Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 5 | 1 | 47 | 26 | 5 | 1 | 1 |
- Greater Alter Shape
- Add 4 shapes to Powers that affect 36 Spaces or or less.
- Greater Grazing Hit
- Attacks do 10% Damage when the Attack misses by 4 or less. Hit Point Damage only, no other effects.
d20 +37 to Attack Mind Defense | +64 to Damage | +51 to Healing
- Basic Attack
- This is Adult Blue Dragon's Basic Attack.
- 4d10 Damage Target: 6x6 AOE Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Adult Blue Dragon's Combat Maneuvers.
- Bolt of Lightning
- You unleash a bolt of lightning at your foes! Shape is 1x9 Line.
- 7d10 Damage (39) Target: Spaces (9) Range: 5 Spaces Duration: Instant
d20 +37 to Attack Mind Defense | +64 to Damage | +51 to Healing
- Ball Lightning Blast
- You launch a small sphere of energy at your enemy!
- 15d8 Damage (68) Target: Creature (1) Range: 14 Spaces Duration: Instant
- Field of Electicity
- You create a large ring of electricity that surrounds you. Anyone in or passing through the field will suffer from the effects.
- 5d4 Damage (13) Target: Aura 2 Range: Self Duration: 4 Rounds
- Serpent Attack
- You call out a few of the reptile minions you keep around in case of an emergency. You tell them to attack your most powerful of enemies.
- 6d6 Damage (21) Target: Creatures (2) Range: 8 Spaces Duration: 5 Rounds
- Supercharged Healing Sphere
- You produce a small area of super charged healing. Those in the area are healed while they remain in the area.
- 1d8 Healing (5) Target: Aura 1 Range: 3 Spaces Duration: 4 Rounds
- Treasure Hunting
- Blue Dragons like other dragons love treasure. Blues will do just about anything to gain more wealth. They love coins above all else. They seek out to collect and create as large as piles of coin as possible.
- Loaner
- Blue dragons feel no particular need or want to interact with others. They are happy to do their own thing whenever they want to. They may interact with local cities or populations but this is driven by the drive for more wealth.
- Preferred Habitat
- Blue dragons will take up residence anywhere they can easily gain more wealth. This wealth they hide in their lairs in well hidden and secluded areas. They often trap their lairs or build them around natural hazards which would make it very difficult for any would be thief.
- Blue Dragon Tactics
- Blue dragons have the ability to plan for battle but rarely do. They attack with abandon. They love to tear into enemies. They can be especially cruel to those that attempt to steal their horde.
- Dragon Basic Attack
- Dragons use their large AOE Basic Attack as either their breath or the damage they do with their claws, tails, maw, and more. The GM is encouraged to use the Basic Attack statistics and combine those with their own imagination for both physical, magical, and breath weapon attacks.
NPC Auto Assigned Bonuses
Adult Blue Dragon's Equipped Items
Adult Blue Dragon's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Bolt of Lightning
- You unleash a bolt of lightning at your foes! Shape is 1x9 Line.
- 3d10 Damage Target: Spaces (9) Range: 5 Spaces 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.
- 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 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 +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Ball Lightning Blast
- You launch a small sphere of energy at your enemy!
- 11d8 Damage Target: Creature (1) Range: 14 Spaces Duration: Instant
- Field of Electicity
- You create a large ring of electricity that surrounds you. Anyone in or passing through the field will suffer from the effects.
- 1d4 Damage Target: Aura 2 Range: Self Duration: 4 Rounds
- Serpent Attack
- You call out a few of the reptile minions you keep around in case of an emergency. You tell them to attack your most powerful of enemies.
- 2d6 Damage Target: Creatures (2) Range: 8 Spaces Duration: 5 Rounds
- Supercharged Healing Sphere
- You produce a small area of super charged healing. Those in the area are healed while they remain in the area.
- 1d8 Healing Target: Aura 1 Range: 3 Spaces Duration: 4 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.
- Greater Alter Shape
- 'Add 4 shapes to Powers that affect 36 Spaces or or less.
- Greater Damage Boost
- 'Increase the Hit Point damage of a Power by 40% 1 time during Battle Time.
- Greater Damage Resistance
- 'Reduce damage by 20 anytime damage is taken.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Grazing Hit
- 'Attacks do 10% Damage when the Attack misses by 4 or less. Hit Point Damage only, no other effects.
- Dragon Hide
- Dragons have exceptionally tough hide. They gain a bonus to Resistance equal to the Resistant Specialty of the same Character Tier.
- Dragon Senses
- Dragons have amazing senses. Little escapes their attention.
- Dragon Speed
- Dragons are very quick. They gain a bonus equal to their Character Tier to their Speed.
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