- Improved Resist Forced Move
- Powers that force you to Move are reduced by 3.
d20 +17 to Attack Body Defense | +27 to Damage
- Basic Attack
- This is Goliath's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Goliath's Combat Maneuvers.
- Take a Beating
- You gird yourself and become incredibly tough.
- Resistance +15 Target: Creature (1) Range: Self Duration: 2 Rounds
d20 +17 to Attack Body Defense | +27 to Damage
- Dual Pistoleer
- Raising your dual pistols you blast away at a couple of your enemies.
- 5d8 Damage (23) Target: Creatures (2) Range: 9 Spaces Duration: Instant
- Have To Do Better
- This grants a large amount of recovery. Your enemies will have to really focus and do lots of damage or you will just suck it up and keep on coming!
- Recovery +60 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Change Into Another NPC
- When a PC lands a Critical Hit on a Goliath they do lots of damage but also knock it's helmet off. This enrages the Goliath. Shout out something like "That helmet is NOT going back on!" or "I'm going to beat you senseless with your own spine!" On it's next turn it turns into a Raging Goliath. (https://atomicrpgsystem.com/game-tools/character-sheet/?charID=1271) This NPC goes away and is replaced by the new, meaner, tougher, Raging Goliath!
- Slow and Steady
- A Goliath is slow and methodical when attacking. It never rushes into battle. It keeps it's distance, uses cover, and otherwise fights a war of attrition. This is one the Goliath can easily win! It's not particularly intelligent but does fight with some wits.
- Goliath Are Heavy Hitters
- Goliath's are often the heavy hitters of an encounter. They often use psychos, skags, or other fodder to rush and distract the enemy while they sit back and pound away at their enemies.
NPC Auto Assigned Bonuses
Goliath's Equipped Items
Goliath's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Take a Beating
- You gird yourself and become incredibly tough.
- Resistance +15 Target: Creature (1) Range: Self 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
- Dual Pistoleer
- Raising your dual pistols you blast away at a couple of your enemies.
- 5d8 Damage Target: Creatures (2) Range: 9 Spaces Duration: Instant
- Have To Do Better
- This grants a large amount of recovery. Your enemies will have to really focus and do lots of damage or you will just suck it up and keep on coming!
- Recovery +60 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
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.
- Improved Hit Points
- 'Add 60 Hit Points.
- Improved Resist Forced Move
- 'Powers that force you to Move are reduced by 3.
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