Revision [151]

This is an old revision of Av2VRCharacters made by ConradWong on 2010-09-30 19:23:12.

 

AvatarsCampaign > AvatarsGameRules > Av2VRCharacters

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



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.


* 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.

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)


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.


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.

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.

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.
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