recursal/Fanatic-Fandom huggingface dataset:
S.W.A.T. Rifleman

S.W.A.T. Rifleman focused on medium-to-long ranged combat.

## Tactics

Staying far away and laying down the heat in a group during a vitally important situation.

## Actions

### Telescopic Baton

Melee Weapon attack: +6 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.

### AUG Rifle

Ranged Weapon attack: +6 to hit, reach 70/100ft., one target. Hit: 4d8+3 damage. Reload 6.

### 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.
Projectile

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

You create three electric darts. Each dart hits a creature you can see. A dart deals 1d4+1 force damage. The darts all strike simultaneously and you can direct them to hit one creature or several.

**For every 1 extra point**: Create an additional dart. Up to 6 darts in one turn.
Creatures

There are a multitude of creatures that can found in the heights and depths of Neo York. They are organized below based on their Challenge Rating.

## Bots

### Combat

* Combat Bot Lvl. 1
* Combat Bot Lvl. 2
* Combat Bot Lvl. 3
* Suicide Bot

### Mounted

* Security Camera
* Sentry Turret
* Grenade Turret

### Utility

* Eye Bots
* Floor Bot

## Creatures

### Aliens

* Headcrab
* Headcrab Zombie
* Vortigaunt

### Mutants

* Mutant Dog
* Mutant Crow
* Giant Protein Leech
* Mutant Wasp

## Police

### Prison Police

* Prison Guard
* Prison Sniper

### Response Police

* Police Officer
* Police Detective
* Police Medic

### S.W.A.T. Teams

* S.W.A.T. Entry Officer
* S.W.A.T. Rifleman
* S.W.A.T. Negotiator

## Military

### Military Backup

* Military Technician
* Military Hacker

### Military Unit

* Military Grunt
* Military Rifleman
* Military Support
* Military Assault
* Military Heavy
* Military Sniper

### Response Team

* Shock Assault
* Shock Medic
* Shock Trooper
* Shock Commander

## Terrorists

* Untrained Duelist
* Novice Junker
* Untrained Terrorist
* Trained Terrorist

## Other

* Civilian
* Gang Member
Gravity Field

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

Choose one:

* Create a 15-foot area of your choice. This area will remain here for the duration of the program. Upon landing here from 30 feet or higher, take no fall damage and recover 2d6 hit points.
* Create a 15-foot area of your choice. This area will remain here for the duration of the program. Every creature within this area is immediately knocked prone and takes 2d6 force damage. Upon entering this area or ending your turn in this area, creatures are knocked prone and take 2d6 force damage. This area is invisible and cannot be seen by creatures.
Civilian

Common person of Neo York.

## Description

A non-combatant of any social class. Not particularly skilled or proficient. Average across the board. Has very limited fighting capabilities and is very likely to flee.

## Actions

### Punch

Melee Weapon attack: +2 to hit, reach 5ft., one target. Hit: 1 damage.

### Stab

(In the rare case this civilian is armed with a pocket knife.)

Melee Weapon attack: +2 to hit, reach 5ft., one target. Hit: 1d4 damage.
Electric Spear

The electric spear is made of pure titanium lined with a conductive alloy. Seems to be a knockoff of The Fool's arsenal. It can be thrown (range 20/60) and is versatile (1d8 piercing).

The electric spear deals 1d6 piercing damage and 1d6 electric damage.

**Modify.** If a character has the modify ability, then at the cost of 1250 additional credits, add an armor shredder, which can be used once per long rest. If used on a human or cyborg wearing armor, use the armor shredder as an action if within attack range. Target creature must make a Dexterity contest against your character or have their armor permanently destroyed.

Can be modified twice to be used two times per long rest.
Mutant Crow

A crow that has been mutated by lab genetics or radioactive exposure.

## Description

Mutated crows are much like regular crows, except with radioactive power that has made them hostile to outsiders and bigger. They mostly operate in packs.

## Actions

### Multiattack.

The crow makes two claw attacks with its talons.

### Claw

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

The grenade launcher, once attached to a weapon, can hold 1 grenade at a time of any type. It can launch grenades as though they were bullets from the weapon, except with half the maximum range.

The grenade launcher can only be attached to rifles, shotguns, or heavy weapons. **It cannot be attached to a sniper rifle.**
C4 Explosive

A military-grade C4 explosive. Capable of destroying hull and building integrity if used in large packs.

Once activated, all creatures within 30 feet of it must make a Dexterity save DC 13.

If greater than 15 feet away from the C4 explosive, pon failure, take 4d12 damage, or half upon success. If within 15 feet ot the C4 explosive, take 8d12 damage or half upon success.
Horrific Disease

*Black Hat .cdf program*
 Range
 Cost
 Duration

Target creature must make a Constitution saving throw. Upon failure, they are imbued with a horrific disease that will never go away for the rest of their lives without purchasing a medicine worth 12,000 credits or more. For the duration of the program, they take d6 poison damage.

After the duration of the program, the disease continues with the following symptoms over the course of their lifetime:

* Early onset dementia 10 years after the infection
* Lung-scarring cough for the rest of their life
* Headache-inducing fevers and sweats
* Inability to keep focus and loss of interest in activities
Darts

Darts are ammunition used by the Tranquilizer Pistol and Tranquilizer Rifle.

 Tranquilizer Dart
 Toxic Dart

## Plain Dart

A plain dart is, as the name suggests, entirely plain. It simply deals the damage associated with the weapon.

## Tranquilizer Dart

If an organic creature is hit with this dart, roll a 3d8. If this roll is higher than their remaining health, they are rendered unconscious for 5 minutes. They can be intentionally woken up, or will wake when damage is dealt to them.

If a human creature is hit with this dart as a sneak attack, they must make a Constitution save DC 16 instead. Upon failure, they are rendered unconscious immediately for 10 minutes. They can be intentionally woken up, or have a 1-3/6 chance of waking when damage is dealt to them.

## Toxic Dart

If an organic creature is hit with this dart, they must make a Constitution save DC 14. Upon failure, they are struck with a toxic poison that deals 1d8 damage per turn for 1d6 turns. On multiple Constitution save failures, the number of turns rendered toxic stacks.
Replicant Test

A replicant test. While it is activated, it scans the target's facial feature to determine whether or not they are a replicant.

A series of questions must be asked of an obscure nature, enough to buy time for the system to register whether or not it is a replicant. Typically, if the target is a replicant, they will have an unreasonable overreaction to some of your questions.
Replicant

Replicants are the false humans who walk the Earth. They are not necessarily androids, but they are certainly not human. They are lab-generated, and incapable of reproduction. Their lifespan has been shortened, and they are often granted false memories in order to cope. Whether or not they are aware of being a replicant is not implicit in their existence.

Replicants who are put in service are often forced to use a baseline test. This is one of the two separate ways that a replicant can be tested to see if they are still docile and willing to follow orders, or to test if they are a replicant at all.

## Replicant Traits (Type A)

Type A Replicants were created for the sole purpose of strength. They are used as slave labor in modern times, mostly for hard physical labor that require some form of intellect and grace that could not be replicated by an automated machine.

* **Ability Score Increase:** +2 to Strength
* **Size:** Medium.
* **Speed:** 30 feet.

### Hard Worker

As a replicant designed for back-breaking labor, you are a natual hard worker. When performing physical labor involving lifting, or carrying, get advantage on all Athletics rolls. Also, your carrying capacity is increased by 40 pounds.

## Replicant Traits (Type B)

Type B Replicants were created for the sole purpose of sexual pleasure. Typically referred to as "pleasure units," these replicants were designed to be as attractive as possible to potential customers.

* **Ability Score Increase:** +2 to Charisma
* **Size:** Medium.
* **Speed:** 25 feet.

### Gender Advantage

You were designed to be as attractive as possible to the average person. As a result, when attempting to seduce somebody of the opposite gender, roll with advantage on skill checks.

Also, whenever you deal damage to somebody of the opposite gender, you deal +1 extra damage.

## Universal Replicant Traits

### Baseline Test

Replicants are designed to be lawful in nature, but can often deviate from their alignment. The baseline test is performed by a Level 3 machine that is capable of determining whether or not you are still lawful in nature.

In order to pass the Baseline Test while not being lawful, you must pass a Constitution save DC 22.

### Replicant Test

Replicants are capable of blending into the public. For this purpose, a test is required to determine whether or not a person is a replicant. These tests are typically done by bladerunners using replicant testing kits.

In order to pass the Replicant Test, you must pass a Charisma save DC 22.
Trained Terrorist

A terrorist that has been armed and trained.

## Tactics

A combatant who is fairly well trained. Will often coordinate with a group, using much in terms of guerilla tactics. Wild trigger fingers.

### Passive Perception

The terrorist has a 10 in passive perception.

## Actions

### AK-74u

Ranged Weapon attack: +4 to hit, range 50ft., one target. Hit: 4d6+2 piercing.

### Flashbang

Target location creatures the center of a fire, which grows from its center 5 feet outwards in every direction each turn, with a maximum of 20 feet from the center in every direction. All creatures in the fire make a Dexterity save DC 13. Upon success, they leave within 5 feet of the fire, else they stay in place. If target creature begins or ends their turn in the fire, they take 1d12 fire damage.
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空与白既是尼特族又是家里蹲，但是在网路上却是被奉为都市传说的天才游戏玩家兄妹。称世界为『烂游戏』的两人，某一天被自称是『神』的少年召唤至异世界(Disboard)，那是个战争为神所禁止，“游戏决定一切”的世界──没错，甚至连国界也一样。
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Animanga Wiki • 1/2王子 • BEASTARS • BLEACH死神 • citrus柑橘味香氣 • LoveLive! • Magica Quartet • No Game No Life 遊戲人生 • Re:從零開始的異世界生活 • SPY×FAMILY間諜家家酒 • 一拳超人 • 刀劍神域 • 七宗罪 • 小超人帕門 • 小森林裡的小野狼醬 • 反派女人 • 天使的心跳 • 火影忍者 • 犬夜叉 • 五星物語 • 五等分的新娘 • 元捏他數據庫 [NSFW] • 可愛變態 [NSFW] • 甲鐵城的卡巴內里 • 世界動畫介紹 • 未來少年柯南 • 百合作品 Wiki • 名偵探柯南 • 光之美少女 • 吉卜力工作室 • 成神之日 • 別當歐尼醬了 • 攻殼機動隊 • 辛普森一家 • 沉月之鑰 The Sunken Moon • 吾命騎士 The Legend of Sun Knight• 我推的孩子 • 我家有個魚乾妹 • 妹非妹 • 果然我的青春戀愛喜劇搞錯了。 • 狐仙的戀愛入門 • 狐妖小紅娘 • 花田少年史 • 金田一少年之事件簿 • 奇天烈大百科 • 咒術迴戰 • 阿貴 • 玻璃假面 • 美少女數據庫 [NSFW] • 某魔法的禁书 • 飛哥與小佛 • 哆啦A夢 • 南方四賤客 • 降卋神通 • 香港動漫文化大典 • 星遊记 • 食戟之靈 • 特殊傳說 The Unique Legend • 逆轉裁判 • 鬼滅之刃(zh-hant) • 宮崎駿的動畫世界 • 哥妹倆 • 海綿寶寶 • 烏龍派出所 • 動漫維基 ACG • 探險活寶 • 涼宮春日 • 黑子的籃球 • 黑瞳百科 • 航海王 • 斬！赤紅之瞳 • 從前有座靈劍山 • 彩虹小馬 • 偶像活動 • 勞德之家 • 進擊的巨人 • 超能力魔美 • 新著龍虎門 • 聖魔之血 [16+] • 遊戲王漫威 • 夢幻島爭奪戰 • 福星小子 • 臺灣動漫文化大典 • 境界的彼方 • 銀魂 • 賢惠幼妻仙狐小姐 • 數碼寶貝 • 龍珠 • 機動戰士鋼彈 • 擅長捉弄的高木同學 • 薔薇的瑪利亞 • 獵人 • 寵物小精靈(zh) • 寵物小精靈(zh-hk) • 魔法老師 • 蠟筆小新 • 灌篮高手 • 櫻桃小丸子 • 歡樂樹的朋友們 • 變形金剛(zh) • 變形金剛(zh-tw) • 戀語輕唱 • 献祭公主与兽王

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Animanga Wiki • 1/2王子 • BEASTARS • BLEACH死神 • citrus柑橘味香氣 • LoveLive! • Magica Quartet • No Game No Life 遊戲人生 • Re:從零開始的異世界生活 • SPY×FAMILY間諜家家酒 • 一拳超人 • 刀劍神域 • 七宗罪 • 小超人帕門 • 小森林裡的小野狼醬 • 反派女人 • 天使的心跳 • 火影忍者 • 犬夜叉 • 五星物語 • 五等分的新娘 • 元捏他數據庫 [NSFW] • 可愛變態 [NSFW] • 甲鐵城的卡巴內里 • 世界動畫介紹 • 未來少年柯南 • 百合作品 Wiki • 名偵探柯南 • 光之美少女 • 吉卜力工作室 • 成神之日 • 別當歐尼醬了 • 攻殼機動隊 • 辛普森一家 • 沉月之鑰 The Sunken Moon • 吾命騎士 The Legend of Sun Knight• 我推的孩子 • 我家有個魚乾妹 • 妹非妹 • 果然我的青春戀愛喜劇搞錯了。 • 狐仙的戀愛入門 • 狐妖小紅娘 • 花田少年史 • 金田一少年之事件簿 • 奇天烈大百科 • 咒術迴戰 • 阿貴 • 玻璃假面 • 美少女數據庫 [NSFW] • 某魔法的禁书 • 飛哥與小佛 • 哆啦A夢 • 南方四賤客 • 降卋神通 • 香港動漫文化大典 • 星遊记 • 食戟之靈 • 特殊傳說 The Unique Legend • 逆轉裁判 • 鬼滅之刃(zh-hant) • 宮崎駿的動畫世界 • 哥妹倆 • 海綿寶寶 • 烏龍派出所 • 動漫維基 ACG • 探險活寶 • 涼宮春日 • 黑子的籃球 • 黑瞳百科 • 航海王 • 斬！赤紅之瞳 • 從前有座靈劍山 • 彩虹小馬 • 偶像活動 • 勞德之家 • 進擊的巨人 • 超能力魔美 • 新著龍虎門 • 聖魔之血 [16+] • 遊戲王漫威 • 夢幻島爭奪戰 • 福星小子 • 臺灣動漫文化大典 • 境界的彼方 • 銀魂 • 賢惠幼妻仙狐小姐 • 數碼寶貝 • 龍珠 • 機動戰士鋼彈 • 擅長捉弄的高木同學 • 薔薇的瑪利亞 • 獵人 • 寵物小精靈(zh) • 寵物小精靈(zh-hk) • 魔法老師 • 蠟筆小新 • 灌篮高手 • 櫻桃小丸子 • 歡樂樹的朋友們 • 變形金剛(zh) • 變形金剛(zh-tw) • 戀語輕唱 • 献祭公主与兽王

[閱] · [編] · [史]

该电影在2017年7月15日推出。

* 小说
* 漫画
Corporate Employee

## Overview

You have spent your life in the service of a corporation here in Neo York. You've spent most of your time behind a computer, in a cubicle, isolated from human contact for most of your time. Nobody is sure *why* you've decided to start taking mercenary work.

* **Skill Proficiencies:** Deception, electronics
* **Tool Proficiencies:** simple computers
* **Equipment:** A pack of cigarettes, a lighter, a cell phone, a set of common clothes, and a wallet containing 500 credits

## Feature: Your Employer

As a corporate employee, you are expected to work under the employment of a company. You have a manager dedicated to watching over you at whichever company you work at, and if they catch wind that you've been out on adventures in Neo York, you could be in a lot of trouble. It is for this reason it is best to try to keep your mercenary life, work life, and personal life separate from one another. Many corporate employees in a similar role would consider using psuedonyms or not even give their name at all.

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## Suggested Characteristics

Corporate employees value security, but tend to be fairly mixed on their respect for the chain of command. They tend to be well-off and in the lower-middle class of Neo York, and may or may not be competitive with those above them.

### Personality Traits

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### Ideals

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### Bonds

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### Flaws

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Human

Ah, humans! The natural-born folk who walk the streests of Neo York. This is the majority of people in this world. They are ordinary people just like you and I, with the entire breadth of human behavior available to be explored through them.

## Human Traits

* **Ability Score Increase:** Your ability scores each increase by 1.
* **Size:** Medium.
* **Speed:** 30 feet.
EMP Bomb

Must be activated via linked activator. Once activated, explodes, dealing 2d8 electric damage to all those within 15 feet upon a failed Con saving throw, half upon success.

Additionally, all electronics in a 60 foot radius are disabled for 1d4 x 15 minutes. All cyborgs must make a Constitution save DC 17 or be disabled.
Environmental Protection Suit

A fully functional outfit for hazardous environments. Will protect the user from radiation or poison. Has a built in air tank and oxygen scruber to maintain its own environment. Is not temperature proof.

Using this will make you look out of place and easier to spot.

**Modify.** If a character has the modify ability, then with an additional cost of 800 credits padding can be added to the environmental protection suit, and the user is granted an AC of 10.
Combat Bot Lvl. 2

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: +6 to hit, reach 15ft., one target. Hit: 2d4+3 stun damage. Roll 3d6 + 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: +6 to hit, reach 15ft., one target. Hit: 2d6+3 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 12. Upon failure, take the 3d6 exploding damage, or half upon success.
Grappling Hook

As an action, the grappling hook fires 60 feet in any direction and attaches to a surface. Whoever is holding it must make an Acrobatics check DC 13. Upon success, the holder will be pulled that direction. Upon failure, they will fall prone, and the grapple will fail.

**Modify.** If a character has the modify ability, then at the cost of 500 additional credits, the grappling hook can be upgraded. With the upgrade, the Acrobatics check to be made is now DC 9.
Trojan

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

Target creature is infected by a trojan virus. Target creature makes a Constitution save. Upon failure, the amount of trojan viruses in their body increases by 1. Upon success, the amount of trojan viruses in their body decreases by 1. There can be a maximum of 5 trojans in the body.

For each turn where there are trojans inside the target's body, they take 1d4 per trojan.
Infrared Sensor

This item comes with two tall, thin machines. The contraption can be set up to a maximum distance of 30 feet apart. The sensor creates a series of beams between the two that are only visible in the presence of smoke. The beams can be snuck through under the following conditions:

1. Smoke has been used to make the beams visible.
2. A Dexterity save DC 15 has been made and succeeds.

**This item is an activator. This means that once it is triggered, whatever it is connected to via link or wire will be activated.**

Trigger: Any organic medium or larger creature passes through the beams created by the infrared sensor.
Decoy Bot

The decoy 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 decoy bot, when activated, will go to target location and interact with whatever creatures are there as though it is a protocol bot. It has a +6 to deception rolls.

Upon command, or once the creatures have become hostile, it will self destruct, dealing 1d12 damage to whatever creatures are within a radius of 15 feet.
Sentry Turret

A ceiling or floor-mounted gun turret capable of distinguishing friend from foe.

## Description

Security turrets are here to pacify the violent. They will ordinarily not kill anyone except for very special circumstances, and will often choose to lower a target's hit points to zero to knock them unconscious.

## Statistics & Passive Abilities

The sentry turret has a passive perception of 16.

### Robot

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

## Actions

### Alarm

Activates the nearest alarm. Usually done automatically whenever it takes damage.

### 9mm Railgun

Ranged weapon attack. +6 to hit. Damage 2d4 + 5 piercing damage. Reload 5.
Seductor

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

Create a hologram of a erotic seductive childern. Creatures who encounter it must make a Charisma save to determine whether or not it is real. The hologram is capable of fighter touches, but anything harder than light pressure will cause the hologram to evaporate.

If a creature as attracted to women, and fails the Charisma save to determine whether or not it is real, it will be seduced by her. The hologram will follow the fraction of the hacker. If the creature is encouraged by the hologram in combat, they will have advantage on attack rolls, and attack rolls against them will have advantage.
Lighter

A regular zippo lighter. Can ignite 60 things, assuming they're small enough to be burned, covered in fuel, or are a cigarette.

**Modify.** If a character has the modify ability, then at the cost of 200 credits the lighter can be used a stealth stun weapon. Can be used when surprising an out-of-combat enemy: attempt to stun them with the end of the lighter. They must pass a Constitution saving throw DC 9 or fall unconscious.
Rising Nails

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

Select a point. In a 30-foot square on the floor, nails rise up under the feet of your opponents. Every creature in the area must make a Dexterity save. Upon failure, creatures take 5d12 piercing damage, or half on success. This part of the floor is now rough terrain.

If any creature ends their turn on this part of the floor, or enters this part of the floor, they take an additional 2d12 piercing damage.

These nails were formed far below the floor. The only way to remove them is with power tools, and this task would take about 4 hours.
Leveling Table

This is the leveling table. It shows you how much experience you need to reach each level. You level up every mission you've completed successfully.

The **Bargain Value** is 10 + your Charisma modifier. If your charisma modifier is less than zero, do not include it in the equation.

**Character Sheet here.**

## The Levels

**Level 1.**  Newbie to the pool of mercenary talent. Not heavily trusted, used as cheap and disposable mission labor.

**Level 5.** Experienced mercenary. Most respected mercenaries are at this level, and they gain alot more bargaining power. They are taken entirely seriously at this point.

**Level 10.** Powerful mercenary, taken incredibly seriously at this point. Starts making major FBI and CIA bulletins if involved in terrorist activities.

**Level 15.** Legendary soldier. Famously known by all mercenaries across the world.
Cyborg

Cyborgs were once humans who are now more machine than man. They are more dextrous than humans, and are equipped with augmentations to give them superior speed.

## Human Traits

* **Ability Score Increase:** -2 to Charisma
* **Size:** Medium.
* **Speed:** 35 feet.

### Interface Reboot

Cyborgs are slightly more resistant to death than humans, since they are half made out of biotechnology. As a result, upon dropping to 0 hit points, they automatically pass the first death save. However, this biotechnology makes them weak to electric damage.

### Installation

If you are starting as a cyborg, you are allowed to select augmentations of your choice from the table with a budget of 2000 credits.

## Becoming a Cyborg

Cyborgs aren't born; they are simply humans who have surpassed a threshold of 50 percent biotechnology. Once the character has successfully become a cyborg, the following occurs.

* Every ability score is decreased by 1, except for Charisma, which is decreased by 2.
* You now have 3 points available to distribute to your ability scores. You can distribute them to any score in any order, except you cannot put anymore points into Charisma.
* You are now weak to electric damage.
Flaming Blade

The flaming blade is made of sharp steel, and has an electrical component. When entering combat, it will swiftly produce flames and super heat the steel. Seems to be a knockoff of The Fool's arsenal. It is versatile (1d6 slash).

The flaming blade deals 1d4 slashing damage and 1d4 electric damage.

**Modify.** If a character has the modify ability, then at the cost of 1000 credits, the flaming blade can blast a fireball at target creature as an action. This is treated like a throwing attack with range 30/70 and deals 1d6 fire damage.
Reflect Damage

3rd-level .cdf *program*
 Range
 Cost
 Duration

When you are being attacked by another creature, reflect all the damage back at them as a reaction. Make as a ranged attack against the attacker. Upon success, they take all the damage they would have dealt to you. Upon failure, take half damage from the attack.
Headcrab Zombie

When a headcrab lands on someone's head, kills them, and takes control of them, the target becomes a headcrab zombie.

## Description

Headcrab zombies are dead humans being used as a puppet by a headcrab. The headcrab on the top is calling all of the shots, and without the headcrab, the zombie would not be able to operate.

## Statistics & Passive Abilities

### Pack Tactics

The headcrab has advantage when it is within 5 feet of another headcrab.

### Headcrab Control

When the zombie is defeated, the headcrab will must pass a Constitution save DC 5 + the total amount of damage dealt. If it succeeds, it is still alive and continues to fight without a host as a regular headcrab.

## Actions

### Claw Slash

Melee Weapon attack: +4 to hit, reach 5ft., one target. Hit: 1d6+2 slashing damage.

### Push Object

The headcrab zombie strikes an object in its direct path, launching it as a ranged weapon towards target enemy.

Ranged attack: +4 to hit, reach 20 ft., one target. Hit: 1d4+2 bludgeoning damage.
Shock Trooper

An on-call shock trooper.

## Description

The shock trooper is focused primarily on dealing with issues as immediately as possible. They work exclusively in groups, always staying in pack and operating as efficiently as possible.

### Passive Perception

The shock trooper has an 12 in passive perception.

## Actions

### Riot Shield Bash

Melee attack: +6 to hit, reach 5ft, one target. Hit: 3 damage.

On a successful hit, creature must make a Strength save DC 9 or be knocked prone.

### 10mm Pistol

Ranged Weapon attack: +6 to hit, reach 10/40ft., one target. Hit: 2d8+4 damage.

### Pump Action Shotgun

Ranged Weapon attack: +5 to hit, range 30, one target. Hit: 3d12+3 piercing.

### 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

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.

### 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.

### 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.
Police Rookie

Entry-level policeman in Neo York.

## Description

A combatant who has not been very well trained yet. Very inexperienced, and often does not work on their own. At the same time, however, can be very foolhardy and willing to risk his life in order to improve his standing.

## Actions

### Telescopic Baton

Melee Weapon attack: +4 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: +4 to hit, reach 10/40ft., one target. Hit: 2d4+2 damage. 12 9mm rounds.

### Call for Backup

The police officer can dedicate their turn to calling for backup in the radio. When this happens, all surrounding police in the area will be on the lookout for whoever the police officer can see. In 3d6 turns, 1d4 Trained Police Officers will arrive in a police car (if possible). Alternatively, they may not be able to make it within combat.
Protocol bot

The protocl 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 protocol bot, when activated, will go to target location and interact with target creatures. Lying is against the programming of this bot. It has a +6 to persuasion rolls, and is capable of traveling anywhere within a half-mile radius.

The bot comes with an attached screen, which lets you observe what it is doing from a distance. It is also equipped with a microphone, through which you can speak if so you choose. The microphone is very tinny and will be identified as a digital transference immediatly.
Tank

An armored military vehicle with a cannon.

## Statistics & Passive Abilities

### Brakes

If the tank does not take a move action in a turn without having moved 40 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 tank has a mounted speaker which can be heard within a 1 mile radius.

## Actions

### Mounted Cannon

Ranged weapon attack: Range 60/70. +5 to hit. 4d12+2 explosive damage damage.

### Mounted Rifle

Ranged weapon attack: Range 50/80. +2 to hit. 3d6-1 piercing damage.
Biotank Kit

A biotank kit is a device capable of altering the contents of any biotank with which you are proficient. You can make the following changes to the liquid of a biotank with this kit:

* Have it generate warm, nutritious water for bacteria or leeches
* Have it generate acidic water capable of dealing 1d6 acid damage per gallon used
* Have it generate cool, regenerative water that heals 1d4 points per gallon used
* Have it generate ice cold water capable of dealing 1d6 cold damage per gallon used
* Sterilize the water of all bacteria
* Drain the biotank
Police Detective

He's always searching for the truth. Never not seeking answers to questions few have the gumption to ask. Why does he do it? Because it's all he knows how to do anymore.

## Tactics

Detectives will always stand up to the task when they can, and will pursue their enemies. However, what's more important than incapacitating a suspect is making sure it real

## Statistics & Passive Abilities

### Passive Perception

The police detective has a 15 in passive perception.

## Actions

### Telescopic Baton

Melee attack: +4 to hit. 1d6 + 3 damage.

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

### Revolver

Ranged Weapon attack: +7 to hit, reach 60ft., one target. Hit: 2d8+4 damage. Six (.357) rounds.

### Revolver Special

The revolver has a special attack. Instead of a normal attack, fire all remaining rounds in the chamber for 1d8 each without adding your modifier to it.

### 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.
Chains of Death

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

Make a ranged attack against target creature. Upon success, target creature takes 3d8+2 force damage. If this kills the target, at no additional cost and as part of the same action, make a ranged attack against a second target. Upon success, target creature takes 3d8+2 force damage. If this kills the target, continue selecting new targets as part of the same action until either the latest target is not killed, or you do not wish to continue the program.
Courier's Backpack

The courier's backpack can contain up to 120 lbs in items. Also, an additional 30 lbs can be carried in the side compartment. The hidden compartment is not immune to X-rays or metal detectors. By default, it contains:

* An extra set of common clothes
* 30 rounds of 9mm ammunition
* 2 missiles
* Three cardboard boxes (empty)
Military Rifleman

A professional soldier experienced at front-line combat.

## 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 rifleman has an 11 in passive perception.

### First Strike

The military rifleman can replace his Initiative roll with a 20 once per long rest.

## Actions

### Combat Knife

Melee weapon atack: +4 to hit, one target. Hit: 1d4+2 damage.

### 10mm Pistol

Ranged Weapon attack: +5 to hit, reach 20/40ft., one target. Hit: 2d6+3 damage. 12 (9mm) rounds, 1/turn.

### M4A1 Rifle

Ranged Weapon attack: +5 to hit, range 40/60ft., one target. Hit: 4d8+5 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.

### 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.
Security Camera

These are the things people buy so they can get their big insurance payouts.

## Description

Security cameras stick around buildings to make sure nobody breaks in. They have a variance of radiuses and sight abilities, mostly up to the discretion of those who install them.

## Statistics & Passive Abilities

The security camera has a passive perception of 16.

The security camera has a Hack save DC of 12.

### Robot

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

## Actions

### Alarm

If the camera has spotted someone in their view, it can set of any alarm in the system.

### Detect

If the camera is being controlled at a terminal, then as an action target creature within line of sight of the security camera has a +2 to all attack rolls against them until the beginning of the security camera's next turn.
Quad Bike

A standard four wheeler.

## Statistics & Passive Abilities

### Brakes

If the quad bike does not take a move action in a turn without having moved 30 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.
Thermometer

This item comes with a temperature detector. It can be set or reset at any point to react to a specified temperature, assuming you are proficient.

**This item is an activator. This means that once it is triggered, whatever it is connected to via link or wire will be activated.**

Trigger: The set temperature reaction occurs.
Hologram

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

Create a hologram of your choice. Up to six creatures of your choice who can see it must make a Wisdom saving throw else suffer an effect of your choice:

* Frightened by the hologram
* Charmed by the hologram
* Blinded by the hologram

For 2 additional points, the effects of the hologram last 2d4 turns instead of 1d4. This program cannot be used if it is already active in the combat area.
Augie Doggie and Doggie Daddy (video game)

**Augie Doggie and Doggie Daddy** is a game based on the Father and son Hanna-Barbera characters where you play the role of Augie Doggie, as you attempt to rid your house of pests while Doggie Daddy naps. The game is split into four side view scrolling levels, with each level set in a different part of the house and they are, The Basement, Downstairs, Upstairs and The Attic. Each level has a separate pest which are Mice, Bees and Beetles, and there are ten of them to remove with a net before the clock counts down to zero. You start on the left side of a level and you must walk collecting the pests but you can only carry five at a time so once your net is full you must go back to the left to watch an animated scene of you freeing the pests.

There are many obstacles and other creatures like bats, balls or an animal on a paper plane dropping bombs and these need avoiding because if you are touched then you lose one of five lives. There are also various objects that can be collected for bonus points as well as pieces of cheese and when you collect a whole wheel of cheese then you are awarded more points. On the second level, Downstairs, as well as pest collecting you must also catch falling plant pots because if they hit the ground then your Daddy slowly wakes up shown by a pair of eyes at the bottom of the screen. If Daddy wakes then he tells you off and you lose a life as well.
Mutant Dog

A normal dog that has been mutated into a horrible beast for the purposes of protection. Usually synthetic creatures.

## Description

Mutant dogs are otherwise normal dogs that now live in perpetual suffering because of the radiation damage they've incurred or the lab experimentation that has been induced upon them.

Usually these are synthetic creatures, as a standard-created dog being found AND mutating is an extreme rarity.

## Statistics & Passive Abilities

### Pack Tactics

The protein leach has advantage when it is within 5 feet of another protein leech.

### Keen Hearing and Smell

The mutant dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

## Actions

### Bite

Melee Weapon attack: +4 to hit, reach 5ft., one target. Hit: 1d6+2 piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
It's a Worm Day

**It's a Worm Day** is the thirty first episode of Augie Doggie and Doggie Daddy.

## Plot

Fearing that he might lose his worth as a father, Doggie Daddy attempts to eliminate a bookworm from the library.

## Characters

**Main characters:**

* Doggie Daddy
* Augie Doggie
* Iving ***(only appearance)***

**Supporting characters:**

* None

**Villains**

* Mr. Rowser ***(only appearance)***

**Other characters:**

* Miss Bookend ***(only appearance)***
* Sgt. O' Toole ***(only appearance)***
Feats

At each level up, you have the opportunity to try for a feat. You can have a maximum of two feats. You can remove a feat, but you cannot remove its associated drawback.

You can take each feat only once. Once a feat is taken, you must roll for a drawback on the following table. The height of your drawback roll is determined in part by the addition on the feat.
Intoxicate

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

Target creature must pass a Constitution saving throw or be intoxicated with a virus for the duration of the program. Each turn the creature is infected with this virus, they take d8 poison damage. The creature may make a Constitution saving throw to stop the infection early only once it passes half health, and when it passes quarter health.
Rock Star

## Overview

A rock star is typically born into an abusive, alcoholic family, and is forced to cope with their trauma by running away into the world of electric guitars and cheap synthesizers.

* **Skill Proficiencies**: Performance
* **Tool Proficiencies**: Simple Computers, Simple Gadgets
* **Weapon Proficiencies:** None
* **Equipment**: An instrument of your choice worth 500 credits or less, set of common clothes, a cell phone, and a wallet containing 50 credits

## Feature: The Band

Above all else, you are in service of the band. Use the following table to determine the level of popularity of your band. The more popular your band, the more it is likely to matter to you, the closer you may be to public life. The last thing you'd want to see on a mission is a fan.

 2
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## Suggested Characteristics

A rock star is typically born into an abusive, alcoholic family, and is forced to cope with their trauma by running away into the world of electric guitars and cheap synthesizers. Sometimes they can be narcissistic asshole psychopathic shit heads.

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Prison Guard

Guardian of the sacred criminals.

## Tactics

Prison guards will rush their opponents and attempt to immediately deal with the situation in melee. They will only use guns in the most dire circumstances, and are not equipped with them unless in a state of emergency.

### Passive Perception

The prison guard has a 14 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.

### Pump-Action Shotgun

Ranged Weapon attack: +5 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.

### 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.
Monk

## Overview

You've spent most of your life far away in the mountains of Tibet, isolating yourself in a monastery and dedicating yourself to understanding your spirituality. You are likely of middle-age or older, and have spent much of your life away from modern technology.

* **Skill Proficiencies**: Insight, Perception
* **Tool Proficiencies**: None
* **Equipment**: Tibetan robes and 200 credits

## Feature: Your Philosophy

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## Suggested Characteristics

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Chemist

## Overview

You've been a chemist for black market drugs for a long period of time. You likely work for a big gang making poison for your clientele. You have some kind of scientific background, but clearly something fucked up and now you've ended up here.

* **Skill Proficiencies**: Medicine, Perception
* **Tool Proficiencies**: Chemistry Set
* **Equipment**: A biotank kit, a vial of zyme, a set of common clothes, an environmental protection suit and a wallet containing 150 credits

## Feature: Your Gang

As a drug chemist, you likely work for or sell for one of the following gangs. They do not and will not ever respect you, but at least you get paid.

 2
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 4

 Feature: Black Market

You have access to the black market shopping list whenever you are wandering Neo York without restrictions. You also know every piece of slang and code word associated with the black market.

This perk is the only possible way to access the black market shopping list.

## Suggested Characteristics

Chemists can have a range of personalities and motivations, whether it's gang loyalty, personal profit, or rebelling against the system that motivates you.

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Stun Gun

The stun gun is a weapon traditionally used by corporate employees. It qualifies as both a simple weapon and a pistol.

## Special Attributes

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.

## Ammunition

The stun gun uses stun charges. There are 6 in a clip, and 1 round is fired per attack. Stun charges can be purchased for 5 credits each.
Shock Medic

An on-call shock trooper medic.

## Description

The shock medic is focused primarily on dealing with issues as immediately as possible. They come at the back of the pack, ready to pump their body with medicine.

### Passive Perception

The shock trooper has an 13 in passive perception.

## Actions

### 10mm Pistol

Ranged Weapon attack: +3 to hit, reach 10/40ft., one target. Hit: 2d8+4 damage.

### Epi-Pen

Med roll DC 15. 2d6+2 heals, half on failure.

### 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.
Silencer

The silencer, once attached to a pistol or rifle, will make it entirely silent once it fires. As such, it no longer makes your location known once you attack with it.

The silencer will break after 5 rounds of firing with it.

The silencer takes 30 seconds to attach.

**Modify.** If a character has the modify ability, then at the additional cost of 150 credits, the silencer can be reinforced to handle 10 rounds instead of 5.
Net Gun

Fire at target creature (medium or smaller) within a range of 20 feet. That creature must make a Dex saving throw DC 14 or are trapped in a net.

While trapped in a net, their movement speed is decreased to 0, all attacks they make have disadvantage, and all attacks against them have advantage. Every turn, as an action they can attempt to escape the net by re-rolling their saving throw.

The net gun holds 1 net at a time, and must be reloaded like any other weapon. Nets must be purchased separately for 500 credits each.

**Modify.** If a character has a modify ability, then for the cost of 700 extra credits per net, these newly purchased nets are now electrified. At the beginning of every turn a creature is trapped in a net, they take 2d4 electric damage.
Shield Bot

The shield 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 shield bot, when activated, will follow target creature specified for up to 5 miles away from its docking bay, and encircle them, acting as a shield against projectiles. While the shield bot is surrounding you, add +5 to your Armor Class.

If an attack roll fails to beat your armor class, but would have beat it were the shield bot not activated, then the damage is dealt to the shield bot. The shield bot has a base health of 13 and is resistant to bludgeoning damage.

While the shield bot is around you, you have disadvantage on stealth rolls.

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