recursal/Fanatic-Fandom huggingface dataset:
Tools and Equipment Packs

A tool helps you do something you couldn't otherwise do, such as craft or repair an item, find your way, or pick a lock. Your Class, Background, and Feats give you proficiency with certain tool. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since Proficiency with a tool represents broader knowledge of its use. For example, the GM. might ask you to make a Dexterity check to carve a fine detail with your Woodcarver's Tools, or a Strength check to make something out of particularly hard wood.

## **Equipment Packs**

The starting equipment from your Class includes a collection of useful gear, put together in a pack. The different equipment packs, as well as their contents, are listed below in alphabetical order:

* **Burglar's Pack.** Includes a Backpack, 10 feet of string, a bell, 5 candles, a crowbar, and 10 lockpicks. The pack also has 50 feet of rope strapped to the side of it.
* **Climber's Kit.** Includes a Backpack, 10 Pitons, climbing boots, gloves, a harness. The Pack also includes 50 feet of rope strapped to the side of it.
* **Cooks Utensil's.** Includes a tin box containing a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
* **Doctor's Kit.** Includes Painkillers, antibiotics, and Bandages. The kit has 5 uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 Hit Points, without needing to make a Wisdom (First Aid) check.
* **Entertainer's Pack.** Includes a Backpack, a sleeping bag, 2 costumes, 5 candles, and a Disguise Kit.
* **Explorer's Pack.** Includes a Backpack, a Sleeping Bag, Cooks Utensil's, and 10 Torches. The pack also has 50 feet of rope strapped to the side of it.
* **Explosive's Kit.** Includes a Backpack, two Grenades, and three Molotov Cocktails,
* **Priest's Pack.** Includes a Backpack, a Blanket, 10 candles, and a tinderbox.
* **Scholar's Pack.** Includes a Backpack, a History Book, and a small knife.
* **Scientist's Supplies.** Includes a Backpack, two Potions of Healing, three Potions of Poison, and a Scientists Journal with all your Chemical Formula's.
Crawler

The Crawler is a Zombie who either has no legs or has lost the ability to use them. Whether they were a human who had their legs chewed off by Zombies before turning or perhaps they were crippled in their lift before turning into a Zombie, they now have to get around by crawling slowly across the ground. Many Crawlers choose to just remain in one place on the ground and surprise anyone who walks by. Although they aren't particularly difficult to take out, if you don't see them, they can easily take you by surprise and bite you.
Glock 19

A Handgun perfect for taking out Infected or Survivors. The Glock 19 packs a bit of a punch and can shoot ten shots before it needs to be reloaded. It can be duel wielded with Handguns of the same or different types, or even some melee weapons. The Glock 19 is most commonly found in Gun Stores, on Dead Survivors, or even in houses.
Double Barreled Shotgun

A slightly more dangerous variation of the Shotgun, the Double Barreled Shotgun packs even more of a punch and can easily take out a large group of Infected or Survivors. It also weighs slightly more than the Shotgun. The Doubled Barreled Shotgun has two bullets loaded into it at a time and shoots both of them at the same time. It can shoot once before it has to reload. It is most commonly found in Police and Prison armories, Hunting Shacks, on Dead Survivors, and even in Houses.
Elk

Elk are large, territorial herbivores that herd in all of the grasslands, forests, and tundra of the world: the quarry of choice of all the world's great predators and hunters.  When elk detect predators, they will make eye contact, lay their ears back, lower their head, and finally erect their hackles (the hairs on its neck & shoulders). These steps count down to the elk's charge, if the predator does not back off.
Road Sign Shield

A fallen over Stop Sign may seem useless to the untrained, but to you it can serve as a Shield to protect yourself against Zombies and Survivors alike. Pretty common too, as it can be found pretty much anywhere. The experienced and well-prepared Survivor might stick large metal spikes through the shield, doing Piercing Damage when you bash with it.

### **Spiked Road Sign Shield Rules**

If you block with the Spiked Road Sign Shield, it does 1d6 Piercing damage to any enemy who hits you with a melee attack.
Strider

Striders are expert explorers. They can find their way through any terrain and have a great sense of direction. Zombies who adopt this Archetype usually have no trouble finding the undead and chasing them through any number of natural terrains.

### **Natural Explorer**

Starting at 3rd level, you are a master of navigating the natural world, and react with swift and decisive action when attacked. This grants you the following benefits:

* You ignore difficult terrain.
* You have advantage on initiative rolls.

On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

* Difficult terrain doesn’t slow your group’s travel.
* Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
* If you are traveling alone, you can move stealthily at a normal pace.
* When you are foraging, you find twice as much food as you normally would.

### **Fleet of Foot**

At 6th level you can take the dash action as a bonus action on your turn. In addition your base movement speed is increased by 5 feet.

### **Perfect Sense of Direction**

When you reach 10th level, you can no longer get lost while traveling for an hour or more. You always know which direction you are heading in.

### **Travel Terrains**

Starting at 14th level, whenever you finish a long rest, you can choose one of the following methods of travel: Walking, swimming, or climbing. If you choose swimming or climbing, you gain a swimming or climbing speed equal to your walking speed. If you choose walking, your walking speed increases by 10 feet.

The effect ends when you take your next long rest.
Miscellaneous

These Items require special rules that require further, more detailed, explanations *and* don't fit into the following Categories: Ranged Weapons, Melee Weapons, Armor, Clothes, Food, Medical, or Tools and Equipment Packs. Each Miscellaneous Item, as well as there weight and description, or provided in the Miscellaneous Items table below in alphabetical order.

## **Backpacks**

There are several items within the world of Generation-Z that can allow you carry more items, increasing your carrying capacity. Each of the items listed below can have 50 feet of rope strapped to the side of it, which doesn't count toward your increased carrying capacity. You can only benefit from one Backpack at a time and/or a Holster.

**Backpacks**
 School Backpack
 Small Backpack
 Medium Backpack
 Large Backpack
 Duffle Bag
 Hiking Back
 Military Backpack
 Quiver

## **Water Storage**

There are three different ways you can carry water: Water Bottles, Canteens, and Water Jugs. Each allow you to drink from it more times before it has to be refilled. The different methods of carrying water are provided below, as well as their weight and effect. The weight is assuming that the item is filled with water.

 Canteen
 Water Jug
The Beast

As a Beast, you unlock your inner primal animalistic instincts to tear up the battlefield. You draw your fury from a bestial spark burning within your soul. And in circumstances of pure fury and rage, the beast bursts forth and your allies as well as your enemies get to know your true strength. All who know you, tremble in your wake.

### **Form of the Beast**

Starting when you choose this path at 3rd level, you can transform, revealing the bestial power within you. You manifest a natural melee weapon, choosing one of the following options when you choose this path:

* **Bite.** Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
* **Claws.** Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.

### **Feral Soul**

When you reach 6th level, you can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

* You gain a swimming speed equal to your walking speed, and you can breathe underwater.
* You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
* When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

### **Infectious Fury**

At 10th level, when you hit a creature with your natural weapons, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

* The target must use its reaction to make a melee attack against another creature of your choice that you can see.
* Target takes 2d8 psychic damage.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### **Call the Hunt**

When you reach 14th level, the beast within you grows more powerful. You can now spread your ferocity to your allies. You can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). For 2d6 hours, the chosen creatures can choose a natural melee weapon from ‘The form of the Beast’ feature and you have advantage on saving throws against being frightened.
Grizzly Bear

Grizzly bears are hulking omnivores closer to pests than predators. They live on roots, bulbs, berries, nuts, insects, honey and fish: which they find as they rove mountains, rivers and coasts. Beware that Grizzly bears are fearless scavengers and are greedy opportunists who never pass up easy prey, such as slow, small creatures, wounded animals, and penned livestock.
Farmer

You were what most common folk are–a farmer. You worked on a lord's estate, their land, or you worked for a company and you produced resources from the land in return for food, shelter, clothing, protection, and other benefits. Farmers focus on raising living things and harvesting various useful goods–mostly food–from the land. Farmers make up the vast majority of the peasantry, alongside other raw resource producers, such as miners and fishermen.

Farmers are a hearty, enduring folk, they work long hours under the sun often doing dirty and exhausting or even disgusting work. How did you become a farmer, and for how long were you one? What did you do on your farm? Were you the landlord of the farm, or were you just a farmhand? And how did you learn your current profession?

* **Ability Scores:** +2 Intelligence, +1 Wisdom
* **Skill Proficiencies:** Animal Handling, Nature
* **Feat:** Tough
* **Equipment:** A farm implement (such as a pitchfork or shovel), a set of overalls, a wide brimmed hat, a piece of straw, and Seven Canned Food and five Bottles of water.

### **Feature: Of the Land**

You lack the formal education of the higher classes, but for how little you may know there is a great deal that you understand. You have a practical, working knowledge of astrology and meteorology, and can easily track the time and date as well as predict the weather within a few hours, or days if you're lucky. You understand the "secrets of life"; the needs of life (water, light, air, salt, etc.), the patterns of physical inheritance, and the connections between different plants and animals.

### **Suggested Characteristics**

Farmers are often simple folk. They like to know exactly where what they’re putting in their mouth has been. They don’t respect nor condemn violence. They will do what’s necessary to keep their loved ones alive.

 2
 3
 4
 5
 6
 7
 8
toothpick, tobacco, seeds, or preserved
meat.

mouths in the world, with enough hands the
 2
because what I'm good at is good for me.
 3
 4
 5
 6
growth and development of things delights
me. (Chaotic)

 2
 3
 4
example of my profession to prove that I
 5
 6
in an unexplored fringe territory.

 2
 3
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 5
 6
Blood Types

While creating a character, roll a d20. Ten and above, you know your Blood type and proceed to role on the blood types table. Nine and below, you don’t know your blood type and don’t have to role on the blood types table. To find out your blood type during the game, you must use a Blood Type Testing Kit. When you do this, you will have to role on the Blood Types Table to find out your Blood Type. If you get the “Universal Donor” or "Universal Receiver" Random Trait, you automatically know your Blood Type and don’t have to role on the Blood Types Table.

**Blood Types Table**
 **8** | AB-
Eagle

Eagles are the mightiest birds of prey. They can be found anywhere with open skies—plains, marshes, mountains, coasts, tundra and deserts—roosting in rocky crags and treetops. Besides the keen sight common amongst birds of prey, falconers prize eagles for their sheer strength. No bird of prey but the eagle can hunt deer, rams, hogs, and even small humanoids.
Tinkerer

Tinkerers are adept at using their knowledge to think on their feet, creating contraptions and Dismantling others for parts. Mechanics who choose the Tinkerer archetype can be a useful ally to have as they are masters of improvisation and can use this skill to get themselves and their allies out of any number of sticky situations.

### **Tinker Proficiency**

Starting when you choose this Archetype at 3rd level, you gain Proficiency in Tinkering.

### **Practical Improvisation**

Also at 3rd level, a Tinkerer can turn anything into a deadly weapon using their wits and creative prowess. You gain proficiency with all improvised weapons for 1 hour and can add half of your proficiency bonus (rounded down) to any ability check or saving throw once every short or long rest. The player must use this ability before they know if the roll succeeds or fails. At full potential, a tinkerer may use their Intelligence modifier for attack rolls made with improvised weapons. They can also use this to gain proficiency with improvised tools (improvising a lockpick out of a toothpick etc).

### **Dismantle**

When you reach 6th level, you can take an action to interact with a trap, lock, or other such device. To Dismantle something, you must make a DC 10 Wisdom saving Throw. On a failure, the device is destroyed, falling to pieces under your hand. On a success, you get 3 Energy from Dismantling the Device.

### **Share Knowledge**

Starting at 10th level, Tinkerers can share their knowledge with other members of their Group. When they do this, another player can help the Tinkerer with a Tinkering Check. This cuts the DC for the check in half (rounded up). This feature cannot be used again until the Tinkerer finishes a short or long rest.

### **Create Contraption**

When you reach 15th level, you can create a small, handheld contraption with a range of 30 feet with a random effect decided by a d8 roll. The DC for all saves is determined by your Intelligence. The contraption can be cobbled together or pre-built. It takes an action to cobble together a contraption and a bonus action to throw it.

 **8** | Upon impact, a black liquid spurts out of the contraption. The area in a 5ft radius is turned into difficult terrain and any creatures in the radius are blinded. If the creature succeeds in a CON saving throw, they are not blinded.
Hazmat Zombie

This variant of the Zombie is wearing a hazmat suit that protects against disease and fire damage. Because the Zombie is wearing a Hazmat Suit, it cannot Bite anyone who's fighting it. It is immune to fire and is most commonly found in quarantine Zones or Evacuation centers. Once killed, you can loot the Hazmat suit off the corpse by spending 1 minute to take it off.
Tracker

Trackers have the ability to track their prey over long distances. Zombie Hunters who adopt this archetype can use their skills and knowledge of the wilderness to track Zombies over great distances and kill them when the time is just right to do so.

### **Tracking Advantage**

When you choose this archetype at 3rd level, you gain advantage on any Wisdom (Survival) checks you make to track someone.

### **Tracking Bonus**

When you reach 6th level, you add your proficiency bonus to any Wisdom (Survival) checks you make to track someone.

### **Experienced Tracker**

When you reach 10th level, the amount of time since the creature passed doesn’t affect the DC.

### **Double Proficiency**

When you reach 14th level, you add double your proficiency bonus to any Wisdom (Survival) checks you make to track someone.
The Brute

Tanks are by their nature brutish and savage in their ways, using their great Strength and heavy built Constitution to destroy their foes and shrug off the greatest of hits. Even so, a good amount of Tanks still know how to act proper and have a modicum of decency. They can respect honor, friendship, and loyalty as equally they do with Strength. Some Tanks though are quite literally Brutes by their nature. Forceful and mean-spirited, these Tanks know only power and force and only through those two would they be cowed. They know not the meaning of mercy and nor would they ever dare show such a thing. In their eyes, the only thing that matters is power and these men would show you how much it matters to them with a great swing at your head.

### **Brute Force**

Starting when you choose this archetype at 3rd Level, you have come to lose yourself in the heat of combat, getting even more power from your swings, but at the cost of your mental faculties. Your Fury now work with the following differences:

* Any of your attacks that benefit from your Fury's bonus damage gain an additional +2 to attack and damage rolls.
* You now suffer Disadvantage on all Intelligence and Wisdom checks and saving throws whilst in a Fury.

### **Savagery**

At 6th level, you have come to adopt the savagery of animals, granting you greater power. No matter the circumstances, you can attack recklessly on your turn. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

### **Hard Headed**

At 10th level, you're stubborn will grants you power you didn't even know. Whilst in a Fury, you are now immune to being Stunned or Paralyzed.

In addition, if you are either Stunned or Paralyzed, you can enter into a Fury and suspend the effect for the duration of it.

### **Brute Force Savagery**

At 14th level, you have come to fully combine your Brute Force and your Savagery into a power that no one can even dare try. Whilst in a Fury, you can now attack three times when you take the Attack action.
Military Zombie

Military Zombies are rare but tough. They are Military Soldiers who were Infected and turned into Zombies. They are still wearing their Military Armor and rarely even have an Assault Rifle strapped to their back. They are quite rare but most commonly seen in Military Bases. When killed, a character can loot the Military Armor by spending 5 minutes to take it off. Sometimes, albeit, the Military Zombie can be holding an Assault Rifle over their back. When the party comes across a Military Zombie, or a group of them, roll a percentile die or a d100 (for each Military Zombie there is). If the roll is a 100, then that Military Zombie has an Assault Rifle over their back. The Assault Rifle has 1d12 bullets left in it.
Monster School: Skateboarding

**Monster School: Skateboarding** is the second Monster School episode by CraftedThings. The lesson for this video is skateboarding. The video was released on January 7, 2014.

## Characters

* Herobrine
* Creeper
* Skeleton
* Zombie
* Spider (first appearance as a character)
* Enderman
* Slime

## Start of Class

Herobrine announces to the class that they will be skateboarding and places a skateboarding ramp on his desk. He shrinks the monsters to tiny size and places them at the starting line and places a minecart pretending to be a skateboard.

## Class

### Slime

Slime hops onto the skateboard and slides down the first ramp. When he goes up the second ramp, he slides back down.

### Enderman

Enderman teleports to the skateboard and slides down the first ramp then goes up the second ramp.

### Zombie

Zombie walks to the skateboard and slides down the first ramp then goes up the second ramp, but he falls off the skateboard and smacks into a wall.

### Skeleton

Skeleton walks to the skateboard and slides down the first ramp. When he goes up the second ramp, he slides back down and returns to the start.

### Creeper

Creeper walks to the skateboard and slides down the first ramp, but when he tried going up the second ramp, he falls off the skateboard.

### Spider

Spider walks to the skateboard and slides down the first ramp, but he falls off the skateboard and lands on his backside.

## End of Class

Herobrine removes the skateboarding ramp, shrinks the monsters back to their normal sizes, and the screen zooms into the chalkboard as the video ends.

## Student Interactions

 Spider | Falls off the skateboard while sliding down the first ramp and lands on his backside.

## Trivia

* This is the first appearance of Spider. He replaces Cave Spider and Wither from the jumping lesson. Cave Spider no longer appear in future episodes while Wither would not appear again until the Girls vs Boys Swimming Challenge with the Wither Girl.
* This video is very similar to the skateboarding tricks lesson.
* This is the first video released in 2014.
Metal Sheet Shield

Metal Sheet Shields can be found in Junkyards are crafted using a large Metal Sheet, rope, and nails. It provides a decent amount of protection. If you wanted to, you could stick metal spikes through the normal Metal Sheet Shield, thus benefiting from the +3 to AC when Blocking and doing some decent Piercing Damage when you Bash with it.

### **Spiked Metal Sheet Shield Rules**

While you are Blocking, if an enemy attacks you with a melee attack, they suffer 1d6 Piercing damage.
AK-47

A relatively rare but pretty powerful Machine gun, the AK-47 could be perfect for mowing down a large group of Infected or several survivors. It can shoot thirty rounds before it needs to be reloaded. When you use the Automatic property feature, it fires Fifteen rounds. You can do this twice before you need to reload. It is most commonly found in Military Bases, Prison Armories, or Gun Stores.
Alignment

A typical creature in the world of Generation-Z has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (*good*, *evil*, or *neutral*) and the other describes attitudes toward society and order (*lawful*, *chaotic*, or *neutral*). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

* **Lawful Good** (LG) creatures can be counted on to do the right thing as expected by society.
* **Neutral Good** (NG) folk do the best they can to help others according to their needs.
* **Chaotic Good** (CG) creatures act as their conscience directs, with little regard for what others expect.
* **Lawful Neutral** (LN) individuals act in accordance with law, tradition, or personal codes.
* **Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides doing what seems best at the time.
* **Chaotic Neutral** (CN) creatures follow their whims, holding their personal freedom above all else.
* **Lawful Evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order.
* **Neutral Evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms.
* **Chaotic Evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust.
Properties (Armor)

Most Armor and Shields have special properties related to their use as shown in the Armor table. Below is a list of all the different Armor and Shield properties and their descriptions:

### **Bashing**

Shields with the Bashing Property deal Bludgeoning or Piercing Damage equal to the value detailed in parentheses whenever you make a melee attack with them.

### **Block**

Shields with the Block property allow you to use the Block action as a Bonus Action on your turn. When you do so, you gain a bonus to your AC equal to the value detailed in the Armor Class column of the Shield table until you lower the shield. If you're not blocking, you do not gain this bonus. If the Shield does not have the Block Property, it takes a full action to Block with it on your turn.

### **Camouflage**

Armor with the Camouflage property gives you advantage on Dexterity (Stealth) checks you make while standing still. If you move or take actions, then you don’t gain this benefit.

### **Heavy**

You must be stronger to wear these types of armor. Your Strength score must equal or exceed the value detailed in the parentheses of armor with this property. If your strength score doesn't meet the value required to wear this armor, then your movement speed is decreased by 10 feet and you have disadvantage on Dexterity checks and Saving Throws.

### **Light**

A light shield is small and easy to handle. These shields are free to don or doff without expending an action, bonus action, or reaction.

### **Noisy**

This type of armor reduces your ability to move quietly, due to metal components striking against each other. When you wear Noisy armor, you suffer disadvantage on any Dexterity (Stealth) checks that you make to move silently.

### **Padding**

Grants damage reduction from piercing, bludgeoning, and slashing damage equal to the value detailed in parenthesis.

### **Pockets**

Armor with the Pockets property have a number of Pockets equal to the value detailed in parenthesis. Pockets can carry a maximum of 5 lbs. of items and you can take something in or out of your pocket as a Bonus Action.

### **Special**

Armor with the Special Property has unusual rules governing its use, explained in the Armor’s description.

### **Visor**

Helmets with a protective visor provide additional protection to the face. The visor is optional (unless stated otherwise) and can be raised or lowered as a bonus action. While the visor is lowered, your face is hidden and you benefit from an additional +1 to AC. However the visor limits the effective field of view. You suffer -2 to AC when attacked by creatures that you are not directly looking at, or did not attack or target with abilities during your last combat turn. You also suffer disadvantage on all Wisdom (Perception) checks to notice things out of your direct field of view.
Musical Instrument

Several of the most common types of musical Instruments are shown on the tools table as examples. If you have proficiency with a given musical Instrument, you can add your proficiency bonus to any ability checks you make to play music with the Instrument. Each musical Instrument requires a separate proficiency. The Table below gives a few examples of some Musical Instruments as well as their weight.

 Flute
 Guitar
 Piano
 Trumpet
 Tuba
 Violin
Hacker

Technology has been an important part of your life for some time now. As you grew, you realized how to exploit system oversights to your advantage against those who got in your way. Mechanics who take up the hacker archetype gain access to knowledge utilized to fade out of sight. This is the common lot of a hacker, abusing technology to your whim.

### **Hacking Proficiency**

Starting at 3rd level, your skills at circumventing artificial problems grants you proficiency in hacker's tools.

### **Incognito**

Also at 3rd level, you learn how to stealthily evade repercussions for your deeds. When you successfully land a melee attack, you cannot be targeted by Opportunity Attacks from that target until the start of your next turn. Additionally, when you take the Dodge action, you can choose to cloak yourself and render yourself invisible to the eye. As you're cloaked, you are considered invisible. This lasts until the end of your next turn. While in incognito, your speed increases by 10 feet. The invisibility ends early if you are hit with an attack, or if you make an attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per long rest.

### **Shutdown**

Starting at 6th level, you can target a creature or piece of technology as an action and attempt to lock down their access to their technology:

As an action, you can force a creature within 60 feet of you to make an Intelligence Saving Throw. The DC equals 8+ Your Intelligence Modifier + Your Proficiency Bonus. On a failed save, the target cannot use technology. The creature suffers disadvantage on the saving throw if they are a construct or have technology integrated into their body (like if they rely on the use of a mechanical arm). You can use this feature twice, regaining all expended uses at the end of a long rest. You gain an additional use of Shutdown at 10th and 15th level.

### **Broadband**

Due to your success in exploiting glitches and coding flaws, your incognito capabilities have broadened. Starting at 10th level, when you use your incognito ability, you can choose to cloak nearby allies.

As an action, you can expend a use of Incognito and cause a number of allies within 30 feet of you (including yourself) equal to your Intelligence Modifier (minimum of twice including yourself) to gain the benefits of Incognito. Once you use Broadband, you must take a short or long rest before you can do so again.

### **VPN**

Your ability to mend technology to your will has hastened. Starting at 15th level, you gain the following benefits:

* You have advantage on Tinkering Checks made to Hack a piece of technology such as a computer or a security camera.
* Creatures gain no benefit to perception checks from special devices (such as Heat Vision Goggles) when detecting you or your allies while in Incognito
* Your Shutdown DC increases by 2
Way of the Shuriken

Samurai's who adopt the Way of the Shuriken are masters of throwing their weapons to take their enemies out at a distance. Much like Samurai's of The Way of the Bow, these samurai's prefer to stay in the back and pick off their enemies one by one instead of going at them in a head to head battle.

### **Bonus Proficiency**

Starting when you adopt this Archetype at 3rd level, you can add your Proficiency modifier to any attack roll you make with a weapon you throw.

### **Thrown Weapon Fighting**

Also at 3rd level, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. This increases to +3 at 7th level, +4 at 10th level, and +5 at 14th level.

### **Strong Throw**

Starting at 7th level, the range of a thrown weapon is increased by 10 Feet. This increases to 20 Feet at 10th level, and 30 Feet at 14th level.

### **Stunning Strike**

Starting when you reach 10th level, you can use an action on your turn, you can choose to forego any modifiers or your proficiency bonus to the attack roll. If the attack hits, you can use your reaction to impose disadvantage on that creature’s next attack roll. You can use this feature a number of times equal to your Dexterity Modifier (Minimum of Once), regaining all expended uses when you finish a short or long rest.

### **Quick Throw**

When you reach 14th level, after making the attack action on your turn to attack with a thrown weapon, you can use your bonus action to attack two more times with the same weapon.
Sawed-off Shotgun

The Sawed-off Shotgun is a shorter variation of the typical Shotgun, and is perfect for attack at short range. The shorter barrel length allows you to attack targets within 5 Ft. of you without imposing disadvantage. The Sawed-off Shotgun can fire eight times before having to reload. It is most commonly found on Dead Survivors or in Gun Stores. But it can be created by shopping the barrel off of a normal Shotgun with a Handsaw.
Shambler (The Last of Us)

An Alternate and less powerful variant of the fourth stage of Fungal growth for the Cordyceps Brain Infection. They are believed to have developed from exposure to high amounts of water, compared to the typical dry environments bloaters develop in after infection from the Cordyceps brain infection. Shamblers are horrifying, walking pustule-clusters that spray gaseous acid when they get near the player and take massive damage before dying. They move slowly, but are capable of shifting into a sprint if noise alerts them. When feeling threatened, they instinctively fire bursts of their acidic spores from their body. The fungal growth is so immense that spores cover their entire body, leading to oversized heads and torsos with dozens of puss spores around them. In addition to this, their mouths have been stuck gaping wide by the fungus, preventing them from being able to bite. However, the growth has not consumed their arms and their eyes are still partially visible. Once defeated, these festering threats explode with violent force, emitting a cloud of spores. They are also shown to be far more numerous than bloaters, occasionally appearing in packs. Like all Infected, Shamblers are weak to fire.
Charger (Left 4 Dead)

The Charger is a Special Infected whose main purpose is to separate a group of Survivors who are close together by grabbing one and carrying them away while crashing into the rest of the group, sending them flying through the air. While he matches the Survivors' pace, he speeds up considerably when charging. However, the Charger cannot stop or turn during the charge until he hits a wall or travels a certain distance. The Charger is a large Infected, close to the Tank in height and about half as wide. Unlike the Tank, the Charger's legs are capable of supporting all of his weight, and thus stands mostly upright. His hairless skin is a deep greenish-gray in color. The Charger has one giant arm that he uses to grab hold of Survivors when he Charges. His other arm is tiny and shriveled up. The Charger can be detected easily in an area by hearing it exhale loudly out of its nostrils, like a Bull about to charge.
Fast Survivor

Those who go the way of the Fast Survivor are nimble and quick, being able to make multiple attacks per turn and get away from danger unscathed.

### **Fast Feet**

Starting at 3rd level, your speed increases by 10 feet while you are not wearing armor.

### **Survivor Advantage: Cunning Action**

Starting at 6th level, you can use your Survivor Advantage to allow you to move and act quickly. You can take the Dash, Disengage, or Hide action as a bonus action.

### **Action Surge**

When you reach 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. You can use this feature twice before taking a long rest, but only once on the same turn. Starting at 14th level, you can use it three times before taking a long rest.

### **All Terrain Movement**

At 14th level, moving through difficult terrain doesn’t decrease your movement speed.
Recurve Bow

A Recurve Bow is a slightly more powerful version of the Compound Bow. The Arrows it fires travel faster and thus do more damage. It is Heavier than the Compound Bow and requires more Strength to pull back the string and fire an Arrow. It can fire one Arrow before it needs to be reloaded. After a battle, you can spend 1 minute to search the Battlefield to find a half your fired Arrows. Recurve Bows are typically found in Stores and Houses.
Morale

Morale is how your group feels about their particular situation. Each Group starts with a Morale score of 10. The maximum morale score is 20 and it can be increased and decreased by certain factors. When one of these things happens, the GM might ask for one of the members of your group to make a Morale Saving Throw. Below are the things that can increase and decrease a Groups Morale.

## **Increasing and Decreasing Morale**

Ways Morale can be decreased include but are not limited to one of the members of your group dying, your group being attacked by zombies in the dead of night, or hostile survivors attacking your group. When one of these things happens, the GM will ask one of the members of your Group to make a Morale saving Throw (or make one behind the GM Screen). The lower your groups morale, the higher chance there is of survivors leaving, or betraying you.

Ways morale can be increased include but are not limited to successfully escaping a highly infested zone of undead without anyone dying, successfully warding off a hostile survivor attack with no casualties, or finding a large stash of food, water, and other recourses that are still in good shape. When any of these things happen your Morale could increase by 1 (No saving Throw required). The higher your groups morale, the more likely it is for them to listen to you as a leader, go into battle for you, or attempt something crazy.

## **Morale Saving Throws**

If your groups Morale is in danger of decreasing, the GM will ask one of the members of your group to make a Morale saving Throw. Ten and below count as a failure, while greater than ten count as a success. On a success, the groups Morale remains the same. But on a failure, your Groups Morale decreases by 1. If you roll a Natural one on your Morale saving throw, your groups Morale decreases by 2.
Brigand

Relying on brawn and brute strength to survive in the harsh mountains, Brigands are cruel and unforgiving savages who will let no good deed go unpunished, and no foe left alive. Expect no mercy from these warriors, but expect no weakness either.

### **Mountain Dweller**

Having spent most of your life in the mountains, you weren't just wasting time. Starting at 3rd level, you gain a climb speed equal to your movement speed and you gain resistance to the effects of extreme cold.

### **Savage Elevation**

You've discarded any semblance of mercy you once had. Upon reaching 6th level your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22.

In addition, hit a creature with an attack, the target suffers additional damage equal to half of your level in this class (Rounded Down).

### **Ambush Tactics**

The levels you're willing to go to obtain resources is a mystery. At 10th level, when you make an attack against a creature that hasn't acted in combat yet, or that can't see or hear you, you have advantage and knock the enemy prone. Allied creatures within 15 feet can make an attack against the same target.

### **Giant Strength**

You are a hulking mass of muscle. When you reach 14th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. In addition, you also ignore the heavy property of weapons.

### **Crushing Blows**

Your attacks crush bone and metal alike, and leave a mark. When you reach 18th level, every successful attack lowers the target's AC by 1 and causes them to bleed, losing 1d6 hit points on the end of each of its turns. This hit point loss can increases with each successful attack (i.e. two hits equal 2d6 hit point loss) and continues until the target is healed, succeeding a Wisdom (Medicine) check with a DC equal to 8 + your proficiency bonus + your Strength modifier.
Font of the Combat Medic

You use your skills to heal your allies during combat. Demolitionists who take up the Font of the Combat Medic use their skills, not to do large amounts of damage or make useful contraptions, but instead to heal their allies during combat. Although they can be just as deadly as anyone else.

### **Healing Draft**

When you choose this font at 3rd level, you learn how to make a special draft that carries some restorative properties. You can make one of these tonics when you make explosives during a long rest, or by spending 10 minutes during a short rest. The tonic loses potency after 24 hours. You can only have one tonic made at a time. You can drink a tonic using a bonus action, and it heals you for (1d8) + your Intelligence modifier per Demolitionist level.

### **Healing Smoke**

Beginning at 7th level, when you craft smoke grenades, you can choose to infuse these grenades with a mist similar to your healing draft. The smoke from these grenades only lightly obscures those within it, but everything within the mist heals 1d4 + your Intelligence modifier times half your Demolitionist level (rounded up) when the grenade lands and again for each turn they begin the round within or enter the smoke during their turn. The smoke dissipates in 1d4+1 rounds.

### **Prolonged Effects**

By 11th level, you have imbibed enough of your own healing drafts that some remains almost constantly in your system. You gain healing per round equal to your constitution modifier. Additionally, your healing smoke grenades take 2d4+2 rounds to dissipate.

### **Advanced Healing Smoke**

By 15th level, you have mastered the art of using healing mists to prolong your allies lives. You can spend 1 hour creating a breathing mask which when worn provides the wearer with healing per round equal to your constitution modifier. This device lasts 8 hours before expiring. Refilling an expired device takes half as long as creating a new one. Additionally, you can spend 1 hour to create a device which will infuse a 15 foot radius with a healing mist. Anyone who takes a short rest (30 minutes) in such a mist, is healed to full. Each of these devices expires 7 days after creation.
Way of the Bow

The Way of the Bow is an elite form of archery used by Samurai to kill foes from great distances. Samurai's who practice this archetype are skilled archers and can do deadly damage to opponents without having to get close. They prefer to stay far away from their enemies and pick them off one by one instead of going at them in a head to head fight.

### **Twin Arrows**

Upon choosing The Way of the Bow at the 3rd level, your skill with the bow allows you to nock a second arrow (provided you have the ammunition available) on the first attack you make on your turn (the attack is made normally). If you use this feature, any other attack you make this turn does not gain the benefit. On a hit, you deal the normal weapon damage plus an extra 1d4 Piercing Damage for the second arrow. This damage increases to 1d6 at level 7 and 1d8 at level 14.

### **Bowmen's Reflex**

At the 7th level, when a bow attack targets you, you can use your reaction to attempt to intercept it with an arrow. Make an attack roll against the projectile's AC (AC = enemies attack roll). You can do this as long as you have arrows available to shoot. Starting at the 13th level you can use this ability against projectiles targeting your allies within your weapons normal range.

You can use this feature a number of times equal to your dexterity Modifier (Minimum of Once), regaining all expended uses when you finish a short or long rest.

### **Yugamae**

Upon reaching 10th level you learn Yugamae which consists of three possible abilities you can add to one of your attacks, once per turn.

* **Torikake.** While gripping the bowstring with maximum strength you make a ranged bow attack without adding Proficiency or Ability Score modifiers to the attack roll. If the attack hits, you add and extra 1d8 to the damage roll. This increases to 1d10 at 14th level and 1d12 at 18th level.
* **Tenouchi.** You position your hand allowing you to use your bow effectively in close-quarter combat. Using this ability allows you to make a ranged attack roll on an enemy within 5ft of you without being at disadvantage on the attack roll.
* **Monomi.** As a free action choose a target you can see; for 1 minute you add double your proficiency bonus to attack rolls with a bow against the chosen target. This effect ends once the target dies or you lose line of sight on it.

You can use this feature twice, regaining all expended uses when you finish a short or long rest.

### **Phantom Arrow**

Starting at 14th level, you can recall an arrow that misses its target. Once per turn, if you miss an attack with a bow, you can use your reaction to return the arrow to you and make the attack again. You can do this a number of times equal to your proficiency modifier, regaining all expended uses after a short or long rest
Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

* **Ability Scores:** +2 Dexterity, +1 Charisma
* **Skill Proficiencies:** Sleight of Hand, Deception
* **Tool Proficiencies:** Thieves' Tools
* **Feat:** Alert
* **Languages:** Thieves' Cant
* **Equipment:** A crowbar, a Revolver and 6 Bullets, a Set of Thieves' Tools, black and white striped clothes and a black beanie, and five canned food and three bottles of water.

### **Feature: Criminal Specialty**

There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

### **Suggested Characteristics:**

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

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happen again.

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okay with that.

### **Variant Criminal: Ex-convict**

You knew nothing but a life of confinement. For as long as you can remember you have had to fight, scavenge, or intimidate others for food, basic needs, and survival. Growing up you have seen the worst that the world has to offer and you have lived with murderers, rapists, and criminal masterminds. Whether you have recently escaped prison or were still there when civilization fell, you have experiences few can claim and they have molded you into what you are now, ask yourself the following questions; How did you end up in prison? How long have you been there? What of your life before prison? What type and where was the prison? How has your experiences shaped you as a person?

* **If you choose this variant Background, replace your *Black and white striped clothes and beanie* with a *Prison Jumpsuit.***
Thieves' Tools

This set of tools includes a small file, a set of lockpicks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers, Proficiency with these tools allows you to add your Proficiency Bonus to any ability checks you make to disarm traps or open locks. They weigh about 1 lb.