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d20 +8 to Attack Spirit Defense | +18 to Healing
- Basic Attack
- This is Giant Fire Ant Worker's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Fire Ant Worker's Combat Maneuvers.
- Cloud of Pheromones
- You release a cloud of Pheromones that drives a nearby ally to protect you with great efficiency. They receive a bonus to Attack for a short time.
- Attack +3 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Giant Fire Any 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.
- Only Fight When Cornered
- Worker ants will not fight unless they are cornered or forced too. If they are directly attacked they may bite at the attacker but will still try to flee after the attack. They will only turn to fight if they have no other choice.
- 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 Worker's Equipped Items
Giant Fire Ant Worker's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Cloud of Pheromones
- You release a cloud of Pheromones that drives a nearby ally to protect you with great efficiency. They receive a bonus to Attack for a short time.
- Attack +3 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- 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
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.
- Tough Carapace
- Their insect nature and tough carapaces make them more difficult to hit.
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