Post-Apocalyptic
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.
Played | 694 times |
Cloned | 42 times |
Created | 34 days ago |
Last Updated | 4 days ago |
Visibility | Public |
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
Size | Medium |
Type | Humanoid |
CR | 5 |
XP | 1600 |
Languages | None |
Defenses
Armor Class | 15 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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.