Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 8 | 2 | 3 | 8 | 8 | 2 | 2 |
d20 +9 to Attack Mind Defense | +10 to Damage | +8 to Healing
- Basic Attack
- This is Sorcerer - Instant Play Quest's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Sorcerer - Instant Play Quest's Combat Maneuvers.
- Searing Rays
- You extend both your arms and point at two enemies. Streams of fire erupt from each arm and sail towards your enemies.
- 1d4 Damage (3) Target: Creatures (2) Range: 3 Spaces Duration: Instant
d20 +9 to Attack Mind Defense | +10 to Damage | +8 to Healing
- Blast of Frost
- You blast your enemy with an extremely cold wave of frost. The flash freeze leaves your enemy freezing for a short time after the initial blast causing further Damage. The numbing cold also reduces the enemy's total Hit Points.
- 1d4 Damage (3) Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Hit Points -5 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Electric Arcs
- You create an area of high electrical conductivity causing electricity to begin to arc in a small area. This electricity does damage but also can Move the enemy around some. This effect lingers for several rounds.
- 1d4 Damage (3) Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Move Enemy 2 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
d20 +9 to Attack Mind Defense | +10 to Damage | +8 to Healing
- Repel Foe
- When the enemy gets to close you can blast them back with pure magical force. You then reverse the polarity of the magic using it to Teleport safely away.
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 2 Spaces Duration: Instant
- Steal Life
- You tap into the magic weave around your enemy and use it to steal some of their life force. As a Defensive Power add the Healing Modifier to the Hit Point healing received. Do not add the Damage Modifier to the Damage dealt.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
- 1d4 Damage (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 Sorcerer is narrowly built to do lots of Damage at range. It has few Powers, but those it has are very strong. The Powers have last for several rounds which allows the Sorcerer to Damage targets for multiple rounds in a row. This allows "stacking" of Damage onto one target. If there is not a cause for using the strong Powers this Sorcerer just uses its At Will Power.
Sorcerer - Instant Play Quest's Equipped Items
Sorcerer - 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.
- Searing Rays
- You extend both your arms and point at two enemies. Streams of fire erupt from each arm and sail towards your enemies.
- 1d4 Damage Target: Creatures (2) Range: 3 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
- Blast of Frost
- You blast your enemy with an extremely cold wave of frost. The flash freeze leaves your enemy freezing for a short time after the initial blast causing further Damage. The numbing cold also reduces the enemy's total Hit Points.
- 1d4 Damage Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Hit Points -5 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Electric Arcs
- You create an area of high electrical conductivity causing electricity to begin to arc in a small area. This electricity does damage but also can Move the enemy around some. This effect lingers for several rounds.
- 1d4 Damage Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Move Enemy 2 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
- Repel Foe
- When the enemy gets to close you can blast them back with pure magical force. You then reverse the polarity of the magic using it to Teleport safely away.
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 2 Spaces Duration: Instant
- Steal Life
- You tap into the magic weave around your enemy and use it to steal some of their life force. As a Defensive Power add the Healing Modifier to the Hit Point healing received. Do not add the Damage Modifier to the Damage dealt.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- 1d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Minor Primary Power Point Increase
- 'Increase Primary Power Pool by 10 points.
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