- Greater Resist Forced Move
- Powers that force you to Move are reduced by 4.
d20 +29 to Attack Body Defense | +59 to Damage
- Basic Attack
- This is Hill Giant Savage's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Hill Giant Savage's Combat Maneuvers.
- Savage Beating
- In a hail of fists and feet you deliver a savage beating to an enemy you.
- 10d12 Damage (65) Target: Creature (1) Range: 4 Spaces Duration: Instant
d20 +29 to Attack Body Defense | +59 to Damage
- Limb from Limb
- You grab ahold of your target and attempt to literally tear their limbs off. The damage and pain from this attack lingers for several rounds.
- 5d10 Damage (28) Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Attack -5 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Defenses -5 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Pine Javelin
- You snatch up a smaller pine tree and throw it like a javelin! The massive projectile slams into your enemies and sends them tumbling.
- 5d12 Damage (33) Target: Spaces (9) Range: 10 Spaces Duration: Instant
- Move Enemy 5 Target: Spaces (9) Range: 10 Spaces Duration: Instant
- Topple
- You crash down onto your enemies around you. Careful, as this Power can hurt you as well with the accidently brush against a blade. This Power is a great Death Throe for large NPCs such as giants.
- 5d10 Damage (28) Target: AOE (3x3) Range: Self Duration: Instant
- Death Throes
- When a Hill Giant Savage is defeated it immediately uses the Power Topple, as a Death Throe.
- Leader of the Weak
- Hill Giant Savages are not smart but they will use their strength to dominate small groups of weaker creatures to help them do their bidding. This is usually helping to collect shiny things, food, and other random things.
- Life of Raiding
- Hill Giant Savages are very stupid and do not have the mental capacity to form any kind of real self contained society. So they sustain their small bands through raiding almost exclusively. They raid both good and evil, they really don't care. They target the weakest and easiest victims and settlements to raid. They rarely kill many in these raids as they know that if they leave some alive, they can come back later to get more things.
- Shock Troops
- Hill Giant Savages are often used as shock troops and gate crashers for larger forces. They are just smart enough to follow simple orders and are happy to bash things for plunder and loot. It takes very little to really motivate them to soldier for larger armies.
NPC Auto Assigned Bonuses
Hill Giant Savage's Equipped Items
Hill Giant Savage's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Savage Beating
- In a hail of fists and feet you deliver a savage beating to an enemy you.
- 10d12 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
- 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
- Limb from Limb
- You grab ahold of your target and attempt to literally tear their limbs off. The damage and pain from this attack lingers for several rounds.
- 5d10 Damage Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Attack -5 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Defenses -5 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Pine Javelin
- You snatch up a smaller pine tree and throw it like a javelin! The massive projectile slams into your enemies and sends them tumbling.
- 5d12 Damage Target: Spaces (9) Range: 10 Spaces Duration: Instant
- Move Enemy 5 Target: Spaces (9) Range: 10 Spaces Duration: Instant
- Topple
- You crash down onto your enemies around you. Careful, as this Power can hurt you as well with the accidently brush against a blade. This Power is a great Death Throe for large NPCs such as giants.
- 5d10 Damage Target: AOE (3x3) Range: Self 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.
- Greater Damage Increase
- 'Add 20 Damage to all offensive Powers that Damage Hit Points.
- Greater Resist Forced Move
- 'Powers that force you to Move are reduced by 4.
- Too Dumb To Die
- Hill Giant Savages are so dumb that it takes them awhile to realize they should be dead. This slowness grants them additional Hit Points.
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