Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
4 | 4 | 5 | 5 | 4 | 4 | 4 | 4 |
d20 +5 to Attack Mind Defense | +4 to Damage | +5 to Healing
- Basic Attack
- This is Geneticist's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Geneticist's Combat Maneuvers.
- Jack Genetics
- You shoot your enemy with a dart that steals some of their genetic material!
- 1d6 Damage (4) Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +5 to Attack Mind Defense | +4 to Damage | +5 to Healing
- Mutant Assistance
- You pull out one of the small mutant experiments you have created and send it towards your enemy! This mutant freaks out your enemy allowing them to be moved. Using this distraction an ally can also move a short distance near you.
- Move Ally 3 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage (3) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Move Enemy 1 Target: Creature (1) Range: 4 Spaces Duration: Instant
- Taze Field
- You drop a small electrical device amongst your enemies and it emits a high voltage shock.
- 1d6 Damage (4) Target: AOE (2x2) Range: 4 Spaces Duration: Instant
d20 +5 to Attack Spirit Defense | +4 to Healing
- Genetic Juice
- This strange concoction you invented my mixing the prime genetic samples to create a short term, but fast acting boost. You spray this mist into a small area from an actuator on your wrist. Subjects that receive this heals some and and grants them increased Speed for 1 round. Space is a 1x2 area.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Speed +2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Return to Life
- Your extensive understanding of biology and genetics allows you to revive a fallen ally when others would leave them for dead. This Power allows you to bring back an ally anytime during the encounter in which they died or immediately after.
- Raise Dead (Encounter) Target: Creature (1) Range: 3 Spaces Duration: Instant
d20 +5 to Attack Body Defense | +4 to Damage
- Cat Claw Mutation
- You modify your own genetics to give yourself claws like a cat. These claws extend from your hand damaging your enemy and their armor for a short time. This grants a bonus to Attack with this Power and lowers the enemy's Defenses by 1 for a round.
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: Instant
- Defenses -1 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Rejected Samples
- You combine the rejected genetic samples you take into a disgusting slurry of foulness. If an enemy makes you mad enough you pop the cork and toss it on them. This vile mess slows your enemies speed. This greatly reduces their Speed for 1 round.
- Speed -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Minor Healing
- With but a touch of a healing hand the target's Hit Points are healed slightly.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Minor Healing
- With but a touch of a healing hand the target's Hit Points are healed slightly.
- 1d6 Healing (4) 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 Geneticist is built to be able to do a little bit of everything. They want to be very versatile to be able to handle a wide variety of situations. With balanced stats the Geneticist should always be able to target an enemy weakness.
Geneticist's Equipped Items
- Speed +1
- This effect grants Speed +1.
Geneticist'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
- 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.
- Jack Genetics
- You shoot your enemy with a dart that steals some of their genetic material!
- 1d6 Damage Target: Creature (1) Range: 3 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
- Mutant Assistance
- You pull out one of the small mutant experiments you have created and send it towards your enemy! This mutant freaks out your enemy allowing them to be moved. Using this distraction an ally can also move a short distance near you.
- Move Ally 3 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
- Move Enemy 1 Target: Creature (1) Range: 4 Spaces Duration: Instant
- Taze Field
- You drop a small electrical device amongst your enemies and it emits a high voltage shock.
- 1d6 Damage Target: AOE (2x2) Range: 4 Spaces Duration: Instant
- Genetic Juice
- This strange concoction you invented my mixing the prime genetic samples to create a short term, but fast acting boost. You spray this mist into a small area from an actuator on your wrist. Subjects that receive this heals some and and grants them increased Speed for 1 round. Space is a 1x2 area.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Speed +2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Return to Life
- Your extensive understanding of biology and genetics allows you to revive a fallen ally when others would leave them for dead. This Power allows you to bring back an ally anytime during the encounter in which they died or immediately after.
- Raise Dead (Encounter) Target: Creature (1) Range: 3 Spaces Duration: Instant
- Cat Claw Mutation
- You modify your own genetics to give yourself claws like a cat. These claws extend from your hand damaging your enemy and their armor for a short time. This grants a bonus to Attack with this Power and lowers the enemy's Defenses by 1 for a round.
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Defenses -1 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Rejected Samples
- You combine the rejected genetic samples you take into a disgusting slurry of foulness. If an enemy makes you mad enough you pop the cork and toss it on them. This vile mess slows your enemies speed. This greatly reduces their Speed for 1 round.
- Speed -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
The above Power (Rejected Samples) exceeds the At-Will Power Cap. Reduce the cost of this power to equal or less then Primary Power Cap.
- Minor Attack Accuracy
- 'Add 1 to all attacks.
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