Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
21 | 13 | 4 | 12 | 9 | 9 | 4 | 4 |
d20 +25 to Attack Body Defense | +36 to Damage
- Basic Attack
- This is Black-Eyed Demon's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Black-Eyed Demon's Combat Maneuvers.
- Demonic Pulse
- With but a thought you send an evil pulse of energy at your target tossing them back. This blast of energy does Damage and leaves them stunned lowering their Attack.
- 4d12 Damage (26) Target: Creature (1) Range: 5 Spaces Duration: Instant
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 1 Round
- Move Enemy 5 Target: Creature (1) Range: 5 Spaces Duration: Instant
d20 +25 to Attack Body Defense | +36 to Damage
- Neck Twist
- You grab a hold of your target and twist it's neck in unnatural ways.
- 15d12 Damage (98) Target: Creature (1) Range: 2 Spaces Duration: Instant
- Toying With Your Target
- You let your pure demonic evil self shine as you begin to toy with your target. The pure malice terrifies your victim lowering their Speed, Defenses, and Attack while sapping their will to live!
- 1d4 Damage (3) Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Defenses -4 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Speed -4 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Demon Body Possession
- Demon's themselves are little more than black smoke. They usually enter through the mouth. They inhabit the bodies of humans to do their evil work. They can easily take on the persona of the victim they have taken over. They use this body as they please. The demon makes a normal human much stronger and can take a lot more damage.
- Torture or Not to Torture
- Demons are the result of human souls going to Hell and being tortured until no humanity is left in them, thus turning into demons - dark, malicious spirits that revel in pain, chaos, and death. According to Ruby, most demons forget what it means to be human. Some have even forgotten that they were once human. In general, demons engage in torture and destruction because it is fun or to avoid being tortured themselves.
- Black-Eyed Demons
- The most common and standard class of demons on the show, black-eyed demons possess only basic powers, such as super-strength and telekinesis. Effective defenses against these demons include Holy Water, salt, iron, a Devil's Trap, etc.
NPC Auto Assigned Bonuses
Black-Eyed Demon's Equipped Items
Black-Eyed Demon's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Demonic Pulse
- With but a thought you send an evil pulse of energy at your target tossing them back. This blast of energy does Damage and leaves them stunned lowering their Attack.
- 4d12 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 1 Round
- Move Enemy 5 Target: Creature (1) 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
- Neck Twist
- You grab a hold of your target and twist it's neck in unnatural ways.
- 15d12 Damage Target: Creature (1) Range: 2 Spaces Duration: Instant
- Toying With Your Target
- You let your pure demonic evil self shine as you begin to toy with your target. The pure malice terrifies your victim lowering their Speed, Defenses, and Attack while sapping their will to live!
- 1d4 Damage Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Defenses -4 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Speed -4 Target: Creature (1) Range: 5 Spaces Duration: 3 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 Defenses
- 'Add 4 to all Defenses.
- Greater Hit Points
- 'Add 100 Hit Points.
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