Racial Character Classes

Avatar

Description

Avatar are minions of the gods. When a god decides they need a minion for some purpose they select a soul/spirit and incarnate it in the form of an Avatar. Avatar are effectively immortal (in that they don't age) but exist only for as long as their creator deems necessary, until their incarnate form is destroyed, or they lose their Faith. When a God creates an Avatar they have the option of allowing the Avatar to know the God's common name or not. If not the Avatar works for the God knowing him(/her/it) as the Almighty or the one God, etc.

Requirements

Alignment According to God
Stats IQ 3D6+3, ME 4D6, MA 3D6+4, PS 3D6+2, PP 3D6+2, PE 3D6+2, PB 2D6+10, SPD 4D6, [Perc 4D6]
All attributes considered Supernatural. Faith: 2D4 (starting)
HP Mega Damage Creatures
MDC PEx3+1D10/level plus convert SDC from skills to MDC(1:1) and add to base. Each Point loss of Faith reduces their MDC by 20 until the Faith is restored.
Psionics Major : Select 2 from each of Physical, Healing, Sensitive
Physical Bonuses +1 to init
Natural Abilities Resistant to Fire, Cold, Electrical Attacks (1/2 damage). Regenerate 1D6x5 MDC per hour and can regenerate lost/severed limbs.
Vulnerabilities Double damage from Holy/Unholy Weapons. Cannot enter properly Warded Area. Loss of Faith
Saving Throws: Major Psionic. Save on 12+ at +1 (ie a 11 saves), +2 vs magic, +4 vs illusions/holograms (see True Sight power), +3 vs Horror Factor, +20% vs Coma/Death
ISP 2xME+2D6 , add 1D8 per additional level
PPE: 2xPE+4D6+2D4/level
Starting Equipment As per Rifts Priest plus a Holy/Unholy or Rune weapon.
Money As per Rifts Priest
Cybernetics and Bionics None. Can never acquire or use them.
Experience Use Dragon Experience Table

Skills

RCC Other (4) Secondary
Advanced Math +10% Communication: Any +5% Select 4 from the
Land Navigation +15% Domestic: Any +5% catagories under
Wilderness Survival +10% Electrical: Basic Only Other, without
Lang: Native 98% Espionage: None benefit of bonuses.
Lang & Literacy: Choose 3 +10% Mechanical: Basic and Automotive Only  
Literacy: Native 98% Medical: Paramedic and Holistic Only  
Lang: select 2 +20% Military: None  
Lore: Demons & Monsters +20% Physical: Any  
Lore: Folk +5% Pilot: Any except Robots and Power Armour and Military Vehicles  
History: General +20% Pilot Related: Navigation and Read Sens. Equ. Only  
Streetwise +15% Rogue: None  
WP: Select 2 Ancient and 1 Modern Science: Any +10%  
H-to-H Basic Technical: Any +20%  
  WP: Any  
  Wilderness: Any  

Powers

True Form Avatars appear as normal mortals - the racial form of which is determined at creation. Unlike popular misconception Avatars always appear the same to every member of all races (unless they possess similar True Sight Powers). In their mortal form Avatars have a Horror/Awe factor of 4+1D6 if they are recognized.
Their mortal form is not their True Form however. This form is also determined at creation and may be anything from the archetypal Angle, through a vibrant flame, to the most hideous monstrosity. The True Form generally reflects the God who created the Avatar. In their True Form Avatars have a Horror/Awe factor of 6+2D4.
Avatars cannot maintain their True Form constantly. In any Day cycle (midnight to midnight) the Avatar can resort to its True Form for a total period equal to 10xlevel minutes.
True Seeing Avatars have the ability to see the True Forms of all creatures (anything Supernatural). This power is akin to See Aura but gives no determination of power etc. The True Seeing power also allows them to see in darkness (not Magical) as if it were daylight, and to see invisible creatures (unless Psionic Invisibility and save failed). It also allows Avatars to see into the Astral Plane, and the Plane of Shadow.
Flight Avatars have the power of magical flight but with limited duration. The Avatar my fly or hover motionless upto 50xlevel metres above the ground. The maximum speed of flight is equal to 60xSpd feet/minute. In any Day cycle (midnight to midnight) the total duration of flight must be less than 10xlevel minutes.
Direction Sense Avatars always know which direction they are heading. The chance of determining an incline/decline without any external reference is IQx2+5% per level.
Time Sense Avatars always know what time of day/night it is and the exact moment of sunrise/sunset. They are affected by temporal magic but can detect the time distortion effects.
Magic Spells gained at same rate and manner as Mystic.
Sense Ley Line: 10Km per level, Locate 30% +5% per additional level
Sense Supernatural 100m plus 20m per additional level. Determine Possession IQ+35+7% per additional level.
Priest Powers Select 3 additional powers from the following list. Select additional powers at levels 4,8, and 12. These are the same as the powers of the same name for the Rifts Priest except as noted.
  1.Exorcism Requires 5D6 minutes of Preparation. Success is 35% + 5%per level
  2.Healing/Harming Touch Restores/Destroys 2D6 HP/SDC or 2D4 MDC. Harming option is available to Evil Avatars only
  3.Remove Curse Success 20% +5% per level
  4.Turn Dead/Living Preparation is 5 secs., success is 35%+7% per additional level. Turn Living option is available to Evil Avatars only.
  5.Prayer of Communion Chance of omen is 75%. Success is 35%+10% per additional level
  6.Prayer of Intervention Priest Spell - 35% +10% per additional level. Scroll Prepn - 20% + 7% per level Super Healing - 35% + 10% per additional level. Heals 3D6x10 SDC/HP or 2D4x5 MDC
  7.Miracle Success is MA+Faith+2% per level.
Immortality The Avatar is effectively Immortal. The only means of killing it is to reduce its Faith to 0 or its MDC to negative its PE+Faith. If an Avatar is killed, nothing can bring it back.
Allies Anybody of the same or similar alignment.
Enemies Anyone else.


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Page Created 02/06/2000 Last Updated 26/03/2002