- Minor Damage Roll Minimum
- Damage die rolls of 1 increase to 2.
d20 +11 to Attack Mind Defense | +11 to Damage | +13 to Healing
- Basic Attack
- This is Forgotten Soldier's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Forgotten Soldier's Combat Maneuvers.
- Clobber Foe
- Winding up you deliver an attack to a few enemies near you in an attempt to clobber them good!
- 1d4 Damage (3) Target: Spaces (2) Range: 2 Spaces Duration: Instant
d20 +11 to Attack Mind Defense | +11 to Damage | +13 to Healing
- Leather Skin
- You weave magic around your target strengthening and toughening their skin. This increases their Resistance to Damage for a few Rounds.
- Resistance +5 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Remember Me!
- You drill your enemies asking them who you are. The passion and force terrifies them sapping their will to continue.
- 1d6 Damage (4) Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Forgotten Soldier
- The Forgotten Soldier is just that, forgotten. No one is quite sure what heroics this soldier once performed. In fact, this is the very thing that makes them stir in their graves. They feel their acts were worthy of remembrance. When they are forgotten they awaken to remind the living of their deeds.
- Possible Turn Time Encounter
- This NPC can be used for a Turn Time encounter if the GM chooses. Or it can become one if the PCs Parley the Forgotten Soldier. Either way it could turn into an interesting encounter where the GM can insert important campaign or local area information. A simple three round Turn Time Challenge should work. Round 1, identify the Forgotten Soldier. Round 2, learn about their story. Round 3, convince them they will keep their story alive.
NPC Auto Assigned Bonuses
Forgotten Soldier's Equipped Items
Forgotten Soldier's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Clobber Foe
- Winding up you deliver an attack to a few enemies near you in an attempt to clobber them good!
- 1d4 Damage Target: Spaces (2) Range: 2 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.
- 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
- Leather Skin
- You weave magic around your target strengthening and toughening their skin. This increases their Resistance to Damage for a few Rounds.
- Resistance +5 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Remember Me!
- You drill your enemies asking them who you are. The passion and force terrifies them sapping their will to continue.
- 1d6 Damage Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
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.
- Minor Damage Roll Minimum
- 'Damage die rolls of 1 increase to 2.
- Minor Enhanced Critical Attack
- 'Critical Attacks become a 19 or higher if the Attack hits. Only 20's auto-hit.
- Minor Vicious Critical
- 'Optional Critical Hit table roll increased by 1.
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