
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 Range10 - 20 (Avg: 15)
AC12
XP10
Description
Mucklings are weak, mischievous creatures that thrive in filth and decay. They often scavenge in alleys, swamps, and abandoned places, causing minor annoyances to those who cross their path.
Details
Size | Tiny |
Type | Fey |
CR | 0.1 |
XP | 10 |
Languages | None |
Defenses
Armor Class | 12 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | Bludgeoning, Fire, Cold, Psychic, Piercing |
Damage Resistances | Poison |
Damage Immunities | None |
Condition Immunities | None |
Actions
Filth Spray
The Muckling sprays a stream of foul-smelling muck at a target within 15 feet. The target must succeed on a DC 10 Constitution saving throw or be poisoned until the end of its next turn.
Mischievous Tickle
The Muckling attempts to tickle a creature within 5 feet. The target must succeed on a DC 10 Dexterity saving throw or take 1d4 psychic damage and be incapacitated until the end of its next turn.