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 | 737 times |
Cloned | 43 times |
Created | 34 days ago |
Last Updated | 4 days ago |
Visibility | Public |
HP Range27 - 27 (Avg: 27)
AC13
XP200
Description
The New Vance Raider is a brutal survivor of the wasteland, driven by desperation and a ruthless instinct for survival. Clad in scavenged attire and armed with makeshift weapons, they are a constant threat to any who dare to encroach on their territory.
Details
Size | Medium |
Type | Humanoid |
CR | 1 |
XP | 200 |
Languages | None |
Defenses
Armor Class | 13 |
HP Range | 27 - 27 (Avg: 27) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Improvised Weapon Attack
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Ranged Shotgun Blast
Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 9 (2d6) piercing damage.
Territorial Roar
The raider lets out a loud, intimidating roar. Each creature within 30 feet must succeed on a DC 12 Wisdom saving throw or become frightened until the end of their next turn.