d20 +19 to Attack Body Defense | +25 to Damage
- Basic Attack
- This is Will-o'-the-wisp's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Will-o'-the-wisp's Combat Maneuvers.
- Shock Foe
- With a strong electrical shock you zap your enemy something good! This Power does Damage and slows your targets Speed due to the terrible shock they receive.
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage (4) Target: Creature (1) Range: 6 Spaces Duration: Instant
- Speed -3 Target: Creature (1) Range: 6 Spaces Duration: Instant
d20 +19 to Attack Body Defense | +25 to Damage
- Lure of Death
- You create a shimmering light that enchants and dazzles your target. The they feel compelled to follow the lights as if entranced. This Power is used to lure an enemy into a secluded area. The Power also allows you or an ally to Move as well to get into the most favorable position. Use this Power multiple times to draw your victim in.
- Move Ally 4 Target: Creature (1) Range: Self Duration: Instant
- Defenses -3 Target: Creature (1) Range: 9 Spaces Duration: 1 Round
- Move Enemy 6 Target: Creature (1) Range: 9 Spaces Duration: 1 Round
- Distract Traveler
- Will-o'-the-wisps try to lure travelers and other intelligent creatures from roads and trails. They seek to pull the curious off into the dark wilderness so they can harry and harass them to death. Will-o'-the-wisps feed off the despair and pain they cause in their victims.
NPC Auto Assigned Bonuses
Will-o'-the-wisp's Equipped Items
Will-o'-the-wisp's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Shock Foe
- With a strong electrical shock you zap your enemy something good! This Power does Damage and slows your targets Speed due to the terrible shock they receive.
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage Target: Creature (1) Range: 6 Spaces Duration: Instant
- Speed -3 Target: Creature (1) 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
- Lure of Death
- You create a shimmering light that enchants and dazzles your target. The they feel compelled to follow the lights as if entranced. This Power is used to lure an enemy into a secluded area. The Power also allows you or an ally to Move as well to get into the most favorable position. Use this Power multiple times to draw your victim in.
- Move Ally 4 Target: Creature (1) Range: Self Duration: Instant
- Defenses -3 Target: Creature (1) Range: 9 Spaces Duration: 1 Round
- Move Enemy 6 Target: Creature (1) Range: 9 Spaces Duration: 1 Round
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.
0
0
0
4
0
0
0
4
- Improved Speed
- 'Increase Speed by 3.
- No Glow
- Will-o-the-wisps can turn off the glow they emit to gain a bonus to Subterfuge. When the glow is off they are very difficult to find. GM's are encouraged to give anyone searching for them when not glowing a Minor penalty to the roll.
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