Survival in New Vance world illustration - Post-Apocalyptic theme
Post-Apocalyptic

Survival in New Vance

P
Pollution

In 2070, a zombie virus threatens mankind. A futuristic, dystopian, cyberpunk test of survival!


Author's Note: The year is 2070, one year after the Collapse. The place? New Vance City. Skeletal remains of skyscrapers pierce the smog-choked sky. Patches of overgrown desert flora claw at cracked asphalt. Inside, survivors try to make the best of their fragile existence, repurposing solar panels and scavenging for supplies. Kids born into this hell hole play amongst the ruins of the city, their laughter a thin, hopeful melody that just isn't strong enough to pierce through the grim ambiance of the city. Life here is filled with nothing but scarcity and fear. Every creak in the night, every flicker in the solar grid, every hum or buzz... It's all enough to send shivers down your spines. Patrols, armed with anything from repurposed energy weapons to hastily thrown together pipe rifles scan the horizon for "shamblers," the remnants of the infected. Yet amidst the hardship, the community is still blooming. New Vance City still stands, at least for now. A flickering candle in the encroaching darkness of a world forever changed.
Played694 times
Cloned42 times
Created
34 days ago
Last Updated
4 days ago
VisibilityPublic
Gear Rat Bruiser
CR 5Medium Humanoid
Gear Rat Bruiser
HP Range80 - 90 (Avg: 85)
AC15
XP1600

Description

Gear Rat Bruisers are the muscle of the Gear Rats, enforcing their rule with brutal efficiency. These heavily augmented fighters are known for their ferocity in close-quarters combat, using their strength and cybernetic enhancements to dominate their foes.

Details
SizeMedium
TypeHumanoid
CR5
XP1600
LanguagesNone
Defenses
Armor Class15
HP Range80 - 90 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Brutal Strike

The Gear Rat Bruiser swings their melee weapon, dealing 2d8 + 5 bludgeoning damage.

Cybernetic Charge

The Bruiser can move up to double their speed in a straight line towards a target, and if they end their movement within 5 feet of that target, they can make a melee attack as a bonus action.

Intimidating Presence

As an action, the Bruiser can attempt to frighten a creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its 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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