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Geneticist
Geneticist is a Mystic Protector who is Balanced
Character
Level
1
Tier
1
Body
4
Mind
4
Spirit
4
Durability
106%
Mobility
Reaction
4
Speed
5
Max Move
700
Weight Limit
280
Carried
17
Health
Hit Points
34
Death Limit
-11
Dying Rate
3
Revived HP
8
Defenses
Body
20
Mind
20
Spirit
20
Defense Bonus
5
Healing
Mystic
5
Generalist
4
Attacks
Body
5
Mind
5
Spirit
5
Damage
Combatant
4
Mystic
4
Geneticist's Skills : 7 / 17 / 27
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
4 4 5 5 4 4 4 4
At Will Powers | Offensive Mystic
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
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 8
Primary Discipline Powers | Offensive Mystic
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16
Secondary Discipline Powers | Defensive Generalist
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
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 13
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 13
Tertiary Discipline Powers | Offensive Combatant
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 12
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
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 13
Other Powers Available From Items
Pep Up Pill Grants:
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Pep Up Pill Grants:
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Roleplay Details for Geneticist
Physical
Physique
You Choose
Personality
Boldness
You Choose
Historical
Ally
You Choose
Languages
Common
Geneticist's Character Notes
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.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-26 01:58:12
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.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-26 01:59:17
Geneticist's Wealth
Cash
Items
Assets
Total
Geneticist's Assets

Geneticist's Equipped Items

Gene Hack +1 Speed
You get some of your gene's modified to increase your speed. This small change must be maintained (equipped) or it will wear off. This is a small module that injects you with the necessary chemicals to keep the genes modified in the way requested.
Availability: Common | Item Type: Basic | Category: Tools and Kits |
Level to Use: 1st | Weight: 1 | Cost: 2,000
Effects
Speed +1
This effect grants Speed +1.

Geneticist's Unequipped Items

Pep Up Pill
When you need that little "pick me up", pop this pill to keep you going.
Availability: Common | Item Type: Basic | Category: Disposable |
Level to Use: 1st | Weight: 1 Carried | Cost: 20
Powers
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Pep Up Pill
When you need that little "pick me up", pop this pill to keep you going.
Availability: Common | Item Type: Basic | Category: Disposable |
Level to Use: 1st | Weight: 1 Carried | Cost: 20
Powers
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Provisions Pack
This is a basic provisions kit for the on-the-move character. Stocked with the latest high nutrition, low weight gear it is just what someone needs away from home. This kit includes an auto-inflating mattress, blanket, 7 days of supplemental pill rations for 1, personal hydration recycler, and 10 spaces of braided climbing rope. All of this inside a form fitting backpack.
Availability: Common | Item Type: Mundane | Category: Tools and Kits |
Level to Use: 1st | Weight: 15 Carried | Cost: 250
Geneticist's Power Pools
At Will Powers
Offensive Mystic
Power Cap
8
Points Left
0
Primary Discipline Powers
Offensive Mystic
Total Points
32
Power Cap
16
Points Left
0
Secondary Discipline Powers
Defensive Generalist
Total Points
27
Power Cap
13
Points Left
1
Tertiary Discipline Powers
Offensive Combatant
Total Points
25
Power Cap
12
Points Left
0

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

Geneticist's At Will Powers
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 8
Geneticist'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
Geneticist's Primary Discipline Powers
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16
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
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 16
Geneticist's Secondary Discipline Powers
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
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 13
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 13
Geneticist's Tertiary Discipline Powers
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 12
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
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 13
Geneticist's Level One Choices
Traits
Body
4
Mind
4
Spirit
4
Character Type
Archetype
Mystic
Style
Protector
Focus
Balanced
Skill 1
Nature
Skill 2
Perception
Disciplines
Primary Discipline
Offensive Mystic
Secondary
Defensive Generalist
Tertiary
Offensive Combatant
Range Tactics
Both
Target Tactics
Both
Level One Notes
This character was created for the Instant Play Fyxt RPG Quest (future). This Geneticist does not focus on any one thing; rather, they have a variety of tools available to them. The Geneticist leans toward bolstering allies rather than attacking enemies. But they do have a wide variety of tools at their disposal.
Tags
Attack Accuracy, Balanced, Futuristic, Mystic, Protector
Geneticist's Skill Point Distribution
Athletics
0
Crafting
0
Nature
1
Perception
1
Religion
0
Scholar
0
Social
0
Subterfuge
0
Geneticist's Specialty Choices
Level Gained
Specialty and Description
1
Minor Attack Accuracy
'Add 1 to all attacks.
Geneticist's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes

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.

Geneticist's Cheater Stuff
Name and Description
Modification
Amount

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  • Keep track of npcs and their motivations.
  • Track the power structure of a city.
  • Keep a character diary.
  • Write detailed notes of quests.

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