Atomic Power Database Search
Just like in other popular RPG’s like Dungeons and Dragons, the Atomic RPG System uses Powers to give the character a wide variety of special things that they can do, like spells and abilities in other RPG’s.
Here players can browse through and search the ever-expanding Atomic RPG System Power Database.
Atomic RPG Power Filters
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| Combatant Powers | 923 |
| Standard Atomic RPG Powers | 1204 |
| Generalist Powers | 536 |
| Advanced Atomic RPG Powers | 608 |
| Mystic Powers | 391 |
| Total Atomic RPG Powers | 1812 |
You can use Advanced Atomic RPG Powers. But if you want to create your own, upgrade to a premium Atomic RPG System membership!
Random Atomic RPG Powers
- Go Get Em!
- Singling out one of your allies you sing them a song of encouragement and drive. "Go get em, go get em, go get em, go get em, go get em, go get em, go get em, go get em, (insert ally name)!" The enthusiasm drives your allie to greater heights with increased Attack and healing.
- 1d6 Healing Target: Creature (1) Range: 1 Space Duration: 1 Round
- Attack +3 Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 17
- Insane Combat Prowess
- You prowess in battle is unmatched. You are a natural born killing machine! You sweep your weapon around you entering your battle stance.
- 2d10 Healing Target: Creature (1) Range: Self Duration: 5 Rounds
- Attack +5 Target: Creature (1) Range: Self Duration: 5 Rounds
- Defenses +5 Target: Creature (1) Range: Self Duration: 5 Rounds
- Speed +2 Target: Creature (1) Range: Self Duration: 5 Rounds
Aggression: Defensive | Discipline: Generalist | Use In: BT TT RT Cost: 270
- Over Amped
- Overclocking the processor in your mech's systems you amp up the machine above factory specs. Being over energized makes the mech highly resistant to damage and provides healing over time.
- 1d4 Healing Target: Creature (1) Range: Self Duration: 5 Rounds
- Resistance +15 Target: Creature (1) Range: Self Duration: 5 Rounds
Aggression: Defensive | Discipline: Mystic | Use In: BT TT RT Cost: 130
- Whispered Encouragement
- You observe your enemies closer then whisper to your allies the weaknesses and vulnerabilities you discover. These tips make your allies even more deadly warriors by increasing their Damage and Attack bonuses.
- Attack +2 Target: Creatures (2) Range: 8 Spaces Duration: 3 Rounds
- Damage +10 Target: Creatures (2) Range: 8 Spaces Duration: 3 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 128
- Wreaths of Flame
- Inferno summons pure elemental energies of the Weave itself. This fire wraps his victims in magical elemental fire. This horrific blaze seems to burn away the very magic his victim have wrapped themselves in for protection.
- 1d4 Damage Target: Creatures (2) Range: 18 Spaces Duration: 2 Rounds
- Dispel Enemy Bonus 95 Target: Creatures (2) Range: 18 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 540
- Pander to Penny
- You pander to Penny in hopes of giving her the Hammer. The Hammer is not your fists.
- Hit Points +15 Target: Creature (1) Range: Self Duration: 2 Rounds
- Speed +1 Target: Creature (1) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant | Use In: BT Cost: 26
- Blatant disregard for authority
- Blah, blah, blah enough with this crap, let's just kill it already.
- Defenses -3 Target: Creatures (4) Range: 3 Spaces Duration: 3 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 80
- Come Play with Me!
- Seeing a worthy foe you summon them over to test your mettle against them.
- Move Enemy 4 Target: Creature (1) Range: 5 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 13
- Electrified Area Trap Level 11
- This trap is an ongoing electrified area. It has no trigger; it is always active. Though something must be powering it, this is the thing the PC's can roll against to stop the electricity. Trap Difficulty for this is 33. This means this trap has a +33 to Attack and Damage for both Body or Mind Defense. A player needs a Subterfuge or Scholar of 33 or better to disable it.
- 10d12 Damage Target: AOE (5×5) Range: Self Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 332
- CHOMP
- You take a massive bite of your enemy!
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- 4d16 Damage Target: AOE (3×3) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 101
- Consecrate
- This Power blesses an area with positive energy.
- 1d4 Healing Target: AOE (2×2) Range: 5 Spaces Duration: 2 Rounds
- Resistance +5 Target: AOE (2×2) Range: 5 Spaces Duration: 2 Rounds
Aggression: Defensive | Discipline: Mystic | Use In: BT TT RT Cost: 54
- Cat’s Grace, Mass
- The transmuted creatures becomes more graceful, agile, and coordinated.
- Defenses +4 Target: Aura 1 Range: Self Duration: 4 Rounds
- Reaction +1 Target: Aura 1 Range: Self Duration: 4 Rounds
Aggression: Defensive | Discipline: Combatant | Use In: BT TT RT Cost: 144
- Beem of Energy
- You shoot a beam of energy at your target.
- 9d12 Damage Target: Creature (1) Range: 7 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 86
- Fueled By Annoyance
- Your enemies annoy you to such an extent it drives you to try harder to finish them off. This heals the Hit Points of up to 6 creatures for 5 rounds.
- 1d20 Healing Target: Creatures (6) Range: Self Duration: 5 Rounds
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 317
- Bless Weapon
- This Power makes the weapon the user wields more powerful for a short time.
- Attack +2 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Damage +6 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Generalist | Use In: BT Cost: 30
- Look Who Joined The Party, ME!
- With an impossible leap you launch yourself into the midst of your enemies and lay down a ring of suppressing fire.
- Teleport Ally 14 Target: Creature (1) Range: Self Duration: Instant
- 1d12 Damage Target: Aura 2 Range: Self Duration: 2 Rounds
Aggression: Offensive | Discipline: Mystic | Use In: BT TT RT Cost: 118
- Machine Gun
- You unload with your machine gun strafing across a small area. This area is a 1×4 Line.
- 3d6 Damage Target: Spaces (4) Range: 6 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 38
- Hand of Healing
- You lay a healing hand on a target and heal their Hit Points.
- 5d4 Healing Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 21
- Not Through With You Yet
- When you have gotten a little rough with someone and are not quite through with them you can bring them back.
- Raise Dead (Days) Target: Creature (1) Range: 10 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 48
- Purge Cursed Magic
- With a wave of your hand you brush off strong, evil magical curses that affect you. This Power allows you to remove up to 105 Power Points worth of penalty granting Powers. This can be one Power, or multiple Powers whisked away.
- Dispel Ally Penalty 105 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant, Generalist, Mystic | Use In: BT Cost: 105
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