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ED209 XL SE
ED209 XL SE is a Mystic Aggressor who is Devoted
Character
Level
20
Tier
5
Range
Far
Target
Single
Body
3
Mind
25
Spirit
3
Durability
81%
Mobility
Reaction
28
Speed
4
Max Move
2,300
Weight Limit
920
Carried
250
Health
Hit Points
568
Resistance
20
Death Limit
-189
Dying Rate
51
Revived HP
142
Defenses
Body
23
Mind
45
Spirit
23
Healing
Mystic
25
Generalist
3
Attacks
Body
13
Mind
35
Spirit
13
Crit Roll
17
Damage
Combatant
68
Mystic
110
Add Dice
5
ED209 XL SE's Skills : 30 / 40 / 50
Athletics Crafting Nature Perception Religion Scholar Social Subterfuge
36 8 1 31 8 8 1 1
At Will Powers | Offensive Mystic
d20 +35 to Attack Mind Defense | +110 to Damage | +25 to Healing
Basic Attack
This is ED209 XL SE's Basic Attack.
  • 5d12 Damage Target: 1 Space Range: 10 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant or Mystic | Use: BT
Combat Maneuvers
Look to the Power Tab for ED209 XL SE's Combat Maneuvers.
Plasma Blast
Fire a barrage of plasma blasts into a small area dealing lots of damage.
  • 12d16 Damage (102) Target: AOE (2x2) Range: 15 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 168
Primary Discipline Powers | Offensive Mystic
d20 +35 to Attack Mind Defense | +110 to Damage | +25 to Healing
Electro Discharge
A wild power fluctuation erupts in your mech! The only way to keep your own mech from exploding is to quickly discharge it before it fries your systems. Target several electrical grounds, preferably your enemies, and discharge the massive electrical
  • 6d16 Damage (51) Target: Creatures (2) Range: 10 Spaces Duration: 1 Round
  • Resistance -20 Target: Creatures (2) Range: 10 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 134
Flash Heat Vents
The enemies seem to be a little close. Flash your vents and blast them with your bots excess heat.
  • 7d6 Damage (25) Target: AOE (2x2) Range: 4 Spaces Duration: Instant
  • Move Enemy 2 Target: AOE (2x2) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 34
Reactor Core Ejection
Heavy combat builds up in the reactor core. You ejecting the overloaded reactor core at your enemy just before it explodes for massive amounts of damage. At the same time a new reactor core is auto loaded healing you.
  • 9d16 Healing (77) Target: Creature (1) Range: Self Duration: Instant
  • 13d16 Damage (111) Target: AOE (2x2) Range: 12 Spaces Duration: Instant
Aggression: Offensive | Discipline: Mystic | Use In: BT TT RT Cost: 252
Satellite Barrage
Firing a small receiver it attaches itself onto your target. You then command an orbiting defense satellite to target and attack your marked target.
  • 9d16 Damage (77) Target: Creature (1) Range: 20 Spaces Duration: 3 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 231
Secondary Discipline Powers | Defensive Mystic
d20 +35 to Attack Mind Defense | +110 to Damage | +25 to Healing
Jump Jets
With a quick tap on the thrusters you perform a super-sized jump to get into position.
  • Move Ally 10 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 21
Jump Jets
With a quick tap on the thrusters you perform a super-sized jump to get into position.
  • Move Ally 10 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 21
Jump Start
A power fluctuation roars through your mech. This time the voltage of internal circuits drops dangerously low! You fire off a series of jumper cables into an area. These latch onto any power source instantly draining them of power and recharging you.
  • 8d16 Healing (68) Target: Creature (1) Range: Self Duration: Instant
  • 9d16 Damage (77) Target: Creature (1) Range: 12 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic | Use In: BT TT RT Cost: 159
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 (3) 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
Roleplay Details for ED209 XL SE
Physical
Age
3
Body Type
Heavy Armor
Movement
A little herky jerky.
Skin Color
Dark Paints matching urban environment.
Personality
Alignment
Acts in chaotic ways at times.
Primary Motivation
Quickly eliminating enemies.
Voice Pitch
Tinny and Grated
Historical
Birth Place
Omnicorp
Languages
English
ED209 XL SE's Character Notes
Quirky Machine
Even though this NPC is a machine it still definitely has its quirks. Add the pilot into the mix and this battle bot can have quite the unique and fun personality.
Created: 2014-09-10 19:30:56 | Updated: 2014-09-10 19:30:56
Buggy Software
This version seems to be plagued with the curse of the original and still has buggy software. Instead of fighting to fix these bugs the designers instead decided to harness them and give the machine some special abilities.
Created: 2014-09-10 19:32:15 | Updated: 2014-09-10 19:32:15
ED209 XL SE's Wealth
Cash
Items
Assets
Total
ED209 XL SE's Assets

ED209 XL SE's Equipped Items

Titanium Armor
High temper titanium plates cover the outside. Though these plates are very thin and light they offer a remarkable amount of protection.
Availability: Very Rare | Item Type: Epic | Category: Armor |
Level to Use: 13th | Weight: 50 | Cost: 188,000
Effects
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.
Specialties
Lesser Defenses
Add 2 to all Defenses.
X43 Hyper Reactor Prototype
This small fusion reactor can be mounted to any vehicle or battle mech. When wired into the machines electronics the over charged fusion reaction overcharges weapon systems increasing Reaction, Attack, and Damage.
Availability: Very Rare | Item Type: Epic | Category: Weapon |
Level to Use: 17th | Weight: 250 Carried | Cost: 200,000
Effects
Attack +5
This effect grants Attack +5.
Damage +55
This effect grants Damage +55.
Reaction +3
This effect grants Reaction +3.

ED209 XL SE's Unequipped Items

ED209 XL SE's Power Pools
At Will Powers
Offensive Mystic
Power Cap
168
Points Left
0
Primary Discipline Powers
Offensive Mystic
Total Points
655
Power Cap
327
Points Left
4
Secondary Discipline Powers
Defensive Mystic
Total Points
333
Power Cap
166
Points Left
2

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

ED209 XL SE's At Will Powers
Plasma Blast
Fire a barrage of plasma blasts into a small area dealing lots of damage.
  • 7d16 Damage Target: AOE (2x2) Range: 15 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 168
ED209 XL SE'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.
  • 5d12 Damage Target: Creature (1) Range: 10 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 -5 Target: Creature (1) Range: 20 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 -5 Target: Creature (1) Range: 20 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 6 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 +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
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 +5 Target: Creature (1) Range: Self Duration: 1 Round
  • Defenses +5 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 +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
Aggression: Defensive | Discipline: All | Use In: BT
ED209 XL SE's Primary Discipline Powers
Electro Discharge
A wild power fluctuation erupts in your mech! The only way to keep your own mech from exploding is to quickly discharge it before it fries your systems. Target several electrical grounds, preferably your enemies, and discharge the massive electrical
  • 1d16 Damage Target: Creatures (2) Range: 10 Spaces Duration: 1 Round
  • Resistance -20 Target: Creatures (2) Range: 10 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 134
Flash Heat Vents
The enemies seem to be a little close. Flash your vents and blast them with your bots excess heat.
  • 2d6 Damage Target: AOE (2x2) Range: 4 Spaces Duration: Instant
  • Move Enemy 2 Target: AOE (2x2) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 34
Reactor Core Ejection
Heavy combat builds up in the reactor core. You ejecting the overloaded reactor core at your enemy just before it explodes for massive amounts of damage. At the same time a new reactor core is auto loaded healing you.
  • 9d16 Healing Target: Creature (1) Range: Self Duration: Instant
  • 8d16 Damage Target: AOE (2x2) Range: 12 Spaces Duration: Instant
Aggression: Offensive | Discipline: Mystic | Use In: BT TT RT Cost: 252
Satellite Barrage
Firing a small receiver it attaches itself onto your target. You then command an orbiting defense satellite to target and attack your marked target.
  • 4d16 Damage Target: Creature (1) Range: 20 Spaces Duration: 3 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 231
ED209 XL SE's Secondary Discipline Powers
Jump Jets
With a quick tap on the thrusters you perform a super-sized jump to get into position.
  • Move Ally 10 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 21
Jump Jets
With a quick tap on the thrusters you perform a super-sized jump to get into position.
  • Move Ally 10 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 21
Jump Start
A power fluctuation roars through your mech. This time the voltage of internal circuits drops dangerously low! You fire off a series of jumper cables into an area. These latch onto any power source instantly draining them of power and recharging you.
  • 8d16 Healing Target: Creature (1) Range: Self Duration: Instant
  • 4d16 Damage Target: Creature (1) Range: 12 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic | Use In: BT TT RT Cost: 159
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
ED209 XL SE's Level One Choices
Traits
Body
3
Mind
25
Spirit
3
Character Type
Archetype
Mystic
Style
Aggressor
Focus
Devoted
Skill 1
Athletics
Skill 2
Perception
Disciplines
Primary Discipline
Offensive Mystic
Secondary
Defensive Mystic
Range Tactics
Far
Target Tactics
Single
Level One Notes
ED209 XL SE is a giant battle bot built to resemble the famous ED209 from Robocop. However, like ED209, ED209XL SE has its bugs. So the developers decided to add a driver to handle these models quirks. Unable to control the crazy power issues the designers decided instead to harness them. The robot can be erratic at times but this seems to lend to its success. ED209 XL SE is always a sure fire crowd pleaser!
Tags
Additional Damage Boosts, Additional Damage Boosts, Additional Damage Boosts, Aggressor, At Will Cap Boost, Damage Boost, Damage Boost, Damage Boost, Damage Boost, Damage Boost, Damage Increase, Damage Increase, Damage Increase, Devoted, Enhanced Critical Attack, Enhanced Critical Attack, Enhanced Critical Attack, Enhanced Damage, Enhanced Damage, Enhanced Damage, Enhanced Damage, Enhanced Damage, Far Range, Futuristic, Mystic, Single Target
ED209 XL SE's Skill Point Distribution
Athletics
20
Crafting
0
Nature
0
Perception
20
Religion
0
Scholar
0
Social
0
Subterfuge
0
ED209 XL SE's Specialty Choices
Level Gained
Specialty and Description
1
Minor Enhanced Damage
'Add 1 die to all powers that damage Hit Points.
2
Minor Damage Boost
'Increase the Hit Point damage of a Power by 10% 1 time during Battle Time.
3
Minor Damage Increase
'Add 2 Damage to all offensive Powers that Damage Hit Points.
4
Minor At Will Cap Boost
'Increase At Will Power cap by 5.
5
Lesser Enhanced Damage
'Add 2 dice to all powers that damage Hit Points.
6
Minor Enhanced Critical Attack
'Critical Attacks become a 19 or higher if the Attack hits. Only 20's auto-hit.
7
Lesser Damage Boost
'Increase the Hit Point damage of a Power by 20% 1 time during Battle Time.
8
Lesser Damage Increase
'Add 5 Damage to all offensive Powers that Damage Hit Points.
9
Improved Damage Boost
'Increase the Hit Point damage of a Power by 30% 1 time during Battle Time.
10
Improved Enhanced Critical Attack
'Critical Attacks become a 18 or higher if the Attack hits. Only 20's auto-hit.
11
Improved Enhanced Damage
'Add 3 dice to all powers that damage Hit Points.
12
Improved Damage Increase
'Add 10 Damage to all offensive Powers that Damage Hit Points.
13
Greater Damage Boost
'Increase the Hit Point damage of a Power by 40% 1 time during Battle Time.
14
Greater Enhanced Damage
'Add 4 dice to all powers that damage Hit Points.
15
Minor Additional Damage Boosts
'Damage Boost 2 times during Battle Time.
16
Lesser Additional Damage Boosts
'Damage Boost 3 times during Battle Time.
17
Superior Damage Boost
'Increase the Hit Point damage of a Power by 50% 1 time during Battle Time.
18
Superior Enhanced Critical Attack
'Critical Attacks become a 17 or higher if the Attack hits. Only 20's auto-hit.
19
Superior Enhanced Damage
'Add 5 dice to all powers that damage Hit Points.
20
Improved Additional Damage Boosts
'Damage Boost 4 times during Battle Time.
ED209 XL SE's Leveling Choices After 1st
Level Gained
Trait Raised
1st Skill
2nd Skill
Notes
2
Mind
Athletics
Perception
3
Mind
Athletics
Perception
4
Mind
Athletics
Perception
5
Mind
Athletics
Perception
6
Mind
Athletics
Perception
7
Mind
Athletics
Perception
8
Mind
Athletics
Perception
9
Mind
Athletics
Perception
10
Mind
Athletics
Perception
11
Mind
Athletics
Perception
12
Mind
Athletics
Perception
13
Mind
Athletics
Perception
14
Mind
Athletics
Perception
15
Mind
Athletics
Perception
16
Mind
Athletics
Perception
17
Mind
Athletics
Perception
18
Mind
Athletics
Perception
19
Mind
Athletics
Perception
20
Mind
Athletics
Perception

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.

ED209 XL SE's Cheater Stuff
Name and Description
Modification
Amount

This is where players should store notes and infomation regarding the character and campaign they are playing.

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  • Track the power structure of a city.
  • Keep a character diary.
  • Write detailed notes of quests.

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