Appendix G: Technology Powers

Electromagnetic Adaptation. Cost: 5 AP. EM Requirement: 2. An Avatar with this Power has some form of Electromagnetic affinity which will allow him to energize Electromagnetic Adaptation Powers and Electromagnetic-based Items - this may be an implant, a specialized talent, inherent energy, etc.). Note that the definition of Electromagnetic in this case is any Multiversal energy which has its roots in electricity or magnetic force. This Adaptation can energize any Item which requires it, and the user of the Item can increase its effect by one point for each point of EM he adds to it (subject to the normal use of EM).

Photonic Adaptation. Cost: 10 AP. EM Requirement: 4 An Avatar with this Power has some form of Photonic affinity which will allow him to energize Photonic Adaptation Powers and Photonic-based Items - this may be an implant, a specialized talent, inherent energy, etc.). Note that the definition of Photonic in this case is any Multiversal energy which has its roots in light or light waves. This Adaptation can energize any Item which requires it, and the user of the Item can increase its effect by 2 points for each point of EM he adds to it (subject to the normal use of EM).

Nuclear Adaptation. Cost: 20 AP. EM Requirement: 6 An Avatar with this Power has some form of Nuclear affinity which will allow him to energize Nuclear Adaptation Powers and Nuclear-based Items - this may be an implant, a specialized talent, inherent energy, etc. Note that the definition of Nuclear in this case is any Multiversal energy which has its roots in radioactive decay or atomic reaction. This Adaptation can energize any Item which requires it, and the user of the Item can increase its effect by 4 points for each point of EM he adds to it (subject to the normal use of EM).

Fusion Adaptation. Cost: 30 AP. EM Requirement: 8. An Avatar with this Power has some form of Fusion affinity which will allow him to energize Fusion Adaptation Powers and Fusion-based Items - this may be an implant, a specialized talent, inherent energy, etc. Note that the definition of Fusion in this case is any Multiversal energy which has its roots in the ability of matter to release its power inward instead of outward. This Adaptation can energize any Item which requires it, and the user of the Item can increase its effect by 8 points for each point of EM he adds to it (subject to the normal use of EM).

Quantum Adaptation. Cost: 40 AP. EM Requirement: 10. An Avatar with this Power has some form of Quantum affinity which will allow him to energize Quantum Adaptation Powers and Quantum-based Items - this may be an implant, a specialized talent, inherent energy, etc.). Note that the definition of Quantum in this case is any Multiversal energy which has its roots in the ability of matter to act in unpredictable, chaotic and/or variable ways. This Adaptation can energize any Item which requires it, and the user of the Item can increase its effect by 16 points for each point of EM he adds to it (subject to the normal use of EM).

Create Harmful Projection (NP). Cost: 15 AP. EM Requirement: 10. Requires Photonic Adaptation. An Avatar with this Power is able to create a Projection 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. a projected laser blast 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 Projection or someone chooses to disbelieve that the object exists, the user will perform a Projection 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 Projection result, he will not believe the Projection, and the user must confess to him that it is a Projection (once one person figures it out, anyone else is aware that HE believes it is a Projection, but they have to calculate their own Disbelief separately). The user can describe the Projection in detail as to what it is doing and what it could potentially do. The projection 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 Projection 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 Projection has no MIND). Note that nothing else will affect the Projection (it cannot be attacked), but if the user is killed, the Projection immediately disappears harmlessly. The Projection can use a Long Range Combat attack. When the user has described the Attribute of the attack, if the target has some Power or Skill which allows him to defend against that Attribute, 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 laser beam, because that would result in fooling the laser beam, not the caster of the laser beam. Although this Power uses MIND in its calculation, it is not considered to be a Mental Action.

Create Harmless Projection (NP). Cost: 10 AP. EM Requirement: 5. Requires Photonic Adaptation. An Avatar with this Power is able to create a Projection 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. a projected laser blast 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 a Projection 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 Projection result, he will not believe the Projection, and the user must confess to him that it is a Projection (once one person figures it out, anyone else is aware that HE believes it is a Projection, but they have to calculate their own Disbelief separately). Note that the Projection 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 laser beam, because that would result in fooling the laser beam, not the caster of the laser beam. Although this Power uses MIND in its calculation, it is not considered to be a Mental Action.

Dampening Field (NQ,S). Cost: 25 AP. EM Requirement: 10. Requires Quantum Adaptation. An Avatar with this Power is able to set up a Field which drains energy from other Avatars as they attempt to use their Powers. The Field will last for the rest of a combat or for 10 minutes, whichever is longer. To establish the effect of the Power, the following calculation is used: (2 AC Picks + EM). For each point of the result, one point is subtracted from EVERY Power calculation (to a minimum of 0) made by its user while the Field is Active. The range of this Power is one foot radius from the user per point of the calculation. The field does not move even if its user moves. Use of this Power is considered an Action, and it must be in place to be effective, therefore it cannot be used as a Reaction.

Electromagnetic Area Attack (NE,S). Cost: 20 AP. EM Requirement: 4. Requires Electromagnetic Adaptation. An Avatar with this Power can cause damage to a group of Avatars (within 15 feet of each other) by sending a storm of energy of an Electromagnetic nature (such as electricity, gravity, etc.) to strike them from a distance (visual range). The user cannot specify who is to get hit and who is not, he can only pinpoint the center of the attack, and all Avatars within 15 feet are eligible to be hit. Offensive Calculation (one Calculation for all targets): ((1 AC Pick * 2) + EM). Defensive Calculation (per target): (1 AC Pick + modifiers).

Electromagnetic Attack (NE,S). Cost: 10 AP. EM Requirement: 2. Requires Electromagnetic Adaptation. An Avatar with this Power can cause damage to a single Avatar by sending a blast of energy of an Electromagnetic nature (such as electricity, gravity, etc.) to strike him from a distance. Note that this Power can only be used as a Long Range Attack. Offensive Calculation: (1 AC Pick + EM). Defensive Calculation: (1 AC Pick + modifiers).

Electromagnetic Repulsion (NE,Y). Cost: 10 AP. EM Requirement: 2. Requires Electromagnetic Adaptation. An Avatar with this Power is able to shield himself against any (R) Attack by repelling it either wholly or partially. The calculation for this Power is: (1 AC Pick + EM). As a special bonus, this calculation can also be added as a modifier to the Defensive Calculation of any (EE) attack. This effect can be added to the user's Defensive Calculation for one round of combat or for 1 minute (outside of combat). Note that this Power can be left on continuously as long as its user has the EM points to sustain it. If he chooses to do this, it will continue to be on even if he is attacked in the next round before his turn.

Energy Effect (NE,S). Cost: 2 AP. EM Requirement: 1. Requires Electromagnetic Adaptation. An Avatar with this Power can cause any non-harmful energy effect (light, heat, glow, etc.) 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. light will not dispel the Darkness Power). The amount of EM put into this Power determines how long (in actual minutes) it will last.

Fusion Attack (NF,S). Cost: 20 AP. EM Requirement: 8. Requires Fusion Adaptation. An Avatar with this Power can cause damage to a single Avatar by causing a Fusion reaction within his body (such as cold fusion, atomic disintegration, etc.). This Power can be used as a Long Range or Short Range Attack. Offensive Calculation: ((1 AC Pick * 3) + EM). Defensive Calculation: (1 AC Pick + modifiers).

Infravision (NP,Y). Cost: 5 AP. EM Requirement: 1. Requires Photonic Adaptation. An Avatar with this Power is able to ignore the effect of ANY type of darkness effect. It lasts for the remainder of combat or 10 minutes (outside of combat).

Laser Targeting (NP,Y). Cost: 10 AP. EM Requirement: 4. Requires Photonic Adaptation. An Avatar with this Power is able to naturally guide projectiles and other Long Range Weapons and Powers more accurately and with more effect (excluding Thrown Weapons). The exact amount of precision given to the user is established with the following calculation: (1 AC Pick + EM - 4). For each point of the result, the user adds 1 point of DR (for Offensive Calculation ONLY) during his attack For every 5 points of the result (rounded down), the user adds one more Chance to the draw for Attacking a Long Range target involved in a Melee.

Magnetism (NE,S). Cost: 10 AP. EM Requirement: 3. Requires Electromagnetic Adaptation. An Avatar with this Power is able to attract Items which have ANY metal in them right from the possession of other Avatars, even in the middle of combat. In order to initiate this Action, the user must declare the Item he is trying to attract, and it must be an Item which is being HELD by another Avatar, and is metal. To determine the effect of this Power, the calculation is as follows: (1 AC Pick + EM). If the result is greater than the target's STR, then the Item immediately flies through the air and into possession of the user, who can add it immediately to his Item pile (even if it results in a second Weapon or Armor). The range for this Power is visual. The Power has no effect on Items with absolutely no metal in them.

Nuclear Area Attack (NN,S). Cost: 25 AP. EM Requirement: 10. Requires Nuclear Adaptation. An Avatar with this Power can cause continuous damage to a group of Avatars (within 15 feet of each other) by bathing them in energy of a Nuclear nature (such as radiation, atomic explosion, etc.) at a distance (visual range). The bath will continue to have an offensive effect each round (if in combat - at the beginning of the user's turn) or each minute (outside of combat) to each target if the targets do not leave the visual range of the user (by whatever legal means they are able to) or the targets die. The bath does not disappear just because it does no damage in a round. The user cannot specify who is to get hit and who is not, he can only pinpoint the center of the bath, 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. The user only needs to pay the EM cost upon its use. Offensive Calculation (one calculation for all targets, per round or minute): ((1 AC Pick * 2) + EM). Defensive Calculation (per target, per round or minute): (1 AC Pick + modifiers).

Nuclear Attack (NN,S). Cost: 15 AP. EM Requirement: 5. Requires Nuclear Adaptation. An Avatar with this Power can cause continuous damage to a single Avatar by bathing him in energy of a Nuclear nature (such as radiation, atomic explosion, etc.). The bath will continue to have an offensive effect each round (if in combat - at the beginning of the user's turn) or each minute (outside of combat) if the target does not leave the visual range of the user (by whatever legal means he is able to) or the target dies. The bath 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 user only needs to pay the EM cost upon its use. Offensive Calculation (per round or minute): (1 AC Pick + EM). Defensive Calculation (per round or minute): (1 AC Pick + modifiers).

Quantum Alteration (NQ,Y). Cost: 15 AP. EM Requirement: 3. Requires Quantum Adaptation. An Avatar with this Power is able to affect any AC Pick he makes (only) by spending 3 EM points (in addition to the EM cost of any Power he is using, if applicable). When this Power is used, the user draws one EXTRA card (1 more than the current AC Pick instruction calls for). After he has looked at all of the cards he has drawn, he can decide which ONE to put back in his AC Deck, and then calculate his result with the remaining card(s). An Ace can be put back into the deck in this fashion. This Power cannot be used unless there is an additional card left in the Deck to draw, and its use must be announced PRIOR to drawing ANY cards. This Power can NOT be used to affect any draws associated with any other type of (NQ) Action.

Quantum Reversal (NQ,Y). Cost: 15 AP. EM Requirement: 3. Requires Quantum Adaptation. An Avatar with this Power is able to negate the result of any one calculation (containing an AC Pick element) that someone else in his immediate area has made. To determine the success of the Power, the following calculation is used: (2 AC Picks). If the result is greater than 0, then the Reversal is successful, and the target must redo his calculation from scratch. He does not need to set aside the AC Pick(s) he made during the calculation; in fact they MUST go back in the deck (but not cards from prior calculations in the round that were left out). The range for this Power is visual. This Power is usable only once per combat or once every hour outside of combat, and it can NOT be used to affect any draws associated with any other type of (NQ) Action.

Radiation (NN,S). Cost: 15 AP. EM Requirement: 10. Requires Nuclear Adaptation. An Avatar with this Power can fill the entire area around him with a powerful radioactive field which causes slow damage to all targets in sight (except the user). Once the user successfully starts this Power, it will be shut off if he moves, or if he decides to shut it down, or if it runs out naturally. The radiation will last until the end of the current combat or 10 minutes, whichever is longer. The user only needs to pay for the Power when he begins using it. To determine its effectiveness, the following calculation is used: ((1 AC Pick * 2) + EM - 10). The result is the amount of damage that ALL targets in visual range of the user will take PER ROUND of Combat (during the Initiative step, starting the round following the one in which the Power was started) or during each minute of non-combat time (starting with the minute AFTER the Power is used). The only protection from this Radiation would be something which specifically prevents damage from the (NN) Attribute. The user is free to use other Actions starting the round after he has used this Power. Combatants who wish to get away from the Radiation must do so through legal means (such as Fleeing). This can be used as either a Long range or Short Range Action, and it is considered to be an Area effect.

Stasis Field (NE). Cost: 20 AP. EM Requirement: 10. Requires Electromagnetic Adaptation. An Avatar with this Power is able to halt all activity (including his own) within his visual range for an amount of time determined by the following formula: (1 AC Pick + EM - 10). For each point of the result, the Stasis Field can exist for one actual minute. The user can cancel it at any time, but it cannot be turned off and back on again without reusing the Power. Anyone entering the field of vision of the user will immediately be subject to the Stasis Field's effect. During the time that the Field is in effect and no activity can happen, other effects and Powers which are on a timed basis will be expiring. This includes, for example, the 4 minutes which Avatars have to affect a dead body. Note that if the Stasis Field is in effect for 10 minutes or more, all Combat is negated and all EM and LIFE are brought back to full (including the user's).

Tractor Beam (NE,S). Cost: 15 AP. EM Requirement: 5. Requires Electromagnetic Adaptation. An Avatar with this Power is able to instantly lock onto another Avatar using static electricity and draw him to within 2 feet, for the remainder of the combat round or for 1 minute (if outside of combat). To determine the effectiveness of this Power, the following calculation is used: (1 AC Pick + EM). For every point of the result, up to 25 pounds of matter can be moved; a rough judgment call is made to see if the result is enough to move the weight of the target. If so, then the target can be moved from anywhere in the visual range of the user. Note that this Power cannot be used to cause actual harm to an Avatar. The Power can be used to move a Combatant from one position on the battlefield to another (in much the same way the Charge Action does, but without the free attack or Item Swap). The range for this Power is visual. 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.

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