Athletics | Crafting | Nature | Perception | Religion | Scholar | Social | Subterfuge |
36 | 8 | 1 | 31 | 8 | 8 | 1 | 1 |
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
- 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
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
- 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
- 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
- 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
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
- 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
- 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
- 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
- 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.
- 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.
ED209 XL SE's Equipped Items
- 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.
- 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
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- 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
- 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, 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
- 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 Manuever Attack +5 Target: 5 Creatures Range: 20 Spaces Duration: 1 Round
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Minor Enhanced Damage
- 'Add 1 die to all powers that damage Hit Points.
- Minor Damage Boost
- 'Increase the Hit Point damage of a Power by 10% 1 time during Battle Time.
- Minor Damage Increase
- 'Add 2 Damage to all offensive Powers that Damage Hit Points.
- Minor At Will Cap Boost
- 'Increase At Will Power cap by 5.
- Lesser Enhanced Damage
- 'Add 2 dice to all powers that damage Hit Points.
- Minor Enhanced Critical Attack
- 'Critical Attacks become a 19 or higher if the Attack hits. Only 20's auto-hit.
- Lesser Damage Boost
- 'Increase the Hit Point damage of a Power by 20% 1 time during Battle Time.
- Lesser Damage Increase
- 'Add 5 Damage to all offensive Powers that Damage Hit Points.
- Improved Damage Boost
- 'Increase the Hit Point damage of a Power by 30% 1 time during Battle Time.
- Improved Enhanced Critical Attack
- 'Critical Attacks become a 18 or higher if the Attack hits. Only 20's auto-hit.
- Improved Enhanced Damage
- 'Add 3 dice to all powers that damage Hit Points.
- Improved Damage Increase
- 'Add 10 Damage to all offensive Powers that Damage Hit Points.
- Greater Damage Boost
- 'Increase the Hit Point damage of a Power by 40% 1 time during Battle Time.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Minor Additional Damage Boosts
- 'Damage Boost 2 times during Battle Time.
- Lesser Additional Damage Boosts
- 'Damage Boost 3 times during Battle Time.
- Superior Damage Boost
- 'Increase the Hit Point damage of a Power by 50% 1 time during Battle Time.
- Superior Enhanced Critical Attack
- 'Critical Attacks become a 17 or higher if the Attack hits. Only 20's auto-hit.
- Superior Enhanced Damage
- 'Add 5 dice to all powers that damage Hit Points.
- Improved Additional Damage Boosts
- 'Damage Boost 4 times during Battle Time.
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