Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
1 | 2 | 2 | 2 | 0 | 0 | 17 | 12 |
- Lesser Enhanced Battle Teleport
- Powers that allow you to Teleport are increased by 4 Spaces.
d20 +10 to Attack Spirit Defense | +15 to Healing
- Basic Attack
- This is Goon Squad Motivator's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Goon Squad Motivator's Combat Maneuvers.
- Poof!
- You instantly disappear in a puff of smoke and appear next to an ally in need to reassure them with healing!
- 2d8 Healing (9) Target: Creature (1) Range: 1 Space Duration: Instant
- Teleport Ally 4 Target: Creature (1) Range: Self Duration: Instant
d20 +10 to Attack Spirit Defense | +15 to Healing
- Don't Make the Boss Mad
- You remind your ally that if they fail they will make the boss mad. You wouldn't like the boss when they are mad! This motivates them to try harder.
- 1d4 Healing (3) Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Damage +15 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Very Diverse NPC
- This NPC can easily be used in a wide variety of situations. Feel free to stretch the descriptions of these NPCs to match your own world and Encounters. Simply change the description of what the characters look like and what they wear. Use the same stats of their Powers. However, you can change the description of their Powers with effects or attack descriptions that better fit your situation.
- Battle Tactics
- These are the smarter NPCs of an Encounter. They are not brilliant, but they are generally pretty aware of what is going on in a fight. They have to be, because they play a support role helping to position their allies but to keep them healed when possible.
NPC Auto Assigned Bonuses
Goon Squad Motivator's Equipped Items
Goon Squad Motivator's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Poof!
- You instantly disappear in a puff of smoke and appear next to an ally in need to reassure them with healing!
- 2d8 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Teleport Ally 4 Target: Creature (1) Range: Self 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.
- 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
- Don't Make the Boss Mad
- You remind your ally that if they fail they will make the boss mad. You wouldn't like the boss when they are mad! This motivates them to try harder.
- 1d4 Healing Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Damage +15 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Lesser Enhanced Battle Teleport
- 'Powers that allow you to Teleport are increased by 4 Spaces.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- 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.
You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG