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11 | 11 | 4 | 10 | 7 | 7 | 4 | 10 |
d20 +23 to Attack Body Defense | +28 to Damage
- Basic Attack
- This is Lizardfolk Trapper's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Lizardfolk Trapper's Combat Maneuvers.
- Mosquito Darts
- You launch a volley of darts through your blowgun at your enemy. Like a swarm of mosquitos they fly in forcing your enemy to Move in an attempt to avoid them. This Power does Hit Point Damage and Moves your enemy.
- 2d6 Damage (7) Target: Creature (1) Range: 14 Spaces Duration: Instant
- Move Enemy 2 Target: Creature (1) Range: 14 Spaces Duration: Instant
d20 +23 to Attack Body Defense | +28 to Damage
- Bola Choke
- You throw a bola at your enemy in an attempt to capture them quickly. The bola wraps around their neck choking and hindering them. The Power reduces Hit Points by 25 and lowers Speed and Defenses for a few rounds.
- Defenses -3 Target: Creature (1) Range: 14 Spaces Duration: 2 Rounds
- Hit Points -10 Target: Creature (1) Range: 14 Spaces Duration: 2 Rounds
- Speed -2 Target: Creature (1) Range: 14 Spaces Duration: 2 Rounds
- Poisoned Blowgun Dart
- You fire a poisoned dart through your blowgun at an enemy. The dart hurts them but the poison also weakens their combat abilities. This Power does Hit Point Damage as well as lowers Resistance and Attack.
- 2d10 Damage (11) Target: Creature (1) Range: 14 Spaces Duration: 1 Round
- Attack -4 Target: Creature (1) Range: 14 Spaces Duration: 1 Round
- Resistance -10 Target: Creature (1) Range: 14 Spaces Duration: 1 Round
- Warlike Culture
- Lizardfolk form loose tribes around the strongest warriors. They often fight among themselves but put there contests aside when strangers are near. Then the lizardfolk test their battle prowess against outsiders.
NPC Auto Assigned Bonuses
Lizardfolk Trapper's Equipped Items
Lizardfolk Trapper's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Mosquito Darts
- You launch a volley of darts through your blowgun at your enemy. Like a swarm of mosquitos they fly in forcing your enemy to Move in an attempt to avoid them. This Power does Hit Point Damage and Moves your enemy.
- 2d6 Damage Target: Creature (1) Range: 8 Spaces Duration: Instant
- Move Enemy 2 Target: Creature (1) 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, 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
- Bola Choke
- You throw a bola at your enemy in an attempt to capture them quickly. The bola wraps around their neck choking and hindering them. The Power reduces Hit Points by 25 and lowers Speed and Defenses for a few rounds.
- Defenses -3 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Hit Points -10 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Speed -2 Target: Creature (1) Range: 8 Spaces Duration: 2 Rounds
- Poisoned Blowgun Dart
- You fire a poisoned dart through your blowgun at an enemy. The dart hurts them but the poison also weakens their combat abilities. This Power does Hit Point Damage as well as lowers Resistance and Attack.
- 2d10 Damage Target: Creature (1) Range: 8 Spaces Duration: 1 Round
- Attack -4 Target: Creature (1) Range: 8 Spaces Duration: 1 Round
- Resistance -10 Target: Creature (1) Range: 8 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.
- Improved Attack Accuracy
- 'Add 3 to all attacks.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
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