Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
5 | 5 | 5 | 7 | 2 | 3 | 19 | 17 |
- Lesser Extended bonus Increase
- Powers that are extended with Bonus Power Duration Increase have the effect increased to 3.
- Lesser Reroll
- Reroll 2 dice rolls of 2 or lower between every Full Rest.
d20 +6 to Attack Spirit Defense | +12 to Healing
- Basic Attack
- This is Glenn - The Walking Dead's Basic Attack.
- 2d6 Damage Target: 1 Space Range: 4 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Glenn - The Walking Dead's Combat Maneuvers.
- Ever Hopeful
- With a spirit that can't be dampened no matter the odds, you help your companion by inspiring hope in them. This increases their Attack, Defenses, and grants them some Hit Point Healing.
- 1d4 Healing (3) Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Attack +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Defenses +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
d20 +6 to Attack Spirit Defense | +12 to Healing
- Dispel Despair
- Seeing an ally despair on the verge of giving up you rouse their spirits and convince them to fight on! This grants them healing, Defenses, and some Speed for a few rounds.
- 1d6 Healing (4) Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Defenses +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Speed +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Not Our End
- When things look bad you convince your allies that this is not the end of the road. Your optimism and hope spurs them on. Three of your allies receive healing and a bonus to Attack for several rounds.
- 1d8 Healing (5) Target: Creatures (3) Range: 5 Spaces Duration: Instant
- Attack +2 Target: Creatures (3) Range: 5 Spaces Duration: 1 Round
d20 +9 to Attack Body Defense | +9 to Damage
- Make a Hole
- With quick thinking you are able to figure out a way to disperse your enemies so you and your friends can get to where they need to be. This moves your enemies and does a little damage to them.
- 1d4 Damage (3) Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Move Enemy 3 Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Slow Down Pursuit
- Doing everything you can to keep your group alive you shoot the nearest three enemies in an attempt to slow them down so your friends can escape.
- 1d4 Damage (3) Target: Creatures (3) Range: 4 Spaces Duration: Instant
- Speed -1 Target: Creatures (3) Range: 4 Spaces Duration: 1 Round
d20 +6 to Attack Spirit Defense | +12 to Healing
- Amazing Escape
- A life of near misses has taught you the skills to escape any situation. This allows you to miraculously escape an "inescapable" situation to live on to fight another day. You can heal, teleport, and then hide with amazing skill.
- 1d4 Healing (3) Target: Creature (1) Range: Self Duration: Instant
- Subterfuge +5 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 8 Target: Creature (1) Range: Self Duration: Instant
- No One Is Left Behind
- You help your allies by helping them get out of a deadly situation. You increase the Speed and Defenses of a small group near you for a short time.
- Defenses +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
- Speed +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
- Supply Runner
- He was the main supply runner for the Atlanta camp group and saves Rick Grimes in the walker-infested Atlanta, bringing him back to his camp to reunite him with his family. He continues this role while in the group and as it moves from place to place.
- Marries Maggie
- Eventually, after the group stays on the Greene farm, Glenn forms a long lasting relationship with Hershel Greene's daughter, Maggie, and marries her.
- Glenn is a Great Guy
- Glenn is bright, loyal, resourceful, fast, quick-thinking, and brave. Keenly aware of the extreme dangers he puts himself in for the group, his youth makes him willing to take the risk. Glenn thinks on his feet and shows great compassion and humanity. Despite all the horrors he has seen, he maintains a youthful enthusiasm for life and its unexpected pleasures. He is an integral part of the group, showing surprising depth and emotion when experiencing even the most devastating tragedies.
Glenn - The Walking Dead's Equipped Items
- Defenses +3
- This effect grants Defenses +3.
- Reaction +3
- This effect grants Reaction +3.
- Lesser Extended bonus Increase
- Powers that are extended with Bonus Power Duration Increase have the effect increased to 3.
- 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.
- Tertiary Power Points +25
- This effect will add 25 Power Points to the Tertiary Power Point pool.
Glenn - The Walking Dead's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Ever Hopeful
- With a spirit that can't be dampened no matter the odds, you help your companion by inspiring hope in them. This increases their Attack, Defenses, and grants them some Hit Point Healing.
- 1d4 Healing Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Attack +1 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Defenses +1 Target: Creature (1) Range: 3 Spaces 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.
- 2d6 Damage Target: Creature (1) Range: 4 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 -2 Target: Creature (1) Range: 8 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 -2 Target: Creature (1) Range: 8 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 3 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 +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
- 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
- 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
- Dispel Despair
- Seeing an ally despair on the verge of giving up you rouse their spirits and convince them to fight on! This grants them healing, Defenses, and some Speed for a few rounds.
- 1d6 Healing Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Defenses +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Speed +2 Target: Creature (1) Range: 4 Spaces Duration: 2 Rounds
- Not Our End
- When things look bad you convince your allies that this is not the end of the road. Your optimism and hope spurs them on. Three of your allies receive healing and a bonus to Attack for several rounds.
- 1d8 Healing Target: Creatures (3) Range: 5 Spaces Duration: Instant
- Attack +2 Target: Creatures (3) Range: 5 Spaces Duration: 1 Round
- Make a Hole
- With quick thinking you are able to figure out a way to disperse your enemies so you and your friends can get to where they need to be. This moves your enemies and does a little damage to them.
- 1d4 Damage Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Move Enemy 3 Target: AOE (3x3) Range: 2 Spaces Duration: Instant
- Slow Down Pursuit
- Doing everything you can to keep your group alive you shoot the nearest three enemies in an attempt to slow them down so your friends can escape.
- 1d4 Damage Target: Creatures (3) Range: 4 Spaces Duration: Instant
- Speed -1 Target: Creatures (3) Range: 4 Spaces Duration: 1 Round
- Amazing Escape
- A life of near misses has taught you the skills to escape any situation. This allows you to miraculously escape an "inescapable" situation to live on to fight another day. You can heal, teleport, and then hide with amazing skill.
- 1d4 Healing Target: Creature (1) Range: Self Duration: Instant
- Subterfuge +5 Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 8 Target: Creature (1) Range: Self Duration: Instant
- No One Is Left Behind
- You help your allies by helping them get out of a deadly situation. You increase the Speed and Defenses of a small group near you for a short time.
- Defenses +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
- Speed +1 Target: AOE (2x2) Range: Self Duration: 2 Rounds
- Minor Reroll
- 'Reroll 1 dice roll of 1 between every Full Rest.
- Minor Speed
- 'Increase Speed by 1.
- Minor Subterfuge Skill Focus
- 'Increase Subterfuge Skill by 2.
- Minor Reaction
- 'Increase Reaction by 1.
- Lesser Reroll
- 'Reroll 2 dice rolls of 2 or lower between every Full Rest.
- Lesser Reaction
- 'Increase Reaction by 2.
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.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.
You must be at least a Atomic RPG Epic Hero to use the Character Journal. Upgrade your account to use Character Journals. Subscribe to the Atomic RPG