Revision [55]

This is an old revision of AvatarsGameRules made by ConradWong on 2010-09-27 17:42:39.

 


Characters are created using the Savage World rules.

Attributes

You begin with:

d4 Strength
d4 Agility
d4 Smarts
d4 Spirit
d4 Vigor

You can spend 5 points to increase these - it costs 1 point to increase d4 to d6, then to d8, d10, and finally d12. Note that the normal human maximum is d10 for any attribute, you will need cybernetic augmentation to reach d12. (see below section)

Skills


You can then spend 15 points on skills. It costs 1 point to get the first d4 in a skill, then 1 point to increase die type, /up to the linked attribute/. To increase a skill above its linked attribute requires paying 2 points per die type increase.

Skills are as follows:

Strength
Strength improves damage in hand-to-hand combat.
Intimidate/Taunt

Agility
Agility allows dodging attacks and throwing non-weapon items such as grenades.
Athletics (climbing, acrobatic manuevers)
Fighting (hand-to-hand fighting and weapons)
Lockpicking (mechanical)
Shooting (hand-held ranged weapons and spells)
Stealth (countered by Observation)
Vehicle Operation (driving under combat conditions, operating weapons)

Smarts
Smarts allows general knowledge rolls that "anyone" would know.
Engineering (electronic/mechanical)
Hacking (electronic and cybernetic security systems)
Knowledge: Subject (i.e. Avatars VR, Gloaming VR, Military, Corporate, Avatars LLC, Dantech, mainly used to fill in )
Medicine/First Aid
Observation (noticing hidden things in a room, tracking)
Survival

Spirit
Notice (sense when something is about to happen)
Persuasion (ability to convince someone toward an action)
Streetwise (ability to gather information through conversation or observing people)
Special VR-related skills will generally be listed under Spirit.

Vigor
No Vigor-linked skills but Vigor affects ability to soak damage in fights.


You may pick one free Edge.

You can take up to one Major Hindrance and two Minor Hindrances. A Major Hindrance gives you two free Advances, Minor Hindrances give you one free Advance apiece. With an Advance, you may take an additional Edge, raise one Attribute by one die type, or boost two skills by one die type apiece. (but not one skill by two die types)

Gambler: Novice, requires d6 Smarts. +2 to Smarts rolls involving gambling.

Pitcher: Novice, requires d6 agility. +2 to Agility rolls involving throwing objects.

Weird Science: Novice, requires d8 Smarts. +4 to Engineering rolls involving advanced technology. +2 to Smarts rolls involving knowledge of military or corporate programs.


In addition to what your character can do and what's in his inventory when Strange Things Happen in the Big City, you might want to fill out some other details. For example:

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