
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 Range75 - 95 (Avg: 85)
AC15
XP1800
Description
P Diddy the Diddler is a malevolent entity that delights in causing discomfort and chaos. He uses his sinister fingers to invade the personal space of his victims, leaving them feeling violated and confused.
Details
Size | Medium |
Type | Fiend |
CR | 5 |
XP | 1800 |
Languages | Common, Infernal, Fiend |
Defenses
Armor Class | 15 |
HP Range | 75 - 95 (Avg: 85) |
Damage Vulnerabilities | Radiant, Bludgeoning, Fire, Piercing, Slashing |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Diddle
P Diddy uses his fingers to invade a target's personal space, forcing them to make a DC 15 Wisdom saving throw or become frightened for 1 minute.
Finger of Chaos
P Diddy points a finger at a target, causing them to take 3d6 psychic damage and forcing them to make a DC 15 Intelligence saving throw or be confused for 1 minute.