Survival in New Vance world illustration - Post-Apocalyptic theme
Post-Apocalyptic

Survival in New Vance

P
Pollution

In 2070, a zombie virus threatens mankind. A futuristic, dystopian, cyberpunk test of survival!


Author's Note: The year is 2070, one year after the Collapse. The place? New Vance City. Skeletal remains of skyscrapers pierce the smog-choked sky. Patches of overgrown desert flora claw at cracked asphalt. Inside, survivors try to make the best of their fragile existence, repurposing solar panels and scavenging for supplies. Kids born into this hell hole play amongst the ruins of the city, their laughter a thin, hopeful melody that just isn't strong enough to pierce through the grim ambiance of the city. Life here is filled with nothing but scarcity and fear. Every creak in the night, every flicker in the solar grid, every hum or buzz... It's all enough to send shivers down your spines. Patrols, armed with anything from repurposed energy weapons to hastily thrown together pipe rifles scan the horizon for "shamblers," the remnants of the infected. Yet amidst the hardship, the community is still blooming. New Vance City still stands, at least for now. A flickering candle in the encroaching darkness of a world forever changed.
Played665 times
Cloned41 times
Created
33 days ago
Last Updated
3 days ago
VisibilityPublic
Solar Guardian
CR 5Medium Humanoid
Solar Guardian
HP Range80 - 90 (Avg: 85)
AC15
XP1800

Description

The Solar Guardian is a vigilant protector of New Vance City, embodying discipline and resourcefulness. They patrol the solar array, ensuring the safety of vital resources while enforcing order and distributing supplies to the city's residents.

Details
SizeMedium
TypeHumanoid
CR5
XP1800
LanguagesCommon, Technological
Defenses
Armor Class15
HP Range80 - 90 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Energy Rifle

The Solar Guardian fires a beam of concentrated solar energy at a target, dealing 2d10 radiant damage on a hit.

Enforce Order

The Solar Guardian can impose order within a 30-foot radius, forcing creatures to make a Wisdom saving throw or become frightened until the end of their next turn.

Heavy Stun Mace Strike

The Guardian swings their heavy stun mace in melee, dealing 1d8 bludgeoning damage, 1d4 lightning damage, and potentially stunning the target on a critical hit.

Plasma Shot

The Solar Guardian fires a bolt of plasma from their modified rifle, dealing 2d10 fire damage to a target within 120 feet.

Repair Equipment

The Solar Guardian can repair a damaged piece of equipment or armor, restoring 1d8 hit points to it.

Repair Systems

The Guardian can repair a damaged construct or automated defense, restoring 2d8 hit points.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service