Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
2 | 4 | 16 | 21 | 4 | 4 | 1 | 1 |
d20 +22 to Attack Mind Defense | +33 to Damage | +18 to Healing
- Basic Attack
- This is Velociraptor's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Velociraptor's Combat Maneuvers.
- Pounce on Prey
- You pounce on your prey sinking in claws and teeth to rip and tear at your meal. This vicious attack does Damage and reduces Resistance for a short time.
- 8d10 Damage (44) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Resistance -5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
d20 +22 to Attack Mind Defense | +33 to Damage | +18 to Healing
- Take a Chunk
- You take a bite out of your enemy and consume it! This power does damage, reduces their Hit Points, and heals you some in the process. Yum!
- 5d12 Healing (33) Target: Creature (1) Range: 3 Spaces Duration: Instant
- 14d10 Damage (77) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Hit Points -25 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Battle Tactics
- Raptors are quite smart and hunt in small to large packs. They use ambush tactics, herding tactics, or a combination to corner and kill prey. They are almost fearless and have been known to take on creatures much larger then themselves.
- Packs
- The raptor packs are highly social groups that take care of one another. They have a kind of communication they can use and seem to have a sixth sense about how each pack member is doing. They will fight viciously for a member of the pack but will rarely fight to the death if their numbers drop significantly.
- Easy to Train
- Raptor tamers have a long and proud tradition. Due to the creatures being so smart they are generally easy to train and can be trained to complete complex tasks. Since they are so social if they are left to their own devices they will revert back their more natural state. However, if a trainer makes sure to spend lots of time with them they are sure to have a solid and powerful connection. Training is usually done with a Easy check but it must be reinforced often.
- Prized Parts
- Many of the body parts of the raptors are highly prized. From their well camouflaged hides to their long and sharp claws and teeth. It is well worth the effort to collect what you can and not let such a valuable creature go to waste.
NPC Auto Assigned Bonuses
Velociraptor's Equipped Items
Velociraptor's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Pounce on Prey
- You pounce on your prey sinking in claws and teeth to rip and tear at your meal. This vicious attack does Damage and reduces Resistance for a short time.
- 4d10 Damage Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Resistance -5 Target: Creature (1) Range: 1 Space Duration: 2 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.
- 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 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 5 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 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 Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Take a Chunk
- You take a bite out of your enemy and consume it! This power does damage, reduces their Hit Points, and heals you some in the process. Yum!
- 5d12 Healing Target: Creature (1) Range: 3 Spaces Duration: Instant
- 10d10 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
- Hit Points -25 Target: Creature (1) Range: 3 Spaces Duration: 3 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.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
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