Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
3 | 18 | 8 | 8 | 12 | 18 | 8 | 8 |
d20 +18 to Attack Mind Defense | +18 to Damage | +30 to Healing
- Basic Attack
- This is Golem Fabricator's Basic Attack.
- 3d8 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Golem Fabricator's Combat Maneuvers.
- Keep On Keeping On
- You direct healing magic into your golem creations. You must keep them fighting or you just might have too!
- 3d6 Healing (11) Target: Creatures (3) Range: 10 Spaces Duration: Instant
d20 +18 to Attack Mind Defense | +18 to Damage | +30 to Healing
- Gotta Go!
- If you don't get out of there you are going to die! So that is just want you do, flee.
- Far Teleport Ally 10k Target: Creature (1) Range: Self Duration: Instant
- Rain of Wrenches
- You throw tools and other objects around you at your enemies. This pummeling does Damage but also Moves them around as they try to avoid the barrage.
- 3d10 Damage (17) Target: Creatures (3) Range: 17 Spaces Duration: Instant
- Move Enemy 2 Target: Creatures (3) Range: 17 Spaces Duration: Instant
- Repair Golem
- Seeing your golem in disrepair you infuse it with energy to keep it going.
- 12d10 Healing (66) Target: Creature (1) Range: 12 Spaces Duration: Instant
- Lawless
- Golem Fabricator's see what they do as something outside of the laws of nature, so they are outside of the laws of man. They create life and will generally do whatever it takes to do so. This includes stealing, using banned rituals, and may even include murder.
- Work for Anyone
- Golem Fabricator's have no real qualm with whom they work for as long as they are sure they can pay. For those they do not trust they require a much higher down payment on their work. However, they will take money from just about anyone to further their craft.
- Keep Mostly Clean
- Though they do not care if they break laws they know they would not be able to practice their craft in prison. With this in mind they often hire cheap small time criminals to get the more dangerous or illegal jobs done.
- Live to Craft Another Day
- Golem Fabricators love to watch what their creations can do. This is brought out most when they are forced to fight. They will watch their golems fight but if they are threatened themselves they are quick to flee. It is better to lose a golem then ones own life.
NPC Auto Assigned Bonuses
Golem Fabricator's Equipped Items
Golem Fabricator's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Keep On Keeping On
- You direct healing magic into your golem creations. You must keep them fighting or you just might have too!
- 3d6 Healing Target: Creatures (3) Range: 4 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, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- 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 Manuever Attack +3 Target: 3 Creatures Range: 12 Spaces Duration: 1 Round
- Gotta Go!
- If you don't get out of there you are going to die! So that is just want you do, flee.
- Far Teleport Ally 10k Target: Creature (1) Range: Self Duration: Instant
- Rain of Wrenches
- You throw tools and other objects around you at your enemies. This pummeling does Damage but also Moves them around as they try to avoid the barrage.
- 3d10 Damage Target: Creatures (3) Range: 11 Spaces Duration: Instant
- Move Enemy 2 Target: Creatures (3) Range: 11 Spaces Duration: Instant
The above Power (Rain of Wrenches) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less than Primary Power Cap.
- Repair Golem
- Seeing your golem in disrepair you infuse it with energy to keep it going.
- 12d10 Healing Target: Creature (1) Range: 6 Spaces Duration: Instant
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.
- Improved Ranged Combat
- 'Increase Power Effects with a Range of 4 or higher by 6 Spaces.
- Improved Reaction
- 'Increase Reaction by 3.
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