Appendix J: Cartoon Powers

Bomb (Z,S,Y). Cost: 15 AP. EM Requirement: 8. An Avatar with this Power can set and detonate a tremendously damaging Bomb of his own design, which will cause damage to any Avatar within visual range (except the user). To create the Bomb, the user will simply describe the form of the bomb (which can be anything), and then will count down slowly and loudly from 10 to 1 (about 2 seconds per number). Anyone who is still in visual range of the user when he says "1" will take damage (the user may not move). If used during a Combat, Combatants are allowed to break away from the combat as if they had successfully Fled (with normal Flee restrictions, and with no other game mechanic allowed to stop them). No other Actions can be taken during the countdown other than moving away from the Bomb. When it explodes, the following calculation is used: (2 AC Picks * EM). The result is the amount of damage that EACH Avatar in visual range will take. The only defense against this Bomb would be one which protects against the (Z) Attribute. Usable only once every eight hours.

Boom (Z,S). Cost: 10 AP. EM Requirement: 5. An Avatar with this Power can cause an instant catastrophe to a single target, taking whatever form the user wishes (a 16 ton weight, a giant goldfish, etc.). To determine the effectiveness of this Power, the following calculation is used: (2 AC Picks + EM). The target will take an amount of damage equal to the result. The only defense against this Bomb would be one which protects against the (Z) Attribute. Usable only once per hour or Combat (whichever is longer).

Disappear (Z,S,Y+). Cost: 15 AP. EM Requirement: 6. An Avatar with this Power can disappear in a cloud of dust (or other effect) from any situation at any time. To use this Power, the user will make the following calculation: (2 AC Picks). If the result is greater than 0, then the Avatar immediately disappears, poof, just like that, but ONLY at the end of whatever current calculation and effect is being performed (for example, he can disappear if an attack is declared, but he may not disappear after seeing the result of the attack, until that result is calculated). Once this power is used, the effect is as if the user Fled, with all appropriate restrictions. Usable only once per hour.

Guided Projectile (Z,S). Cost: 10 AP. EM Requirement: 5. An Avatar with this Power can create a visible projectile (described any way he likes) which will follow a single Avatar around until either it explodes or its time runs out. The projectile will last for one real (absolute) hour, and will not explode unless its target initiates (as opposed to reacts to) any game-related Action greater than communication. The targeted Avatar is allowed one (and only one) Action to each and every Action performed against him during the hour. To determine the effectiveness of the Projectile, the following calculation is used: (3 AC Picks * EM). If the result is 0, the Projectile fails to be created, but any other result will determine the amount of damage that the target will take if the Projectile should explode. The only defense against this Bomb would be one which protects against the (Z) Attribute. If, however, the target survives the hour without the Projectile exploding, the Projectile will be immediately sent back to the Avatar who created it and will explode at HIM for the full amount of the damage calculated with the same defense restriction. Usable (attempted) only once every eight hours.

Lose Mind (Z,M). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power can temporarily reduce his MIND Stat to 0 (making Mental Actions useless against him). To use this power, the following calculation is made: (3 AC Picks + EM). If the result is greater than 0, then the Power is successful and the Avatar will have a MIND of 0 for a period of time equal to the result of the calculation in real minutes (or rounds of Combat, interchangeably). Due to the nature of Cartoon Avatars, a MIND of 0 does not render them useless, and they can indeed continue thinking and acting at their normal intelligence. However, they may not initiate any Mental Actions with a 0 MIND. Although the use of this Power as an Action is instant, it cannot be used as a Reaction; it must be in place before a Mental Action is attempted to be effective.

Manifest Object (Z). Cost: 5 AP. EM Requirement: 2. An Avatar with this Power can produce any single harmless object instantly, which can have any actual game mechanic effect OTHER than causing harm to another Avatar, either directly or indirectly. To use the Power, the following calculation is used: (2 AC Picks + EM). If the result is greater than 0 then the Power was successful, and the result will be the actual numerical value of the object. For example, if a shield is produced, it can block an amount of damage up to the value of the result of the calculation. The object will last for one round of combat or for 1 minute if produced outside of combat.

Manifest Weapon (Z). Cost: 10 AP. EM Requirement: 5. An Avatar with this Power can produce a single Weapon instantly which can be used for a Long Range or Short Range (R) attack (with no additional bonus). To use this Power, the Avatar declares what type of Weapon he is going to produce, and then uses the following calculation: (3 AC Picks + EM). If the result is greater than 0, then the proper Weapon is produced (having an Offensive value equal to the calculation) and can be used to attack IN THE SAME ACTION (along with any Skill that the Avatar has in using that Weapon - note that any Weapon he produces can be used in its rudimentary fashion as if he had the Weapon Familiarity Skill). Otherwise, a harmless object is produced (such as a flower or a turnip) which renders the Action wasted (and the combatant's turn ended). The Weapon disappears after it is used to attack during that Action. This Power can be used outside of combat, and the produced Weapon will last for 1 minute, but will not be available if a Combat is actually entered (therefore there is no point in using it as a Surprise Action).

Nullify Item (Z,Y). Cost: 10 AP. EM Requirement: 4. An Avatar with this Power can temporarily disable any Item being held by any Avatar in visual range, by causing something to happen to it (left up to the user's imagination - for example, a flower gets inserted into a gun). The Item will be nullified instantly as the Avatar attempts to use it. Note that even though the Item is rendered useless, Combatants are still restricted to one Item in a combat, and may only perform an Item Swap at the appropriate time. To determine the effectiveness of this Power, the following calculation is used: (3 AC Picks). If the result is greater than 0, the target Item is nullified and cannot be used during the current Action. This Power can be used at any time (if in combat, as a Reaction), and does not count as an Action, but each Weapon nullification (or repeat nullification) will cost 4 EM points and must be drawn for separately.

Portable Hole (Z,Y). Cost: 5 AP. EM Requirement: 3. An Avatar with this Power can open a hole in which to put his Items, thereby rendering them unstealable, either through Pickpocketing or by scavenging when he dies. To use this Power, the user must spend the 3 points of EM to open the Hole, and then it will immediately close when he has taken one Item out of it and/or put one Item into it. If he does not have the EM to spend and there are Items in the Hole, they are unavailable to him. Once an Avatar has purchased this Power, it is assumed that all of his Items are in the Hole, so to use any Item, he will need to open the Hole to get to it. Items which are in the Item pile during Combat are considered to be outside of the Hole.

Warp Reality (Z,Y). Cost: 15 AP. EM Requirement: 8. An Avatar with this Power can change any one effect of any one Item, Skill or Power at the time it is being used to affect any primary or secondary Stat (EXCEPT LUC and LB). The numerical parts of the effect remain the same, but the affected Stat changes. For example, the user can declare that instead of causing 12 points of calculated damage, an Energy Bolt will add 12 points of INT, or remove 12 points of MIND. No matter what the duration of the original effect, the changed effect will remain in effect until the end of the NEXT Action or Reaction performed by the user. If EM or LIFE was changed, then the new warped points will be subtracted first, even though they are slated to disappear soon. The change cannot cause any permanent loss to any Avatar, nor can it cause instant death. Also, the change does not work on Items with Continuous effects; it must be used at the time when the effect of another Activated Item (excluding normal use of Weapons), Skill or Power is established. To determine the effectiveness of this Power, the following calculation is used: (1 AC Pick + (EM * 3)). If the result is equal to or greater than the numerical result of the effect being warped, the Warp is successful (note that the Warp cannot exceed the original value of the effect being Warped).

Zany Defense (Z,Y). Cost: 15 AP. EM Requirement: 10. An Avatar with this Power can use ANY of his normal defenses (including Shields, Armor, DR or other protective Items) as appropriate against an attack with the (Z) Attribute. Appropriate in this case means in relation to the way the (Z) Attack was defined in the first place. While this is subject to interpretation, the limitation of EM used in the calculation more than compensates for any disparity that might come up. To use this Power, the following calculation is performed: (2 AC Picks + EM). If the calculation is successful, the user blocks that number of points of damage from the (Z) Attack (explaining, of course, the rationale for how he did so). Each Attack must be paid for separately. Note that the Power does not need to be used until it is determined that damage has actually been done.

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