Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
11 | 10 | 3 | 6 | 2 | 3 | 3 | 6 |
- Minor Reroll
- Reroll 1 dice roll of 1 between every Full Rest.
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
- 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
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
- 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
- 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
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
- 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
- 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
- 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).
- 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".
Archer's Equipped Items
Archer's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Avoid Death
- When things go bad, you perform an amazing feat of athletics.
- Athletics +3 Target: Creature (1) Range: Self Duration: Instant
- 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
- 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
- Minor Recovery
- 'Recover 3 Hit Points per turn. GM dictates rate during Real Time.
- Minor Attack Accuracy
- 'Add 1 to all attacks.
- Minor Enhanced Damage
- 'Add 1 die to all powers that damage Hit Points.
- Minor Reroll
- 'Reroll 1 dice roll of 1 between every Full Rest.
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