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Goblin Thumper
Goblin Thumper is a Combatant Aggressor who is Devoted
Character
Level
6
Tier
2
Range
Close
Target
Single
NPC Tier
Minion
Difficulty
0
Group Level
8
Group Size
3 - 5
Body
7
Mind
2
Spirit
2
Durability
101%
Mobility
Reaction
7
Speed
6
Max Move
1,300
Health
Hit Points
1 Hit
Defenses
Body
20
Mind
15
Spirit
15
Defense Bonus
1
Healing
Mystic
4
Generalist
4
Attacks
Body
11
Mind
6
Spirit
6
Damage
Combatant
15
Mystic
4
Goblin Thumper's Skills : 13 / 23 / 33
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
16 2 9 0 0 0 0 0
At Will Powers | Offensive Combatant
d20 +11 to Attack Body Defense | +15 to Damage
Basic Attack
This is Goblin Thumper's Basic Attack.
  • 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Goblin Thumper's Combat Maneuvers.
Die! Die! Die!
Whatever the Goblin Thumper can find becomes its weapon. If nothing can be found they turn their own bodies into weapons. Once in battle Goblin Thumpers have a single minded purpose of trying to kill as many enemies as possible.
  • 3d6 Damage (11) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16
Roleplay Details for Goblin Thumper
Physical
Eye Color
Black
Eye Shape
Narrow
Age
Usually doesn't live past 20's.
Deformation
Many kinds are common and happen often.
Height
4 Feet
Weight
70
Personality
Attitude
Brutal
Emotional Disposition
Prone to violent outbursts.
Social Attitude
Tribal
Hated Things
Elves and opulence above all.
Historical
Alliances
Often with other monsters and savages.
Enemy
Most "civilized" groups of people.
Languages
Common
Goblin Thumper's Character Notes
Group Tactics
Goblins are a tribal group of humanoid like creatures. They do everything together. They prefer to attack with overwhelming numbers from surprise in hopes of quickly overwhelming their victims. Their ambushes can be quite elaborate and clever. However, once combat is joined they charge and surge with little other thought to tactics.
Created: 2014-08-03 21:38:30 | Updated: 2014-08-03 21:38:30
Goblin Thumper'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.
Goblin Thumper's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
2
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.
Goblin Thumper's Assets

Goblin Thumper's Equipped Items

Goblin Thumper's Unequipped Items

Goblin Thumper's Power Pools
At Will Powers
Offensive Combatant
Power Cap
23
Points Left
7

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

Goblin Thumper's At Will Powers
Die! Die! Die!
Whatever the Goblin Thumper can find becomes its weapon. If nothing can be found they turn their own bodies into weapons. Once in battle Goblin Thumpers have a single minded purpose of trying to kill as many enemies as possible.
  • 3d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16
Goblin Thumper'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.
  • 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +2 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT

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.

Goblin Thumper's Level One Choices
Traits
Body
7
Mind
2
Spirit
2
Rank
Minion
Difficulty
0
Group Size
3
Auto Gear
Yes
NPC Bonus
2
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Devoted
Skill 1
Athletics
Skill 2
Nature
Disciplines
Signature
Offensive Combatant
Range Tactics
Close
Target Tactics
Single
Level One Notes
Goblin Thumpers are at the bottom of the goblin tribes ranks. Nearly mindless they are sent into battle to weaken and frustrate enemies. Though easy to fell in battle they can cause a remarkable amount of damage and chaos in a fight until they fall.
Tags
Aggressor, Close Range, Combatant, Devoted, Minion, Single Target, Stone Age
Goblin Thumper's Skill Point Distribution
Athletics
2
Crafting
0
Nature
2
Perception
0
Religion
0
Scholar
0
Social
0
Subterfuge
0
Goblin Thumper's Specialty Choices
Level Gained
Specialty and Description
Goblin Thumper's Cheater Stuff
Name and Description
Modification
Amount

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