Empowering Tabletop RPG Gamers to create and play any custom game they can imagine.

Mad Bomber
Mad Bomber is a Mystic Aggressor who is Focused
Character
Level
8
Tier
2
Range
Close
Target
Many
NPC Tier
Minion
Difficulty
Easy
Group Level
10
Group Size
3 - 5
Body
4
Mind
7
Spirit
2
Durability
105%
Mobility
Reaction
7
Speed
6
Max Move
550
Health
Hit Points
1 Hit
Defenses
Body
20
Mind
23
Spirit
18
Defense Bonus
4
Healing
Mystic
9
Generalist
4
Attacks
Body
8
Mind
11
Spirit
6
Damage
Combatant
6
Mystic
17
Mad Bomber's Skills : 15 / 25 / 35
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
1 2 0 14 2 11 0 0
At Will Powers | Offensive Mystic
d20 +11 to Attack Mind Defense | +17 to Damage | +9 to Healing
Basic Attack
This is Mad Bomber's Basic Attack.
  • 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Mad Bomber'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.
  • 2d4 Damage (5) Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 23
Roleplay Details for Mad Bomber
Physical
Hair Color
Bright
Hair Style
Wild
Skin Color
Usually Decorated for Sacrifice
Personality
Boldness
CHARGE!
Expression of Beliefs
Explode Enemies and Themselves
Historical
Alliances
Bandits, Criminals, Cult Leaders
Enemy
Everyone Else
Languages
Common
Mad Bomber's Character Notes
Battle Tactics
Charge enemies and BOOM when they get close.
Created: 2019-12-28 13:24:37 | Updated: 2019-12-28 17:24:37
First Wave or Battle Surprise
These work great as first wave assailants to soften up PCs. They also work well as a Battle Surprise. They have no issue damaging their allies if they are also damaging their enemies.
Created: 2019-12-28 13:26:03 | Updated: 2019-12-28 17:26:03
Mad Bomber's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Atomic RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Mad Bomber's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
2
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Mad Bomber's Assets

Mad Bomber's Equipped Items

Mad Bomber's Unequipped Items

Mad Bomber's Power Pools
At Will Powers
Offensive Mystic
Power Cap
29
Points Left
6

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Mad Bomber's At Will Powers
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.
  • 2d4 Damage Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 23
Mad Bomber's Basic Attack & Combat Maneuvers
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.
  • 2d6 Damage Target: Creature (1) Range: 4 Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
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 -2 Target: Creature (1) Range: 8 Duration: 1 Round
Aggression: Offensive | Discipline: Mystic | Use In: BT
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 -2 Target: Creature (1) Range: 8 Duration: 1 Round
Aggression: Offensive | Discipline: Generalist | Use In: BT
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 3 Target: Creature (1) Range: 1 Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT
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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -2 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Offensive | Discipline: All | Use In: BT
Careful Defense
Use this to increase your Defenses. During this action you may only use defensive disposable items.
  • Speed +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +2 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT

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.

Mad Bomber's Level One Choices
Traits
Body
4
Mind
7
Spirit
2
Rank
Minion
Difficulty
Easy
Group Size
3
Auto Gear
Yes
NPC Bonus
2
Character Type
Archetype
Mystic
Style
Aggressor
Focus
Focused
Skill 1
Perception
Skill 2
Scholar
Disciplines
Signature
Offensive Mystic
Range Tactics
Close
Target Tactics
Many
Level One Notes
BOOM!
Tags
Aggressor, Close Range, Focused, Many Targets, Minion, Mystic, Stone Age
Mad Bomber's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
2
Religion
0
Scholar
2
Social
0
Subterfuge
0
Mad Bomber's Specialty Choices
Level Gained
Specialty and Description
Mad Bomber's Cheater Stuff
Name and Description
Modification
Amount

This is where players should store notes and infomation regarding the character and campaign they are playing.

  • Keep track of npcs and their motivations.
  • Track the power structure of a city.
  • Keep a character diary.
  • Write detailed notes of quests.

Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.

You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG