d20 +10 to Attack Spirit Defense | +16 to Healing
- Basic Attack
- This is Baby Pig's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Baby Pig's Combat Maneuvers.
- Wee Wee Wee You Can't Catch Me!
- You increase your speed and give yourself some healing to escape the ill intentions of your enemy.
- 1d4 Healing (3) Target: Creature (1) Range: Self Duration: 2 Rounds
- Speed +1 Target: Creature (1) Range: Self Duration: 2 Rounds
d20 +10 to Attack Spirit Defense | +16 to Healing
- I believe in you!
- You buff an allies Speed and increase their ability to heal!
- Healing +15 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed +1 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Found in the rubble of Greenwave Landing
- This small, emaciated young piglet was found alive in the burned out husk of Greenwave Landing. A massive fire burned down the entire city and wharf, but somehow this cute little pig survived. It immediately took to Alphonso, it's rescuer, and tries to stick around him whenever possible.
- No Subtlety
- When it or it's allies are in combat it gets really worried and runs around squealing with worry.
- Base Value
- 2000 GP
NPC Auto Assigned Bonuses
Baby Pig's Equipped Items
Baby Pig's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Wee Wee Wee You Can't Catch Me!
- You increase your speed and give yourself some healing to escape the ill intentions of your enemy.
- 1d4 Healing Target: Creature (1) Range: Self Duration: 2 Rounds
- Speed +1 Target: Creature (1) Range: Self Duration: 2 Rounds
- 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
- I believe in you!
- You buff an allies Speed and increase their ability to heal!
- Healing +15 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed +1 Target: Creature (1) Range: 1 Space 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.
- Lesser Defenses
- 'Add 2 to all Defenses.
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