Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
17 | 3 | 0 | 0 | 0 | 0 | 0 | 9 |
- Minor Damage Roll Minimum
- Damage die rolls of 1 increase to 2.
d20 +14 to Attack Body Defense | +19 to Damage
- Basic Attack
- This is Pead Dool's Basic Attack.
- 1d4 Damage Target: 1 Space Range: 2 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Pead Dool's Combat Maneuvers.
- Katana Strike!
- Pulls two katanas from the back and attacks!
- 3d4 Damage (8) Target: Creature (1) Range: 4 Spaces Duration: Instant
d20 +14 to Attack Body Defense | +19 to Damage
- Kung Fu
- Crazy kung fu to beat up your enemies! Also you kick them out of the way.
- 4d4 Damage (10) Target: Creature (1) Range: 4 Spaces Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 4 Spaces Duration: Instant
- Let's count them down!
- Pulls out two side arms and counts the shots!
- 3d6 Damage (11) Target: Creatures (2) Range: 4 Spaces Duration: Instant
d20 +14 to Attack Body Defense | +19 to Damage
- Funny Man
- Start making jokes to distract your enemies. They drop their defenses!
- Defenses -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Take It Out
- Starts talking to the point that their enemies have no idea why they are fighting and they let down their guard.
- Attack -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing (11) Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Battle Tactics
- Fights ruthlessly and recklessly. Other heroes can find it difficult to work with Pead Dool as he often does think before he acts.
Pead Dool's Equipped Items
Pead Dool's Unequipped Items
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
- Ready to Go More Rounds
- You heal one creature a good amount and grant them some resistance to damage next round. Now they are ready to go for a few more rounds!
- 3d6 Healing Target: Creature (1) Range: 1 Space Duration: Instant
- Healing +6 Target: Creature (1) Range: 1 Space Duration: Instant
- Resistance +5 Target: Creature (1) Range: 1 Space Duration: 1 Round
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Katana Strike!
- Pulls two katanas from the back and attacks!
- 2d4 Damage Target: Creature (1) Range: 4 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
- Kung Fu
- Crazy kung fu to beat up your enemies! Also you kick them out of the way.
- 3d4 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
- Move Enemy 3 Target: Creature (1) Range: 4 Spaces Duration: Instant
- Let's count them down!
- Pulls out two side arms and counts the shots!
- 2d6 Damage Target: Creatures (2) Range: 4 Spaces Duration: Instant
- Funny Man
- Start making jokes to distract your enemies. They drop their defenses!
- Defenses -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Take It Out
- Starts talking to the point that their enemies have no idea why they are fighting and they let down their guard.
- Attack -3 Target: Creature (1) Range: 4 Spaces Duration: 1 Round
- Minor Enhanced Damage
- 'Add 1 die to all powers that damage Hit Points.
- Minor Damage Increase
- 'Add 2 Damage to all offensive Powers that Damage Hit Points.
- Minor Damage Roll Minimum
- 'Damage die rolls of 1 increase to 2.
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