- Superior Change Power Target
- Allows a character to change the affected Target(s) of an ongoing Power 5 times during Battle Time.
- Superior Damaging Power Duration Increase
- Powers with a Duration of 2 or greater last 5 more rounds doing 10% of the original Damage. No other effects are extended.
d20 +43 to Attack Mind Defense | +90 to Damage | +70 to Healing
- Basic Attack
- This is Elemental Tornado (F4)'s Basic Attack.
- 5d12 Damage Target: 8x8 AOE Range: 20 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Elemental Tornado (F4)'s Combat Maneuvers.
- Eye of a Tornado
- Enemies are hit with the funnel of a tornado. They chaotic eye of the tornado slows enemies and reduces all d20 rolls do to the hostile environment. Use the rules from the Game Master section Game Rules for Major Environmental Effects. The shape of this area is a 3x3 spot with the center unaffected.
- Major Hostile Environment Target: Spaces (9) Range: Self Duration: 2 Rounds
d20 +43 to Attack Mind Defense | +90 to Damage | +70 to Healing
- Flying Cows
- Incredibly strong wind picks up nearby objects and toss them at your enemies.
- 3d16 Damage (26) Target: Spaces (36) Range: 15 Spaces Duration: Instant
- Move Enemy 3 Target: Spaces (36) Range: 15 Spaces Duration: Instant
- Hail Storm
- Out of nowhere hail begins to fall from the sky and begin to pummel an area.
- 1d6 Damage (4) Target: AOE (6x6) Range: 18 Spaces Duration: 3 Rounds
- Weaken Teleporting -6 Target: AOE (6x6) Range: 18 Spaces Duration: 3 Rounds
- Supercharged Storm
- Stormy weather around you begins to build a supercharge of electricity. It becomes more than can be contained in the clouds and is suddenly and violently unleashed on your enemies.
- 8d16 Damage (68) Target: Creatures (3) Range: 2 Spaces Duration: Instant
- Whims of the Wind
- The wind buffets and pushes enemies exactly where you want them.
- 1d8 Damage (5) Target: Creatures (4) Range: 3 Spaces Duration: 2 Rounds
- Move Enemy 10 Target: Creatures (4) Range: 3 Spaces Duration: 2 Rounds
- Tactics
- This tornado chases the nearest enemy and uses it's At-Will every other round. Between these uses it uses its Signature Powers on other random targets.
- Thirst for Destruction
- This seems to have a thirst for destruction and seeks out flimsy and easy to wreck structures such as mobile homes. Many would swear that they go out of there way to wreck vulnerable buildings.
- Powerful Elementalist Control
- It's is possible for powerful creatures that can control the elements and weather to take control and use this tornado for their own gains. However, control is difficult to be both gain and maintain. Hard Skill checks should be used. (45 Skill Check)
- Uses
- This is a great NPC to use as a boss/monster that doesn't necessarily come from an enemy faction. It can be used before or during a storm or even as a fluke of nature. This can also be used in just about any genre or setting.
- Additional Enemies
- This NPC can also be used to increase the difficulty of an encounter with other enemies. It can also be used as a semi-sentient elemental type creature which is controlling lesser elemental creatures.
NPC Auto Assigned Bonuses
Elemental Tornado (F4)'s Equipped Items
Elemental Tornado (F4)'s Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Eye of a Tornado
- Enemies are hit with the funnel of a tornado. They chaotic eye of the tornado slows enemies and reduces all d20 rolls do to the hostile environment. Use the rules from the Game Master section Game Rules for Major Environmental Effects. The shape of this area is a 3x3 spot with the center unaffected.
- Major Hostile Environment Target: Spaces (9) Range: Self 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.
- 5d12 Damage Target: Creature (1) Range: 10 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 -5 Target: Creature (1) Range: 20 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 -5 Target: Creature (1) Range: 20 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 6 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -5 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +5 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 +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
- Flying Cows
- Incredibly strong wind picks up nearby objects and toss them at your enemies.
- 3d16 Damage Target: Spaces (36) Range: 5 Spaces Duration: Instant
- Move Enemy 3 Target: Spaces (36) Range: 5 Spaces Duration: Instant
- Hail Storm
- Out of nowhere hail begins to fall from the sky and begin to pummel an area.
- 1d6 Damage Target: AOE (6x6) Range: 8 Spaces Duration: 3 Rounds
- Weaken Teleporting -6 Target: AOE (6x6) Range: 8 Spaces Duration: 3 Rounds
- Supercharged Storm
- Stormy weather around you begins to build a supercharge of electricity. It becomes more than can be contained in the clouds and is suddenly and violently unleashed on your enemies.
- 8d16 Damage Target: Creatures (3) Range: 2 Spaces Duration: Instant
- Whims of the Wind
- The wind buffets and pushes enemies exactly where you want them.
- 1d8 Damage Target: Creatures (4) Range: 3 Spaces Duration: 2 Rounds
- Move Enemy 10 Target: Creatures (4) Range: 3 Spaces 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.
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- Superior Change Power Target
- 'Allows a character to change the affected Target(s) of an ongoing Power 5 times during Battle Time.
- Superior Damaging Power Duration Increase
- 'Powers with a Duration of 2 or greater last 5 more rounds doing 10% of the original Damage. No other effects are extended.
- Superior Enhanced Critical Attack
- 'Critical Attacks become a 17 or higher if the Attack hits. Only 20's auto-hit.
- Superior Primary Power Point Increase
- 'Increase Primary Power Pool by 50 points.
- Superior Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 10 Spaces.
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