Dimensional Travel
Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!
Author's Note: The world you are familiar with ended seventeen years ago with "The Opening." It was a time when dimensional portals, known as Dungeon Gates, erupted across the globe. Despite humanities efforts, we couldn't cross through the portals no matter how hard we tried, but the monsters on the other end could. The longer a portal stays open, the closer it gets to destabilizing and turning into a Dungeon Break, where it releases it's horde of monsters into Earth. What began with weaker creatures has escalated into a constant struggle against increasingly dangerous foes. Normal weapons could only go so far and humanity feared it's breaking point. Amidst the chaos and despair, a new phenomenon emerged, as people exposed to the gates' energy started to develop superhuman abilities. These people became know as Breakers, humanity's frontline defense, tasked with the grim duty of quarantining unstable gates, waiting for the inevitable Dungeon Breaks to occur.
World Gates, a rare anomaly among Dungeon Gates, started to appear across the globe. These Gates offered free passage between the worlds. Earth found itself connected to nine different worlds, each filled with countless dangers, but humanity needs answers. Will you be a Breaker? Tasked with clearing Dungeon Gates on Earth? Or perhaps you are a human who is Cybernetically Augmented to meet the threat posed by these invaders? Or maybe, just maybe, you're a daring adventurer who wants to see what lies beyond the World Gates?
Welcome to Dungeon Break.
Note: Remember that Franz still has limitations, so if the lore does not always track the way that it's presented here, just roll with it or OOC him to get him back on track. I tried my best to inject what I could into Franz to get him to stay in line, but as a player you have to do your part as well on occasion. I am also trying to use less CIs so the players can have room to add what they want to the game to suit their playstyle. If you like the game, please give it a heart!
Played | 104 times |
Cloned | 22 times |
Created | 27 days ago |
Last Updated | Yesterday |
Visibility | Public |
HP Range76 - 76 (Avg: 76)
AC17
XP1800
Description
Heavy Gunners are clad in more substantial power armor and wield devastating heavy weaponry. They act as mobile fire support, capable of laying down suppressing fire and dealing significant damage.
Details
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1800 |
Languages | None |
Defenses
Armor Class | 17 |
HP Range | 76 - 76 (Avg: 76) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Heavy Plasma Cannon
Ranged Weapon Attack: +6 to hit (disadvantage if a hostile creature is within 5 feet of the gunner), range 80/320 ft., one target. Hit: 22 (4d10) radiant damage. Reload 3. (Takes an action to reload.)
Power Fist
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Reactive Fire (1/Round)
When a creature moves into the heavy gunner's line of sight and is within the heavy plasma cannon's range, the gunner can use its reaction to make one attack with the cannon against that creature.