d20 +29 to Attack Mind Defense | +38 to Damage | +25 to Healing
- Basic Attack
- This is Bandit Head Popper's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 16 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Bandit Head Popper's Combat Maneuvers.
- Time to Reposition
- You've been found out! Time to move to a new place and heal your wounds.
- 7d12 Healing (46) Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 10 Target: Creature (1) Range: Self Duration: Instant
d20 +29 to Attack Mind Defense | +38 to Damage | +25 to Healing
- Pop That Top
- You site in your enemies head and pull the trigger!
- 17d12 Damage (111) Target: Creature (1) Range: 14 Spaces Duration: Instant
- Resistance -15 Target: Creature (1) Range: 14 Spaces Duration: 1 Round
- Soften Target
- You line up a crippling shot on your target in an attempt to soften them up for the kill.
- Healing -15 Target: Creature (1) Range: 15 Spaces Duration: 2 Rounds
- Hit Points -105 Target: Creature (1) Range: 15 Spaces Duration: 2 Rounds
- Higher Ranking in Bandit Clans
- These Bandit Head Poppers are usually a high rank within their clan. With their skills and their effectiveness in raiding they often are held high by their peers.
- Battle Tactics
- They prefer to stay at range and up high as it gives them bonuses to their shots. They are tasked with identifying the larger threats and focusing on them. They will usually Soften Target then Pop That Top. If forced from hiding or if someone sneaks up on them they will usually use Time to Reposition to heal themselves and get to another hard to get to spot, hide again, then open fire when ready. They will not flee if they they can drop the one attacking them with one shot.
- Sniper Crossfire
- When possible the bandit leader will use 2 or more of these to set up a nice crossfire where ambush or battle is to take place. This way, one or the other almost always has a shot on someone. They do this at a risk though as it often leaves them out by themselves and easily picked off if the victims decide to focus on a lone Bandit Head Popper.
- Subterfuge, Sneaking, and Hiding
- The Bandit Head Popper uses Subterfuge to sneak around and get in position as well as to hide until they are revealed. When they hide for a shot they "remain" hidden unless they expose themselves. This means that Passive Perception will need to be checked to be able to see them. Before they shoot it is a straight check, but after they suffer a 2 x Character Tier penalty. Roll or use a 27 Difficulty before they shoot and a 19 Difficulty after they shoot. If PC versus NPC have a roll off!
NPC Auto Assigned Bonuses
Bandit Head Popper's Equipped Items
Bandit Head Popper's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Time to Reposition
- You've been found out! Time to move to a new place and heal your wounds.
- 7d12 Healing Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 10 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.
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Pop That Top
- You site in your enemies head and pull the trigger!
- 13d12 Damage Target: Creature (1) Range: 6 Spaces Duration: Instant
- Resistance -15 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
- Soften Target
- You line up a crippling shot on your target in an attempt to soften them up for the kill.
- Healing -15 Target: Creature (1) Range: 7 Spaces Duration: 2 Rounds
- Hit Points -105 Target: Creature (1) Range: 7 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.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 8 Spaces.
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