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
- 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
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
- 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
- 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
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
- 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
- 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
- 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
- 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.
- 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.
- 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.
Jedi Wolverine's Equipped Items
- Athletics +5
- This effect grants Athletics +5.
- Defenses +6
- This effect grants Defenses +6.
- Resistance +15
- This effect will grant Resistance +15.
- Greater Speed
- Increase Speed by 4.
- Hit Points +50
- This effect will modify Hit Points +50.
- Recovery +80
- This effect will grant Recovery +80.
- Attack +6
- This effect grants Attack +6.
- Damage +45
- This effect grants Damage +45.
- 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
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- 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
- 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
- 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
- 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
- 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
- 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
The above Power (At Home In Battle) does not match the Discipline. This Power is Generalist.
- 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
- 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
- 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
- Minor Recovery
- 'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
- Minor Hit Points
- 'Add 10 Hit Points.
- Minor Hard to Kill
- 'The Death Limit for the character is increased by 15 making them difficult to kill.
- Minor Perception Skill Focus
- 'Increase Perception Skill by 2.
- Lesser Hard to Kill
- 'The Death Limit for the character is increased by 30 making them difficult to kill.
- Lesser Hit Points
- 'Add 30 Hit Points.
- Lesser Recovery
- 'Recover 6 Hit Points per turn. GM dictates rate during Real Time.
- Lesser Perception Skill Focus
- 'Increase Perception Skill by 4.
- 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.
- Improved Recovery
- 'Recover 10 Hit Points per turn. GM dictates rate during Real Time.
- Improved Hit Points
- 'Add 60 Hit Points.
- 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.
- Greater Recovery
- 'Recover 15 Hit Points per turn. GM dictates rate during Real Time.
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- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
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