- Lesser Assault Leader
- Add +2 to Attack to an ally next to you.
- Minor Defense Leader
- Add +1 to Defenses to an ally next to you.
d20 +19 to Attack Mind Defense | +31 to Damage | +19 to Healing
- Basic Attack
- This is Malcolm Reynolds's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 10 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Malcolm Reynolds's Combat Maneuvers.
- Lightening Draw
- As fast as lightening you draw and fire at your enemy driving them back.
- 4d10 Damage (22) Target: Creature (1) Range: 10 Spaces Duration: Instant
- Move Enemy 2 Target: Creature (1) Range: 10 Spaces Duration: Instant
d20 +19 to Attack Mind Defense | +31 to Damage | +19 to Healing
- Crescent Wrench Crunch
- You grab the nearest heavy piece of metal which happens to be a wrench. You smash it suddonly into ypur enemies head.
- 9d10 Damage (50) Target: Creature (1) Range: 8 Spaces Duration: Instant
- Shoot An Unarmed Man
- You have no problems shooting an unarmed person. In fact they go dowm easier that way. The shock of being shot lingers for a round.
- 4d12 Damage (26) Target: Creature (1) Range: 11 Spaces Duration: 2 Rounds
d20 +15 to Attack Body Defense | +27 to Damage
- Buhwah!
- With your warrior cry you strike fear into you enemy.
- Attack -2 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Hit Someone With a Close Fist
- On occasion it is hilarious!
- 1d10 Damage (6) Target: Creature (1) Range: 1 Space Duration: 3 Rounds
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 3 Rounds
d20 +19 to Attack Mind | +31 to Damage | +19 to Healing
- Distract an Enemy
- You keep an enemy distracted while an ally sneaks up behind them.
- Move Ally 6 Target: Creature (1) Range: 13 Spaces Duration: Instant
- Fastest Gun Around
- Your reflexes are amazing in a pinch.
- Reaction +5 Target: Creature (1) Range: Self Duration: Instant
- Inspire Crew
- You remind your crew that they are just tooretty to die.
- 2d4 Healing (5) Target: Creatures (2) Range: 3 Spaces Duration: Instant
- Man Volunteered For War
- Mal volunteered for the Independents army during the Unification War against the Alliance, gaining the rank of sergeant during that time. His loyal second-in-command Zoe was by his side for most of the war, surviving many dangerous conflicts with him.
- Freedom
- After the war, Mal acquired his own ship, a derelict 03-K64 Firefly-class transport. Mal named the ship Serenity after the Battle of Serenity Valley, the decisive battle of the Unification War. This ship is his own little piece of freedom he was was fighting for. If everyone doesn't get freedom, at least he can get his own little piece of it.
- Freelance Work
- To keep his ship in the air and his crew fed Malcolm will take just about any job whether it is a legal job or not. This often gets his crew into trouble and can make more than a few enemies.
Malcolm Reynolds's Equipped Items
- Defenses +5
- This effect grants Defenses +5.
- Primary Power Points +10
- This effect will add 10 Power Points to the Primary Power Point pool.
- Secondary Power Points +10
- This effect will add 10 Power Points to the Secondary Power Point pool.
- Tertiary Power Points +10
- This effect will add 10 Power Points to the Tertiary Power Point pool.
- Improved Hard to Drop
- Remain conscious and able to act up to 50 Hit Points below 0 Hit Points. You must still roll Revive checks.
- Reaction +6
- This effect grants Reaction +6.
- Speed +4
- This effect grants Speed +4.
- Improved At Will Cap Boost
- Increase At Will Power cap by 15.
- Attack +7
- This effect grants Attack +7.
- Damage +21
- This effect grants Damage +21.
Malcolm Reynolds's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Lightening Draw
- As fast as lightening you draw and fire at your enemy driving them back.
- 4d10 Damage Target: Creature (1) Range: 6 Spaces Duration: Instant
- Move Enemy 2 Target: Creature (1) Range: 6 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.
- 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Crescent Wrench Crunch
- You grab the nearest heavy piece of metal which happens to be a wrench. You smash it suddonly into ypur enemies head.
- 9d10 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
- Shoot An Unarmed Man
- You have no problems shooting an unarmed person. In fact they go dowm easier that way. The shock of being shot lingers for a round.
- 4d12 Damage Target: Creature (1) Range: 7 Spaces Duration: 2 Rounds
The above Power (Shoot An Unarmed Man) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Buhwah!
- With your warrior cry you strike fear into you enemy.
- Attack -2 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Hit Someone With a Close Fist
- On occasion it is hilarious!
- 1d10 Damage Target: Creature (1) Range: 1 Space Duration: 3 Rounds
- Attack -2 Target: Creature (1) Range: 1 Space Duration: 3 Rounds
- Distract an Enemy
- You keep an enemy distracted while an ally sneaks up behind them.
- Move Ally 6 Target: Creature (1) Range: 9 Spaces Duration: Instant
- Fastest Gun Around
- Your reflexes are amazing in a pinch.
- Reaction +5 Target: Creature (1) Range: Self Duration: Instant
- Inspire Crew
- You remind your crew that they are just tooretty to die.
- 2d4 Healing Target: Creatures (2) Range: 3 Spaces Duration: Instant
- Minor Attack Accuracy
- 'Add 1 to all attacks.
- Minor Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 2 Spaces.
- Minor Defense Leader
- 'Add +1 to Defenses to an ally next to you.
- Minor Assault Leader
- 'Add +1 to Attack to an ally next to you.
- Lesser Attack Accuracy
- 'Add 2 to all attacks.
- Lesser Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 4 Spaces.
- Lesser Assault Leader
- 'Add +2 to Attack to an ally next to you.
- Minor Increase Leadership
- 'Grant 2 allies your Leader Specialty Bonus instead of 1. Used to enhance other Leadership Specialties.
- Minor Expand Leadership
- 'Grant allies your Leader Specialties Bonuses within 2 spaces of you instead of 1. Used to enhance other Leadership Specialties.
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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