d20 +20 to Attack Mind Defense | +27 to Damage | +17 to Healing
- Basic Attack
- This is Bat, Dire's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Bat, Dire's Combat Maneuvers.
- Sonic Assault
- You directing a narrowly focused cone of sonic energy on your enemies. You blast your victims doing Damage from a good distance away.
- 5d8 Damage (23) Target: AOE (2x2) Range: 8 Spaces Duration: Instant
d20 +20 to Attack Mind Defense | +27 to Damage | +17 to Healing
- Pounce on Prey
- You pounce on your prey sinking in claws and teeth to rip and tear at your meal. This vicious attack does Damage and reduces Resistance for a short time.
- 7d10 Damage (39) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Resistance -5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Sonic Seperation
- You blast an enemy with a strong concentrated blast of sonic energy. This drives them back in an attempt to separate them from their allies. This strong sonic blasts does Damage, Moves the enemy, lowers their Hit Points, and so stuns them that their ability to Teleport is severely weakened for a short time.
- 4d10 Damage (22) Target: Creature (1) Range: 7 Spaces Duration: Instant
- Hit Points -15 Target: Creature (1) Range: 7 Spaces Duration: 1 Round
- Move Enemy 2 Target: Creature (1) Range: 7 Spaces Duration: Instant
- Weaken Teleporting -6 Target: Creature (1) Range: 7 Spaces Duration: 1 Round
- Vampiric Drain
- You drain the life out of an enemy and feed yourself. This vampiric act does Damage to your enemy and heals your Hit Points.
- 5d8 Healing (23) Target: Creature (1) Range: Self Duration: Instant
- 8d8 Damage (36) Target: Creature (1) Range: 9 Spaces Duration: Instant
- Ambush Preditors
- Dire Bats are nocturnal hunters that are quick to attack. They usually attack quickly from the sky in an attempt to ambush and overwhelm their prey quickly.
- Domestication
- Dire Bats can be domesticated though they are very difficult to train and control. However, once in service they can serve as excellent scouts and guard animals.
NPC Auto Assigned Bonuses
Bat, Dire's Equipped Items
Bat, Dire's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Sonic Assault
- You directing a narrowly focused cone of sonic energy on your enemies. You blast your victims doing Damage from a good distance away.
- 2d8 Damage Target: AOE (2x2) Range: 8 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Pounce on Prey
- You pounce on your prey sinking in claws and teeth to rip and tear at your meal. This vicious attack does Damage and reduces Resistance for a short time.
- 4d10 Damage Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Resistance -5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Sonic Seperation
- You blast an enemy with a strong concentrated blast of sonic energy. This drives them back in an attempt to separate them from their allies. This strong sonic blasts does Damage, Moves the enemy, lowers their Hit Points, and so stuns them that their ability to Teleport is severely weakened for a short time.
- 1d10 Damage Target: Creature (1) Range: 7 Spaces Duration: Instant
- Hit Points -15 Target: Creature (1) Range: 7 Spaces Duration: 1 Round
- Move Enemy 2 Target: Creature (1) Range: 7 Spaces Duration: Instant
- Weaken Teleporting -6 Target: Creature (1) Range: 7 Spaces Duration: 1 Round
- Vampiric Drain
- You drain the life out of an enemy and feed yourself. This vampiric act does Damage to your enemy and heals your Hit Points.
- 5d8 Healing Target: Creature (1) Range: Self Duration: Instant
- 5d8 Damage Target: Creature (1) Range: 9 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.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Perception Skill Focus
- 'Increase Perception Skill by 6.
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