Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
8 | 16 | 2 | 5 | 23 | 42 | 22 | 30 |
d20 +26 to Attack Mind Defense | +37 to Damage | +31 to Healing
- Basic Attack
- This is Sam Winchester's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Sam Winchester's Combat Maneuvers.
- Taurus Model 92
- This trusty handgun is always close at hand. It's the go to weapon whenever there is trouble.
- 8d12 Damage (52) Target: Creature (1) Range: 10 Spaces Duration: Instant
d20 +26 to Attack Mind Defense | +37 to Damage | +31 to Healing
- Drive Blade Home
- You jam your blade into your enemy causing excruciating pain. Leaving the knife in causes them to reel in agony. Using the blade to control your enemy you can move them around and keep them from any unexpected moves. This gives you a chance to recover while you have better control of the situation.
- 3d8 Healing (14) Target: Creature (1) Range: Self Duration: 4 Rounds
- 1d4 Damage (3) Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
- Move Enemy 2 Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
- Weaken Teleporting -6 Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
- Sour Face
- You squish your face as if you had just tasted something sour. The frustration in your expression is apparent. Your enemies realize just how serious you are and lose heart in the fight.
- 1d4 Damage (3) Target: AOE (3x3) Range: 8 Spaces Duration: 2 Rounds
- Hit Points -65 Target: AOE (3x3) Range: 8 Spaces Duration: 2 Rounds
d20 +26 to Attack Mind Defense | +37 to Damage | +31 to Healing
- Hinting at Help
- You know, if you're hinting you need my help, just ask.
- 6d12 Healing (39) Target: Creature (1) Range: 5 Spaces Duration: Instant
- Process Our Feelings
- Moving up next to an ally you let them know what you think. Getting that off your shoulders definitely helps the both of you.
- 4d12 Healing (26) Target: Spaces (2) Range: Self Duration: Instant
- Sip of El Sol
- Passing around a tasty cool El Sol beer helps to clear the mind and focus on what is important.
- 3d12 Healing (20) Target: Creatures (2) Range: 2 Spaces Duration: 2 Rounds
d20 +18 to Attack Body Defense | +29 to Damage
- Exorcise Evil
- Chanting an ancient Latin spell you weaken your target. The target's Defenses and Attack are lowered.
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Defenses -4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Splash of Holy Water
- You splash holy water into an area doing damage to your enemies. The holy water disorients them for a short time reducing their Attack.
- 1d4 Damage (3) Target: AOE (4x4) Range: 4 Spaces Duration: 1 Round
- Attack -3 Target: AOE (4x4) Range: 4 Spaces Duration: 1 Round
- Early Life
- Sam Winchester was born on May 2, 1983 to John and Mary Winchester in Lawrence, Kansas. He is the couple's second child, four years younger than his older brother Dean. When Sam was exactly six months old, on November 2, 1983, his mother, Mary, was killed in his nursery by Azazel. Mary walked in on Sam's nursery while Azazel was feeding the infant demon blood to turn him into one of the special children. He has developed slight mental trauma due to this day and doesn't like Halloween.
- Childhood
- Sam and Dean spent their childhood moving from town to town while their father hunted the supernatural being that had killed their mother. He trains his sons in Hunting and kills anything supernatural he comes across. As soon as able, Sam was left in the care of Dean. However, when Dean grew old enough to go on hunts with John, Sam was left alone.
- Struggle To Be Normal
- For years as a Hunter Sam tried to hand onto a "normal" life. Though through trials and tribulations of his abnormal life he eventually resigned himself to the life of a hunter.
Sam Winchester's Equipped Items
- Social +8
- This effect grants Social +8.
- Subterfuge +8
- This effect grants Subterfuge +8.
- Greater Social Skill Focus
- Increase Social Skill by 8.
- Greater Subterfuge Skill Focus
- Increase Subterfuge Skill by 8.
- Far Communication 100k
- This effect allows long range Communication with a creature up to 100,000 spaces away.
- Far Perception 100k
- This effect allows long range Perception checks of a place or creature up to 100,000 spaces away.
- Religion +7
- This effect grants Religion +7.
- Scholar +7
- This effect grants Scholar +7.
- Greater Scholar Skill Focus
- Increase Scholar Skill by 8.
- Attack +7
- This effect grants Attack +7.
- Damage +21
- This effect grants Damage +21.
- Reaction +5
- This effect grants Reaction +5.
- Improved Attack Accuracy
- Add 3 to all attacks.
- Defenses +8
- This effect grants Defenses +8.
- Hit Points +50
- This effect will modify Hit Points +50.
- Resistance +15
- This effect will grant Resistance +15.
Sam Winchester's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Taurus Model 92
- This trusty handgun is always close at hand. It's the go to weapon whenever there is trouble.
- 8d12 Damage Target: Creature (1) Range: 10 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.
- 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 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 +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 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 +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Drive Blade Home
- You jam your blade into your enemy causing excruciating pain. Leaving the knife in causes them to reel in agony. Using the blade to control your enemy you can move them around and keep them from any unexpected moves. This gives you a chance to recover while you have better control of the situation.
- 3d8 Healing Target: Creature (1) Range: Self Duration: 4 Rounds
- 1d4 Damage Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
- Move Enemy 2 Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
- Weaken Teleporting -6 Target: Creature (1) Range: 4 Spaces Duration: 4 Rounds
- Sour Face
- You squish your face as if you had just tasted something sour. The frustration in your expression is apparent. Your enemies realize just how serious you are and lose heart in the fight.
- 1d4 Damage Target: AOE (3x3) Range: 8 Spaces Duration: 2 Rounds
- Hit Points -65 Target: AOE (3x3) Range: 8 Spaces Duration: 2 Rounds
- Hinting at Help
- You know, if you're hinting you need my help, just ask.
- 6d12 Healing Target: Creature (1) Range: 5 Spaces Duration: Instant
- Process Our Feelings
- Moving up next to an ally you let them know what you think. Getting that off your shoulders definitely helps the both of you.
- 4d12 Healing Target: Spaces (2) Range: Self Duration: Instant
- Sip of El Sol
- Passing around a tasty cool El Sol beer helps to clear the mind and focus on what is important.
- 3d12 Healing Target: Creatures (2) Range: 2 Spaces Duration: 2 Rounds
- Exorcise Evil
- Chanting an ancient Latin spell you weaken your target. The target's Defenses and Attack are lowered.
- Attack -4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Defenses -4 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
- Splash of Holy Water
- You splash holy water into an area doing damage to your enemies. The holy water disorients them for a short time reducing their Attack.
- 1d4 Damage Target: AOE (4x4) Range: 4 Spaces Duration: 1 Round
- Attack -3 Target: AOE (4x4) Range: 4 Spaces Duration: 1 Round
- Minor Defenses
- 'Add 1 to all Defenses.
- Minor Hit Points
- 'Add 10 Hit Points.
- Minor Speed
- 'Increase Speed by 1.
- Minor Primary Power Point Increase
- 'Increase Primary Power Pool by 10 points.
- Lesser Defenses
- 'Add 2 to all Defenses.
- Lesser Primary Power Point Increase
- 'Increase Primary Power Pool by 20 points.
- Lesser Hit Points
- 'Add 30 Hit Points.
- Lesser Speed
- 'Increase Speed by 2.
- Improved Defenses
- 'Add 3 to all Defenses.
- Improved Hit Points
- 'Add 60 Hit Points.
- Improved Primary Power Point Increase
- 'Increase Primary Power Pool by 30 points.
- Improved Speed
- 'Increase Speed by 3.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Primary Power Point Increase
- 'Increase Primary Power Pool by 40 points.
- Greater Hit Points
- 'Add 100 Hit Points.
Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.
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- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
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