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Guardian
Guardian is a Combatant Protector who is Focused
Character
Level
1
Tier
1
Range
Close
Target
Single
Body
4
Mind
4
Spirit
4
Durability
106%
Mobility
Reaction
4
Speed
4
Max Move
700
Weight Limit
280
Carried
20
Health
Hit Points
39
Death Limit
-13
Dying Rate
3
Revived HP
9
Defenses
Body
21
Mind
21
Spirit
21
Defense Bonus
5
Healing
Mystic
4
Generalist
4
Attacks
Body
4
Mind
4
Spirit
4
Damage
Combatant
5
Mystic
4
Add Detriment here?
Detriment ?
Guardian's Skills : 7 / 17 / 27
Athletics
4
Crafting
4
Nature
4
Perception
5
Religion
5
Scholar
4
Social
4
Subterfuge
4
At Will Powers | Offensive Combatant
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
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 9
Primary Discipline Powers | Offensive Combatant
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 18
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 18
Secondary Discipline Powers | Defensive Combatant
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
Aggression: Defensive | Discipline: Combatant | Use In: BT Cost: 10
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
Aggression: Defensive | Discipline: Combatant | Use In: BT Cost: 10
Tertiary Discipline Powers | Defensive Mystic
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 7
Other Powers Available From Items
Pep Up Pill Grants:


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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
Roleplay Details for Guardian
Physical
Body Type
You Decide
Personality
Attitude
You Decide
Historical
Birthday
You Decide
Languages
Common
Guardian's Character Notes
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.
Created: 0000-00-00 00:00:00 | Updated: 2016-04-26 19:28:49
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 19:28:52
Guardian's Wealth
Cash
Items
Assets
Total
Guardian's Assets

Guardian's Equipped Items

Bionic Heart Enhancement
While you were recently in the shop you had them give you a small bionic heart upgrade.
Availability: Common | Item Type: Basic | Category: Luxury |
Level to Use: 1st | Weight: 3 Carried | Cost: 2,000
Effects
Hit Points +5
This effect will modify Hit Points +5.

Guardian'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

    

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
Guardian's Power Pools
At Will Powers
Offensive Combatant
Power Cap
9
Points Left
0
Primary Discipline Powers
Offensive Combatant
Total Points
37
Power Cap
18
Points Left
1
Secondary Discipline Powers
Defensive Combatant
Total Points
22
Power Cap
11
Points Left
2
Tertiary Discipline Powers
Defensive Mystic
Total Points
15
Power Cap
7
Points Left
2

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

Guardian's At Will Powers
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 9
Guardian'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, they will suffer an Attack penalty for 1 Round.
  • 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 Maneuver Attack +1 Target: 1 Creatures Range: 4 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
Guardian's Primary Discipline Powers
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 18
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
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 18
Guardian's Secondary Discipline Powers
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
Aggression: Defensive | Discipline: Combatant | Use In: BT Cost: 10
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
Aggression: Defensive | Discipline: Combatant | Use In: BT Cost: 10
Guardian's Tertiary Discipline Powers
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 6
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
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 7
Guardian's Level One Choices
Traits
Body
4
Mind
4
Spirit
4
Character Type
Archetype
Combatant
Style
Protector
Focus
Focused
Skill 1
Perception
Skill 2
Religion
Disciplines
Primary Discipline
Offensive Combatant
Secondary
Defensive Combatant
Tertiary
Defensive Mystic
Range Tactics
Close
Target Tactics
Single
Level One Notes
This character is designed for use with the Instant Play Fyxt RPG Quest (future). This Guardian is a warrior that fights to protect a cause such as a god, the people, or a lord. The Guardian is designed to be at the center of the battle. Strong in defense the Guardian tries to control the battlefield by being the main focus.
Tags
Close Range, Combatant, Defenses, Focused, Futuristic, Protector, Single Target
Guardian's Skill Point Distribution
Athletics
0
Crafting
0
Nature
0
Perception
1
Religion
1
Scholar
0
Social
0
Subterfuge
0
Guardian's Specialty Choices
Level Gained
Specialty and Description
1
Minor Defenses
'Add 1 to all Defenses.
Guardian'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.

Guardian's Cheater Stuff
Name and Description
Modification
Amount

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