d20 +17 to Attack Mind Defense | +24 to Damage | +14 to Healing
- Basic Attack
- This is JNK Loader's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 6 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for JNK Loader's Combat Maneuvers.
- Dislocate Shoulder
- You toss your enemy about dislocating their shoulder! This does Hit Point Damage and Moves your enemy.
- 8d8 Damage (36) Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 1 Space Duration: Instant
d20 +17 to Attack Mind Defense | +24 to Damage | +14 to Healing
- Hail of Gunfire
- You unleash a hail of gun fire pummeling your enemy. This knocks some of their armor loose causing them to lose some of their resistance to damage for a short time.
- 9d10 Damage (50) Target: Creature (1) Range: 5 Spaces Duration: Instant
- Resistance -10 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- How to Hack
- Since these are not factory standard creation their intelligence and programming can vary widely. If attempting to hack in and reprogram these JNK Loaders then PCs need to make an opposed check against the NPC that created them. If no specific NPC score is available roll randomly if it will be an Easy, Medium, or Hard check.
- Amalgam of Parts
- These are created from the parts of other robots that have been destroyed. Pieces of vehicles are sometimes used as well as an occasional appliance. This being the case they can come in any number of sizes, shapes, abilities, and programming. They can be quite glitchy if not programmed well.
- The Poor Persons Bot
- These are usually only used by those too poor to afford new robots or folk that are too far away from anything civilized. They are often utilized as manual labor especially in dangerous or hazardous areas.
NPC Auto Assigned Bonuses
JNK Loader's Equipped Items
JNK Loader's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Dislocate Shoulder
- You toss your enemy about dislocating their shoulder! This does Hit Point Damage and Moves your enemy.
- 5d8 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 1 Space 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, 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
- Hail of Gunfire
- You unleash a hail of gun fire pummeling your enemy. This knocks some of their armor loose causing them to lose some of their resistance to damage for a short time.
- 6d10 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
- Resistance -10 Target: Creature (1) Range: 5 Spaces 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 Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
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