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Appendix H: Superpowers Powers

Deflection (Y). Cost: 10 AP. EM Requirement: 3. An Avatar with this Power is able to deflect a portion of the damage which should be caused by ANY Long Range (P) Attack in a random direction. 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 deflected at a different target. Any remaining damage will be taken by the user. All Avatars in visual range of the user will make a single AC Pick (with no redraw for a 10). This Pick will be modified by S/M as follows: For each negative point of S/M, the Avatar will ADD one point to his calculation (potentially reaching 11 or higher), and for each positive point of S/M, he will subtract one point from his calculation (potentially reaching 0 or lower). The lowest number calculated will be the target of the deflected damage (ties should be broken randomly). The new target 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.

Energy Absorption (E or N,Y). Cost: 10 AP. EM Requirement: 3. An Avatar with this Power can absorb an amount of energy from any Short Range or Long Range Attack containing the specified Attribute (other than as an ancillary bonus of an Item). When purchased, an Avatar must specify WHICH single Attribute he is able to use this Power against (chosen from any E or N Attribute). This Power is applied AFTER an amount of damage should be done to the Avatar with the Item or Power, and he is able to instead absorb a number of the damage points and not only ignore them as damage but also convert them into EM points which can be used for Powers immediately. The amount of energy which can be absorbed is calculated with: (1 AC Pick + EM). Note that the user may purchase this Power multiple times using different Attributes.

Energy Bolt (E or N,S). Cost: 5 AP. EM Requirement: 2. An Avatar with this Power can cause damage to a single Avatar by sending a blast of pure energy of any nature to strike him from a distance. Note that this Power can only be used as a Long Range Attack. When purchased, an Avatar must specify WHICH single Attribute he is able to use for this Power (chosen from any E or N Attribute). Offensive Calculation: (1 AC Pick + EM). Defensive Calculation: (1 AC Pick + modifiers). Note that the user may purchase this Power multiple times using different Attributes.

Energy Blast (E or N,S). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power can cause damage to a group of Avatars (within 15 feet of each other) by sending a blast of pure non-elemental energy of any nature to strike them from a distance (range is visual). The user 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. Note that this Power can only be used as a Long Range Attack. When purchased, an Avatar must specify WHICH single Attribute he is able to use for this Power (chosen from any E or N Attribute). Offensive Calculation (one Calculation for all targets): (1 AC Pick + EM). Defensive Calculation (per target): (1 AC Pick + modifiers). Note that the user may purchase this Power multiple times using different Attributes.

Flare (E or N). Cost: 15 AP. EM Requirement: 6. An Avatar with this Power can create an aura of energy around his body which will immediately affect anyone who is in Melee with him. When purchased, an Avatar must specify WHICH single Attribute he is able to use for this Power (chosen from any E or N Attribute). The user will use the following Offensive Calculation for all targets: (2 AC Picks + EM). Each defined target will use the following Defensive Calculation: (1 AC Pick + modifiers). Note that the user may purchase this Power multiple times using different Attributes.

Flight (Y). Cost: 20 AP. EM Requirement: 2. An Avatar with this Power may invoke it at any time without regard to timing, phase or action, inside or outside of Combat. The restriction is ONLY that every time it is invoked, it will cost 2 EM points. When Flight is invoked, it is considered to be in effect for the remainder of the round of Combat, or for 1 minute (if outside of Combat - note that it is not considered a hostile Action so it does not fall into the "S" category), unless the Avatar announces specifically that he has landed. There are three basic effects which Flight enables. Note that in discussing these effects, any other Avatar who also has Flight can negate the user's ability simply by using his own Power to bring things back to an even footing. However, non-flying Avatars would not be able to participate in any calculations brought about by flying Avatars. The first effect is that the Avatar can fly to any point on the battlefield during a Combat as if he had Charged, with no penalties (such as the free counter-attack for Charging). By doing so, it is assumed that he has landed before actually taking his Action. The second effect is that the Avatar can automatically remove himself from any Combat as if he had taken a free Flee action, but with no penalties or draws (other than by other flying Avatars). The third effect is that while the Avatar is in the air, he is immune to all Short Range Actions, including Pickpocket, other than by other Flying Avatars. Note that while in the air, the Avatar must specify his height in 5' increments for range calculations.

Indestructibility (Y). Cost: 20 AP. EM Requirement: 3. An Avatar with this Power can resist the effects of any (R) attack which does damage, whether Short Range or Long Range. The calculation is: (2 AC Picks + EM). The result of this calculation can be added as a modifier to the Defensive Calculation of any (R) attack. This power has an immediate use ONLY. If the user is hit twice in one round of combat, he must expend the EM and make a separate calculation against EACH attack.

Power Punch (Y). Cost: 5 AP. EM Requirement: 3. An Avatar with this Power can enhance any Weaponless (defined as not using a Weapon or any Item which is Activated) Short Range (R) attack, including Martial Arts (as long as no Martial Arts Weapon is involved). To use this Power, the following calculation is used: (1 AC Pick + EM). For every point of the result, a bonus of 3 points will be added to his TOTAL Offensive Calculation for the attack, UNLESS the Calculation is already 0. The effect of this Power is instantaneous, and it is still considered to be a (P) attack. If the user can take more than one Action in a single round, the Power must be paid for each time it is used.

Power Shield (Y). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power can shield himself and anyone within 15 feet of him from any (E) or (N) attack or effect. To use this Power, the user must declare the radius of its effectiveness (from 0 to 15 feet, 0 meaning that it is just protecting him). This number will be called the Range. Then the following calculation is used: (2 AC Picks + EM - Range). For every point of the result, one point of energy damage will be negated (whether long range, short range or area effect) for every target within the Range of the user. This Power has no effect on any attack other than (E) or (N), and is useless against any Action which does not do damage. The Shield is instantaneous and will disappear immediately after it is used; subsequent uses must be paid for individually.

Psionic Blast (M,S). Cost: 20 AP. EM Requirement: 4. An Avatar with this Power can use a Mental Attack which can cause damage to his target. For each additional point of EM which is put into this effort (above 4), add 1 point to your Offensive Mental Calculation.

Psionic Stun (M,S). Cost: 10 AP. EM Requirement: 2. An Avatar with this Power can use a Mental Attack which can cause his target to be stunned (as opposed to taking damage) for a period of X rounds (in combat) or X minutes (outside combat), where X is the amount that the Offensive Mental Calculation exceeded the Defensive Mental Calculation. For each additional point of EM which is put into this effort (above 2), add 1 point to your Offensive Mental Calculation. "Stunned" means that the target may not do anything, even talk, for the duration of the effect. However, the Stun will immediately wear off if any Action is taken against him, including Surprise Actions such as Pickpocketing, AFTER the Action has been calculated.

Regeneration (X). Cost: 20 AP. EM Requirement: 4. An Avatar with this Power can regenerate LIFE points as soon as they are lost, once per round of combat. The number of LIFE points regenerated is determined by the following calculation: (2 AC Picks + EM).

Size Change (X). Cost: 10 AP. Energy Requirement: 4. An Avatar with this Power can instantly reduce or enlarge his size and gain either offensive or defensive benefit from it. To use this Power, the user will declare whether he is shrinking or growing, and then the following calculation is used: (1 AC Pick + EM - 4). If the user chose to shrink, then for each point of the result, he will add a bonus of one point to his DR (for defensive purposes only; this does not increase his Long Range ability). If the user chose to grow, then for each point of the result, he will add a bonus of one point to his OR. In either case, all other Stats remain the same, as well as all other abilities. The Size Change will last until the end of the current combat or for 10 minutes, whichever is greater. The user only needs to pay for the Power when he begins using it. Although this Power differs from the S/M Modifiers, it also affects all calculations involving S/M in the following way: For every 5 points of the result (rounded down), a single point of S/M is added or subtracted (as appropriate), for the purposes of that calculation only (i.e. using a Long Range Action on a target in a Melee).

Sonic Attack (R,S). Cost: 15 AP. EM Requirement: 6. An Avatar with this Power can create a loud sound (piercing, booming, etc.) which will cause (R) damage to either a selected target or all of the Avatars in visual range. If the user chooses to direct this Attack at a single target, he will use this Offensive Calculation: (2 AC Picks + EM), and his target will use this Defensive Calculation: (1 AC Pick + modifiers). If the user chooses to use the Area effect, then he will use the following calculation: (2 AC Picks + EM - 6). Each Avatar in visual range will use the following Defensive Calculation: (2 AC Picks + modifiers). Note that in either case, on a successful attack, any fragile or glass Items which are being held or are within 5 feet of a target will shatter.

Super Speed (Y). Cost: 15 AP. EM Requirement: 3. An Avatar with this Power can draw two Initiative cards at the beginning of any Combat round by spending 3 EM during the Initiative step. The Avatar then takes two turns during the round instead of one, as indicated by the two cards he is holding (draw the two cards together so that they are two different cards). For each additional point of EM that the user puts into the Power at the time of invocation, he may add a point of IN to ONE and ONLY one of the two calculations. During any combat round that this Power is invoked, the Avatar may elect (ONLY during the turn indicated by the better Initiative draw) to either Flee automatically (unless challenged by another Avatar with Super Speed as per the rules of the Flight Power), OR Charge WITHOUT any free counter-attack, OR adopt an automatic Defensive Stance for the entire round (using any of these three options negates the second Initiative draw). This Power must be paid for EACH round it is used.

Telekinesis (S). Cost: 20 AP. EM Requirement: 5. An Avatar with this Power is able to move objects or other Avatars using nothing but thought. To determine how much can be moved, the following calculation is performed: (1 AC Pick + EM). For every point of the result, up to 25 pounds of matter can be moved. If the target is an inanimate object, it can be moved anywhere in the visual range of the user (immediately). If the target is another Avatar, his Familiar or Servant (etc.), then 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 anywhere in the visual range of the user. Note that this Power cannot be used to cause actual harm to an Avatar or his pet, but since it is immediate, it can be used to break up a Melee, or to move a target away from Combat altogether. If the Power is in fact used to move a target out of Combat, that target will LOSE his turn during the current round, and must re-enter the Combat during the next round (this will NOT refresh either EM or LIFE, but it WILL allow him to re-enter the Combat at the range he was dropped at). The Power can be used to move a Combatant to a different point on the battlefield (in much the same way the Charge Action does, but without the free attack). The range for this Power is visual. This Power may not affect Nexus Credits or Special Items in any way.

Teleport (S,Y). Cost: 20 AP. EM Requirement: 8. An Avatar with this Power can teleport away from any situation instantly and cleanly, with no adverse effects and with no further penalties (such as the Flee restrictions). Alternately, he may use this Power to instantly reposition himself on the current battlefield as if he Charged, but at any time and with no free counter-attack. To determine the success of this Power, the following calculation is used: (3 AC Picks). If the result is greater than 0, the user has successfully teleported away to any point he wishes outside of the visual range of the other Combatants. Usable only once per minute (outside of Combat) or once per round (in Combat).

X-Ray Vision (Y). Cost: 5 AP. EM Requirement: 3. An Avatar with this Power can see a number of Item cards (drawn at random) of any target Avatar, if successful. The calculation to determine how many cards he can see is: (1 AC Pick + EM - 8). This Power can only be used outside of combat, and can only be used once per Avatar per day.

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