Revision [61]

This is an old revision of AvatarsGameRules made by ConradWong on 2010-09-28 16:23:57.

 

AvatarsCampaign > AvatarsGameRules

Character Creation


Characters are created using the Savage World rules with some modifications, please see below.

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. d6 should be considered average, with d8 and d10 reflecting a trained professional and d12 for extraordinarily able persons.

Note that cyborgs can enhance beyond the theoretical human maximums, i.e. d12+1, d12+2, etc. (see Cybernetic Devices 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: (note these differ from those found in Test Drive)

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

Agility - Agility allows dodging AOE and ranged 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 Research rolls, given time and resources, and Knowledge rolls for a character's background.
Argument (+2 vs AIs)
Engineering (electronic/mechanical)
Hacking (electronic and cybernetic security systems)
Knowledge: Subject (i.e. AIs, , Bureaucracy, Cybernetics, Law, Weird Science, in-depth knowledge of the Avatars VR or Gloaming VR)
Medicine/First Aid
Observation (noticing hidden things in a room, tracking in urban settings)
Survival (tracking in outdoors settings)

Spirit - Spirit allows the player to resist fear and mind control effects.
Notice (sense when something is about to happen)
Persuasion (-2 vs AIs)
Streetwise (ability to gather information through conversation or observing people)

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

Edges and Hindrances


You may pick one free Edge from the Test Drive.

All players receive the 'VR Character' Edge for free. This gives you free general knowledge of the VR within which you have a character, and you may create a separate VR character sheet. You must choose either the Avatars setting or the Gloaming setting for your character. Your VR character, like your modern world character, begins with 5 attribute points and 15 skill points.

You may, instead, take 'No VR Character'. Your character will be unfamiliar with any popular VR games. You can take an Edge in place of this one. This does not count against your Minor Hindrances.

You can take up to one Major Hindrance and two Minor Hindrances. A Major Hindrance gives you one free Advance, two Minor Hindrances give you one free Advance. 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)

Additional edges not present in Test Drive:

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

Pitcher: Novice, requires d6 agility. +2 to Agility rolls involving throwing objects such as hand grenades, not including throwing weapons. (which requires Fighting)

Hardwired: you may install up to half your spirit in cyberware systemsi.e. at d6 spirit you could install 3 systems without penalty; you may also directly connect to any neural connection-capable hardware by plugging in, giving you a +2 bonus to hacking rolls and allowing you to perform "hands free" vehicle operation (but still subject to -2 multi-action penalty). Attempting to install devices beyond this limit inflicts -1 to Charisma for each additional device, and places you at risk of going "cyberpsycho" when under stress.

Cyborg: you may choose N$5000 of cybernetic devices to have pre-installed, and you can generally afford up to N$2500 in repairs per month. The above limit on devices still applies.

Military Cyborg: requires Cyborg. Your baseline cybernetic devices are armored (toughness 16 vs physical damage) and EMP-shielded (toughness 10 vs electrical damage).

Cyberdoc: requires d8 Medicine. Reflects the specialized skills needed to install cyberware, given access to appropriate equipment. Surgery requires recovery time, during which the character operates at reduced effectiveness, depending on how significant the change is.

Cybernetic Devices


Besides taking the Cyborg edge, you may also purchase cybernetic devices with your starting funds, funds you acquire during the game, or install cybernetic devices that you find or steal. In-game surgery leaves you weakened (-2 to all trait rolls) for a recovery time as follows:

Grade Cost Recovery Time
A N$200 1 hour
B N$400 4 hours
C N$1000 1 day
D N$2000 2 days
E N$5000 4 days
F N$100,000 2 weeks


You are limited to half your spirit die type in cybernetic systems, i.e. d6 spirit would let you implant three separate systems. However, each system may include one or more basic device plus modifications to the device, i.e. you might purchase a cybernetic arm, then install mods on that arm like an implanted gun, and it would still count as one "system".

External cyberware such as artificial limbs can be damaged by physical attacks. They have a Toughness of 10. Taking one wound deactivates them, requiring an engineer to fix but no additional parts. Taking two wounds severely damages or even destroys the cybernetic device, requiring a proportional amount of money to purchase replacement parts.

Electrical attacks directed against the character have a chance to temporarily shut down cyberware. They have a Toughness of 6 against electrical damage; if the character takes damage in excess of this, all cybernetic devices shut down and must be rebooted. The character may reboot one device per combat round, if he makes a Spirit roll against a target number of 4. Raises allow the character to reboot additional devices. Each Botch either shuts down any device that had been rebooted successfully or if none had been, the character becomes Shaken.

For devices grades and costs, please see Savage Cyberware but note that these campaign rules differ slightly from those listed.

Where devices can draw power (using "power points"), you should assume each device has an individual battery sufficient to provide one shot, unless otherwise stated in its description. You can purchase additional battery capacity for any device at 50% of its original cost, doubling its normal storage capacity, but they do not recharge by themselves without a separate power source.

You may purchase an Internal Power Source (20 power points, recharges 1 per round) as a Class D system, or a Military Power Source (50 power points, recharges 2 per round) as a Class E system. You can also purchase a Power Adapter (class B) for either or as a standalone system, which allows you to recharge your devices or refill your power source from a normal electrical outlet at the rate of 2 power points per round.

Basic Character Details


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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