d20 +24 to Attack Body Defense | +42 to Damage
- Basic Attack
- This is Stegosaur's Basic Attack.
- 5d12 Damage Target: 1 Space Range: 10 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Stegosaur's Combat Maneuvers.
- Tough as Stone
- Your skin hardens granting Resistance. Your Defenses increase as you become tough as the very stone.
- Defenses +2 Target: Creature (1) Range: Self Duration: 3 Rounds
- Resistance +15 Target: Creature (1) Range: Self Duration: 3 Rounds
d20 +24 to Attack Body Defense | +42 to Damage
- Deafening Bellow
- When threatened you let out a tremendous bellow shaking your foes to their very core.
- 1d16 Damage (9) Target: AOE (8x8) Range: 1 Space Duration: Instant
- Attack -4 Target: AOE (8x8) Range: 1 Space Duration: 1 Round
- Shake it Off
- Whatever it is, it won't stick around for long!
- Dispel Ally Penalty 185 Target: Creature (1) Range: Self Duration: Instant
- Vicious Tail Sweep
- Now is time for those tail swipes! You swipe your spiked tail back and forth at your enemies.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 9d16 Damage (77) Target: Creatures (2) Range: 4 Spaces Duration: Instant
- T-Rex Rage
- For some reason the normally subdued, hard to provoke Stegosaur loses all sense of itself if it detects a tyrannosaurus rex. If detected it instantly goes into full on rage attack mode. Nobody is quite sure why this is as it does not have this reaction to other large predators. It will fight to the death in this case though that has rarely happened. The T-Rex is almost always chased away after sustaining serious injuries.
- Battle Tactics
- If forced into battle it usually has a stand your ground attitude. It is not smart or brave and will usually just stay in one spot bellowing and slapping enemies with it's spiked tail until they leave.
- Hanging with the Herd
- It spends as much of it's time as possible with other large herbivores in a herd. When a predator is spotted the movement of the herd alerts the not very preceptive Stegosaur. The Stegosaur is slow and rarely will run away. Being alerted gives it time to set up it's defense while allowing time for the others to flee. Predators don't chase the others when they notice something staying behind. It's too late to give chase once the predators realize they cannot kill the Stegosaur.
- Calm at Heart
- The Stegosaur is a very peaceful and non-threatening dinosaur. It cannot see, hear, or smell well. Plus, it doesn't even care. It just wants to eat, eat, eat, and mate. They are generally so peaceful that you can walk right up to one and pet it if you want. They will usually only go into battle mode if directly attacked.
- Training and Mounts
- Due to their docile nature many have tried to tame and use them as mounts. This can be accomplished to some extent. However, their poor sense along with caring much about anything other then eating make them very difficult to train and maintain. Generally Hard Check (48) are needed to tame, train, and maintain these creatures. Those that have been successful need to have a large area, lots of means, and a good amount of training and patience to make this work.
NPC Auto Assigned Bonuses
Stegosaur's Equipped Items
Stegosaur's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Tough as Stone
- Your skin hardens granting Resistance. Your Defenses increase as you become tough as the very stone.
- Defenses +2 Target: Creature (1) Range: Self Duration: 3 Rounds
- Resistance +15 Target: Creature (1) Range: Self Duration: 3 Rounds
- 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.
- 5d12 Damage Target: Creature (1) Range: 10 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 -5 Target: Creature (1) Range: 20 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 -5 Target: Creature (1) Range: 20 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 6 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -5 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +5 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 +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
- Deafening Bellow
- When threatened you let out a tremendous bellow shaking your foes to their very core.
- 1d16 Damage Target: AOE (8x8) Range: 1 Space Duration: Instant
- Attack -4 Target: AOE (8x8) Range: 1 Space Duration: 1 Round
- Shake it Off
- Whatever it is, it won't stick around for long!
- Dispel Ally Penalty 185 Target: Creature (1) Range: Self Duration: Instant
- Vicious Tail Sweep
- Now is time for those tail swipes! You swipe your spiked tail back and forth at your enemies.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 9d16 Damage Target: Creatures (2) Range: 4 Spaces Duration: Instant
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.
- Superior Damage Resistance
- 'Reduce damage by 25 anytime damage is taken.
- Superior Hard to Drop
- 'Remain conscious and able to act up to 130 Hit Points below 0 Hit Points. You must still roll Revive checks.
- Superior Hit Points
- 'Add 150 Hit Points.
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