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16 | 14 | 5 | 12 | 14 | 14 | 5 | 5 |
- Superior Grazing Hit
- Attacks do 10% Damage when the Attack misses by 5 or less. Hit Point Damage only, no other effects.
d20 +27 to Attack Mind Defense | +39 to Damage | +22 to Healing
- Basic Attack
- This is Oil Tanker Security Guard's Basic Attack.
- 5d12 Damage Target: 1 Space Range: 10 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Oil Tanker Security Guard's Combat Maneuvers.
- Neutralize Threat
- Carefully sighting in the threat this guard shoots off a short burst of fire to neutralize the target. (Built from a template)
- 5d16 Damage (43) Target: Creature (1) Range: 14 Spaces Duration: Instant
d20 +27 to Attack Mind Defense | +39 to Damage | +22 to Healing
- Target Take Down
- When a target gets too close (within 3 Spaces) the guard uses Target Take Down squeezing off three shots, two to the chest and one to the head. (Built from a template.)
- 17d16 Damage (145) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Firing Squads
- These security guards stick together in groups of two. They fight in these firing squads and work as t team attempting to flank and pin down enemies. They are usually lead by a captain and follow their orders without question.
NPC Auto Assigned Bonuses
Oil Tanker Security Guard's Equipped Items
Oil Tanker Security Guard's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Neutralize Threat
- Carefully sighting in the threat this guard shoots off a short burst of fire to neutralize the target. (Built from a template)
- 5d16 Damage Target: Creature (1) Range: 14 Spaces 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.
- 5d12 Damage Target: Creature (1) Range: 10 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 -5 Target: Creature (1) Range: 20 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 -5 Target: Creature (1) Range: 20 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 6 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -5 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +5 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 +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
- Target Take Down
- When a target gets too close (within 3 Spaces) the guard uses Target Take Down squeezing off three shots, two to the chest and one to the head. (Built from a template.)
- 17d16 Damage Target: Creature (1) Range: 3 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.
- Superior Grazing Hit
- 'Attacks do 10% Damage when the Attack misses by 5 or less. Hit Point Damage only, no other effects.
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