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Appendix F: Fantasy Powers (Part Two)

Physical Projectile (R,S). Cost: 10 AP. EM Requirement: 2. An Avatar with this Power can cause damage to a single Avatar by hurling a magically created, but solid projectile of any type to strike him from a distance. Note that this Power can only be used as a Long Range attack. The object created will have an Offensive value of (1 AC Pick + EM + 10). The target will use his normal DR against the attack.

Reflection (P,Y). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power is able to reflect a portion of the damage which should be caused by ANY Long Range Attack (including Thrown Weapons) right back at the Avatar from whom the damage came from. This Power should be used immediately after it is determined that an attacker's Offensive Calculation has beaten the user's Defensive Calculation in Long Range Combat. The Avatar will then perform the following calculation: (1 AC Pick + EM). The result of this calculation is the number of points or damage which will now be reflected back at the Attacking Avatar. Any remaining damage will be taken by the user. The original Attacker may prevent the incoming damage by using another Power as if he were a defending player who had just lost a Defensive Calculation. Otherwise, the damage will be subtracted from his LIFE normally.

Resurrection (X). Cost: 20 AP. EM Requirement: (5 + Level of target). An Avatar with this Power can bring a dead Avatar back to life, whole and complete, and with no Nexus penalties, if used before the dead Avatar disappears (and if successful). It can only be attempted once per dead Avatar, and in fact, if unsuccessful, the Avatar immediately disappears as if his 4 minutes were up. The calculation for success is: (3 AC Picks). If the calculation is greater than 0, then the Resurrection is successful. The Avatar who has been brought back to life will have 1 LIFE point but will otherwise be ready to act, so it is a good idea to wait until the combat is over since he can be re-targeted if he is still in the combat. This Power has no effect on Cartoon Avatars. The range for this Power is 5' and the target must be touched.

Silence (K). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power is able to cause all other Avatars within visual range of the user to fall completely silent for a period of time determined by the calculation. During this silence, Avatars may not communicate in character at all. They are able to use Items, Skills and Powers by explaining their intentions out of character, but if an Item, Skill or Power requires any spoken element (such as Mental Coercion Skills for example), it cannot be used. The effectiveness of this Power is determined with the following calculation: (2 AC Picks). The result determines the number of minutes in real time that the effect will continue. If this Power is used in combat, then the Combat may proceed normally, but in silence. This Power is not cumulative. If it is cast again before the last one has worn off, then the new one will take effect immediately (even if the new one fails). Note that if an Avatar leaves the visual range of the user, he will be able to communicate normally, but if he re-enters the visual range while the Power is still in effect, he will be subject to its effects again.

Sleep (K). Cost: 15 AP. EM Requirement: 6. An Avatar with this Power is able to cause a single target to fall into a slumber, thereby rendering him inactive for a period of time determined by the calculation. During this time, the target may not take any Action of any type, and may not communicate in character at all. The Sleep will last either until it wears off naturally, or until any other Avatar makes any Action which involves the target. This includes Pickpocketing, although the thief is allowed to make the calculation to determine success before the target wakes up. If successful, the thief gets away as normal, and the target awakens. To determine the effects of the Sleep Power, the following calculation is used: (1 AC Pick + EM). If the result exceeds the target's CHA Stat, the Sleep is successful. If the Power is used in combat, for every two points by which the result exceeds the target's CHA (rounded down), the target will Sleep for one round of combat. If the Power is used outside of combat, for every point by which the result exceeds the target's CHA, the target will Sleep for one minute.

Slow (K). Cost: 10 AP. EM Requirement: 3. An Avatar with this Power is able to affect the Initiative calculation of a single target. The effect is calculated as follows: (1 AC Pick + EM). The result is subtracted from the target's IN Stat (to a minimum of 0) 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.

Strength (K). Cost: 15 AP. EM Requirement: 6. An Avatar with this Power is able to cause a single target (which can be himself) to experience an immediate increase in OR. The exact cause of the strength is user-defined. The number of points by which the target's OR is increased is determined by the following calculation: (1 AC Pick + EM). The effect will last for one round in combat or 5 minutes outside of combat. Note that the user of this Power may elect to keep it in effect by spending TWO 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. The range for this Power is visual.

Sustain Life (X). Cost: 5 AP. EM Requirement: 2. An Avatar with this Power can slow down the dying process for a single Avatar. If used within the 4 minutes before an Avatar disappears, the Avatar will automatically be sustained for an additional number of minutes as determined by the following calculation: (1 AC Pick + EM). Note that this Power can only be used once on a given dead Avatar (unless he has died a second time), even if it were to be used by a second invoker. The range for this Power is 5' and the target must be touched.

Toxic Cloud (K,S). Cost: 15 AP. EM Requirement: 5. An Avatar with this Power can cause continuous damage to a single Avatar by sending a cloud of a toxic nature (such as poison, tear gas, radiation, etc.) to coalesce around him. The cloud will continue to have an offensive effect each round (if in Combat - at the beginning of the invoker's turn) or each minute (outside of combat) if the target does not leave the visual range of the invoker (by whatever legal means he is able to) or the target dies. The cloud does not disappear just because it does no damage in a round. This Power can be used as either a Long Range or Short Range Attack, and even though it is affecting only a single target, it is considered to be an Area effect. The invoker only needs to pay the EM cost upon its casting. Offensive Calculation (per round or minute): (1 AC Pick + EM - 5). Defensive Calculation (per round or minute): (1 AC Pick + modifiers).

Toxic Storm (K,S). Cost: 20 AP. EM Requirement: 10. An Avatar with this Power can cause continuous damage to a group of Avatars (within 15 feet of each other) by sending a cloud of a toxic nature (such as poison, tear gas, radiation, etc.) to coalesce around them (from visual range). The storm will continue to have an offensive effect each round (if in combat - at the beginning of the invoker's turn) or each minute (outside of combat) to each target if the targets do not leave the visual range of the invoker (by whatever legal means they are able to) or the targets die. The storm does not disappear just because it does no damage in a round. The invoker cannot specify who is to get hit and who is not, he can only pinpoint the center of the storm, and all Avatars within 15 feet are eligible to be hit. This Power can be used as either a Long Range or Short Range Attack, and is considered to be an Area effect. The invoker only needs to pay the EM cost upon its casting, but if he moves, the Storm disappears. Offensive Calculation (one Calculation for all targets, per round or minute): (2 AC Picks + EM - 5). Defensive Calculation (one Calculation for all targets, per round or minute): (1 AC Pick + modifiers).

Weakness (K). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power is able to cause a single target to experience an immediate reduction in OR. The exact cause of the weakness is user-defined. The number of points by which the target's OR is reduced is determined by the following calculation: (1 AC Pick + EM). The effect will last for one round of combat or 5 minutes (if outside of combat). Note that the user of this Power may elect to keep it in effect by spending TWO 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. The range for this Power is visual.

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