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17 | 13 | 7 | 3 | 3 | 3 | 3 | 3 |
d20 +21 to Attack Body Defense | +29 to Damage
- Basic Attack
- This is Giant Fire Ant Soldier's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Fire Ant Soldier's Combat Maneuvers.
- Grizzly Bite
- You bite your target and thrash your head violently back and forth trying to take the fight out of your opponent.
- 8d10 Damage (44) Target: Creature (1) Range: 2 Spaces Duration: Instant
- Attack -4 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
d20 +21 to Attack Body Defense | +29 to Damage
- Flashfire Venom
- You squirt a powerful venom at your enemies. This sticky liquid combusts when exposed to air setting your enemies on fire for a short time.
- 7d10 Damage (39) Target: AOE (2x2) Range: 10 Spaces Duration: 2 Rounds
- Guard the Colony
- Fire Ant Soldiers can be found at any entrance to a Fire Ant Colony. They are also found around the hatchery and food supply storage. They one and only purpose is to guard the colony. They will actively seek out intruders. They will swarm and creature that attacks another ant of the colony.
- Giant Fire Ant Colony
- Giant Fire Ant Colonies can be of any size, though most are around 100 ants. This is the size in which the queen will lay more queen eggs for them to spread out. Generally there is 1 soldier ant for every 10 workers. For a colony of 100 ants there would be 1 queen, 9 soldiers, and 90 workers.
- Hive Frenzy
- When the queen starts a Hive Frenzy all of the workers of the hive will also attack. They also become Super Minions while frenzied. Also, all ants receive a Resistance and Recovery of 15 while in a Frenzy.
NPC Auto Assigned Bonuses
Giant Fire Ant Soldier's Equipped Items
Giant Fire Ant Soldier's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Grizzly Bite
- You bite your target and thrash your head violently back and forth trying to take the fight out of your opponent.
- 5d10 Damage Target: Creature (1) Range: 2 Spaces Duration: Instant
- Attack -4 Target: Creature (1) Range: 2 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
- Flashfire Venom
- You squirt a powerful venom at your enemies. This sticky liquid combusts when exposed to air setting your enemies on fire for a short time.
- 4d10 Damage Target: AOE (2x2) Range: 10 Spaces Duration: 2 Rounds
The above Power (Flashfire Venom) 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.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Tough Carapace
- Their insect nature and tough carapaces make them more difficult to hit.
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