- Minor Reroll
- Reroll 1 dice roll of 1 between every Full Rest.
- Superior Additional Healing Boosts
- Healing Boost 6 times during Battle Time.
d20 +29 to Attack Spirit Defense | +84 to Healing
- Basic Attack
- This is OZ-13MSX2 Mercurius's Basic Attack.
- 5d12 Damage Target: 1 Space Range: 10 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for OZ-13MSX2 Mercurius's Combat Maneuvers.
- Healing Laser
- Fires a laser to repair the wounds of one ally.
- 19d12 Healing (124) Target: Creature (1) Range: 9 Spaces Duration: Instant
d20 +29 to Attack Spirit Defense | +84 to Healing
- Healing Beam
- Shoots a beam of pure healing to two targets.
- 17d16 Healing (145) Target: Creatures (2) Range: 12 Spaces Duration: Instant
- Healing Beam
- Shoots a beam of pure healing to two targets.
- 17d16 Healing (145) Target: Creatures (2) Range: 12 Spaces Duration: Instant
d20 +29 to Attack Spirit Defense | +84 to Healing
- Hit the Brakes!
- Slow your enemy and decrease Attack and Damage.
- Attack -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Speed -6 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Hit the Brakes!
- Slow your enemy and decrease Attack and Damage.
- Attack -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Speed -6 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
OZ-13MSX2 Mercurius's Equipped Items
- Primary Power Points +50
- This effect will add 50 Power Points to the Primary Power Point pool.
- Defenses +8
- This effect grants Defenses +8.
- Hit Points +50
- This effect will modify Hit Points +50.
- Resistance +20
- This effect will grant Resistance +20.
- Lesser Defenses
- Add 2 to all Defenses.
OZ-13MSX2 Mercurius's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Healing Laser
- Fires a laser to repair the wounds of one ally.
- 19d12 Healing Target: Creature (1) Range: 9 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.
- 5d12 Damage Target: Creature (1) Range: 10 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 -5 Target: Creature (1) Range: 20 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, they will suffer an Attack penalty for 1 Round.
- Attack -5 Target: Creature (1) Range: 20 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 6 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -5 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 +5 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +5 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 Maneuver Attack +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
- Healing Beam
- Shoots a beam of pure healing to two targets.
- 17d16 Healing Target: Creatures (2) Range: 12 Spaces Duration: Instant
- Healing Beam
- Shoots a beam of pure healing to two targets.
- 17d16 Healing Target: Creatures (2) Range: 12 Spaces Duration: Instant
- Hit the Brakes!
- Slow your enemy and decrease Attack and Damage.
- Attack -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Speed -6 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Hit the Brakes!
- Slow your enemy and decrease Attack and Damage.
- Attack -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Defenses -3 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Speed -6 Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
- Minor Healing Boost
- 'Increase the Hit Point healing of a Power by 10% 1 time during Battle Time.
- Minor Additional Healing Boosts
- 'Healing Boost 2 times during Battle Time.
- Minor Healing Increase
- 'Add 2 Healing to all defensive Powers that Heal Hit Points.
- Minor Reroll
- 'Reroll 1 dice roll of 1 between every Full Rest.
- Lesser Healing Boost
- 'Increase the Hit Point healing of a Power by 20% 1 time during Battle Time.
- Lesser Additional Healing Boosts
- 'Healing Boost 3 times during Battle Time.
- Lesser Healing Increase
- 'Add 5 Healing to all defensive Powers that Heal Hit Points.
- Minor Damage Resistance
- 'Reduce damage by 5 anytime damage is taken.
- Improved Healing Boost
- 'Increase the Hit Point healing of a Power by 30% 1 time during Battle Time.
- Improved Additional Healing Boosts
- 'Healing Boost 4 times during Battle Time.
- Improved Healing Increase
- 'Add 10 Healing to all defensive Powers that Heal Hit Points.
- Lesser Damage Resistance
- 'Reduce damage by 10 anytime damage is taken.
- Greater Healing Boost
- 'Increase the Hit Point healing of a Power by 40% 1 time during Battle Time.
- Greater Additional Healing Boosts
- 'Healing Boost 5 times during Battle Time.
- Greater Healing Increase
- 'Add 20 Healing to all defensive Powers that Heal Hit Points.
- Improved Damage Resistance
- 'Reduce damage by 15 anytime damage is taken.
- Superior Healing Boost
- 'Increase the Hit Point healing of a Power by 50% 1 time during Battle Time.
- Superior Additional Healing Boosts
- 'Healing Boost 6 times during Battle Time.
- Superior Healing Increase
- 'Add 35 Healing to all defensive Powers that Heal Hit Points.
- Greater Damage Resistance
- 'Reduce damage by 20 anytime damage is taken.
Use the following table only if you have very special character modifications that need to be made and they cannot be added anywhere else. These should be things like special GM bonuses and other "cheater" modifications. All normal Atomic RPG System character additions should be able to be made elsewhere.
This is where players should store notes and infomation regarding the character and campaign they are playing.
- Keep track of npcs and their motivations.
- Track the power structure of a city.
- Keep a character diary.
- Write detailed notes of quests.
Players are encouraged to use this Journal section to keep track of any information they want. Journals can be formated in a variety of ways, can have links, and even images such as maps.
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