d20 +26 to Attack Body Defense | +41 to Damage
- Basic Attack
- This is Marrow Scarabs's Basic Attack.
- 4d10 Damage Target: 2x2 AOE Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Marrow Scarabs's Combat Maneuvers.
- Imbue With Fear
- You strike fear into your enemies and their Defenses go down.
- Defenses -3 Target: Creatures (4) Range: 5 Spaces Duration: 2 Rounds
d20 +26 to Attack Body Defense | +41 to Damage
- Crushing Despair
- An invisible cone of despair causes great sadness in the subjects. The area of this Power is a 16 Space cone.
- Attack -2 Target: Spaces (16) Range: 1 Space Duration: 3 Rounds
- Damage -3 Target: Spaces (16) Range: 1 Space Duration: 3 Rounds
- Swarm Over Foe
- Freak out your foe by crawling all over them. Their will to continue wavers.
- Hit Points -25 Target: AOE (2x2) Range: 1 Space Duration: 3 Rounds
- Speed -4 Target: AOE (2x2) Range: 1 Space Duration: 3 Rounds
- Swarm Tactics
- These Marrow Scarabs ignore most damage or threats to individual scarabs. When they get a sniff of food they pursue it doggedly until they feast.
- Habitat
- These Marrow Scarabs usually live in areas of death and decay. They often live close to predators that leave scraps around. They are also known to be in many cemeteries or other areas of mass death such as battlefields. Here they can feast and swell their numbers quickly.
- Battle Tactics
- They use little to no battle tactics. They usually just aggressively attack whatever they see as a source of food.
- Marrow Scarab Uses
- Marrow Scarabs are often used in traps in areas where they do not want the dead to be disturbed. They can be added to the area and go into a semi hibernation state. Once fresh food is detected they wake up quickly and will devour whatever is nearby.
NPC Auto Assigned Bonuses
Marrow Scarabs's Equipped Items
Marrow Scarabs's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Imbue With Fear
- You strike fear into your enemies and their Defenses go down.
- Defenses -3 Target: Creatures (4) Range: 5 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.
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Crushing Despair
- An invisible cone of despair causes great sadness in the subjects. The area of this Power is a 16 Space cone.
- Attack -2 Target: Spaces (16) Range: 1 Space Duration: 3 Rounds
- Damage -3 Target: Spaces (16) Range: 1 Space Duration: 3 Rounds
- Swarm Over Foe
- Freak out your foe by crawling all over them. Their will to continue wavers.
- Hit Points -25 Target: AOE (2x2) Range: 1 Space Duration: 3 Rounds
- Speed -4 Target: AOE (2x2) Range: 1 Space 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 Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Hit Points
- 'Add 100 Hit Points.
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