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Bad Maw
Bad Maw is a Generalist Protector who is Balanced
Character
Level
16
Tier
4
NPC Tier
Boss
Difficulty
0
Group Level
13
Group Size
3 - 5
Body
11
Mind
11
Spirit
11
Durability
121%
Mobility
Reaction
11
Speed
8
Max Move
650
Health
Hit Points
1,989
Defenses
Body
53
Mind
53
Spirit
53
Defense Bonus
16
Healing
Mystic
23
Generalist
39
Attacks
Body
23
Mind
23
Spirit
23
Damage
Combatant
23
Mystic
23
Bad Maw's Skills : 25 / 35 / 45
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
3 3 3 29 3 3 24 3
Bad Maw's Active Abilities
Uses
Name and Description
Greater Assault Leader
Add +4 to Attack to an ally next to you.
Greater Damage Leader
Add +15 to Damage to ally next to you.
Greater Resist Forced Move
Powers that force you to Move are reduced by 4.
At Will Powers | Defensive Generalist
d20 +23 to Attack Spirit Defense | +39 to Healing
Basic Attack
This is Bad Maw's Basic Attack.
  • 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Bad Maw's Combat Maneuvers.
Go Get Em Boys!
You encourage your allies to attack your enemies and give them a little encouragement healing!
  • 1d12 Healing (7) Target: Creature (1) Range: Self Duration: Instant
  • Attack +2 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
  • Damage +15 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 75
Signature Powers | Defensive Generalist
d20 +23 to Attack Spirit Defense | +39 to Healing
Back Off You're Crowding Me
You level your shotgun and blast nearby foes. While they are reeling from the blast you smash them with your shield knocking them back.
  • 7d12 Damage (46) Target: AOE (3x3) Range: 1 Space Duration: Instant
  • Move Enemy 7 Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 150
Look at all that loot!
You point out how much loot your enemies have. They suddenly get very nervous at the possibility that their shinnies are about to be taken!
  • Defenses -5 Target: Creatures (4) Range: 10 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 139
Not Going Down That Easy
You revitalize yourself and your allies. You will not be taken out of the fight so easily!
  • 3d12 Healing (20) Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
  • Defenses +4 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 150
Roar of Defiance
You roar in defiance showing in no uncertain terms you will not give up without a fight! This heals you slightly and dispels penalties.
  • 1d12 Healing (7) Target: Creature (1) Range: Self Duration: Instant
  • Dispel Ally Penalty 120 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 128
Run Em Down!
Don't let them get away now. You help your allies run down your enemies so you can finish them off.
  • 1d12 Healing (7) Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
  • Attack +5 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
  • Speed +5 Target: Creatures (2) Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 141
Roleplay Details for Bad Maw
Physical
Height
6'6"
Weight
350 lbs
Movement
Slow and Methodical
Physique
Quite Large
Muscle Tone
Medium Build
Personality
Alignment
Evil
Voice Pitch
Deep
Attitude
What's Yours Is Mine
Boldness
Carefully Considers Situations
Monetary Attitude
Wants all the money.
Primary Motivation
Rob and Murder
Secondary Motivation
Keeping his gang together.
Historical
Ally
Bandits
Career
Criminal
Criminal
Yes!
Enemy
Almost anyone that is not in the gang.
Crime
Always Robbing People
Languages
Common
Bad Maw's Character Notes
Where Bad Maw Leads Others Follow
Bad Maw is a leader and always has a sizable bandit group with him. They live to pillage and rob whoever they can to accumulate wealth, weapons, and just plain have fun terrorizing people.
Created: 2020-08-10 08:26:30 | Updated: 2020-08-10 19:36:32
Bad Maw Buffs
Bad Maw's primary role in a battle is to buff and heal his allies. He is definitely a force to be reckoned with but will aid his allies more then engage directly if given the choice.
Created: 2020-08-10 08:27:50 | Updated: 2020-08-10 19:37:33
Bad Maw Battle Tactics
Bad Maw is very smart and tactical in combat. He is one that will rarely fall for tricks in battle and uses all the tools he can to win. This includes attacking healers, splitting a battle, focusing attention, and just about any other trick he can come up with at the time. He will always fight with at least a few of his allies around him using his powers to keep them strong and alive while he gets a shot in here and there. Generally speaking he will use a power, then use a basic attack.
Created: 2020-08-10 08:31:20 | Updated: 2020-08-10 19:37:05
Bad Maw's Bandits
Bad Maw is not just a big mean bandit, he is one that is striving to build a larger bandit clan. His fortress is often full of loot, information, and other valuable things that can easily advance a campaign. Bad Maw might even be the final boss of a small mini campaign.
Created: 2020-08-10 08:38:00 | Updated: 2020-08-10 19:38:53
Bad Maw's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Atomic RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Bad Maw's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
12
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Bad Maw's Assets

Bad Maw's Equipped Items

Bad Maw's Unequipped Items

Bad Maw's Power Pools
At Will Powers
Defensive Generalist
Power Cap
75
Points Left
0
Signature Powers
Defensive Generalist
Total Points
587
Power Cap
151
Points Left
-121

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Bad Maw's At Will Powers
Go Get Em Boys!
You encourage your allies to attack your enemies and give them a little encouragement healing!
  • 1d12 Healing Target: Creature (1) Range: Self Duration: Instant
  • Attack +2 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
  • Damage +15 Target: Creatures (3) Range: 3 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 75
Bad Maw's Basic Attack & Combat Maneuvers
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
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
Aggression: Offensive | Discipline: Mystic | Use In: BT
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
Aggression: Offensive | Discipline: Generalist | Use In: BT
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
Aggression: Offensive | Discipline: Combatant | Use In: BT
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
Aggression: Offensive | Discipline: All | Use In: BT
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
Aggression: Defensive | Discipline: All | Use In: BT
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
Aggression: Defensive | Discipline: All | Use In: BT
Bad Maw's Signature Powers
Back Off You're Crowding Me
You level your shotgun and blast nearby foes. While they are reeling from the blast you smash them with your shield knocking them back.
  • 7d12 Damage Target: AOE (3x3) Range: 1 Space Duration: Instant
  • Move Enemy 7 Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 150
Look at all that loot!
You point out how much loot your enemies have. They suddenly get very nervous at the possibility that their shinnies are about to be taken!
  • Defenses -5 Target: Creatures (4) Range: 10 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 139
Not Going Down That Easy
You revitalize yourself and your allies. You will not be taken out of the fight so easily!
  • 3d12 Healing Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
  • Defenses +4 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 150
Roar of Defiance
You roar in defiance showing in no uncertain terms you will not give up without a fight! This heals you slightly and dispels penalties.
  • 1d12 Healing Target: Creature (1) Range: Self Duration: Instant
  • Dispel Ally Penalty 120 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 128
Run Em Down!
Don't let them get away now. You help your allies run down your enemies so you can finish them off.
  • 1d12 Healing Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
  • Attack +5 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
  • Speed +5 Target: Creatures (2) Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 141

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.

Bad Maw's Level One Choices
Traits
Body
11
Mind
11
Spirit
11
Rank
Boss
Difficulty
0
Group Size
3
Auto Gear
Yes
NPC Bonus
12
Character Type
Archetype
Generalist
Style
Protector
Focus
Balanced
Skill 1
Perception
Skill 2
Social
Disciplines
Signature
Defensive Generalist
Range Tactics
Both
Target Tactics
Both
Level One Notes
A beast of a man used to knock through defensible areas or to defend important areas. Always has many allies around them as his primary ability is to keep them alive. So as hard as it may be, it is smart to take on Bad Maw directly and ignore his troublesome cohorts.
Tags
Assault Leader, Balanced, Borderlands, Boss, Buff, Damage Leader, Expand Leadership, Future, Generalist, Increase Leadership, Lessen Critical Hit, Modern, Protector, Resist Forced Move, Steampunk, Stone Age, Wild West
Bad Maw's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
12
Religion
0
Scholar
0
Social
12
Subterfuge
0
Bad Maw's Specialty Choices
Level Gained
Specialty and Description
16
Greater Assault Leader
'Add +4 to Attack to an ally next to you.
16
Greater Damage Leader
'Add +15 to Damage to ally next to you.
16
Greater Expand Leadership
'Grant allies your Leader Specialties Bonuses within 8 spaces of you instead of 1. Used to enhance other Leadership Specialties.
16
Greater Increase Leadership
'Grant 5 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
16
Greater Resist Forced Move
'Powers that force you to Move are reduced by 4.
Bad Maw's Cheater Stuff
Name and Description
Modification
Amount

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