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1 | 9 | 2 | 2 | 1 | 1 | 14 | 2 |
d20 +5 to Attack Spirit Defense | +6 to Healing
- Basic Attack
- This is Jacob the Merchant's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Jacob the Merchant's Combat Maneuvers.
- Patch Up a Guard
- Jacob has learned a little healing over all the years of travel. He patches up a guard enough to keep them on duty and protecting his wares.
- 1d4 Healing (3) Target: Creature (1) Range: 4 Spaces Duration: Instant
- Instant Play Quest NPC Merchant
- This is the NPC the PCs have to help get from one city to another. Jacob will not fight or interfere with the PCs unless he is forced to. If the PC group only has a couple of players the GM can let Jacob help out during combat as it may help to smooth over groups of 3 or less.
- If Jacob Enters Combat
- If Jacob is needed or forced into combat then this is how he will act. First he will use his Signature Power to buff a guard. Next he will use his At Will Power to heal a guard. He will switch between these for the duration of the combat. As a last resort, Jacob can use a Basic Attack to attack enemies but he will not do this unless he has to.
NPC Auto Assigned Bonuses
Jacob the Merchant's Equipped Items
Jacob the Merchant's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Patch Up a Guard
- Jacob has learned a little healing over all the years of travel. He patches up a guard enough to keep them on duty and protecting his wares.
- 1d4 Healing Target: Creature (1) Range: 4 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
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.
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