recursal/Fanatic-Fandom huggingface dataset:
Donnie B.

Here's the deal. Donnie puts the B in Badass. It's that simple. Anyone pickin' a fight with them is sure to have an immediate sense of regret. Donnie also happens to be a volunteer Sheriff's deputy on the weekends.

**Personality Card**: Badass - Start each round with increased Health *(180 HP base health, compared to 150 for other characters)*

#### Synergy Cards

Donnie B's passive works well in nearly any deck, making them a great all-around pick.

**Recommended cards:** Health Up, Rubber Bullets, Titan
Predator Vision

Unlock your inner predator instinct with this card! Predator vision predictably to some gives you thermal vision that penetrates walls, letting you see your rival trough walls. This mode of vision isn't without its flaws however as it doesn't give you perfect vision of your rival, although the vision it does provide allows for some very powerful synergies and combinations.

One of those synergies is Predator Vision with Phantom Bullets which lets you shoot through walls, combine that with the Albatross21 and you can immediately snipe your rival from across the map, a Bullet Time can make this combo even deadlier. Predator Vision also counters any form of invisibility, such as Invisible and Ninja Log making it a great card to use with Heartless as if you can see your rival you can hunt them down much easier, making for the ultimate predator synergy.

Seeing through walls is of course most useful on maps containing a lot of walls, like theatre or subway for example, however for a lot of utility at the low low cost of 1, along side potentially extremely potent synergies, this card is almost always worth having.
Big Head

Makes the enemy's head bigger making headshots easier and increasing overall damage as a result. This card stacks with other size related cards, such as Titan or additional copies of this card. It has great synergies in headshot combos. This card also affects Mind Blowing's brain, making it easier to hit it for a one-shot kill.

## Leveling up

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## Trivia

This card was the most used card during the Beta.

This card was the first card to be added to the game.

During the animated trailer, Myk Raver uses this card against Stevie Gull, turning the tide of the battle.
Baba's Laundromat

Baba's Laundromat is a place in Buddy's Boulevard, with the appearance of a Laundry Place.

At Baba's Laundromat you can see quests that you do to unlock Skins, Card Backs, and other items.

## Quest Examples

* Win [x] amounts of games as [Character]
* Use [Card Type] [x] amounts of times
* Use [Card] [x] amounts of times

some quest types can appear multiple times in one set of Daily Quests
Mirror Card

Does it seem like your Rival is about to set up a known card synergy? Then the Mimic Card is for you! It's perfect to quickly change the tide of the battle and disrupt your Rival's plans. But watch out if your opponent uses throwables so you dont throw same ones on your feet!

Does not work on rivals counter card or another mirror card, it bypasses them to mirror next cards.
Swap Weapons

This debuff card is a really practical way of turning the tide when your opponents have better weapons than you. It is worth mentioning that you should mind your timing when using this card. It is best used in the middle of a gun fight or in a clutch play if you notice that your opponent has a good strong, fully automatic weapon such as FK-82

Swap weapons always prioritizes to swap any other weapon from the opponent than the default Boira 9. In case of 2v2 where your opponents have both different weapons than Boira 9 it's 50/50 on which weapon it will swap for you.

Both players's weapons have a full mag when swapped.
Cash's Shop

### ***"Buy these magic cards, to play the coolest game! And fight against you friends with no consequence"***

In the basement of Cash's corner, **cash** is king! Anything from **magic cards** to **guns** and **katanas** can be yours for the *right price*, as long as you don't ask too many questions that is. To get to Cash's shop, you need to enter the diner, walk through the bathroom (that could definitely use some cleaning even though there is janitorial equipment there already), and down a hallway that leads into a joint shooting range and shop.

#### Cash in Pack out

On offer you will find **two** types of packs: A *Basic pack* for **250 Friendos**, and a *Gold pack* for **550 Friendos** which gives you at least one rare card guaranteed. There is also talk of a *legendary pack* existing but even if they were real you won't find them on offer in Cash's Shop, not officially at least. You can also try out every weapon in the game in a shooting range that goes from **5 to 35** meters.

##### ~~Shady business~~

*"Why is Cash's Shop hidden behind a bathroom stall?" "Why does Cash's Shop resemble a bunker?" "Where did he get the weapons?" "Don't you need a license to use them?" "Where did he get the magic cards and what are they even?" "Why is the place so run down even though Cash clearly has enough cash to go around?"* These questions and many more have entered the heads of many a friend that has entered Cash's Shop. But you would be **wise** to keep them to yourself. Or at the very least accept Cash's smile and Nancy's kindness, and move on when asked to.
Bus Stop

*"Answer me, they who haveth birthed me unto this plane, why haveth thee not blessed me with purpose; A reason to be? Waiting in vain is inane, why wait when what you wait for is already in plane sight, waiting then is only insane, such a wasteful purpose is found wanting. I wonder, is it wishful thinking that a weary waiting area such as I receive a partner that comes and goes. The wind blows, they walk past, never winding up on my bench at last. I beg of you, will you do me but one kindness and release me from my curse? This curse that is existence without reason. Then and only then may my rest be both Peaceful and final"*

### How strange...

The bus stop appears to have inexplicably gained **sentience!** And in lieu of anything to do, they seem to have gained quite the knack for poetry? Will the bus stop ever gain it's sought after purpose, or will it continue using poetry as an outlet to alleviate its pain? However strange, it is undeniably *exciting.*
Empty Mag

Empty mag is a legendary debuff card that instantly empties the ammo of your opponents weapon. It's extremely versatile and has high combo potential, with cards such as Bullet Time, Energy Drink, and Katana working especially well. It's also a rare counter to the extremely strong weapon that is the Boomstick as it takes a long time to reload. Such a powerful card certainly earns it's legendary rarity, with one magazine often being enough to dictate the outcome of a round as is the case with the Laika that can kill in one reload cycle.

It is also a very powerful counter card when facing a Katana as it instantly forces the katana user to reload and robs them of the ability to block or swing for a long reload time that katana has.
Nancy

##### ***"Welcome to Cash's Corner! Check in with me when you're ready."***

Despite Cash's name being out front, Nancy runs the place and knows all the ins and outs of the diner. They are mostly known for being very sweet and having a big heart, but everyone also knows not to cross Nancy! If anyone dishes out nonsense or disrespect, Nancy will lay them OUT with their signature two-piece special. They don't keep in touch with a lot of family, so it was nice when their cousin, Cash, reached out to them with the opportunity to run the diner at Cash's Corner.

#### Daily and Weekly quests

If you're looking for a real challenge, speak with Nancy and they'll provide with one! Daily quests will become available for players once they reach level 8, and weekly quests becomes available at level 15.
Nuke

Nukes the entire map, moving all players to a different map and leaving all Helper cards and Heartless' heart behind. All Throwables like bombs still go off and can do dmg before you are transported to the new map. Each use of this card, regardless of which player uses it, will have a different effect depending on the number of uses.

On first use, Nuke destroys the former map and moves the player to the Wasteland, a new arena where players will be more visible.

On second use, Nuke destroys the already destroyed map and spawns the players in Moon. In this map gravity is lower, players move slower, and jump *way* higher.

On third use, Nuke destroys the moon, and players appear in *The Simulation*, an empty white area where there is no place to hide.

On fourth use, all players die and the match ends in draw.

## Strategy

Even though it may do absolutely nothing by itself for the high cost it has, this card can be extremely useful, as all joker cards when used at the right situation. It will slightly change the gameplay on the first use, but will counter Temporary Cards and save your life in case you are in inevitable danger. Powerful cards such as Tin Man and Mind Blowing + Bullet Time are hard-countered by Nuke. The reason for this is that when used, Nuke "pauses" the game for a few seconds and spawns players in a new map, far away from each other, making the temporary buffs come to an end.

Combined with Heartless, it builds one of the strongest card-based combos of the game.

## Trivia

Nuke appeared in the animated trailer used by Little Lars in Theatre against everybody.

Nuke maps have scenario elements from other places of the game.
The Simulation

The Simulation is an empty white void with nowhere to hide. You can reach it by using the Nuke card 3 times in a single round.

Once entering the simulation, you will appear to be on a glitched version of the Moon, before the map fades to the white void.

Methods

This method is the easiest way to get 3 Nukes. **Step 1:** Create a 1v1 match with a friend. You both must have the Nuke card and at least one of you has to have the Mirror card. **Step 2:** Either you or your friend must get the Nuke card AND the Mirror card. The other player must only get the nuke card. **Step 3:** The player with the Mirror card should use it. The other player with the Nuke should use the card. The player that used the Mirror card will now have 2 Nukes. When they use them, you both should be in the simulation.

This method relies on random players, not the most reliable. **Step 1:** Create a 2v2 match with a friend, you must both have the Nuke card. **Step 2:** If 3 out of 4 players have the Nuke and use it in one round, you reach The Simulation.

A video reaching the simulation can be found here: https://www.youtube.com/watch?v=H9TLJpEdhk0
Haru

Ever heard the story of the Hare and the Tortoise? That was all goddamn nonsense, Haru won that race by a mile!

**Personality Card**: Runner: You move faster. *(10% speed increase)*

#### Synergy Cards

Being able to run super fast is a blessing. Add a couple cards to your deck and you'll break the sound barrier in no time!

**Recommended cards:** Move Faster, Energy Drink, Invisible, Double Jump

## Strategy

Use Haru's movement speed to pick when to engage and when to bolt out of danger. Move in unpredictable patterns and engage at close range. However, if your opponent is using a Boomstick or if you're fighting Little Lars, it's best to engage from a distance.

### Bombing Blitz

Typically, bombs are thrown from a safe mid-range distance. But you're quicker than "typical"; using the speed you start with, you can easily get right in the face of an enemy before either sticking them with a Sticky Bomb, or dropping a Bomb at their feet. This play style should focus on you closing the distance, don't succumb to tunnel vision and engage yourself in a fire fight from mid-long range. Jump around, dodge, let them waste ammo as you close the gap. Just remember, after throwing your explosives, get as far away as possible. You're not Lars and your slender Hare physique will become all but ash.

### Lunging Lagomorph

Harass your rival into firing at you, but do not return fire. Focus ENTIRELY on dodging and avoiding. Once their clip runs out, that's when you pounce and punish. This strategy is great with Empty Mag, just be sure to use it AFTER they've finished reloading the first time. Doing this is as much of a psychological tactic as it is a mechanical one. The aim is to create tunnel vision for your rival, making them focus too hard on trying to kill you and less on preserving themselves. Just make sure you take strong advantage of those reload periods to get some damage in.
DJ Newton

##### *"The club can't even handle me right now."*

When DJ Newton isn't busy laying down the latest remix, they're hitting shots from a distance with precision accuracy.

**Personality Card**: Reading Glasses: Start each round with 55% increased Accuracy.

#### Synergy Cards

Increased accuracy lends itself nicely to weapons with high bullet spread, making Newton an excellent pick for players who lean heavily on weapon cards.

**Recommended cards:** Brasshopper, Boomstick, FK-82
Land Mine

Land Mine does what you expect it to do....but it also adds confetti after a blast. Plant the mine anywhere on the map and wait for the "KABOOOM". As you upgrade the card you can expect an increase in damage that it deals to your rivals. And fear not, if you accidentally walk over it, it won't go off.

## Leveling up

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Half-Casters

Here is the list of Half-Caster Classes available to play in the Listerra campaign:

* Artificer
* Paladin
* Ranger

# What is a "Half-Caster"?

A half caster is a class or archetype that receives spellcasting spell slots at half the speed of a full caster of the same level, usually rounded up. This caps your highest level spell slots at 5th level instead of 9th.

To them, magic is a supplemental choice, rather than being their whole identity. Half-Casters are typically proficient in most armors and weapons, allowing them to fill any role in play; they can be the tank, the damage dealer, or the support.
Laika

The Laika is resembling a classic revolving pistol, a bit slower of a firing rate is compensated with 6 bullets that deal a substantial amount of damage.

Combine this with Big Mag to increase number of max bullets and throw in a bit of Bullet Time for a good measure and you've made yourself a recipe for victory.

## Leveling up

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## Trivia

Laika was a Soviet space dog who was one of the first animals in space and the first to orbit the Earth. A stray mongrel from the streets of Moscow, she flew aboard the Sputnik 2 spacecraft, launched into low orbit on 3 November, 1957.

The name might be referencing the upcoming game from Brainwash Gang Laika: Aged Through Blood, in which the titular character seems to use a similar firearm.
Bus Driver

Likes to travel the world on their off-time and collects souvenirs from each place they visit, especially snow globes. They spend all of their extra earnings on holiday expenses and make it a point to collect a snow globe and postage stamp from each place they visit. They got the bus driving job because Brainwash Gang flipped the bus design and they were the only applicant that day that knew how use the right-hand drive.

#### Decked out and ready for a fight!

Check in with the Bus Driver when you're ready for a match! You can play 1v1, 2v2 or practice against bots. If you're looking for some friendly competition, you can always invite your friends to a private match as well.
Barbed Cards

Rivals take damage every time they use a card. Any new cards that spawn also have the effect of being barbed and taking dmg upon using them. The dmg effect stacks in 2v2 when used twice.

Unlike Health Down that has a cap of lowering hp to 1hp, using a card that has barbed card effect active can finish you off.

The dmg from barbed cards applies after the effect of used card, so healing factors of Health Up and MedKit apply first and dmg from barbed cards after. So dont be afraid of using health cards even if you are low and have barbed cards effect.

## Leveling up

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Draconic Domain

## Restriction: Lawful

Draconic Domain Clerics can only be a Lawful alignment matching their chosen dragon type.

## Features

### Domain Spells

You gain domain spells at the cleric levels listed in the Draconic Domain Spells table.

Draconic Domain Spells

### Dragon Priest

At 1st level, you choose two types of Dragons, one metallic and one chromatic. Depending on your alignment, you gain resistance to one of the types and you take the other as your damage type for the domain features. If your alignment matches a metallic dragon's, you gain resistance to the chromatic damage type, and vice-versa.

**Dragon Types**

 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

You learn to speak, read, and write Draconi⁠c. Additionally, whenever you make a Wisdom or Charisma check when interacting with Dragons, your Proficiency Bonus is doubled if it applies to the check.

### Blessings of the Dragons

When you take this domain at 1st level, you may roll an additional damage die whenever you deal your draconic damage type.

### Channel Divinity: Draconic Presence

Starting at 2nd level, you can use your Channel Divinity to invoke fear in your enemies.

As an action, you present your holy symbol. Each hostile creature within 30 feet of you must succeed on a Wisdom saving throw. On a failure, they take 2d8 plus your cleric level psychic damage and become frightened for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success.

### Draconic Protection

At 6th level, you gain a protection aura. The aura gives allies within 30 feet of you the resistance given to you by your Dragon Priest feature. Additionally, if you or your allies receive damage of the offensive type given to you by your Dragon Priest feature, the damage is reduced by an amount equal to your wisdom modifier.
You also gain the ability to protect others with your *absorb elements*. As a reaction, when an ally within 30 feet of you gets hit by an elemental attack, you may cast *absorb elements* on them.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the type associated with your Dragon Priest feature to the target. When you reach 14th level, the extra damage increases to 2d8.

### Draconic Champion

At 17th level, your draconic deity blesses you with special powers related to the dragon type you selected at first level:

* You gain immunity to the same type of damage you gained resistance to at 1st level, and resistance to the other damage type.
* All attacks deal additional damage of the type you chose at 1st level, equal to your wisdom modifier.
* You gain a fly speed equal to your current walking speed.
Languages

Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.

## Languages of Listerra

The world of Listerra has many different races and cultures, and those typically come with their own languages. In addition to the languages listed below, the continent of Astra has two extra languages native to it, using Common script: **Gallic** and **Imperial**.

### Extra Languages

#### Gallic

**Gallic** is a remnant of the pre-Empire era. It's still taught in the Empire, and is most prevalent in the mid-western part of Astra and Saltbreeze Coast of Hirdellan. The real life equivalent of Gallic is French.

#### Imperial

The Empire, vast and old as it is, was bound to develop its own language. The real life equivalent of **Imperial** is a mix of German, Swedish, and Finnish (all spoken as different dialects around the continent of Astra).

Imperial (German) is also taught in the Kingdom of Asteria as an optional language (one you get to choose when creating your character).

#### Sign Language

**Sign Language** is the main mode of communication used by people who are unable to speak or hear, or by agents during a covert operation.

People proficient in **Thieves' Cant** are able to decipher sign language through a Sleight of Hand (Intelligence) check, due to Thieves' Cant's nature. Similarly, people proficient in **Sign Language** would be able to catch a few "words" from Thieves' Cant's subtle hand signs, though due to the complexity of that language they would need to ask someone proficient in it to decipher the meaning behind the signs.
Path of the Juggernaut

Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.

## Features

### Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you’re raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.

Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you’re raging.

### Spirit of the Mountain

At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can’t be knocked prone or moved along the ground against your will.

### Demolishing Might

Starting at 6th level, your melee weapon attacks deal an extra 1d8 damage to constructs, and deal double damage to objects and structures.

### Resolute Stance

Also at 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can’t be grappled, attack rolls against you have disadvantage, and your weapon attacks are made with disadvantage.

### Hurricane Strike

Starting at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. This leap costs no movement and does not provoke opportunity attacks.

Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature.

### Unstoppable

At 14th level, your fury in battle makes you unstoppable. While you’re raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can’t otherwise take actions). You aren’t affected by any of these conditions while you’re raging.
Detective

In a world of magic and monsters, crime is an ever-present factor. From petty theives to kidnapping fey, the work of a detective is never finished. But why did you become a detective? Do you, or did you, have a partner? Does your work pay well, or do you struggle to make ends meet? What was your breakout case, or are you still trying to make your name known? How have you dealt with the stress of your job?

**Skill Proficiencies:** Choose 2 from the following: Sleight of Hand, Investigation, Insight, Perception, or Survival.

**Tool Proficiencies:** Choose 1: Forgery kit, Disguise kit.

**Languages:** 1 common language of your choice.

**Equipment:** Lamp, Hempen Rope 50 ft, either a forgery or disguise kit, bag of ball bearings, a quill, an ink well, and a pouch with 15 gold pieces.

### Feature: Can I ask you some questions?

You’re a detective, investigation is what you do. Innocent people are typically more willing to talk to you when it pertains to the administration of justice, and high ranking servants of the law may come to you for help more often.

#### (Variant) Feature: Weathered

You’ve seen enough of the criminal underworld and put enough law-breakers behind bars to know how they work. You can blend in with the crowd a little easier, and you pack innocuously enough that you’re less likely to be stolen from.

### Suggested Characteristics

The life of a detective is filled with sleepless nights and stressful deliberation. This comes with a slurry of mental and physical fatigue.

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Better Xyster

## Breeding Combinations

**Better Xyster** is a Charmingal monster that has the Branz and 💀 elements. Their equivalent is Xyster.

## Description

Better Xyster is a Xyster but better in all ways imaginable.

The monster's sound is a synth lead.

## Breeding

Better Xyster can be bred using a combination of two single element Charmingals.

* *Zobyem + Clambulacaca*
Bigger Explosions

Bigger Explosions is a fairly simple card, it increases explosion damage. However, despite its name it does not affect explosion size.

## Leveling up

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## Strategy

This card is essentially steel bullets but for explosions of all kinds, including the Punch-R which already does a massive amount of damage. Since explosions already do a gigantic amount of damage, increasing it can be seen as overkill and a waste of a card slot. However if you are running a bomb deck full of explosives then you might want to consider putting it in your deck in case you face a Lars or an opponent using Thick Skin so your bombs at least have some value against him.

There is one bomb card that creates explosives that don't do quite as much damage and therefore would benefit a lot from this card, and that is Bomb Lover. Since Bomb Lover can potentially produce tens of bombs, having them deal close to a hundred damage a pop can let you pump out an insane amount of damage that could even overwhelm a Titan or an Ice Block.
Shielded Palm Monk

You are a monk of the Shielded Palm, a fighter for peace. You were found/rescued by a member of the monastery and you decided to show your gratitude by joining, or you were simply curious, and your curiosity was replaced by a sense of belonging. Or, it could be something else entirely. Monks of the Shielded Palm train and fight in pairs, however some of these pairs may be separated due to unfortunate circumstances... So what has brought you into the Shielded Palm? Were you shown kindness and compassion by a member, and decided to join? Which monastic tradition have you trained in?

**Skill Proficiencies:** Insight and One of the following: Athletics, Acrobatics, Medicine, or Perception.

**Tool Proficiencies:** Dragonchess Set and your choice of either Cook's Utensils or Herbalism Kit.

**Languages:** One language of your choice.

**Equipment:** Shielded Palm's monastic garb (green clothes with grey lining), tools of the proficiency you chose, an amulet bearing the crest of the monastery, a small journal, and a small pouch containing 10 gold.

### Monastic Tradition

The monks of the Shielded palm train in two monastic traditions. Which one have you trained in?

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#### Feature: Conflicted Views.

While the Shielded Palm monastery is a peaceful one, people still view it with suspicion. Some of the nobles and people of high standing in the Emperor's court are disdainful of where the monastery's "true loyalties" lie. On the other hand, the people of Astra believe the Shielded Palm has a good cause. Some villages, towns, or cities may be a little hostile to you at first, while others would welcome your presence with open arms.

#### Additional feature: Perfect Teamwork.

*Prerequisites: Your partner must be a player within your party, and should* *not have the same monastic tradition. Your partner must also be a **Shielded Palm Monk**.*

You and your partner have trained together for over a decade now, and know each other's techniques like the back of your hands. Whenever you're within 10 feet of your partner, you cannot have disadvantage on attack rolls, and when a creature within 5 feet of you makes an attack against your partner, you can use your reaction to make a melee at⁠tack against the attacking creature.

### Suggested Characteristics

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Rubber Bullets

This debuff card reduces the amount of damage that your rival's bullets do, or any damage that their weapon deals for that matter. It's scaling matches its buff counterpart, Steel Bullets, meaning that a player affected by both cards deals normal damage. It's effect is fairly sizeable and can have a great impact. However cards such as bomb are notably unaffected as well as poison bullets for example, so this card has its gaps.

Vampire Bullets are actually hugely countered by this card as its healing relies on damage done, dropping in tandem with the amount of damage your rival's shots deal. The reduced damage is especially noticeable on guns that deal large single shot damage, such as the Laika and the Albatross21 which can ordinarily kill you in just a few shots but affected by this debuff, those few extra shots that they need to hit could just be the difference between life and death.

## Leveling up

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## Trivia

Weapons affected by this card make a hilariously pathetic rubbery sound when fired or otherwise used. Although one might argue that a rubber sword that can kill you in a few swings might be more terrifying than one made out of steel.
Steel Bullets

Steel Bullets increase your weapon's damage, although since the Punch-R deals explosive damage it isn't affected by this card: Rather it's affected by cards such as Bigger Explosions. Even though this card is titled Steel Bullets, it still increases Katana's damage despite it not having anything to do with bullets and already being made out of steel.

This card will increase the amount of healing you get from Vampire Bullets due to the healing scaling with damage done per bullet. It's pretty effective, especially with guns that already deal large amounts of damage per shot, the Laika most notably becomes a 3 shot kill, meaning you only have to hit half of your shots to kill your rival.

## Leveling up

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Shadow

You are (or were) a member of the League of Shadows, an agent of chaos. You were inducted into the League at a very young age, or you were approached by a recruiter once you've made a name for yourself. So which was it? Were you brought up into becoming a member of the League? What is your specialization?

**Skill Proficiencies:** Stealth and One of the following: Sleight of Hand, Perception, Acrobatics, or Insight.

**Tool Proficiencies:** Thieves' Tools and your choice of either Disguise Kit or Forgery Kit.

**Languages:** Undercommon and any language of your choice.

**Equipment:** League of Shadows' garb (black garb with elements of crimson red scattered around)/Common Clothes, Thieves' Tools, a token of the League, a small knife hidden in your boot, and a small pouch containing 10 gold.

### Specialization

Shadows come in many forms. Some are assassins, others thieves, or even spies. What are you?

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#### Feature: Shadows Are Everywhere.

The League's reach goes all the way through Hirdellan, and while it is hard for them to gain a foothold in Astra, they still have agents and safe houses for their members hidden within its cities' underground. These agents may have relevant information for shadows, and the safe houses may be used for shelter. If you're an ex-shadow, these agents are hostile. However, you still know the locations of these safe houses.

### Suggested Characteristics

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Way of the Shield

Some monasteries teach a specialized form of combat that is very different from traditional monk fighting techniques. This style is known as the Way of the Shield, and it emphasizes the shield as a living extension of the warrior. Monks of this tradition train to take advantage of shields and polearms, so that they can fight with or against large armies of hoplites in phalanx formations. Such monks commonly wear long red cloaks to disguise their intentions and add fluidity to their movements.

Temples that teach the Way of the Shield are often decorated with scrolls that exalt the feats of warriors who are fearless when faced with impossible odds. Massive armies may be surprised to encounter resistance from a proud band of shield monks with less than a tenth of their numbers. Grandmasters of this tradition have even been known to stand alone against creatures many times their size.

## Features

### Aresian Technique

Starting when you choose this tradition at 3rd level, you gain proficiency with shields. Additionally, wielding a shield does not impede your Martial Arts, Unarmored Movement, or Unarmored Defense features. You may also use your shield as a “free hand” to catch and hold missile weapons with your Deflect Missiles feature.

As long as you are wielding a shield, opportunity attacks against you are made with disadvantage.

### Shield Dancer

Starting at 6th level, you have learned new techniques for using shields on the battlefield.

**Vaulting Strike**. As a bonus action on your turn, you may spend 1 ki point to vault yourself into the air, leaping up to 15 feet in any direction. If you are wielding a shield, then this leap does not provoke opportunity attacks. If you take an Attack action immediately after leaping, then you have advantage on your first melee attack, and it scores a critical hit on a roll of 19 or 20.

**Counterattack**. Whenever a creature makes an opportunity attack against you and misses, if you are using a shield, you may use your reaction to spin around and make a single melee weapon attack against that creature, without interrupting your movement.

### Shell of the Dragon Turtle

Starting at 11th level, you have learned to think of your shield as an extension of your body. As a reaction when you are attacked, you may spend 1 ki point to gain an additional +3 AC from your shield, including against the triggering attack, until the beginning of your next turn.

### Undaunted Spirit

Beginning at 17th level, you are fearless when faced with overwhelming enemies. You have advantage on all attacks made against creatures that are Huge in size or larger. Additionally, you cannot be frightened or paralyzed by spells or abilities used by such creatures.
Temporary Cards

Temporary cards have an effect for a fixed amount of time, usually opening windows of opportunity for players to build a deadly combo. They can be completely useless if not used in a setting where you can make good use of that window of opportunity, such as Bullet Time or Mind Blowing.

## Strategy

Since you have to be ready for that window of opportunity, it is intelligent to prepare yourself for it either with specific cards such as Invisible and having your weapon completely recharged.
Azure Thread

As an Azure Thread, your main priority is the perseverance of the empire. You've been trained in the ways of the arcane, and had your loyalty tested very thoroughly. The Order of the Azure Threads is mostly comprised of wizards and sorcerers, but there are also many agents in the order who are not magically inclined. Those people are trained in the ways of espionage, trained to be spies for the order, or assassins. As assassins, their main targets are those who threaten the empire. Delicate targets that cannot be taken care of brashly. What would that make you?

**Skill Proficiencies:** Arcana, and your choice of Insight, Investigation, Perception, or Stealth

**Tool Proficiencies:** Your choice of Disguise Kit or Forgery Kit

**Languages:** Two of your choice

**Equipment:** A journal, a small knife, an azure gem that looks like it has threads going through it, your choice of a Disguise Kit or Forgery Kit, a set of blue common clothes, and a pouch containing 10 gp

#### Feature: Shadow Network

You have access to the Azure Thread shadow network, which allows you to communicate with other members of the order over long distances. If you write a letter in a special arcane ink, address it to a member of the Azure Threads, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to.

The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page.

#### Suggested Characteristics

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Bomb Lover

Bomb lover is a very interesting card, it allows for some unforeseen possibilities and synergies that allow otherwise lacklustre cards to shine, additionally offering creative counters to cards that would otherwise have given you a disadvantage. It is however important to note that the bombs that bomb lover gives you don't do a lot of damage, about a third of normal bombs so take that into consideration.

## Leveling up

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## Strategy

Who knew that loving bombs could turn a Garbage Day into an explosively fun time? Reminiscent of new years eve or the 4th of July! Well maybe loving bombs on its own won't do the trick, but Bomb Lover most definitely will. Garbage day gives your rival 10 Garbage cards at max level, the idea being that you have to either take the time to clear them out or suffer having 'do nothing' cards clogging up your deck. But this card weaponizes the garbage that you gain from your rival using garbage day on you to give you, in the most ideal scenario 10 bombs, which can be pretty strong.

There are ways of countering this, such as your rival using Barbed Cards so you take damage for every garbage bomb used, or Invisible Hand so you don't know which card is garbage and which card isn't, however this would force your rival to use many cards just to partially counter your one card, which is still a victory. Due to this interaction it can be good to save bomb lover for when you actually want the bombs it gives instead of using it immediately on round start since a smart rival then wouldn't use Garbage Day, Barbed Cards also tends to be used on round start giving you the chance to save your card for another round.

Bomb Lover interestingly throws a bomb when you use the card itself, which can be good to know. Any card that buffs explosion damage will stack with this card such as Bigger Explosions, and Thick Skin will allow you to throw all your bombs without worrying about them killing you before they kill your rival.

Lottery Ticket functions similarly to Garbage Day, however it is instead a buff card that gives you five cards that have a small chance of not being garbage. Usually those garbage cards would be useless, but now with Bomb Lover you instead have 6 bombs including the lottery ticket itself along with any extra effect that you might have gotten from one of the cards instead of garbage.

There are a ton of different ways to utilise this card, this only being a few of them. Get creative and take inspiration from these ideas. Try to consider when it is best to use this card and in what contexts you will get the most out of it.
Card Profaner

**Card Profaner** draws cards from your "graveyard". Graveyard (or discard pile) is a common term in card games of a pile to where cards go to after being used or destroyed.

In **Friends vs Friends** graveyard contains all **cards** that were played in current match *(not just current round)* by the user of **Card Profaner**.

**Card Profaner** draws a random card(s) that has(have) been played before in the game, excluding **Blacklisted cards**, See them below.

If no cards were used prior to use of **Card Profaner**, you will receive no cards as result.

## Strategy

**Card Profaner** is a strong card on it's own by "duplicating" random cards that have been played before it.

By keeping in mind what cards were played before it you can wait with **Card Profaner** to pull the most needed card(s) at the current moment. It's not recommended to use it the moment you draw it without consideration what have you played recently as it might return cards that will be no longer useful to you at the time.

One of the strongest ways **Card Profaner** can be used is by combining it with debuffs like Health Down, Rubber Bullets or Small Mag etc., essentially doubling the effects of the debuffs, often granting you free round by disabling the opponent for current round.

Another strong use of **Card Profaner** is by replaying card combos like infamous Hot Potato! + Parley.

It can be also used situationally to bring back cards like Health Up and Medkit to gain extra healing if the situation gets dire.

Due to versatility a **Card Profaner**'s draw it is extremely flexible and strategic use at the right moment can completely turn the tides of the match.

While using **Card Profaner** to duplicate effects of a card, be aware that not all cards will stack and for some cards doubling will be inefficient.

*For example: Using Akimbo second time will not give you a third gun but instead will just refill your ammo. Using Heartless second time will spawn a second heart (enemy still needs to only destroy one) and add even more slow to your movement speed (but won't increase health loss per tick or tick frequency).*

## Blacklisted Cards

**Card Profaner** has internal blacklist that ignores some cards and checks for next card in graveyard to draw.

*For example: When using **Max Level Card Profaner** while top of your graveyard contains **Card A -> Blacklisted Card B -> Card C**, you will draw **Card A** and **Card C** as result.*

Currently known blacklisted cards:

* Additional Cards (Tokens) or **Hot** cards
* Extra Cards
* Lottery Ticket
* **Card Profaner** *(The only possibility to draw it back would be to copy enemy **Card Profaner** using Mirror Card but it should be blacklisted considering the blacklisted cards pattern, requires further experimentation to confirm this case.)*
* Card Thief
Hobgoblin

Hobgoblin Lore to be written...

## Goblinoid Names

Goblinoid names often feature drawn-out vowel sounds (represented by doubled letters). Goblins, hobgoblins, and bugbears use the same names and naming conventions, despite their tribal differences.

**Male Names:** Aruget, Chetiin, Daavn, Dabrak, Dagii, Drevduul, Duulan, Fenic, Gudruun, Haluun, Haruuc, Jhazaal, Kallaad, Krakuul, Krootad, Mazaan, Munta, Nasaar, Rakari, Reksiit, Tariic, Taruuzh, Thuun, Vanii, Vanon, Wuudaraj

**Female Names:** Aaspar, Aguus, Belaluur, Denaal, Draraar, Duusha, Ekhaas, Eluun, Graal, Gaduul, Hashak, Jheluum, Kelaal, Mulaan, Nasree, Raleen, Razu, Rekseen, Senen, Shedroor, Tajiin, Tuneer, Valii, Wuun

## Hobgoblin Traits

A hobgoblin character has the following racial traits.

***Ability Score Increase.*** Your Constitution score increases by 2, and your Intelligence score increases by 1.

***Age.*** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.

***Alignment.*** Hobgoblins adhere to a strict code of honor and a rigid idea of martial discipline. Most are lawful, tending toward harsh enforcement of their laws.

***Size.*** Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier:

Size modifier = 2d10

Height = 4 feet + 8 inches + your size modifier in inches

Weight in pounds = 110 + (2d4 × your size modifier)

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Martial Training.*** You are proficient with two martial weapons of your choice and with light armor.

***Saving Face.*** Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.

***Languages.*** You can speak, read, and write Common and Goblin.
Akimbo

Akimbo is Weapon Card that was added in the Baba's Laundromat Expansion

When Akimbo Is used, the weapon that you are using gets doubled, basically allowing you to dual wield

## Strategy

The Best Strategy for Akimbo, is to wait for someone else to pull out an overpowered weapon, examples include the Boomstick and Albatross21, then use the Swap Weapon card, and then use Akimbo

Alternatively, You can use one of your own weapon cards, then use Akimbo

### Recommended Cards

* Boomstick
* Albatross21
* Katana
* any type of "Bullets" card
* Swap Weapon
Viginti annos induciarum-wiki

* **Welcome to the Viginti Annos Induciarum!**

A Dátum 1918 Németország letette a fegyvert a szövetségeseivel és felkészülnek a tárgyalásra az Antantal. Az Antant pedig a bosszútól fűtve az ellenségeik végleges eltiprását javasolják mint béke melybe a központi hatalmaknak bele kell menniük. Ferdinand Foch a békét elolvasván ennyit mond: Ez nem béke, ez húsz év fegyverszünet. Innen kezdődik a történetünk

## Főbb tudnivalók

1. Országok
2. Frakciók
3. Háborúk
Veteran

## Features

### Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, History, Insight, Intimidation, or Medicine.

### Tactical Training

Beginning when you choose this archetype at 3rd level, if you have an ally within 5 feet of an enemy, all your attacks have advantage against that enemy. The range increases to 10 feet once you reach 10th level.

### Improved Fighting Style

Starting at 7th level, your chosen fighting style is improved in some way:

*\*Odyssey of the Dragonlords content,* *\*\*Tasha's Couldron of Everything content*

### Veteran's Battle Focus

Starting at 10th level, you gain the ability to enter a battle focus. On your turn, you can use a bonus action to focus inwards and enter a state of sheer focus. This state lasts for 1 minute and grants you the following benefits. It ends after you take damage equal to or greater than twice your Fighter level—or when you are knocked unconscious.

* You are immune to the Frightened and Paralyzed conditions.
* You have advantage on Strength, Dexterity, and Wisdom saving throws.
* Your allies are emboldened by your calmness in battle. Allies within 10 feet of you have advantage on saving throws against being Frightened or Paralyzed.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.

### Efficient Critical

Starting at 15th level, you also double your modifiers when you score a critical hit.

### Coordinated Strike

Starting at 18th level, whenever you use a reaction, you can choose two allies. The chosen allies can make an attack roll as part of your reaction.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.