d20 +31 to Attack Body Defense | +65 to Damage
- Basic Attack
- This is Deadpool's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Deadpool's Combat Maneuvers.
- Slicing and $%&@ing Dicing
- This is where your favorite Superhero, me, kicks some serious #$%!
- 8d12 Damage (52) Target: Spaces (2) Range: 3 Spaces Duration: Instant
d20 +31 to Attack Body Defense | +65 to Damage
- Maximum Effort!
- The whole chimi $%*@ing changa.
- Attack +3 Target: Creature (1) Range: Self Duration: Instant
- 8d12 Damage (52) Target: AOE (3x3) Range: 10 Spaces Duration: Instant
- Right Up Main Street!
- Do you ever get that not-so-fresh feeling? It's like that, except with bullets.
- Damage +45 Target: Creature (1) Range: Self Duration: Instant
- 14d12 Damage (91) Target: Creature (1) Range: 9 Spaces Duration: Instant
d20 +24 to Attack Spirit Defense | +23 to Healing
- Blatant disregard for authority
- Blah, blah, blah enough with this crap, let's just kill it already.
- Defenses -3 Target: Creatures (4) Range: 3 Spaces Duration: 3 Rounds
- Witty Banter
- Let's face it, this is just juvenile $#!+ talking.
- Attack -3 Target: Creatures (4) Range: 3 Spaces Duration: 3 Rounds
- Regenerative Healing Factor
- Deadpool possesses a superhuman healing factor derived from that of the mutant Wolverine that allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. Deadpool is able to heal from injuries such as slashes, puncture wounds, bullet wounds, beheading, and severe burns within moments.
- Foreign Chemical Resistance
- Deadpool's body is highly resistant to most drugs and toxins. For example, it is extremely difficult, though not impossible, for him to become intoxicated (Blind Al made several references to Deadpool being hung-over since he once drunkenly spoke to the Telletubbies on the TV he was watching). He can, momentarily, be affected by certain drugs (tranquilizers), if exposed to a large enough dosage.
- Disease Immunity
- The unique regenerative qualities of Deadpool's healing factor also extend to his immune system, he is immune to all diseases, infections, disorders, imperfection, and resistant to elemental extremes.
- Master Martial Artist
- Deadpool is an extraordinary hand-to-hand combatant and is a master in multiple unarmed combat techniques. He has been shown fighting such amazingly skilled fighters as Wolverine and Taskmaster and even defeating them in hand to hand combat. This shows that Deadpool himself is among the most skilled fighters in the Marvel universe, although in some fights it has been attributed to him being unpredictable because of his insanity.
- Master Assassin
- He is a master of assassination techniques, espionage methods, covert operations, infiltration methods, escape artistry, marksmanship, and is highly skilled with many bladed weapons (frequently carrying two swords strapped to his back), and a number of other weapons including firearms.
Deadpool's Equipped Items
- Healing +15
- This effect grants a bonus of Healing +15.
- Hit Points +50
- This effect will modify Hit Points +50.
- Perception +6
- This effect grants Perception +6.
- Recovery +60
- This effect will grant Recovery +60.
- Resistance +15
- This effect will grant Resistance +15.
- Speed +4
- This effect grants Speed +4.
Deadpool's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Slicing and $%&@ing Dicing
- This is where your favorite Superhero, me, kicks some serious #$%!
- 8d12 Damage Target: Spaces (2) Range: 3 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Maximum Effort!
- The whole chimi $%*@ing changa.
- Attack +3 Target: Creature (1) Range: Self Duration: Instant
- 8d12 Damage Target: AOE (3x3) Range: 10 Spaces Duration: Instant
- Right Up Main Street!
- Do you ever get that not-so-fresh feeling? It's like that, except with bullets.
- Damage +45 Target: Creature (1) Range: Self Duration: Instant
- 14d12 Damage Target: Creature (1) Range: 9 Spaces Duration: Instant
- Blatant disregard for authority
- Blah, blah, blah enough with this crap, let's just kill it already.
- Defenses -3 Target: Creatures (4) Range: 3 Spaces Duration: 3 Rounds
- Witty Banter
- Let's face it, this is just juvenile $#!+ talking.
- Attack -3 Target: Creatures (4) Range: 3 Spaces Duration: 3 Rounds
- Minor Recovery
- 'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
- Minor Attack Accuracy
- 'Add 1 to all attacks.
- Minor Enhanced Critical Attack
- 'Critical Attacks become a 19 or higher if the Attack hits. Only 20's auto-hit.
- Minor Hit Points
- 'Add 10 Hit Points.
- Lesser Attack Accuracy
- 'Add 2 to all attacks.
- Lesser Hit Points
- 'Add 30 Hit Points.
- Lesser Recovery
- 'Recover 6 Hit Points per turn. GM dictates rate during Real Time.
- Minor Reroll
- 'Reroll 1 dice roll of 1 between every Full Rest.
- Improved Enhanced Critical Attack
- 'Critical Attacks become a 18 or higher if the Attack hits. Only 20's auto-hit.
- Improved Hit Points
- 'Add 60 Hit Points.
- Improved Recovery
- 'Recover 10 Hit Points per turn. GM dictates rate during Real Time.
- Improved Attack Accuracy
- 'Add 3 to all attacks.
- Lesser Reroll
- 'Reroll 2 dice rolls of 2 or lower between every Full Rest.
- Greater Recovery
- 'Recover 15 Hit Points per turn. GM dictates rate during Real Time.
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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