d20 +28 to Attack Body Defense | +37 to Damage
- Basic Attack
- This is Varkid Badass Carrion Creator's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Varkid Badass Carrion Creator's Combat Maneuvers.
- Elemental Blast
- The Varkid spits a glob of whatever element it has attuned to during it's metamorphosis. If it doesn't have one, it is just a nasty acid glob it spits at it's enemies.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 10d6 Damage (35) Target: Creature (1) Range: 14 Spaces Duration: Instant
d20 +28 to Attack Body Defense | +37 to Damage
- Brutal Cleave
- With a large and powerful swing you bring vicious weapon to bare cleaving through your enemies.
- Attack +4 Target: Creature (1) Range: Self Duration: Instant
- 13d6 Damage (46) Target: AOE (3x3) Range: 1 Space Duration: Instant
- Furious Rush
- Furious with an enemy you rush them and run down everything in your path! How this Power should be played out: It buffs the Varkid for +5 speed to allow it to move further. It then finds the 9 space Line it will use to run over and through enemies, knocking them out of the way. It should then end up at the final enemy at the end of it's move doing the damage and greatly debuffing that one enemy. It should be used against the PC doing the most damage or one that recently landed a Critical Hit.
- Speed +5 Target: Creature (1) Range: Self Duration: Instant
- 4d10 Damage (22) Target: Creature (1) Range: 1 Space Duration: Instant
- Attack -6 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Defenses -6 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Move Enemy 1 Target: Spaces (9) Range: 1 Space Duration: Instant
- Noxious Fumes
- You fill an area with a cloud of noxious poisonous fumes.
- 5d8 Damage (23) Target: AOE (6x6) Range: 18 Spaces Duration: Instant
- Battle Tactics
- Varkids do not use any kind of real battle tactics. They swarm, that's about it. They will use Tactical Advantage but will not use any sophisticated or coordinated attacks. They all swarm, kill off the intruders, then drag their bodies to the hives to feed the young.
- Territorial
- Varkid are territorial and usually will leave most things alone as long as they do not enter their territory. When something does enter the area they consider their territory they will attack.
- Accelerated Metamorphosis
- When threatened Varkid have the amazing ability to quickly change into a stronger version. When a Varkid gets below half Hit Points, the next round it moves away from its enemy at it's full speed and creates a pod to transform in (Round 1). It stays in the pod for one round (Round 2). At the beginning of the 3rd Round it bursts out of the pod as a fully healed stronger Varkid. The pod has the Hit Point total of the new version. If destroyed, the Varkid dies. Larva > Hatchling > Soldier > Badass
- One Badass Mother...
- These are the toughest of Varkid PCs will normally encounter. They are mean. They are tough, and they are out to kill a PC or two. They don't have any real battle tactics but can focus, will go after ones that are doing lots of damage or take out weakened victims if they get the chance.
- Elementalish
- Basass Varkids often develop an elemental bent to them. Frequently from their environment. This can be incorporated into their role play and attacks. Where this doesn't offer them any numerical advantage it can add a nice touch of flavor and "badassness" to them so they stand out from the rest of the Varkids.
NPC Auto Assigned Bonuses
Varkid Badass Carrion Creator's Equipped Items
Varkid Badass Carrion Creator's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Elemental Blast
- The Varkid spits a glob of whatever element it has attuned to during it's metamorphosis. If it doesn't have one, it is just a nasty acid glob it spits at it's enemies.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 7d6 Damage Target: Creature (1) Range: 8 Spaces 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
- Brutal Cleave
- With a large and powerful swing you bring vicious weapon to bare cleaving through your enemies.
- Attack +4 Target: Creature (1) Range: Self Duration: Instant
- 10d6 Damage Target: AOE (3x3) Range: 1 Space Duration: Instant
- Furious Rush
- Furious with an enemy you rush them and run down everything in your path! How this Power should be played out: It buffs the Varkid for +5 speed to allow it to move further. It then finds the 9 space Line it will use to run over and through enemies, knocking them out of the way. It should then end up at the final enemy at the end of it's move doing the damage and greatly debuffing that one enemy. It should be used against the PC doing the most damage or one that recently landed a Critical Hit.
- Speed +5 Target: Creature (1) Range: Self Duration: Instant
- 1d10 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Attack -6 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Defenses -6 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Move Enemy 1 Target: Spaces (9) Range: 1 Space Duration: Instant
- Noxious Fumes
- You fill an area with a cloud of noxious poisonous fumes.
- 2d8 Damage Target: AOE (6x6) Range: 12 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.
- Improved Enhanced Critical Attack
- 'Critical Attacks become a 18 or higher if the Attack hits. Only 20's auto-hit.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
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