Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
1 | 2 | 1 | 12 | 2 | 2 | 1 | 17 |
d20 +14 to Attack Mind Defense | +17 to Damage | +12 to Healing
- Basic Attack
- This is Skinwalker's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Skinwalker's Combat Maneuvers.
- Base Power Single Target Ongoing Damage
- This is a template for an ongoing single target Damaging Power. Add it and then edit the name and description to fit your creation.
- 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
d20 +14 to Attack Mind Defense | +17 to Damage | +12 to Healing
- Bash the Baddie
- Standing up to bullies feels so good! Smash the area they are in with your greatclub.
- 3d6 Damage (11) Target: AOE (2x2) Range: 1 Space Duration: Instant
- Mace in the Face
- When you need to move someone, few things work as well as Mace! Pulling the can of mace from your belt you spray a small area forcing those in it to move where you want them to.
- Move Enemy 5 Target: AOE (2x2) Range: 2 Spaces Duration: Instant
- Battle Tactics
- It loves to kill and the longer and more drawn out the better. It often employees deception, subterfuge and cunning in battles. In fact it tries hard to deceive it's victims to all but kill themselves through traps, misdirection, and illusions before it will engage in direct battle.
- Often Mistaken for Something Else
- Due to the fact that the Skinwalkers use illusions, disguises, and subterfuge in all of their dealings they are often mistaken for other mysterious and dark creatures of the night.
- Ambush Tactics
- Due to it's love for misdirection and deception it will often lay intricate traps for it's victims to fall into. Often going so far to set up traps outside a village and spend days, or even weeks disguised as a villager persuading and tricking people to wander out into the trap on their own.
NPC Auto Assigned Bonuses
Skinwalker's Equipped Items
Skinwalker's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Base Power Single Target Ongoing Damage
- This is a template for an ongoing single target Damaging Power. Add it and then edit the name and description to fit your creation.
- 1d4 Damage 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
- Bash the Baddie
- Standing up to bullies feels so good! Smash the area they are in with your greatclub.
- 3d6 Damage Target: AOE (2x2) Range: 1 Space Duration: Instant
- Mace in the Face
- When you need to move someone, few things work as well as Mace! Pulling the can of mace from your belt you spray a small area forcing those in it to move where you want them to.
- Move Enemy 5 Target: AOE (2x2) Range: 2 Spaces 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.
- Lesser Damage Resistance
- 'Reduce damage by 10 anytime damage is taken.
- Lesser Hit Points
- 'Add 30 Hit Points.
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