Post-Apocalyptic
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.
Played | 665 times |
Cloned | 41 times |
Created | 33 days ago |
Last Updated | 3 days ago |
Visibility | Public |
HP Range70 - 80 (Avg: 75)
AC15
XP1800
Description
The Citadel Guard is a vigilant protector of New Vance City, embodying the harsh realities of a post-apocalyptic world. With a stoic demeanor and a commitment to the Citadel Council, they patrol the city's perimeter, enforcing laws and defending against threats.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | Common, City Dialect |
Defenses
Armor Class | 15 |
HP Range | 70 - 80 (Avg: 75) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Improvised Club Strike
The Citadel Guard swings their heavy improvised club, dealing 1d10 bludgeoning damage.
Melee Attack: Combat Knife
The Citadel Guard slashes with their combat knife, dealing 1d8 slashing damage.
Patrol and Observe
The Citadel Guard can take a special action to gain advantage on perception checks for one minute, allowing them to spot hidden threats.
Ranged Attack: Modified Rifle
The Citadel Guard fires their modified rifle, dealing 2d10 piercing damage on a hit.