Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
2 | 3 | 2 | 22 | 3 | 3 | 2 | 23 |
d20 +23 to Attack Spirit Defense | +39 to Healing
- Basic Attack
- This is Magma Cube, Greater 's Basic Attack.
- 3d8 Damage Target: 4x4 AOE Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Magma Cube, Greater 's Combat Maneuvers.
- Tentacle Tangle
- Tentacles shoot out around targets in a small area in an attempt to hold them fast.
- Speed -2 Target: Spaces (2) Range: 6 Spaces Duration: 1 Round
- Weaken Teleporting -4 Target: Spaces (2) Range: 6 Spaces Duration: 1 Round
d20 +23 to Attack Spirit Defense | +39 to Healing
- Encase in Magma
- You launch a glob of magma at your target which begins to cool as soon as it hits. The burning magna thickens quickly causing a penalty to Attack and Damage.
- Attack -3 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Damage -10 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Merge With Other Magma Cubes
- If left on its own, without being attacked, it will seek out other Greater Magma Cubes and join with them to create a Superior Magma Cube. For every 2 Greater Magma Cube a Superior Magma Cube can be created.
- Split Upon Death
- When this Greater Magma Cube is defeated, Hit Points reach 0, it does not die. Rather, it turns into 2 Improved Magma Cubes. If facing a large group, 6+ PCs the GM may have this split into 3 or 4 Improved Magma Cubes.
- Basic Attack - Engulf Enemy
- Use the advantage of this NPC being a Horde and use its strong Basic Attack frequently. Use it like the Magma Cube is engulfing victims.
NPC Auto Assigned Bonuses
Magma Cube, Greater 's Equipped Items
Magma Cube, Greater 's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Tentacle Tangle
- Tentacles shoot out around targets in a small area in an attempt to hold them fast.
- Speed -2 Target: Spaces (2) Range: 6 Spaces Duration: 1 Round
- Weaken Teleporting -4 Target: Spaces (2) Range: 6 Spaces Duration: 1 Round
- 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
- Encase in Magma
- You launch a glob of magma at your target which begins to cool as soon as it hits. The burning magna thickens quickly causing a penalty to Attack and Damage.
- Attack -3 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Damage -10 Target: Creature (1) Range: 8 Spaces 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 Attack Accuracy
- 'Add 3 to all attacks.
- Improved Defenses
- 'Add 3 to all Defenses.
- Improved Subterfuge Skill Focus
- 'Increase Subterfuge Skill by 6.
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