Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
4 | 15 | 15 | 15 | 4 | 4 | 21 | 21 |
d20 +24 to Attack Spirit Defense | +33 to Healing
- Basic Attack
- This is Shadow Strangler's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Shadow Strangler's Combat Maneuvers.
- Shadow Strangulation
- This icy fingers of a shadow wrap around your target's throat and begin to choke off its air. Their Attack, Damage, and Defenses drop for a few rounds.
- Attack -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Damage -10 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
d20 +24 to Attack Spirit Defense | +33 to Healing
- Can't Outrun Your Shadow
- Wherever your target goes, you go.
- Movement, Flying Target: Creature (1) Range: Self Duration: Instant
- Movement, Ground Target: Creature (1) Range: Self Duration: Instant
- Movement, Swimming Target: Creature (1) Range: Self Duration: Instant
- Speed +7 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- Wrapped in Shadow
- You summon a micro pocket of the Plane of Shadows around your target. They then will be in a Minor Environmental Penalties area as well as finding their Speed and ability to Teleport lessened due to their hazy connection to their own plane of existence.
- Minor Hostile Environment Target: Space (1) Range: 5 Spaces Duration: 4 Rounds
- Speed -2 Target: Space (1) Range: 5 Spaces Duration: 4 Rounds
- Weaken Teleporting -4 Target: Space (1) Range: 5 Spaces Duration: 4 Rounds
- Shadows Come Alive
- Magic, supernatural happenings, or any number of other strange events can cause these strange creatures to materialize. They appear right next to their targets and are a manifestation of shadow. They are malicious and evil and only want to kill the target in which they are sprung from. Scholars know little else concerning these mysterious creatures.
- At Home In The Dark
- It is believed that these shadow creatures come from the Plane of Shadow. They can also appear randomly from any shadow though this is extremely rare. Their normal environment is darkness so they do not get any penalties. Conversely, PCs may experience a Minor or Major Environmental Penalties depending on when they are encountered. Bright light can help the PC cope with this penalty but it doesn't seem to have much effect on a Shadow Strangler.
NPC Auto Assigned Bonuses
Shadow Strangler's Equipped Items
Shadow Strangler's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Shadow Strangulation
- This icy fingers of a shadow wrap around your target's throat and begin to choke off its air. Their Attack, Damage, and Defenses drop for a few rounds.
- Attack -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Damage -10 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 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
- Can't Outrun Your Shadow
- Wherever your target goes, you go.
- Movement, Flying Target: Creature (1) Range: Self Duration: Instant
- Movement, Ground Target: Creature (1) Range: Self Duration: Instant
- Movement, Swimming Target: Creature (1) Range: Self Duration: Instant
- Speed +7 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- Wrapped in Shadow
- You summon a micro pocket of the Plane of Shadows around your target. They then will be in a Minor Environmental Penalties area as well as finding their Speed and ability to Teleport lessened due to their hazy connection to their own plane of existence.
- Minor Hostile Environment Target: Space (1) Range: 5 Spaces Duration: 4 Rounds
- Speed -2 Target: Space (1) Range: 5 Spaces Duration: 4 Rounds
- Weaken Teleporting -4 Target: Space (1) Range: 5 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.
- Improved Damage Resistance
- 'Reduce damage by 15 anytime damage is taken.
- Improved Defenses
- 'Add 3 to all Defenses.
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