d20 +17 to Attack Spirit Defense | +27 to Healing
- Basic Attack
- This is Malicious Spinning Bloomer Firework's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Malicious Spinning Bloomer Firework's Combat Maneuvers.
- Whirling Voices
- This hyperactive firework spins so fast it makes a high pitched whirring noise. It seems to be saying in some unknown language that it is coming right for you!
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Defenses -2 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
d20 +17 to Attack Spirit Defense | +27 to Healing
- Locked On!
- Once this thing locks onto you, it seems to instantly appear right in your face! Startled and off your game your Speed, Defenses, and Teleporting are greatly weakened for a short time.
- Teleport Ally 16 Target: Creature (1) Range: Self Duration: Instant
- Defenses -5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Weaken Teleporting -10 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Flying Fire
- These appear out of large infernos or firework displays gone awry. They have no real motivation themselves even though their victims swear that the firework chased them down.
- Break It to Stop It
- These are just fancy fireworks. Damage them enough and they will stop working. (Die)
- Ground Based
- These fireworks bounce and spin on the ground but are actually flying. They can easily shoot up into the sky.
- Entertaining For All
- Fireworks are a favorite for many people. Until that is they seem to malfunction and shoot right at them!
NPC Auto Assigned Bonuses
Malicious Spinning Bloomer Firework's Equipped Items
Malicious Spinning Bloomer Firework's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Whirling Voices
- This hyperactive firework spins so fast it makes a high pitched whirring noise. It seems to be saying in some unknown language that it is coming right for you!
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 4 Rounds
- Defenses -2 Target: Creature (1) Range: 1 Space Duration: 4 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.
- 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
- Locked On!
- Once this thing locks onto you, it seems to instantly appear right in your face! Startled and off your game your Speed, Defenses, and Teleporting are greatly weakened for a short time.
- Teleport Ally 16 Target: Creature (1) Range: Self Duration: Instant
- Defenses -5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Speed -4 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Weaken Teleporting -10 Target: Creature (1) Range: 1 Space 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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- Greater Speed
- 'Increase Speed by 4.
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