- Minor Defense Leader
- Add +1 to Defenses to an ally next to you.
d20 +10 to Attack Spirit Defense | +10 to Healing
- Basic Attack
- This is Ingester Herder's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Ingester Herder's Combat Maneuvers.
- Sticky Slime
- A stream of sticky slime shoots out of the Ingester Herder's tail and slows the target for a short time.
- Speed -2 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
d20 +10 to Attack Spirit Defense | +10 to Healing
- Confusion, Lesser
- This Power causes a single creature to become confused for 1 round. While they are confused their Attacks, Defenses, and Speed are lowered.
- Attack -1 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Defenses -1 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Speed -1 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Herd Ingesters
- Little is known about the Zakra Ingester Herders. They are always found following around packs of Ingesters and seem to have the purpose of looking after them. They protect them and also help return to wherever they come from once the Ingesters are plump and full. They typically have 2 to 8 of the Ingesters they carry into an area. They take them back once they are full.
NPC Auto Assigned Bonuses
Ingester Herder's Equipped Items
Ingester Herder's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Sticky Slime
- A stream of sticky slime shoots out of the Ingester Herder's tail and slows the target for a short time.
- Speed -2 Target: Creature (1) Range: 3 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.
- 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 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 Maneuver Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Confusion, Lesser
- This Power causes a single creature to become confused for 1 round. While they are confused their Attacks, Defenses, and Speed are lowered.
- Attack -1 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Defenses -1 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Speed -1 Target: Creature (1) Range: 2 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.
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- Minor Defense Leader
- 'Add +1 to Defenses to an ally next to you.
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