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d20 +16 to Attack Spirit Defense | +25 to Healing
- Basic Attack
- This is Giant Scorpion's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Giant Scorpion's Combat Maneuvers.
- Paralytic Grasp
- You grab ahold of your target with an iron grip holding them firmly in place.
- Defenses -4 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
d20 +16 to Attack Spirit Defense | +25 to Healing
- Nerotoxin
- You stab your enemy with your stinger and pump poison into their veins. It quickly goes to work lowering their Attack, Damage, and Combat Maneuvers.
- Attack -5 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Combat Maneuvers -1 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Damage -15 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Good Camoflague
- Besides roaming around looking for prey these Giant Scorpions will often bury themselves in soft dirt where they detect lots of animal traffic. Then will then lay in wait to ambush their meals. Sometimes multiple scorpions can be found in one area of good hunting. This does not mean they work together. Each one will do whatever it needs to secure its own meal without thought of coordination or working with the other scorpions.
- Mounts
- These Giant Scorpions can be trained as mounts. They are not too hard to train as long as they are kept fed. The trainer and riders should carry lots of spare scraps of food to keep them sated. They can go wild quickly when hungry. These creatures can be trained with a moderate Turn Time challenge. To begin training a successful Parley will be needed.
- Solitary
- These Giant Scorpions are usually solitary. They come together briefly to mate or to take advantage of a food source. They view any living creature smaller then they are a food source. They have even been known to attack much larger creatures when hungry or threatened.
NPC Auto Assigned Bonuses
Giant Scorpion's Equipped Items
Giant Scorpion's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Paralytic Grasp
- You grab ahold of your target with an iron grip holding them firmly in place.
- Defenses -4 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 3 Spaces 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
- Nerotoxin
- You stab your enemy with your stinger and pump poison into their veins. It quickly goes to work lowering their Attack, Damage, and Combat Maneuvers.
- Attack -5 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Combat Maneuvers -1 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Damage -15 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
The above Power (Nerotoxin) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
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 Defenses
- 'Add 3 to all Defenses.
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