recursal/Fanatic-Fandom huggingface dataset:
Janitor's Cart

A large pushable cart that comes with the following items attached to it:

* An adjustable mop
* A broom
* Trash bags
* Disinfectant spray
* Cleaning Rags
* Wet floor signs
* A water bucket
* A bar of soap

**Modify.** If a character has the modify ability, then at the cost of 50 more credits, the janitor's cart can now hold 2 mops.

**Modify.** If a character has the modify ability, then at the cost of 900 credits, the janitor's cart can now contain any corrosive chemicals that would destroy an ordinary janitor's cart.
Hack System

2nd*-level .drr program*
 Range
 Cost
 Duration

Begin hacking a medium computer console. Roll an Intelligence saving throw against the computer's hacking save DC each turn. Upon 3/5 failures, the computer may or may not try to hack you in return. Upon 3/5 successes on each turn, gain access to the following:

* Alarm Systems
* Data Files
* Doors/Airlocks
* Security Cameras
* Turret Guns

This program can also be used to permanently crash a medium computer. At the cost of 2 extra points, the computer can be permanently hacked until someone else assumes control of the computer.

At the cost of 1 extra point, you can lower the casting time from 5 actions to 3, with a 2/3 success/failure ratio.
Katana

This katana is made of stainless steel and is as sharp as the wit of a great poet. It weighs about 3 pounds, and deals 1d6 slashing damage. It requires finesse and is light.

**Modify.** If a character has the modify ability, then at an additional cost of 150 credits, the katana can transform between its current form and two throwable combat knives.
Combat Bot Lvl. 3

Combat bots are traditionally used by small businesses against shoplifters and armed robbers. They are consumer-grade electronics.

## Description

Combat bats are small two-foot by two-foot drones that tend to follow an owner or a set path. They operate entirely on their own and are governed by a set of rules. They are not bound by the Laws of Robotics.

## Statistics & Passive Abilities

### Robot

The rudimentary AI of this machine is very basic. It is incapable of being charmed, tricked, or fooled.

## Actions

### Stun Attack

Ranged Weapon Attack: +8 to hit, reach 30ft., one target. Hit: 3d4+5 stun damage. Roll 5d6 + 3. If this number is greater than the amount of the enemy's health, the enemy is rendered unconscious by the stun attack.

### Lethal Attack

Ranged Weapon Attack: +8 to hit, reach 30ft., one target. Hit: 3d6+5 laser damage.

### Self Destruct

Can be given as a command. Explode in a specific point. Everyone within 5 feet takes 3d6 exploding damage. Everyone within 15 feet makes a Dexterity save DC 14. Upon failure, take the 3d6 exploding damage, or half upon success.
Combat Rules

## The Order of Combat

A typical combat encounter is an actual fuck-fest: gunfire, grenades, piss-shit technology, sneaking around, fuck freak tactics -- you get the picture. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if nobody has decided who's won, yet.

### Combat Step-by-Step

1. **Determine surprise.** The GM determines whether anyone involved in the combat encounter is surprised.
2. **Roll initiative.** Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.
3. **Take turns.** Each participant in the battle takes a turn in initiative order.
4. **Begin the next round.** When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

## Firing Ranged Weapons (unique to Neo York)

When firing a ranged weapon in Neo York, you may choose between *Hip-Firing* and *Aiming*.

### Hip-Firing

When hip-firing, you are keeping yourself open to continuing to move in combat after firing your weapon. If you wish to move after firing your weapon, hip-firing is a necessity. However, it comes at the cost of not including your proficiency bonus when firing your weapon.

### Aiming

When aiming, you are planting your feet and standing still. You may move any amount of distance up to this point, but after firing your movement speed automatically drops to zero. This comes with the benefit of not sacrificing your proficiency bonus when firing your weapon.

## Reloading

Unlike standard D&D 5e, in Neo York reloading your weapon takes a full action instead of a bonus action.

## Cover System (unique to Neo York)

Naturally, your Armor Class will fail to effectively prevent you from taking damage from ranged weapons. For this reason, it is vitally necessary to use cover to increase your Armor Class. There are 3 levels of cover.

 Half Cover
 Full Cover

### No Cover

When you are not between any decently-sized objects, such as a desk, a chest-high wall, or some other kind of object to significantly obstruct enemy vision, you are in No Cover. You get no benefit from being outside of cover.

### Half Cover

If you are against a chest-high wall, desk, or other object that obstructs vision from about half or more of your body, you are considered to be in Half Cover and gain a +5 AC bonus. This only applies towards the directions from which enemies are attacking.

### Full Cover

If you are on the opposite side of a wall, behind a thick and tall object, or an object that obstructs vision from most or all of your body, you are considered to be in Full Cover and gain a +10 AC bonus. This only applies towards the directions from which enemies are attacking.

## Combat Actions

You can find a full list of available combat actions **here**.
Fire Beam

*1st-level .cdf program*
 Range
 Cost
 Duration

Make an attack roll against target creature. Upon success, target creature is hit by a solid beam of fire, dealing 2d6 in flame damage. Additionally, one creature within 5 feet of the target is chosen to take an extra 1d6 fire damage. Both creatures are set on fire until they put themselves out, and take 1d4 in fire damage for each turn they are still on fire.
Camoflauge

Once equipped, your AC decreases by 1. When purchasing camouflage, you are purchasing one of the following types:

* **Snow:** Gives you +3 on stealth rolls in snowy areas, but -3 anywhere else.
* **Brick:** Gives you +3 on stealth rolls in industrial or urban areas, but -3 in the snow.
* **Jungle:** Gives you +3 on stealth rolls in grassy, forest, or jungle areas, but -3 in the snow.
* **Desert**: Gives you +3 on stealth rolls in desert areas, but -3 in the snow.

The camouflage takes 15 minutes to equip or remove.
Civilian-Grade Vehicle

A vehicle driven by ordinary civilians.

## Statistics & Passive Abilities

### Brakes

If the vehicle does not take a move action in a turn without having moved 50 feet or less in the previous turn, the driver will be launched off the bike and will take (x)d6 bludgeoning damage, where x is the amount of movement above 50 the bike took in the previous turn divided by 10.
Giant Protein Leech

Protein leeches are the god damn stinky dirty devils of the deep. Do not trust them, and do not keep them as pets.

## Description

Protein leeches are often used as a source of food, the revolutionary farming technique having been created by WallaceCorp during the great hunger crisis. Giant protein leeches are what happen when these biofarms are not properly supervised.

They are often found in groups. They tend to be fairly immobile, so it is not often they will move very far from where they were born.

## Statistics & Passive Abilities

### Slimy Husk

The protein leech has advantage on resisting grapples because of how lubricated in its own slime it is.

### Pack Tactics

The protein leech has advantage on attack rolls when it is within 5 feet of another protein leech.

## Actions

### Bite

Melee Weapon attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage.
Claymore Mine

A mine that, once armed, detects all creatures within 5 feet of it and explodes. Once noticed can easily be disarmed without any associated roll.

Requires a passive perception of 20 or higher to notice. Alternatively, an investigation explicitly for explosives can be done at a DC of 13 to locate it.

Once explodes, every creature within 15 feet takes 4d6 fire damage.
Black Market Shopping List

This is the black market shopping list. These are goods sold by all of the shady underground markets. Many of these items are considered contraband, and if they're found on your person you may be fucked.

During downtime, so long as you have the **black market perk**, you can buy whatever you want in the world from here. Although everything here is available for purchase, you can only effectively use whatever you are proficient in except for non-weapon or armor equipment that does not include proficiency requirements.

## Weaponry

### Simple Weapons

 Ribbed Knife
 Poison Knife
 Nail Whip

### Rifles

 Tranquilizer Rifle
 AK-74U

## Equipment

### Acids

 Fluoroantimonic Acid (gallon jug) | 1000 credits
 Hydrofluoric Acid (gallon jug) | 2000 credits
 Aqua Regia (gallon jug) | 3000 credits

### Mission Gear

 Chameleon Projector | 550 credits
 Net Gun | 2000 credits
 Peril-Sensitive Sunglasses | 850 credits
 Sleepy Pen | 190 credits
Disable

2nd*-level .cdf program*
 Range
 Cost
 Duration

Make a ranged attack against target robotic creature. Upon a successful hit, target robotic creature is rendered disabled for the duration of the program. This is the equivalent as though they were incapacitated. If they are only half-robotic, they have disadvantage on all saving throws and attack rolls.
Game Updates

## Update 5

* Added Heavy Ballistic Protective Kevlar to the shopping list
* Added the following backgrounds:
	+ Artist
	+ Dog Catcher
	+ Librarian
	+ Mechanic
	+ Monk
	+ Plumber
	+ Private Detective

* Added the AK-74u.
* Added the Trained Terrorist.

## Update 4

* Edited the Spy's subclasses to make them more useful.
	+ Added the Gambling subclass.
* Edited the Hacker's subclasses to make them more useful.
	+ Added the Gray Hat Hacker subclass.

* Cyborgs and robots are now weak to electric damage.
* Added the Net Gun to the black market shopping list.
* Added the following enemies:
	+ Sentry Turret
	+ Grenade Turret
	+ Security Camera

* Put the armor values back to what they originally were. Keeping the cover system.

## The Fool Expansion

* Completely revamped the Hacker, making it a completely different class.
	+ Added **computers** to and removed **keyboards** from the shopping list and black market shopping list.
	+ Added **modify** components to some items in the shopping lists.
* Buffed the Brawler and the Duelist.
* Added Overwatch and Hunker Down to the list of Actions in Combat.
* Added suppressive fire to the soldier and spy.
* Generally restructured and added to/rearranged the shopping lists.
* Added acids to the black market shopping list.
* Restructuring and making major additions to the creatures list.
* Rebalanced the amount of skills available to classes.
* Added the following backgrounds:
	+ Gang Member
	+ Chemist
	+ Lawyer
	+ Sailor
	+ Veteran

* Added an Insanity Table.
* Feats are now chosen at level 1, 5, and 10.
* Added the cover system to the Combat Rules.

## Update 3

* Added the Chameleon ID to the Black Market Shopping List.
* Added the Flamethrower as a Black Market weapon, with accompanying fuel tank ammo types.
* Added the Frozen condition.
* Added more creatures: grunts and shock troopers.

## Update 2

* Edited damage of some weapons and grenades.
* Increased Type B Replicant speed from 20 feet to 25 feet.
* When purchasing the Improved Leg, you can choose between the regular Dex improvement of 1, or you can increase your running speed by 5.
* Added a new character sheet.

## Update 1

* Instead of using Experience Points, we will now use the quantity of Missions Completed to determine when you level up.
	+ The Leveling Table has changed to tell you how many missions must be completed.

* Increased the amount of money you get from each mission. Altered the price of certain weapons.
Create AI

4th*-level .odd program*
 Range
 Cost
 Duration

Create sentient AI in chosen computer frame or robotic frame under your control. This AI has a personality entirely customized by yourself, but is also capable of malfunctioning. If you believe it is malfunctioning, you must roll an Electronics skill check DC 15 in order to make a determination.

By default, AI follow 3 laws. These cannnot be changed with supplies from the standard shopping list:

1. You may not cause human harm by your direct actions.
2. You must follow all commands by your creator, or other humans, except for those which would violate your first law.
3. You must prevent yourself from being damaged, unless this would violate the first and second laws.
Security Guard

## Overview

Congratulations! You've been hired to stand somewhere and look important. Whether it be working as a rent-a-cop for a mall or department store, maybe doing high-detail security for a big corporation, your job is pretty unimportant all things considered. You have a pistol that you're almost never allowed to bring on the job, and you're probably a washed-up ex-cop, an alcoholic, or both.

* **Skill Proficiencies**: Intimidation
* **Weapon Proficiencies**: Pistol
* **Equipment**: A light armored vest (Light Armor), a 9mm pistol with a full clip, a cell phone, common clothes, and a wallet containing 50 credits.

## Feature: An Unprofessional Professional

Security guards are expected to be professional, despite the fact that many of them aren't. Your level of professionalism can be determined by the following table.

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## Suggested Characteristics

Security guards tend to be every-people. They don't tend to be strong-willed enough to be a killer, nor well-trained enough to act as a police officer.

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Electric Aura

*White Hat .drr program*
 Range
 Cost
 Duration

Each creature of your choice in the surrounding area gains 1d6+1 bonus hit points. If they had any bonus hit points prior to now, those bonus hit points are removed and replaced with these new ones.

For each additional 3 points, gain an extra 1d6 bonus hit points.
Military Assault

A professional soldier experienced in charging in, guns blazing, with heavy shotguns.

## Tactics

A well trained combatant who will not back down so long as his orders are to ensure you die. Is likely to charge forward and take you out with his shotgun, will always try to flank you.

### Passive Perception

The military assault has an 11 in passive perception.

### Shotgun Preference

When attacking within 10 feet with a shotgun, the military assault gets advantage.

## Actions

### Combat Knife

Melee weapon atack: +5 to hit, one target. Hit: 1d4+3 damage.

### 10mm Pistol

Ranged Weapon attack: +3 to hit, reach 20/40ft., one target. Hit: 2d6+1 damage. 12 (9mm) rounds, 1/turn.

### Automatic Shotgun

Ranged Weapon attack: +5 to hit, range 20/50ft., one target. Hit: 4d10+5 damage. Reload 16.

### HE Grenade

Throw at target point. Every creature within 20 feet of the point must pass a Dexterity save. If their save is less than 12, they take 3d8 explosive damage, or half upon success.

### Flashbang

Throw at target point. Every creature within 20 feet of the point must passed a CON save DC 13. Upon failure, they are rendered blind and fail all Wisdom saves until their next turn. If their save is less than 10, they are additionally stunned for one turn.

### Smoke Grenade

Throw at target point. Surrounds a 30-foot radius area with thick smoke that is impossible to see through. Takes about 5 minutes to clear up, or winds exceeding 30 mph.

### Suppressive Fire

While suppressive fire is active, you can take no other actions, bonus actions, or movements. While your target is affected by suppressive fire, the following applies:

* If the target attempts to move from their position, you may make an attack of opportunity against them.
* Every time the target attacks another creature, they must roll a d6. On a 1-3, their attack automatically misses.

This ability can be used an unlimited amount of times per day and can be canceled at any time.
Pain

5th*-level .drr program*
 Range
 Cost
 Duration

Make a ranged attack against target creature. If it hits, it deals 2d8+2 necrotic damage. Additionally, the creature then makes a Constitution saving throw. Upon failure, it *believes* it took 4d20 damage. If the creature believes it is dead, it will collapse onto the ground and be rendered unconscious.

If the creature does not believe they are dead, they still believe they took a massive amount of damage. If the creature's CR is below 10, they become frightened for 1d4 turns.
Defile

*Black Hat .odd program*
 Range
 Cost
 Duration

Make a ranged attack against target creature. Upon success, they are defiled for the duration of the program: they automatically lose all charisma checks & saving throws and they go last in the turn order. Additionally, they take 1d4-1 psychic damage each turn.
S.W.A.T. Entry Officer

A SWAT team member in Neo York. Specialized in going in on the ground.

## Tactics

Specializing in ground combat, charges in with a squad fearlessly.

## Actions

### Telescopic Baton

Melee Weapon attack: +5 to hit, reach 5ft., one target. Hit: 1d6 bludgeoning damage.

On a successful hit, target must make a Strength save DC 12 or be knocked prone.

### 9mm Pistol

Ranged Weapon attack: +5 to hit, reach 10/40ft., one target. Hit: 2d4+2 damage. 12 9mm rounds.

### Pump Action Shotgun

Ranged Weapon attack: +6 to hit, reach 20/30ft, one target. Hit: 3d12+3 damage. 8 (6-gauge) rounds.
Mutant Wasp

Mutant Wasps are scary and evil, and don't you forget about it.

## Description

Giant mutant wasps fly tend to fly around on their own, but all operate in a similar hive. They've been known to wipe out small villages in more rural areas, and their most dangerous ability is their stunning sting.

They operate as a hivemind. If one dies, it is likely any others in the area have been alerted.

## Actions

### Sting

Melee Weapon attack: +6 to hit, reach 5ft., one target. Hit: 4 piercing damage.

### Stunning Sting (Recharge 5-6)

Melee Weapon attack: +6 to hit, reach 5ft., one target. Hit: 4 piercing damage. Upon hit, target must pass a Constitution save DC 13 else be stunned for 1d4 turns.
Backgrounds

## The Scum of Neo York

Your character’s background reveals where you came from, how you started taking jobs, and your place in Neo York. Your background is what will provide multiple aspects of your character and their proficiencies.

Changing the background you were given and selecting new proficiencies may be done at the discretion of the DM.

## List of Backgrounds

Here is a summarized list of backgrounds that you could have in Neo York.
Races

There are many races who walk the streets of Neo York. The majority of them are definitely human, but little do you know some of them may be replicants sneaking around, and many of them could be cyborgs in nature, or just straight-up robots.

 Replicant (Type A) | +2 to Strength
 Replicant (Type B) | +2 to Charisma
 Cyborg | -2 to Charisma
Game Mechanics

Here is a list of the **Classes.**

Here is a list of the **Backgrounds.**

Here is a list of the **Races.**

Here is a list of the **Conditions.**

Here is a list of the **Skills.**

Here is a list of the **Creatures.**

Here are the **Items**.

Here is the **Database**.

Here are the **Combat Rules.**

Here is the list of **Actions in Combat**.
Retractable Blade

You are equipped with a hidden retractable blade with a reach of 5 feet. It cannot be detected by any means, as it is built into the side of your arm. It can be released or holstered not as a free action, but automatically. It is technically always equipped, simultaneously leaving both of your hands freed.

The retractable blade deals 1d8 slashing damage and is light.
Prison Sniper

Guardian of the sacred criminals - sniper edition.

## Tactics

A prison sniper will typically stay in a protective area to fire kill shots. If it detects its position is being flanked or infiltrated, it will seal itself in whatever secure position it's in and keep firing.

### Passive Perception

The prison guard has a 16 in passive perception.

## Actions

### Telescopic Baton

Melee attack: +2 to hit. 1d6 - 1 damage.

On a successful hit, creature must make a Strength save DC 12 or be knocked prone.

### Pepper Spray

Upon a successful attack, target creature is blinded for 1d4+1 turns if they're not wearing protective eyewear.

### Lapua Sniper Rifle

Ranged Weapon attack: +7 to hit, reach 40/150/600ft., one target. Hit: 1d12+4 damage. 10 (.338) rounds, 1/turn.

### Suppressive Fire

While suppressive fire is active, you can take no other actions, bonus actions, or movements. While your target is affected by suppressive fire, the following applies:

* If the target attempts to move from their position, you may make an attack of opportunity against them.
* Every time the target attacks another creature, they must roll a d6. On a 1-3, their attack automatically misses.
Missile

2nd-*level .cdf program*
 Range
 Cost
 Duration

Create a missile. It is heat-seeking and follows your target. The missile has an Armor Class of 18, and moves at a speed of 60 feet, and goes immediately after your target in the turn order. If it is hit once, it will explode, and deal 3d6 explosive damage to everyone surrounding it. Once the missile hits its target, it will explode.
Police Medic

A paramedic dedicated to keeping his friends alive.

## Tactics

Police medics are here to make sure nobody dies when they don't really need to.

(+3)

Whenever an attack hits with the stun gun, roll a 2d6. If the enemy's health is less than your roll, they will instantly fall unconscious.

During an attack, you can fire more than one stun charge, up to six stun charges. For each extra stun charge fired during an attack, extra damage is not added -- instead, an extra d6 is added to the 2d6 roll for the unconscious effect.

### Pepper Spray

Upon a successful attack, target creature is blinded for 1d4+1 turns if they're not wearing protective eyewear.
Military Heavy

A professional soldier experienced in heavy weaponry. Perhaps the most frightening of the military troops.

## Tactics

A well trained combatant who will not back down so long as his orders are to ensure you die. Will stay at medium range, laying down as much fire as possible.

### Passive Perception

The military heavy has an 11 in passive perception.

### Criticals

The military heavy crits on a 19-20 when using his Light Machine Gun.

## Actions

### Combat Knife

Melee weapon atack: +7 to hit, one target. Hit: 1d4+2 damage.

### Light Machine Gun

Ranged Weapon attack: +7 to hit, range 30/70ft., one target. Hit: 4d10+4 damage. Reload 5.

### HE Grenade

Throw at target point. Every creature within 20 feet of the point must pass a Dexterity save. If their save is less than 12, they take 3d8 explosive damage, or half upon success.

### Suppressive Fire

While suppressive fire is active, you can take no other actions, bonus actions, or movements. While your target is affected by suppressive fire, the following applies:

* If the target attempts to move from their position, you may make an attack of opportunity against them.
* Every time the target attacks another creature, they must roll a d6. On a 1-3, their attack automatically misses.

This ability can be used an unlimited amount of times per day and can be canceled at any time.

### Action Surge

Starting at 5th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.
Artist

## Overview

So, you've dedicated your life to being an artist. Your life is built around the expression of yourself, and you're always looking for the deepest metaphors with which to express yourself.

* **Skill Proficiencies**: Performance, Insight
* **Tool Proficiencies**: Simple Gadgets
* **Weapon Proficiencies:** None
* **Equipment**: A set of artist's tools, a cell phone, and a wallet containing 200 credits

## Feature: Your Art

As an artist, while you may dabble into different aspects of art, there will always be one primary form you can always fall back on to express yourself.

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## Suggested Characteristics

Artists are typically difficult people to get along with. They tend to be very pretentious and full of themselves, and love to talk about random musings on life during the most inappropriate of times.

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Typhoon System

The typhoon system is a weapons system that is built into your torso. Once activated, the typhoon system releases a million micro-projectiles, causing every creature within a 20 foot radius of yourself to take 4d6 force damage.

The typhoon system can be used once per long rest at 1st level, and twice per long rest at 5th level.
Energy Dagger

The energy dagger is made of sharp steel, lined with a conductive alloy. Seems to be a knockoff of The Fool's arsenal. It has finesse, is light, and can be thrown (range 20/60).

Deals 1d4 piercing and 1d4 electric damage.

**Modify.** If a character has the modify ability, then at the cost of 500 additional credits, the knife becomes condensible and can be taken apart, becoming completely unrecognizable. Additionally, it is lined in a protective rubber and can be reassemblied within 6 seconds. This will make it impossible to detect as a weapon if you are ever patted down or go through a metal detector.
RC Car

A miniature RC car controlled by a remote controller. Controller has a range of 1 mile. Anything weighing less than 5 lbs can be attached to the RC car.

**Modify.** At the cost of 1200 additional credits, attach a camera to the RC car that can connect to your Terminal. If you have remote control, you can ping computer systems through the RC car camera.
Firewall

6th*-level .drr program*
 Range
 Cost
 Duration

Choose a point within range. Create a 20-foot wall of fire moving vertically or horizontally. Any creatures within the wall must make a DEX save or take 4d12 fire damage, or half upon success. For the duration of the program, if any creature enters the wall, or ends their turn in the wall, they take 3d12 fire damage.

The fire wall is thick and difficult to see through. All ranged attacks through the fire wall have disadvantage.
LAM Grenade

A grenade that can fit in your hand. Has a grip that can attach to the side of any surface. Have a button that can activate them, or space for a link or wire. Alternatively, has a motion sensor that will activate the explosive once any creature enters the space within 15 feet of it.

Can be thrown like a regular weapon, range 20/60.

Once activated, all creatures within 15 feet take 4d12 explosive damage without recourse.
Flamethrower Tanks

## Fuel Tank

The fuel tank, if loaded into a flamethrower, will deal 5d6 fire damage upon a successful hit.

Additionally, both the target and whoever is inbetween the target and you must make a Dex save DC 13. Upon failure, they are set on fire, and will take 2d6 fire damage at the beginning of each turn they remain on fire.

## Coolant Tank

The coolant tank, if loaded into a flamethrower, will deal 2d6 cold damage upon a successful hit.

Additionally, both the target and whoever is inbetween the target and you must make a Dex save DC 13. Upon failure, they take a level of Freeze. The table below establishes when they will be frozen. They will remain frozen for 1d4 days.

 Small, Cyborg
 Medium
 Medium, Cyborg
 Large
 Large, Cyborg
Destroy Current

6th*-level .odd program*
 Range
 Cost
 Duration

Find connection to electrical grid and touch it with your hand. Upon touching, the electrical current of this building, and every single building connected to it on the same grid, is completely destroyed for 24 hours.

This will put every interior in the power grid in darkness (or low-light if there are emergency lights) and does not affect emergency generators.
Jet Boosters

Once equipped with the jet boosters augmentation, you have a built-in jetpack that can only be removed with power tools. This grants you a flying speed of 60 feet with half-hover (whenever you take damage, make a Constitution save DC the damage taken to not fall.)

The maximum height that can be reached via jet boosters is 600 feet.
Sex Slave

## Overview

You've spent most of your life as a sex slave. Those mostly applied to females, this could also apply to male characters. Most sex slaves nowadaysa were vat-grown in some corporate facility, but that's not the only type of sex slave you may find in Neo York.

* **Skill Proficiencies**: Persuasion, Charisma
* **Tool Proficiencies**: None
* **Equipment**: A working girl's clothes and a stolen wallet containing 25 credits.

## Restricted Races

There are only three applicable races for this background, and each of them come with differences.

### Replicant

You were created in a laboratory for the sole purpose of bringing sexual delight to a client. Somehow, you managed to get into some other types of work instead.

As being a replicant, your body was specifically molded to be as appealing as humanly possible, meaning you appear as the height of your kind. If Charisma is not your highest stat, then you ain't playin this background right.

### Human

You were kidnapped at some early point in your life, and your body was sold on the black market. At this point, you have escaped, and it is likely you still carry a lot of trauma with you. It may be difficult piecing your life back together, but you are sure you can manage.

### Cyborg

At some point you were electronically disabled and turned into some kind of for-sale sex slave. You primarily existed to serve the markets of those with a fetish for cybernetically augmented slaves. Whether or not you were sold on the legal or black market is entirely up to you.

## Suggested Characteristics

Victims of sexual trauma tend to value themselves less, and are more likely to want to reclaim some sense of dominance and control in their life. How you decide to do this is up to you, just make sure it's not too offensive or distasteful.

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Truck Driver

## Overview

You work (or worked) as a truck driver.

* **Skill Proficiencies**: Vehicles
* **Tool Proficiencies**: Specialized Vehicles (Trucks)
* **Equipment**: A cell phone, a set of common clothes, and a wallet containing 220 credits

## Feature: Your Truck

You've been working as a truck driver for quite some times. You have connections over your ham radio and know the city and surrounding are pretty well. Your family may as well be non-existant with how much you alienate them, and that's assuming they still exist, or even existed to begin with.

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## Suggested Characteristics

Semi truckers can be some of the most honest people you'd ever meet. However, they could also be some of the most scummiest people alive who prey on the weak.

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Docking Bay

A docking bay, which can be installed on any object with a carrying capacity of 120 lbs, is used to dock drones and bots that require it. By default, the docking bay can host 3 bots/drones on it.

The docking bay has 5 charges by default, out of a maximum of 5 charges. Each charge enacts a bot for 2 hours. These charges must be resupplied via purchase, as shown on the table below.

Only one docking bay can be mounted on an object. Once a bot is activated, the docking bay must remain stationary, or the bots will automatically shut down.

 Docking Bay Charge

Back to the shopping list.

**Modify.** If a character has the modify ability, then at the additional cost of 1500 credits, the docking bay's essential components are compacted and capable of carrying 1 single bot instead of 3. This new docking bay can be carried as a backpack.
Military Support

A professional soldier experienced at front-line combat. Also a medic.

## Tactics

A well trained combatant who will not back down so long as his orders are to ensure you die. Is likely to make a distance, go prone and fire off as many shots as he can.

### Passive Perception

The military support has an 11 in passive perception.

## Actions

### Combat Knife

Melee weapon atack: +1 to hit, one target. Hit: 1d4-1 damage.

### FAMAS

Ranged Weapon attack: +5 to hit, range 50/70ft., one target. Hit: 3d8+3 damage.

### Smoke Grenade

Throw at target point. Surrounds a 30-foot radius area with thick smoke that is impossible to see through. Takes about 5 minutes to clear up, or winds exceeding 30 mph.

### Epine. Injector

Melee. +8 to heal, DC 15. 2d6+2 healed, half upon failure.
Dog Catcher

## Overview

You wander the neighborhoods of suburbia wielding a net and tranquilizer. You are the one who stalks between the hedges in the night; he who captures the dogs and takes them away to Dog Hell; the dark knight who threatens the order of the dog. You are not the hero we deserve, but you certainly are the one we need.

* **Skill Proficiencies**: Acrobatics, Nature
* **Tool Proficiencies**: Simple Gadgets
* **Weapon Proficiencies:** Pistols
* **Equipment**: A net gun, a cell phone, and a wallet containing 300 credits

## Suggested Characteristics

Dog catching is an occupation as old as time. Somewhere down the path of righteously helping dogs, you fell down the rabbit hole of being their nightmare disguised as a savior. Most dog catchers are chaotic evil, but anything is possible in this strange world.

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Scanner bot

The scanner bot is a 2 foot by 2 foot rectangular droid that is launched from a docking bay, which can be installed on any object with a carrying capacity of 120 lbs.

The scanner bot, when activated, will launch 120 feet into the air, and move in concentric circles outwards for 300 feet. At your docking bay, you will be able to see everything in this area. The scanner bot is equipped with infrared heat sensors and an X-ray, which can be used to detect metallic objects located 15 feet or more shallow underground.

The scanner bot is traditionally used by police officers, bladerunners, and detectives.

If a creature enters combat with your scanner bot, your scanner bot will not automatically retreat. The scanner bot has a DC 15 Perception check to be spotted, and an armor class of 14.

Back to the shopping list.
Suicide Bot (monster)

Suicide bots are generally used in warfare. They are very simple spherical robots that will glide towards an enemy and self destruct. They can be quite hard to identify if you are not familiar with computers.

## Description

Suicide bots are small two-foot by two-foot drones that go straight for the enemy. They operate entirely on their own and are governed by a set of rules. They are not bound by the Laws of Robotics.

## Statistics & Passive Abilities

### Robot

The rudimentary AI of this machine is very basic. It is incapable of being charmed, tricked, or fooled.

#### Self Destruct

Whenever this bot's hit points reach zero, it will explode into a ball of flames. Every creature in a 20-foot radius must make a Dexterity save. Upon failure, each creature takes 3d8 fire damage, or half upon success.

## Actions

### Suicide

The suicide bot depletes its own hit points to 0.
Military APC

An armored military vehicle.

## Statistics & Passive Abilities

### Brakes

If the armored vehicle does not take a move action in a turn without having moved 50 feet or less in the previous turn, the driver will be launched off the bike and will take (x)d6 bludgeoning damage, where x is the amount of movement above 50 the bike took in the previous turn divided by 10.

### Speaker System

The military APC has a mounted speaker which can be heard within a 1 mile radius.

## Actions

### Mounted Rifle

Ranged weapon attack: Range 40/50. +7 to hit. 3d6+4 piercing damage.
Cyberspace

6th*-level .odd program*
 Range
 Cost
 Duration

You and 3 other creatures of your choice that you can see are sent into Cyberspace. You have your own home in cyberspace, with a holographic simulation of anything that can be imagined. They can all be touched, and felt, but the affects of anything inside are erased when you return.

Upon your decision, or at the end of the 24 hour period, you and the creatures you've chosen return to the real world.
Police Officer (enemy)

He roams these mean streets with a gun and a license to kill. A true servant of the state, a loyal man of the Law.

## Tactics

Police officers will not fire unless left with no choice. When that happens, they will pursue you endlessly. They have many tools under their belt. They do not want you to die after you fall.

### Passive Perception

The police officer has a 15 in passive perception.

## Actions

### Telescopic Baton

Melee attack: +6 to hit. 1d6 + 3 damage.

On a successful hit, creature must make a Strength save DC 12 or be knocked prone.

### 9mm Pistol Edit

Ranged Weapon attack: +5 to hit, reach 10/40ft., one target. Hit: 2d6+2 damage.

### Pump-Action Shotgun

Ranged Weapon attack: +6 to hit, reach 20/30ft., one target. Hit: 3d12+3 damage. 8 (12 gauge) rounds, 1/turn.

### Pepper Spray

Upon a successful attack, target creature is blinded for 1d4+1 turns if they're not wearing protective eyewear.

### Flashbang

Throw at target point. Every creature within 20 feet of the point must passed a Constitution save.

If their save is less than 13, they are rendered blind and fail all Wisdom saves until their next turn. If their save is less than 10, they are additionally stunned for one turn.

### Teargas Grenade

The teargas grenade, once activated, will surround the surrounding 30 foot radius area with a thick cloud of gas. This gas is impossible to see through.

Any organic creature within the gas must make a CON save DC 15 or have disadvantage on ability checks and combat rolls for the next 1d4 turns.
Briefcase

A simple briefcase that can hold up to 30 lbs of items. Includes a secret compartment that can hold an extra 10 lbs of items that will make it through searches.

**Modify.** If a character has the modify ability, then at the cost of 150 more credits, up to 20 lbs of items can be included in the secret compartment.
Military Sniper

A professional soldier specialized in long-range combat.

## Tactics

Stays behind, but not too far away from the group. Focused on long-distance kills. Not a risk taker.

### Passive Perception

The shock trooper has an 12 in passive perception.

## Actions

### Revolver

Ranged Weapon attack: +8 to hit, reach 60ft., one target. Hit: 2d8+5 damage.

### Lapua Sniper Rifle

Ranged Weapon attack: +9 to hit, range 40/60/600ft., one target. Hit: 1d12+6 piercing. 10 .388 rounds.

### Suppressive Fire

While suppressive fire is active, you can take no other actions, bonus actions, or movements. While your target is affected by suppressive fire, the following applies:

* If the target attempts to move from their position, you may make an attack of opportunity against them.
* Every time the target attacks another creature, they must roll a d6. On a 1-3, their attack automatically misses.

### Flashbang

Thrown Weapon: +4 to hit, range 30/70ft, target point.

Throw at target point. Upon success, every creature within 20 feet of the point must passed a Constitution save. If their save is less than 13, they are rendered blind and fail all Wisdom saves until their next turn. If their save is less than 10, they are additionally stunned for one turn.

### Smoke Grenade

Throw at target point. Surrounds a 30-foot radius area with thick smoke that is impossible to see through. Takes about 5 minutes to clear up, or winds exceeding 30 mph.
Security Guard (enemy)

The bored rent-a-cop tasked with the defense of corporate assets.

## Tactics

The security guard doesn't want a lawsuit on his hands, so he probably won't shoot unless he absolutely has to. He's also more likely to run away to call for help and will only attack in a group.

## Statistics & Passive Abilities

### Passive Perception

The security guard has a 12 in passive perception.

## Actions

### Telescopic Baton

Melee attack: +5 to hit. 1d6 + 3 damage.

On a successful hit, creature must make a Strength save DC 12 or be knocked prone.

### Pepper Spray

Upon a successful attack, target creature is blinded for 1d4+1 turns if they're not wearing protective eyewear.

### 9mm Pistol

Ranged attack: +5 to hit. Range 20/40. 2d4+3 piercing damage.
Insanity Table

Whenever a character undergoes some kind of harrowing experience, it is not unlikely they will suffer some kind of mental repercussions. Whenever suffering a level of insanity, the player must do the following:

* Roll a d4.
	+ 1-2, your character greatly fears this thing.
	+ 3-4, your character has a fondness for this thing.
* Roll a d100. The following table will explain your phobia/philia.
North Pole

Santa Claus is a holly jolly happy Fat Soul who delivers toys around the world with is magical reindeer, he has elves who build toys and load them to his sleigh for him to deliver, he makes his list and checks it twice to find out who's naughty or nice, he lives in a castle in the North Pole, Santa has a wife named Misses Claus who lives at North Pole with him, at the North Pole is where Magic happens, Santa Claus still delivers toys around the world today.
Droid

Droids are machines with a human element. Upon death, or by assisted suicide, a human can have their brain removed and interfaced with a Man-Machine Interlink (MMI), which will be put into the body of a droid.

The droid's system will override the brain and manipulate it in such a way as to essentially create new life.

## Droid Traits

* **Ability Score Increase:** +2 Intelligence, +1 Constitution
* **Size:** Medium
* **Speed:** 20 feet

## Types of Droids

### Battle Droid

Battle droids are those most commonly purchased on the black and corporate markets. They come with very distinctive battle features.

#### Built-in Chain Rifle

A chain rifle is attached to the battle droid. You start with 100 5mm bullets in your shell that cannot be removed or traded. You can hold a total capacity of 500 5mm bullets at a given time.

This rifle can only be removed with power tools.

#### Body-Plated Armor

You have an unarmored defense of 13 + your Strength + your Constitution. You do not have this unarmored defense if you instead choose to equip some kind of body armor.

### Medical Droid

Medical droids are natural support characters. Mostly operating in hospitals, they are designed for comfort, utility, and medical assistance.

#### Defibrillator

If a creature is killed, within the first 5 minutes of their death the medical droid can use a defibrillator to revive them. It is a Medicine roll DC 15, and can only be attempted once per death.

The defibrillator starts with 2 charges, and has a maximum of 3. It costs 800 credits to replenish 1 charge.

#### IV Drip

A medical IV is attached to the droid, and within it are nanomachines that are constantly producing more fluid, which is measured with Medical Points. At the end of each long rest, set the Medical Points to zero and roll a 1d10+2. This roll becomes your new set of Medical Points.

Medical Points can be transferred from your bank to any creature you can touch's hit points in 1 action.

### Protocol Droid

Protocol droids specialize as convoys. They are well-versed in the art of negotiation and service.

#### Diplomat

At the end of a long rest, the protocol droid receives 2 Diplomacy Charges. 1 Diplomacy Charge can be subtracted to reroll their own persuasion or deception check. 2 Diplomacy Charges can be used on the same ability check.

#### Waiterbot 9000

Protocol droids have natural advantage on performance when related to the following activities:

* Telling a story
* Preparing food or beverages
* Playing music
* Other ceremonial activities
Professor

## Overview

You are a professor at a popular university. You've spent a lot of your time in the academic world and are reaping the reward by exercising power over the youth who attend your classes.

* **Skill Proficiencies**: Persuasion
* **Tool Proficiencies**: Simple Computers, Medium Computers
* **Weapon Proficiencies:** None
* **Equipment**: A briefcase, a full suit, common clothes, a cell phone, and a wallet containing 600 credits

## Administrative Expectations

You have a reputation to keep up while attending this university. The administration is keeping an eye on you and if you get caught doing less than legal things, there will be repercussions. These expectations are exceptionally heavy; the media has been in a frenzy lately for exposing professors, celebrities, and other "important" members of society.

## Feature: Specialized

Presumably, you have a degree at the PhD or Doctorate level, and you teach classes centered around your subject of choice. The following table can be used to select your specialty.

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## Suggested Characteristics

Professors are allowed to be utterly lazy and worthless, but sometimes they actually put in the effort they need to for their love of the craft. They can also tend to be fairly superior despite not actually being paid that well and still not knowing what they're talking about, despite their qualifications.

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Corporate Employee (monster)

Corporate employees are the pets of corporations.

## Description

Corporate employees hate their jobs, but they hate intruders and purveyors of tactical espionage even more (it just pisses them off.) They have been taught to always be on the lookout for criminals and those breaking in.

They are likely to run away from most fights, but if within range and brave enough, they will try to stun the enemy and flee.

## Actions

### Stun Gun

Melee Weapon attack: +3 to hit, reach 5ft., one target. Hit: 1d4 stun damage. Roll 2d6; if target HP is less than what you rolled, they are rendered unconscious.

## Loot

The corporate employee might drop the following upon death:

* Their stun gun with 1d6 stun charges
* An employee access keycard
* 1d4 x 15 credits
Fat Curse

In The Town of Seberbia everyone including Jenny and her Friends at school were very excited about the pep rally on Friday but everything change one night when the comet came to Earth and Sprayed it's gas around the world all night making everyone including Jenny and her Friends Big and Fat During The Night and into The Next Day. The Teenage Girl Heather was The first Victim to be Cursed to become Fat then everybody including Jenny. Fat Jenny woke up the next morning she did not noticed she got Fat until she saw her Fat Belly and looked in The Mirror. They were Cursed over night thanks to The Comet. Jenny and Best Friends Became Big and Fat Their Families.There was nothing they can do to stop it they were losing the battle and their hunger for junk food was getting stronger and stronger, everyone including Jenny and her friends in town kept eating and eating and getting Fatter and Fatter even their Fat Naked were sticking out and showing but at least Fat Curse had a happy ending when Fat Jenny and her Fat Friends excepted being Fat.
Bug Microphone

Comes with the "bug" and a recorder with headset. The recorder records through the bug microphone only when initiated. Capable of recording up to 2 hours of content and live streaming to a terminal.

The bug can only be detected with an Investigation roll DC 22.

The recorder has a connection range of 1 mile.
Nightvision Goggles

Goggles that, once equipped, give you 60 feet darkvision. If you wear them while in medium or high light, however, you will be blinded until it is taken off.

You can also use them to instantly spot any mines, hidden traps, or infrared sensors.

If used in an area that is more than medium light, you are now Blinded.
Motorcycle

A fast motorcycle that purrs like a cat.

## Statistics & Passive Abilities

### Brakes

If the motorcycle does not take a move action in a turn without having moved 50 feet or less in the previous turn, the driver will be launched off the bike and will take (x)d6 bludgeoning damage, where x is the amount of movement above 50 the bike took in the previous turn divided by 10.