Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
8 | 8 | 8 | 14 | 8 | 8 | 9 | 22 |
- Lesser Assault Leader
- Add +2 to Attack to an ally next to you.
- Lesser Damage Leader
- Add +5 to Damage to ally next to you.
- Minor Defense Leader
- Add +1 to Defenses to an ally next to you.
d20 +6 to Attack Spirit Defense | +13 to Healing
- Basic Attack
- This is Vanger Renda's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Vanger Renda's Combat Maneuvers.
- Shadow Image
- By being brave enough to go toe to toe to our foes, a holographic image appears next to you and mimics your every move. Use a hologram projector to cast a shadow hologram of the target.
- Defenses +4 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
d20 +6 to Attack Spirit Defense | +13 to Healing
- Place of Confusion
- In order to throw the field of battle into confusion you allow some of your allies the ability to move about, a shadow image taking their place as they seemingly appear where they were not before.
- Teleport Ally 4 Target: Creatures (3) Range: 5 Spaces Duration: 3 Rounds
- Targeting Reticle
- Using your hologram projector, you point out the weakness of our enemies. A red cross-hair appears on the critical locations of the enemies.
- Attack +3 Target: Creatures (2) Range: 2 Spaces Duration: 4 Rounds
d20 +6 to Attack Spirit Defense | +13 to Healing
- Into the Wind
- With a flick of the switch your Holographic Disguise Matrix flickers to life and your enemy loses track of you as your disguised image appears inconspicuously across the room.
- Subterfuge +5 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 8 Target: Creature (1) Range: Self Duration: Instant
- Intuition
- Your keen intuition and ability to read a crowd gives you a sixth sense about the situation.
- Perception +5 Target: Creature (1) Range: Self Duration: Instant
- Social +5 Target: Creature (1) Range: Self Duration: Instant
- Fled the Imperium
- Vanger defected to join the republic in order to fight against Imperial rule.
- Joined SIS
- Vanger was an obvious match for the SIS because of his complete knowledge of Imperial tactics and routes through the galaxy. His piloting skills are a great asset.
- Combat Tactics
- Vanger will adjust his position to offer the most tactical advantage. He will always provide flank when it makes sense and he will always try to include as many allies as possible in the range of his leadership abilities as possible. He typically keeps the primary tank buffed with his at-will power and will buff others as needed. When the buff wears off he will typically refresh the main tank first and then others as needed.
- Stealth
- Vanger will almost always start a combat hiding. His high subterfuge makes it easy for him to avoid being seen by his enemies. From stealth, he can easily apply buffs to party members.
Vanger Renda's Equipped Items
- Subterfuge +5
- This effect grants Subterfuge +5.
- Defenses +5
- This effect grants Defenses +5.
- Lesser Defenses
- Add 2 to all Defenses.
- Minor Defense Leader
- Add +1 to Defenses to an ally next to you.
- Minor Expand Leadership
- Grant allies your Leader Specialties Bonuses within 2 spaces of you instead of 1. Used to enhance other Leadership Specialties.
- Reaction +4
- This effect grants Reaction +4.
- Speed +4
- This effect grants Speed +4.
Vanger Renda's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Shadow Image
- By being brave enough to go toe to toe to our foes, a holographic image appears next to you and mimics your every move. Use a hologram projector to cast a shadow hologram of the target.
- Defenses +4 Target: Creature (1) Range: 3 Spaces Duration: 2 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +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
- 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
- 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
- Place of Confusion
- In order to throw the field of battle into confusion you allow some of your allies the ability to move about, a shadow image taking their place as they seemingly appear where they were not before.
- Teleport Ally 4 Target: Creatures (3) Range: 5 Spaces Duration: 3 Rounds
- Targeting Reticle
- Using your hologram projector, you point out the weakness of our enemies. A red cross-hair appears on the critical locations of the enemies.
- Attack +3 Target: Creatures (2) Range: 2 Spaces Duration: 4 Rounds
- Into the Wind
- With a flick of the switch your Holographic Disguise Matrix flickers to life and your enemy loses track of you as your disguised image appears inconspicuously across the room.
- Subterfuge +5 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 8 Target: Creature (1) Range: Self Duration: Instant
- Intuition
- Your keen intuition and ability to read a crowd gives you a sixth sense about the situation.
- Perception +5 Target: Creature (1) Range: Self Duration: Instant
- Social +5 Target: Creature (1) Range: Self Duration: Instant
- Minor Assault Leader
- 'Add +1 to Attack to an ally next to you.
- Minor Subterfuge Skill Focus
- 'Increase Subterfuge Skill by 2.
- Minor Increase Leadership
- 'Grant 2 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
- Minor Damage Leader
- 'Add +1 to Damage to ally next to you.
- Lesser Damage Leader
- 'Add +5 to Damage to ally next to you.
- Lesser Increase Leadership
- 'Grant 3 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
- Lesser Assault Leader
- 'Add +2 to Attack to an ally next to you.
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