d20 +8 to Attack Mind Defense | +8 to Damage | +10 to Healing
- Basic Attack
- This is Medic's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Medic's Combat Maneuvers.
- Med Scan
- You hit a couple allies with a pulse from your biomatter infuser. This instantly repairs some of the wounds of those hit by the pulse. Space is a 1x2 area.
- 2d6 Healing (7) Target: Spaces (2) Range: 1 Space Duration: Instant
d20 +8 to Attack Mind Defense | +8 to Damage | +10 to Healing
- Epinephrine Infusion
- When an ally needs that extra boost you hit them with a stim shot of adrenaline. The short term boost heals the target and increases their Hit Points for a short time.
- 2d6 Healing (7) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Hit Points +10 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Nano Healing
- You throw a small capsule full of nanobots at your ally. This capsule breaks on contact and the nanobots go to work repairing and healing your ally for a few rounds.
- 2d4 Healing (5) Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
d20 +8 to Attack Mind Defense | +8 to Damage | +10 to Healing
- Arrhythmia
- You tune your med scanner to a harmful frequency and then hit nearby enemies with it. The sudden shock to their system causes their Hit Points to lower for a short time.
- Hit Points -5 Target: AOE (2x2) Range: 3 Spaces Duration: 1 Round
- Blast Back Bot
- You activate this little bot and toss it on your ally. It injects your ally with a healing serum and then darts up into the air. It expels what energy it has left by shooting arcs of electricity at enemies to drive them away from your wounded patient.
- 2d4 Healing (5) Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Blast Back Bot
- You activate this little bot and toss it on your ally. It injects your ally with a healing serum and then darts up into the air. It expels what energy it has left by shooting arcs of electricity at enemies to drive them away from your wounded patient.
- 2d6 Healing (7) Target: Creature (1) Range: 1 Space Duration: Instant
- Missing RP Information
- Missing RP Information The RP information is missing so the player using this character can make up whatever they wish to describe their character.
- Basic Thought Behind This Character
- This character is totally devoted to keeping their friends alive. This Medic is focused on strong healing for both single and multiple targets. When forced to hurt enemies the Medic will weaken them and then do Damage with a Basic Attack.
Medic's Equipped Items
- Healing +1
- This effect grants a bonus of Healing +1.
Medic's Unequipped Items
- Minor Healing
- With but a touch of a healing hand the target's Hit Points are healed slightly.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Med Scan
- You hit a couple allies with a pulse from your biomatter infuser. This instantly repairs some of the wounds of those hit by the pulse. Space is a 1x2 area.
- 1d6 Healing Target: Spaces (2) Range: 1 Space 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, they will suffer an Attack penalty for 1 Round.
- 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 Maneuver Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
- Epinephrine Infusion
- When an ally needs that extra boost you hit them with a stim shot of adrenaline. The short term boost heals the target and increases their Hit Points for a short time.
- 1d6 Healing Target: Creature (1) Range: 3 Spaces Duration: Instant
- Hit Points +10 Target: Creature (1) Range: 3 Spaces Duration: 1 Round
- Nano Healing
- You throw a small capsule full of nanobots at your ally. This capsule breaks on contact and the nanobots go to work repairing and healing your ally for a few rounds.
- 1d4 Healing Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
- Arrhythmia
- You tune your med scanner to a harmful frequency and then hit nearby enemies with it. The sudden shock to their system causes their Hit Points to lower for a short time.
- Hit Points -5 Target: AOE (2x2) Range: 3 Spaces Duration: 1 Round
- Blast Back Bot
- You activate this little bot and toss it on your ally. It injects your ally with a healing serum and then darts up into the air. It expels what energy it has left by shooting arcs of electricity at enemies to drive them away from your wounded patient.
- 1d4 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 3 Spaces Duration: Instant
- Minor Enhanced Healing
- 'Add 1 die to all powers that heal Hit Points.
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