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1 | 3 | 13 | 18 | 3 | 3 | 1 | 1 |
d20 +19 to Attack Mind Defense | +25 to Damage | +16 to Healing
- Basic Attack
- This is Deathclaw's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Deathclaw's Combat Maneuvers.
- Charge From Hiding
- The Deathclaw charges out of hiding with incredible speed closing the distance from its target. It's eager claws dig in and prepare to rend their target to pieces.
- Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
- 6d6 Damage (21) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +19 to Attack Mind Defense | +25 to Damage | +16 to Healing
- Rip Apart Target
- With a vicious and terrifying attack the Deathclaw uses it's namesake to rip and tear apart its target.
- 9d10 Damage (50) Target: Creature (1) Range: 1 Space Duration: Instant
- Background
- The deathclaws were originally created before the Great War by the government to replace human troops in battle. They were derived from mixed animal stock, primarily from the very popular Jackson Chameleon. They were then refined by the Master, using genetic manipulation and the FEV virus. The resulting creature is incredibly fast and powerful.
- Hunting Packs
- Deathclaws are very aggressive, territorial, carnivorous, and highly intelligent. In the Mojave Wasteland, they typically live in small packs of around eight to twenty members. Packs are led by an alpha male, who is the only one allowed to mate with the females. However, deathclaws in the Capital Wasteland are for the most part solitary, though sometimes they are encountered in pairs.
NPC Auto Assigned Bonuses
Deathclaw's Equipped Items
Deathclaw's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Charge From Hiding
- The Deathclaw charges out of hiding with incredible speed closing the distance from its target. It's eager claws dig in and prepare to rend their target to pieces.
- Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
- 6d6 Damage Target: Creature (1) Range: 1 Space 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
- Rip Apart Target
- With a vicious and terrifying attack the Deathclaw uses it's namesake to rip and tear apart its target.
- 9d10 Damage Target: Creature (1) Range: 1 Space Duration: Instant
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 Speed
- 'Increase Speed by 3.
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