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1 | 1 | 1 | 14 | 1 | 1 | 9 | 1 |
- Minor Exclude Target
- Exclude 1 targets from Area of Effect or Space targeted Powers.
d20 +7 to Attack Mind Defense | +7 to Damage | +11 to Healing
- Basic Attack
- This is Minions of Misery's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Minions of Misery's Combat Maneuvers.
- Rejoice in Misery
- Your words of inspiration lift up your allies and push them to continue the fight!
- 2d4 Healing (5) Target: Creatures (2) Range: 2 Spaces Duration: Instant
d20 +7 to Attack Mind Defense | +7 to Damage | +11 to Healing
- Don't Give Up
- You urge an ally to keep fighting by healing them significantly.
- 5d6 Healing (18) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Tap Their Strength
- You reach out and attempt to tap the strength of nearby enemies.
- 1d6 Damage (4) Target: Creatures (3) Range: 4 Spaces Duration: Instant
- Battle Tactics
- They mostly stay back out of the immediate clashes and try to keep the lesser fighter types going. They are smart and will direct lesser minions to use better tactics if needed to outsmart troublesome heroes!
- True Followers
- They are the direct minions and followers of the Mighty Magnificent Mr Misery. He is a super villain who gains his strength by causing misery and suffering in others. They are basically cult followers of his.
NPC Auto Assigned Bonuses
Minions of Misery's Equipped Items
Minions of Misery's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Rejoice in Misery
- Your words of inspiration lift up your allies and push them to continue the fight!
- 1d4 Healing Target: Creatures (2) Range: 2 Spaces 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.
- 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 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 -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 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 +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Don't Give Up
- You urge an ally to keep fighting by healing them significantly.
- 4d6 Healing Target: Creature (1) Range: 3 Spaces Duration: Instant
- Tap Their Strength
- You reach out and attempt to tap the strength of nearby enemies.
- 1d6 Damage Target: Creatures (3) Range: 4 Spaces 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.
- Minor Enhanced Healing
- 'Add 1 die to all powers that heal Hit Points.
- Minor Exclude Target
- 'Exclude 1 targets from Area of Effect or Space targeted Powers.
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