d20 +4 to Attack Body Defense | +5 to Damage
- Basic Attack
- This is Guardian's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Guardian's Combat Maneuvers.
- Titanium Assault
- You pick a target and unleash a brutal assault on it with your titanium reinforced fists!
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage (4) Target: Creature (1) Range: 2 Spaces Duration: Instant
d20 +4 to Attack Body Defense | +5 to Damage
- Grapple Claw
- A three pronged grapple shoots out of your chest at your enemy. It attempts to latch on and drag them closer.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 4 Spaces Duration: Instant
- Locked In Battle
- You engage your enemy and lock them into battle with you. This reduces their Speed while increasing your Defenses for a short time.
- Defenses +1 Target: Creature (1) Range: Self Duration: 1 Round
- 1d4 Damage (3) Target: Creature (1) Range: 1 Space Duration: 1 Round
- Speed -2 Target: Creature (1) Range: 1 Space Duration: 1 Round
d20 +4 to Attack Body Defense | +5 to Damage
- Get Into Position
- You urge your allies to hurry up and get into position for combat. Their Defenses increase and they are able to Move a few Spaces.
- Defenses +1 Target: Space (1) Range: Self Duration: 1 Round
- Move Ally 3 Target: Spaces (2) Range: Self Duration: Instant
- Hold The Line
- Determined to hold the battle line where it is you summon your defensive abilities and toughen up for a short time.
- Defenses +1 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Hit Points +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
d20 +4 to Attack Mind | +4 to Damage | +4 to Healing
- Can't Be Stopped
- When the enemy tries to stop you from getting to your intended target you can get by their barricade in a blink of an eye.
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- Emergency Injection
- You inject you or your ally with an emergency injection to keep you going through the fight. This heals the Hit Points of the target some.
- 1d6 Healing (4) Target: Creature (1) Range: 2 Spaces Duration: Instant
- Emergency Injection
- You inject you or your ally with an emergency injection to keep you going through the fight. This heals the Hit Points of the target some.
- 1d6 Healing (4) Target: Creature (1) Range: 1 Space Duration: Instant
- Basic Thought Behind This Character
- The Guardian is built to be at the front and center of combat. The Guardian's goal is to be the focus of battle so their allies can do their jobs. With strong Defenses, more Hit Points, and Powers help to make this Paladin an effective focus of battle.
- Missing RP Information
- The RP information is missing so the player using this character can make up whatever they wish to describe their character.
Guardian's Equipped Items
Guardian'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.
- Titanium Assault
- You pick a target and unleash a brutal assault on it with your titanium reinforced fists!
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage Target: Creature (1) Range: 2 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
- Grapple Claw
- A three pronged grapple shoots out of your chest at your enemy. It attempts to latch on and drag them closer.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 4 Spaces Duration: Instant
- Locked In Battle
- You engage your enemy and lock them into battle with you. This reduces their Speed while increasing your Defenses for a short time.
- Defenses +1 Target: Creature (1) Range: Self Duration: 1 Round
- 1d4 Damage Target: Creature (1) Range: 1 Space Duration: 1 Round
- Speed -2 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Get Into Position
- You urge your allies to hurry up and get into position for combat. Their Defenses increase and they are able to Move a few Spaces.
- Defenses +1 Target: Space (1) Range: Self Duration: 1 Round
- Move Ally 3 Target: Spaces (2) Range: Self Duration: Instant
- Hold The Line
- Determined to hold the battle line where it is you summon your defensive abilities and toughen up for a short time.
- Defenses +1 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Hit Points +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Can't Be Stopped
- When the enemy tries to stop you from getting to your intended target you can get by their barricade in a blink of an eye.
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
- Emergency Injection
- You inject you or your ally with an emergency injection to keep you going through the fight. This heals the Hit Points of the target some.
- 1d6 Healing Target: Creature (1) Range: 2 Spaces Duration: Instant
0
0
0
1
1
0
0
0
- Minor Defenses
- 'Add 1 to all Defenses.
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.
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