recursal/Fanatic-Fandom huggingface dataset:
Martial Scrapper

Scavengers who choose to go down the path of the Martial Scrapper choose to use their ability to move quickly to their advantage, making multiple attacks per turn and doing devastating damage in combat.

### **Bonus Proficiency**

Starting when you choose this Archetype at 3rd level, you gain proficiency in Sharp and Blunt Melee weapons.

### **Fighting Style**

Also at 3rd level, you adopt a particular style of Fighting as your specialty. Choose one of the following options. You can't take a Fighting Style Option more than once, even if you later get to choose again.

* **Archery.** You gain a +2 Bonus to attacks made with a Bow or Crossbow.
* **Defense.** While you are wearing Armor, you gain a +1 bonus to AC.
* **Dueling.** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
* **Great Weapon Fighting.** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or 2. The weapon must have the two handed or versatile property for you to gain this benefit.
* **Protection.** When a creature you can see attacks a target other than you that is within 5 Feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a Shield.
* **Two-Weapon Fighting.** When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second attack.

### **Second Wind**

You have a limited well of Stamina you can draw upon to protect yourself from harm. At 3rd level, you can use a bonus action on your turn to regain Hit Points equal to 1d4 + your Scavenger level. This Increases to 1d6 at 7th level, 1d8 at 11th level, 1d10 at 15th level, and 1d12 at 17th level.

Once you use this feature, you cannot use it again until you finish a short or long rest.

### **Extra Attack**

When you reach 7th level, you can attack twice, instead of once, whenever you take the attack action on your turn. This increases to three times at 15th level and four times at 17th level.

### **Brutal Critical**

Beginning at 11th level, you can roll one additional weapon damage die when determining the extra damage for a Critical Hit you score with a Melee attack.

This increases to two additional dice at 15th level, and three additional dice at 17th level.

### **Indominable Might**

When you reach 15th level, if your total for an attack roll is less than your relevant score (Strength or Dexterity), you can choose to use that in place of the attack roll.

You can do this twice, regaining all expended uses when you complete a short or long rest.

### **Champion**

When you reach 17th level, your Strength or Dexterity (Choose One) increase by 4. Your maximum for the chosen ability score is now 24.
Revolver

The Revolver is a fairly powerful Handgun that can easily take down a group of Infected or Survivors. It can shoot six shots before it needs to be reloaded. The Revolver can be duel wielded with other Handguns of the same or different types, or even some melee weapons. It is most commonly found in Gun Stores, Police Stations, on Dead Police Officers, or even in some houses.
Drug Dealer

You have slowly become addicted to an opium like substance over the years. You are a Drug Dealer, and you need the drugs on a daily basis to function or suffer withdrawal effects. You have tried over the years to kick your habit, but eventually fall back into the clutches of your addiction.

* **Ability Scores:** +2 Charisma, +1 Constitution
* **Skill Proficiencies:** Deception, Persuasion
* **Tool Proficiencies:** A Gaming Set of your choice
* **Feat:** Favorite Drug *or* Recovering Addict
* **Equipment:** Set of common clothes, empty vial, a Sleeping Bag, a Two Person Tent, a Lighter, an empty pouch, and four canned food and three bottles of water.

### **Feature: Persuasive Speech**

You have a way with words. You can convince just about anyone to buy your drugs from you. When you make Persuasion checks, add double your proficiency bonus to the roll.

### **Alternate Feature: Addiction**

Upon each long rest, roll for a DC 12 Constitution saving throw if you do not have any of the drug of your choice in your inventory. Success removes 1 DC from the next addiction save, failure results in +1 exhaustion.

### **Suggested Characteristics**

Your addiction has eventually taken away anything and everyone that matters to you, but you have learned the skills to hide your addiction from others. Your ability to keep up this façade depends on whether or not you have been able to use that day. You can be charming and wise or angry and hateful depending on if you have had your daily fix. Normally neutral, your emotions can swing wildly.

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on being different than others.

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influence. (Evil)

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way back into their good graces.

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what I want.
The Challenger

As a Challenger, you focus your energy on challenging and taking on the bigger threats so your teammates don't have to. You challenge the bigger obstacles during battle so your teammates can just focus on the smaller threats. Your mear voice can strike fear into the hearts of your enemies.

### **Challenging Presence**

When you choose this path at 3rd level, you make yourself out to be the biggest threat. When you roll initiative, anything that rolls lower than you that are hostile towards you must focus on you for the first round of combat. At Lv 4, 9, 14 and 19, your initiative roll counts as 2 points higher when determining what creatures focus on you.

### **Provoking Battle Cry**

At 6th level, you can use 1 vitality as a bonus action to provoke hostile creatures. All creatures that can hear your shout must make a wisdom save vs your Vitality DC or target you for the next minute. Any creature hit by an attack from another creature other than you can make another save.

### **Provoking Opportunity**

At 10th level when a creature within 5 feet of you provokes opportunity attacks, you can shift the attack to you using 1 Vitality. Alternatively, you can use a bonus action and 1 Vitality to disable any creatures disengage action or reaction that you hit with a heavy weapon.

### **Initiative Vitality**

Starting at 14th level, you can spend 2 vitality to gain advantage on an initiative roll. Once this feature is used. It cannot be used again until you finish a long rest.
Scrap Armor

Scrap Armor can be crafted by the Scavenger Class at 9th level and breaks on a Critical Hit. Alternatively, it can be cobbled together as quickly as possible and instead breaks on an attack roll of 15 or higher, so long as it still equals or exceeds your AC. All the Armor plates scraping against each other makes it difficult to move silently while wearing this Armor. While wearing this armor, you suffer Disadvantage on Ability Checks, Attack Rolls, and Saving Throws involving Strength or Dexterity if you lack proficiency in Medium Armor.
Bat

Bats, like birds, come in many kinds that live on many foods: from fruit to insects to fish to the blood of the living. They roost in the trees and caves of all regions of the world during the day and only come out a night to hunt. Bats are vehicles for many illnesses, including rabies, however they are immune to many of these very illnesses. Bats have terrible eyesight and use echolocation to get around and hunt, using their ears.
Improvised Armor

Improvised Armor can mean many things. A bucket over your head or a pillow under your normal clothes, no matter the form it takes, you need armor quickly and this is about the best your getting. You *do not* suffer Disadvantage on Ability Checks, Attack Rolls, and Saving Throws involving Strength or Dexterity if you lack Proficiency in Medium Armor.

## **Variant: Customizable Armor**

At the GMs discretion, Improvised Armor may by customizable to a certain degree. Some examples include: Putting a Pillow under your normal clothes may give you the Padded Property, strapping small pillows to your feet may give you Advantage on Dexterity (Stealth) checks, putting a bucket on your head my limit your vision if the bucket is too big, giving you Disadvantage on Wisdom (Perception) checks.
Librarian

You are a reserved bookworm and have extensive research knowledge on books and seeking information. You love a good book to read, whether you enjoy fiction or nonfiction. You worked at the library in your town or city before the world you knew crumbled around you. In that time you had read a lot and gained a few skills from all your reading. What skills had you picked up from your years working at the Library? Why did you begin working at the Library to begin with? Was it a search for knowledge?

* **Ability Scores:** +2 Intelligence, +1 Wisdom
* **Skill Proficiencies:** History, Investigation
* **Tool Proficiencies:** Forgery Kit
* **Feat:** Observant
* **Equipment:** A Book you took from the Library where you worked, 5 sheets of parchment, an ink bottle, a pen, a set of common clothes, a pair of reading glasses, and Three Canned Food and Three Bottles of Water.

### **Feature: Favorite Genre**

Every reader has a favorite genre. Whether your a fan of the expansive and detailed worlds of Sci-fi books, or enjoy high fantasy dungeon delving and dragon slaying. Choose a Genre from the table below or roll to determine randomly. Alternatively, you can choose a different genre that's not on the list.

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### **Suggested Characteristics**

Librarians are generally quiet and reserved people. They would like nothing more than a good book to read and usually prefer the quiet life, reading a book, than a life of adventure.

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Way of the Fist

Samurai's who practice the way of the Fist prefer hand to hand combat over using swords, bows, shuriken's, and other such weapons. These Samurai's deal devastating damage with their fists and their punches can stun their enemies for a moment, knocking the wind out of them.

### **Bonus Proficiency**

Also at 3rd level, you become Proficient in unarmed attacks. Whenever you use your Unarmed Strike feature, you add your proficiency bonus and your Strength modifier to the attack roll.

### **Unarmed Strike**

Beginning when you adopt this Archetype at 3rd level, you can use an action to make an unarmed strike against an opponent you can see within 5 Feet of you. You use your Strength Modifier for the attack roll. On a hit, you do 1d6 + your Strength Modifier Bludgeoning Damage. The Damage Increases to 1d8 at 7th level, 1d10 at 10th level, and 1d12 at 14th level.

### **Stunning Strike**

Starting at 7th level, whenever you make an unarmed Strike, you can choose to do it without using your Proficiency Bonus or any Modifiers. If it hits, the target must succeed on a Constitution Saving Throw (DC equal to 8 + your proficiency Bonus + your Strength Modifier) or be stunned until the end of your next turn,

### **Quick Strike**

Upon reaching 10th level, you can make unarmed attacks with stunning speed. When you use your Unarmed Strike feature, you can choose to use your bonus action to immediately make two extra attacks on the same turn. You can do this a number of times equal to your dexterity Modifier (Minimum of Once), regaining all expended uses when you finish a short or long rest.

### **Brutal Punches**

When you reach 14th level, you add double your proficiency bonus to any damage rolls you make with your Unarmed Strike feature.
Marauder

Described as the most vicious and merciless of bandits, Marauders are out for blood just as much as they are for resources, and no life is worth sparing in their eyes.

### **Soldier of Fortune**

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Investigation, Sleight of Hand, or Stealth. Alternatively, you can instead take proficiency in one type of vehicle (either water or land).

### **Onslaught**

Your cruelty knows no bounds. Starting at 7th level, when you make an Attack against a creature, you may begin an Onslaught. For every successful Attack, you may make an additional Attack. The amount of attacks you perform may not exceed half of your Bandit level, rounded down, and you may this feature a number of times equal to your Strength modifier (minimum once). You may not begin an Onslaught if you choose to make an additional attack instead, and you may not take any additional actions. You regain uses after a long rest.

### **Strike Fear**

Not only are you a force to be reckoned with, but a force to be feared as well. When you reach 10th level, upon receiving damage from a creature within your reach, you can use your reaction to make a single attack against that creature. You deal the additional damage and the target must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier).

On a failure, the target is frightened of you for 1 minute. On a success, the creature cannot be affected by this for 1 hour. The creature can repeat the saving throw at the end of each of its turns. 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 long rest.

### **Heads Will Roll**

You've honed your blades to razor edge, and your skill with them further. Beginning at 14th level, whenever you Attack with a weapon that deals slashing damage, you deal an additional 2d6 slashing damage with them. On a critical hit, the target is decapitated and instantly killed.

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

### **Abandon Mercy**

Mercy is no longer a part of you, and neither is frailty. Upon reaching 18th level, when you reduce a creature to 0 hit points, they are killed instantly. You restore hit points equal to your Bandit level plus your Constitution modifier, and can take an additional action, if you desire to. Additionally, every consecutive Attack deals 3 extra damage (for example, your second attack would deal 3 more damage, your third attack would deal 6 more, and so on).
Zombie

The Zombie is the most stereotypical type of Infected. Slow moving but deadly in large numbers. They can be detected by their low gurgling sounds they make and by the odor of death that hangs in the air whenever they're around. They are common in shows like the Walking Dead and movies like George Romero's Night of the Living Dead. In the Walking Dead, the characters separate the Zombies into two distinctive Groups.

* **Roamer:** Roamers are always on the move, looking for any food to eat and are the most common type of Zombie seen in the Walking Dead. They typically travel in Hoards, or herds.
* **Lurker:** Lurkers just sit on the ground, Lurking. They sit and wait for people to come close enough to grab. They aren't as commonly seen in the Walking Dead but can sometimes pose more of a threat to Survivors that Roamers do, as they are near indistinguishable from a corpse at a distance.
Food

Your character needs to eat and drink in the Zombie Apocalypse. For each day you go without eating, make a Constitution Saving Throw (DC = 10 + days without food). On a failure, you get the Starved Condition. This can only be removed by eating. Increase the DC by 1 for the Summer and Winter months.

There are two main types of Food in Generation-Z: Perishable Food and Non-Perishable Food. Perishable Food goes bad after a little while of not being kept cold by use of a Fridge, Mini-Fridge, or Cooler. Non-Perishable Food doesn't go bad and is usually (but not always) kept in a can. Food is most commonly found in stores, restaurants, homes, and apartments.

## **Spoiled or Uncooked Food**

Some Food can become spoiled if you don't eat it within a certain time of it being left out. If you eat Food that is Spoiled or Uncooked, you make a Constitution Saving Throw (DC = 12 + the number of days the Food has been spoiled for). On a failed save, you get the Food Poisoned Condition.

## **Preserving Food**

There are three main ways to preserve food, and keep it from going bad: A Fridge, a Mini Fridge, and a Cooler. A Fridge keeps food from going bad so long as there is electricity. A Mini Fridge acts the same way. And a cooler keeps food from going bad as long as the ice inside the cooler hasn't melted. The ice inside melts after about three days depending on what season it is. Add an extra 2 days for Winter and take a day away for summer. The Fridge can't be moved. The Mini Fridge, however, can only be moved with a successful DC 15 Strength check but must be unplugged first, which stops it from working. The Cooler is completely portable.

## **Cooking Food**

You can Cook Food over a fire or in an oven with a successful DC 12 Cooking check. On a failure, you undercook the food and have to make a successful Constitution Saving Throw (DC = 12 + how far under the Cooking DC you were). On a failure, you get the Food Poisoned Condition.

# **Drinks**

You need to drink more often than you need to eat in the world of Generation-Z. For each 24 hours you go without Drinking, make a Constitution Saving Throw (DC = 12 + days without Drinking). On a failure, you get the Dehydrated Condition. This can only be removed by drinking. Increase the DC by 2 for the Summer month.

## **Contaminated and Dirty Water**

If you drink water that's contaminated or Dirty, make a DC 15 Constitution Saving Throw. On a failure, you get the poisoned Condition. You can decontaminate water by boiling it for 1 hour over an open flame or an oven. After an hour, the water becomes safe to drink.
The Street Fighter

Those that take up the Streetfighter archetype have typically lead difficult lives, having to struggle to make a living from among the shadowy and dangerous corners of the cities they grew up in. They have never had the chance to rest easy, because they learned early on that letting your guard down can only lead to an early grave. However, it is this exact lifestyle that can allow Streetfighters to excel in life after the end of the world.

### **Streetwise**

You have learned the secrets of surviving in the streets, being able to employ these skills to their fullest potential. When you take this archetype at 3rd level, you gain proficiency with two skills of your choice from the Scavenger skill list.

Alternatively, you can add double your proficiency bonus to any two skills of your choice that you are already proficient in prior to taking this Archetype.

### **Fighting Dirty**

Also at 3rd Level, you have mastered the ability to strike subtly and exploit any weakness in a foe. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon, or be an unarmed strike.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, to 2d6 at 6th Level, 3d6 at 10th Level, and 4d6 at 14th Level.

### **Cunning Reflexes**

By 6th Level you have developed improved reflexes and more agile movement from your time spent skulking in the shadows. You gain proficiency with Dexterity saving throws. If you are already proficient with Dexterity saving throws, you instead add double your Proficiency Bonus.

Furthermore, you may now take the Dash and Hide actions as bonus actions on your turn.

### **Ready For Anything**

Starting at 10th Level, you have become exceptionally prepared for combat. Whenever you make an initiative roll, you gain a bonus to the roll equal to half your Tank level (Rounded Down).

Additionally, you cannot be surprised while you are not incapacitated.

### **Stand Tough**

Upon reaching the 14th Level, your resilience has become honed by years of hard living and dirty fighting. Whenever you take damage that would reduce you to 0 hit points, you can choose to drop to 1 hit point instead.

You can use this feature a number of times equal to half your Constitution Modifier (Rounded Down), regaining all expended uses upon completing a long rest.
Scarred Survivor

Your weeks, months, or even years of almost unspeakable trauma after the world went to shit has hardened your soul. Maybe you're slow to trust because everyone you trust ends up betraying you, or maybe you're hesitant to care about someone because almost everyone you've cared about up until this point has died. No matter the reason for your scars, you do what you must to stay alive.

### **Practiced With Pain**

Beginning when you take this subclass at 3rd level, your experiences with pain grants you advantage on saving throws against being Frightened.

### **Nothing to Lose**

Also at 3rd level, you can throw aside all concern for your safety to attack with fierce desperation. When you make an 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.

### **Survivor Advantage: Past Trauma**

You have escaped death more times than you can count. Starting at 6th level, you can use your Survivor Advantage to recall the cause your of your past trauma as a bonus action. The memory fills you with anger. When you do this, you gain the following benefits:

* You gain advantage on all Strength checks you make until the end of your next turn.
* You can add twice your proficiency bonus to any attack roll you make until the end of your next turn.
* You gain Temporary Hit Points equal to your Constitution Modifier (Minimum of 1) + your proficiency Bonus until the end of your next turn.
* You score Critical Hits against enemies with an Attack roll of 19 or 20 until the end of your next turn.

Once you use this feature, you cannot use it again until you finish a long rest.

### **Chronic Depression**

Your past Trauma has made you numb to the pain of living after the world has ended. When you reach 10th level, you have immunity to the Insanity Effect and automatically succeed all Sanity Saving Throws.

### **Vengeance**

Starting when you reach 14th level, you started opening yourself up again and are trying to put your past trauma behind you. You care about people again, and don't want to see any of them get hurt.

On your turn as a bonus action, you can choose a number of friendly creatures within 30 feet of you equal to your Charisma Modifier (Minimum of 1). Until the end of your next turn, whenever your chosen creatures take damage, you can use your reaction to absorb up to half the damage they received.

You can do this twice, regaining all expended uses when you finish a short or long rest.
Nimble Rat

Scavengers who take up the Nimble Rat Archetype, are faster than the standard scavenger, and are good at getting around quickly and getting away from enemies untouched.

### **Unarmored Movement**

Starting when you choose this Archetype at 3rd level, your speed increases by 10 Feet while you are not wearing armor or wielding a shield. This increases to 15 Feet at 7th level, 20 Feet at 11th level, 25 Feet at 15th level, and 30 Feet at 17th level.

When you reach 15th level, you gain this benefit while wearing Scrap Armor that you crafted using your Walking Junkyard Feature or wielding a Scrap Shield.

### **Cunning Action**

Also at 3rd level, your quick thinking and agility allows you to think and act quickly. You can take a bonus action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

### **Fast Hands**

When you reach 7th level, you can use a bonus action to gain advantage on a Dexterity (Sleight of Hand) ability check you make to Disarm a Trap or Open a Lock.

### **Evasion**

Beginning at 11th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you instead take no damage if you succeed on the Saving Throw and only half damage if you fail.

### **Heightened Reflexes**

At 15th level, you can make an extra attack when taking a reaction or making an attack of opportunity.

### **Elusive**

When you reach 17th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Inspiration

When you have Inspiration, you can expend it to give yourself Advantage on an Ability Check, Attack Roll, or Saving Throw. You must decide to do so before rolling the die. The main way a character gains Inspiration is by rolling a 20 for an Ability check or Saving Throw. The *GM* can also award Inspiration to a character who’s done something that is particularly heroic, clever, or amusing.

You can never have more than one instance of Inspiration. If something gives you Inspiration and you already have it, you can give Inspiration to a player character in your group who lacks it. If you still have Inspiration when you start a Long Rest, you lose that Inspiration.
Musket

The Musket is a Rifle that was mostly used during the American Civil War but it can also be found in Generation-Z, albeit quite rarely. The Musket is a great weapon for taking out Infected or Survivors. It can fire up to eight shots before it needs to be reloaded and almost always has a Bayonet attached to the end. The Musket is usually found in Houses.
Welding Mask

The Welding Mask was designed to protect ones face while Welding but can easily protect you from ranged and melee attacks during the end of the world. While wearing a Welding Mask, you *do not* suffer disadvantage on Ability Checks, Attack Rolls, and Saving Throws using Strength or Dexterity if you lack Proficiency with Light Armor.
Chef

You once were a chef, the king of food. You understand that food has a voice; it can express moods with the right combinations of ingredients, or bring people together with a peaceful meal. Your cooking and food handling skills will prove vital to an adventuring party.

When the world went to shit, food became scarce. Many people starved in the early days of the apocalypse. But a Party of Survivors with a master chef in their midst would fare quite well. A chef can provide delectable meals for your group or community. They might even find food where most do not!

* **Ability Scores:** +2 Wisdom, +1 Constitution
* **Skill Proficiencies:** Cooking, Performance
* **Feat:** Master Cook
* **Equipment:** A bottle of cooking oil, several recipe books, a kitchen knife, a Frying Pan, an Apron and a chef hat, and seven Canned Food and three Bottles of Water.

### **Feature: Through Their Stomachs**

You are able to earn a comfortable living for free during your downtime, by working as a chef. In addition, you are able to feed your adventuring companions modest meals each day for free, unless the DM discerns that you are in a barren place devoid of anything edible for miles. You are also able to use your talents to arrange meetings with anyone interested in a free meal. By offering to cook a free meal for someone who would appreciate it, you are able to have an audience with them over that meal, or they may otherwise simply owe you a small favor.

### **Suggested Characteristics:**

Chefs vary widely in temperaments. As professionals, they can be fickle and perfectionists who run their team ragged. However, they are also dedicated to their vocation and skill to ultimately fill up bellies and provide hospitality.

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time! (Any)

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especially if I assigned them.
Badger

Badgers are small, sturdy, stubborn omnivores. They live on insects, worms, fruit, grains carrion and small rodents, which they unearth in their burrows beneath all regions of the world. Though badgers are small and mostly harmless, their thick skins are invulnerable to all but the fiercest predators. Owing to this, they are bold pests to farmers and gatekeepers of their territories. Badger holes are sprawling labyrinths, populated by foxes, hares, and other burrowing creatures. Like landlords, badgers collect rent from all of their tenants. Else, they expel them violently.
Trash Can Lid

A Trash Can Lid is a small Shield that doesn't provide much protection but can be found pretty much anywhere. Any where there is a Trash Can, you can just pick up the lid and hold onto it by the handle. It's small size can make it difficult to block with and it only does a small amount of Bludgeoning Damage when you bash with it, but sometimes you have to take when you can find.
Cartographer's Tools

Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. Proficiency with Cartographer's Tools lets you add your Proficiency Bonus to any ability check you make to create or read a map.
Zombie Dog

The Zombie Dog is an animal that was Infected by the Zombie virus and has turned undead. Unlike most Zombie variants, the Zombie Dog only attacks another human when it feels threatened of if it has no other choice. It will even go so far to growl at someone, as sort of a warning, trying to scare them off. But when it does attack, it attacks with vicious ferocity, even being known to cling onto its target after biting them. The Zombie Dog is weak to fire.
The School of Emotional Health

# **School of Emotional Health**

Ones emotional health is almost, if not more, important than your Physical Health. Medics who attend the school of Emotional Health have a stronger state of mind than most and they can pass this onto others, curing them of being charmed or Frightened. This can be a useful skill to have during the Apocalypse.

### **Emotional Advantage**

When you choose this Medical School at 3rd level, you gain advantage on all Saving Throws to resist being charmed or Frightened as well as on Sanity Saving Throws.

### **Cure frightened**

Also at 3rd level, you gain the ability to cure another player of the frightened condition. This costs 3 Medical points and the DC to do this is 10. You can’t use this feature again until you finish a long rest.

### **Cure Charmed**

Starting at 6th level, you gain the ability to cure another player of the charmed condition. This costs 6 Medical points and the DC to do this is 15. You can’t use this feature again until you finish a long rest.

### **Cure Madness**

When you reach 10th level, you gain the ability to cure short or long term madness. This costs 10 Medical points and the DC to cure short term madness is 15. And the DC to cure long term madness is 20. You can’t use this feature again until you finish a long rest.

### **Cure on Self**

At 14th level, you gain the ability to use the previous 3 features on yourself. The DC to cure yourself of frightened is 15. Of Charmed is 20. for Short Term and Long Term Madness it is both 25.
Miscellaneous Zombies

Miscellaneous Zombies are more unique Zombie variants. They are not tied to a particular piece of fiction like the Clicker is tied to The Last of Us, the Smoker is tied to Left 4 Dead, or Zombie is similar to the Walkers in the Walking Dead. There are four main types of Miscellaneous Zombies in Generation-Z: the Zombie Dog, the Screamer, the Feral Zombie, and the Juggernaut.
Left 4 Dead

The Green Flu, commonly referred to as the Infection, was the name given to an unknown virus that converted most humans who came into contact with it into homicidal and zombie-like beings known as the Infected. It seems to be a rabies-like pathogen, and is found in games such as Left 4 Dead and Left 4 Dead 2. Some Infected mutated into stronger forms, most of which popped up about two weeks after the initial outbreak. These are referred to as 'Special Infected'.
Clicker (The Last of Us)

The Clicker is the third stage of Infection and appears less human than the Runners and the Stalkers. They take roughly a year to reach this stage of infection after exposure to the Cordyceps brain infection.[1] They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human. Fungal growth around the head has caused the Clicker to go completely blind and it relies on Echolocation to get around and find food. The growth forms large patches of scale-like tissue that glow in the dark. The patches are seemingly an earlier stage of the fungal infection growing out of their hosts' bodies. These fungal plates have adapted to keep the host alive and able to spread. In fact, a direct shot to the face with a powerful weapon such as a revolver will only break off a chunk of the mold, leaving the clicker's brain unharmed but exposing the victim's face and rendering them able to see once again until the fungus regrows. When provoked, a clicker will immediately enter into a "berserk mode," aggressively flailing its arms and 'roaring'. At this point, if a survivor has been "spotted" by a clicker, the clicker will attack head-on and will not flinch when shot, unless the player is using high-powered rounds. Like the other stages of Infection, Clickers are extremely weak to fire.
Gaming Set

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Poker). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are Proficient with a Gaming Set, you add your Proficiency Bonus to ability checks you make to play a game with that set. Each type of Gaming Set requires a separate Proficiency. A few common examples of Gaming Sets appear on the table below as well as their weight.

 Chess Set
 Poker Set
 Dungeons & Dragons Set
Spitter (Left 4 Dead)

The Spitter is a Special Infected whose mutations enable her to spit out a ball of mutated stomach acid which, upon hitting the ground, spreads out into a large pool. Any Survivors standing within the pool of acid take increasing amounts of damage. When killed, the Spitter leaves a smaller pool of acid around her corpse. She can sometimes be a bit difficult to hear, making faint squealing noises as opposed to the more distinct noises other Special Infected make, but the hacking noises she makes when she actually spits are relatively easy to hear.
Witch (Left 4 Dead)

The Witch is a Special Infected that is not initially hostile and is always found in a dormant sitting or slow walking state. However, if startled or attacked, she can instantly incapacitate, or even kill, a survivor. The Witch is highly sensitive to light and the close presence of uninfected humans. She is completely unresponsive to Infected and the passage of nearby bullets. When alerted to the presence of an uninfected human or flashlight, she will look in the Survivor's direction and make a low warning growl: this signals an incipient attack. If the Survivor backs away a fair distance or is no longer in sight, she will gradually return to her wailing state, taking longer if the intensity of her warning growls is high. However, if the Survivor is still nearby, she will slowly stand and flail her arms in a threatening manner; if the Survivor does still not move, she will single them out and run at incredible speeds. The Witch can be easily detected in an area by hearing her cries and wails.
Juggernaut

The Juggernaut is a rare but powerful Zombie variant that uses its insane Strength to pound its enemies into the ground. Once some damage has been done to it, the Juggernaut will eat a nearby Zombie, absorbing it, making the Juggernaut stronger. Once you do a decent amount of damage, its stomach will split open and two additional Zombies claw their way out to fight you.
Game Master

The *Game Master* (GM) is the creative force behind a **Generation-Z** game. The *GM* creates a world for the other player characters to explore, and also creates and runs **adventures** that drive the story. An adventure typical hinges on the survivors overcoming some obstacle and making it from one day to the next, and can be as short as a single game session. Longer adventures might embroil players in great conflicts that require multiple game sessions to resolve. When strung together, these adventures form an ongoing **campaign**. A **Generation-Z** campaign can include dozens of adventures and last of months or years. A campaign typically, but not always, includes the characters constant fight for survival and usually ends when one or all of the characters end up dying.

A *Game Master* gets to wear many hats. As the architect of a campaign, the *GM* creates adventures by placing dangers, traps, and resources for the other players' characters (the survivors) to discover. As a storyteller, the *GM* helps the other players visualize what's happening around them, improvising when the survivors do something or go somewhere unexpected. As an actor, the *GM* of the Zombies and supporting characters, breathing life into them. And as a referee, the *GM* interprets the rules and chooses when to abide by them, when to ignore them, and when to change them.

Inventing, writing, storytelling, improvising, acting, refereeing - every *GM* handles these roles differently, and you'll probably enjoy some more than others. It helps to remember that **Generation-Z** is a hobby, and being a *GM* should be fun. Focus on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on other players to help you with the rules mastery and world-building.

The **Generation-Z** rules help you and the other players have a good time, but the rules aren't in charge. You're the *GM*, and *you* are in charge of the game. That said, your goal isn't to slaughter the survivors but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If you're lucky, the events of your campaign will echo in the memories of your players long after the final game session has concluded...
Strong Survivor

Those who choose the Strong Survivor Archetype are exceptional fighters and warriors, wielding great strength and doing devastating damage to their enemies during combat. They prefer head to head combat rather than using guns to take their opponents out at a distance.

### **Roaring Muscles**

Starting when you choose this archetype at 3rd level, you have exceptional strength and can use it to get out of any number of difficult situations. Whenever you are forced to make a Strength Saving Throw, you add double your proficiency bonus to the roll instead.

### **Fighter**

Also at 3rd level, you have honed your fighting skills, relying on a particular style of fighting as your specialty. Choose an additional Fighting Style from those listed in the Survivor class description.

### **Survivor Advantage: Quick Attack**

Starting at 6th level, you can use your Survivor Advantage to make a quick secondary attack. As a reaction, you can make a single melee weapon attack.

### **Brutal Critical**

Beginning at 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 14th level and three additional dice at 18th level.

### **Survivor**

At 14th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to your proficiency bonus + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points
Flashbang Grenade

The Flashbang Grenade is a handheld device commonly found in Military Bases and can be thrown about 30 feet as an action. It explodes the round after being Thrown, doing damage to anyone within a 5 foot radius of where it landed. It also secretes a bright light when it explodes and whoever is within a 5 foot radius of it must succeed on a DC 15 Constitution Saving Throw or be Blinded for 1 minute.
Ballistic Shield

Ballistic shields are constructed of ballistic resistant materials and are intended to protect users against small arms fire and fragmentation threats. These shields were used by law enforcement personnel during tactical operations where officers have little or no cover. They provide some of the best protection in Generation-Z and are usually found in Police Stations, Prisons, and Military Bases.
Miscellaneous Ranged Weapons

Miscellaneous Ranged Weapons are any ranged weapon that doesn't fall into any of the other categories. This can range from Bows, Crossbows, and even Tasers or Flare Guns. Proficiency with a Miscellaneous Ranged Weapon allows you to add your Proficiency Bonus to any attack roll you make with any of these weapons. Typically, Proficiency with Miscellaneous ranged weapons let you add your Proficiency Bonus to specific Miscellaneous Ranged Weapons, like Bows and Crossbows, not Miscellaneous Ranged Weapons in general. The table below describes each Miscellaneous ranged Weapon as well as its Damage, Weight, and any special Properties it might possess.
Chief

No group of bandits can be led without their leader, the Bandit Chief. Strong, intelligent, and even more greedy than the rest, they lead their bands of ruffians to success in even the most trying of times.

### **Chieftain's Pride**

As the leader of your bandit group, there's a lot riding on your shoulders. Luckily, you can handle it. When you reach 3rd level, all of your ability score caps increase to 22, then 24 at 7th, 26 at 10th, 28 at 14th, and 30 at 18th level.

### **Inspiring Voice**

As a bandit Chief, you can use your voice to inspire your allies to keep fighting. When you reach 6th level, you can choose an ally you can see within 60 feet of you and grant them Inspiration. You can use this feature a number of times equal to your Charisma Modifier (Minimum of Once), regaining all expended uses when you complete a short or long rest.

### **Booming Voice**

Starting when you reach 10th level, you can use your Booming Voice to strike fear into the hearts of your enemies. Choose a number of enemies that can hear you within 30 feet of you equal to your Charisma Modifier (Minimum of One Enemy). Those enemies must succeed on a DC 15 Wisdom Saving Throw or be Frightened of you for 1 minute.

This feature has no effect on creatures immune to being Frightened. You can use this feature a number of times equal to your Charisma Modifier (Minimum of Once), regaining all expended uses when you complete a lo ng rest.

### **Charismatic**

When you reach 14th level, your Charisma is overwhelming. Your Charisma score Increases by 4. In addition, you are Proficient in Charisma Saving throws and add double your Proficiency Bonus to them.

### **Chief's Protection**

When you reach 18th level, you can protect your allies in battle. When an ally you can see within 30 feet of you is dropped in 0 Hit Points but not killed outright, you can use your reaction to have them drop to 1 Hit Point instead.

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

The Fragmentation Grenade is a handheld object commonly found in Military Bases and can be thrown about 30 feet as an action. It explodes the round after being Thrown, doing damage to anyone within a 10 foot radius of it and forcing them to make a DC 15 Dexterity Saving Throw or take 1d6 extra Piercing Damage on a failure or half as much (rounded down) on a success.
Shotguns

Shotguns are longer and pack more of a punch than Handguns. They require more experience to use effectively and are typically found with more experienced survivors. Proficiency with Shotguns allows you to add your Proficiency bonus to any ranged weapon attacks you make with a Shotgun. The Table below provides each Shotgun as well as their Damage, Weight, and any special properties they might possess.

 Double Barreled Shotgun | 2d12 Piercing
 Sawed-off Shotgun | 2d8 Piercing
 Handmade Revolving Shotgun | 2d8 Piercing
 Hand Pipe Shotgun | 2d10 Piercing
Makarov

One of the more powerful Handguns, the Makarov can shoot ten shots before it needs to be reloaded. It's perfect for taking down Infected or Survivors. It can be duel wielded with Handguns of the same of different types, or even some melee weapons. The Makarov is most commonly found in Gun Stores, on Dead Survivors, or even in Houses.
Raccoon

Raccoons are tiny omnivores and notorious pests. When they aren't thieving trash or animal feed from civilization, they gather eggs, shellfish, fruits, and nuts from the wild. Raccoons are expert burglars capable of opening doors and vessels, disarming traps, and working as teams. Conventional trapping and tracking methods are ineffective against them. Despite their penchant for eating trash, raccoons prefer to wash their food. This weakness for fresh water makes raccoons easy to track and trap.
Hitman

A hitman is someone who is either so far gone from their previous selves or just enjoys the work enough to kill people for money. How might your character have gotten into this kind of work? Is he or she willingly in this line or forcefully? Are there any jobs that your character might regret taking for various reasons? What type of reputation in the crime world does your character have? Is he or she feared, respected, or even hated?

* **Ability Scores:** +2 Dexterity, +1 Strength
* **Skill Proficiencies:** Stealth, Perception
* **Tool Proficiencies:** Thieves' Tools
* **Feat:** Skulker
* **Equipment:** A set of Thieves' Tools, A Flashlight, A small Notebook with a bunch of Contract Killings, A Trophy from a Past Contract, A Tuxedo and Sunglasses, and Five Canned Food and Five Bottles of Water.

### **Feature: Contract Killing**

Your character kills people for money and generally has taken a few jobs before the start of the game. In places where crime is heavy such as a larger city your character should be able to find a job or a contract to complete for local crime bosses or people just willing to pay to have someone else killed.

### **Suggested Characteristics**

Hitmen tend to be distant and cold. They are slow to trust and slow to make friends. Hitmen usually complete their contracts themselves and as a result, they don't work well with others and would prefer to work alone. They rarely show emotion and it is hard for many to get a read on them.

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Random Traits

When creating a character, you can get up to three random traits determined by rolling a d100 on the Random traits table below. Each random trait can give you a certain penalty or bonus depending on if it's a positive or negative trait. Every Random Trait and there effect is described in the Table Below, in alphabetical order: