Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
31 | 19 | 19 | 37 | 6 | 6 | 19 | 19 |
d20 +42 to Attack Spirit Defense | +58 to Healing
- Basic Attack
- This is The Annoyinator's Basic Attack.
- 6d16 Damage Target: 1 Space Range: 12 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for The Annoyinator's Combat Maneuvers.
- Microwave Burst
- Blast enemy using a high frequency microwave burst to scramble their targeting systems. This energy burst also heals you.
- 4d20 Healing (42) Target: Creature (1) Range: Self Duration: 2 Rounds
- Attack -5 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
d20 +42 to Attack Spirit Defense | +58 to Healing
- EMP Burst
- Firing a directional EMP burst at your enemy you knock out their vital systems. This makes them easy pickings on the battlefield.
- Attack -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Defenses -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Speed -6 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Plasma Shields
- A brilliant field of plasma surrounds you increasing Defenses significantly and healing you for a few rounds.
- 6d16 Healing (51) Target: Creature (1) Range: Self Duration: 3 Rounds
- Defenses +8 Target: Creature (1) Range: Self Duration: 3 Rounds
- Reprogrammed Repair Bots
- Altering the programming on your own repair bots you send them after your enemy to destroy instead of repair. The little bots swarm over your enemy sawing, cutting, and causing a great amount of damage to their mech.
- 7d20 Damage (74) Target: Creature (1) Range: 12 Spaces Duration: 2 Rounds
- Turbo Button
- Pushing the button labeled "Turbo" on the dashboard really does super charge your mech! Healing it greatly, increasing Damage, and Attack, as well as improving Speed. Better watch out foes!
- 20d16 Healing (170) Target: Creature (1) Range: Self Duration: 1 Round
- Attack +8 Target: Creature (1) Range: Self Duration: 1 Round
- Damage +55 Target: Creature (1) Range: Self Duration: 1 Round
- Speed +2 Target: Creature (1) Range: Self Duration: 1 Round
- Annoyinator Role
- The Annoyinator's role in battle is one of support and tactics. Not a powerhouse itself it is best teamed with a mech that deals a lot of damage. Between the healing and penalty Powers it does very well with fire support but does not do great in one on one battles.
NPC Auto Assigned Bonuses
The Annoyinator's Equipped Items
The Annoyinator's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Microwave Burst
- Blast enemy using a high frequency microwave burst to scramble their targeting systems. This energy burst also heals you.
- 4d20 Healing Target: Creature (1) Range: Self Duration: 2 Rounds
- Attack -5 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- 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.
- 6d16 Damage Target: Creature (1) Range: 12 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 -6 Target: Creature (1) Range: 24 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 -6 Target: Creature (1) Range: 24 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 7 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 +6 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +6 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -6 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 +6 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +6 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 +6 Target: 6 Creatures Range: 24 Spaces Duration: 1 Round
- EMP Burst
- Firing a directional EMP burst at your enemy you knock out their vital systems. This makes them easy pickings on the battlefield.
- Attack -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Defenses -7 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Speed -6 Target: Creature (1) Range: 10 Spaces Duration: 2 Rounds
- Plasma Shields
- A brilliant field of plasma surrounds you increasing Defenses significantly and healing you for a few rounds.
- 6d16 Healing Target: Creature (1) Range: Self Duration: 3 Rounds
- Defenses +8 Target: Creature (1) Range: Self Duration: 3 Rounds
- Reprogrammed Repair Bots
- Altering the programming on your own repair bots you send them after your enemy to destroy instead of repair. The little bots swarm over your enemy sawing, cutting, and causing a great amount of damage to their mech.
- 7d20 Damage Target: Creature (1) Range: 12 Spaces Duration: 2 Rounds
- Turbo Button
- Pushing the button labeled "Turbo" on the dashboard really does super charge your mech! Healing it greatly, increasing Damage, and Attack, as well as improving Speed. Better watch out foes!
- 20d16 Healing Target: Creature (1) Range: Self Duration: 1 Round
- Attack +8 Target: Creature (1) Range: Self Duration: 1 Round
- Damage +55 Target: Creature (1) Range: Self Duration: 1 Round
- Speed +2 Target: Creature (1) Range: Self Duration: 1 Round
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.
- Superior Attack Accuracy
- 'Add 5 to all attacks.
- Superior Damage Resistance
- 'Reduce damage by 25 anytime damage is taken.
- Superior Defenses
- 'Add 5 to all Defenses.
- Superior Hit Points
- 'Add 150 Hit Points.
- Superior Recovery
- 'Recover 25 Hit Points per turn. GM dictates rate during Real Time.
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