Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
19 | 17 | 17 | 17 | 5 | 5 | 17 | 32 |
- Improved Lessen Critical Hit
- Critical Hits do 20 less damage to your character.
d20 +25 to Attack Spirit Defense | +37 to Healing
- Basic Attack
- This is Cloud Giant Harrier's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Cloud Giant Harrier's Combat Maneuvers.
- A Little Help
- When some quick help is needed, this is the Power to use. With a quick gesture the target is healed and their Defenses increase significantly.
- 1d10 Healing (6) Target: Creature (1) Range: 14 Spaces Duration: Instant
- Defenses +5 Target: Creature (1) Range: 14 Spaces Duration: 1 Round
d20 +25 to Attack Spirit Defense | +37 to Healing
- Got Your Back
- Staying out of the action you assure your allies that you've got their back. This gives them the courage and confidence to keep fighting.
- 1d8 Healing (5) Target: Creatures (2) Range: 16 Spaces Duration: 3 Rounds
- Defenses +2 Target: Creatures (2) Range: 16 Spaces Duration: 3 Rounds
- Illusion in the Clouds
- When discovered you pull in the storms and surround yourself and the nearest enemy with clouds. Like an illusion you disappear into storm, lost to all those that hunt you. This greatly increases your mobility on your turn. It also hinders one target. Generally the one that is closest or has discovered you. An Attack Check is needed for them to be affected by the Perception penalty.
- Speed +6 Target: Creature (1) Range: Self Duration: Instant
- Subterfuge +7 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- Perception -7 Target: Creature (1) Range: 16 Spaces Duration: Instant
- Whispered Encouragement
- You observe your enemies closer then whisper to your allies the weaknesses and vulnerabilities you discover. These tips make your allies even more deadly warriors by increasing their Damage and Attack bonuses.
- Attack +2 Target: Creatures (2) Range: 14 Spaces Duration: 3 Rounds
- Damage +10 Target: Creatures (2) Range: 14 Spaces Duration: 3 Rounds
- Very Sneaky Giant
- The Cloud Giant Harrier tries to use the storm and the chaos to remain hidden at all times from their enemies. They often accompany Cloud Giant Raiders to keep them healed and supported while they raid the town.
- Live In The Clouds
- Cloud Giants live in the clouds or other areas that are thick with fog and clouds. They are at home in the concealment. They use the clouds to their advantage in everything they do. It conceals their homes, their cities, their raiding parties, and they seem to be unaffected by its concealment.
- Cloud Giant Society
- Cloud Giants tend to live in groups of themselves. Sometimes other giants but they are fairly xenophobic. Of course this depends on the geopolitical climate in which they live. They may have trade agreements with some groups. With other groups they just raid them when they need to.
NPC Auto Assigned Bonuses
Cloud Giant Harrier's Equipped Items
Cloud Giant Harrier's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- A Little Help
- When some quick help is needed, this is the Power to use. With a quick gesture the target is healed and their Defenses increase significantly.
- 1d10 Healing Target: Creature (1) Range: 8 Spaces Duration: Instant
- Defenses +5 Target: Creature (1) Range: 8 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
- Got Your Back
- Staying out of the action you assure your allies that you've got their back. This gives them the courage and confidence to keep fighting.
- 1d8 Healing Target: Creatures (2) Range: 10 Spaces Duration: 3 Rounds
- Defenses +2 Target: Creatures (2) Range: 10 Spaces Duration: 3 Rounds
- Illusion in the Clouds
- When discovered you pull in the storms and surround yourself and the nearest enemy with clouds. Like an illusion you disappear into storm, lost to all those that hunt you. This greatly increases your mobility on your turn. It also hinders one target. Generally the one that is closest or has discovered you. An Attack Check is needed for them to be affected by the Perception penalty.
- Speed +6 Target: Creature (1) Range: Self Duration: Instant
- Subterfuge +7 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- Perception -7 Target: Creature (1) Range: 10 Spaces Duration: Instant
- Whispered Encouragement
- You observe your enemies closer then whisper to your allies the weaknesses and vulnerabilities you discover. These tips make your allies even more deadly warriors by increasing their Damage and Attack bonuses.
- Attack +2 Target: Creatures (2) Range: 8 Spaces Duration: 3 Rounds
- Damage +10 Target: Creatures (2) Range: 8 Spaces Duration: 3 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 Lessen Critical Hit
- 'Critical Hits do 20 less damage to your character.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
- Improved Speed
- 'Increase Speed by 3.
- Very Sneaky
- Cloud Giant Harriers try to remain hidden.
- Very Sneaky
- Cloud Giant Harriers try to remain hidden.
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