Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
32 | 6 | 22 | 1 | 1 | 1 | 1 | 1 |
d20 +34 to Attack Body Defense | +63 to Damage
- Basic Attack
- This is One Punch's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for One Punch's Combat Maneuvers.
- Take a Bath in Meat Juice
- Feeling the full battle frenzy you shout out "Bath time in meat juice!" and go one a smashing spree smacking everyone in a large area. You revel in the gore which grants a short term resistance to damage.
- Damage +10 Target: Creature (1) Range: Self Duration: Instant
- Resistance +15 Target: Creature (1) Range: Self Duration: 1 Round
- 5d12 Damage (33) Target: AOE (5x5) Range: 1 Space Duration: Instant
d20 +34 to Attack Body Defense | +63 to Damage
- Balerina Bloodbath
- You decide it's a great time to pirouette! You sling out your meat tenderizing mega fist and spin about merrily smacking the crap out of anyone nearby shouting "I'm the ballerina of the slaughter house!" while you do it.
- 11d12 Damage (72) Target: Aura 1 Range: Self Duration: Instant
- Ground Wave
- You raise your mighty fist into the ground and slam it down with massive seismic force. This produces a ground wave that travels through the ground in a line blasting up shards of rock and stone. It also toss those effected around. Two of the closest enemies have their ankles twisted and their speed reduced significantly for a few rounds. This will make them easy prey!
- 9d12 Damage (59) Target: Spaces (9) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: Spaces (9) Range: 1 Space Duration: Instant
- Speed -4 Target: Creatures (2) Range: 4 Spaces Duration: 2 Rounds
- How Many Licks Does It Take
- Wondering how many licks it takes to get to the center an enemy you decide to find out! This onslaught rattles your enemy causing them to do far less damage during the pummeling.
- 7d12 Damage (46) Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Damage -21 Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Battle Tactics
- None. CHARGE! And fight and bash whatever he can that is closest. He can be "pulled" off of others by doing a lot of damage. Some strange urge inside him wants to fight the most dangerous and deadly thing he can.
- Damage Machine
- One Punch is a damage dealing machine at close range. He unloads and doesn't let up until he is knocked out or dead. His only "smarts" is being able to use his Powers in the most effective way possible.
- True Psycho
- One Punch is part of a larger group of Psychos. It's pretty clear they have been part of some kind of corporate experiments the exact nature of those experiments is not clear. This should be taken into consideration as he is extremely difficult to communicate or reason with. All such attempts should be made at least with a Greater Penalty of 2xTier or at least Moderate Skill checks.
- More Animal than Man
- Even though One Punch is very powerful he is an crazy idiot. So anyone wishing to "use" him for security generally isolates him in an area like a rabid dog. Only the very fool-hearty or dumb allow him to wander among them. He is just as likely to attack his allies as he is the PCs. This can be a fun way to play him if you want to get extra wacky with your Encounter!
NPC Auto Assigned Bonuses
One Punch's Equipped Items
One Punch's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Take a Bath in Meat Juice
- Feeling the full battle frenzy you shout out "Bath time in meat juice!" and go one a smashing spree smacking everyone in a large area. You revel in the gore which grants a short term resistance to damage.
- Damage +10 Target: Creature (1) Range: Self Duration: Instant
- Resistance +15 Target: Creature (1) Range: Self Duration: 1 Round
- 1d12 Damage Target: AOE (5x5) 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.
- 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 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 +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Balerina Bloodbath
- You decide it's a great time to pirouette! You sling out your meat tenderizing mega fist and spin about merrily smacking the crap out of anyone nearby shouting "I'm the ballerina of the slaughter house!" while you do it.
- 7d12 Damage Target: Aura 1 Range: Self Duration: Instant
- Ground Wave
- You raise your mighty fist into the ground and slam it down with massive seismic force. This produces a ground wave that travels through the ground in a line blasting up shards of rock and stone. It also toss those effected around. Two of the closest enemies have their ankles twisted and their speed reduced significantly for a few rounds. This will make them easy prey!
- 5d12 Damage Target: Spaces (9) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: Spaces (9) Range: 1 Space Duration: Instant
- Speed -4 Target: Creatures (2) Range: 4 Spaces Duration: 2 Rounds
- How Many Licks Does It Take
- Wondering how many licks it takes to get to the center an enemy you decide to find out! This onslaught rattles your enemy causing them to do far less damage during the pummeling.
- 3d12 Damage Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Damage -21 Target: Creature (1) Range: 4 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.
- Greater Damage Increase
- 'Add 20 Damage to all offensive Powers that Damage Hit Points.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Speed
- 'Increase Speed by 4.
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