d20 +10 to Attack Mind Defense | +12 to Damage | +9 to Healing
- Basic Attack
- This is Capture the Flag Bots's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Capture the Flag Bots's Combat Maneuvers.
- Ion Pulse
- From your hands you should several small ion pulses at your enemy driving them back.
- 1d6 Damage (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 1 Space Duration: Instant
d20 +10 to Attack Mind Defense | +12 to Damage | +9 to Healing
- Surprising Check
- You make a surprising leap and shoulder slam an enemy.
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- 3d6 Damage (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Taze Field
- You drop a small electrical device amongst your enemies and it emits a high voltage shock.
- 1d6 Damage (4) Target: AOE (2x2) Range: 6 Spaces Duration: Instant
- Computer Controlled
- Modifications to these robots have happened to make them fully autonomous. However, this can usually be easily identified by their more clunky movement and inability to decision make like a human can. Though possible, it is very difficult. Multiple hacking and crafting checks of hard difficulty should be required.
- Outlawed
- These robots soon found themselves the target of strict legislation to determine when and where they could be used. They have been outlawed in many areas and just their existence in these areas can come with a heavy penalty. This slowed down a lot of the brazen use of these bots they still find themselves in all matter of situations.
- Used and Abused
- As the price and availability of these lowered they began to show up outside of sports arenas. First, filling other dangerous jobs. But soon they were found to be used for crime, war, and just about anything else their owner could think of.
- Original Design
- These remote controlled robots were originally created as substitutes for sports where the top athletes were too often getting injured. The responsiveness and speed at which they translate the users motions is of some renown.
NPC Auto Assigned Bonuses
Capture the Flag Bots's Equipped Items
Capture the Flag Bots's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Ion Pulse
- From your hands you should several small ion pulses at your enemy driving them back.
- 1d6 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.
- 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 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 -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 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 +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Surprising Check
- You make a surprising leap and shoulder slam an enemy.
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- 3d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Taze Field
- You drop a small electrical device amongst your enemies and it emits a high voltage shock.
- 1d6 Damage Target: AOE (2x2) Range: 4 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.
- Minor Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 2 Spaces.
- Minor Speed
- 'Increase Speed by 1.
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