Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
1 | 2 | 2 | 14 | 2 | 2 | 2 | 9 |
d20 +7 to Attack Spirit Defense | +9 to Healing
- Basic Attack
- This is Meowl's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Meowl's Combat Maneuvers.
- Find Weakness
- You study your enemy to find a weakness. Next round you will have a bonus to Attack.
- Attack +2 Target: Creature (1) Range: 1 Space Duration: 1 Round
d20 +7 to Attack Spirit Defense | +9 to Healing
- Spooky Noises
- You let out a strange unearthly who. The sound unnerves your enemy. Their Defenses lower for a short time. This makes them easy prey.
- Defenses -2 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Hunting By Night
- The meowl hunts at night with a variety of techniques. It utilizes both stocking and ambush methods but always seems to attack in silence.
NPC Auto Assigned Bonuses
Meowl's Equipped Items
Meowl's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Find Weakness
- You study your enemy to find a weakness. Next round you will have a bonus to Attack.
- Attack +2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- 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.
- 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 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 -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 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 +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Spooky Noises
- You let out a strange unearthly who. The sound unnerves your enemy. Their Defenses lower for a short time. This makes them easy prey.
- Defenses -2 Target: Creature (1) Range: 2 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.
- Minor Speed
- 'Increase Speed by 1.
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