Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
27 | 15 | 3 | 9 | 4 | 4 | 3 | 23 |
d20 +25 to Attack Body Defense | +35 to Damage
- Basic Attack
- This is Hell Hound's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Hell Hound's Combat Maneuvers.
- Hellish Mauling
- Unseen teeth and claws tear at your enemy.
- 11d10 Damage (61) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +25 to Attack Body Defense | +35 to Damage
- Disappear From Sight
- When you need to slip away from sight you find the focus you need to slip away.
- Subterfuge +8 Target: Creature (1) Range: Self Duration: 5 Rounds
- Panic and Fear
- You strike fear and panic into you enemy causing their Perception to be lowered drastically.
- Perception -9 Target: Creature (1) Range: 10 Spaces Duration: 4 Rounds
- Only Seen by By Those They Hunt
- Hell Hounds are tasked with collecting the souls of humans whose deals are come due. In such circumstances,Hell Hounds can only be seen by those whom they have come for, making them a sort of Reaper of the damned.
- Hell Hound Tactics
- Hell Hounds use their Powers to increase their own Subterfuge. They they attempt to stay hidden throughout a battle. Those with high Perceptions they attempt to strike fear into them causing their Perceptions to lower. They then focus on their target. Once they are dead, they will leave battle.
NPC Auto Assigned Bonuses
Hell Hound's Equipped Items
Hell Hound's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Hellish Mauling
- Unseen teeth and claws tear at your enemy.
- 11d10 Damage Target: Creature (1) Range: 1 Space 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.
- 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 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 +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Disappear From Sight
- When you need to slip away from sight you find the focus you need to slip away.
- Subterfuge +8 Target: Creature (1) Range: Self Duration: 5 Rounds
- Panic and Fear
- You strike fear and panic into you enemy causing their Perception to be lowered drastically.
- Perception -9 Target: Creature (1) Range: 10 Spaces Duration: 4 Rounds
The above Power (Panic and Fear) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
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.
- Greater Subterfuge Skill Focus
- 'Increase Subterfuge Skill by 8.
- Hell Hound Athletics
- Hell Hounds are very athletic.
- Hell Hound Perceptions
- Hell Hounds are very good at hunting down tier targets.
- Hell Hound Speed
- Hell Hounds are very fast.
- Hell Hound Stealth
- Hell Hounds are exceptionally stealthy.
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