Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
15 | 2 | 0 | 9 | 2 | 2 | 0 | 0 |
d20 +11 to Attack Mind Defense | +17 to Damage | +9 to Healing
- Basic Attack
- This is Varkin Larval Worms's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Varkin Larval Worms's Combat Maneuvers.
- Feed
- You are food and it is hungry
- 3d8 Damage (14) Target: Creature (1) Range: 1 Space 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
- Hidden Larva
- Larva do not attack unless the Varkin Hive Mother is directly under attack. Otherwise they stay safe and sound in the hives. When attacked, they will retreat to metamorphisize with only 1 successful attack (1 hit), as they are super minions. A second hit in the same round will kill them. If they are able to move and pod up, then they take on the HPs of the next tougher Varkid, a Hatchling.
NPC Auto Assigned Bonuses
Varkin Larval Worms's Equipped Items
Varkin Larval Worms's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Feed
- You are food and it is hungry
- 3d8 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
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.
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