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Thug
Thug is a Combatant Aggressor who is Focused
Character
Level
8
Tier
2
Range
Close
Target
Single
NPC Tier
Grunt
Difficulty
0
Group Level
9
Group Size
3 - 5
Body
8
Mind
5
Spirit
3
Durability
105%
Mobility
Reaction
8
Speed
6
Max Move
1,350
Health
Hit Points
78
Defenses
Body
27
Mind
24
Spirit
22
Defense Bonus
4
Healing
Mystic
8
Generalist
6
Attacks
Body
13
Mind
10
Spirit
8
Damage
Combatant
19
Mystic
8
Add Detriment here?
Detriment ?
Thug's Skills : 15 / 25 / 35
Athletics
17
Crafting
2
Nature
11
Perception
1
Religion
1
Scholar
1
Social
1
Subterfuge
1
At Will Powers | Offensive Combatant
d20 +13 to Attack Body Defense | +19 to Damage
Basic Attack
This is Thug's Basic Attack.
  • 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Thug's Combat Maneuvers.
Pummel
With a flurry of attacks you pummel your enemy.
  • 4d8 Damage (18) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 25
Signature Powers | Offensive Combatant
d20 +13 to Attack Body Defense | +19 to Damage
Gut Punch
With a quick jab you gut punch your target. This takes them by surprise and leaves them weakened and staggered for a short time. Their Defenses, Damage, and Attack are lowered.
  • Attack -1 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
  • Damage -10 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
  • Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 51
Roleplay Details for Thug
Physical
Tattoo
Markings of Gang Affiliation
Physique
Large and Muscular
Clothing
No Shirt or Muscle Shirt
Cleanliness
Somewhat Dirty
Personality
Follow Laws
Nope
Primary Motivation
Fear and Intimidation
Authority Attitude
Doesn't Respect Local Authority
Self Worth
High
Historical
Joined Group
When Young
Education
Not Much
Criminal
Yes
Crime
Violent
Incarcerated
Several Times
Languages
English
Thug's Character Notes
Thug Life
The Thugs run the Ruffian gangs and make sure that they stay in line. They are still low on the totem pole of the organization but they are really the first line of real muscle for gangs.
Created: 2015-09-10 23:23:35 | Updated: 2015-09-10 20:23:35
Thug's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Atomic RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Thug's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
3
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Thug's Assets

Thug's Equipped Items

Thug's Unequipped Items

Thug's Power Pools
At Will Powers
Offensive Combatant
Power Cap
29
Points Left
4
Signature Powers
Offensive Combatant
Total Points
187
Power Cap
58
Points Left
136

Unmodified Powers are listed on this page. Errors for Powers will also be displayed.

Thug's At Will Powers
Pummel
With a flurry of attacks you pummel your enemy.
  • 4d8 Damage Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 25
Thug's Basic Attack & Combat Maneuvers
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.
  • 2d6 Damage Target: Creature (1) Range: 4 Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT
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 -2 Target: Creature (1) Range: 8 Duration: 1 Round
Aggression: Offensive | Discipline: Mystic | Use In: BT
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 -2 Target: Creature (1) Range: 8 Duration: 1 Round
Aggression: Offensive | Discipline: Generalist | Use In: BT
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 3 Target: Creature (1) Range: 1 Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT
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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -2 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Offensive | Discipline: All | Use In: BT
Careful Defense
Use this to increase your Defenses. During this action you may only use defensive disposable items.
  • Speed +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +2 Target: Creature (1) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
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 +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Thug's Signature Powers
Gut Punch
With a quick jab you gut punch your target. This takes them by surprise and leaves them weakened and staggered for a short time. Their Defenses, Damage, and Attack are lowered.
  • Attack -1 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
  • Damage -10 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
  • Defenses -3 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 51

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.

Thug's Level One Choices
Traits
Body
8
Mind
5
Spirit
3
Rank
Grunt
Difficulty
0
Group Size
3
Auto Gear
Yes
NPC Bonus
3
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Focused
Skill 1
Athletics
Skill 2
Nature
Disciplines
Signature
Offensive Combatant
Range Tactics
Close
Target Tactics
Single
Level One Notes
Thugs are the leaders of Ruffian groups. There are usually a few to keep them in line and help them tackle more resistant targets. Thugs will target the biggest and meanest target to help intimidate the group into submission.
Tags
Aggressor, Close Range, Combatant, Defenses, Focused, Grunt, Single Target, Stone Age
Thug's Skill Point Distribution
Athletics
3
Crafting
0
Nature
3
Perception
0
Religion
0
Scholar
0
Social
0
Subterfuge
0
Thug's Specialty Choices
Level Gained
Specialty and Description
8
Lesser Defenses
'Add 2 to all Defenses.
Thug's Cheater Stuff
Name and Description
Modification
Amount

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