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Russian Citizens
Russian Citizens is a Mystic Neutral who is Focused
Character
Level
16
Tier
4
Target
Single
NPC Tier
Minion
Difficulty
Easy
Group Level
17
Group Size
6 - 8
Body
3
Mind
11
Spirit
7
Durability
109%
Mobility
Reaction
11
Speed
8
Max Move
850
Health
Hit Points
1 Hit
Defenses
Body
24
Mind
32
Spirit
28
Defense Bonus
7
Healing
Mystic
31
Generalist
11
Attacks
Body
7
Mind
15
Spirit
11
Damage
Combatant
7
Mystic
15
Russian Citizens's Skills : 25 / 35 / 45
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
7 15 11 15 15 15 15 11
At Will Powers | Offensive Mystic
d20 +15 to Attack Mind Defense | +15 to Damage | +31 to Healing
Basic Attack
This is Russian Citizens's Basic Attack.
  • 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Russian Citizens's Combat Maneuvers.
Armed Citizen
This random citizen grabs whatever old firearms are available to take shots at their foes. They can be surprisingly good shots. Must be all the hunting they do to feed themselves. (Based off template.)
  • 5d12 Damage (33) Target: Creature (1) Range: 13 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 86
Roleplay Details for Russian Citizens
Physical
Age
All Ages
Weight
All Sizes
Body Type
All Shapes
Personality
This character does not have any personality characteristics. If this is your character you can add some using the button above to edit the character's role play options.
Historical
This character does not have any historical characteristics. If this is your character you can add some using the button above to edit the character's roleplay options.
Languages
Russian
Russian Citizens's Character Notes
On The Edge
These russian citizens have endured a lot lately and are on edge. Though it is unlikely that they will provoke trouble. They will be quick to respond to trouble with violence.
Created: 2014-08-04 21:17:09 | Updated: 2014-08-04 21:17:09
Russian Citizens'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.
Russian Citizens's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
4
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.
Russian Citizens's Assets

Russian Citizens's Equipped Items

Russian Citizens's Unequipped Items

Russian Citizens's Power Pools
At Will Powers
Offensive Mystic
Power Cap
91
Points Left
5

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

Russian Citizens's At Will Powers
Armed Citizen
This random citizen grabs whatever old firearms are available to take shots at their foes. They can be surprisingly good shots. Must be all the hunting they do to feed themselves. (Based off template.)
  • 5d12 Damage Target: Creature (1) Range: 13 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 86
Russian Citizens'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.
  • 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -4 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +4 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 +4 Target: 4 Creatures Range: 16 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.

Russian Citizens's Level One Choices
Traits
Body
3
Mind
11
Spirit
7
Rank
Minion
Difficulty
Easy
Group Size
6
Auto Gear
Yes
NPC Bonus
4
Character Type
Archetype
Mystic
Style
Neutral
Focus
Focused
Skill 1
Perception
Skill 2
Social
Disciplines
Signature
Offensive Mystic
Range Tactics
Both
Target Tactics
Single
Level One Notes
These are some of the citizens of the area that are on edge. They will not shoot first but if something seems to be going down they may interfere. These are minions and easily dispatched but can cause a big problem in numbers. Depending on how things go they could even help the group as they can be easily swayed one way or the other.
Tags
Focused, Minion, Mystic, Neutral, Single Target, Stone Age
Russian Citizens's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
4
Religion
0
Scholar
0
Social
4
Subterfuge
0
Russian Citizens's Specialty Choices
Level Gained
Specialty and Description
Russian Citizens's Cheater Stuff
Name and Description
Modification
Amount

This is where players should store notes and infomation regarding the character and campaign they are playing.

  • Keep track of npcs and their motivations.
  • Track the power structure of a city.
  • Keep a character diary.
  • Write detailed notes of quests.

Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.

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