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 | 937 |
| Standard Atomic RPG Powers | 1209 |
| Generalist Powers | 537 |
| Advanced Atomic RPG Powers | 621 |
| Mystic Powers | 394 |
| Total Atomic RPG Powers | 1830 |
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
- Cola Candy
- Some tasty cola flavored candy that seems to have a little secret "zing" in it!
- 1d6 Healing Target: Creatures (2) Range: 3 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 14
- Never Cornered
- You can never seem to be cornered. When you seem to, you are able to pop through the shadows a few Spaces away. This action of evading your enemies is invigorating and heals your Hit Points some.
- 1d4 Healing Target: Creature (1) Range: Self Duration: Instant
- Teleport Ally 6 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 10
- Strike the Wicked
- With the strength of faith you strike out against the wicked enemies of your liege!
- Attack +1 Target: Creature (1) Range: Self Duration: Instant
- 1d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 8
- Fiery Claw Slash
- The Bilk delivers a singular, overpowering slash with its fiery claws towards a selected target. The intense heat of the claw not only breaches any resistance but also inflicts a persisting burning agony to the area struck.
- 4d10 Damage Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
- Resistance -20 Target: Creature (1) Range: 2 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 126
- Punji Man Piercer Trap
- This is a cleverly concealed trap that springs when the trip wire is set off. It swings from hiding to slam a series of punji sticks into the unfortunate one that set off the trap. Trap Difficulty is 18. This also gives it a base +18 to hit and damage on top of the trap's extra bonuses.
- Attack +5 Target: Creature (1) Range: Self Duration: Instant
- Damage +21 Target: Creature (1) Range: Self Duration: Instant
- 15d16 Damage Target: Creature (1) Range: Self Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 182
- Bear’s Endurance
- The affected creature gains greater vitality and stamina.
- Hit Points +15 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 19
- Deepening Darkness
- Calling upon the darkness itself, you concentrate it in a large area. Those within are under Minor Hostile Environment effects.
- Minor Hostile Environment Target: AOE (6×6) Range: 14 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 192
- Dazzle With Heroics
- You are a stunning example of a hero. Even enemies are effected by you heroic presence.
- Defenses -5 Target: Creature (1) Range: 5 Spaces Duration: 2 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 40
- Aid
- Aid grants the target a bonus to +1 attack and hit points.
- Attack +1 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
- Hit Points +5 Target: Creature (1) Range: 1 Space Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant | Use In: BT Cost: 18
- Crippling Pain Dart
- Firing a dart into two targets the Interrogator grins with malevolent satisfaction knowing the horrific pain his victims are soon to be in.
- Damage -55 Target: Creatures (2) Range: 5 Spaces Duration: 1 Round
- Speed -3 Target: Creatures (2) Range: 5 Spaces Duration: 1 Round
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 111
- Impale Foe
- With a running charge you lower your head and impale a foe on your helmet spike, finishing the move with double spiked gauntlet strikes to the groin.
- Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
- 6d6 Damage Target: Creature (1) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 33
- Fireball
- You toss a ball of fire into a group of your enemies. As it gets closer it grows larger to hit everything in a 3×3 area doing damage.
- 3d6 Damage Target: AOE (3×3) Range: 8 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 54
- Daily Medications
- You remember to take your daily medication even (against Dr. orders) offering some to those around you. Yahoo!
- 11d12 Healing Target: AOE (2×2) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 135
- Secret Agent Shot
- Only a secret agent could make such an awesome shot.
- Attack +2 Target: Creature (1) Range: Self Duration: Instant
- 3d6 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 24
- Crowd Crusher
- With a bellow you charge through your enemies scattering them in all directions.
- Damage +3 Target: Creature (1) Range: Self Duration: Instant
- 1d4 Damage Target: Spaces (9) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: Spaces (9) Range: 1 Space Duration: Instant
Aggression: Offensive | Discipline: Combatant | Use In: BT Cost: 34
- Shock Round
- An explosive round bursts with noise and sound, confusing and weakening targets.
- Defenses -6 Target: AOE (2×2) Range: 8 Spaces Duration: 3 Rounds
- Speed -5 Target: AOE (2×2) Range: 8 Spaces Duration: 3 Rounds
Aggression: Offensive | Discipline: Combatant and Generalist | Use In: BT Cost: 198
- 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 (2×2) Range: 12 Spaces Duration: Instant
Aggression: Offensive | Discipline: Mystic | Use In: BT TT RT Cost: 252
- Continual Flame
- A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
- Create Object: 5 Target: Space (1) Range: 1 Space Duration: All Day*
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 86
- Urgent Move
- With a sense of urgency you you compel an ally to move a few spaces.
- Move Ally 4 Target: Creature (1) Range: 2 Spaces Duration: Instant
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 7
- Blessing of Healing
- You bestow a blessing of healing onto an ally granting them some healing for three rounds.
- 1d4 Healing Target: Creature (1) Range: 3 Spaces Duration: 3 Rounds
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 21
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