Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 11 | 7 | 13 | 11 | 11 | 7 | 13 |
- Improved Damage Roll Minimum
- Damage die rolls equal to or less than 3 increase to 4.
d20 +17 to Attack Mind Defense | +17 to Damage | +27 to Healing
- Basic Attack
- This is Stone Giant's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Stone Giant's Combat Maneuvers.
- Stone Stomp
- Whether the enemy is up close or far away you smash the area with stone or by stomping.
- 3d8 Damage (14) Target: AOE (2x2) Range: 12 Spaces Duration: Instant
d20 +17 to Attack Mind Defense | +17 to Damage | +27 to Healing
- Rain of Rocks
- Half a dozen rocks and boulders go sailing through the air to strike a small area. Upon impact they Damage the enemy and Move them around.
- 1d10 Damage (6) Target: AOE (2x2) Range: 16 Spaces Duration: Instant
- Move Enemy 4 Target: AOE (2x2) Range: 16 Spaces Duration: Instant
- Stone Shift
- You instantly Teleport yourself from one place to another through the stone.
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- Stone Soul
- Embracing the earth you feel yourself strengthened by the essence of stone. For a few rounds you become harder to Damage as well as slowly heal Hit Points.
- 1d4 Healing (3) Target: Creature (1) Range: Self Duration: 2 Rounds
- Hit Points +15 Target: Creature (1) Range: Self Duration: 2 Rounds
- Resistance +15 Target: Creature (1) Range: Self Duration: 2 Rounds
- Fiercely Territorial
- When Stone Giants claim an area they defend it fiercely from all outside forces whether those forces are considered good or bad. Little is known as to why they are this way. All that is certain is that if you are not part of the clan then you are unwelcome on their lands. They prefer rocky mountains but have been seen in almost any climate where they can find an area of exposed rock. Luckily they do not seem to stay in an area for an extended duration. Eventually they move on.
- Family Clan
- Stone Giants appear to be organized into family based clans. Clans are usually all from the same family. It is likely they meet other groups of Stone Giants to multiply. No scholars have yet to take up this specific line of study though.
- Border Guards
- In rare occasions it has been witnessed that very powerful creatures or groups of creatures have used Stone Giants as border guards. Facing death or accepting the territory given them they seem to prefer the second option. Though little is known as to their true loyalty of those "granting" them territory.
NPC Auto Assigned Bonuses
Stone Giant's Equipped Items
Stone Giant's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Stone Stomp
- Whether the enemy is up close or far away you smash the area with stone or by stomping.
- 3d8 Damage Target: AOE (2x2) Range: 6 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.
- 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
- Rain of Rocks
- Half a dozen rocks and boulders go sailing through the air to strike a small area. Upon impact they Damage the enemy and Move them around.
- 1d10 Damage Target: AOE (2x2) Range: 10 Spaces Duration: Instant
- Move Enemy 4 Target: AOE (2x2) Range: 10 Spaces Duration: Instant
- Stone Shift
- You instantly Teleport yourself from one place to another through the stone.
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- Stone Soul
- Embracing the earth you feel yourself strengthened by the essence of stone. For a few rounds you become harder to Damage as well as slowly heal Hit Points.
- 1d4 Healing Target: Creature (1) Range: Self Duration: 2 Rounds
- Hit Points +15 Target: Creature (1) Range: Self Duration: 2 Rounds
- Resistance +15 Target: Creature (1) Range: Self Duration: 2 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 Roll Minimum
- 'Damage die rolls equal to or less than 3 increase to 4.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
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