 |

Appendix F: Fantasy Powers (Part One)
Bless. Cost: 10 AP. EM Requirement: 3. An Avatar with this Power can call upon a magical deity to help all Avatars who are fighting on his side (including himself). All Avatars whom he names in the Blessing will receive a bonus to all of their Offensive and Defensive Calculations as determined by the following formula (per Avatar Blessed): (1 AC Pick + EM - 3). The Blessing will last for one round of combat or one minute. Note that the user of this Power may elect to keep it in effect by spending additional EM points during the Initiative step of each subsequent round. If he chooses to keep it in effect in this manner, he may use his turn for a normal Action during the next round, but he DOES need to make a new calculation to determine effects.
Blindness (S,K). Cost: 10 AP. EM Requirement: 3. An Avatar with this Power is able to cause a user-defined effect which will temporarily blind any and all opponents within visual range. This blindness will last until the end of the round, and the magnitude of its effect is calculated as follows: (1 AC Pick + EM - 3). For each point of this result, all of the targets' Offensive Calculations are reduced one point (OR calculations for short-range Combatants and DR calculations for long-range Combatants). Note that the user of this Power may elect to keep it in effect by spending ONE additional EM point during the Initiative step of each subsequent round. If he chooses to keep it in effect in this manner, he may use his turn for a normal Action during the next round, but he DOES need to make a new calculation to determine effects.
Combat Instability (K). Cost: 10 AP. EM Requirement: 5. An Avatar with this Power is able to cause a normally stable battlefield to become unstable and hard to fight on, affecting every Combatant in the Combat regardless of range. This user-defined effect might be grease, buckling ground, ice, or whatever else would cause problems for the Combatants. The effect of the Instability lasts until the Initiative draw of the next round, and the user may keep it in effect by spending an additional 3 EM points during the initiative step of each subsequent round. If he chooses to keep it in effect in this manner, he may use his turn for a normal Action during the next round. The effect of the Instability is that any Combatant who draws an AC Pick of less than 6 (regardless of what the final calculation is) will NOT be able to take any Action during the round. Note that this includes the user. This Power may NOT be used outside of Combat.
Create Harmful Illusion (K). Cost: 20 AP. EM Requirement: 10. An Avatar with this Power is able to create an Illusion of any animate or inanimate object of a size no greater than 1 cubic foot per point of EM put into the Power when it is invoked, which will last for the remainder of the combat or 10 minutes (if outside of combat), as appropriate (i.e. an illusory fireball would by its nature last a matter of seconds). To use this Power, the Avatar needs to explain to anyone who is in visual range what he is holding or what has appeared in the immediate area. At the point where the user either wants to establish the magnitude of the Illusion or someone chooses to disbelieve that the object exists, the user will perform an Illusion Calculation: (1 AC Pick + EM). Any disbeliever will perform a Disbelieve Calculation: (1 AC Pick + MIND). If the Disbelieve result is greater than or equal to the Illusion result, he will not believe the Illusion, and the user must confess to him that it is an Illusion (once one person figures it out, anyone else is aware that HE believes it is an Illusion, but they have to calculate their own Disbelief separately). The user can describe the Illusion in detail as to what it is doing and what it could potentially do. The illusion appears immediately, and he may use the object to attempt to do harm to a target (as part of the same Action). If the object is a weapon, he can describe how it is fired or used, and if the object is a living creature, he can describe exactly how the creature is attacking. The Illusion result (which never changes once it is calculated) will determine the OR and the DR of the object as it attacks or is used to attack (the Illusion has no MIND). Note that nothing else will affect the Illusion (it cannot be attacked), but if the user is killed, the Illusion immediately disappears harmlessly. The Illusion can use a Long Range Attack. When the user has described the exact Attribute of the attack, if the target has some Power or Skill which allows him to defend against that type of attack, he can use it. While this Power can be used very creatively, it can only be used to create things which affect other Avatars, not other THINGS. For example, an Avatar cannot create a illusory mirror which will deflect a real fireball, because that would result in fooling the fireball, not the caster of the fireball. Although this Power uses MIND in its calculation, it is not considered to be a Mental Action.
Create Harmless Illusion (K). Cost: 10 AP. EM Requirement: 5. An Avatar with this Power is able to create an Illusion of any animate or inanimate object of a size no greater than 1 cubic foot per point of EM put into the Power when it is invoked, which will last for the remainder of the combat or 10 minutes (if outside of combat), as appropriate (i.e. an illusory fireball would by its nature last a matter of seconds). To use this Power, the Avatar needs only explain to anyone who is in visual range what he is holding or what has appeared in the immediate area. If (and only if) someone chooses to disbelieve that the object exists, the user will perform an Illusion Calculation: (1 AC Pick + EM), and the disbeliever will perform a Disbelieve Calculation: (1 AC Pick + MIND). If the Disbelieve result is greater than or equal to the Illusion result, he will not believe the Illusion, and the user must confess to him that it is an Illusion (once one person figures it out, anyone else is aware that HE believes it is an Illusion, but they have to calculate their own Disbelief separately). Note that the Illusion cannot actually cause any harm, but the user can describe it in detail as to what it is doing and what it could potentially do. While this Power can be used very creatively, it can only be used to create things which affect other Avatars, not other THINGS. For example, an Avatar cannot create a illusory mirror which will deflect a real fireball, because that would result in fooling the fireball, not the caster of the fireball. Although this Power uses MIND in its calculation, it is not considered to be a Mental Action.
Darkness (K). Cost: 10 AP. EM Requirement: 5. An Avatar with this Power is able to cause a user-defined darkening effect which fills whatever battlefield the current Combat is taking place in for the remainder of the Combat (it can be used outside of a combat for effect, but doesn't do much and will last for 5 minutes). The magnitude of this effect is calculated as follows: (2 AC Picks + EM). Every Combatant must make a separate defensive calculation as follows: (1 AC Pick + CUN). For each Combatant where the effect calculation is greater than the defensive calculation, that Combatant can take no further Action during the remainder of the round, other than a Flee Action. Note that if one of the affected Combatants attempts a Flee Action, none of the other Combatants who were also affected may challenge him. For this purpose, the user of this Power should also make a calculation roll to see how his own Darkness affects him. This Power cannot be used outside of Combat.
Defensive Forcefield (P). Cost: 20 AP. EM Requirement: 10. An Avatar with this Power can cast a magic forcefield of any type to protect a number of Avatars (including himself) within 15 feet of the center, which will last until the end of the combat or for ten minutes (if outside of combat). The invoker cannot specify who is to be protected and who is not, he can only pinpoint the center of the forcefield, and all Avatars within 15 feet are eligible to be protected. The forcefield has a calculation of its effectiveness (per Avatar protected): (2 AC Picks + EM), which may be added to any Defensive Calculation for any (P) attack (either directed or Area attacks). It does nothing against Mental attacks, or any Power or Item which "Drains" any Stat. The invoker only needs to pay the EM cost upon its casting. Note that this is a one-way forcefield which allows the targets to attack even while being protected. The Forcefield must be in place before the attack; it cannot be used as a Reaction.
Defensive Shield (P). Cost: 15 AP. EM Requirement: 5. An Avatar with this Power can cast a magic shield of any type to protect one target (which can be himself) which will last until the end of the combat or for ten minutes (if outside of combat). The shield has a calculation of its effectiveness: (1 AC Pick + EM), which may be added to any Defensive Calculation for any directed (P) attack. It does nothing against Mental attacks, any Power or Item which "Drains" any Stat, or any non-directed Area attack. The invoker only needs to pay the EM cost upon its casting. Note that this is a one-way shield which allows the target to attack even while being protected. The Shield must be in place before the attack; it cannot be used as a Reaction.
Detect Invisibility (K,Y). Cost: 15 AP. EM Requirement: 5. An Avatar with this Power can completely negate an invisibility or Shadow Power of any and all Avatars who are in visual range. To do so, the user must make the following calculation for EACH Invisible target: (3 AC Picks). If the result is greater than 0, then the target is revealed to everyone who would normally be able to see him. This Power may also be used to negate Hide in Shadows and if successful, force the target to put his Button back on, IF he is still in visual range.
Elemental Area Effect (E,S). Cost: 20 AP. EM Requirement: 9. An Avatar with this Power can cause devastating damage to a group of Avatars (within 30 feet of each other) by sending a storm of Elemental force to strike them from a distance (visual range). The invoker cannot specify who is to get hit and who is not, he can only pinpoint the center of the blast, and all Avatars within 30 feet are eligible to be hit. When purchased, an Avatar must specify WHICH Element or Elements he is able to use for this Power; if more than one Element is specified, each works 20% less effectively (the Avatar's CC will show how many Elements are specified, so for example, if there are 3 Elements Specified, the chosen Element only does 60% of the actual Offensive Calculation). An Avatar may purchase multiple versions of this Power, each for a different Element. Offensive Calculation (one Calculation for all targets): (3 AC Picks + EM + 10). Defensive Calculation (per target): (1 AC Pick + modifiers).
Elemental Blast (E,S). Cost: 15 AP. EM Requirement: 6. An Avatar with this Power can cause damage to a group of Avatars (within 15 feet of each other) by sending a blast of Elemental force to strike them from a distance. The invoker cannot specify who is to get hit and who is not, he can only pinpoint the center of the blast, and all Avatars within 15 feet are eligible to be hit. When purchased, an Avatar must specify WHICH Element or Elements he is able to use for this Power; if more than one Element is specified, each works 20% less effectively (the Avatar's CC will show how many Elements are specified, so for example, if there are 3 Elements Specified, the chosen Element only does 60% of the actual Offensive Calculation). An Avatar may purchase multiple versions of this Power, each for a different Element. Offensive Calculation (one Calculation for all targets): (2 AC Picks + EM + 5). Defensive Calculation (per target): (1 AC Pick + modifiers). This Power can ONLY be used as a Long Range Attack.
Elemental Bolt (E,S). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power can cause damage to a single Avatar by sending a bolt of Elemental force to strike him from a distance. When purchased, an Avatar must specify WHICH Element or Elements he is able to use for this Power; if more than one Element is specified, each works 20% less effectively (the Avatar's CC will show how many Elements are specified, so for example, if there are 3 Elements Specified, the chosen Element only does 60% of the actual Offensive Calculation). An Avatar may purchase multiple versions of this Power, each for a different Element. Offensive Calculation: (1 AC Pick + EM). Defensive Calculation: (1 AC Pick + modifiers). This Power can ONLY be used as a Long Range Attack.
Elemental Effect (E,S). Cost: 2 AP. EM Requirement: 1. An Avatar with this Power can cause any non-harmful Elemental effect to occur on his person or within 5 feet of him. Note that this Power will not have any effect on any other Power (i.e. fire will not dispel the Darkness Power). The amount of EM put into this Power determines how long (in actual minutes) it will last. When purchased, an Avatar must specify WHICH Element he is able to use for this Power; an Avatar may purchase multiple versions of this Power, each for a different Element.
Elemental Touch (E,S). Cost: 5 AP. EM Requirement: 2. An Avatar with this Power can cause damage to a single Avatar by touching him (physically) with Elemental force. When purchased, an Avatar must specify WHICH Element or Elements he is able to use for this Power; if more than one Element is specified, each works 20% less effectively (the Avatar's CC will show how many Elements are specified, so for example, if there are 3 Elements Specified, the chosen Element only does 60% of the actual Offensive Calculation). An Avatar may purchase multiple versions of this Power, each for a different Element. Offensive Calculation: (1 AC Pick + EM). Defensive Calculation: (1 AC Pick + modifiers). This Power can ONLY be used as a Short Range Attack.
Enchant Magic Item Form. Cost: 20 AP. EM Requirement: 20. An Avatar with this Power is able to take a Magic Item Form (created with the Skill) and imbue it with a magical effect more or less based on any Powers or other effects which he has available to him (temporarily or permanently). If successful, the Item will be imbued with the desired Power, up to an EM usage dictated by the numerical value of the Magic Item Form. Note that the Magic Item Form must be capable of accepting at LEAST the minimum EM needed for the power, or it will be automatically destroyed anyway. The Item will have a number of charges (uses) equal to 1/4 (rounded down) of the successful calculation. If unsuccessful, the Item is destroyed. The calculation is: (3 AC Picks + EM). The caster is not allowed to put more EM into this Power than his maximum EM shown on his CC, even if he has temporarily acquired more. This Power can also be used to re-enchant a Magic Item which has no more charges left; the calculation for a re-charge reduces the AC pick by 1 (reducing the number of possible charges but also making it easier to accomplish). A Magic Item can only be re-charged ONCE; it will automatically be DESTROYED after the last charge is used after its first re-charge.
Form Shift (K). Cost: 10 AP. EM Requirement: 3. An Avatar with this Power is able to cause a user-defined effect (blurring, vibrating, fogging, etc.) which will make it very hard for another Avatar to target him with a Long Range Attack. The effect of the Power is calculated as follows: (1 AC Pick + EM). For each point of the result, he gains +2 DR vs. Long Range (P) Attacks, until the end of the round (in combat) or for 5 minutes (outside of combat). Note that the user of this Power may elect to keep it in effect by spending ONE additional EM point during the Initiative step of each subsequent round. If he chooses to keep it in effect in this manner, he may use his turn for a normal Action during the next round. The Shift must be in place before the attack; it cannot be used as a Reaction.
Haste (K). Cost: 5 AP. EM Requirement: 3. An Avatar with this Power is able to affect the Initiative calculation of a single target (which can be himself). The effect is calculated as follows: (1 AC Pick + EM). The result is added to the target's IN Stat during the Initiative step of the NEXT round of combat. Note that the user of this Power may elect to keep it in effect by spending ONE additional EM point during the Initiative step of each subsequent round. If he chooses to keep it in effect in this manner, he may use his turn for a normal Action during the next round. The range for this Power is visual.
Heal Damage (X). Cost: 10 AP. EM Requirement: 3. An Avatar with this Power can Heal a number of LIFE points for a single target (which can be himself) during a combat by using this Power as his Action. The Actual method of the Healing is up to the invoker's imagination. The number of LIFE points Healed is calculated as follows: (1 AC Pick + EM). Note that this Power has no range restriction as long as the invoker explains what form it is taking. This Power has no effect on a dead Avatar, even before he has disappeared.
Imprison (K). Cost: 15 AP. EM Requirement: 8. An Avatar with this Power is able to temporarily freeze a single target (other than himself) in a user-defined, non-Elemental way (a cage, a web, etc.) so that the target is effectively immobile for a period of time determined by the calculation. During this time, the target may take no Action of any type, but may communicate freely. Other Avatars are unable to touch the target or to make any other Action involving him. The prison cannot be destroyed by any means, and it will protect the target as well. To determine the effects of the Power, the following calculation is used: (2 AC Picks + EM - 5). If the result exceeds the target's IN Stat, the Imprison is successful. If the Power is used in combat, for every two points by which the result exceeds the target's IN (rounded down), the target will be Imprisoned for one round of Combat. If the Power is used outside of Combat, for every point by which the result exceeds the target's IN, the target will be imprisoned for one minute.
Infravision (K,Y). Cost: 5 AP. EM Requirement: 2. An Avatar with this Power is able to ignore the effect of any type of darkness effect. It lasts for one round of combat or 5 minutes (outside of combat). Note that the user of this Power may elect to keep it in effect by spending ONE additional EM point during the Initiative step of each subsequent round.
Invisibility (K). Cost: 20 AP. EM Requirement: 6. An Avatar with this Power can render himself invisible to all other Avatars for the purposes of directed game Actions. If the Avatar communicates with another Avatar or performs any game-related Action other than basic movement (which includes repositioning himself on the battlefield as per a free Charge during his Action or removing himself from a battle altogether with no Flee restrictions), the Invisibility is immediately broken. The one exception to this rule is that an Invisible Avatar may attempt a normal Pickpocket Action (with a +10 bonus), and does not break the Invisibility unless he fails. Note that an Invisible Avatar can be targeted indirectly, for example with an area effect which includes the area he is standing in. For the purposes of role playing, an Invisible Avatar's presence can be "felt" so that people know he is somewhere close, but not quite sure where. The Invisibility will last for one hour of real time (or the remainder of Combat, whichever is longer), or until it is broken voluntarily.
Continue to Next Section...
© 2005 by Double Exposure, Inc. All Rights Reserved. No portion of this text may be reprinted or used in any manner other than for the purposes of participating in the Avatar System 2.6 as managed by Double Exposure, Inc.
|
 |