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How to Convert Any Character to the Atomic RPG System

How to Convert Any Character to the Atomic RPG SystemThe best thing about the Atomic RPG System is the ability to play any character, any genre. If you’re already playing another game, you might need some pointers on how to convert any character. Once you have done it once, it should make sense and you’ll be able to convert more characters easily. The Atomic RPG System is modular with clear black and white lines between mechanics/numbers and the roleplay/story of a character. Here is how you can learn to easily identify the differences so you can convert any character to the Atomic RPG System system.

Rule 1 to Convert Any Character

The most important rule when converting any character to the Atomic RPG System is that any roleplay, story, description, and explanation of abilities are totally separate from the mechanics.  So when it’s time to convert a character, remember that the roleplay reason for an attack is not tied to the number at all. It’s not the damage of a short sword vs. a longsword, or the damage of a thrown rock vs. a gun.  The character does something to result in damage, regardless of what is used.

Character Mechanics

  • My character is +11 to Attack a 3×3 Space Area for 4d10+22 Damage.

Character Roleplay

  • My character uses a flame thrower, shooting fire into a large area of the jungle.
  • My character tosses a grenade into a vampire nest.
  • My character casts a spell that freezes anyone in the area.
  • My character speaks to an angry mob of villagers, who decide they should really just go home and go to bed instead of attack the party.

Rule 2 to Convert Any Character

The next most important rule when converting any character in the Atomic RPG System is to know what kind of effects and abilities the player would like their character to have.

Players that are not yet familiar with the effects that the Atomic RPG System has to offer should make themselves familiar with the Archetype Comparison Table.

Archetype Comparison Table: https://atomicrpgsystem.com/what-character-to-play/character-archetype-concepts/archetype-comparison/

This table not only shows what effects are available in the game but also which Archetype / Discipline have access to those abilities. Nearly every effect found in popular lore can be found or replicated with the Atomic RPG System effects.

Once a player knows at least the most common effects it is usually quite easy to start. Here is a short list of the top effects for each of the 3 Archetypes in the Atomic RPG System.

Note: Each effect can be used by 2 Archetypes which greatly increases versatility in characters.

Combatant Generalist Mystic
Hit Point Damage Hit Point Healing Hit Point Damage
Penalty to Attack Penalty to Attack Hit Point Healing
Bonus to Attack Bonus to Attack Move Enemy
Penalty to Defenses Penalty to Defenses Move Ally
Penalty to Speed Penalty to Speed Bonus to Bleed
Move Enemy Bonus to Defenses Bonus to Hit Points
Bonus to Defenses Bonus to Speed Teleport Ally
Bonus to Speed Bonus to Damage Bonus to Resistance
Move Ally Penalty to Damage Penalty to Hit Points
Bonus to Damage Teleport Ally Movement for Ally


Knowing the effects will help make it much easier for a player to convert any character because this will be the foundation.  The table above should help players get started knowing what they want and how they are going to create it.

However, don’t worry about making the wrong choices. Atomic RPG System characters can be modified and changed if they don’t turn out right the first time.

Knowing the Base Archetype

Once you know the base archetype for your character, you’ll need to make a couple of simple choices. First, what is the character’s Style going to be?

  • Aggressor – Grants bonuses to Attack.
  • Protector – Grants bonuses to Defenses.
  • Neutral – Grants bonuses to Skills.

Then choose the Focus of the character.

  • Devoted – Completely devoted to a specific ability.
  • Focused – Great at some abilities with some backup abilities.
  • Balanced – Good at lots of different abilities.

After these two decisions, the rest of the character should come together easily.

Character Abilities

Character abilities can cover a wide gamut. These can be spells, attacks, knowledge, racial abilities, things the character excels at doing, speed, etc.

Divide what your character can do into two different categories.

What Your Character Excels At

These will be things that should be represented through either the character Specialties, Skills, or the items they have. Specialties, Skills, and items are active and affect the character at all times.

  • Specialties – Select Specialties for things the character is always good at even if they are stripped of all items (extra hit points, extra healing, etc.)
  • Skills – Increase Skills that the character is always good at. All characters can use any skill so the player should increase the skills that make sense for that character (Subterfuge for a sneaky person, Athletics for a strong person).
  • Items – Create or select Items that help the character do things related to what items are equipped (Movement: Fly on a pair of steampunk wings, Healing bonuses on a wand).

Things Your Character Can Do

Next choose the abilities that the character must use an Action for or an ability they must concentrate to use.

  • Powers – Powers are the actions your character will be able to take. These include everything. If your character has a special move, a spell, a sword strike or something similar, it should be chosen or created as a Power.
    • At-Will Power – Make this their signature Power. They’ll be able to use this Power over and over again.
    • Primary Powers – Make these their strongest Powers. These will be expended during a fight.
    • Secondary Powers – Make these your backup Powers or buffing Powers. They will be expended during the fight.
    • Tertiary Powers – If your character has this Power Pool (Focused or Balanced), they should be utility-type Power to enhance Skills, Reaction, or small healing Powers. They will also be used up during a fight.

Character is Ready to Play

The character should be ready to play. Going through the process of splitting what the character is good at and what it can do created everything a player needs to play the character.

At this point, though, you need to give your character personality, drive, history, or motivation. Now is a great time to dive into the roleplay and story of your character. Use the RP section of the character sheet to fill out as many details as possible. These details do not affect the character stats at all but will make this character better and more fun to play.

By adding pictures and detailed roleplay, the character will come to life. Remember, descriptions and roleplay do not have any mechanical effect on the character stats, so players and GMs are encouraged to let their imaginations go wild!

If you are looking for some more ideas you can look at some examples. Just remember, there really isn’t a wrong way to create a character. There may be a better or worse way but the Atomic RPG System lets players tune and adjust their characters so there is no need to worry about making the wrong choice.

Examples of how standard characters have been converted to the Atomic RPG System. https://atomicrpgsystem.com/what-character-to-play/character-disciplines/example-discipline-sets/

Below you will find some great examples how you can convert any character to the Atomic RPG System.

These are just a few examples. Let your imagination go wild and have fun. It really is possible to convert any character to the Atomic RPG System!


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