Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
5 | 17 | 5 | 8 | 5 | 29 | 7 | 5 |
- Minor Healing Critical
- Critical Heals do 5 extra healing.
- Minor Reroll
- Reroll 1 dice roll of 1 between every Full Rest.
d20 +7 to Attack Spirit Defense | +46 to Healing
- Basic Attack
- This is Gable 1387's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Gable 1387's Combat Maneuvers.
- I Must Heal Them
- The implant compels Gable to heal anyone in his party that is harmed.
- 10d6 Healing (35) Target: Creature (1) Range: 4 Spaces Duration: Instant
d20 +7 to Attack Spirit Defense | +46 to Healing
- I'm A Doctor Not A....
- Gable doesn't remember what he used to be so he heals to remember.
- 8d10 Healing (44) Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Tell Me If This Hurts Later
- This may pinch a little now. If it hurts later tell me immediately.
- 9d8 Healing (41) Target: Creatures (2) Range: 6 Spaces Duration: Instant
d20 +7 to Attack Spirit Defense | +46 to Healing
- Ask Scully
- When in doubt Gable refers to the ancient knowledge of Doctor Scully.
- 6d10 Healing (33) Target: Creature (1) Range: 4 Spaces Duration: Instant
- Defenses +2 Target: Creature (1) Range: 4 Spaces Duration: Instant
- It Doesn't Hurt That Bad
- Stop being such a chicken and get back out there.
- Raise Dead (Months) Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +7 to Attack Spirit Defense | +46 to Healing
- It Is Just A Scratch
- Gable heals all wounds even the small ones.
- 5d10 Healing (28) Target: Creature (1) Range: 2 Spaces Duration: Instant
- Try Not To Get Hit Next Time
- A good doctor needs to prevent wounds as well as heal them
- Defenses +2 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Gable History Part I
- Gable 1387 was once a respected and feared interrogator. His medical and chemistry backgrounds proved valuable when injecting his subjects with compounds he developed. His name and reputation was everything to him. Gable went too far and he was response for someone’s death. Now he has a TY-13 Neuro Implant. This implant can suppress memories, mannerisms, and mandate behavior.
- Gable History Part II
- All that Gable is left with is his skills, knowledge that he was once revered, and that until he dies he must use his abilities to heal people. Gable isn’t even his real name just the surgeons last name plus the model number plus the patient ID. Gable was handed over to G.R.I.M. who now uses his specialty to keep groups they send out to complete contracts.
- Gable History Part III
- Not a slave to G.R.I.M. in the traditional sense Gable is free to live somewhat of a life. But his constant need to keep the implants unending wave of pain at bay affords him little choice but to work for G.R.I.M. to maintain his steady supple/need of pain killers.
Gable 1387's Equipped Items
- Defenses +2
- This effect grants Defenses +2.
- Minor Hard to Kill
- The Death Limit for the character is increased by 15 making them difficult to kill.
- Minor Less Rest
- Subtract 1 from the amount of time need for a full rest.
- Minor Reroll
- Reroll 1 dice roll of 1 between every Full Rest.
- Minor Scholar Skill Focus
- Increase Scholar Skill by 2.
- Healing +28
- This effect grants a bonus of Healing +28.
- Primary Power Points +20
- This effect will add 20 Power Points to the Primary Power Point pool.
- Raise Dead (Encounter)
- This effect will raise a dead creature that died within the encounter.
- Recovery +60
- This effect will grant Recovery +60.
- Resistance +15
- This effect will grant Resistance +15.
- Speed +5
- This effect grants Speed +5.
- Minor Healing Boost
- Increase the Hit Point healing of a Power by 10% 1 time during Battle Time.
- Minor Healing Critical
- Critical Heals do 5 extra healing.
- Language +6
- This effect grants Language +6.
Gable 1387's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- I Must Heal Them
- The implant compels Gable to heal anyone in his party that is harmed.
- 8d6 Healing Target: Creature (1) Range: 4 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- 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 Manuever Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- I'm A Doctor Not A....
- Gable doesn't remember what he used to be so he heals to remember.
- 6d10 Healing Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Tell Me If This Hurts Later
- This may pinch a little now. If it hurts later tell me immediately.
- 7d8 Healing Target: Creatures (2) Range: 6 Spaces Duration: Instant
- Ask Scully
- When in doubt Gable refers to the ancient knowledge of Doctor Scully.
- 4d10 Healing Target: Creature (1) Range: 4 Spaces Duration: Instant
- Defenses +2 Target: Creature (1) Range: 4 Spaces Duration: Instant
- It Doesn't Hurt That Bad
- Stop being such a chicken and get back out there.
- Raise Dead (Months) Target: Creature (1) Range: 3 Spaces Duration: Instant
- It Is Just A Scratch
- Gable heals all wounds even the small ones.
- 3d10 Healing Target: Creature (1) Range: 2 Spaces Duration: Instant
- Try Not To Get Hit Next Time
- A good doctor needs to prevent wounds as well as heal them
- Defenses +2 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Minor Healing Increase
- 'Add 2 Healing to all defensive Powers that Heal Hit Points.
- Minor Primary Power Point Increase
- 'Increase Primary Power Pool by 10 points.
- Minor Defenses
- 'Add 1 to all Defenses.
- Minor Enhanced Healing
- 'Add 1 die to all powers that heal Hit Points.
- Lesser Primary Power Point Increase
- 'Increase Primary Power Pool by 20 points.
- Lesser Enhanced Healing
- 'Add 2 dice to all powers that heal Hit Points.
- Lesser Defenses
- 'Add 2 to all Defenses.
- Minor Speed
- 'Increase Speed by 1.
- Improved Defenses
- 'Add 3 to all Defenses.
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