Revision history for Av2VRCharacters


Revision [364]

Last edited on 2010-11-25 13:07:38 by ConradWong
Additions:
- __Shapeshifter__ - //Gloaming only// you gain d4 __Shapeshift__ (Spirit). You have a 10 point power pool and the power Shapeshifting. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage). See Av2NaturalAbilities for available abilities.
Deletions:
- __Shapeshifter__ - //Gloaming only// you gain d4 __Shapeshift__ (Spirit). You have a 10 point power pool and the power Shapeshifting. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).


Revision [359]

Edited on 2010-11-21 15:00:45 by ConradWong
Additions:
__Natural Shifter__ - you add +2 to your Shapeshifting skill rolls, making it easier to shift in form.


Revision [323]

Edited on 2010-10-12 16:55:03 by ConradWong
Additions:
- __Supernatural__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit) and the ability to cast spells or use innate magical abilities. You have a 10 point power pool and receive advantages and hindrances according to the specific type of Supernatural you choose.
- __Vampires__: has the Mind Control power and +2 to Charisma; takes damage from sunlight, afraid of holy symbols.
- __Faeries__: has one spell (choose from power list) and innate flight, but vulnerable to iron and steel weapons (+1d6 damage) and incapable of lying.
- __Kitsunes__ and other tricksters: has the power of Illusion*, but are bound by their word and unable to lie. They have a natural fox form (or coyote, or rabbit) with natural weapons (Str+d4 melee) and must use Illusion to be able to pass among humans.
- __Angel__: has two spells (choose from power list), or one spell plus innate flight. Has either a persistent glow or wings which are difficult to conceal. (-2 to Stealth) Must be Heroic. (does not count against player-chosen Hindrances)
Deletions:
- __Supernatural__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool, a power, and a monstrous ability or advance of your choice. You should take Hindrances appropriate to your chosen creature.
- Vampires might choose Mind Control and Charisma, but would take damage from sunlight (Major Hindrance) and be afraid of holy symbols (Minor Hindrance)*.
- Faeries might choose the monstrous ability Flight, the power Bolt, and buy up Agility, but would be incapable of lying (Minor Hindrance) and vulnerable to iron and steel weapons (2x damage).
- Kitsunes and other tricksters might choose the power of illusion*, but would be bound by their word and incapable of lying (Major Hindrance). They would have a natural fox form (innate Str+d4 claws), and use illusion to pass among humans.
* //Taking an Edge to stipulate that Vampires are immortal and can only be killed by a wooden stake through the heart seems pointless given that events would intervene to prevent a player's VR character from being permanently killed, see below.//


Revision [321]

Edited on 2010-10-10 20:42:20 by ConradWong
Additions:
- Kitsunes and other tricksters might choose the power of illusion*, but would be bound by their word and incapable of lying (Major Hindrance). They would have a natural fox form (innate Str+d4 claws), and use illusion to pass among humans.
* **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.
- Taking Improved Illusion will both reduce your power consumption and increase the area of the illusions you can create. 1 power point would be sufficient to disguise yourself or another person for 10 minutes, 2 power points would cover a larger creature or object, 3 power points would cover a room.
Deletions:
- Kitsunes and other tricksters might choose the power of illusion (Obscure), but would be bound by their word and incapable of lying (Major Hindrance). They would have a natural fox form (innate Str+d4 claws), and use illusion to pass among humans.


Revision [307]

Edited on 2010-10-08 19:02:52 by ConradWong
Additions:
- Kitsunes and other tricksters might choose the power of illusion (Obscure), but would be bound by their word and incapable of lying (Major Hindrance). They would have a natural fox form (innate Str+d4 claws), and use illusion to pass among humans.
Deletions:
- Kitsunes might choose the power of illusion (Obscure), but would be bound by their word and incapable of lying (Major Hindrance). They would have a natural fox form, and use illusion to pass among humans.


Revision [306]

Edited on 2010-10-08 19:02:23 by ConradWong
Additions:
- Kitsunes might choose the power of illusion (Obscure), but would be bound by their word and incapable of lying (Major Hindrance). They would have a natural fox form, and use illusion to pass among humans.


Revision [280]

Edited on 2010-10-05 02:49:24 by ConradWong
Additions:
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.
{{image url="http://lynx.purrsia.com/~lynx/av/chinese_dragon.gif" title="Chinese Dragon" alt="Chinese Dragon" class="left"}}
Deletions:
{{image url="http://lynx.purrsia.com/~lynx/av/chinese_dragon.gif" title="Chinese Dragon" alt="Chinese Dragon" class="left"}}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.


Revision [279]

Edited on 2010-10-05 02:47:13 by ConradWong
Additions:
{{image url="http://lynx.purrsia.com/~lynx/av/chinese_dragon.gif" title="Chinese Dragon" alt="Chinese Dragon" class="left"}}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.
Deletions:
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.


Revision [278]

Edited on 2010-10-05 02:32:44 by ConradWong
Additions:
{{image url="http://lynx.purrsia.com/~lynx/av/charity_sm.jpg" title="Captain Charity Dawn by Jordan Greywolf" alt="Captain Charity Dawn" class="right"}}All 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.
Deletions:
All 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.


Revision [247]

Edited on 2010-10-02 13:23:32 by ConradWong
Additions:
=====Gloaming-only Skills=====
- __Sense Portal__ (Spirit) - //Gloaming only.// You receive this skill for free at d4. It allows you to sense nearby portals, and on a raise, what dimensions they connect to. The farther away a portal is, the harder it is to sense.


Revision [246]

Edited on 2010-10-02 13:11:16 by ConradWong
Additions:
- __Shapeshifter__ - //Gloaming only// you gain d4 __Shapeshift__ (Spirit). You have a 10 point power pool and the power Shapeshifting. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).
====Shapeshifter Edges====
__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.
Deletions:
- __Lycanthrope__ - //Gloaming only// you gain d4 __Shapeshift__ (Spirit). You have a 10 point power pool and the power Shapeshifting. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).
====Lycanthrope Edges====
__Stronger Form__ - you can add two advances 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.


Revision [240]

Edited on 2010-10-02 12:17:07 by ConradWong
Additions:
======VR Characters======
Deletions:
======Overview======


Revision [223]

Edited on 2010-10-02 01:17:42 by ConradWong
Additions:
- __Link (Augment)__ - you gain d4 __Link__ (Spirit). An Augment may be a piece of armor, weapon, or other item of reasonably large side (at least the size of your head). You will have a 10 point power pool and one power which you use through the Augment. Your Augment will have two Advances which you gain whenever you summon and equip the Augment. Summoning and dismissing your Augment does not take power.
Deletions:
- __Link (Focus)__ - you gain d4 __Link__ (Spirit). A Focus may be a piece of armor, weapon, or other item of reasonably large side (at least the size of your head). You will have a 10 point power pool and one power which you use through the Focus. Your Focus will have two Advances which you gain whenever you summon and equip the Focus. Summoning and dismissing your Focus does not take power.


Revision [219]

Edited on 2010-10-02 01:07:31 by ConradWong
Additions:
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)
Deletions:
For all but Avatar 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)


Revision [218]

Edited on 2010-10-02 01:07:04 by ConradWong
Additions:
====Lycanthrope Edges====
__Stronger Form__ - you can add two advances 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.


Revision [182]

Edited on 2010-10-01 12:35:04 by ConradWong
Additions:
__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.
- __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.
Deletions:
__Alchemy__ - you can make magical potions. You can make no more than one potion during Recovery Time, and you cannot have more than one potion at a time, either on your own person or given to others. 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. (Avatar Links are advised to give the potions to their Avatars, not to drink them themselves) Requires d8 Smarts.
- __Knowledge: Alchemy__ allows you to make elixirs that confer temporary benefits. Each works like a Power with a pool of 5 power points maximum. 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 potion. A Raise adds 5 power points to the elixir.
- __Additional Potions__ allows you to make two more potions per Recovery Time 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 during Recovery Time, and you cannot keep the rune from one Recovery Time to the next. The basic rune is a Barrier that keeps monsters out, with a 5 power point pool. Requires d8 Smarts.
- __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 Recovery Time. 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.


Revision [180]

Edited on 2010-10-01 11:43:29 by ConradWong
Additions:
- You can "Monster Out". You increase in size by 2 (+2 Toughness, strength increases by 1 die type) but this costs 1 power point to maintain per round. Getting a Raise on your Shapeshift roll causes you to monster out for one round per Raise at no power cost.
Deletions:
- You can "Monster Out". You increase in size by 2 (+2 Toughness, strength increases by 1 die type) but this costs 1 power point to maintain per round. Getting a Raise on your Shapeshift roll gets you monster out for one round per Raise.


Revision [179]

Edited on 2010-10-01 11:42:26 by ConradWong
Additions:
- __Magician__ - you gain d4 __Spellcasting__ (Smarts). You have a 10 point power pool and three powers.
- Backlash: when you roll 1 on your Spellcasting die, regardless of your Wild Die, you are automatically Shaken.
- __Lycanthrope__ - //Gloaming only// you gain d4 __Shapeshift__ (Spirit). You have a 10 point power pool and the power Shapeshifting. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).
- While it costs 1 power point to transform into your 'True Form', you can maintain it indefinitely.
- You can "Monster Out". You increase in size by 2 (+2 Toughness, strength increases by 1 die type) but this costs 1 power point to maintain per round. Getting a Raise on your Shapeshift roll gets you monster out for one round per Raise.
- It costs no power to return to human form.
- __Supernatural__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool, a power, and a monstrous ability or advance of your choice. You should take Hindrances appropriate to your chosen creature.
- Vampires might choose Mind Control and Charisma, but would take damage from sunlight (Major Hindrance) and be afraid of holy symbols (Minor Hindrance)*.
- Faeries might choose the monstrous ability Flight, the power Bolt, and buy up Agility, but would be incapable of lying (Minor Hindrance) and vulnerable to iron and steel weapons (2x damage).
Deletions:
- __Spellcaster__ - you gain d4 __Spellcasting__ (Smarts). You have a 10 point power pool and three powers.
- __Lycanthrope__ - //Gloaming only// you gain d4 __Control Shape__ (Spirit). You have a 10 point power pool and the power Shapeshifting. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).
- __Creature of the Night__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool, a power, and a monstrous ability or advance of your choice, but you must take a Major or two Minor Hindrances Vampires might choose Mind Control, Soul Drain, and Charisma, but would take damage from sunlight and be afraid of garlic, crosses, and running water*. Faeries might choose the monstrous ability Flight, the power Bolt, and buy up Agility, but would be incapable of lying and vulnerable to iron and steel weapons (2x damage).


Revision [173]

Edited on 2010-10-01 01:54:05 by ConradWong
Additions:
=====Gear=====
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.
- Av2VRGear - a listing of unusual gear that can be purchased by VR characters.


Revision [168]

Edited on 2010-10-01 00:36:25 by ConradWong
Additions:
- Av2VRGameRules - for more information on VR gameplay
For all but Avatar 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)
Deletions:
For all but Avatar 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, is an eternity in a movie-style campaign)
=====Drawing on Inner Strength=====
For all VR characters, you (or your Avatar, for Avatar Links) may attempt to draw on your inner strength to gain extra power. You don't have to run out of power in order to do so. In these circumstances, roll Spirit against a target of 4. If successful, you gain 5 power points, but your target number increases by 1 for the next time. Each Raise grants an additional 5 power points. If you fail however, you take one Fatigue level and your power pool is reset to 0 points. If you Botch, you are Shaken and cannot try again for 2d4 rounds.
This normally takes a round. You can attempt to perform an action immediately upon getting energy if you specify you are doing so, and pay the -2 multi-action penalty.
=====Death=====
While a player's VR characters will never (under normal circumstances) die permanently, it is possible for a player's VR character to be presumed dead but later find himself or herself alive, in dire straits, elsewhere - for instance, found by slavers who are keeping the player alive just to sell in a distant market. The Gloaming also allows players to perform emergency escapes in which they slip away into the void between worlds, and are able to return in a random location, gravely wounded but at least safe from their enemies - for the moment. Half the fun of being "killed" is trying to get out of whatever deathtrap situation you wake up in.


Revision [166]

Edited on 2010-10-01 00:29:23 by ConradWong
Deletions:
- __Sailing__ (Agility) - allows you to pilot or crew a sailing ship or an airship.


Revision [161]

Edited on 2010-09-30 20:34:50 by ConradWong
Additions:
**Note:** all VR characters automatically have both __Hard to Kill__ and __Harder to Kill__ at 100% effectiveness.


Revision [151]

Edited on 2010-09-30 19:23:12 by ConradWong
Additions:
- __Smith__ (Strength) - you can craft armor and weapons, or repair them. Any equipment found on adventures will generally be in poor condition (-2 to Fighting, Shooting, or -1 Armor). A good Smith roll can restore these items to be like new! You may also, given enough time and special materials discovered in your travels, create weapons and armor of new and unique properties.
__Alchemy__ - you can make magical potions. You can make no more than one potion during Recovery Time, and you cannot have more than one potion at a time, either on your own person or given to others. 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. (Avatar Links are advised to give the potions to their Avatars, not to drink them themselves) Requires d8 Smarts.
- __Additional Potions__ allows you to make two more potions per Recovery Time 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 during Recovery Time, and you cannot keep the rune from one Recovery Time to the next. The basic rune is a Barrier that keeps monsters out, with a 5 power point pool. Requires d8 Smarts.
- __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 Recovery Time. 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.
Deletions:
__Alchemy__ - 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. 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. (Avatar Links are advised to give the potions to their Avatars, not to drink them themselves)
- __Additional Potions__ allows you to make two more potions a 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.
- __Additional Runes__ allows you to make two more runes a day and increases your rune limit by two. You may take this once per Rank.


Revision [150]

Edited on 2010-09-30 18:45:28 by ConradWong
Additions:
__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.
Deletions:
_ __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.


Revision [149]

Edited on 2010-09-30 18:45:14 by ConradWong
Additions:
_ __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.
Deletions:
_ 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.


Revision [148]

Edited on 2010-09-30 18:44:53 by ConradWong
Additions:
- __Lore__ (Smarts) - you may be able to recognize ancient languages in ruins, recall history or esoteric fact about a strange creature you've just sighted, or otherwise make sense out of an enormously complex and ever-changing game world.
====Other VR Edges====
__Alchemy__ - 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. 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. (Avatar Links are advised to give the potions to their Avatars, not to drink them themselves)
- __Knowledge: Alchemy__ allows you to make elixirs that confer temporary benefits. Each works like a Power with a pool of 5 power points maximum. 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 potion. A Raise adds 5 power points to the elixir.
- __Additional Potions__ allows you to make two more potions a 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.
- __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 a day and increases your rune limit by two. You may take this once per Rank.
Deletions:
- __Alchemy__ (Smarts) - //TODO(lynx)//
- __Knowledge: Ancient Lore__ (Smarts) - //TODO(lynx)//


Revision [147]

Edited on 2010-09-30 18:23:04 by ConradWong
Additions:
- __Creature of the Night__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool, a power, and a monstrous ability or advance of your choice, but you must take a Major or two Minor Hindrances Vampires might choose Mind Control, Soul Drain, and Charisma, but would take damage from sunlight and be afraid of garlic, crosses, and running water*. Faeries might choose the monstrous ability Flight, the power Bolt, and buy up Agility, but would be incapable of lying and vulnerable to iron and steel weapons (2x damage).
* //Taking an Edge to stipulate that Vampires are immortal and can only be killed by a wooden stake through the heart seems pointless given that events would intervene to prevent a player's VR character from being permanently killed, see below.//
__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.
__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.
For all VR characters, you (or your Avatar, for Avatar Links) may attempt to draw on your inner strength to gain extra power. You don't have to run out of power in order to do so. In these circumstances, roll Spirit against a target of 4. If successful, you gain 5 power points, but your target number increases by 1 for the next time. Each Raise grants an additional 5 power points. If you fail however, you take one Fatigue level and your power pool is reset to 0 points. If you Botch, you are Shaken and cannot try again for 2d4 rounds.
=====Death=====
Deletions:
- __Creature of the Night__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool, a power, and a monstrous ability or advance of your choice. Vampires might choose Mind Control, increased Strength, and take the Charisma Edge, but would suffer damage from sunlight and be afraid of garlic, crosses, and running water*. Faeries might choose the monstrous ability Flight, the power Bolt, and buy up Agility, but would be vulnerable to iron and steel weapons (2x damage).
* //Taking an Edge to stipulate that Vampires are immortal and can only be killed by a wooden stake through the heart seems pointless given that events would intervene to prevent a player's VR character from being permanently killed.//
__Promote Avatar__ - grants your Avatar three Advances. 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.
__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. On a Botch, you are Shaken, but it is impossible to further injure your Avatar.
====Other Arcane Background Edges====
For all VR characters, you (or your Avatar, for Avatar Links) may attempt to draw on your inner strength to gain extra power. You don't have to run out of power in order to do so. In these circumstances, roll Spirit against a target of 4. If successful, you gain 5 power points, but your target number increases by 1 for the next time. Each Raise grants an additional 5 power points. If you fail however, you take one Fatigue level and your power pool is reset to 0 points, and if you Botch, you are Shaken and cannot try again for 2d4 rounds.


Revision [146]

Edited on 2010-09-30 18:14:51 by ConradWong
Additions:
While a player's VR characters will never (under normal circumstances) die permanently, it is possible for a player's VR character to be presumed dead but later find himself or herself alive, in dire straits, elsewhere - for instance, found by slavers who are keeping the player alive just to sell in a distant market. The Gloaming also allows players to perform emergency escapes in which they slip away into the void between worlds, and are able to return in a random location, gravely wounded but at least safe from their enemies - for the moment. Half the fun of being "killed" is trying to get out of whatever deathtrap situation you wake up in.
- __Lycanthrope__ - //Gloaming only// you gain d4 __Control Shape__ (Spirit). You have a 10 point power pool and the power Shapeshifting. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).
- __Creature of the Night__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool, a power, and a monstrous ability or advance of your choice. Vampires might choose Mind Control, increased Strength, and take the Charisma Edge, but would suffer damage from sunlight and be afraid of garlic, crosses, and running water*. Faeries might choose the monstrous ability Flight, the power Bolt, and buy up Agility, but would be vulnerable to iron and steel weapons (2x damage).
* //Taking an Edge to stipulate that Vampires are immortal and can only be killed by a wooden stake through the heart seems pointless given that events would intervene to prevent a player's VR character from being permanently killed.//
====Avatar Link Edges====
__Promote Avatar__ - grants your Avatar three Advances. 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. On a Botch, you are Shaken, but it is impossible to further injure your Avatar.

====Other Arcane Background Edges====


=====Drawing on Inner Strength=====
For all VR characters, you (or your Avatar, for Avatar Links) may attempt to draw on your inner strength to gain extra power. You don't have to run out of power in order to do so. In these circumstances, roll Spirit against a target of 4. If successful, you gain 5 power points, but your target number increases by 1 for the next time. Each Raise grants an additional 5 power points. If you fail however, you take one Fatigue level and your power pool is reset to 0 points, and if you Botch, you are Shaken and cannot try again for 2d4 rounds.
This normally takes a round. You can attempt to perform an action immediately upon getting energy if you specify you are doing so, and pay the -2 multi-action penalty.
Deletions:
- __Lycanthrope__ - //Gloaming only// you gain d4 __Control Shape__ (Spirit). You have a 10 point power pool and the power Shapeshifting, for which you must define a set shape into which you transform. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).
- __Creature of the Night__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool and a power of your choice, plus two additional Advance that you may spend as you like, but you must choose a Major Hindrance or two Minor Hindrances appropriate to your creature type. Vampires, for instance, might choose Mind Control and Charisma, but would be afraid of garlic, crosses, and running water. Faeries might choose Fly and buy up Agility, but would be vulnerable to iron and steel weapons (2x damage).
Avatar Links may take __Promote Avatar__, but no more than once per Rank. This grants your Avatar three Advances. Your Avatar can then purchase __New Power__ and/or __Increase Power Pool__ if you so desire.
=====Recharge Power=====
For all VR characters, you (or your Avatar, for Avatar Links) may attempt to draw on your inner resources to gain extra power. You don't have to run out of power in order to do so. In these circumstances, roll Spirit against a target of 4. If successful, you gain 5 power points, but your target number increases by 1 for the next time. Each Raise grants an additional 5 power points. If you fail however, your power pool is automatically reset to 0 points, and if you Botch, you are Shaken and cannot try again for 2d4 rounds.


Revision [145]

Edited on 2010-09-30 17:38:25 by ConradWong
Additions:
All 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.
=====General Skills=====
- __Alchemy__ (Smarts) - //TODO(lynx)//
- __Knowledge: Ancient Lore__ (Smarts) - //TODO(lynx)//
- __Riding__ (Agility) - you can ride domesticated and trained mounts without this skill, but you will need this skill to be able to ride in combat.
- __Sailing__ (Agility) - allows you to pilot or crew a sailing ship or an airship.
=====Arcane Background=====
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.
- __Link (Avatar)__ - you gain d4 __Link__ (Spirit). You should define your Avatar's appearance and chosen element, i.e. earth, air, fire, water, steam, ice, sand, et cetera. Your Avatar begins with a 10-point power pool and one power, plus a set of natural abilities and attributes which will be provided by the GM. Summoning and dismissing your Avatar does not take power.
- __Link (Focus)__ - you gain d4 __Link__ (Spirit). A Focus may be a piece of armor, weapon, or other item of reasonably large side (at least the size of your head). You will have a 10 point power pool and one power which you use through the Focus. Your Focus will have two Advances which you gain whenever you summon and equip the Focus. Summoning and dismissing your Focus does not take power.
- __Spellcaster__ - you gain d4 __Spellcasting__ (Smarts). You have a 10 point power pool and three powers.
- __Lycanthrope__ - //Gloaming only// you gain d4 __Control Shape__ (Spirit). You have a 10 point power pool and the power Shapeshifting, for which you must define a set shape into which you transform. You begin with three Advances to make your shifted form more powerful than your normal form, but are vulnerable to silver weapons (2x damage).
- __Creature of the Night__ - //Gloaming only// you gain d4 __Dark Mastery__ (Spirit). You have a 10 point power pool and a power of your choice, plus two additional Advance that you may spend as you like, but you must choose a Major Hindrance or two Minor Hindrances appropriate to your creature type. Vampires, for instance, might choose Mind Control and Charisma, but would be afraid of garlic, crosses, and running water. Faeries might choose Fly and buy up Agility, but would be vulnerable to iron and steel weapons (2x damage).
For all but Avatar 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, is an eternity in a movie-style campaign)
Avatar Links may take __Promote Avatar__, but no more than once per Rank. This grants your Avatar three Advances. Your Avatar can then purchase __New Power__ and/or __Increase Power Pool__ if you so desire.
=====Recharge Power=====
For all VR characters, you (or your Avatar, for Avatar Links) may attempt to draw on your inner resources to gain extra power. You don't have to run out of power in order to do so. In these circumstances, roll Spirit against a target of 4. If successful, you gain 5 power points, but your target number increases by 1 for the next time. Each Raise grants an additional 5 power points. If you fail however, your power pool is automatically reset to 0 points, and if you Botch, you are Shaken and cannot try again for 2d4 rounds.
Deletions:
All VR characters are familiar with the low level areas of settings in which they live and are able to ride domesticated and trained mounts. However, it is not a given that they can operate vehicles of their time period; these must be taken as skills.
=====Skills=====
Skills below are in addition to or replacing skills that appear in the Test Drive.
====Agility-based Skills====
__Sailing__ - allows you to pilot or crew a sailing ship or an airship.
====Smarts-based Skills====
__Tracking__ - in addition to following someone's tracks, you can find tiny clues and hidden objects or compartments.
//TODO(lynx): finish this up!//
====Spirit-based Skills====
//TODO(lynx): finish this up!//
//TODO(lynx): finish this up!//


Revision [106]

Edited on 2010-09-29 19:56:07 by ConradWong
Deletions:
__Arcane Skill__ - used by mages. Allows you to direct your spells more accurately and with greater finesse.
__Knowledge__ - you receive knowledge of the VR settings for free (Smarts roll) but knowledge of subjects such as Alchemy, Arcane Runes, Exploits, High Level Areas, or Secret Lore may all prove useful.
__Avatar Link__ - used by Links to improve their ability to control and communicate with their Avatar. Can be used as a cooperative skill to assist complex maneuvers like jumping from an Avatar's back onto a moving object, or if the Link is actively directing the Avatar in carrying out some action.
__Supernatural__ - used by shapeshifters and other creatures of the night to better control their abilities.


Revision [90]

Edited on 2010-09-29 16:57:46 by ConradWong
Additions:
__Knowledge__ - you receive knowledge of the VR settings for free (Smarts roll) but knowledge of subjects such as Alchemy, Arcane Runes, Exploits, High Level Areas, or Secret Lore may all prove useful.
Deletions:
====Strength-based Skills====
__Intimidate__ - no longer linked to Spirit; you may use your physical presence to cow or bully others. Feats of strength or displays of fighting prowess allow Strength, Fighting, or Shooting to be used as cooperative rolls.
__Riding__ - allows you to handle a mount in combat, or ride a difficult or unusual mount.
__Argument__ - use logic or spurious reasoning to convince someone to follow your direction. Effective against AIs, but -2 vs humans.
__Knowledge__ - you receive knowledge of the VR settings for free (Smarts roll) but knowledge of subjects such as Alchemy, Arcane Runes, High Level Areas, Minimaxing, or Secret Lore may all prove useful.
__Taunt__ - insults may lead your opponents to make mistakes in battle. Effective against humans, but -2 vs AIs.
__Persuasion__ - use emotional manipulation and charisma to convince someone to follow your direction. Effective against humans, but -2 vs AIs.


Revision [80]

Edited on 2010-09-29 02:18:09 by ConradWong
Additions:
=====Edges=====
//TODO(lynx): finish this up!//


Revision [78]

The oldest known version of this page was created on 2010-09-29 02:16:18 by ConradWong
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