Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
13 | 1 | 0 | 7 | 1 | 1 | 0 | 0 |
d20 +8 to Attack Body Defense | +9 to Damage
- Basic Attack
- This is Mutant Crickets's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Mutant Crickets's Combat Maneuvers.
- Quick Jab
- You lash out with a quick jab before your opponent is ready!
- 2d4 Damage (5) Target: Creature (1) Range: 2 Spaces Duration: Instant
d20 +8 to Attack Body Defense | +9 to Damage
- Mighty Leaping Jab
- You launch yourself into the air and try to impale your enemy.
- Speed +3 Target: Creature (1) Range: 1 Space Duration: Instant
- 2d6 Damage (7) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Swarm Behavior
- If many of these live around each other long enough they will develop into a swarm of sorts. They don't really work together other than all pouncing on larger prey.
- Angry Giant Crickets
- Well, maybe they are not so much angry, rather they are just hungry all the time!
- A Delicacy
- Many places and cultures love these cricket legs cooked and served in a varied of ways. Often the same way crab legs are served. However you look at it though, they can be a great source of protein.
NPC Auto Assigned Bonuses
Mutant Crickets's Equipped Items
Mutant Crickets's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Quick Jab
- You lash out with a quick jab before your opponent is ready!
- 2d4 Damage Target: Creature (1) 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
- Mighty Leaping Jab
- You launch yourself into the air and try to impale your enemy.
- Speed +3 Target: Creature (1) Range: 1 Space Duration: Instant
- 2d6 Damage Target: Creature (1) Range: 3 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 Speed
- 'Increase Speed by 1.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.
You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG