Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 3 | 3 | 3 | 3 | 3 | 27 | 22 |
d20 +27 to Attack Spirit Defense | +32 to Healing
- Basic Attack
- This is Badass Poison Scythid's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Badass Poison Scythid's Combat Maneuvers.
- War Cry
- You shout in your enemies face striking fear into their very souls weakening their combat ability.
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Defenses -2 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
d20 +27 to Attack Spirit Defense | +32 to Healing
- Acid Explosion
- You attack everything with a powerful blast of acid. This is an NPC Death Throe Power or can be used along with Exclude Target to avoid damaging yourself.
- 3d10 Damage (17) Target: AOE (5x5) Range: Self Duration: Instant
- Armor Melting Acid
- You spray an area with acid melting armor and making it difficult to move!
- Defenses -5 Target: AOE (3x3) Range: 1 Space Duration: 2 Rounds
- Speed -3 Target: AOE (3x3) Range: 1 Space Duration: 2 Rounds
- Poisonous Bite
- You bite your enemy and inject potent venom. The venom disorients them making them miss you more often.
- Attack -7 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Poisonous Cloud
- In danger by multiple enemies you emit a poisonous cloud all around you creating a hostile environment for any enemy within.
- Minor Hostile Environment Target: Aura 2 Range: Self Duration: Instant
- Ambush Predator
- Scythids are ambush predators. They usually lie in wait for fleshy creatures to come by then they jump out and try to eat them.
- Battle Tactics
- Scythids have no real battle tactics. They swarm and use Tactical Advantage but that is about it.
- Scythid Areas
- Scythids don't live together but they are often found near each other. They carve out a small area for ambushing their prey and this usually is not far from where they are born. As more and more scythids fill an area they create what is effectively a field of scythid landmines. When prey enters the area it tends to excite and set off nearby scythids that will rush in to try to steal a bite or two.
- Old Scythids
- Older scythids usually develop a venomous bite that can take down enemies faster. They also grow wings they can use to fly sort distances.
NPC Auto Assigned Bonuses
Badass Poison Scythid's Equipped Items
Badass Poison Scythid's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- War Cry
- You shout in your enemies face striking fear into their very souls weakening their combat ability.
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Defenses -2 Target: Creature (1) Range: 1 Space Duration: 4 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
- Acid Explosion
- You attack everything with a powerful blast of acid. This is an NPC Death Throe Power or can be used along with Exclude Target to avoid damaging yourself.
- 3d10 Damage Target: AOE (5x5) Range: Self Duration: Instant
- Armor Melting Acid
- You spray an area with acid melting armor and making it difficult to move!
- Defenses -5 Target: AOE (3x3) Range: 1 Space Duration: 2 Rounds
- Speed -3 Target: AOE (3x3) Range: 1 Space Duration: 2 Rounds
- Poisonous Bite
- You bite your enemy and inject potent venom. The venom disorients them making them miss you more often.
- Attack -7 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Poisonous Cloud
- In danger by multiple enemies you emit a poisonous cloud all around you creating a hostile environment for any enemy within.
- Minor Hostile Environment Target: Aura 2 Range: Self 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.
- Greater Attack Accuracy
- 'Add 4 to all attacks.
- Greater Damage Increase
- 'Add 20 Damage to all offensive Powers that Damage Hit Points.
- Greater Speed
- 'Increase Speed by 4.
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