
Cyberpunk
Fantasy cyberpunk world. Cybernetics, mechanics and magic intertwine.
Author's Note: This is a fantasy world that is set in the future, filled with a lot of different races and classes. Many different types of magic and technologies coexist or intertwine, even with cybernetic enhancements, augmentations and prosthetics or mechanical limbs. Some fashion and areas are a mix of new and old or seem to be from a different era.
Gangs, corporate gangs and corrupted cops rule over Cyberia, though some fight back against them.
Find your place in the world. Become a mercenary or bounty hunter, destroy, take over or create your own gang, corporate gang or group, become a vigilante or villain or just a plain criminal and/or clean up or further the corruption in the police force. You could also attempt to take Cyberia as your own, while battling against others for control of the city.
Technology: Engineering, Gear/Clockwork, Steampunk, Dieselpunk, Modern, Futuristic, Electronics, Robotics, Cybernetics
Magic technologies: Arcane Engineering, Magitek/Artificer, Crystal Powered, Ethereal Energy Tapping/Collecting, Rune, Enchantment
Played | 15 times |
Cloned | 0 times |
Created | 63 days ago |
Last Updated | 1 days ago |
Visibility | Public |

HP Range40 - 50 (Avg: 45)
AC12
XP450
Description
Tate the Incel is a grotesque creature that embodies arrogance and ignorance. It roams the land, spewing nonsensical bravado while seeking validation from those it deems inferior.
Details
Size | Medium |
Type | Humanoid |
CR | 2 |
XP | 450 |
Languages | Common, Ignorance |
Defenses
Armor Class | 12 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Psychic, Necrotic, Poison, Lightning, Fire |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bravado Blast
Tate spews a stream of arrogant insults, forcing one creature within 30 feet to make a Wisdom saving throw or become frightened until the end of its next turn.
Cigar Smoke
Tate exhales a cloud of smoke in a 15-foot cone. Creatures in that area must succeed on a Constitution saving throw or take 2d6 poison damage and be poisoned until the end of their next turn.