d20 +17 to Attack Body Defense | +30 to Damage
- Basic Attack
- This is Sauropelta's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Sauropelta's Combat Maneuvers.
- Base Power 1 Target Close Damage
- This is a template for a close range Damaging Power. Add it and then edit the name and description to fit your creation.
- 9d10 Damage (50) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +17 to Attack Body Defense | +30 to Damage
- Charging Bull
- You lower your head and charge like a bull! You move a few spaces, knock back those in the way and do damage. 1x4 Line Shape
- Move Ally 4 Target: Spaces (4) Range: 1 Space Duration: Instant
- 5d10 Damage (28) Target: Spaces (4) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: Spaces (4) Range: 1 Space Duration: Instant
- Dinosaur Information
- Sauropelta was a heavily built quadrupedal herbivore. The skull was triangular when viewed from above, with the rear end wider than the tapering snout. One skull measured 35 centimeters (13.75 in) in width at its widest point, behind the eyes. Unlike some other nodosaurids, the roof of the skull was characteristically flat, not domed. The roof of the skull was very thick and covered in flat, bony plates that are so tightly fused that there appear to be no sutures.
- Tactics
- Generally not aggressive they can be very mean if disturbed or threatened. If left alone they generally do their own thing. If they do attack it is a brutal and unrelenting show of force to frighten away whatever threatens it. Due to it being slow it will stay and fight and will not usually retreat.
- Training
- They are sought after mounts but notoriously difficult to tame and maintain. GMs should make taming these creatures difficult by imposing a minor modification to the roll. They are not smart and can only be trained to do very simple things, generally to accept a rider and additional burdens. Some may be able to be trained to fight with the rider, but tasks that take any real intelligence is beyond their capability.
- Social Structure
- These dinosaurs have been encountered by themselves and in herds. They probably tend to herd if possible but do not have a strong need to do so. There ferocity has tempered their need for protection from herds against predators.
NPC Auto Assigned Bonuses
Sauropelta's Equipped Items
Sauropelta's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Base Power 1 Target Close Damage
- This is a template for a close range Damaging Power. Add it and then edit the name and description to fit your creation.
- 9d10 Damage Target: Creature (1) Range: 1 Space 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
- Charging Bull
- You lower your head and charge like a bull! You move a few spaces, knock back those in the way and do damage. 1x4 Line Shape
- Move Ally 4 Target: Spaces (4) Range: 1 Space Duration: Instant
- 5d10 Damage Target: Spaces (4) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: Spaces (4) Range: 1 Space 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 Defenses
- 'Add 4 to all Defenses.
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