Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
5 | 5 | 18 | 1 | 1 | 1 | 1 | 23 |
d20 +33 to Attack Body Defense | +39 to Damage
- Basic Attack
- This is Giant Cuttlefish's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Cuttlefish's Combat Maneuvers.
- Devour Prey
- You attempt to immobilize and cripple your prey long enough to take a healthy bite out of them.
- 5d12 Damage (33) Target: Creature (1) Range: 1 Space Duration: Instant
- Attack -4 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Defenses -5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Speed -4 Target: Creature (1) Range: 1 Space Duration: 1 Round
d20 +33 to Attack Body Defense | +39 to Damage
- Dragged Down to their Doom
- You grab one of your enemies and drag them down, down, deep, into the darkness to meet their doom.
- Attack +7 Target: Creature (1) Range: Self Duration: Instant
- 12d12 Damage (78) Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 9 Target: Creature (1) Range: 1 Space Duration: Instant
- Speed -4 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Water Cannon Crippling
- You blast a powerful stream of water at your enemy blasting them back and dazing them.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 5d12 Damage (33) Target: Spaces (9) Range: 1 Space Duration: Instant
- Defenses -3 Target: Creatures (2) Range: 10 Spaces Duration: 1 Round
- Move Enemy 5 Target: Spaces (9) Range: 1 Space Duration: Instant
- Hunts in Groups
- Giant Cuttlefish seem to usually hunt in small groups. This seems to offer them better chances of success and more to eat. They have been know to attack things much larger then themselves.
- Ambush Predators
- More often then not groups of Giant Cuttlefish will find good advantageous locations to use their amazing camouflage techniques to lie in wait for their prey. Often these are set up on waterway thoroughfares in coral reefs or ocean valley ravines where many animals use the features to navigate.
- Hunting Pods
- If they get too hungry or become a larger pod they will convert their tactics to a hunting pod. Actively working together looking for prey. These groups have been know to aggressively attack their natural enemies as well as pluck sailors off of ships at sea. They still use camouflage but employ more amazing tactics such as hit and run on whales or other large prey. They've also been known to jump onto ships, spray sailors off the other side to waiting allies or just drag them in.
- Deep Sea Reproduction
- Several times throughout a year the Giant Cuttlefish will all congregate at their birth trench by the thousands. Here they are said to go into a feeding and mating frenzy. Anyone caught near such and event better be prepare and careful as they are likely to end up as food for their offspring.
NPC Auto Assigned Bonuses
Giant Cuttlefish's Equipped Items
Giant Cuttlefish's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Devour Prey
- You attempt to immobilize and cripple your prey long enough to take a healthy bite out of them.
- 5d12 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Attack -4 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Defenses -5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Speed -4 Target: Creature (1) Range: 1 Space 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
- Dragged Down to their Doom
- You grab one of your enemies and drag them down, down, deep, into the darkness to meet their doom.
- Attack +7 Target: Creature (1) Range: Self Duration: Instant
- 12d12 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 9 Target: Creature (1) Range: 1 Space Duration: Instant
- Speed -4 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Water Cannon Crippling
- You blast a powerful stream of water at your enemy blasting them back and dazing them.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 5d12 Damage Target: Spaces (9) Range: 1 Space Duration: Instant
- Defenses -3 Target: Creatures (2) Range: 10 Spaces Duration: 1 Round
- Move Enemy 5 Target: Spaces (9) Range: 1 Space 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 Speed
- 'Increase Speed by 4.
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