- Lesser Damage Roll Minimum
- Damage die rolls equal to or less than 2 increase to 3.
d20 +20 to Attack Body Defense | +35 to Damage
- Basic Attack
- This is Vottle Walchee's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Vottle Walchee's Combat Maneuvers.
- Relentlessnees
- Attack after attack, this won't let your enemies get away!
- Move Ally 6 Target: Creature (1) Range: 1 Space Duration: Instant
- 9d6 Damage (32) Target: Creature (1) Range: 13 Spaces Duration: Instant
d20 +20 to Attack Body Defense | +35 to Damage
- Sucking Wound
- This strategic attack causes the target to buckle over in pain and drains their life out from the seeping wound.
- Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
- 6d8 Damage (27) Target: Creature (1) Range: 14 Spaces Duration: 3 Rounds
- Where'd that come from?
- This high impulse shot is intended to catch someone offguard and take them out from a long range.
- Attack +3 Target: Creature (1) Range: Self Duration: 2 Rounds
- Move Ally 4 Target: Creature (1) Range: Self Duration: Instant
- 11d10 Damage (61) Target: Creature (1) Range: 13 Spaces Duration: Instant
d20 +20 to Attack Body Defense | +35 to Damage
- Enemy Slack
- This sharp shot not only delivers a solid blow to the enemies but grants a stout level of athleticism to the shooter.
- Move Ally 7 Target: Creature (1) Range: 3 Spaces Duration: Instant
- 6d6 Damage (21) Target: Creature (1) Range: 11 Spaces Duration: Instant
- Get Out of the Way
- A very specific tactic causing damage and moving the enemy away. The intention is to give yourself a chance to escape if needed.
- Move Ally 6 Target: Creature (1) Range: 1 Space Duration: Instant
- 7d6 Damage (25) Target: Creature (1) Range: 11 Spaces Duration: Instant
- Minor Stimpack Injection
- This is an injected chemical that quickly heals the target.
- 5d8 Healing (23) Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +10 Target: Creature (1) Range: Self Duration: Instant
- Rising up in GRIM ranks
- Sgt. Harper was able to teach Vottle the ways of GRIM and how to promote himself without violating any rules—most especially without causing others to suffer. Vottle regained confidence in Grim, and shortly thereafter he rose into the ranks of level 2. This allowed him to return to his predominant sniping role, and to explore the process of information gathering. The last is what ended up paying him the most, mostly because of the higher risk.
- Released
- Once he was released, he returned to GRIM. It was here that he learned they knew about his capture and refused to pay. He became very sour for a long time until about 5 years later, when he met Sgt. Harper. Harper was leading a rescue mission for him when his ship was shot down. He escaped, but it took 16 months to recover and get back to GRIM to report. Vottle and Sgt. Harper became fast friends, and Vottle’s attitude shifted.
- Forgotten by GRIM
- Much of what Vottle did in the first 15 years was unremarkable. Helping support shipments, stopping escapees without killing them, etc. In one action, about 17 years after recruitment, his was captured and held for ransom. GRIM refused to pay, and he thought he was left for dead. Instead, he was imprisoned for two years. Strangely enough, this prison wasn’t anything terrible. It just was incredibly boring. But it left him a bit bitter.
- Joining GRIM
- After the war, Vottle spent a few months looking for battles to be a part of, simply for the “rush” of it all. It didn’t take long in to see that this was very risky working outside of GRIM because of the legality and inconsistent income. For this reason Vottle sought out GRIM recruiters and transitioned into their ranks.
- Battle of Ektubar
- Vottle was a typical infantryman, recruited in mass amongst his peers, and sent to the outer territories to fight some of the more risky battles.... In truth, the Trillian government was more after the mines than anything else, but that didn’t matter to Vottle. While on Ektubar, Vottle was counter-sniped and left alone, thought dead, for two weeks. One they recovered him, they gave him medals of honor and the sniper rifle he carries as a thank you for his service and sacrifice.
- Last two weeks
- Vottle was called out for a mission against group of kidnappers. Their task was to help understand both whom the future targets were and who was paying this crew to take specific people. The main force hid, awaiting Vottle’s signal. Vottle was able to take out three snatchers with a sleeping dart before the kidnappers became aware. The team burst out, capturing two more and killing eight. Because of this action, the GRIM have incredible new intelligence about this underworld threat.
Vottle Walchee's Equipped Items
- Athletics +3
- This effect grants Athletics +3.
- Reaction +3
- This effect grants Reaction +3.
- Speed +3
- This effect grants Speed +3.
- Lesser Speed
- Increase Speed by 2.
- Lesser At Will Cap Boost
- Increase At Will Power cap by 10.
- Defenses +3
- This effect grants Defenses +3.
- Improved Primary Power Point Increase
- Increase Primary Power Pool by 30 points.
- Lesser Attack Accuracy
- Add 2 to all attacks.
- Lesser Damage Roll Minimum
- Damage die rolls equal to or less than 2 increase to 3.
- Lesser Vicious Critical
- Optional Critical Hit table roll increased by 2.
- Attack +4
- This effect grants Attack +4.
- Damage +15
- This effect grants Damage +15.
- Far Perception 1k
- This effect allows long range Perception checks of a place or creature up to 1,000 spaces away.
- Minor Enhanced Critical Attack
- Critical Attacks become a 19 or higher if the Attack hits. Only 20's auto-hit.
- Subterfuge +5
- This effect grants Subterfuge +5.
- Lesser Subterfuge Skill Focus
- Increase Subterfuge Skill by 4.
Vottle Walchee's Unequipped Items
- Minor Stimpack Injection
- This is an injected chemical that quickly heals the target.
- 5d8 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +10 Target: Creature (1) Range: Self Duration: Instant
- Language +2
- This effect grants Language +2.
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Relentlessnees
- Attack after attack, this won't let your enemies get away!
- Move Ally 6 Target: Creature (1) Range: 1 Space Duration: Instant
- 7d6 Damage Target: Creature (1) Range: 7 Spaces Duration: Instant
- 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.
- 3d8 Damage Target: Creature (1) Range: 6 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 -3 Target: Creature (1) Range: 12 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -3 Target: Creature (1) Range: 12 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 4 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 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 Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Sucking Wound
- This strategic attack causes the target to buckle over in pain and drains their life out from the seeping wound.
- Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
- 4d8 Damage Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Where'd that come from?
- This high impulse shot is intended to catch someone offguard and take them out from a long range.
- Attack +3 Target: Creature (1) Range: Self Duration: 2 Rounds
- Move Ally 4 Target: Creature (1) Range: Self Duration: Instant
- 9d10 Damage Target: Creature (1) Range: 7 Spaces Duration: Instant
- Enemy Slack
- This sharp shot not only delivers a solid blow to the enemies but grants a stout level of athleticism to the shooter.
- Move Ally 7 Target: Creature (1) Range: 3 Spaces Duration: Instant
- 4d6 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
- Get Out of the Way
- A very specific tactic causing damage and moving the enemy away. The intention is to give yourself a chance to escape if needed.
- Move Ally 6 Target: Creature (1) Range: 1 Space Duration: Instant
- 5d6 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
- Minor Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 2 Spaces.
- Minor Additional Damage Boosts
- 'Damage Boost 2 times during Battle Time.
- Minor Damage Boost
- 'Increase the Hit Point damage of a Power by 10% 1 time during Battle Time.
- Minor Enhanced Damage
- 'Add 1 die to all powers that damage Hit Points.
- Lesser Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 4 Spaces.
- Lesser Damage Boost
- 'Increase the Hit Point damage of a Power by 20% 1 time during Battle Time.
- Lesser Additional Damage Boosts
- 'Damage Boost 3 times during Battle Time.
- Lesser Enhanced Damage
- 'Add 2 dice to all powers that damage Hit Points.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
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.
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- 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.
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