Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
2 | 22 | 9 | 2 | 37 | 26 | 2 | 7 |
d20 +30 to Attack Mind Defense | +67 to Damage | +92 to Healing
- Basic Attack
- This is Castiel's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Castiel's Combat Maneuvers.
- Touch of Divinity
- You lightly touch your ally on the forehead with your index finger. A light glow of divine energy emanates from the contact and your target is healed and refreshed.
- 13d12 Healing (85) Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Hit Points +50 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
d20 +30 to Attack Mind Defense | +67 to Damage | +92 to Healing
- Conduit of Healing
- You reach out to your allies and become a direct conduit of divine energy. The energy courses through you and your allies, greatly healing everyone.
- 17d12 Healing (111) Target: AOE (2x2) Range: Self Duration: 1 Round
- Hit Points +50 Target: AOE (2x2) Range: Self Duration: 1 Round
- Divine Providence
- You always seem to be where you are needed when you are needed. The divine energy pulses through you. While carrying out the duties of the hand of god you are also healed along the way.
- 5d4 Healing (13) Target: Creature (1) Range: 3 Spaces Duration: 5 Rounds
- Move Ally 2 Target: Creature (1) Range: 3 Spaces Duration: 5 Rounds
- Teleport Ally 10 Target: Creature (1) Range: 3 Spaces Duration: 5 Rounds
- Hand of an Angel
- You grab a hold of your target's shoulder. Your grasp passes through them into the afterlife seeking their soul. With a firm grasp you grab their soul and pull it back into their body bringing them back from the dead.
- Raise Dead (Months) Target: Creature (1) Range: 1 Space Duration: Instant
- Uncanny Reaction
- When it matters, you have the reflexes that count, either increasing your Reaction for turn order or saving one's hide from a sudden surprise.
- Reaction +9 Target: Creature (1) Range: 1 Space Duration: Instant
d20 +30 to Attack Mind Defense | +67 to Damage | +92 to Healing
- Exorcise Evil
- You slap your hand onto your enemy's forehead in an attempt to purge all evil. Bright light erupts from your target's eyes and mouth while the evil burns inside.
- 1d12 Damage (7) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Hit Points -105 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Spell of Trapping
- You cast a spell by writing runes on the surrounding area. This spell traps the creature holding them near and damaging them.
- 1d4 Damage (3) Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Weaken Teleporting -8 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Telekinetic Shove
- With a wave of your hand you can toss an enemy or object away.
- Move Enemy 7 Target: Creature (1) Range: 8 Spaces Duration: Instant
- Angelic Teleportation
- With a rush of air and the sound of flapping wings, you teleport you and your allies far away.
- Far Teleport Ally 100k Target: Creatures (4) Range: 2 Spaces Duration: Instant
- Castiel, explaining his early life
- You know, I've...I've been here for a very long time. And I remember many things. I remember being at a shoreline, watching a little gray fish heave itself up on the beach and an older brother saying, 'Don't step on that fish, Castiel. Big plans for that fish.' I remember the tower of Babel...all 37 feet of it, which I suppose was impressive at the time. And when it fell, they howled divine wrath. But come on. Dried dung can only be stacked so high.
- Early Life
- Although not much is known about Castiel's early life, discussions with Uriel suggest the pair were children by Angel standards when Lucifer rebelled against Heaven and refused to bow down to humanity. While his brother was enthralled by Lucifer's power and charisma, Castiel remembered being frightened and disturbed by the rebellious Archangel.
- Castiel's Work
- Castiel had been stationed on Earth for at least 2,000 years while being in the same garrison as Anael, who acted as his superior and became very close to him, Uriel, Balthazar, Hester, Inias and Bartholomew. Castiel was present when the world was first created, making him several thousands years old biblically (Uriel also made reference to questioning 'How long have I served' as '6 or 7 centuries') .
- Watching Over Humanity
- He watched as the first fish emerged from the ocean. He also watched them build the Tower of Babel, among other historic and Biblical events. He also witnessed the evolutionary struggle between Homo sapiens and Neanderthals and was hoping that the latter would survive because of their superior poetry(though this particular opinion and reasoning may have just been madness). He also witnessed Cain killing Abel.
- Castiel's Reputation
- Castiel's legacy has seemed to become legend among angels & demons alike, as many recognize him as the only angel who defied God's rules & cooperated with humans on his own decision, which he is either loathed or respected for. He is also the only angel to have been killed, and been resurrected multiple times.
Castiel's Equipped Items
- Attack +8
- This effect grants Attack +8.
- Damage +45
- This effect grants Damage +45.
- Greater Damage Boost
- Increase the Hit Point damage of a Power by 40% 1 time during Battle Time.
- Improved Additional Damage Boosts
- Damage Boost 4 times during Battle Time.
- Primary Power Points +30
- This effect will add 30 Power Points to the Primary Power Point pool.
- Secondary Power Points +30
- This effect will add 30 Power Points to the Secondary Power Point pool.
- Improved Primary Power Point Increase
- Increase Primary Power Pool by 30 points.
- Defenses +7
- This effect grants Defenses +7.
- Resistance +20
- This effect will grant Resistance +20.
- Subterfuge +5
- This effect grants Subterfuge +5.
- Healing +45
- This effect grants a bonus of Healing +45.
- Greater Healing Boost
- Increase the Hit Point healing of a Power by 40% 1 time during Battle Time.
- Angelic Teleportation
- With a rush of air and the sound of flapping wings, you teleport you and your allies far away.
- Far Teleport Ally 100k Target: Creatures (4) Range: 2 Spaces Duration: Instant
Castiel's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Touch of Divinity
- You lightly touch your ally on the forehead with your index finger. A light glow of divine energy emanates from the contact and your target is healed and refreshed.
- 9d12 Healing Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Hit Points +50 Target: Creature (1) Range: 4 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
- Conduit of Healing
- You reach out to your allies and become a direct conduit of divine energy. The energy courses through you and your allies, greatly healing everyone.
- 13d12 Healing Target: AOE (2x2) Range: Self Duration: 1 Round
- Hit Points +50 Target: AOE (2x2) Range: Self Duration: 1 Round
- Divine Providence
- You always seem to be where you are needed when you are needed. The divine energy pulses through you. While carrying out the duties of the hand of god you are also healed along the way.
- 1d4 Healing Target: Creature (1) Range: 3 Spaces Duration: 5 Rounds
- Move Ally 2 Target: Creature (1) Range: 3 Spaces Duration: 5 Rounds
- Teleport Ally 10 Target: Creature (1) Range: 3 Spaces Duration: 5 Rounds
- Hand of an Angel
- You grab a hold of your target's shoulder. Your grasp passes through them into the afterlife seeking their soul. With a firm grasp you grab their soul and pull it back into their body bringing them back from the dead.
- Raise Dead (Months) Target: Creature (1) Range: 1 Space Duration: Instant
- Uncanny Reaction
- When it matters, you have the reflexes that count, either increasing your Reaction for turn order or saving one's hide from a sudden surprise.
- Reaction +9 Target: Creature (1) Range: 1 Space Duration: Instant
- Exorcise Evil
- You slap your hand onto your enemy's forehead in an attempt to purge all evil. Bright light erupts from your target's eyes and mouth while the evil burns inside.
- 1d12 Damage Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Hit Points -105 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Spell of Trapping
- You cast a spell by writing runes on the surrounding area. This spell traps the creature holding them near and damaging them.
- 1d4 Damage Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Weaken Teleporting -8 Target: Creature (1) Range: 7 Spaces Duration: 3 Rounds
- Telekinetic Shove
- With a wave of your hand you can toss an enemy or object away.
- Move Enemy 7 Target: Creature (1) Range: 8 Spaces Duration: Instant
- Minor Enhanced Healing
- 'Add 1 die to all powers that heal Hit Points.
- Minor Damage Resistance
- 'Reduce damage by 5 anytime damage is taken.
- Minor Recovery
- 'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
- Minor Healing Increase
- 'Add 2 Healing to all defensive Powers that Heal Hit Points.
- Lesser Damage Resistance
- 'Reduce damage by 10 anytime damage is taken.
- Lesser Enhanced Healing
- 'Add 2 dice to all powers that heal Hit Points.
- Lesser Healing Increase
- 'Add 5 Healing to all defensive Powers that Heal Hit Points.
- Lesser Recovery
- 'Recover 6 Hit Points per turn. GM dictates rate during Real Time.
- Improved Damage Resistance
- 'Reduce damage by 15 anytime damage is taken.
- Improved Enhanced Healing
- 'Add 3 dice to all powers that heal Hit Points.
- Improved Healing Increase
- 'Add 10 Healing to all defensive Powers that Heal Hit Points.
- Improved Recovery
- 'Recover 10 Hit Points per turn. GM dictates rate during Real Time.
- Greater Damage Resistance
- 'Reduce damage by 20 anytime damage is taken.
- Greater Enhanced Healing
- 'Add 4 dice to all powers that heal Hit Points.
- Greater Recovery
- 'Recover 15 Hit Points per turn. GM dictates rate during Real Time.
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