- Minor Tactical Combat
- Add 1 bonus to Tactical Advantage Attacks.
d20 +9 to Attack Body Defense | +10 to Damage
- Basic Attack
- This is Sir Jackitup McBadass's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Sir Jackitup McBadass's Combat Maneuvers.
- Jab Enemy
- Whipping your blade around your shield you quickly jab at your enemy.
- 2d4 Damage (5) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +9 to Attack Body Defense | +10 to Damage
- Back Off!
- With a shove you push your enemy away.
- 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 1 Space Duration: Instant
- Hilt Slam
- With an unexpected direction change of your weapon you smack your for with the hilt.
- Damage +6 Target: Creature (1) Range: Self Duration: Instant
- 2d6 Damage (7) Target: Creature (1) Range: 2 Spaces Duration: Instant
- Shield Slam
- Throwing your weight behind a nasty shield slam you bash into your enemy disheveling their armor for a short time making it less effective.
- Defenses -2 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
d20 +4 to Attack Mind Defense | +3 to Damage | +3 to Healing
- Create Water
- This Power generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
- Create Water Target: Space (1) Range: 3 Spaces Duration: Instant
- Minor Healing
- With but a touch of a healing hand the target's Hit Points are healed slightly.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Rally Allies
- With a bolstering cry "For valor! For Honor!" those allies near you are bolstered and healed.
- 1d4 Healing (3) Target: AOE (2x2) Range: Self Duration: Instant
d20 +9 to Attack Body Defense | +10 to Damage
- Demonstrate Defense
- You strike a well trained and effective defensive pose. Allies sees this and adjusts their stance to match granting them increased Defenses for a short time.
- Defenses +1 Target: AOE (2x2) Range: Self Duration: 1 Round
- Grim Encouragement
- With a nod of grim encouragement you increase an allies Attack for a short time.
- Attack +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Fuzzy Past
- There is not a lot that he knows about his early life. He entered an orphanage at an early age. He only remembers vague images before then. He lived in the orphanage for a few years. When he was 9 he moved into the knights training hall as a servant. He was a servant for years until one day he was forced to beat up and chase off the three older boys. Sir Richards saw the fight and decided to take him on as a squire. He did not remain a squire long though as his talents quickly grew.
Sir Jackitup McBadass's Equipped Items
Sir Jackitup McBadass's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Jab Enemy
- Whipping your blade around your shield you quickly jab at your enemy.
- 2d4 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.
- 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 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 -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +1 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 +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Back Off!
- With a shove you push your enemy away.
- 1d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 1 Space Duration: Instant
- Hilt Slam
- With an unexpected direction change of your weapon you smack your for with the hilt.
- Damage +6 Target: Creature (1) Range: Self Duration: Instant
- 2d6 Damage Target: Creature (1) Range: 2 Spaces Duration: Instant
- Shield Slam
- Throwing your weight behind a nasty shield slam you bash into your enemy disheveling their armor for a short time making it less effective.
- Defenses -2 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Create Water
- This Power generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
- Create Water Target: Space (1) Range: 3 Spaces Duration: Instant
- Minor Healing
- With but a touch of a healing hand the target's Hit Points are healed slightly.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Rally Allies
- With a bolstering cry "For valor! For Honor!" those allies near you are bolstered and healed.
- 1d4 Healing Target: AOE (2x2) Range: Self Duration: Instant
- Demonstrate Defense
- You strike a well trained and effective defensive pose. Allies sees this and adjusts their stance to match granting them increased Defenses for a short time.
- Defenses +1 Target: AOE (2x2) Range: Self Duration: 1 Round
- Grim Encouragement
- With a nod of grim encouragement you increase an allies Attack for a short time.
- Attack +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Minor Tactical Combat
- 'Add 1 bonus to Tactical Advantage Attacks.
- Minor Hit Points
- 'Add 10 Hit Points.
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- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
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