d20 +22 to Attack Body Defense | +60 to Damage
- Basic Attack
- This is Orc Grunt Swarm's Basic Attack.
- 4d10 Damage Target: 3x3 AOE Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Orc Grunt Swarm's Combat Maneuvers.
- Base Power AOE Target Close Damage
- This is a template for a close range AOE Damaging Power. Add it and then edit the name and description to fit your creation.
- 2d6 Damage (7) Target: AOE (5x5) Range: 1 Space Duration: Instant
d20 +22 to Attack Body Defense | +60 to Damage
- Strike of Orcus
- Calling out to your foul god Orcus you attack your enemies near you. Hearing the call if feels as if Orcus guides the punishing strikes to land true.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 9d10 Damage (50) Target: AOE (2x2) Range: 4 Spaces Duration: Instant
- Battle Tactics
- This is a Horde style NPC so it is considered 1 single NPC even though it consists of 10-12 orcs. As far as tactics go they don't really use much. They just charge in and do as much damage as possible as fast as they can. If a single PC is giving them a lot of trouble they may focus on them but other than that they are chaotic, not very smart combatants.
- Orc Swarm Use
- Use as one of many different Orc Grunt Swarms. They can serve as the first wave of an army or raid. Since each NPC counts as 1 but represents 10, you can easily use these to attack the PCs with "50 orcs" without having to actually control 50 individual NPCs, instead just 5. This is easier, faster, and better way to handle mass combat. Even though there are "10 per" they are only Grunt NPCs so they die easily. This can be part of a great Encounter where the PCs just mow through bad guys.
- Good Random Encounter
- These Orc Grunt Swarms can be used as random encounters. They can easily make up a patrol, small raiding party, or other group that the PCs can just happen upon. Toss in a giant as a leader and you are good to go. Though one isn't needed to use them.
- Dumb and Easily Manipulated
- These orc swarms are not made up of the smarted of the orcs, which is saying a lot. So if the PCs see them before they are spotted they can easily draw them into traps. They are easy to scout because they are loud and not real observant. Even in battle they can be goaded into acting how the PC might want them too.
NPC Auto Assigned Bonuses
Orc Grunt Swarm's Equipped Items
Orc Grunt Swarm's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Base Power AOE Target Close Damage
- This is a template for a close range AOE Damaging Power. Add it and then edit the name and description to fit your creation.
- 2d6 Damage Target: AOE (5x5) 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- 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 Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Strike of Orcus
- Calling out to your foul god Orcus you attack your enemies near you. Hearing the call if feels as if Orcus guides the punishing strikes to land true.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 9d10 Damage Target: AOE (2x2) Range: 4 Spaces 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.
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- Greater Damage Increase
- 'Add 20 Damage to all offensive Powers that Damage Hit Points.
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