Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
9 | 14 | 14 | 14 | 4 | 4 | 24 | 24 |
- Greater Reroll
- Reroll 4 dice rolls of 4 or lower between every Full Rest.
d20 +28 to Attack Spirit Defense | +37 to Healing
- Basic Attack
- This is Twisted Blade Larcenist's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Twisted Blade Larcenist's Combat Maneuvers.
- Made You Flinch
- You suddenly toss your hands up in the air and shout "What!? You got a problem?" This makes the you enemies flinch and puts them off balance lowering their Attack and Speed for a short time.
- Attack -5 Target: AOE (3x3) Range: 4 Spaces Duration: 1 Round
- Speed -3 Target: AOE (3x3) Range: 1 Space Duration: 1 Round
d20 +28 to Attack Spirit Defense | +37 to Healing
- Know Who They Are Messing With
- You declare your guild ties to those enemies that are around you. The intimidation they feel from knowing who your are lowers their Attack and Damage. The Spaces the area affects is a 3x3x1 hollow square around you.
- Attack -3 Target: Spaces (9) Range: Self Duration: 2 Rounds
- Damage -21 Target: Spaces (9) Range: Self Duration: 2 Rounds
- Shakedown
- You call pick out a group of people to shake down. You call out to them to hand over their valuables and nobody is going to get hurt. This lowers their Defenses and Speed for a short time.
- Defenses -3 Target: Creatures (5) Range: 4 Spaces Duration: 2 Rounds
- Speed -2 Target: Creatures (5) Range: 4 Spaces Duration: 2 Rounds
- We Got This Boys
- Shouting words of encouragement to your allies you bolster their spirits. With your words they are healed and their Defenses go up.
- 5d12 Healing (33) Target: Creatures (4) Range: 3 Spaces Duration: 2 Rounds
- Defenses +3 Target: Creatures (4) Range: 3 Spaces Duration: 2 Rounds
- Thief Street Gang Leader
- Twisted Blade larcenists often lead groups of other street thugs and thieves to steal valuables. They will actually leave the collection of valuables to the lesser crew members just in case the law shows up their punishments will be less. Even though they might be the mouthpiece, they are not actually committing the crimes.
NPC Auto Assigned Bonuses
Twisted Blade Larcenist's Equipped Items
Twisted Blade Larcenist's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Made You Flinch
- You suddenly toss your hands up in the air and shout "What!? You got a problem?" This makes the you enemies flinch and puts them off balance lowering their Attack and Speed for a short time.
- Attack -5 Target: AOE (3x3) Range: 4 Spaces Duration: 1 Round
- Speed -3 Target: AOE (3x3) 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- 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 Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Know Who They Are Messing With
- You declare your guild ties to those enemies that are around you. The intimidation they feel from knowing who your are lowers their Attack and Damage. The Spaces the area affects is a 3x3x1 hollow square around you.
- Attack -3 Target: Spaces (9) Range: Self Duration: 2 Rounds
- Damage -21 Target: Spaces (9) Range: Self Duration: 2 Rounds
- Shakedown
- You call pick out a group of people to shake down. You call out to them to hand over their valuables and nobody is going to get hurt. This lowers their Defenses and Speed for a short time.
- Defenses -3 Target: Creatures (5) Range: 4 Spaces Duration: 2 Rounds
- Speed -2 Target: Creatures (5) Range: 4 Spaces Duration: 2 Rounds
- We Got This Boys
- Shouting words of encouragement to your allies you bolster their spirits. With your words they are healed and their Defenses go up.
- 1d12 Healing Target: Creatures (4) Range: 3 Spaces Duration: 2 Rounds
- Defenses +3 Target: Creatures (4) Range: 3 Spaces Duration: 2 Rounds
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.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Enhanced Healing
- 'Add 4 dice to all powers that heal Hit Points.
- Greater Reroll
- 'Reroll 4 dice rolls of 4 or lower between every Full Rest.
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