d20 +14 to Attack Spirit Defense | +16 to Healing
- Basic Attack
- This is Köhler's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Köhler's Combat Maneuvers.
- Get Behind Me!
- Stay near me, I will protect you!
- Defenses +3 Target: Creatures (2) Range: 2 Spaces Duration: 2 Rounds
d20 +14 to Attack Spirit Defense | +16 to Healing
- No! You Move!
- I am immovable!
- Defenses +6 Target: Creature (1) Range: Self Duration: 3 Rounds
- Rally!
- We need you!
- Dispel Ally Penalty 50 Target: Creature (1) Range: 5 Spaces Duration: Instant
d20 +14 to Attack Spirit Defense | +16 to Healing
- Strike True!
- You are the warrior we need!
- Attack +5 Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Target that beast!
- That one is weak, and you are strong, take it out!
- Damage +15 Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
d20 +14 to Attack Spirit Defense | +16 to Healing
- Where are you going?
- You're going nowhere!
- Speed -5 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- You are weak and lack power!
- You are puny!
- Attack -5 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Personal
- Kohler is a former miner turned GRIM Merc. He spent years harvesting ore in a specially designed suit capable of withstanding asteroid impacts. After work dried up he decided to use his large stature and impressive armor to work as hired muscle.
- Tactics
- Kohler uses his mobility to be the tip of the spear. He uses his Leadership Bonuses to protect those around him, and his At-Will Power to buff others and himself. When his team is pressed he will use Head Games to make himself a target.
- Attitude
- Kohler is gruff and surely, but he has a heart as large as his hammer. He is driven by a need to protect, and is always the first into battle.
Köhler's Equipped Items
- Athletics +4
- This effect grants Athletics +4.
- Defenses +7
- This effect grants Defenses +7.
- Hit Points +50
- This effect will modify Hit Points +50.
- Attack +7
- This effect grants Attack +7.
- Damage +21
- This effect grants Damage +21.
- Speed +5
- This effect grants Speed +5.
Köhler's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Get Behind Me!
- Stay near me, I will protect you!
- Defenses +3 Target: Creatures (2) Range: 2 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.
- 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
- No! You Move!
- I am immovable!
- Defenses +6 Target: Creature (1) Range: Self Duration: 3 Rounds
- Rally!
- We need you!
- Dispel Ally Penalty 50 Target: Creature (1) Range: 5 Spaces Duration: Instant
- Strike True!
- You are the warrior we need!
- Attack +5 Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Target that beast!
- That one is weak, and you are strong, take it out!
- Damage +15 Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Where are you going?
- You're going nowhere!
- Speed -5 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- You are weak and lack power!
- You are puny!
- Attack -5 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Minor Defense Leader
- 'Add +1 to Defenses to an ally next to you.
- Minor Hit Points
- 'Add 10 Hit Points.
- Minor Expand Leadership
- 'Grant allies your Leader Specialties Bonuses within 2 spaces of you instead of 1. Used to enhance other Leadership Specialties.
- Minor Defenses
- 'Add 1 to all Defenses.
- Lesser Defense Leader
- 'Add +2 to Defenses to an ally next to you.
- Lesser Defenses
- 'Add 2 to all Defenses.
- Lesser Hit Points
- 'Add 30 Hit Points.
- Minor Increase Leadership
- 'Grant 2 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
- Improved Defense Leader
- 'Add +3 to Defenses to an ally next to you.
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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