AvatarsCampaign > AvatarsGameRules > Av2VRCharacters

Captain Charity DawnAll VR characters are familiar with the low level areas of settings in which they live. Your main character receives Knowledge: VR Game World (Avatars or Gloaming) to reflect this. However, it is not a given that they can operate vehicles of their time period; these must be taken as skills.

VR characters can advance much more quickly than main characters. You might find yourself able to afford a new VR character advance practically every session in which you play your VR character, whereas your main character might only receive enough XP to buy an advance after completing entire storyline arcs.

You should choose one of the following Arcane Backgrounds for your VR character. You can never change this later without starting over with a new VR character.

* Note: Illusion is represented as Elemental Manipulation: Light. 1 power point will allow you to manipulate a small area, i.e. face obscuring for 10 minutes. 2 power points will allow you to manipulate an area the size of a figure, i.e. appear as human. 3 power points will allow you to manipulate a larger creature or object, i.e. an aircar. Illusions are applied as Tricks (opposed Smarts rolls) against opponents, at +1 to your roll.


Note: all VR characters automatically have both Hard to Kill and Harder to Kill at 100% effectiveness.

For all but Avatar and Lycanthrope Links, you may take the New Power and Increase Power Pool Edges as normal (once each per Rank). The Rapid Recharge Edge is gone. (30 minutes, or even 15 to recover a power point, is an eternity in a movie-style campaign)

Chinese Dragon

Promote Avatar - grants your Avatar two Advances and either a Size increase or a Trait increase to reflect your Avatar's growing power. Your Avatar can then purchase New Power and/or Increase Power Pool if you so desire. May not be taken more than once per Rank.

Avatar Sense - allows you to see, hear, and feel what your Avatar does. Grants +1 to Avatar Link rolls.

Heal Avatar - you can channel energy into your Avatar. Roll Avatar Link against a target of 4 to give up one level of Fatigue to cure one of your Avatar's Wounds. Each Raise allows you to cure one additional Wound at no additional cost. Nothing happens on a failure. On a Botch, you are Shaken, but your Avatar will not take any further damage.

Stronger Form - you can add two advances and either a Size increase or a Trait increase to your shifted form. You can take this Edge once per Rank.

Additional Form - you can shift into a different form. Usually a Lycanthrope would take this to be able to shift into both a humanoid wolf form and a true wolf form. This has the same power cost as the first form and by default, the same abilities; if you want different abilities, you will need to consult the GM.

Natural Shifter - you add +2 to your Shapeshifting skill rolls, making it easier to shift in form.

Alchemy - requires d8 Smarts. You can make magical potions. You can make no more than one potion a day, and you cannot have more than one potion at a time, either on your own person or given to others. You do not need Knowledge: Alchemy to make potions as they are considered "basic" to the profession.
  • Healing potions cure one Wound, as long as they are used within the Golden Hour; injuries are healed if the player is fully healed as well.
  • Mana potions restore 5 Power Points or cure one Fatigue level. (Avatar Links are advised to give the potions to their Avatars, not to drink them themselves)
  • The skill Knowledge: Alchemy allows you to make elixirs that confer temporary benefits. You must beat a target of 4 (or higher if the GM rules that the effect you're trying to achieve is complex) with your Knowledge roll to make the elixir. A Raise may give you, at your option, a double-effect elixir, a double-duration elixir, or an additional elixir that doesn't count against your daily limit.
  • The Additional Potions Edge allows you to make two more potions per day and increases your potion limit by two. You may take this once per Rank.
Rune Engraving - you can inscribe magical wards in the ground, or on objects, which confer magical benefits. You can only inscribe one rune a day, and you cannot keep the rune from one day to the next. The basic rune is a Barrier that keeps monsters out, with a 5 power point pool. Requires d8 Smarts.
  • Knowledge: Runes allows you to inscribe other types of runes that work like Powers, each having a 5 power points pool. You must beat a target of 4 (or higher if the GM rules that the effect you're trying to achieve is complex) with your Knowledge roll to make the rune. A Raise adds 5 power points to the rune.
  • Additional Runes allows you to make two more runes per Recovery Time and increases your rune limit by two. You may take this once per Rank.
  • Rune Smith allows you to imbue weapons and armor permanently with Runes. Runes do not vanish from these items; each rune engraved in an item recovers its full power points on the next day. However, for game balance reasons, they do count against your rune limit, meaning that if you have a limit of 5 runes total, and engrave 2 into your armor, you won't be able to draw or change more than 3 runes from then on. Requires d6 Knowledge: Runes and d8 Smith.


Your character begins with VR$500. (a Seasoned character would begin with VR$2500) This is a shorthand for 'the local currency of the VR game world' - in actuality the units and value of currencies will vary from one place to another.
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