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Jedi Wolverine
Jedi Wolverine is a Combatant Aggressor who is Devoted
Character
Level
13
Tier
4
Range
Close
Target
Single
Body
20
Mind
2
Spirit
2
Durability
82%
Mobility
Reaction
20
Speed
8
Max Move
1,650
Weight Limit
660
Carried
0
Health
Hit Points
382
Recovery
95
Resistance
15
Unconscious
-25
Death Limit
-157
Dying Rate
27
Revived HP
95
Defenses
Body
36
Mind
18
Spirit
18
Healing
Mystic
2
Generalist
2
Attacks
Body
30
Mind
12
Spirit
12
Damage
Combatant
78
Mystic
47
Add Detriment here?
Detriment ?
Jedi Wolverine's Skills : 22 / 32 / 42
Athletics
23
Crafting
6
Nature
10
Perception
26
Religion
0
Scholar
0
Social
0
Subterfuge
0
At Will Powers | Offensive Combatant
d20 +30 to Attack Body Defense | +78 to Damage
Basic Attack
This is Jedi Wolverine's Basic Attack.
  • 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Jedi Wolverine's Combat Maneuvers.
Ferocious Attack
The ferocity of your attack is unmatched. It unsettles your foes and leaves them weakened and off balance.
  • 7d12 Damage (46) Target: Creature (1) Range: 1 Space Duration: 1 Round
  • Resistance -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 80
Primary Discipline Powers | Offensive Combatant
d20 +30 to Attack Body Defense | +78 to Damage
Flurry of Destruction
You enter the area and unleash everything you have in a devastating attack. Nothing escapes the small area until you are through with it. You then toss what is left about at your whim.
  • 5d12 Damage (33) Target: AOE (3x3) Range: 1 Space Duration: Instant
  • Move Enemy 4 Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 104
Get Over There
You grab a hold of your enemy and toss them around. Being tossed around like a rag doll leaves your enemy stunned for a short time.
  • 5d12 Damage (33) Target: Creature (1) Range: 1 Space Duration: 1 Round
  • Defenses -5 Target: Creature (1) Range: 1 Space Duration: 1 Round
  • Move Enemy 7 Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 75
Shnickty Shnickty Shnoine
You go berserk and lose control! You charge your enemy attacking them with a series of devastating attacks.
  • Damage +45 Target: Creature (1) Range: 1 Space Duration: Instant
  • Move Ally 5 Target: Creature (1) Range: 1 Space Duration: Instant
  • 13d12 Damage (85) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 149
Secondary Discipline Powers | Defensive Combatant
d20 +30 to Attack Body Defense | +78 to Damage
At Home In Battle
Whether you like it or not you are at home in battle. You can use your expertise to gain the upper hand when you most need it.
  • 1d8 Healing (5) Target: Creature (1) Range: Self Duration: 2 Rounds
  • Defenses +2 Target: Creature (1) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 28
Catlike Reflexes
You have the reflexes of a cat. This can benefit either you or an ally.
  • Reaction +6 Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT TT RT Cost: 19
The Hunt Is On
The hunt begins and the adrenaline of the chase speeds you up and prepares you for the kill.
  • Damage +15 Target: Creature (1) Range: Self Duration: 3 Rounds
  • Speed +2 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 66
Wolverine's Rage
An animal like rage washes over you as you fight to survive. Your Hit Points and Recover increase for a few rounds.
  • Hit Points +15 Target: Creature (1) Range: Self Duration: 3 Rounds
  • Recovery +40 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 63
Roleplay Details for Jedi Wolverine
Physical
Age
Unknown Doesn't Age
Height
6 Foot 3 Inches
Weight
200
Hair Color
Dark Brown
Hair Style
Combed Upwards Into Points
Accoutrement
Often Smokes Cigars
Personality
Boldness
Very Bold
Temper
Quick to Anger
Primary Motivation
Learn Control
Phobia
Water
Trustworthiness
Trust His Word
Impulsiveness
Can Be Very Impulsive
Historical
Ally
Jedi
Ally
X-Men
Career
Hero
Resurrected
Been Left For Dead Many Times
Enemy
Sith
Languages
English
Jedi Wolverine's Character Notes
Superhero in a Galaxy Far Away
Something wacky happened and sent Wolverine back in time to a galaxy far away. Having a love and thirst to mow through bad guys Wolverine became a Jedi because he thought turning his blades into Lightsabers would be cool.
Created: 2015-09-29 14:18:20 | Updated: 2015-09-29 11:18:20
Learning The Ways of the Jedi
Wolverine is certainly tough and strong but he has a lot to learn in the ways of being a Jedi. Luckily there is no limit to the practice he can get working his way through Storm Trooper ranks.
Created: 2015-09-29 14:18:23 | Updated: 2015-09-29 11:18:23
In The Mix
When it comes to battle Jedi Wolverine loves to be at the center of action. Due to his durability and reflexes he likes to be up close and personal for combat. He may be found tearing through lesser enemies but once a strong enemy is identified he makes all efforts to engage them.
Created: 2015-09-29 14:23:46 | Updated: 2015-09-29 11:23:46
Jedi Wolverine's Wealth
Cash
Items
Assets
Total
Jedi Wolverine's Assets

Jedi Wolverine's Equipped Items

Adamantine Bone Lining
Your bones are coated and infused with adamantine. This strong metal grants you additional resistance and greatly increases your defenses.
Availability: Very Rare | Item Type: Epic | Category: Standard Items |
Level to Use: 13th | Weight: 20 | Cost: 136,000
Effects
Athletics +5
This effect grants Athletics +5.
Defenses +6
This effect grants Defenses +6.
Resistance +15
This effect will grant Resistance +15.
Specialties
Greater Speed
Increase Speed by 4.
Dog Tags of Experiments
These dog tags help to remind you of who you are and where you have come from. This constant reminder helps to grant additional Hit Points and Recovery.
Availability: Very Rare | Item Type: Epic | Category: Jewelry |
Level to Use: 13th | Weight: 1 | Cost: 110,000
Effects
Hit Points +50
This effect will modify Hit Points +50.
Recovery +80
This effect will grant Recovery +80.
Laser Claws
These laser based claws extend out from your hands. These weapons are deadly. They increase Attack and Damage for those that wear them.
Availability: Very Rare | Item Type: Epic | Category: Weapon |
Level to Use: 13th | Weight: 2 | Cost: 136,000
Effects
Attack +6
This effect grants Attack +6.
Damage +45
This effect grants Damage +45.
Robe of Protection
This fine Jedi robe is given to apprentice Jedi. This robe reminds the wearer of their recent commitment and all that comes with that pledge. The constant reminder of becoming something greater than one's self is inspiring. This robe gives the apprentice a good amount of extra Power Points.
Availability: Rare | Item Type: Epic | Category: Armor |
Level to Use: 5th | Weight: 3 | Cost: 136,000
Effects
Primary Power Points +25
This effect will add 25 Power Points to the Primary Power Point pool.
Secondary Power Points +25
This effect will add 25 Power Points to the Secondary Power Point pool.

Jedi Wolverine's Unequipped Items

Jedi Wolverine's Power Pools
At Will Powers
Offensive Combatant
Power Cap
82
Points Left
2
Primary Discipline Powers
Offensive Combatant
Total Points
328
Power Cap
164
Points Left
0
Secondary Discipline Powers
Defensive Combatant
Total Points
180
Power Cap
90
Points Left
4

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

Jedi Wolverine's At Will Powers
Ferocious Attack
The ferocity of your attack is unmatched. It unsettles your foes and leaves them weakened and off balance.
  • 7d12 Damage Target: Creature (1) Range: 1 Space Duration: 1 Round
  • Resistance -15 Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 80
Jedi Wolverine'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.
  • 4d10 Damage Target: Creature (1) Range: 8 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 -4 Target: Creature (1) Range: 16 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 -4 Target: Creature (1) Range: 16 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 5 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 +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
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 +4 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +4 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 +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Jedi Wolverine's Primary Discipline Powers
Flurry of Destruction
You enter the area and unleash everything you have in a devastating attack. Nothing escapes the small area until you are through with it. You then toss what is left about at your whim.
  • 5d12 Damage Target: AOE (3x3) Range: 1 Space Duration: Instant
  • Move Enemy 4 Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 104
Get Over There
You grab a hold of your enemy and toss them around. Being tossed around like a rag doll leaves your enemy stunned for a short time.
  • 5d12 Damage Target: Creature (1) Range: 1 Space Duration: 1 Round
  • Defenses -5 Target: Creature (1) Range: 1 Space Duration: 1 Round
  • Move Enemy 7 Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 75
Shnickty Shnickty Shnoine
You go berserk and lose control! You charge your enemy attacking them with a series of devastating attacks.
  • Damage +45 Target: Creature (1) Range: 1 Space Duration: Instant
  • Move Ally 5 Target: Creature (1) Range: 1 Space Duration: Instant
  • 13d12 Damage Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 149
Jedi Wolverine's Secondary Discipline Powers
At Home In Battle
Whether you like it or not you are at home in battle. You can use your expertise to gain the upper hand when you most need it.
  • 1d8 Healing Target: Creature (1) Range: Self Duration: 2 Rounds
  • Defenses +2 Target: Creature (1) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 28
Catlike Reflexes
You have the reflexes of a cat. This can benefit either you or an ally.
  • Reaction +6 Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT TT RT Cost: 19
The Hunt Is On
The hunt begins and the adrenaline of the chase speeds you up and prepares you for the kill.
  • Damage +15 Target: Creature (1) Range: Self Duration: 3 Rounds
  • Speed +2 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 66
Wolverine's Rage
An animal like rage washes over you as you fight to survive. Your Hit Points and Recover increase for a few rounds.
  • Hit Points +15 Target: Creature (1) Range: Self Duration: 3 Rounds
  • Recovery +40 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 63
Jedi Wolverine's Level One Choices
Traits
Body
20
Mind
2
Spirit
2
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Devoted
Skill 1
Athletics
Skill 2
Perception
Disciplines
Primary Discipline
Offensive Combatant
Secondary
Defensive Combatant
Range Tactics
Close
Target Tactics
Single
Level One Notes
Caught in some crazy cross universe vortex Wolverine is flung to the far reaches of space and time. Here he finds himself in a Star Wars universe. Enlisting to help the Jedi. He eagerly jumps at the opportunity to take out Storm Troopers with his new Lightsaber claws! The stormtroopers won't know what hit them!
Tags
Aggressor, Close Range, Combatant, Devoted, Futuristic, Hard to Drop, Hard to Drop, Hard to Kill, Hard to Kill, Hit Points, Hit Points, Hit Points, Perception Skill Focus, Perception Skill Focus, Recovery, Recovery, Recovery, Recovery, Single Target
Jedi Wolverine's Skill Point Distribution
Athletics
3
Crafting
0
Nature
10
Perception
13
Religion
0
Scholar
0
Social
0
Subterfuge
0
Jedi Wolverine's Specialty Choices
Level Gained
Specialty and Description
1
Minor Recovery
'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
2
Minor Hit Points
'Add 10 Hit Points.
3
Minor Hard to Kill
'The Death Limit for the character is increased by 15 making them difficult to kill.
4
Minor Perception Skill Focus
'Increase Perception Skill by 2.
5
Lesser Hard to Kill
'The Death Limit for the character is increased by 30 making them difficult to kill.
6
Lesser Hit Points
'Add 30 Hit Points.
7
Lesser Recovery
'Recover 6 Hit Points per turn. GM dictates rate during Real Time.
8
Lesser Perception Skill Focus
'Increase Perception Skill by 4.
9
Minor Hard to Drop
'Remain conscious and able to act up to 10 Hit Points below 0 Hit Points. You must still roll Revive checks.
10
Improved Recovery
'Recover 10 Hit Points per turn. GM dictates rate during Real Time.
11
Improved Hit Points
'Add 60 Hit Points.
12
Lesser Hard to Drop
'Remain conscious and able to act up to 25 Hit Points below 0 Hit Points. You must still roll Revive checks.
13
Greater Recovery
'Recover 15 Hit Points per turn. GM dictates rate during Real Time.
Jedi Wolverine's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes
2
Mind
Athletics
Perception
3
Spirit
Athletics
Perception
4
Body
Nature
Perception
5
Body
Nature
Perception
6
Body
Nature
Perception
7
Body
Nature
Perception
8
Body
Nature
Perception
9
Body
Nature
Perception
10
Body
Nature
Perception
11
Body
Nature
Perception
12
Body
Nature
Perception
13
Body
Nature
Perception

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.

Jedi Wolverine's Cheater Stuff
Name and Description
Modification
Amount

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