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Russian Work Camp Minion Guards
Russian Work Camp Minion Guards is a Combatant Aggressor who is Devoted
Character
Level
15
Tier
4
Range
Far
Target
Many
NPC Tier
Minion
Difficulty
Easy
Group Level
17
Group Size
3 - 5
Body
13
Mind
3
Spirit
4
Durability
101%
Mobility
Reaction
13
Speed
8
Max Move
1,350
Health
Hit Points
1 Hit
Defenses
Body
28
Mind
18
Spirit
19
Defense Bonus
1
Healing
Mystic
7
Generalist
8
Attacks
Body
21
Mind
11
Spirit
12
Damage
Combatant
32
Mystic
7
Russian Work Camp Minion Guards's Skills : 24 / 34 / 44
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
17 13 4 8 3 3 4 4
Russian Work Camp Minion Guards's Advanced Atomic RPG Options
At Will Powers | Offensive Combatant
d20 +21 to Attack Body Defense | +32 to Damage
Basic Attack
This is Russian Work Camp Minion Guards'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 Work Camp Minion Guards's Combat Maneuvers.
AK Spray
You fire a spray of bullets from your AK-47 rifle into into an area filled with your enemy.
  • Attack +3 Target: Creature (1) Range: Self Duration: Instant
  • 4d10 Damage (22) Target: AOE (3x3) Range: 10 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 96
Roleplay Details for Russian Work Camp Minion Guards
Physical
Sex
Male
Age
20+
Clothing
Guard Uniforms
Cleanliness
Not Terribly Clean
Personality
Authority Attitude
Follows Orders
Enjoyments
Hurt People
Historical
Career
Guard
Education
Very Little
Graduated
No
Languages
Russian
Russian Work Camp Minion Guards's Character Notes
Lowly Guard
These are the bottom of the barrel Russian guards. They may not be that good but they still are good at hurting people.
Created: 2015-06-21 17:15:10 | Updated: 2015-06-21 17:15:10
Russian Work Camp Minion Guards'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 Work Camp Minion Guards'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 Work Camp Minion Guards's Assets

Russian Work Camp Minion Guards's Equipped Items

Russian Work Camp Minion Guards's Unequipped Items

Russian Work Camp Minion Guards's Power Pools
At Will Powers
Offensive Combatant
Power Cap
96
Points Left
0

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

Russian Work Camp Minion Guards's At Will Powers
AK Spray
You fire a spray of bullets from your AK-47 rifle into into an area filled with your enemy.
  • Attack +3 Target: Creature (1) Range: Self Duration: Instant
  • 4d10 Damage Target: AOE (3x3) Range: 10 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 96
Russian Work Camp Minion Guards'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 Work Camp Minion Guards's Level One Choices
Traits
Body
13
Mind
3
Spirit
4
Rank
Minion
Difficulty
Easy
Group Size
3
Auto Gear
Yes
NPC Bonus
4
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Devoted
Skill 1
Athletics
Skill 2
Perception
Disciplines
Signature
Offensive Combatant
Range Tactics
Far
Target Tactics
Many
Level One Notes
These are pretty much the bottom of the barrel Russian work camp guards. They are weak, disorganize, and not very smart. However, they have guns. The prisoners in the work camp don't. They tactics are to try to stay away and spray an area with their AK-47's.
Tags
Aggressor, Combatant, Devoted, Far Range, Many Targets, Minion, Stone Age
Russian Work Camp Minion Guards's Skill Point Distribution
Athletics
4
Crafting
0
Nature
0
Perception
4
Religion
0
Scholar
0
Social
0
Subterfuge
0
Russian Work Camp Minion Guards's Specialty Choices
Level Gained
Specialty and Description
Russian Work Camp Minion Guards's Cheater Stuff
Name and Description
Modification
Amount

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