Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
6 | 5 | 4 | 5 | 3 | 3 | 4 | 4 |
d20 +6 to Attack Body Defense | +6 to Damage
- Basic Attack
- This is Fighter - Instant Play Quest's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Fighter - Instant Play Quest's Combat Maneuvers.
- Painful Strike
- With careful timing you attack your enemy delivering a painful strike.
- 1d4 Damage (3) Target: Spaces (2) Range: 2 Spaces Duration: Instant
d20 +6 to Attack Body Defense | +6 to Damage
- Know Your Better
- In a flourish of well-timed strikes you show to your enemy that you are the better fighter. The knowledge of imminent defeat unsettles your enemy greatly reducing their Hit Points for a short time.
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Hit Points -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Unrelenting Attack
- Entering a basic weapon form you fall into step with your enemy striking at them unrelentingly for several rounds.
- 1d6 Damage (4) Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
d20 +6 to Attack Body Defense | +6 to Damage
- Throw Weapon
- With a swing of your arm you throw your weapon at an enemy. You quickly rush behind the weapon and pull it free with a tug from the shocked enemy!
- Move Ally 1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage (4) Target: Creature (1) Range: 4 Spaces Duration: Instant
- Trip Up Enemy
- Using quick footwork you throw your enemy off balance and force them to move. You try to land a few hits while they are falling back.
- 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +5 to Attack Spirit Defense | +4 to Healing
- Combat Maneuver +3
- As a trained fighter you are skilled in Combat Maneuvers. Once a combat you are able to use this Power to boost the d20 roll for a Combat Maneuver by 3.
- Combat Maneuvers +3 Target: Creature (1) Range: Self Duration: Instant
- Ghost Shift
- Bringing your weapons up to the eye level of your enemies you distract and confuse them giving you the chance to instantly move to the most advantageous position for you.
- Teleport Ally 6 Target: Creature (1) Range: Self 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
- 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
- Missing RP Information
- Missing RP Information The RP information is missing so the player using this character can make up whatever they wish to describe their character.
- Basic Thought Behind This Character
- This Fighter is designed to attack and slay the strongest enemy on the battle field. Powers do a lot of Damage and are specifically designed to harm and hinder a tough opponent. This fighter is Focused so they have a few Generalist Powers to help and assist them.
Fighter - Instant Play Quest's Equipped Items
Fighter - Instant Play Quest's Unequipped Items
- Healing +1
- This effect grants a bonus of Healing +1.
- 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
- Healing +1
- This effect grants a bonus of Healing +1.
- 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
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Painful Strike
- With careful timing you attack your enemy delivering a painful strike.
- 1d4 Damage Target: Spaces (2) Range: 2 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.
- 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- 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 Manuever Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Know Your Better
- In a flourish of well-timed strikes you show to your enemy that you are the better fighter. The knowledge of imminent defeat unsettles your enemy greatly reducing their Hit Points for a short time.
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Hit Points -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Unrelenting Attack
- Entering a basic weapon form you fall into step with your enemy striking at them unrelentingly for several rounds.
- 1d6 Damage Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
The above Power (Unrelenting Attack) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Throw Weapon
- With a swing of your arm you throw your weapon at an enemy. You quickly rush behind the weapon and pull it free with a tug from the shocked enemy!
- Move Ally 1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
- Trip Up Enemy
- Using quick footwork you throw your enemy off balance and force them to move. You try to land a few hits while they are falling back.
- 1d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Combat Maneuver +3
- As a trained fighter you are skilled in Combat Maneuvers. Once a combat you are able to use this Power to boost the d20 roll for a Combat Maneuver by 3.
- Combat Maneuvers +3 Target: Creature (1) Range: Self Duration: Instant
- Ghost Shift
- Bringing your weapons up to the eye level of your enemies you distract and confuse them giving you the chance to instantly move to the most advantageous position for you.
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- Minor Recovery
- 'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
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