
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
The Red Hand Thug is a low-level enforcer for the notorious Red Hand gang, known for their ruthless tactics in the underground world of weapon and drug dealing. They are often found patrolling the streets, intimidating rivals, and collecting debts for their superiors.
Details
Size | Medium |
Type | Humanoid |
CR | 2 |
XP | 450 |
Languages | Common, Thieves' Cant |
Defenses
Armor Class | 14 |
HP Range | 40 - 50 (Avg: 45) |
Damage Vulnerabilities | Fire, Bludgeoning, Piercing, Slashing, Lightning |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Firearm Attack
The thug fires a small firearm, dealing 1d10 piercing damage at a range of 60 feet.
Intimidate
The thug attempts to intimidate a target, forcing them to make a DC 12 Wisdom saving throw or become frightened until the end of their next turn.
Melee Attack
The thug makes a melee attack with a knife, dealing 1d6+3 piercing damage.