Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
2 | 3 | 3 | 22 | 1 | 1 | 3 | 17 |
d20 +15 to Attack Spirit Defense | +24 to Healing
- Basic Attack
- This is Troll of the Moaning Moor's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Troll of the Moaning Moor's Combat Maneuvers.
- Anticipate Meal
- As the troll anticipates the meal to come its attacks get more accurate.
- Attack +3 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
d20 +15 to Attack Spirit Defense | +24 to Healing
- Rip and Tear
- Going into a feeding frenzy the troll rips and tears at everything in front of it.
- 3d10 Damage (17) Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
- Defenses -5 Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
- Troll Blood
- The legendary regeneration of the trolls kicks into high gear when hurt. This Power begins to heal the troll for the next few rounds.
- 2d8 Healing (9) Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
- Fake Trees
- These trolls like to find a spot where a lot of wildlife travels through. They then stand motionless with arms out waiting for creatures to get too close. They are very adept at looking like trees in the same area. Their skin can even change color and pattern to match. When something gets close enough the snatch it up and eat it.
- Prefer Stealth
- When intruders are in their territory they prefer to continue to hide unless they are sure they can kill the trespassers. If the trespassers remain in the area they will be stalked and attacked by night. If discovered they will attack ruthlessly. They rarely will retreat but have been known to in the face of forest fires.
NPC Auto Assigned Bonuses
Troll of the Moaning Moor's Equipped Items
Troll of the Moaning Moor's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Anticipate Meal
- As the troll anticipates the meal to come its attacks get more accurate.
- Attack +3 Target: Creature (1) Range: 3 Spaces Duration: 3 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.
- 3d8 Damage Target: Creature (1) Range: 6 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 -3 Target: Creature (1) Range: 12 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 -3 Target: Creature (1) Range: 12 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 4 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 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 +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Rip and Tear
- Going into a feeding frenzy the troll rips and tears at everything in front of it.
- 3d10 Damage Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
- Defenses -5 Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
- Troll Blood
- The legendary regeneration of the trolls kicks into high gear when hurt. This Power begins to heal the troll for the next few rounds.
- 2d8 Healing Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
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.
- Improved Damage Resistance
- 'Reduce damage by 15 anytime damage is taken.
- Improved Recovery
- 'Recover 10 Hit Points per turn. GM dictates rate during Real Time.
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