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Street Enforcer
Street Enforcer is a Combatant Aggressor who is Focused
Character
Level
1
Tier
1
Range
Close
Target
Single
Body
5
Mind
3
Spirit
4
Durability
103%
Mobility
Reaction
5
Speed
4
Max Move
800
Weight Limit
320
Carried
27
Health
Hit Points
33
Recovery
3
Death Limit
-11
Dying Rate
3
Revived HP
8
Defenses
Body
18
Mind
16
Spirit
17
Defense Bonus
2
Healing
Mystic
3
Generalist
4
Attacks
Body
6
Mind
4
Spirit
5
Damage
Combatant
6
Mystic
3
Street Enforcer's Skills : 7 / 17 / 27
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
6 5 4 5 3 3 4 4
At Will Powers | Offensive Combatant
d20 +6 to Attack Body Defense | +6 to Damage
Basic Attack
This is Street Enforcer's Basic Attack.
  • 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Street Enforcer's Combat Maneuvers.
Taking Care of Business
Battle is what you do. Enemies are who you take out. You pick out two targets next to each other nearby and let them have it.
  • 1d4 Damage (3) Target: Spaces (2) Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 9
Primary Discipline Powers | Offensive Combatant
d20 +6 to Attack Body Defense | +6 to Damage
Know Your Better
In a flourish of well-timed strikes you show to your enemy that you are the better fighter. The knowledge of imminent defeat unsettles your enemy greatly reducing their Hit Points for a short time.
  • Attack +1 Target: Creature (1) Range: Self Duration: Instant
  • 1d6 Damage (4) Target: Creature (1) Range: 1 Space Duration: Instant
  • Hit Points -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 18
Marked Target
You mark your target with a locator beacon. This makes them appear on your HUD so you can keep pumping rounds after them for several rounds.
  • 1d6 Damage (4) Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 19
Secondary Discipline Powers | Offensive Combatant
d20 +6 to Attack Body Defense | +6 to Damage
Boomerang Buzz Ballistics
You pull out a small device and throw it at your enemy. It buzzes through the air attacking. Once it is done attacking it returns to small recharging dock on your belt.
  • Move Ally 1 Target: Creature (1) Range: Self Duration: Instant
  • 1d6 Damage (4) Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Trip Up Enemy
Using quick footwork you throw your enemy off balance and force them to move. You try to land a few hits while they are falling back.
  • 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: Instant
  • Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Tertiary Discipline Powers | Defensive Generalist
d20 +5 to Attack Spirit Defense | +4 to Healing
Combat Maneuver +3
As a trained fighter you are skilled in Combat Maneuvers. Once a combat you are able to use this Power to boost the d20 roll for a Combat Maneuver by 3.
  • Combat Maneuvers +3 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 6
Ghost Shift
Bringing your weapons up to the eye level of your enemies you distract and confuse them giving you the chance to instantly move to the most advantageous position for you.
  • Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Other Powers Available From Items
Pep Up Pill Grants:
Minor Healing
With but a touch of a healing hand the target's Hit Points are healed slightly.
  • 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Pep Up Pill Grants:
Minor Healing
With but a touch of a healing hand the target's Hit Points are healed slightly.
  • 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Roleplay Details for Street Enforcer
Physical
Age
You Choose
Personality
Alignment
You Choose
Historical
Alliances
You Choose
Languages
Common
Street Enforcer's Character Notes
Missing RP Information
Missing RP Information The RP information is missing so the player using this character can make up whatever they wish to describe their character.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-26 19:48:28
Basic Thought Behind This Character
This Street Enforcer is designed to attack and slay the strongest enemy on the battlefield. Powers do a lot of Damage and are specifically designed to harm and hinder a tough opponent. This fighter is Focused so they have a few Generalist Powers to help and assist them.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-26 19:49:11
Street Enforcer's Wealth
Cash
Items
Assets
Total
Street Enforcer's Assets

Street Enforcer's Equipped Items

Adaptive Armor +1
This form fitting suit of adaptive armor is full of micro electronics to monitor how well the armor fits and protects. It automatically makes small adjustments so the armor fits perfectly.
Availability: Common | Item Type: Basic | Category: Armor |
Level to Use: 1st | Weight: 10 Carried | Cost: 2,000
Effects
Defenses +1
This effect grants Defenses +1.

Street Enforcer's Unequipped Items

Pep Up Pill
When you need that little "pick me up", pop this pill to keep you going.
Availability: Common | Item Type: Basic | Category: Disposable |
Level to Use: 1st | Weight: 1 Carried | Cost: 20
Powers
Minor Healing
With but a touch of a healing hand the target's Hit Points are healed slightly.
  • 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Pep Up Pill
When you need that little "pick me up", pop this pill to keep you going.
Availability: Common | Item Type: Basic | Category: Disposable |
Level to Use: 1st | Weight: 1 Carried | Cost: 20
Powers
Minor Healing
With but a touch of a healing hand the target's Hit Points are healed slightly.
  • 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Provisions Pack
This is a basic provisions kit for the on-the-move character. Stocked with the latest high nutrition, low weight gear it is just what someone needs away from home. This kit includes an auto-inflating mattress, blanket, 7 days of supplemental pill rations for 1, personal hydration recycler, and 10 spaces of braided climbing rope. All of this inside a form fitting backpack.
Availability: Common | Item Type: Mundane | Category: Tools and Kits |
Level to Use: 1st | Weight: 15 Carried | Cost: 250
Street Enforcer's Power Pools
At Will Powers
Offensive Combatant
Power Cap
9
Points Left
0
Primary Discipline Powers
Offensive Combatant
Total Points
37
Power Cap
18
Points Left
0
Secondary Discipline Powers
Offensive Combatant
Total Points
22
Power Cap
11
Points Left
0
Tertiary Discipline Powers
Defensive Generalist
Total Points
15
Power Cap
7
Points Left
3

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

Street Enforcer's At Will Powers
Taking Care of Business
Battle is what you do. Enemies are who you take out. You pick out two targets next to each other nearby and let them have it.
  • 1d4 Damage Target: Spaces (2) Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 9
Street Enforcer'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.
  • 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 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 -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +1 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 +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Street Enforcer's Primary Discipline Powers
Know Your Better
In a flourish of well-timed strikes you show to your enemy that you are the better fighter. The knowledge of imminent defeat unsettles your enemy greatly reducing their Hit Points for a short time.
  • Attack +1 Target: Creature (1) Range: Self Duration: Instant
  • 1d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
  • Hit Points -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 18
Marked Target
You mark your target with a locator beacon. This makes them appear on your HUD so you can keep pumping rounds after them for several rounds.
  • 1d6 Damage Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 19
Street Enforcer's Secondary Discipline Powers
Boomerang Buzz Ballistics
You pull out a small device and throw it at your enemy. It buzzes through the air attacking. Once it is done attacking it returns to small recharging dock on your belt.
  • Move Ally 1 Target: Creature (1) Range: Self Duration: Instant
  • 1d6 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Trip Up Enemy
Using quick footwork you throw your enemy off balance and force them to move. You try to land a few hits while they are falling back.
  • 1d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
  • Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 11
Street Enforcer's Tertiary Discipline Powers
Combat Maneuver +3
As a trained fighter you are skilled in Combat Maneuvers. Once a combat you are able to use this Power to boost the d20 roll for a Combat Maneuver by 3.
  • Combat Maneuvers +3 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 6
Ghost Shift
Bringing your weapons up to the eye level of your enemies you distract and confuse them giving you the chance to instantly move to the most advantageous position for you.
  • Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Street Enforcer's Level One Choices
Traits
Body
5
Mind
3
Spirit
4
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Focused
Skill 1
Athletics
Skill 2
Perception
Disciplines
Primary Discipline
Offensive Combatant
Secondary
Offensive Combatant
Tertiary
Defensive Generalist
Range Tactics
Close
Target Tactics
Single
Level One Notes
This character was created for the Instant Play Fyxt RPG Quest (future). This Enforcer is built to go toe to toe with the meanest enemies on the battlefield. Their job is to take care of the toughest creatures quickly and efficiently while being able to take a good amount of punishment themselves.
Tags
Aggressor, Close Range, Combatant, Focused, Futuristic, Recovery, Single Target
Street Enforcer's Skill Point Distribution
Athletics
1
Crafting
0
Nature
0
Perception
1
Religion
0
Scholar
0
Social
0
Subterfuge
0
Street Enforcer's Specialty Choices
Level Gained
Specialty and Description
1
Minor Recovery
'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
Street Enforcer's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes

Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.

Street Enforcer's Cheater Stuff
Name and Description
Modification
Amount

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