Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 12 | 14 | 14 | 12 | 12 | 8 | 8 |
d20 +18 to Attack Mind Defense | +18 to Damage | +30 to Healing
- Basic Attack
- This is Giant Fire Ant Queen's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Fire Ant Queen's Combat Maneuvers.
- Protect the Queen
- You project your presence which drives those around you to protect you vigorously. They shrug off wounds and keep on fighting.
- 1d8 Healing (5) Target: AOE (6x6) Range: Self Duration: Instant
d20 +18 to Attack Mind Defense | +18 to Damage | +30 to Healing
- Chemical Courage
- You dose your ally with a potent chemical which encourages them to fight on. This increases their Hit Points and grants them healing for a short time.
- 1d10 Healing (6) Target: Creature (1) Range: 16 Spaces Duration: 3 Rounds
- Hit Points +35 Target: Creature (1) Range: 16 Spaces Duration: 3 Rounds
- Ignite Intruder
- With amazing precision you pick out two enemy targets and launch a sticky napalm like substance at them. As it hits the open air it ignites setting your enemies on fire for a few rounds. You are also able to Move them about while they try to tamp out the flames.
- 3d8 Damage (14) Target: Creatures (2) Range: 11 Spaces Duration: 2 Rounds
- Move Enemy 2 Target: Creatures (2) Range: 11 Spaces Duration: 2 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.
- 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.
- Queen of the Colony
- The queen is always at the center of the underground colony. She is always protected by at least two soldier ants and often times more. She focuses on laying eggs unless she is directly threaten or the hatchery is threatened. If this happens she drives the hive into a frenzy and commands all ants to attack and kill any and all intruders.
NPC Auto Assigned Bonuses
Giant Fire Ant Queen's Equipped Items
Giant Fire Ant Queen's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Protect the Queen
- You project your presence which drives those around you to protect you vigorously. They shrug off wounds and keep on fighting.
- 1d8 Healing Target: AOE (6x6) Range: Self 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.
- 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
- Chemical Courage
- You dose your ally with a potent chemical which encourages them to fight on. This increases their Hit Points and grants them healing for a short time.
- 1d10 Healing Target: Creature (1) Range: 10 Spaces Duration: 3 Rounds
- Hit Points +35 Target: Creature (1) Range: 10 Spaces Duration: 3 Rounds
The above Power (Chemical Courage) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Ignite Intruder
- With amazing precision you pick out two enemy targets and launch a sticky napalm like substance at them. As it hits the open air it ignites setting your enemies on fire for a few rounds. You are also able to Move them about while they try to tamp out the flames.
- 3d8 Damage Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Move Enemy 2 Target: Creatures (2) Range: 5 Spaces Duration: 2 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 Defenses
- 'Add 3 to all Defenses.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
- Tough Carapace
- Their insect nature and tough carapaces make them more difficult to hit.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.
You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG