Guidelines and Rules for Powers
Since Atomic RPG System Powers are open to nearly an infinite number of possibilities, there are some guidelines, rules, and ways they should be handled. Here are some things to remember when designing and using Powers. You can also check the FAQ for other questions you may have regarding Powers. Keep an eye out as this page will be updated frequently to keep Powers as clear as possible for all Atomic RPG System players.
One Attack Roll is made per Power
The character using the Power to Attack makes a single Attack Roll. Roll a d20 plus their Attack Modifier. The result will be used against all targets affected.
Combatant Attacks = Body Defense
Generalist Attacks = Spirit Defense
Mystic Attacks = Mind Defense
If there are multiple Targets the Power may hit some and not others.
No Attack Rolls Needed Against Allies
When using Powers that Heal allies, the player can opt to roll an Attack roll. The player may do this if they want a chance to Critically Heal that ally. The player risks missing, thus using up the Power, but also has a chance to Critically Heal that ally. If the player rolls a Critical Attack (20 on a d20 base) they will do the maximum amount of healing possible with this Power. This can be a great way to add some excitement and fun to the Atomic RPG System game.
The Number of Dice for a Power cannot exceed Character Level
Powers that do Damage over multiple rounds are calculated on a round by round basis. The level 10 character could have a Power that did 10d4 Damage a round for 3 rounds. The total Damage this Power might cause is 30 dice, but that is spread over the three round duration.
Powers can have Specialties, Items, and other things that may increase the final dice used for the Power.
Power Costs are Multiplied By Duration and Targets
Use the Atomic RPG System Power Generator's Power Cost Calculator built within it to see some of the Power Cost math as Powers are built. This should make it much easier for players to build the Power exactly how they want it.
Powers that affect Spaces must have a Shape
The Spaces Target Type is included in the Atomic RPG System Power System so players can create custom shapes to their Powers. Shapes are normally things like lines, hollow squares, cones, and other shapes.
The Shape of the Target Spaces must be chosen when the Power is created. The Power's Shape cannot be changed during normal game play. Shapes can be changed when the Power is modified such as when the player levels.
Powers can take on multiple shapes with the help of Specialties. Shapes should be described at the end of the Power's description.
Powers can have both Offensive and Defensive Effects
When a Power has both offensive and defensive Effects the character can only use the bonus of the one that main part of the Power. Meaning, that if the mostly offensive and does a little healing. The character can use the Damage Bonus but not the Healing Bonus for the Power. Only one can be used.
Character Traits, Specialties, and Items can increase base Power Points
Body Trait increases Combatant Power Points Mind Trait increases Mystic Power Points Spirit Trait increases Generalist Power Points
Character Specialties can also increase the base Power Points to a character's Primary, Secondary, or Tertiary Power set.
Atomic RPG System Items can affect Power Point Pools as they can grant Specialties to the character. Items can increase the base Power Points to a character's Primary, Secondary, or Tertiary Power set.
Unused Power Points cannot be Saved or Carried Over
Having a few Power Points left over in Power Pools is common.
Range is an easy way to use the last few points. If there is 4 or more Power Points left over they could be spent to add another small effect. Most effects begin only costing a few Points. This is assuming it is an Instant Duration Power or Power that hits 1 Creatures.
Dispel Powers can be created to remove Power Effects
Powers can be built to either dispel a Penalty or remove a Bonus from an Ally or Enemy.
If Power that costs 100 Power Points that is used on a single target will need to have a Dispel Effect of at least 100. A Power that costs 100 Power Points that is used on 4 targets will need to have a Dispel Effect of at least 25 per target. The Dispel Effect is spread out the same way when determining effectiveness. If a Dispel Effect of 100 is Targeted on 2 Targets then each Target will have a Dispel Effect of 50.
Skill, Reaction, or Combat Maneuver Only Powers
These are the main things to consider when working with Atomic RPG System Powers. Powers in the Atomic RPG System are at the heart of what characters can do. There is nearly an infinite number Power possibilities available in the Atomic RPG System. Keep checking back on this page as it will be periodically updated with the newest and most informative guidelines and rules for Powers in the Atomic RPG System system.