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10 | 11 | 10 | 22 | 23 | 11 | 10 | 10 |
- Superior Exclude Target
- Exclude 5 targets from Area of Effect or Space targeted Powers.
d20 +29 to Attack Mind Defense | +41 to Damage | +24 to Healing
- Basic Attack
- This is Wagonload of Fireworks's Basic Attack.
- 5d12 Damage Target: 1 Space Range: 20 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Wagonload of Fireworks's Combat Maneuvers.
- Big Blue and Green Explosive Plumes
- The wagon launches a series of mortars into an area. They explode in beautiful blue, green, and sparkling purple shower of sparks.
- 6d16 Damage (51) Target: AOE (5x5) Range: 23 Spaces Duration: Instant
d20 +29 to Attack Mind Defense | +41 to Damage | +24 to Healing
- Acid Fog
- A billowing mass of thick sulfuric smoke wafts away from the fireworks. The smoke burns the eyes of any creature inside the cloud. Creatures within also hack and cough struggling for a clean breath of air.
- 7d6 Damage (25) Target: AOE (4x4) Range: 20 Spaces Duration: 5 Rounds
- Fountain of Sparks
- Fountains of all kinds erupt! They shower a large area around the firework wagon is sparks and crackling bits of molten metal! The shape of the Spaces is hollow square that is 5x5x1.
- 6d12 Damage (39) Target: Spaces (25) Range: Self Duration: 5 Rounds
- Saturn Missiles
- With screaming fury a barrage of whistling bottle rockets shoot out and fly at several different creatures.
- 10d12 Damage (65) Target: Creatures (4) Range: 23 Spaces Duration: Instant
- RP Flexibility
- This can be utilized in many different ways. As a single random encounter, as something tied to a larger plot such as an assassination. Or as a tool of other nefarious creatures to cause destruction and distractions. Let your imagination go wild just like these crazy fireworks!
- Spawns Other Menaces
- The Wagonload of Fireworks can be an encounter on its own or the source of many more firework or fire elemental based creatures. Search for Sparks or Bloomers for some good accompanying NPCs to this NPC.
- Extreme Range
- Under normal circumstances the Wagonload of Fireworks will not need to move, instead it utilizes its great ranged capabilities to rain destruction down on its victims.
- Mobility
- If the GM wants it to move it can do so easily. Either just happens to roll on its own. More spectacularly its fountains may fall over and act like jets propelling it into the area the GM wants.
- Mind of Their Own
- This pile of fireworks seems to have a mind of it's own. Blasting off its pyrotechnics at whoever is in the area. It can be controlled or manipulated by those of evil intent for specific purposes. Usually though it is simply a firework display gone wrong!
NPC Auto Assigned Bonuses
Wagonload of Fireworks's Equipped Items
Wagonload of Fireworks's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Big Blue and Green Explosive Plumes
- The wagon launches a series of mortars into an area. They explode in beautiful blue, green, and sparkling purple shower of sparks.
- 1d16 Damage Target: AOE (5x5) Range: 13 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.
- 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
- Acid Fog
- A billowing mass of thick sulfuric smoke wafts away from the fireworks. The smoke burns the eyes of any creature inside the cloud. Creatures within also hack and cough struggling for a clean breath of air.
- 2d6 Damage Target: AOE (4x4) Range: 10 Spaces Duration: 5 Rounds
- Fountain of Sparks
- Fountains of all kinds erupt! They shower a large area around the firework wagon is sparks and crackling bits of molten metal! The shape of the Spaces is hollow square that is 5x5x1.
- 1d12 Damage Target: Spaces (25) Range: Self Duration: 5 Rounds
- Saturn Missiles
- With screaming fury a barrage of whistling bottle rockets shoot out and fly at several different creatures.
- 5d12 Damage Target: Creatures (4) Range: 13 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.
- Superior Enhanced Damage
- 'Add 5 dice to all powers that damage Hit Points.
- Superior Exclude Target
- 'Exclude 5 targets from Area of Effect or Space targeted Powers.
- Superior Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 10 Spaces.
- Big Bangs
- This has been added to give this NPC a little more bang for each Power since it is an unusual type of enemy.
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