d20 +24 to Attack Mind Defense | +34 to Damage | +20 to Healing
- Basic Attack
- This is Displacer Beast's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Displacer Beast's Combat Maneuvers.
- Separate the Weak
- You single out a weak target and separate them from the rest in an attempt for a quick kill.
- 6d8 Damage (27) Target: Creature (1) Range: 9 Spaces Duration: Instant
- Move Enemy 8 Target: Creature (1) Range: 9 Spaces Duration: Instant
d20 +24 to Attack Mind Defense | +34 to Damage | +20 to Healing
- Appalling Mauling
- You pounce on your enemy and tear them to shreds then disappear before they can retaliate.
- Move Ally 3 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 18 Target: Creature (1) Range: Self Duration: Instant
- 15d12 Damage (98) Target: Creature (1) Range: 1 Space Duration: Instant
- Healing -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
- In The Heat Of Battle
- In the heat of battle adrenaline makes you a formidable foe!
- Hit Points +85 Target: Creature (1) Range: Self Duration: 2 Rounds
- Resistance +20 Target: Creature (1) Range: Self Duration: 2 Rounds
- Pack Leader
- Like many big cats, Displacer Beasts are often pack hunters, although they are sometimes encountered alone.
- Intelligence and Domestication
- Displacer Beasts are smart and can easily be trained and domesticated. A Nature check of 30 is enough to start training a friendly Displacer Beast.
- Territory
- Displacer Beasts can have a large territory. However they do move it around so the game is always fresh. If they are having trouble finding game they will sneak into towns and villages and snatch easy targets.
- Displacer Beast Pieces
- Many parts and pieces of the Displacer Beast are coveted for their mystic properties.
NPC Auto Assigned Bonuses
Displacer Beast's Equipped Items
Displacer Beast's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Separate the Weak
- You single out a weak target and separate them from the rest in an attempt for a quick kill.
- 2d8 Damage Target: Creature (1) Range: 9 Spaces Duration: Instant
- Move Enemy 8 Target: Creature (1) Range: 9 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
- Appalling Mauling
- You pounce on your enemy and tear them to shreds then disappear before they can retaliate.
- Move Ally 3 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 18 Target: Creature (1) Range: Self Duration: Instant
- 11d12 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Healing -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
- In The Heat Of Battle
- In the heat of battle adrenaline makes you a formidable foe!
- Hit Points +85 Target: Creature (1) Range: Self Duration: 2 Rounds
- Resistance +20 Target: Creature (1) Range: Self 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.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Vicious Critical
- 'Optional Critical Hit table roll increased by 4.
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