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Jacob the Merchant
Jacob the Merchant is a Generalist Neutral who is Devoted
Character
Level
1
Tier
1
Range
Close
Target
Single
NPC Tier
Minion
Difficulty
0
Group Level
1
Group Size
3 - 5
Body
1
Mind
1
Spirit
4
Durability
100%
Mobility
Reaction
4
Speed
5
Max Move
550
Health
Hit Points
1 Hit
Defenses
Body
12
Mind
12
Spirit
15
Healing
Mystic
2
Generalist
6
Attacks
Body
2
Mind
2
Spirit
5
Damage
Combatant
2
Mystic
2
Jacob the Merchant's Skills : 7 / 17 / 27
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
1 9 2 2 1 1 14 2
At Will Powers | Defensive Generalist
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
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 9
Roleplay Details for Jacob the Merchant
Physical
Age
37
Body Type
Slightly Overweight
Cleanliness
Clean
Clothing
Fine Silks
Hair Color
Dark Brown
Accoutrement
Always Smoking a Pipe
Hair Length
Long and Trimmed
Hair Style
Balding
Height
5 Feet 8 Inches
Weight
180
Personality
Attitude
Positive Outlook
Flexibility
Easy Going
Integrity
Always Holds up Bargain
Habit
Smokes
Primary Motivation
Selling Wares
Sense of Humor
Well Developed
Historical
Birthday
8th Day of the 4th Month
Career
Merchant
Hit a Boom
Several Years Ago and Still Going
Profession
Potter
Languages
Common
Jacob the Merchant's Character Notes
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.
Created: 2014-11-25 14:06:29 | Updated: 2014-11-25 15:06:29
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.
Created: 2014-11-25 14:27:41 | Updated: 2014-11-25 15:27:41
Jacob the Merchant's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Atomic RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Jacob the Merchant's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
1
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Jacob the Merchant's Assets

Jacob the Merchant's Equipped Items

Jacob the Merchant's Unequipped Items

Jacob the Merchant's Power Pools
At Will Powers
Defensive Generalist
Power Cap
10
Points Left
1

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Jacob the Merchant's At Will Powers
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 9
Jacob the Merchant's Basic Attack & Combat Maneuvers
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
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
Aggression: Offensive | Discipline: Mystic | Use In: BT
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
Aggression: Offensive | Discipline: Generalist | Use In: BT
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
Aggression: Offensive | Discipline: Combatant | Use In: BT
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
Aggression: Offensive | Discipline: All | Use In: BT
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
Aggression: Defensive | Discipline: All | Use In: BT
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
Aggression: Defensive | Discipline: All | Use In: BT

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.

Jacob the Merchant's Level One Choices
Traits
Body
1
Mind
1
Spirit
4
Rank
Minion
Difficulty
0
Group Size
3
Auto Gear
Yes
NPC Bonus
1
Character Type
Archetype
Generalist
Style
Neutral
Focus
Devoted
Skill 1
Social
Skill 2
Crafting
Disciplines
Signature
Defensive Generalist
Range Tactics
Close
Target Tactics
Single
Level One Notes
This is the NPC Merchant for the Fyxt RPG Instant Play Quest. Fyxt NPCs that are commoners, merchants, or other non-combative characters are usually minions. They will not enter combat unless forced to. Then, they are usually easily dispatched. Non-combative NPCs get knocked out instead of killed usually unless otherwise stated.
Tags
Close Range, Devoted, Generalist, Medieval, Minion, Neutral, Single Target
Jacob the Merchant's Skill Point Distribution
Athletics
0
Crafting
1
Nature
0
Perception
0
Religion
0
Scholar
0
Social
1
Subterfuge
0
Jacob the Merchant's Specialty Choices
Level Gained
Specialty and Description
Jacob the Merchant's Cheater Stuff
Name and Description
Modification
Amount

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