Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
4 | 17 | 4 | 19 | 17 | 24 | 4 | 4 |
- Improved Damaging Power Duration Increase
- Powers with a Duration of 2 or greater last 3 more rounds doing 10% of the original Damage. No other effects are extended.
d20 +28 to Attack Mind Defense | +36 to Damage | +25 to Healing
- Basic Attack
- This is Eye Tyrant Arsonist's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Eye Tyrant Arsonist's Combat Maneuvers.
- Ignite Area
- You focus several streams of fire into an area igniting it for a few rounds. This Power sets an are on fire doing Damage to targets in it for a short duration.
- 7d10 Damage (39) Target: AOE (2x2) Range: 11 Spaces Duration: 1 Round
d20 +28 to Attack Mind Defense | +36 to Damage | +25 to Healing
- Anti-Magic Eye
- You focus on an area creating an anti-magic area! This Power removes Enemy Powers that grant a Bonus up to a Power cost of 95. This removes 95 worth of effects.
- Dispel Enemy Bonus 90 Target: Creature (1) Range: 14 Spaces Duration: Instant
- Blast Wave
- You release a strong concussive wave of fire and force from you extending outward in all directions. This blast Moves enemies and does Damage to them. The Shape of this Space is 3x3x1. Basically 3x3 square with the center target, you, excluded from the effects.
- 6d10 Damage (33) Target: Spaces (9) Range: Self Duration: Instant
- Move Enemy 7 Target: Spaces (9) Range: Self Duration: Instant
- Schorching Rays
- Rays fire stream out of you towards your enemies in all directions. These concentrated rays of fire do Damage to the targets for several rounds.
- 5d6 Damage (18) Target: Creatures (4) Range: 11 Spaces Duration: 2 Rounds
NPC Auto Assigned Bonuses
Eye Tyrant Arsonist's Equipped Items
Eye Tyrant Arsonist's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Ignite Area
- You focus several streams of fire into an area igniting it for a few rounds. This Power sets an are on fire doing Damage to targets in it for a short duration.
- 4d10 Damage Target: AOE (2x2) Range: 5 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
- Anti-Magic Eye
- You focus on an area creating an anti-magic area! This Power removes Enemy Powers that grant a Bonus up to a Power cost of 95. This removes 95 worth of effects.
- Dispel Enemy Bonus 90 Target: Creature (1) Range: 8 Spaces Duration: Instant
- Blast Wave
- You release a strong concussive wave of fire and force from you extending outward in all directions. This blast Moves enemies and does Damage to them. The Shape of this Space is 3x3x1. Basically 3x3 square with the center target, you, excluded from the effects.
- 3d10 Damage Target: Spaces (9) Range: Self Duration: Instant
- Move Enemy 7 Target: Spaces (9) Range: Self Duration: Instant
- Schorching Rays
- Rays fire stream out of you towards your enemies in all directions. These concentrated rays of fire do Damage to the targets for several rounds.
- 2d6 Damage Target: Creatures (4) Range: 5 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 Damaging Power Duration Increase
- 'Powers with a Duration of 2 or greater last 3 more rounds doing 10% of the original Damage. No other effects are extended.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
- Beholder Perception
- Beholders have amazing Perception with all those eyes looking everywhere.
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