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.
Played687 times
Cloned42 times
Created
34 days ago
Last Updated
4 days ago
VisibilityPublic
Guard: Lockdown Grid
Level 4
Guard: Lockdown Grid

Description

Reaction, which you take when a hostile creature you can see within range moves at least 10 feet. You deploy a rapidly expanding network of electrified barriers. A creature in a 15-foot radius centered on a point you choose within 60 feet must make a Dexterity saving throw. On a failed save, the creature's movement speed is reduced to 0, and it takes 8d8 lightning damage as the grid discharges. On a successful save, the creature takes half as much damage and its movement is not affected. The grid persists for 1 minute, and any creature that starts its turn within the grid or enters it for the first time on a turn must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. 1 The grid can be disabled early by a successful DC 20 Strength check made as an action by a creature within the grid.

Spell Details
Level4
Range60
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.
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