Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
1 | 3 | 2 | 21 | 3 | 3 | 2 | 16 |
d20 +19 to Attack Mind Defense | +25 to Damage | +16 to Healing
- Basic Attack
- This is Enforcer's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Enforcer's Combat Maneuvers.
- No Escape
- You fire several rounds at your enemy clipping their legs. This keeps them from escaping your wrath. This does Damage and lowers your target's Speed.
- 2d8 Damage (9) Target: Creature (1) Range: 11 Spaces Duration: Instant
- Speed -2 Target: Creature (1) Range: 11 Spaces Duration: 1 Round
d20 +19 to Attack Mind Defense | +25 to Damage | +16 to Healing
- Back into the Battle
- You toss your ally small vial of drugs. This heals the target's Hit Points.
- 8d6 Healing (28) Target: Creature (1) Range: 10 Spaces Duration: Instant
- Gut Shot
- You fire a round into the center mass of your enemy!
- 7d6 Damage (25) Target: Creature (1) Range: 16 Spaces Duration: Instant
- The Enforcer's Way
- Enforcers are brutal members of a gang that live to serve the gang. They represent the gangs wrath, power, and violence. Enforcers are the main tools used to force compliance. They are also sent to take care of any member that is stealing or otherwise betraying the gang. If there is a problem that needs resolving Enforcers are the ones to solve it. And solve it they do, usually with terrible violence.
NPC Auto Assigned Bonuses
Enforcer's Equipped Items
Enforcer's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- No Escape
- You fire several rounds at your enemy clipping their legs. This keeps them from escaping your wrath. This does Damage and lowers your target's Speed.
- 2d8 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
- Speed -2 Target: Creature (1) Range: 5 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.
- 3d8 Damage Target: Creature (1) Range: 6 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 -3 Target: Creature (1) Range: 12 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 -3 Target: Creature (1) Range: 12 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 4 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -3 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 +3 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +3 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 +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Back into the Battle
- You toss your ally small vial of drugs. This heals the target's Hit Points.
- 8d6 Healing Target: Creature (1) Range: 4 Spaces Duration: Instant
- Gut Shot
- You fire a round into the center mass of your enemy!
- 7d6 Damage Target: Creature (1) Range: 10 Spaces Duration: Instant
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.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
- Improved Reaction
- 'Increase Reaction by 3.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- 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.
You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG