Revision [145]
This is an old revision of Av2VRCharacters made by ConradWong on 2010-09-30 17:38:25.
Overview
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).
Edges
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.