
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)
AC14
XP450
Description
A streetwise Gnoblin thug, armed with a firearm, who uses cunning and brute force to intimidate and control others. They are often found in urban environments, running small-time rackets and engaging in petty crime.
Details
Size | Small |
Type | Humanoid |
CR | 2 |
XP | 450 |
Languages | Common, Gnoblin, Goblin, Undercommon |
Defenses
Armor Class | 14 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Bludgeoning, Piercing, Slashing, Fire, Lightning |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Gunshot
The Gnoblin thug fires their gun, making a ranged attack against a target within 60 feet. On a hit, the target takes 2d6 piercing damage.
Intimidate
The Gnoblin thug attempts to intimidate a creature within 30 feet. The target must succeed on a DC 12 Wisdom saving throw or become frightened until the end of its next turn.