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Skinwalker
Skinwalker is a Mystic Aggressor who is Focused
Character
Level
5
Tier
2
Range
Close
Target
Single
NPC Tier
Specialist
Difficulty
0
Group Level
5
Group Size
- 2
Body
5
Mind
8
Spirit
3
Durability
102%
Mobility
Reaction
8
Speed
6
Max Move
550
Health
Hit Points
30
Resistance
10
Defenses
Body
21
Mind
24
Spirit
19
Defense Bonus
2
Healing
Mystic
12
Generalist
7
Attacks
Body
11
Mind
14
Spirit
9
Damage
Combatant
9
Mystic
17
Skinwalker's Skills : 12 / 22 / 32
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
1 2 1 12 2 2 1 17
At Will Powers | Offensive Mystic
d20 +14 to Attack Mind Defense | +17 to Damage | +12 to Healing
Basic Attack
This is Skinwalker's Basic Attack.
  • 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Skinwalker's Combat Maneuvers.
Base Power Single Target Ongoing Damage
This is a template for an ongoing single target Damaging Power. Add it and then edit the name and description to fit your creation.
  • 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 13
Signature Powers | Offensive Mystic
d20 +14 to Attack Mind Defense | +17 to Damage | +12 to Healing
Bash the Baddie
Standing up to bullies feels so good! Smash the area they are in with your greatclub.
  • 3d6 Damage (11) Target: AOE (2x2) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 27
Mace in the Face
When you need to move someone, few things work as well as Mace! Pulling the can of mace from your belt you spray a small area forcing those in it to move where you want them to.
  • Move Enemy 5 Target: AOE (2x2) Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16
Roleplay Details for Skinwalker
Physical
Age
Old
Body Type
Twisted and Deformed
Cleanliness
Filthy
Personality
Alignment
Evil
Secondary Motivation
Spread Fear in Local Communities
Primary Motivation
Kill Creatures
Historical
Alliances
Witches
Enemy
Strong well knit communities.
Diseased
Yes
Languages
Common
Skinwalker's Character Notes
Battle Tactics
It loves to kill and the longer and more drawn out the better. It often employees deception, subterfuge and cunning in battles. In fact it tries hard to deceive it's victims to all but kill themselves through traps, misdirection, and illusions before it will engage in direct battle.
Created: 2020-11-15 12:23:20 | Updated: 2020-11-15 16:23:20
Often Mistaken for Something Else
Due to the fact that the Skinwalkers use illusions, disguises, and subterfuge in all of their dealings they are often mistaken for other mysterious and dark creatures of the night.
Created: 2020-11-15 12:24:41 | Updated: 2020-11-15 16:24:41
Ambush Tactics
Due to it's love for misdirection and deception it will often lay intricate traps for it's victims to fall into. Often going so far to set up traps outside a village and spend days, or even weeks disguised as a villager persuading and tricking people to wander out into the trap on their own.
Created: 2020-11-15 12:26:35 | Updated: 2020-11-15 16:26:35
Skinwalker's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Atomic RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Skinwalker's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
4
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Skinwalker's Assets

Skinwalker's Equipped Items

Skinwalker's Unequipped Items

Skinwalker's Power Pools
At Will Powers
Offensive Mystic
Power Cap
17
Points Left
4
Signature Powers
Offensive Mystic
Total Points
110
Power Cap
34
Points Left
67

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

Skinwalker's At Will Powers
Base Power Single Target Ongoing Damage
This is a template for an ongoing single target Damaging Power. Add it and then edit the name and description to fit your creation.
  • 1d4 Damage Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 13
Skinwalker'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.
  • 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
  • Attack -2 Target: Creature (1) Range: 8 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 3 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -2 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 +2 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +2 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 Manuever Attack +2 Target: 2 Creatures Range: 8 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Skinwalker's Signature Powers
Bash the Baddie
Standing up to bullies feels so good! Smash the area they are in with your greatclub.
  • 3d6 Damage Target: AOE (2x2) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 27
Mace in the Face
When you need to move someone, few things work as well as Mace! Pulling the can of mace from your belt you spray a small area forcing those in it to move where you want them to.
  • Move Enemy 5 Target: AOE (2x2) Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16

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.

Skinwalker's Level One Choices
Traits
Body
5
Mind
8
Spirit
3
Rank
Specialist
Difficulty
0
Group Size
Auto Gear
Yes
NPC Bonus
4
Character Type
Archetype
Mystic
Style
Aggressor
Focus
Focused
Skill 1
Subterfuge
Skill 2
Perception
Disciplines
Signature
Offensive Mystic
Range Tactics
Close
Target Tactics
Single
Level One Notes
A Skinwalker is a witch or warlock with the natural ability to turn into any animal he or she desires. Skinwalkers are usually found in remote wilderness areas near villages and other smaller communities. They prey off these communities disguising themselves as villagers and luring out unsuspecting victims into the wilderness where they then devour them. The skins of their victims are sometimes saved so they can pose as the missing people to put the villagers off it's trail and lure even more out into the wild.
Tags
Aggressor, Close Range, Damage Resistance, Fantasy, Focused, Hit Points, Medieval, Modern, Mystic, Navajo, Single Target, Specialist, Stone Age
Skinwalker's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
4
Religion
0
Scholar
0
Social
0
Subterfuge
4
Skinwalker's Specialty Choices
Level Gained
Specialty and Description
5
Lesser Damage Resistance
'Reduce damage by 10 anytime damage is taken.
5
Lesser Hit Points
'Add 30 Hit Points.
Skinwalker's Cheater Stuff
Name and Description
Modification
Amount

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