Empowering Tabletop RPG Gamers to create and play any custom game they can imagine.

Archer
Archer is a Combatant Aggressor who is Devoted
Character
Level
4
Tier
1
Target
Single
Body
10
Mind
2
Spirit
3
Durability
94%
Mobility
Reaction
10
Speed
4
Max Move
1,050
Weight Limit
420
Carried
3
Health
Hit Points
75
Recovery
3
Death Limit
-25
Dying Rate
7
Revived HP
18
Defenses
Body
22
Mind
14
Spirit
15
Healing
Mystic
2
Generalist
3
Attacks
Body
15
Mind
7
Spirit
8
Damage
Combatant
14
Mystic
2
Add Dice
1
Archer's Skills : 10 / 20 / 30
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
11 10 3 6 2 3 3 6
Archer's Active Abilities
Uses
Name and Description
Minor Reroll
Reroll 1 dice roll of 1 between every Full Rest.
At Will Powers | Offensive Combatant
d20 +15 to Attack Body Defense | +14 to Damage
Basic Attack
This is Archer's Basic Attack.
  • 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for Archer's Combat Maneuvers.
Casual Killing
With the casual ease of a trained killer you go on about your regular routine while expertly handling the enemies around you.
  • 3d6 Damage (11) Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15
Primary Discipline Powers | Offensive Combatant
d20 +15 to Attack Body Defense | +14 to Damage
Deafening Sound of Awesomeness
The battlefield is awash in the deafening sound of your awesomeness!
  • 2d4 Damage (5) Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15
Intimidated By Awesome
Your awesomeness intimidates or annoys your enemies. Either way they become easy pickings.
  • Attack -2 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
  • Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 20
Secret Agent Shot
Only a secret agent could make such an awesome shot.
  • Attack +2 Target: Creature (1) Range: Self Duration: Instant
  • 4d6 Damage (14) Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 24
Secondary Discipline Powers | Defensive Combatant
d20 +15 to Attack Body Defense | +14 to Damage
Avoid Death
When things go bad, you perform an amazing feat of athletics.
  • Athletics +3 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant | Use In: BT TT RT Cost: 6
Danger Zone
You enter the zone, the danger zone! The adrenaline rush helps you resist damage.
  • Resistance +5 Target: Creature (1) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 12
Haul Away, Joe
A sea shanty from the original Age of Sail. A rousing ditty that encourages your crew to watch eachother's backs. Defenses +3 Range 5 2 rounds
  • Defenses +2 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 15
Roleplay Details for Archer
Physical
Physique
Muscular
Hair Style
Parted on the Side
Hair Color
Dark
Eye Shape
Blue
Weight
184
Height
6 ft 2 in
Personality
Moral Standing
Shady
Catch Phrase
Phrasing
Boldness
Very Bold
Addict
Alcohol
Historical
Career
Secret Spy
Affiliate
International Secret Intelligence Service
Father's Name
Unknown
Mother's Name
Malory Archer
Languages
English
Archer's Character Notes
Family
Archer was born in Tangier, Morocco in 1948 (in the episode "Once Bitten" Archer states the Guatemalan CIA coup of 1954 as coinciding with his 6th birthday) as the only child of Malory Archer, a retired special agent and the CEO of the International Secret Intelligence Service (ISIS).
Created: 0000-00-00 00:00:00 | Updated: 2016-05-01 22:56:06
Personality
Archer mainly comes off as extremely narcissistic and unremittingly sarcastic. Archer has complex relationships with many of his coworkers. He has an ambivalent dynamic with his mother, who was often negligent of him during his childhood; in turn, this resulted in Archer developing feelings of maternal abandonment—or so-called "mommy issues".
Created: 0000-00-00 00:00:00 | Updated: 2016-05-02 03:01:18
Archer's Wealth
Cash
Items
Assets
Total
Archer's Assets

Archer's Equipped Items

Tactical Turtleneck
This black turtleneck is the thing to wear for special agents.
Availability: Common | Item Type: Basic | Category: Clothing |
Level to Use: 1st | Weight: 1 Carried | Cost: 4,000
Effects
Defenses +2
This effect grants Defenses +2.
Walther PPK
Easy to conceal and still accurate this is the sidearm of choice for the best secret agents.
Availability: Uncommon | Item Type: Basic | Category: Weapon |
Level to Use: 1st | Weight: 2 Carried | Cost: 6,000
Effects
Attack +3
This effect grants Attack +3.

Archer's Unequipped Items

Archer's Power Pools
At Will Powers
Offensive Combatant
Power Cap
15
Points Left
0
Primary Discipline Powers
Offensive Combatant
Total Points
63
Power Cap
31
Points Left
4
Secondary Discipline Powers
Defensive Combatant
Total Points
33
Power Cap
16
Points Left
0

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

Archer's At Will Powers
Casual Killing
With the casual ease of a trained killer you go on about your regular routine while expertly handling the enemies around you.
  • 2d6 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15
Archer'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.
  • 1d4 Damage Target: Creature (1) Range: 2 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 -1 Target: Creature (1) Range: 4 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 -1 Target: Creature (1) Range: 4 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 2 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Attack +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses -1 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 +1 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +1 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 +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Archer's Primary Discipline Powers
Deafening Sound of Awesomeness
The battlefield is awash in the deafening sound of your awesomeness!
  • 1d4 Damage Target: AOE (3x3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15
Intimidated By Awesome
Your awesomeness intimidates or annoys your enemies. Either way they become easy pickings.
  • Attack -2 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
  • Defenses -3 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 20
Secret Agent Shot
Only a secret agent could make such an awesome shot.
  • Attack +2 Target: Creature (1) Range: Self Duration: Instant
  • 3d6 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 24
Archer's Secondary Discipline Powers
Avoid Death
When things go bad, you perform an amazing feat of athletics.
  • Athletics +3 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant | Use In: BT TT RT Cost: 6
Danger Zone
You enter the zone, the danger zone! The adrenaline rush helps you resist damage.
  • Resistance +5 Target: Creature (1) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 12
Haul Away, Joe
A sea shanty from the original Age of Sail. A rousing ditty that encourages your crew to watch eachother's backs. Defenses +3 Range 5 2 rounds
  • Defenses +2 Target: Creature (1) Range: 3 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 15
Archer's Level One Choices
Traits
Body
10
Mind
2
Spirit
3
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Devoted
Skill 1
Perception
Skill 2
Athletics
Disciplines
Primary Discipline
Offensive Combatant
Secondary
Defensive Combatant
Range Tactics
Both
Target Tactics
Single
Level One Notes
Worlds greatest secret agent.
Tags
Aggressor, Attack Accuracy, Combatant, Devoted, Enhanced Damage, Modern, Recovery, Reroll, Single Target
Archer's Skill Point Distribution
Athletics
1
Crafting
0
Nature
0
Perception
3
Religion
0
Scholar
1
Social
0
Subterfuge
3
Archer's Specialty Choices
Level Gained
Specialty and Description
1
Minor Recovery
'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
2
Minor Attack Accuracy
'Add 1 to all attacks.
3
Minor Enhanced Damage
'Add 1 die to all powers that damage Hit Points.
4
Minor Reroll
'Reroll 1 dice roll of 1 between every Full Rest.
Archer's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes
2
Mind
Subterfuge
Scholar
3
Spirit
Perception
Subterfuge
4
Body
Subterfuge
Perception

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.

Archer's Cheater Stuff
Name and Description
Modification
Amount

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