- Greater Assault Leader
- Add +4 to Attack to an ally next to you.
- Greater Damage Leader
- Add +15 to Damage to ally next to you.
- Greater Resist Forced Move
- Powers that force you to Move are reduced by 4.
d20 +23 to Attack Spirit Defense | +39 to Healing
- Basic Attack
- This is Bad Maw's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Bad Maw's Combat Maneuvers.
- Go Get Em Boys!
- You encourage your allies to attack your enemies and give them a little encouragement healing!
- 1d12 Healing (7) Target: Creature (1) Range: Self Duration: Instant
- Attack +2 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
- Damage +15 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
d20 +23 to Attack Spirit Defense | +39 to Healing
- Back Off You're Crowding Me
- You level your shotgun and blast nearby foes. While they are reeling from the blast you smash them with your shield knocking them back.
- 7d12 Damage (46) Target: AOE (3x3) Range: 1 Space Duration: Instant
- Move Enemy 7 Target: AOE (3x3) Range: 1 Space Duration: Instant
- Look at all that loot!
- You point out how much loot your enemies have. They suddenly get very nervous at the possibility that their shinnies are about to be taken!
- Defenses -5 Target: Creatures (4) Range: 10 Spaces Duration: 2 Rounds
- Not Going Down That Easy
- You revitalize yourself and your allies. You will not be taken out of the fight so easily!
- 3d12 Healing (20) Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Defenses +4 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Roar of Defiance
- You roar in defiance showing in no uncertain terms you will not give up without a fight! This heals you slightly and dispels penalties.
- 1d12 Healing (7) Target: Creature (1) Range: Self Duration: Instant
- Dispel Ally Penalty 120 Target: Creature (1) Range: Self Duration: Instant
- Run Em Down!
- Don't let them get away now. You help your allies run down your enemies so you can finish them off.
- 1d12 Healing (7) Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Attack +5 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Speed +5 Target: Creatures (2) Range: 4 Spaces Duration: 1 Round
- Where Bad Maw Leads Others Follow
- Bad Maw is a leader and always has a sizable bandit group with him. They live to pillage and rob whoever they can to accumulate wealth, weapons, and just plain have fun terrorizing people.
- Bad Maw Buffs
- Bad Maw's primary role in a battle is to buff and heal his allies. He is definitely a force to be reckoned with but will aid his allies more then engage directly if given the choice.
- Bad Maw Battle Tactics
- Bad Maw is very smart and tactical in combat. He is one that will rarely fall for tricks in battle and uses all the tools he can to win. This includes attacking healers, splitting a battle, focusing attention, and just about any other trick he can come up with at the time. He will always fight with at least a few of his allies around him using his powers to keep them strong and alive while he gets a shot in here and there. Generally speaking he will use a power, then use a basic attack.
- Bad Maw's Bandits
- Bad Maw is not just a big mean bandit, he is one that is striving to build a larger bandit clan. His fortress is often full of loot, information, and other valuable things that can easily advance a campaign. Bad Maw might even be the final boss of a small mini campaign.
NPC Auto Assigned Bonuses
Bad Maw's Equipped Items
Bad Maw's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Go Get Em Boys!
- You encourage your allies to attack your enemies and give them a little encouragement healing!
- 1d12 Healing Target: Creature (1) Range: Self Duration: Instant
- Attack +2 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
- Damage +15 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
- 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
- Back Off You're Crowding Me
- You level your shotgun and blast nearby foes. While they are reeling from the blast you smash them with your shield knocking them back.
- 7d12 Damage Target: AOE (3x3) Range: 1 Space Duration: Instant
- Move Enemy 7 Target: AOE (3x3) Range: 1 Space Duration: Instant
- Look at all that loot!
- You point out how much loot your enemies have. They suddenly get very nervous at the possibility that their shinnies are about to be taken!
- Defenses -5 Target: Creatures (4) Range: 10 Spaces Duration: 2 Rounds
- Not Going Down That Easy
- You revitalize yourself and your allies. You will not be taken out of the fight so easily!
- 3d12 Healing Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Defenses +4 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Roar of Defiance
- You roar in defiance showing in no uncertain terms you will not give up without a fight! This heals you slightly and dispels penalties.
- 1d12 Healing Target: Creature (1) Range: Self Duration: Instant
- Dispel Ally Penalty 120 Target: Creature (1) Range: Self Duration: Instant
- Run Em Down!
- Don't let them get away now. You help your allies run down your enemies so you can finish them off.
- 1d12 Healing Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Attack +5 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Speed +5 Target: Creatures (2) Range: 4 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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- Greater Assault Leader
- 'Add +4 to Attack to an ally next to you.
- Greater Damage Leader
- 'Add +15 to Damage to ally next to you.
- Greater Expand Leadership
- 'Grant allies your Leader Specialties Bonuses within 8 spaces of you instead of 1. Used to enhance other Leadership Specialties.
- Greater Increase Leadership
- 'Grant 5 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
- Greater Resist Forced Move
- 'Powers that force you to Move are reduced by 4.
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