- Minor Damaging Power Duration Increase
- Powers with a Duration of 2 or greater last 1 more round doing 10% of the original Damage. No other effects are extended.
d20 +7 to Attack Spirit Defense | +9 to Healing
- Basic Attack
- This is Twang's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Twang's Combat Maneuvers.
- Lullaby of Living
- In a gravelly off key voice you belt out a poorly constructed song about living. "You no die! Yes you live! You not sleep for the worms today! Do not die! You should live! So we can go do some other stuff." This terrible song inspires an ally to live so they can find a real signer and hear music once again.
- 1d4 Healing (3) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
d20 +7 to Attack Spirit Defense | +9 to Healing
- Bad Banjo Solo
- Twang busts out a terrible banjo solo! Damage increases for one ally as they imagine smashing Twangs banjo so he will stop playing the awful noise.
- Damage +6 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Go Get Em!
- Singling out one of your allies you sing them a song of encouragement and drive. "Go get em, go get em, go get em, go get em, go get em, go get em, go get em, go get em, (insert ally name)!" The enthusiasm drives your allie to greater heights with increased Attack and healing.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: 1 Round
- Attack +3 Target: Creature (1) Range: 1 Space Duration: 1 Round
d20 +7 to Attack Spirit Defense | +9 to Healing
- Screeching Thumb Pick Slide
- Twang runs one of his fat discolored thumbnails slowly down the length of the banjo string. This produces a hideous grinding screeching sound that wracks a foes brain making them much less effective in combat for a short time.
- Attack -3 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Uncoordinated Banjo Jam
- Twang whips his banjo up behind his head and tries to play with his eyes closed and tongue out. This demonstration of banjo playing gone wrong distracts an enemy for a short time lowering their Defenses.
- Defenses -2 Target: Creature (1) Range: 6 Spaces Duration: 1 Round
d20 +4 to Attack Body Defense | +4 to Damage
- Absurd Occupation
- The absurdity of an orc being a bard baffles and confuses an enemy. This causes their Speed to lower for a short time as they just can't seem to concentrate on their task at hand.
- Speed -2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Banjo Bash
- You use the extra reach of your banjo to bash an enemy with it.
- 1d6 Damage (4) Target: Creature (1) Range: 2 Spaces Duration: Instant
- Music Career
- Twang is absolutely convinced he is a great singer, banjo player, and all around bard. There are those that might think he is charming or entertaining. However the fact remains that he is terrible at it. He can't stay in tune, keep a rhythm, or remember the words to the songs he has sung many times. However, he is wholly and completely convinced he is a great bard.
- Good Money
- Twang seems to make a decent living at being a bard. Though most of the money or donations he receives are ultimately designed to get him to stop, rather than to keep playing.
- Inspired Presence
- Twang is so awful at being a bard that his Powers and abilities penalize or give bonuses to allies to inspire him to stop playing. Allies and enemies alike have been known to find common ground just so Twang will stop his infernal racket.
Twang's Equipped Items
- Minor Ranged Combat
- Increase Power Effects with a Range of 4 or higher by 2 Spaces.
Twang's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Lullaby of Living
- In a gravelly off key voice you belt out a poorly constructed song about living. "You no die! Yes you live! You not sleep for the worms today! Do not die! You should live! So we can go do some other stuff." This terrible song inspires an ally to live so they can find a real signer and hear music once again.
- 1d4 Healing Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Bad Banjo Solo
- Twang busts out a terrible banjo solo! Damage increases for one ally as they imagine smashing Twangs banjo so he will stop playing the awful noise.
- Damage +6 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Go Get Em!
- Singling out one of your allies you sing them a song of encouragement and drive. "Go get em, go get em, go get em, go get em, go get em, go get em, go get em, go get em, (insert ally name)!" The enthusiasm drives your allie to greater heights with increased Attack and healing.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: 1 Round
- Attack +3 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Screeching Thumb Pick Slide
- Twang runs one of his fat discolored thumbnails slowly down the length of the banjo string. This produces a hideous grinding screeching sound that wracks a foes brain making them much less effective in combat for a short time.
- Attack -3 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Uncoordinated Banjo Jam
- Twang whips his banjo up behind his head and tries to play with his eyes closed and tongue out. This demonstration of banjo playing gone wrong distracts an enemy for a short time lowering their Defenses.
- Defenses -2 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Absurd Occupation
- The absurdity of an orc being a bard baffles and confuses an enemy. This causes their Speed to lower for a short time as they just can't seem to concentrate on their task at hand.
- Speed -2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Banjo Bash
- You use the extra reach of your banjo to bash an enemy with it.
- 1d6 Damage Target: Creature (1) Range: 2 Spaces Duration: Instant
- Minor At Will Cap Boost
- 'Increase At Will Power cap by 5.
- Minor Damaging Power Duration Increase
- 'Powers with a Duration of 2 or greater last 1 more round doing 10% of the original Damage. No other effects are extended.
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.
Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.
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