Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
2 | 3 | 1 | 20 | 3 | 17 | 1 | 1 |
d20 +20 to Attack Mind Defense | +27 to Damage | +17 to Healing
- Basic Attack
- This is Bandit Buggy's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Bandit Buggy's Combat Maneuvers.
- Machine Gun
- You unload with your machine gun strafing across a small area. This area is a 1x4 Line.
- 3d6 Damage (11) Target: Spaces (4) Range: 12 Spaces Duration: Instant
d20 +20 to Attack Mind Defense | +27 to Damage | +17 to Healing
- Fling Flaming Tire
- You launch a flaming tire at your target! It impacts with a rubbery spray leaving behind an area of burning rubber and stinky black smoke.
- 3d10 Damage (17) Target: AOE (2x2) Range: 12 Spaces Duration: 2 Rounds
- Kick on the Afterburner
- You kick on the afterburner and become faster and harder to hit!
- Defenses +5 Target: Creature (1) Range: Self Duration: 2 Rounds
- Speed +7 Target: Creature (1) Range: Self Duration: 2 Rounds
- Not Sentient
- This is not a sentient item... usually. It can be if you want in a near-future setting. However, regularly this is a vehicle that any normal sized character can drive. When driving they use the buggy's stats instead of their own. They cannot use Powers and other abilities while driving. They can if they are riding.
- Caught in the Explosion
- All passengers of the buggy take the same amount of damage that the buggy took when destroyed. They also take an additional d6 of damage per Speed they were moving. So if they were moving 12 then they will take 12d6 additional damage. A Hard Reaction check can avoid this damage.
- Hijacking!
- It is possible to hijack these by making a Hard Athletics or Subterfuge check. The driver can also be targeted specifically and taken out as long as there are not area of effect damage as that will also hit the buggy.
- Player Owned
- If a player commandeers one and wants to keep it encourage them to create a secondary PC that they can use to upgrade, modify, and level up. This way it can keep pace with the PC and the group. Otherwise after a few levels NPCs will be able to easily dispatch this vehicle.
NPC Auto Assigned Bonuses
Bandit Buggy's Equipped Items
Bandit Buggy's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Machine Gun
- You unload with your machine gun strafing across a small area. This area is a 1x4 Line.
- 3d6 Damage Target: Spaces (4) Range: 6 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
- Fling Flaming Tire
- You launch a flaming tire at your target! It impacts with a rubbery spray leaving behind an area of burning rubber and stinky black smoke.
- 3d10 Damage Target: AOE (2x2) Range: 6 Spaces Duration: 2 Rounds
- Kick on the Afterburner
- You kick on the afterburner and become faster and harder to hit!
- Defenses +5 Target: Creature (1) Range: Self Duration: 2 Rounds
- Speed +7 Target: Creature (1) Range: Self Duration: 2 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 Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
- Improved Speed
- 'Increase Speed by 3.
- Really Fast
- This is added to easily add the extra speed these have.
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