The Archetype Comparison page is a very handy tool for players. Players of the Atomic RPG System may be curious about the differences between the Atomic RPG System Archetypes. This Atomic RPG System system Archetype Comparison chart gives a good overview of the differences between the Atomic RPG System Archetype access to effects. Effects are what are used to choose or create a player character’s Powers and Atomic RPG System Items.
Atomic RPG System players shouldn’t concern themselves with limited access for the character’s Powers and Abilities, such as they do in other RPG’s like Dungeons and Dragons. In Atomic RPG System, any character can easily get access to any Effect in the game through choosing different Power Disciplines.
The character Archetype in the Atomic RPG System will be the character’s primary focus, but it doesn’t have to be the only focus. In the Atomic RPG System, a fighter character can cast spells too, if desired. This also means that same fighter can heal, disable traps, or do a myriad of other things. So whatever Archetype a player chooses will determine their primary focus, but depending on the player’s other choices, they will be able to choose more. This balanced and flexible system is why the Atomic RPG System is one of the best RPG!
Complete List of Character Archetype Effects
Top Ten Power Effects by Archetype
Combatant
Generalist
Mystic
Hit Point Damage
Bonus to Attack
Penalty to Defenses
Move Enemy
Penalty to Speed
Penalty to Attack
Bonus to Defenses
Bonus to Speed
Bonus to Damage
Move Ally
Hit Point Healing
Bonus to Attack
Penalty to Defenses
Penalty to Speed
Penalty to Attack
Bonus to Defenses
Bonus to Speed
Bonus to Damage
Teleport Ally
Penalty to Damage
Hit Point Damage
Hit Point Healing
Move Enemy
Teleport Ally
Move Ally
Bonus to Resistance
Penalty to Hit Points
Bonus to Hit Points
Create Object
Raise the Dead
Archetype Effect Access
Com
Gen
Mys
Adapt to Environment
This effect allows targets to adapt to Enviromental Effects.
Block Communication
This effect blocks long range communication. Stops the ability to communicate outside of normal distances.
Block Far Perception
This effect blocks a character from Precieving using Far Perception. The Far Perception simply does not function if used against a Target or Space that is protected by Block Far Perception.
Block Long Range Teleport
This effect blocks teleportation into the area protected by this effect. The effects strength is dictated by the level/distance of the teleport power.
Bonus to At-Will Cap
This effect increases the player characters At-Will cap. The At-Will Cap is a Power Point limit to how powerful an At-Will Power can be.
Bonus to Athletics
This effect increases a players Athletic skill. The Athletic skill is used for many physical skill checks.
Bonus to Attack
This effect increases a players Attack score. Attack rolls are used to determine if a player hits their intended target.
Bonus to Carried Weight
This effect increases the amount a character can carry.
Bonus to Combat Maneuvers
This effect increases a players Combat Maneuvars roll. Combat Maneuvers are special actions in Battle Time that any player can use.
Bonus to Crafting
This effect increases a players Craft skill. The Craft skill allows players to make all kinds of items.
Bonus to Critical Attack Roll Number
This effect decreases the Critical Attack Roll Number needed for a Critical Hit. Critical Hits are very good Attacks which do extra Damage.
Bonus to Critical Damage
This effect increases the amount of Damage a Critical Hit will do. Critical Hits are very good Attacks which do extra Damage.
Bonus to Critical Damage Received
This effect will decrease the amount of Damage a Critical Hit will do to the player. Critical Hits are very good Attacks which do extra Damage.
Bonus to Critical Heal
This effect increases the amount of Healing a Critical Heal does.
Bonus to Critical Heal Roll Number
This effect lowers the Critical Heal roll number needed for a Critical Heal. Critical Heals are very good heal rolls which do extra Healing.
Bonus to Damage
This effect increases the Damage a player can do. Damage is the ability for one player to reduce another players Hit Points.
Bonus to Damage Die Rolled
This effect adds dice of Damage to Powers.
Bonus to Death Limit
This effect increases the Death Limit of the character. The Death Limit is the maximum Hit Points below 0 a character can reach before they are dead.
Bonus to Defenses
This effect increases a players Defenses. Defenses are used to determine if a player is hit or not with an Attack roll.
Bonus to Dying Rate
This effect decreases Dying Rate. Dying Rate is how many Hit Points a character looses every turn when they are dying.
Bonus to Healing
This effect increases the amount of Healing done with every Heal effect. Healing adds Hit Points back to their character up to their current maximum.
Bonus to Healing Die Rolled
This effect add dice of Healing to Powers.
Bonus to Hit Points
This effect increases a players Maximum Total Hit Points. Hit Points are a measure of how much a character can take before they can no longer act.
Bonus to Language
This effect increases the number of Languages a player can know.
Bonus to Max Move
This effect increases a characters Max Move. Max Move is how much weight a character can move a short distance.
Bonus to Minimum Die Damage
This effect will increase the minimum amount of damage a Damage die roll will do.
Bonus to Minimum Die Heal
This effect increases the minimum that can be rolled on a Healing die.
Bonus to Nature
This effect increases a players Nature skill. The Nature skill is used to find out information about natural occuring things.
Bonus to Perception
The effect increases a players Perception skill. The Perception skill is used to see if a player can preceive something.
Bonus to Power Range
This effect increases the range all Powers.
Bonus to Primary Power Point Cap
This effect increases the Primary Power Point Cap. The Primary Power Point Cap limits the amount of Power Points that can be spent.
Bonus to Primary Power Points
This effect increases a characters Primary Power Points Pool.
Bonus to Reaction
The effect increases a players Reaction score. Reaction is used to determine how fast a player can react to any given situation.
Bonus to Recovery
The effect increases a players Recovery. Recovery recovers a players Hit Points over time.
Bonus to Religion
The effect increases a players Religion skill. The Religion skill is used to find out information about things like religion or spirituality.
Bonus to Resistance
This effect increases a players Resistance. Resistance allows a player to ignore some amount Damage every turn.
Bonus to Rest
This effect decreases the amout of Rest a character needs.
Bonus to Revive Roll
This effect increases a characters Revive Check. A Revive Check is rolled to see if a character under 0 Hit Points remains stable, bleeds out, or recovers.
Bonus to Scholar
The effect increases a players Scholar skill. The Scholar skill is used to find out information about things like history or scientific theory.
Bonus to Secondary Power Point Cap
This effect increases the Secondary Power Point Cap. The Secondary Power Point Cap limits the amount of Power Points that can be spent.
Bonus to Secondary Power Points
This effect increases a characters Secondary Power Points Pool.
Bonus to Social
The effect increases a players Social skill. The Social skill is used when interacting with non player characters.
Bonus to Speed
The effect increases a players Speed. Speed is how many spaces a player character can move per turn.
Bonus to Subterfuge
The effect increases a players Subterfuge skill. The Subterfuge skill is used for espionage and other covert or deceptive activities.
Bonus to Tactical Advantage
This effect increases the Tactical Advantage of the character when they have it.
Bonus to Teleport
This effect grants a bonus to increase the distance of Teleporting in Battle Time.
Bonus to Tertiary Power Point Cap
This effect increases the Tertiary Power Point Cap. The Tertiary Power Point Cap limits the amount of Power Points that can be spent.
Bonus to Tertiary Power Points
This effect increases a characters Tertiary Power Points Pool.
Bonus to Travel Weight
This effect increases a characters Travel Weight. Travel Weight is how much a character can carry and still travel long distsnces.
Create Object
This effect allows a player to create a mundane object. Allows a player to create items.
Destroy Object
This effect destroys mundane objects.
Dispel Ally Penalty
This effect can remove an ongoing Power Effect Penalty from an ally. If the cost of this effect is equal to or greater then a Power Point Cost of the effect on the target, it will remove the Penalty. Determine Power Point Cost of the effect on a target by dividing the total Power cost by the number of Targets or Spaces affected. This will remove multiple effects as long as their total does not exceed the Power Point cost of the effect. The character chooses the effect or effects to remove and in what order.
Dispel Enemy Bonus
This effect can remove an ongoing Power Effect Bonus from an enemy. If the cost of this effect is equal to or greater then a Power Point Cost of the effect on the target, it will remove the Bonus. Determine Power Point Cost of the effect on a target by dividing the total Power cost by the number of Targets or Spaces affected. This will remove multiple effects as long as their total does not exceed the Power Point cost of the effect. The character chooses the effect or effects to remove and in what order.
Far Communication
This effect allows long range communication. Grants the ability to communicate outside of normal distances.
Far Perception
This effect allows a character to precieve things much further than they could normally as if they were in that space. The space where the Far Perception takes place must be one that is known.
Hit Point Damage
This effect causes Hit Point Damage. This effect lowers a players Hit Points. These are usually Powers or effects that do a certain amount of die damage.
Hit Point Healing
This effect causes Hit Point Healing. This effect returns lost Hit Points the player has lost due to Hit Point Damage up to their Hit Point Maximum.
Hostile Environment
This effect makes the area of the effect a more Hostile Enviroment.
Long Range Teleport
The effect instantly teleports a player a great distant. The target instantly moves from one space to another. The target does not travel between the spaces. The space where the target teleports to must be known or previously perceived. Targets cannot teleport to an unknown location.
Move Ally
This effect moves an ally a certian amount of spaces.
Move Enemy
This effect moves an enemy a certian amount of spaces.
Movement for Ally
This effect changes the type of Movement Type an ally player has. Select one Movement Type per use of this effect.
Penalty to At-Will Cap
This effect decreases the player characters At-Will cap. The At-Will Cap is a Power Point limit to how powerful an At-Will power can be.
Penalty to Athletics
This effect subtracts from a players Athletics skill. The Athletic skill is used for many physical skill checks.
Penalty to Attack
This effect subtracts from a players Attack roll. Attack rolls are used to determine if a player hits their intended target.
Penalty to Carried Weight
This effect decreases the amount a character can carry.
Penalty to Combat Maneuvers
This effect subtracts from a players Combat Maneuver rolls. Combat Maneuvers are special actions in Battle Time that any player can use.
Penalty to Crafting
This effect decreases the Crafting skill of a character.
Penalty to Critical Attack Roll Number
This effect increases the Critical Attack Roll Number needed for a Critical Hit. Critical Hits are very good Attacks which do extra Damage.
Penalty to Critical Damage
This effect decreases the amount of Damage a Critical Hit will do. Critical Hits are very good Attacks which do extra Damage.
Penalty to Critical Damage Received
This effect will increase the amount of Damage a Critical Hit will do to the player. Critical Hits are very good Attacks which do extra Damage.
Penalty to Critical Heal
This effect decreases the amount of Healing a Critical Heal does.
Penalty to Critical Heal Roll Number
This effect increases the Critical Heal roll number needed for a Critical Heal. Critical Heals are very good heal rolls which do extra Healing.
Penalty to Damage
This effect subtracts from a players Damage they cause. Damage is the ability for one player to reduce another players Hit Points.
Penalty to Damage Die Rolled
This effect subtracts dice of Damage from Powers.
Penalty to Death Limit
This effect decreases the Death Limit of the character. The Death Limit is the maximum Hit Points below 0 a character can reach before they are dead.
Penalty to Defenses
This effect lowers the players Defenses. Defenses are used to determine if a player is hit or not with an Attack roll.
Penalty to Dying Rate
This effect increases Dying Rate. Dying Rate is how many Hit Points a character looses every turn when they are dying.
Penalty to Healing
This effect decreases the amount of Healing done with every Heal effect. Healing adds Hit Points back to their character up to their current maximum.
Penalty to Healing Die Rolled
This effect subtracts dice of Damage from Powers.
Penalty to Hit Points
This effect lowers the players Maximum Total Hit Points. Hit Points are a measure of how much a character can take before they can no longer act.
Penalty to Max Move
This effect decreases a characters Max Move. Max Move is how much weight a character can move a short distance.
Penalty to Minimum Die Damage
This effect will decrease the minimum amount of damage a Damage die roll will do.
Penalty to Minimum Die Heal
This effect increases the minimum that can be rolled on a Healing die.
Penalty to Nature
This effect lowers the players Nature skill. The Nature skill is used to find out information about natural occuring things.
Penalty to Perception
This effect lowers the players Perception skill. The Perception skill is used to see if a player can preceive something.
Penalty to Power Range
This effect decreases teh range of all Powers.
Penalty to Primary Power Point Cap
This effect decreases the Primary Power Point Cap. The Primary Power Point Cap limits the amount of Power Points that can be spent.
Penalty to Primary Power Points
This effect decreases a characters Primary Power Points Pool.
Penalty to Reaction
This effect lowers the players Reaction score. Reaction is used to determine how fast a player can react to any given situation.
Penalty to Recovery
This effect decreases Recovery. Recovery recovers a players Hit Points over time.
Penalty to Religion
This effect lowers the players Religion skill. The Religion skill is used to find out information about things like religion or spirituality.
Penalty to Resistance
This effect reduces the amount of Resistance a player has. Resistance allows a player to ignore some amount Damage every turn.
Penalty to Rest
This effect increases the amount of Rest a character needs.
Penalty to Revive Roll
This effect decreases a characters Revive Check. A Revive Check is rolled to see if a character under 0 Hit Points remains stable, bleeds out, or recovers.
Penalty to Scholar
This effect lowers the players Scholar skill. The Scholar skill is used to find out information about things like history or scientific theory.
Penalty to Secondary Power Point Cap
This effect decreases the Secondary Power Point Cap. The Secondary Power Point Cap limits the amount of Power Points that can be spent.
Penalty to Secondary Power Points
This effect decreases a characters Secondary Power Points Pool.
Penalty to Social
This effect lowers the players Social skill. The Social skill is used when interacting with non player characters.
Penalty to Speed
This effect lowers the players Speed. Speed is how many spaces a player character can move per turn.
Penalty to Subterfuge
This effect lowers the players Subterfuge skill. The Subterfuge skill is used for espionage and other covert or deceptive activities.
Penalty to Tactical Advantage
This effect decreases the Tactical Advantage of the character when they have it.
Penalty to Tertiary Power Point Cap
This effect decreases the Tertiary Power Point Cap. The Tertiary Power Point Cap limits the amount of Power Points that can be spent.
Penalty to Tertiary Power Points
This effect decreases a characters Tertiary Power Points Pool.
Penalty to Travel Weight
This effect decreases a characters Travel Weight. Travel Weight is how much a character can carry and still travel long distsnces.
Raise the Dead
This effect brings player characters back from being dead.
Teleport Ally
This effect can teleport an ally. The target instantly moves from one space to another. The target does not travel between the spaces. The space where the target teleports to must be known or previously perceived. Targets cannot teleport to an unknown location.
Weaken Teleport
This effect weakens an enemies ability to teleport.
Bonus to Damage Power Duration
This effect Increases the duration of Powers that do dice damage if they last longer than 2 rounds.
Bonus to Heal Received
This effect increases the amount of Healing recieved by a player.
Bonus to Leadership: Allies Affected
This effect allows the character to grant additional allies their current Leadership bonuses.
Bonus to Leadership: Attack
This effect allows the character to give a bonus to the Attack of an ally through Leadership.
Bonus to Leadership: Bolster
This effect allows the character to add more allies to who is affected by Leadership.
Bonus to Leadership: Damage
This effect allows the character to grant a bonus to the Damage of an ally through Leadership.
Bonus to Leadership: Defenses
This effect allows the character to grant another ally a bonus to Defenses through Leadership.
Bonus to Leadership: Shield Ally
This effect allows the character to take some of the Damage an ally would normally take through Leadership.
Bonus to Tactical Advantage for Allies
This effect allows the character to grant additional allies a bonus to Tactical Advantage through Leadership.
Option: Bonus to Body Attack
This effect increases a characters Body Attack.
Option: Bonus to Body Defense
This effect increases a characters Body Defense.
Option: Bonus to Combatant Damage
This effect increases the amount of Damage Combatant effects do.
Option: Bonus to Critical Table Roll
This effect will increase the roll on the Optional Critical Hits Table. The Optional Critical Hits Table is an Advanced Fyxt Option allowing more powerful Critical Hits.
Option: Bonus to Effort Point Cap
This effect increases the players Effort Point Cap. Effort Point Cap is how many Effort Points a player can have total.
Option: Bonus to Effort Point Use
This effect increases the players Effort Points they can use at one time. Effort Point Cap is how many Effort Points a player can use at once.
Option: Bonus to Effort Points
This effect increases the players Effort Points. Effort Points are used to increase d20 rolls.
Option: Bonus to Efforts Recovery
This effect increases the amount of Effort Points a player will have returned after Battle Time.
Option: Bonus to Fumble Table Roll
This effect decreases the Fumble Roll on the Advanced Fyxt Options Fumble Table.
Option: Bonus to Generalist Healing
This effect increases the Healing done with all Generalist Powers and effects.
Option: Bonus to Mind Attack
This effect increases a characters Mind Attack.
Option: Bonus to Mind Defense
This effect increases a characters Mind Defense.
Option: Bonus to Mystic Damage
This effect increases the amount of Damage Mystic effects do.
Option: Bonus to Mystic Healing
This effect increases the Healing done with all Mystic Powers and effects.
Option: Bonus to Spirit Attack
This effect increases a characters Spirit Attack.
Option: Bonus to Spirit Defense
This effect increases a characters SpiritDefense
Option: Penalty Mystic Healing
This effect decreases the Healing done with all Mystic Powers and effects.
Option: Penalty to Body Attack
This effect decreases a characters Body Attack.
Option: Penalty to Body Defense
This effect decreases a characters Body Defense.
Option: Penalty to Combatant Damage
This effect decreases the amount of Damage Combatant effects do.
Option: Penalty to Critical Table Roll
This effect will decrease the roll on the Optional Critical Hits Table. The Optional Critical Hits Table is an Advanced Fyxt Option allowing more powerful Critical Hits.
Option: Penalty to Effort Point Cap
This effect decreases the players Effort Point Cap. Effort Point Cap is how many Effort Points a player can have total.
Option: Penalty to Effort Point Use
This effect decreases the players Effort Points they can use at one time. Effort Point Cap is how many Effort Points a player can use at once.
Option: Penalty to Effort Points
This effect decreases the players Effort Points. Effort Points are used to increase d20 rolls.
Option: Penalty to Efforts Recovery
This effect decreases the amount of Effort Points a player will have returned after Battle Time.
Option: Penalty to Fumble Table Roll
This effect increases the Fumble Roll on the Advanced Fyxt Options Fumble Table.
Option: Penalty to Generalist Healing
This effect decreases the Healing done with all Generalist Powers and effects.
Option: Penalty to Mind Attack
This effect decreases a characters Mind Attack.
Option: Penalty to Mind Defense
This effect decreases a characters Mind Defense.
Option: Penalty to Mystic Damage
This effect decreases the amount of Damage Mystic effects do.
Option: Penalty to Spirit Attack
This effect decreases a characters Spirit Attack.
Option: Penalty to Spirit Defense
This effect decreases a characters Spirit Defense.
Penalty to Damage Power Duration
This effect decreases the duration of Powers that do dice damage if they last longer than 2 rounds.
Penalty to Heal Received
This effect decreases the amount of Healing recieved by a player.
Penalty to Leadership: Allies Affected
This effect reduces the characters ability to give additional allies their current Leadership bonuses.
Penalty to Leadership: Attack
This effect gives a penalty to the character's Leadership ability for Attack.
Penalty to Leadership: Bolster
This effect reduces the allies the character can affect by Leadership.
Penalty to Leadership: Damage
This effect reduces the amount of Damage that can be granted to an ally through Leadersip.
Penalty to Leadership: Defenses
This effect reduces the characters ability to grant another ally a bonus to Defense through Leadership.
Penalty to Leadership: Shield Ally
This effect reduces the damage that can be taken for allies through Leadership.
Penalty to Tactical Advantage for Allies
This effect decreases the amount of allies the character can help with Tactical Advantage through Leadership.
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Play for free as long as you want! Take your time to see just how flexible the Atomic RPG is with it's combination of digital tools, balanced rules, and ease of play.