Cyberia world illustration - Cyberpunk theme
Cyberpunk

Cyberia

O
Onrelas

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
Played15 times
Cloned0 times
Created
63 days ago
Last Updated
1 days ago
VisibilityPublic
Circuit Wraiths Thug
CR 1Medium Humanoid
Circuit Wraiths Thug
HP Range40 - 50 (Avg: 45)
AC13
XP200

Description

A low-level enforcer for The Circuit Wraiths, these thugs are equipped with basic cybernetic enhancements and a penchant for intimidation. They operate in the shadows of the city, enforcing the will of their corporate overlords and collecting debts.

Details
SizeMedium
TypeHumanoid
CR1
XP200
LanguagesCommon, Thug Cant
Defenses
Armor Class13
HP Range40 - 50 (Avg: 45)
Damage VulnerabilitiesBludgeoning, Piercing, Acid, Lightning, Fire
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Cybernetic Strike

Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.

Intimidating Presence

The thug can attempt to frighten a creature within 30 feet. The target must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the thug's next turn.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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