Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
18 | 3 | 1 | 21 | 2 | 2 | 1 | 1 |
d20 +21 to Attack Body Defense | +30 to Damage
- Basic Attack
- This is Spare Parts Robot Pirate's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Spare Parts Robot Pirate's Combat Maneuvers.
- Bladed Boom-a-rang
- With the flick of a wrist you produce a bladed boom-a-rang and wing it at your enemy! It hits them once on the way out and once on the way back in next round.
- Attack +7 Target: Creature (1) Range: Self Duration: Instant
- 6d12 Damage (39) Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
d20 +21 to Attack Body Defense | +30 to Damage
- Shoulder Mounted Micro Cannon
- You fire a small scale shoulder mounted canon at your enemies. As the the shell hits the targeted area mini fragmentation explosions rock the area! "Dodge THIS!"
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 9d12 Damage (59) Target: AOE (3x3) Range: 10 Spaces Duration: Instant
- No Two Alike
- Even though their stats might be the same no two of these is the same. This is due to the variety of damage they have taken over the years and the different spare parts used to rebuild them.
- Spare Time Modification
- These robots are programmed to repair and modify themselves during times when they are not assigned a specific task. This is how they can keep themselves working for a very long time.
- Battle Tactics
- They are not mindless. They will use basic battle tactics and have the ability to avoid simple traps. Now they will not use complicated formations but they do utilize cover, Tactical Advantage, height advantage and may even use Combat Maneuvers but not very often.
- Standard Encounters
- These are often part of a crew, guards, or labor group. They are generally cheap to maintain so they are used often especially when there are lots of robot parts available and people that can assemble them.
NPC Auto Assigned Bonuses
Spare Parts Robot Pirate's Equipped Items
Spare Parts Robot Pirate's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Bladed Boom-a-rang
- With the flick of a wrist you produce a bladed boom-a-rang and wing it at your enemy! It hits them once on the way out and once on the way back in next round.
- Attack +7 Target: Creature (1) Range: Self Duration: Instant
- 2d12 Damage Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- 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
- Shoulder Mounted Micro Cannon
- You fire a small scale shoulder mounted canon at your enemies. As the the shell hits the targeted area mini fragmentation explosions rock the area! "Dodge THIS!"
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 5d12 Damage Target: AOE (3x3) Range: 10 Spaces Duration: Instant
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.
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