d20 +28 to Attack Mind Defense | +28 to Damage | +49 to Healing
- Basic Attack
- This is Maugra's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Maugra's Combat Maneuvers.
- Soul Drain
- Your Force energy is sapped, making you weaker and the witch stronger
- Attack +3 Target: Creature (1) Range: Self Duration: Instant
- Recovery +60 Target: Creature (1) Range: Self Duration: Instant
- Resistance +10 Target: Creature (1) Range: Self Duration: Instant
- 6d10 Damage (33) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +28 to Attack Mind Defense | +28 to Damage | +49 to Healing
- Life Steal
- Give me a year of your life and I'll live for another ten
- 7d10 Healing (39) Target: Creature (1) Range: Self Duration: Instant
- Healing +6 Target: Creature (1) Range: Self Duration: Instant
- Attack -7 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Damage -28 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Defenses -7 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Ravage
- Torment, fear, and pain are unleashed upon your mind
- 6d10 Healing (33) Target: Creature (1) Range: 4 Spaces Duration: Instant
- 14d10 Damage (77) Target: Creature (1) Range: 5 Spaces Duration: Instant
- Torment
- Fear, paranoia, and confusion set in
- 5d10 Healing (28) Target: Creature (1) Range: Self Duration: Instant
- Attack -2 Target: AOE (5x5) Range: 1 Space Duration: 2 Rounds
- Defenses -2 Target: AOE (5x5) Range: 1 Space Duration: 2 Rounds
- Appearance
- Will appear as a helpless young girl, or a wise crone depending on how she feels about you. Will only reveal her true form when she attacks.
- Confusion
- She will always speak in vague, prophetic, and cryptic tones.
- Darkness
- The well of the Darkside within this being is vast and powerful. She is powerful darkness embodied.
NPC Auto Assigned Bonuses
Maugra's Equipped Items
Maugra's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Soul Drain
- Your Force energy is sapped, making you weaker and the witch stronger
- Attack +3 Target: Creature (1) Range: Self Duration: Instant
- Recovery +60 Target: Creature (1) Range: Self Duration: Instant
- Resistance +10 Target: Creature (1) Range: Self Duration: Instant
- 3d10 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 3d8 Damage Target: Creature (1) Range: 6 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 4 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Life Steal
- Give me a year of your life and I'll live for another ten
- 4d10 Healing Target: Creature (1) Range: Self Duration: Instant
- Healing +6 Target: Creature (1) Range: Self Duration: Instant
- Attack -7 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Damage -28 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Defenses -7 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Ravage
- Torment, fear, and pain are unleashed upon your mind
- 3d10 Healing Target: Creature (1) Range: 4 Spaces Duration: Instant
- 11d10 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
- Torment
- Fear, paranoia, and confusion set in
- 2d10 Healing Target: Creature (1) Range: Self Duration: Instant
- Attack -2 Target: AOE (5x5) Range: 1 Space Duration: 2 Rounds
- Defenses -2 Target: AOE (5x5) Range: 1 Space Duration: 2 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Improved Enhanced Critical Attack
- 'Critical Attacks become a 18 or higher if the Attack hits. Only 20's auto-hit.
- Improved Enhanced Critical Heal
- 'Critical Heals become a 18 or higher if the Heal hits. Only 20's auto-hit.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Enhanced Healing
- 'Add 3 dice to all powers that heal Hit Points.
- Improved Healing Increase
- 'Add 10 Healing to all defensive Powers that Heal Hit Points.
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