d20 +33 to Attack Body Defense | +61 to Damage
- Basic Attack
- This is Cerberus's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Cerberus's Combat Maneuvers.
- Triple Bite
- You bite three targets around you.
- Attack +3 Target: Creature (1) Range: Self Duration: Instant
- 8d10 Damage (44) Target: Creatures (3) Range: 2 Spaces Duration: Instant
d20 +33 to Attack Body Defense | +61 to Damage
- Cone of Destruction
- You blast your enemies with pure destructive force! Target Area is a standard 25 Space Cone. Hit its everything 5 straight out and 5 to the diagonal.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 9d12 Damage (59) Target: Spaces (25) Range: 1 Space Duration: 1 Round
- Monstrous Presence
- Your presence radiates that of an indestructible, unstoppable monster. Fear washes over your enemies weakening their resolve and ability to battle you.
- Attack +4 Target: Creature (1) Range: Self Duration: Instant
- 5d4 Damage (13) Target: Aura 2 Range: Self Duration: 2 Rounds
- Defenses -4 Target: Aura 2 Range: Self Duration: 2 Rounds
- Triple Chomp
- You get bit three times in a row! It has your number!
- Attack +6 Target: Creature (1) Range: Self Duration: Instant
- Damage +45 Target: Creature (1) Range: Self Duration: Instant
- 20d12 Damage (130) Target: Creature (1) Range: 1 Space Duration: Instant
- Taming the Beast
- This creature can be tamed only if it's current master is dead or it has been released by the master. Otherwise, it is immune to being tamed.
- Taming and Training
- The Cerberus is difficult to tame and train but once it is, you will have a very powerful and loyal ally. Hard Nature or Social checks are needed throughout a small Turn Time Encounter to tame it. Very similar to a Parley. Then once the Trainer is determined each "trick" will need to be taught through more checks. However, only a single check is needed to train. On a failed check, the PC can attempt to train it on that trick in a week.
- Examples of Command Commands and Training
- Guard: The most common trick, where it guards a specific area. Defend: Defends a specific target. Attack: Attacks a specific target. Fetch: Retrieve a specific target. Patrol: Guards a route from targets that are not allies. Shake: Lifts paw so target can shake it's big hairy paw.
- Battle Tactics
- The Cerberus is a jump into the fray kind of fighter. It heads straight in but is not totally reckless. It does recognize Tactical Advantage and will try to move out of it if enemies are surrounding it. It also understands where it's attacks can go and will move and position itself in a way where it can use it's Powers in the best way. It is fairly smart and will not easily fall for tricks or traps.
NPC Auto Assigned Bonuses
Cerberus's Equipped Items
Cerberus's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Triple Bite
- You bite three targets around you.
- Attack +3 Target: Creature (1) Range: Self Duration: Instant
- 4d10 Damage Target: Creatures (3) 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.
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Cone of Destruction
- You blast your enemies with pure destructive force! Target Area is a standard 25 Space Cone. Hit its everything 5 straight out and 5 to the diagonal.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 5d12 Damage Target: Spaces (25) Range: 1 Space Duration: 1 Round
- Monstrous Presence
- Your presence radiates that of an indestructible, unstoppable monster. Fear washes over your enemies weakening their resolve and ability to battle you.
- Attack +4 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage Target: Aura 2 Range: Self Duration: 2 Rounds
- Defenses -4 Target: Aura 2 Range: Self Duration: 2 Rounds
- Triple Chomp
- You get bit three times in a row! It has your number!
- Attack +6 Target: Creature (1) Range: Self Duration: Instant
- Damage +45 Target: Creature (1) Range: Self Duration: Instant
- 16d12 Damage Target: Creature (1) 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 Damage Increase
- 'Add 20 Damage to all offensive Powers that Damage Hit Points.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
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