Fyxt RPG Character Sheet


Mugger
Mugger is a Combatant Aggressor who is Devoted
Character
Level
2
Tier
1
Range
Close
Target
Single
NPC Tier
Grunt
Difficulty
Medium
Group Level
3
Group Size
3 - 5
Body
7
Mind
2
Spirit
1
Durability
96%
Mobility
Reaction
7
Speed
5
Max Move
850
Health
Hit Points
19
Defenses
Body
19
Mind
14
Spirit
13
Healing
Mystic
4
Generalist
3
Attacks
Body
10
Mind
5
Spirit
4
Damage
Combatant
11
Mystic
4
Mugger's Skills : 8 / 18 / 28
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
7 7 1 2 2 2 1 4
At Will Powers | Offensive Combatant
d20 +10 to Attack Body Defense | +11 to Damage
Basic Attack
This is Mugger'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 Mugger's Combat Maneuvers.
From the Shadows
Jumping from the shadows the mugger puts its enemies off balance lowering their victims Defenses. (Created from template)
  • Defenses -1 Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 10
Signature Powers | Offensive Combatant
d20 +10 to Attack Body Defense | +11 to Damage
Surprise Attack
Waiting for the right opportunity the Mugger darts to their target attacking viciously in an attempt to end the fight before it really begins.
  • Move Ally 3 Target: Creature (1) Range: 1 Space Duration: Instant
  • 2d6 Damage (7) Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15
Roleplay Details for Mugger
Physical
Body Type
Muggers come in all shapes and sizes.
Clothing
Dark
Personality
Primary Motivation
Stealing Money
Catch Phrase
Stick Em Up!
Authority Attitude
Dislikes Authority
Historical
This character does not have any historical characteristics. If this is your character you can add some using the button above to edit the character's roleplay options.
Languages
Common
Mugger's Character Notes
Gang
Muggers usually work together in groups or gangs. They usually have a few on lookout duty for local law enforcement. Then several of the others surprise and scare money out of their victims. They usually leave victims alive but will kill if they are provoked.
Created: 2015-01-05 13:50:05 | Updated: 2015-01-05 10:50:05
Mugger's Wealth
Cash
Items
Assets
Total

NPC Auto Assigned Bonuses

Fyxt RPG auto generated NPC Bonuses represent normal gear, items, and coolness of a NPC. With these mods regular items don’t need to be added. These can also represent tough hide, sharp teeth, and other natural strengths of a NPC animal or monster. If you want to equip the NPC with specific gear you can, but they are not needed. Character Items should be equivalent to these to keep this character balanced. If many items with bonuses are added consider removing Auto Assigned Bonuses from the NPC. This can be done in Edit Level > Base NPC.
Mugger's Auto Assigned Bonuses
Auto Bonuses
Yes
Auto Value
2
The bonus is automatically added to the NPC's Attack, Damage, Defenses, and Healing. The Character Tier of the NPC is also added to Speed.
Mugger's Assets

Mugger's Equipped Items

Mugger's Unequipped Items

Mugger's Power Pools
At Will Powers
Offensive Combatant
Power Cap
11
Points Left
1
Signature Powers
Offensive Combatant
Total Points
71
Power Cap
23
Points Left
56

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

Mugger's At Will Powers
From the Shadows
Jumping from the shadows the mugger puts its enemies off balance lowering their victims Defenses. (Created from template)
  • Defenses -1 Target: AOE (2x2) Range: 2 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 10
Mugger'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
Mugger's Signature Powers
Surprise Attack
Waiting for the right opportunity the Mugger darts to their target attacking viciously in an attempt to end the fight before it really begins.
  • Move Ally 3 Target: Creature (1) Range: 1 Space Duration: Instant
  • 2d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 15

Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.

Mugger's Level One Choices
Traits
Body
7
Mind
2
Spirit
1
Rank
Grunt
Difficulty
Medium
Group Size
3
Auto Gear
Yes
NPC Bonus
2
Character Type
Archetype
Combatant
Style
Aggressor
Focus
Devoted
Skill 1
Perception
Skill 2
Subterfuge
Disciplines
Signature
Offensive Combatant
Range Tactics
Close
Target Tactics
Single
Level One Notes
This mugger doesn't want much, except your cash. They usually attack from the shadows attacking those that think are easy targets. There are often a handful of these muggers around. They watch each other's back and keep an eye out for guards.
Tags
Aggressor, Close Range, Combatant, Devoted, Grunt, Single Target, Stone Age, Subterfuge Skill Focus
Mugger's Skill Point Distribution
Athletics

0

Crafting

0

Nature

0

Perception

1

Religion

0

Scholar

0

Social

0

Subterfuge

1

Mugger's Specialty Choices
Level Gained
Specialty and Description
2
Minor Subterfuge Skill Focus
'Increase Subterfuge Skill by 2.
Mugger's Cheater Stuff
Name and Description
Modification
Amount

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