
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
The Wretched Twerker is a deranged and filthy creature, driven mad by her vices. She screeches and dances in a frenzied manner, spreading disease and chaos wherever she goes.
Details
Size | Medium |
Type | Humanoid |
CR | 2 |
XP | 450 |
Languages | None |
Defenses
Armor Class | 12 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Psychic, Bludgeoning, Piercing |
Damage Resistances | Poison |
Damage Immunities | None |
Condition Immunities | Frightened |
Actions
Crackhead Screech
The Wretched Twerker lets out a horrifying screech. Each creature within 30 feet must succeed on a DC 13 Wisdom saving throw or be frightened until the end of their next turn.
Mad Twerk
The Wretched Twerker performs a disturbing dance, causing all creatures within 10 feet to make a DC 13 Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute.