Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
18 | 2 | 11 | 0 | 1 | 1 | 0 | 0 |
d20 +14 to Attack Body Defense | +21 to Damage
- Basic Attack
- This is Spiderantling's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Spiderantling's Combat Maneuvers.
- Rolldozer
- You roll up into a ball and charge your enemy smashing into them!
- Move Ally 4 Target: Creature (1) Range: Self Duration: Instant
- 5d10 Damage (28) Target: Creature (1) Range: 1 Space Duration: Instant
- Battle Tactics
- Spiderantlings swarm enemies and have very little tactics other then moving into Combat Advantage.
- Place In The Hive
- They are the smallest and most expendable parts of the hive. Spiderants tend to have as many as they can so they can swarm enemies. The toughest of spiderantlings will grown up into the more powerful versions.
- Where They Are Found
- Spiderants can be found in almost any climate. However they prefer desert and arid locations.
- Spiderants make Bad Pets
- Spiderants are very very stupid. They are almost wholly instinctual and this makes them very difficult creatures to control or train. If serious then brain cybernetics are needed to have any sense of security in the training.
NPC Auto Assigned Bonuses
Spiderantling's Equipped Items
Spiderantling's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Rolldozer
- You roll up into a ball and charge your enemy smashing into them!
- Move Ally 4 Target: Creature (1) Range: Self Duration: Instant
- 5d10 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.
- 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- 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 Manuever Attack +3 Target: 3 Creatures Range: 12 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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