
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)
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
Size | Medium |
Type | Humanoid |
CR | 1 |
XP | 200 |
Languages | Common, Thug Cant |
Defenses
Armor Class | 13 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Bludgeoning, Piercing, Acid, Lightning, Fire |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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.