d20 +13 to Attack Body Defense | +18 to Damage
- Basic Attack
- This is Daryl the Security Guard's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Daryl the Security Guard's Combat Maneuvers.
- Respect Authority
- If they don't respect authority you need to teach them to. Smack them with a stick until they learn respect.
- Damage +1 Target: Creature (1) Range: 1 Space Duration: Instant
- 2d8 Damage (9) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +13 to Attack Body Defense | +18 to Damage
- Knee Cracker
- With a quick swing of your nightstick you smash your opponents knee in an attempt to hobble them.
- 1d8 Damage (5) Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Speed -3 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Traumatize the Troublemaker
- Some are bigger troublemakers then others. So they need to be handled a bit rougher than normal. Traumatize the troublemaker with a vicious strike to the head.
- Damage +3 Target: Creature (1) Range: 1 Space Duration: Instant
- 4d8 Damage (18) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +13 to Attack Body Defense | +18 to Damage
- Adrenaline Rush
- When things get crazy you get pumped up. Adrenaline courses through your veins giving you more Hit Points for a few rounds.
- Hit Points +15 Target: Creature (1) Range: Self Duration: 2 Rounds
- No Escape
- For a couple rounds you can boost your speed so you can catch anyone who might try to escape.
- Speed +2 Target: Creature (1) Range: Self Duration: 2 Rounds
- Show Them Who's Boss
- With a bit of encouragement you give someone the confidence to be a little more effective with their Attacks for a few rounds.
- Attack +1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
d20 +7 to Attack Spirit Defense | +4 to Healing
- Wrist Twist
- Using a move you have perfected you twist the wrist of an opponent back in onto itself making your opponent vulnerable to attacks.
- Attack +1 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 1 Round
- You Just Calm Down Now
- Using your authority you attempt to calm everyone down. Using this Power on nearby enemy will lower their resistance to a Combat Maneuver. This Power's description assumes the use of Parley, but it can be used to penalize any Combat Maneuver.
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Daryl's Roots
- Daryl and his other brother Daryl were forced to drop out of school in middle school. They have done odd jobs together their whole life. Now, they are working together as security guards and it is the best they have ever done.
Daryl the Security Guard's Equipped Items
Daryl the Security Guard's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Respect Authority
- If they don't respect authority you need to teach them to. Smack them with a stick until they learn respect.
- Damage +1 Target: Creature (1) Range: 1 Space Duration: Instant
- 2d8 Damage 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +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
- 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
- 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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
- Knee Cracker
- With a quick swing of your nightstick you smash your opponents knee in an attempt to hobble them.
- 1d8 Damage Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Speed -3 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
The above Power (Knee Cracker) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Traumatize the Troublemaker
- Some are bigger troublemakers then others. So they need to be handled a bit rougher than normal. Traumatize the troublemaker with a vicious strike to the head.
- Damage +3 Target: Creature (1) Range: 1 Space Duration: Instant
- 4d8 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Adrenaline Rush
- When things get crazy you get pumped up. Adrenaline courses through your veins giving you more Hit Points for a few rounds.
- Hit Points +15 Target: Creature (1) Range: Self Duration: 2 Rounds
- No Escape
- For a couple rounds you can boost your speed so you can catch anyone who might try to escape.
- Speed +2 Target: Creature (1) Range: Self Duration: 2 Rounds
- Show Them Who's Boss
- With a bit of encouragement you give someone the confidence to be a little more effective with their Attacks for a few rounds.
- Attack +1 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Wrist Twist
- Using a move you have perfected you twist the wrist of an opponent back in onto itself making your opponent vulnerable to attacks.
- Attack +1 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Defenses -3 Target: Creature (1) Range: 1 Space Duration: 1 Round
- You Just Calm Down Now
- Using your authority you attempt to calm everyone down. Using this Power on nearby enemy will lower their resistance to a Combat Maneuver. This Power's description assumes the use of Parley, but it can be used to penalize any Combat Maneuver.
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Minor Defenses
- 'Add 1 to all Defenses.
- Minor Attack Accuracy
- 'Add 1 to all attacks.
- Minor Perception Skill Focus
- 'Increase Perception Skill by 2.
- Minor Hit Points
- 'Add 10 Hit Points.
- Lesser Defenses
- 'Add 2 to all Defenses.
Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.
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