d20 +29 to Attack Spirit Defense | +47 to Healing
- Basic Attack
- This is Oil Tanker Guard Captain's Basic Attack.
- 5d12 Damage Target: 1 Space Range: 20 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Oil Tanker Guard Captain's Combat Maneuvers.
- Confident Command
- Through confidence in command the captain of the guards bolsters his forces healing them. (Based off template.)
- 4d6 Healing (14) Target: Creatures (3) Range: 15 Spaces Duration: Instant
d20 +29 to Attack Spirit Defense | +47 to Healing
- Crossfire Flanking Tactics
- The captain shouts out some orders to help the guards flank their foes causing crossfire. This increases the attack of those guards affected. (Based off template.)
- Attack +4 Target: Creatures (5) Range: 18 Spaces Duration: 4 Rounds
- Tactical Detail
- The captain shares important tactical information with the guards helping them defend against their enemies by increasing their Defenses. (Based off template.)
- Defenses +4 Target: Creatures (5) Range: 18 Spaces Duration: 4 Rounds
- Squad Tactics
- The captain keeps good control of his men. He keeps them fighting in groups to outflank an enemy. He usually fights with 1 or 2 fire teams and takes good care of them. The captain is never reckless always planning out the next move.
NPC Auto Assigned Bonuses
Oil Tanker Guard Captain's Equipped Items
Oil Tanker Guard Captain's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Confident Command
- Through confidence in command the captain of the guards bolsters his forces healing them. (Based off template.)
- 4d6 Healing Target: Creatures (3) Range: 5 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
- Crossfire Flanking Tactics
- The captain shouts out some orders to help the guards flank their foes causing crossfire. This increases the attack of those guards affected. (Based off template.)
- Attack +4 Target: Creatures (5) Range: 8 Spaces Duration: 4 Rounds
- Tactical Detail
- The captain shares important tactical information with the guards helping them defend against their enemies by increasing their Defenses. (Based off template.)
- Defenses +4 Target: Creatures (5) Range: 8 Spaces Duration: 4 Rounds
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 Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 10 Spaces.
- Superior Speed
- 'Increase Speed by 5.
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