un poing fermé. Bien que tout le monde puisse tenter d'Escamoter un objet, le personnage compétent aura un bonus de +3 au Test d'escamotage. L'objet à Escamoter devra être tenu dans la main. Par exemple en distribuant des cartes, en comptant de l'argent ou en examinant des légumes au marché, l'individu pourra essayer de dérober l'objet en question (carte, pièce, carotte). Le MJ peut vérifier le succès en testant la Dextérité de l'escamoteur, avec les modificateurs qu'il juge appropriés. La réussite signifie que l'objet a pu être subtilisé. Un échec au Test parle de lui même (peut-être le personnage était-il surveillé de trop près, peut-être a-t-il glissé, etc.). Mais ce simple échec ne le fait pas repérer. Par contre un score égal a 8 ou moins indique que le personnage a été pris en flagrant délit.
* Jeu
	+ Les personnages doublés de cette compétence sont des statisticiens accomplis et des joueurs expérimentés. Ils savent faire les enchères et tout jeu est bon pour eux. C'est pourquoi tous leurs Tests de représentation seront avec avantage. Les Personnages pourraient décider de perdre intentionnellement pour faire monter les enchères, auquel cas aucun Test ne sera nécessaire.

### Dotations

* Veste en cuir
* Arme simple
* Jeu de cartes (avec As de rechange)
* Paire de dés
* Paire de dés pipés sur 6

### Filières

* Apprenti Sorcier (Basique)
* Aubergiste (Basique)
* Gentilhomme (Basique)
* Détective privé (Avancée)
* Mercenaire : Capitaine (Avancée)
* Mercenaire : Sergent (Avancée)
* Noble / Aristocrate - Niv. 1 (Avancée)
* Séducteur mortel (Avancée)

### Débouchés :

* Bookmaker (Basique)
* Danseur (Basique)
* Charlatan (Avanc
Room Full of Pillows

The room full of pillows is the 13th story of the treehouse. It is great for pillow fighting.

## Appearances

### The 13-Story Treehouse

The room full of pillows makes a minor appearance on one of the pages Andy and Terry were writing.

### The 52-Story Treehouse

After Terry launches the cursed carrot to put time to sleep, he, Andy, and Jill go to the room full of pillows to get cozy. 100 years and 15 minutes later, they wake up.

### The 130-Story Treehouse

When the trio realizes that they will have a rough landing on Blobdromeda, they head to the room full of pillows and have a pillow fight. It is revealed that Terry always says, "Hey, let's have a pillow fight!" whenever they go there.
Silky

Silky is Jill's favorite pet. She has twelve sisters.

## Early Life

A long time ago, Silky was abandoned on an iceberg in the ocean. A long time later, after Jill fell of off her parents' luxury yacht, she found Silky and named her that. Then, she saw a bunch of other animals floating around on icebergs. Jill rescued them until the iceberg she and Silky were standing on melted to an iceblock. Next, Captain Woodenhead rescued all the animals (including Jill), only to be his slaves. That's when Silky also met Andy and Terry for the first time. For more information about their life on the ship, click here.
Crazy Steve

### Affiliation

Chaotic Evil/Near Pure Evil (he has questionable moral agency) in universe, Inconsistently heinous out of universe (he is a parody of All-Star Batman and Robin, the Boy Wonder)

## Physical description

### Gender

Male

Crazy Steve is an upcoming antagonist of phase two. He is an Arkham patient who found Batman’s costume he now genuine believes that he is the goddamn Batman and a random hamster is Dick Grayson, Age 12. This inevitably leads to conflict with the actual Bruce Wayne.
Giant Catapult

The giant catapult is the 11th story of the treehouse.

## Appearances

### The 13-Story Treehouse

Andy and Terry led the monkeys to the top of the tree to get rid of them. It is revealed that their neighbors complained when they used the catapult as a trash disposal unit. They also used it to play pranks on each other. The duo got rid of the monkeys, which, according to Andy, brought the giant gorilla over.

### The 26-Story Treehouse

One of Captain Woodenhead's crew members accidentally sat in the catapult and was flung away.

### The 130-Story Treehouse

The catapult is mentioned when Andy suggests that they use the catapult to get rid of the blob. However, Jill rejects his offer.
Story Treehouse Wiki

**Welcome to the Story Treehouse Wiki!**
We're a collaborative community website about Story Treehouse that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started. Please, this wiki needs collaborators, as it is growing very slowly. Plus, a lot important pages are missing, so I would appreciate it if you created them.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Learn and Discover Home (Series)

**Learn Discover Home** is a made up voice over show developed by Stetson Eggleston. The show follows a gang of animals who teach young children about their favorite things while a narrator describes what each thing is done throughout each episode.

## Plotline

Come along and play today, we'll have fun in our special way! These fun animals teach young children different lessons in colors, numbers, shapes, animals, and music! Get ready to watch and learn about so many new things.

## Characters

1. Bunny is a yellow rabbit whose main activity is colors.
2. Puppy is a blue puppy whose main activity is numbers.
3. Squirrel is an orange squirrel whose main activity is shapes.
4. Birdie is a green bird whose main activity is animals.
5. Kitty is a red cat whose main activity is music as well as the series' protagonist.
Swinging Vines

The swinging vines are the 4th level of the treehouse.

Andy mistakens a snake as a vine.

## Appearances

### The 13-Story Treehouse

The monkeys swung on a vine and collided with some other monkeys who were riding the marshmallow machine.

### The 26-Story Treehouse

Captain Woodenhead and his crew swung on a vine. Then, one of the pirates lost his grip and went plummeting downward, resulting in a hole in the ground.

### The 39-Story Treehouse

Andy has fun swinging on a vine, while Terry accidentally swings right into the tree and hurts himself.

### The 52-Story Treehouse

Andy and Terry each grab a vine and swing down to the ground when they hear Jill calling them.

### The 78-Story Treehouse

Mel Gibbon enters the set by swinging onto it. Later, when Andy and Terry are in a court case with Edward Gavelhead, Mel Gibbon makes the same entrance.
See-Through Swimming Pool

Terry stands on Andy's head without noticing it.

The see-through swimming pool is the 2nd level of the treehouse.

## Appearances

### The 13-Story Treehouse

Terry suggested that Mermaidia live in the swimming pool, but she said that she had to live in the sea. Later, the monkeys clogged up the pool.

### The 26-Story Treehouse

Six of the pirates did a synchronized dive at the pool, but one of them missed and fell to his demise.

### The 52-Story Treehouse

The duo hangs out at the pool after escaping from the Vegetable Kingdom. This is where Terry found out about Andy's birthday.

### The 65-Story Treehouse

Inspector Bubblewrap complains that the pool doesn't have a fence and says that it's just common sense.

### The 130-Story Treehouse

Terry wanted to hang out in the pool after getting back from Blobdromeda, but Andy doesn't let him because their book was due in five minutes.
Jill

Jill is an important character that appears in every book. She is the friend of Andy and Terry.

## Early Life

Before Jill met Andy and Terry, she lived with very rich and wealthy parents who barely cared for her. She loved animals, although her parents would never let her keep any kind of pet, each for a different reason. One day, she was on a luxury yacht with her parents. They were having a wild party. On the deck, Jill saw the ugly fish Gorgonzola. She tried signaling to Gorgonzola not to eat her parent's yacht, but she leaned out to far and fell into the sea. She tried calling for help, but the party was too loud. Later, Jill climbed onto an iceberg and met Silky for the first time. After that, she collected more animals until thee iceberg she was on was very tiny. Then, Captain Woodenhead rescued her and her animals, only to be his slaves. There, Jill met Andy and Terry for the first time. For more information about the trio's lives on the ship, click here.
Booker Academy

The Booker Academy is a wrestling school in Calgary, Alberta, owned and operated by the Booker Family. Greg Booker is the most recent head coach.

The Booker Academy used to feed its best graduates into the Rodeo Wrestling promotion, but now sends them into Great White North Wrestling (GWN). Students who don't make the cut for GWN can work on the indie circuit for a while before earning a place at GWN or other, larger promotions.

## Notable Graduates

Angela Alcyone, Chelsea Clementine, and Michael Johnson all studied at the Academy, and Angela and Michael were notable star students.

Max Boot went through a regretfully accelerated course at the Academy, focused on the performance side of the business and toning down Max's streetfighting instincts.
Shark Tank

The shark tank is the 3rd level of the treehouse. It is where the man-eating sharks live.

## Appearances

### The 13-Story Treehouse

The shark tank is mentioned when Andy asks Terry why he got sea monkeys when they already have a perfectly good tank full of man-eating sharks. Terry says that sea monkeys have 3 eyes, and breathe through their feet, do cool tricks, and build underwater kingdoms. Then he says that sharks can't do any of that.

### The 26-Story Treehouse

The shark tank plays a major role in The 26-Story Treehouse. Terry washed his underpants in the shark tank, but the sharks accidentally knocked Terry's underpants off the stick and ate them. They turned a shade of green, so he and Andy called Jill through Terry's new super-flexible, endlessly, extendable, titanium-coated talking tube. Jill's catnaries flew her to the treehouse. She tried everything to make the sharks feel better, but nothing worked. So she got Andy and Terry to help her with an operation. She cut open the sharks and they pulled out Terry's underpants. After Jill zipped up all the sharks, they gradually began to feel better. Later, after Gorgonzola's head lands on Captain Woodenhead, he staggered around before falling into the shark tank. The hungry sharks ate him and Gorgonzola.

### The 39-Story Treehouse

After the duo saves Professor Stupido from the dark side of the moon, he is terrified when he sees the sharks. As a result, he un-invents every last shark that exists.

### The 52-Story Treehouse

Terry feeds the sharks after escaping from the Vegetable Kingdom.

### The 65-Story Treehouse

Inspector Bubblewrap disapproves of the fact that Andy and Terry are keeping sharks as a pet and that they should be living in the ocean.

### The 78-Story Treehouse

Mr. Big Shot and his crew decide to film a re-enactment of the time Terry fed his underpants to the sharks. Andy tries to stop them as the sharks got really sick, but Jill says that the underpants were actually prop food.

### The 91-Story Treehouse

The shark tank is mentioned when Jill makes up dangerous situations Mr. Big Nose’s Children could encounter.
Bowling Alley

Terry mistakens Andy's head as a bowling ball.

The bowling alley is the 1st level of the treehouse.

## Appearances

### The 13-Story Treehouse

The monkeys did all sorts of crazy things at the bowling alley, like riding a bowling ball.

### The 39-Story Treehouse

Terry accidentally throws a bowling ball on Andy's head during their free time while the Once-upon-a-time-machine writes their book. Later, after the duo saves Professor Stupido from the dark side of the moon, he un-invents the bowling alley after a bowling ball narrowly misses his head.

### The 65-Story Treehouse

Inspector Bubblewrap disapproves of the bowling alley as it doesn't have any walls, which puts penguins and people at risk from falling balls.
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## Описание

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Secret Underground Laboratory

The secret underground laboratory is the 6th level of the treehouse.

Terry enlarges a banana

## Appearances

### The 13-Story Treehouse

After Bill delivers a package of sea monkeys to Terry, he grabs the package and rushes down to the lab to hatch his new sea monkeys. Terry begins building the apparatus that will dispense the exact amount of food the sea monkeys will need. Andy gets impatient and goes down to the lab to see what's up. Terry has just finished building the machine and it takes a while until the water has been successfully dispensed. Then he thinks about purifying the water, but after Andy forces him not to, he changes his mind and skips to the feeding step. One spoonful of food gets the attention of all the sea monkeys, and they all swarm around the food. But one of them was quicker than the others and ate up all the food. Terry dispensed some more food, but the same sea monkey gobbled it up and then began eating all the other sea monkeys. Then it began doubling in size and Andy and Terry had to hold it in different containers. Eventually, it ended up in the bathtub in the bathroom. The sea monkey turned out to be Mermaidia. Later, when Bill sends Terry some replacement eggs, he sprints down to the lab to hatch his even newer sea monkeys. Andy comes down, but Terry doesn't spend so much time with his sea monkeys and returns to work with Andy on their new book. Not long after, there was a loud crash in the lab. The duo rushes down to see what was all the commotion, and Terry's sea monkeys are ACTUAL monkeys. They were causing chaos all over the lab, such as destroying the machines and throwing objects around. Soon, the monkeys got into the elevator and wreaked havoc on the rest of the treehouse.

### The 39-Story Treehouse

The secret underground laboratory is mentioned when Andy asks Terry if they could use the lab emergency entrance after they have been locked out of the treehouse by the Once-upon-a-time-machine.

### The 130-Story Treehouse

The secret underground laboratory is mentioned after Andy, Terry, and Jill climb off of the giant bog toad in Blobdromeda. This leads to the idea of the wart-climbing wall, but the proposed story was either forgotten or declined.

## Trivia/Notes

* Although the secret underground laboratory is the 6th level of treehouse, it should technically be the negative first story of the treehouse. A 6th story would be above ground, while the lab is underground.
Terry

Terry is the deuteragonist of all the Treehouse books.

## Early Life

In the events prior to The 13-Story Treehouse, Terry lived with his extremely overcautious parents. They were very protective of Terry's safety, as they made him never leave the apartment, sleep in a padded room, use electronics, eat cold mushy food, wear emergency self-inflating underpants in case he fell into water, etc. His parents set up every kind of alarm that exists. One tragic night, while everybody was sleeping a power board running too many alarms overheated and burst into flames. The fire alarm was triggered and Terry was woken up. He rushed to the door, but his path was obstructed by flames and smoke. Then he darted to the window, but it was locked. So he picked up his safety chair and threw it at the window. Terry then climbed through the shattered window and stood on a ledge outside of his apartment. He looked down. A long, long fall. This was the first dangerous situation Terry had ever been in. He looked into his bedroom, which was at this point completely engulfed in flames. He decided that jumping from a really high building wasn't as dangerous as staying in a burning building, so he jumped. Down, down, down he fell. He bounced off a tree and bounced off a few more before landing in a nearby river. Luckily for Terry, his emergency self-inflating underpants activated as soon as he touched the water. He floated down the river and far out to sea. A long time later, Andy found him and befriended him. Not long after, Captain Woodenhead captured the duo. It was on Captain Woodenhead's ship where he met Jill. For the trio's life on the ship, click here.
Vegetable Vaporizer

The vegetable vaporizer is the 8th level of the treehouse.

The vegetable vaporizer vaporizes a brussel sprout

### The 39-Story Treehouse

Andy expresses a concern when Terry summons two flying beetroots as the vegetable vaporizer will vaporize them. Terry said that he had installed a flying beetroot override switch so the machine cannot vaporize the beetroots.

### The 52-Story Treehouse

An eggplant mentions the vegetable vaporizer when he and another eggplant confront Andy, Terry, Jill, and Mr. Big Nose while they turn into human soup. When the eggplant mentions the vaporizer, Terry says that Andy built the machine.
Лазерный минипулемёт

***Лазерный минипулемет*** - оружие, напоминающее пистолет.

## Внешний вид

Выглядит как обычный пистолет. Имеет очень короткий ствол и рукоятку с курком. На ней также расположены две глубокие царапины, из-за которых пулемёт кается старым.

## Принцип работы

### В обычном режиме

Лазерный минипулемёт - маленькое оружие, в обычном режиме работающее при солнечном свете, как простой лазер, а без него - вообще, как обычная лампочка. Является одним из самых слабых видов оружия.

### С усилителем

Если к двум царапинам, находящимся на рукоятке присоединить нейтронный усилитель, то пулемёт станет страшным оружием с огромной разрушительной силой.
Kitchen

The kitchen is the main part of the 9th story of the treehouse.

## Appearances

### The 13-Story Treehouse

After Mr. Big Nose calls Andy and Terry about their very overdue book, the head to the kitchen only to have a drawing competition. Later, they write their book, The Adventures of Superfinger. However, it was never published.

### The 26-Story Treehouse

Andy is telling the readers the story of how they met when Terry interrupts, telling Andy that the sharks were sick. Later, the duo returns to the kitchen.

### The 78-Story Treehouse

Terry and Mel Gibbon were popping popcorn with the lid off, as Terry did with Andy back in The 13-Story Treehouse. Mr. Big Shot and his crew were recording the whole thing when Andy burst in and accused Terry of stealing his chips. To settle the dispute, they went to the courtroom and let Edward Gavelhead decide.

### The 91-Story Treehouse

After the duo, Jill, Alice, Albert, and the baby escape from the desert island on a vine, they land on the kitchen in a big heap.
Josie

**Costume**: | Hockey-themed gear with names and numbers.

One half of a pair of hockey-themed who speak almost entirely in hockey jargon (“pheasants” and “shmelts” are weak/new wrestlers, “Ws” are wins, “ships” are championships”, etc).

She's an *incessant* trash-talker, picking one feature about their opponent and driving the point to death in back-and-forth puns with Riley until their target is left in a helpless rage. Her persona is, to put it bluntly, not that bright.

Riley and Josie are inseparable outside of the ring, and its not an act. They're close friends in real life, and love hockey for real. They wear hockey sweaters outside the ring, and have been known to gift hockey sweaters to people, insist that they put them on as part of whatever gift-giving celebration prompted this, then yank them over the target’s head and start pummeling them. They’d be mostly harmless, except for their manager, Lulu.
Baron von Arnis

**Costume**: | Black tights, black shirt, black boots with some silver decorations that invoke but do not actually resemble a Nazi SS uniform

“Ze Baron”, as he calls himself, insists on speaking in German and only switches to English when people are confused and begging him to please try. He despises Canada and insists that things would simply be “zo much better” if everything was like the EU, where Germany is in charge but everyone gets along, unlike your silly provinces.

He’s actually a native German speaker since he was brought up bilingual in a Mennonite community, even if a real German will peg his accent as something like “ist das Switzerdeutch?” ("Is that Swiss-German" AKA “is he from SWITZERLAND?”, a grave insult to a true German.) He occasionally tags with Silvio Ortiz, as both seem to hate Canada.
2. Последний шанс

***Последний шанс*** - вторая глава книги «Экзамен на выживание».

## Сюжет

В комнату зашел директор академии. Он подошел к столу и сел на свое место. Истребитель объявляет, что в экзаменационные испытания внесены изменения. Теперь обоим мальчикам предстоит пройти еще одно, решающее испытание. Преподаватели были так же удивлены. Директор предлагает мальчикам вытянуть один из двух одинаковых конвертов. Директор предупреждает об опасностях, после чего спрашивает, какое оружие хочет получить каждый из мальчиков. Ярослав выбирает оксидетрон - новейшее оружие огромной силы. А Семён, в виду того, что плохо разбирается в оружии, выбирает лазерный минипулемёт. Также оба получают взломщики и ключи от транспортала. Директор дает обоим карту входов в транспортал, после чего предлагает с утра начинать решать задание. Мальчики спускаются по лестнице, в этот момент Семён понимает, что забыл карту в зале. Пока Ярослав держит его вещи, он возвращается в зал и видит, как директор с преподавателями обсуждают некую опасность, нависшую над городом. Семён забирает карту и слышит слова Исстребителя: «Помни, Растяпкин. Все бывает не так просто, как кажется на первый взгляд.»