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d20 +21 to Attack Spirit Defense | +31 to Healing
- Basic Attack
- This is Ball Lightning Elemental's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 16 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Ball Lightning Elemental's Combat Maneuvers.
- Stunning Shock
- An electrical shocks shoots out from you stunning your enemy and greatly reducing their Speed.
- Speed -4 Target: Creature (1) Range: 12 Spaces Duration: 4 Rounds
d20 +21 to Attack Spirit Defense | +31 to Healing
- Lasting Charge
- You shock your enemy with a powerful and lasting electric charge. This leaves your enemy disoriented and weakened with a lowered Attack.
- Attack -6 Target: Creature (1) Range: 14 Spaces Duration: 6 Rounds
- Natural Habitat
- Ball Lightning Elementals naturally come into existence on the Elemental Plane of Air.
- Summoned to Serve
- Magic users can summon Ball Lightning Elementals to serve them or fight for them. However, this can be dangerous if they lose control of them.
- Ecology
- Not much is really known about the natural life cycle of Ball Lightning Elementals. Nobody's quite sure if they need to eat or something similar. However, they do seem to want to shock and zap things. They do not often hesitate when given the opportunity to.
- Swarm Like Behavior
- Though not considered an actual swarm per the rules. They do tend to swarm together. Then they focus their shocks onto a common target, if one is within range.
- Like Batteries
- They have been used by some ambitious inventors to be used like batteries. They do not seem to have any real emotions so it is considered ethical in most circles to keep them trapped in machinery. Many creative things could be accomplished using these in this manner.
NPC Auto Assigned Bonuses
Ball Lightning Elemental's Equipped Items
Ball Lightning Elemental's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Stunning Shock
- An electrical shocks shoots out from you stunning your enemy and greatly reducing their Speed.
- Speed -4 Target: Creature (1) Range: 4 Spaces 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
- Lasting Charge
- You shock your enemy with a powerful and lasting electric charge. This leaves your enemy disoriented and weakened with a lowered Attack.
- Attack -6 Target: Creature (1) Range: 6 Spaces Duration: 6 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.
- Greater Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 8 Spaces.
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