AvatarsCampaign > AvatarsGameRules > Av2VRCharacters > Av2VRGear

VR Gear

You begin with VR$500 (Seasoned characters begin with VR$2500) with which you may purchase equipment to outfit your VR character. You can draw from most of the gear to be found in the rulebook, though modern and futuristic weapons will not be found in the Avatars game world.

Bear in mind that your normal carrying capacity is 5 lbs per Strength. (8 lbs for those with the Brawny Edge)

In-Game Communication

Magic OrbWith communication so readily available outside the game, the VR game designers had little choice but to support instant communications if two players should desire to do so. However, to allow people to preserve their real world anonymity, they have dressed up communication by means of magic books and orbs that can be exchanged between players. These devices cannot be crafted or forged within the game, stolen against your will (though you can give them away), and do not cost in-game currency.

Potions and Elixirs

These are single-use items. Alchemists can craft their own potions, but they have a set limit on how many potions they can have extant at any given time; PCs may wish to buy potions to avoid the muss and fuss of making them or so they aren't bound by this limit.

These are created through alchemy but used as if they were hand grenades.

These may be applied to weapons.

Dressing to Fit the Occasion

You can look stylish and protect yourself with these clothes!

Coat - VR$100. Provides 1 Armor to Torso, 50% protection for arms and legs, weighs 8 lbs. Available in a variety of styles from trenchcoat to airship captain's longcoat to mage's robes. Can have one enchantment.

Fashionable Attire - VR$100-300. While these clothes offer no armor, they can be worth beneath coats or armor and can have up to one enchantment per $100 of the original cost. (paid for separately)

Robes - VR$300. Provides 1 Armor to Torso, 50% protection for arms and legs, weighs 8lbs. Cannot be worn with a Coat. Can have up to 3 enchantments. (paid for separately)

Fantasy Armor - VR$600. +2 Armor, 50% protection for arms and legs, weighs 13 lbs. Available in a wide array of styles. Can have up to 3 enchantments. (paid for separately)

All magical armor has the property 'Magical Fit' - it automatically reshapes to fit its wearer, as long as they are within 1 Size of normal human size.

Note: you cannot stack multiple Armor, or Magic Armor, effects. If you wore both a Coat and Fantasy Armor, your total Armor would be 3, not 4. If you placed +1 Magic Armor on each, you would still only add +1 Magic Armor, instead of +2.


You may have one Magic Tattoo per Rank above Novice. (Novices just aren't cool enough to have Magic Tattoos) These are large and conspicuous; they will cover your entire chest, back, arms, legs, or even your face. Avatars may not have Tattoos.

Magic Items

A large variety of magic items can be found or bought. Consult with the GM if you have an idea for a magic item; the following are simply examples.


You can purchase any medieval weapon, melee or ranged, pretty much anywhere you go. "Common" weapons can only have one enchantment apiece, not included in the price. Some weapons that may be of interest:

Scythe - VR$300. Damage Str+d10, weighs 15. -1 to Parry. Like a Halberd, it has Reach 1 and requires 2 hands.
Sword Cane - VR$300. Damage Str+d6, weighs 4 lb. Can be disguised as a cane.

You can order Exceptional Quality versions of any weapon. This increases the base cost by 50% but gives you +1 to Fighting or Shooting with that weapon. In addition, it can take two enchantments, not one.

Note: One form of the weapon is its "true" form, and it only stays in the "transformed" form until the current encounter/conflict has passed - and then it reverts to normal.

In some parts of the Avatars and Gloaming VR game worlds, you can also obtain Flintlock weapons:

Flintlock Pistol - VR$150. Damage 2d6+1, Range 5/10/20, Wt 3 lb; takes 2 actions to reload.
Musket - VR$300. Damage 2d8, Range 10/20/40, Wt 15 lb; 2-handed, Min Str d6, takes 2 actions to reload.
Blunderbuss - VR$300. Damage 3d6 at Short, 2d6 at Medium, 1d6 at Long Range. Range 10/20/40, Wt 12 lb, Min Str d6, takes 2 actions to reload.
Flintlock Gunblade - VR$500. Damage 2d6+1, Range 5/10/20, Wt 7 lb; Min Str d6, takes 2 actions to reload, usable as sword (damage Str+d6).
Revolving Flintlock (Pepperbox) - VR$1000. Damage 2d6+1, Range 5/10/20, Wt 4 lb; holds 6 shots, but on any natural roll of "1" on the firing die, gun misfires, and all unfired barrels discharge at once; takes 2 actions per barrel to reload.

Ammunition for Flintlock weapons:
Bullet - costs VR$1 per shot.
Elemental Bullet - adds +2 elemental damage - commonly Fire, Lightning, Acid, or Ice. Costs VR$5 per shot.
Armor Piercing Bullet - AP2. Costs VR$10 per shot.

In the Gloaming, it is possible to obtain modern and even futuristic weapons in certain dimensions. In addition to the standard laser armaments ("blasters"), you can also purchase:

Stun Ray - VR$150. Range 12/24/48, damage 2d6 nonlethal, RoF 1, 12 shots per charge, weighs 4 lb.
Stun Rifle - VR$300. Range 24/48/96, damage 3d6 nonlethal, RoF 1, 16 shots per charge, weighs 8 lb.

Credit where Credit's Due

The enchantments and tattoos are Greywolf's work. Thank you for saving me from having to come up with costs for magic items!
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