Appendix I: Gothic Powers

Curse (K). Cost: 15 AP. EM Requirement: 10. An Avatar with this Power can set a Curse upon a single Avatar which will follow the Avatar around for an hour of real time. To determine the effect of the curse, the following calculation is used: (3 AC Picks + EM - 10). If the Curse is successful, then the target will receive a penalty of the value of the result during ONE specific type of calculation which he will perform for the next hour of real time. These types of calculations include: Powers, Skills, Items, Offensive Calculation, Defensive Calculation, Pickpocket Attempts, Flee Attempts, etc. The Curse can only be lifted by the user, who may do so at any time before it is finished. The range for this Power is visual, and the Curse takes effect immediately. It is up to the user to dramatically role play the actual curse while explaining what it will affect.

Drain Energy (X,S). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power can temporarily drain away free EM from a single target and add it to his own pool of unused EM, if and only if the target has any EM. The effect is instantaneous; the target must be within 5' of the user, and be touched. To determine the effect of this Power, the user will use the following offensive calculation: (2 AC Picks + EM + 5). The target will use the following defensive calculation: (1 AC Pick + EM). Note that the EM number used in the defensive calculation is TOTAL EM, not what the target has left. For each point that the offensive calculation exceeds the defensive calculation, one point of EM is drained, up to the amount of EM the target has left. Any EM which is absorbed in excess of the user's EM Stat will disappear at the end of a combat or in ten actual minutes if not used. The target's EM will regenerate in the normal way.

Drain Life (X,S). Cost: 20 AP. EM Requirement: 8. An Avatar with this Power can temporarily drain away LIFE points from a single target and add it to his own LIFE Stat. The effect is instantaneous, and the target must be within 5' of the user, and be touched. To determine the effect of this Power, the user will use the following offensive calculation: (3 AC Picks + EM - 10). The target will use the following defensive calculation: (1 AC Pick). For each point that the offensive calculation exceeds the defensive calculation, one point of LIFE is drained, up to the amount of LIFE the target has left. The target can only been drained down to 1 LIFE (the minimum), and cannot be killed by this Power. Any LIFE which is absorbed in excess of the user's LIFE Stat will disappear at the end of a combat or in ten minutes. The target's LIFE will regenerate in the normal way.

Drain Mind (X,S). Cost: 15 AP. EM Requirement: 6. An Avatar with this Power can temporarily drain away MIND points from a single target and add it to his own MIND Stat. The effect is instantaneous, and the target must be within 5' of the user, and be touched. To determine the effect of this Power, the user will use the following offensive calculation: (3 AC Picks + EM). The target will use the following defensive calculation: (1 AC Pick + MIND). For each point that the offensive calculation exceeds the defensive calculation, one point of MIND is drained, up to the amount of MIND the target has. Any MIND which is absorbed in excess of the user's MIND Stat will disappear at the end of a combat or in ten minutes. The target's MIND will regenerate naturally at the end of a combat or in ten minutes, whichever is longer. Although this Power affects the MIND Stat, it is NOT a Mental Action.

Grow Limbs (X,S). Cost: 15 AP. EM Requirement: 5. An Avatar with this Power can sprout several extra limbs (or tentacles, or whatever) with which he can use more than one Item (including Weapons) during an Action. To determine the success of this Power, the following calculation is used: (1 AC Pick + EM - 5). For every 5 points of the result, one extra limb is sprouted, and one additional Item can be used during an Action. These limbs will last until the end of the current combat or for ten minutes, whichever is longer. The user may add one Weapon or Activated Item (up to the number of extra limbs he has) per round for FREE at any time after the Initiative step (and may also add an extra instead of his Action as allowed by the normal rules of the pile). If the user holds more than one Weapon or Activated Item because of the Power, then the user can use ALL of the Items he is holding during his Action. He will determine the effect of each Item separately as if they were being used singly. This does, by the way, allow him to attack with more than one weapon during a single Action. If the user chooses, he may use the extra limb as an additional attack with no additional item (just as a regular punch). The user only has to pay the cost for this Power when he first uses it. Use of this Power excludes the use of Martial Arts, because it ruins the sense of balance that the Martial Artist would normally have. This Power is usable only once per hour, or Combat, whichever is longer.

Horror (M,S). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power can use a Mental Attack which, if successful, will force the target to attempt to Flee (using the actual Action and its penalties) any Combat on his next turn, or to leave the visual range of the user immediately (if not in Combat). For each additional point of EM which is put into this effort (above 4), add 1 point to your Offensive Mental Calculation. The range for this Power is visual.

Infestation (K). Cost: 20 AP. EM Requirement: 8. An Avatar with this Power can cause an Infestation of hundreds of tiny creatures (of his choosing) to attack all Avatars within visual range (except the user) for the remainder of the Combat or for ten minutes, whichever is greater. The user only has to pay the cost for this Power when he uses it the first time. To determine the effectiveness of this Power, the following calculation is used: (2 AC Picks + EM). For every 5 points of the result, all Avatars in range of the user will take one point of damage per round (during the user's turn) or each minute (if outside of combat). Note that if the user moves, his infestation moves with him as long as the Power is in effect. The user can stop the infestation any time, but to start it again requires another use of the Power. Combatants who wish to get away from the Infestation must do so through legal means (such as Fleeing). Only effects which can neutralize the (K) Attribute can defend against the Infestation.

Mesmerize (M,S). Cost: 20 AP. EM Requirement: 8. An Avatar with this Power is able to use a Mental Action on a single Avatar which, if successful, will allow the Avatar to Mesmerize the target into doing any and all services requested (to the best of the Avatar's abilities) for a period of time. To determine the success of the power, use the following calculation: (2 AC Picks + EM). The target will defend with a normal Defensive Mental Calculation. If successful, the Mesmerization will last for a number of actual minutes equal to the difference in results. The services requested cannot be in any way directly harmful to the target (i.e. plunging a knife into his chest), but may be indirectly harmful (i.e. having the target provoke a more powerful foe into a combat). This Power may not affect Nexus Credits or Special Items in any way, and may not be used to force the target to perform ANY House Skill. Also, a target can only be forced to lose ONE Item per Mesmerization (whether by breaking it or giving it away, etc.).

Mimic. Cost: 15 AP. EM Requirement: 4. An Avatar with this Power can temporarily adapt the Powers of other Avatars to his own use. Whenever the user is a target of a successful Action (meaning the Action actually did something and did not miss or fail) involving any Power, he is able to use any and all Powers which fit this description during his next turn (in combat) or within 5 minutes (if outside of combat) as if it were on his CC. The Power would of course be dependent on his own Stats, and he would need to put the extra 4 points of EM necessary to use this Power into his version of the Power. Except for the extra 4 points of EM, the Power would work identically to the original. If it is a Power which is dependent on an Item (such as many of the Technology Powers), then the Power is useless without the Item. This Power does not classify as a Reaction; it must be invoked during the user's proper turn.

Necromancy (X). Cost: 20 AP. EM Requirement: (2 + Level of target). An Avatar with this Power can bring a dead Avatar back to pseudo-life, 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 Necromancy is successful. The Avatar who has been brought back in this manner will have a LIFE and MIND of 0, but retains his other stats (such as OR and DR). The Avatar so enchanted is actually a mindless Zombie who is under the control of the user for a period of 1 hour. He must follow the commands of the user as best he can, all the while not communicating in any intelligent fashion with any other Avatar (unless directed as to what to say by his master). The Zombie cannot use any item, power or skill without the specific instruction of his master, EACH time it is to be used (i.e. the Zombie is useless as a combat creature without his master telling him what to do with his own abilities). Note that since he has a MIND of 0 during this time, he is immune to any Mental Actions, and further, as a Zombie with 0 LIFE points, he cannot be killed again (if his master releases him, he will spend the rest of his normal hour as a dead Avatar). Instead, any Action which results in damage to the Zombie will instead put him out of commission (as if he were unconscious) for the number of actual minutes corresponding the amount of damage he would normally take. At the end of the hour, he will regain his full LIFE and control of his Avatar form again. This Power CAN affect Cartoon Avatars. The range for this Power is 5' and the target must be touched. This Power may not affect Nexus Credits or Special Items in any way, and may not be used to force the target to perform ANY House Skill. The controlling Avatar may have an unlimited number of Zombies at his command at any given time.

Paralyze (X,S). Cost: 25 AP. EM Requirement: 8. An Avatar with this Power can stop another Avatar dead in his tracks with nothing more than a touch, in a manner which is left up to the user to define. To determine the success of the Power, the following Offensive Calculation is made: (1 AC Pick + EM). It is compared to the target's Defensive Calculation: (1 AC Pick + modifiers). The target is Paralyzed for the number of actual minutes that the Offensive Calculation beats the Defensive Calculation. During this time, the target may not move or communicate in any way, and all of his Stealable Items (only) are up for grabs. If anyone performs any Action on the target which causes damage, the Paralyzation is immediately broken. However, any Defensive Calculation that the target must make is at full value. The range for this Power is 5' and the target must be touched.

Possession (M,S). Cost: 25 AP. EM Requirement: 8. An Avatar with this Power is able to use a Mental Action on another Avatar which, if successful, will allow the Avatar to completely Possess the target (he can physically take the target's CC and Items and declare what Actions the target will be taking) for a period of time, in actual minutes, defined by the number of points by which the Mental Attack succeeded by. For each additional point of EM which is put into this effort (above 8), add 1 point to your Offensive Mental Calculation. Note that this Power cannot be used to order an Avatar to kill himself. The range for this Power is 5' and the target must be touched. This Power can only be used once per day. This Power may not affect Nexus Credits or Special Items in any way, and may not be used to force the target to perform ANY House Skill. The user's body completely disappears (as if he were OOC) during the time he is possessing the target, and he assumes all aspects of the target as if he were that person (for the purposes of role playing, the target will remain in the game and the user will tell him how to act from an OOC perspective).

Shadow Form (X,S). Cost: 20 AP. EM Requirement: 6. An Avatar with this Power can render himself virtually invisible to all other Avatars for the purposes of directed game Actions by assuming a Shadow Form of himself. The Avatar can freely communicate and can perform any game-related Action which does not have a physical component (i.e. he may cause an Infestation but may not use an Item or fire a Weapon) or requires him to touch another Avatar or an object. If he does perform an Action with a physical component, he will immediately wax back into his regular form. A Shadowed Avatar may not perform a Pickpocket Action or touch physical objects. A Shadowed Avatar can not be targeted directly, but he can be targeted indirectly; for example with an Area effect which includes the Area he is standing in. For the purposes of role playing, a Shadowed Avatar can be seen vaguely so that people know generally where he is to talk to him, but his form shifts often enough that he cannot be targeted directly. The Shadow Form will last for one hour or the remainder of Combat (whichever is longer), or until it is broken voluntarily.

Shape Change (X,S,Y). Cost: 15 AP. EM Requirement: 4. An Avatar with this Power can temporarily change into the shape of any creature he wishes (although the new creature must have the same basic mass as the user). The effect of this Power will last until the end of the entire combat or ten minutes, whichever is longer. To determine the actual physical effects of the Change, the following calculation is used: (2 AC Picks + EM). The numerical result of this calculation can be immediately applied to any of the following Secondary Stats: OR, DR, LIFE or IN, in any combination he wishes. If any points are applied to the user's DR, the user will lose the ability to use Long Range Attacks. It is up to the imagination of the user to determine what shape he has become and why the shape affects the Secondary Stats in the way that it does. Note that once the points are allocated to the Secondary Stats, they will remain that way until the end of the Shape Change period. The user may invoke this Power again before he shifts back to his original form, but must then define a different form (in other words, the changes are NOT cumulative). NOTE: The use of this Power does NOT count as an Action, and it may be used at any time (although only once per minute or each round of combat), subject only to the EM cost.

Unluck (X,S). Cost: 5 AP. EM Requirement: 3. An Avatar with this Power can cause any single target to have bad luck for a period of time. The effectiveness of this Power is calculated as follows: (1 AC Pick + EM). If the result of this calculation exceeds the target's LUC Stat, then the target must remove ALL 10's from his AC Deck for the remainder of the combat or for ten minutes (whichever is longer). The range for this Power is 5' and the target must be touched. This Power can NOT be used as a Reaction; it must be in place before the target NEEDS to perform a draw.

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.

Home | Forum | Events | Avatars | Galleries | Links
© 2005 Double Exposure, Inc. All rights reserved.