Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
6 | 21 | 19 | 19 | 25 | 24 | 26 | 18 |
- Greater Assault Leader
- Add +4 to Attack to an ally next to you.
- Improved Defense Leader
- Add +3 to Defenses to an ally next to you.
- Improved Lessen Critical Hit
- Critical Hits do 20 less damage to your character.
- Improved Reroll
- Reroll 3 dice rolls of 3 or lower between every Full Rest.
d20 +24 to Attack Spirit Defense | +64 to Healing
- Basic Attack
- This is Bobby Singer's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 16 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Bobby Singer's Combat Maneuvers.
- Hurry up, you cry baby!
- Your crotchetiness kicks in and you tell a couple allies to suck it up and get a move on. This increases their Speed and heals them.
- 7d12 Healing (46) Target: Creatures (2) Range: 14 Spaces Duration: 1 Round
- Speed +4 Target: Creatures (2) Range: 14 Spaces Duration: 1 Round
d20 +24 to Attack Spirit Defense | +64 to Healing
- Idjits!
- You shout "Idjits!" at your targets in an effort to get them motivated to do a better job. They seemed to be prompted into action as their Attack, Damage, and Defenses go up.
- Attack +2 Target: Creatures (2) Range: 13 Spaces Duration: 2 Rounds
- Damage +10 Target: Creatures (2) Range: 14 Spaces Duration: 2 Rounds
- Defenses +4 Target: Creatures (2) Range: 13 Spaces Duration: 2 Rounds
- Oh, Balls!
- When your allies hear you say "Oh, Balls!" they know they are in real trouble. This gives them the motivation to push on through nearly any obstacle.
- 5d12 Healing (33) Target: Creatures (3) Range: 15 Spaces Duration: 5 Rounds
d20 +24 to Attack Spirit Defense | +64 to Healing
- Bobby's Blessed Bottle
- You force holy water down the throat of your enemy. It burns and stings them causing great harm. It takes them several rounds to recover. During which time their Attack, Defense, and Speed are reduced.
- Attack -5 Target: Creature (1) Range: 12 Spaces Duration: 3 Rounds
- Defenses -5 Target: Creature (1) Range: 12 Spaces Duration: 3 Rounds
- Speed -2 Target: Creature (1) Range: 13 Spaces Duration: 3 Rounds
- Spell of Weakening
- Reciting the words of a spell you weaken your enemy. This reduces their Damage and Defenses for several rounds.
- Damage -21 Target: Creature (1) Range: 16 Spaces Duration: 3 Rounds
- Defenses -4 Target: Creature (1) Range: 16 Spaces Duration: 3 Rounds
d20 +22 to Attack Mind | +11 to Damage | +47 to Healing
- Ring of Salt
- You toss out handfuls of salt around yourself creating a ring of protection around yourself. This ring does Damage and weakens anyone in it. The Shape of a 3x3x1 area centered on yourself with the space you occupy not effected.
- 2d8 Damage (9) Target: Spaces (9) Range: Self Duration: 2 Rounds
- Hit Points -25 Target: Spaces (9) Range: Self Duration: 2 Rounds
- Shot in the Dark
- Using your trusted and proven Winchester Model 1894 you sight in your target and squeeze the trigger.
- 13d12 Damage (85) Target: Creature (1) Range: 18 Spaces Duration: Instant
- Strange Question
- You ask your enemy "Do I look like a ditch-able prom date to you?" This distracts them just enough for you and your allies to react in time.
- Reaction -3 Target: Creature (1) Range: 1 Space Duration: Instant
- Improved Healing
- With great understanding of the targets anatomy you quickly administer improved first aid healing the target's Hit Points.
- 13d10 Healing (72) Target: Creature (1) Range: 1 Space Duration: Instant
- Before Being a Hunter
- Bobby grew up in an abusive environment. His father was an alcoholic who constantly yelled at him and his mother. One day when his father was hitting his mother, Bobby pulled out a rifle and shot his dad. His father's last words stuck with him, "You break everything you touch." Years later he got married to Karen. Three days before Karen was possessed, the two had a fight about children and did not talk after.
- Becoming a Hunter
- Bobby became a hunter after he had to kill his wife Karen Singer when she was possessed by a demon. Rufus Turner is the hunter who exorcised the demon and helped cover up Karen's death. It was Rufus who introduced Bobby to the world of the supernatural, and they hunted together for many years until a hunt went wrong in Omaha around 1993.
- Father to the Winchesters
- After John's death, Bobby becomes like a father to Sam and Dean. He was very loyal to them and cared for them deeply like they were his own.
- Ford tow-truck
- Bobby owns a blue Ford tow-truck with Lawrence County, South Dakota plates: 9NO-3L1.
- Singer Salvage Yard
- Bobby owns Singer Salvage Yard, and lives in a house on the premises. It is located in South Dakota, near the town of Sioux Falls.
Bobby Singer's Equipped Items
- Healing +36
- This effect grants a bonus of Healing +36.
- Primary Power Points +20
- This effect will add 20 Power Points to the Primary Power Point pool.
- Secondary Power Points +20
- This effect will add 20 Power Points to the Secondary Power Point pool.
- Tertiary Power Points +20
- This effect will add 20 Power Points to the Tertiary Power Point pool.
- Greater At Will Cap Boost
- Increase At Will Power cap by 20.
- Social +7
- This effect grants Social +7.
- Improved Reroll
- Reroll 3 dice rolls of 3 or lower between every Full Rest.
- Improved Healing
- With great understanding of the targets anatomy you quickly administer improved first aid healing the target's Hit Points.
- 9d10 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Attack +8
- This effect grants Attack +8.
- Combat Maneuvers +7
- This effect grants Combat Maneuvers +7.
- Greater Ranged Combat
- Increase Power Effects with a Range of 4 or higher by 8 Spaces.
- Improved Attack Accuracy
- Add 3 to all attacks.
- Defenses +9
- This effect grants Defenses +9.
- Hit Points +50
- This effect will modify Hit Points +50.
- Resistance +20
- This effect will grant Resistance +20.
- Improved Lessen Critical Hit
- Critical Hits do 20 less damage to your character.
Bobby Singer's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Hurry up, you cry baby!
- Your crotchetiness kicks in and you tell a couple allies to suck it up and get a move on. This increases their Speed and heals them.
- 3d12 Healing Target: Creatures (2) Range: 6 Spaces Duration: 1 Round
- Speed +4 Target: Creatures (2) Range: 6 Spaces Duration: 1 Round
- 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
- Idjits!
- You shout "Idjits!" at your targets in an effort to get them motivated to do a better job. They seemed to be prompted into action as their Attack, Damage, and Defenses go up.
- Attack +2 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Damage +10 Target: Creatures (2) Range: 6 Spaces Duration: 2 Rounds
- Defenses +4 Target: Creatures (2) Range: 5 Spaces Duration: 2 Rounds
- Oh, Balls!
- When your allies hear you say "Oh, Balls!" they know they are in real trouble. This gives them the motivation to push on through nearly any obstacle.
- 1d12 Healing Target: Creatures (3) Range: 7 Spaces Duration: 5 Rounds
- Bobby's Blessed Bottle
- You force holy water down the throat of your enemy. It burns and stings them causing great harm. It takes them several rounds to recover. During which time their Attack, Defense, and Speed are reduced.
- Attack -5 Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Defenses -5 Target: Creature (1) Range: 4 Spaces Duration: 3 Rounds
- Speed -2 Target: Creature (1) Range: 5 Spaces Duration: 3 Rounds
- Spell of Weakening
- Reciting the words of a spell you weaken your enemy. This reduces their Damage and Defenses for several rounds.
- Damage -21 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Defenses -4 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Ring of Salt
- You toss out handfuls of salt around yourself creating a ring of protection around yourself. This ring does Damage and weakens anyone in it. The Shape of a 3x3x1 area centered on yourself with the space you occupy not effected.
- 2d8 Damage Target: Spaces (9) Range: Self Duration: 2 Rounds
- Hit Points -25 Target: Spaces (9) Range: Self Duration: 2 Rounds
- Shot in the Dark
- Using your trusted and proven Winchester Model 1894 you sight in your target and squeeze the trigger.
- 13d12 Damage Target: Creature (1) Range: 10 Spaces Duration: Instant
- Strange Question
- You ask your enemy "Do I look like a ditch-able prom date to you?" This distracts them just enough for you and your allies to react in time.
- Reaction -3 Target: Creature (1) Range: 1 Space Duration: Instant
- Minor Enhanced Healing
- 'Add 1 die to all powers that heal Hit Points.
- Minor Assault Leader
- 'Add +1 to Attack to an ally next to you.
- Minor Defense Leader
- 'Add +1 to Defenses to an ally next to you.
- Minor Expand Leadership
- 'Grant allies your Leader Specialties Bonuses within 2 spaces of you instead of 1. Used to enhance other Leadership Specialties.
- Lesser Enhanced Healing
- 'Add 2 dice to all powers that heal Hit Points.
- Lesser Assault Leader
- 'Add +2 to Attack to an ally next to you.
- Minor Increase Leadership
- 'Grant 2 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
- Lesser Increase Leadership
- 'Grant 3 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
- Improved Enhanced Healing
- 'Add 3 dice to all powers that heal Hit Points.
- Lesser Expand Leadership
- 'Grant allies your Leader Specialties Bonuses within 4 spaces of you instead of 1. Used to enhance other Leadership Specialties.
- Lesser Defense Leader
- 'Add +2 to Defenses to an ally next to you.
- Improved Assault Leader
- 'Add +3 to Attack to an ally next to you.
- Greater Enhanced Healing
- 'Add 4 dice to all powers that heal Hit Points.
- Improved Defense Leader
- 'Add +3 to Defenses to an ally next to you.
- Greater Assault Leader
- 'Add +4 to Attack to an ally next to you.
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