Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
13 | 3 | 2 | 2 | 3 | 3 | 2 | 10 |
- Minor Tactical Combat
- Add 1 bonus to Tactical Advantage Attacks.
d20 +6 to Attack Mind Defense | +6 to Damage | +7 to Healing
- Basic Attack
- This is Rogue - Instant Play Quest's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Rogue - Instant Play Quest's Combat Maneuvers.
- Elusive Attacks
- You can't be pinned down when attacking your enemies.
- Teleport Ally 4 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: Instant
d20 +6 to Attack Mind Defense | +6 to Damage | +7 to Healing
- Bleeding Wound
- Finding a vulnerable spot on your enemy you Attack leaving them Bleeding for a short time.
- 1d6 Damage (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Hit Points -5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Deceptive Strike
- Using the shadows you trick your enemy into thinking an attack is coming from one side, and then hit them from the other. Staggered from the deception their Hit Points are lowered for a short duration.
- 1d4 Damage (3) Target: Creature (1) Range: 2 Spaces Duration: Instant
- Hit Points -10 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Reposition
- With a deft twist of your wrist you put your opponent off balance and move them right to where you want them!
- 1d4 Damage (3) Target: Space (1) Range: 1 Space Duration: Instant
- Move Enemy 1 Target: Creature (1) Range: 1 Space Duration: Instant
d20 +6 to Attack Mind Defense | +6 to Damage | +7 to Healing
- Feed Off The Excitement
- You revel in the excitement and cunning of battle. Landing good hits on your opponent heals you as the thrill of battle settles in. As a Defensive Power this will have the Heal modifier added to the healing of this Power. The Damage modifier will not be used.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
- 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: Instant
- Never Cornered
- You can never seem to be cornered. When you seem to, you are able to pop through the shadows a few Spaces away. This action of evading your enemies is invigorating and heals your Hit Points some.
- 1d4 Healing (3) Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
d20 +5 to Attack Spirit Defense | +5 to Healing
- Find Weakness
- You study your enemy to find a weakness. Next round you will have a bonus to Attack.
- Attack +2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Nimbleness
- In the moment of most need you are able to grant a bonus to Subterfuge. This Power can be used at the same time as a Subterfuge Skill Check to increase the roll.
- Subterfuge +3 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
- 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
- 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 is a "smart" rogue versus on that is a brute, which is why it is Mind based. As a Mystic this rogue can do Damage and Teleport which gives them that cunning and slippery rogue feel. Due to having a low Attack bonus, this Rogue uses Tactical Advantage (+Character Tier to Attack when flanking enemy.) and other tricks to increase their chances of success. Solid Skills also give this Rogue a whole other set of tools to use in any given situation.
Rogue - Instant Play Quest's Equipped Items
- Subterfuge +1
- This effect grants Subterfuge +1.
Rogue - 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.
- Elusive Attacks
- You can't be pinned down when attacking your enemies.
- Teleport Ally 4 Target: Creature (1) Range: Self Duration: Instant
- 1d4 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, 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
- Bleeding Wound
- Finding a vulnerable spot on your enemy you Attack leaving them Bleeding for a short time.
- 1d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Hit Points -5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Deceptive Strike
- Using the shadows you trick your enemy into thinking an attack is coming from one side, and then hit them from the other. Staggered from the deception their Hit Points are lowered for a short duration.
- 1d4 Damage Target: Creature (1) Range: 2 Spaces Duration: Instant
- Hit Points -10 Target: Creature (1) Range: 2 Spaces Duration: 1 Round
- Reposition
- With a deft twist of your wrist you put your opponent off balance and move them right to where you want them!
- 1d4 Damage Target: Space (1) Range: 1 Space Duration: Instant
- Move Enemy 1 Target: Creature (1) Range: 1 Space Duration: Instant
- Feed Off The Excitement
- You revel in the excitement and cunning of battle. Landing good hits on your opponent heals you as the thrill of battle settles in. As a Defensive Power this will have the Heal modifier added to the healing of this Power. The Damage modifier will not be used.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- 1d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Never Cornered
- You can never seem to be cornered. When you seem to, you are able to pop through the shadows a few Spaces away. This action of evading your enemies is invigorating and heals your Hit Points some.
- 1d4 Healing Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- Find Weakness
- You study your enemy to find a weakness. Next round you will have a bonus to Attack.
- Attack +2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Nimbleness
- In the moment of most need you are able to grant a bonus to Subterfuge. This Power can be used at the same time as a Subterfuge Skill Check to increase the roll.
- Subterfuge +3 Target: Creature (1) Range: 1 Space Duration: Instant
- Minor Tactical Combat
- 'Add 1 bonus to Tactical Advantage Attacks.
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