From: "John Keyworth" Subject: Re: WHQuest Digest V1 #57 Date: Tue, 17 Mar 1998 15:50:07 -0000 Warning this is a long message. I have re-sent the Avatar in its latest form, it may not have changed much since I last posted it. I have also included the Way Watcher who I don't think has appered before. AVATAR Avatars are the immortal spirits of the gods. Each god can create several Avatars depending on how powerful they are and each time the avatar is born as a normal mortal but has strange powers. They only learn the full extent of there powers when they reach maturity. At that stage they can choose a form and there full powers can be used. -*- AVATAR STATISTICS -*- Wounds- 8+1d6 Move- 4 Weapon Skill- 4 Ballistic Skill- 5+ Strength- 4 Toughness- 4 Initiative- 4 Attacks- 2 Equipment- Holy amulet, can be used once and can either resurect the warrior, destroy all the monsters on the board (no gold) or teleport all the warriors back to a settlement at any time. Weapon- Blessed Sword, can hurt things only hit with magical weapons and ignores one armour point. Armour- None Pinning- 4+ escape from pinning. Special Rules- Gets one skill at level one. -*- AVATAR ADVANCED PROFILES-*- BL M Ws Bs S DD T W I A 1 4 4 5+ 4 1 4 8+1d6 4 2 2 4 4 5+ 4 1 4 9+1d6 4 2 3 4 5 5+ 4 1 4 10+1d6 4 2 4 4 5 4+ 4 1 4 11+2d6 5 3 5 4 6 4+ 4 2 4 12+2d6 5 3 6 4 6 4+ 5 2 4 13+2d6 5 3 7 4 6 4+ 5 2 5 14+3d6 6 3 8 4 7 3+ 5 2 5 15+3d6 6 4 9 4 7 3+ 5 3 5 16+3d6 6 4 10 5 8 3+ 6 3 5 17+4d6 7 4 BL Luck Pin Skills WP 1 0 4+ 1 4 2 1 4+ 2 4 3 1 4+ 3 5 4 2 3+ 4 5 5 2 3+ 5 5 6 2 3+ 6 6 7 2 3+ 7 6 8 3 2+ 8 6 9 3 2+ 9 7 10 3 1+ 10 7 Skill table 1-3 Godly ability 4-6 Divine power Godly ability 1 Ignore blow, 6+, +1 to the ability each time it is rolled again, to a maximum of 3+. 2 Godly fury, Each enermy in an ajasent square takes twice the avatars BL in wounds with no deductions. This may be used once per adventure and takes the place of normal attacks. 3 Smite, once per adventure the avatar can tell one monster to die. It will if it has no more than ten times the avatars BL in wounds left! 4 Restore, Can restore one stat to normal if it has been reduced by poision, plague etc. On any warrior once per adventure. This also makes the avatar immune to the effects of Poision, plague etc. 5 Healing, All warriors on the board are restored to full wound a number of times per adventure equel to the avatars BL divided by two rounding up. 6 Asension, The Warrior becomes a god and is removed from the game. This does mean, however, that all warriors in its party gain one luck permenently from working with this new god and if the player who played the avatar plays anougher one then they also start with one extra luck point and inheret all the old avatars equiptment and money. Divine power roll for spell as a mage but each spell can be used a nomber of times per adventure equel to the users BL + the number of dice used to gain the power - half its casting number. The spells use no power points. Settlements As most people don’t know that the avatar is an avatar, settlements are worked out as a warrior priest. They can where and use anything that the elf or barbarian can use. If the Avatar rolls an uneventfull day then roll 1d6. If the result if 4+ then roll it again and cansult the following chartas the avatar has been recognised as such- 1-2 The avatar is from an unfaverable god and gets thrown out of the settlement. 3-4 The avatar is praised and recives 1d4x100 Gold. 5-6 A dark cult want to use the avatars blood in a dark ritual, roll 1d6- 1 They suseed and the avatar dies! 2-3 They badly wound him and he starts the next adventure on half his normal hit points. 4-5 He escapes unscaved. 6 He alerts the settlement to the cults presence and recives one tresure card per settlement size (1 for a village, 2 for a town and 3 for a city) as a reward. Way watcher Although out of place in a dungeon the way watcher is some times sent out on extended missions to strange places on missions for Orion and Ariel. A rare few take a liking to these missions and become adventurers. BL M Ws Bs S DD T W I A Luck Wp Sk Pin 1 5 4 3+ 3 1 3 1d+7 5 1 1 3 0 2+ 2 5 4 3+ 3 1 3 2d+7 5 1 1 3 1 2+ 3 5 5 3+ 3 1 3 2d+7 6 2 2 3 2 2+ 4 5 5 3+ 4 2 3 2d+7 6 2 2 3 3 2+ 5 5 6 2+ 4 2 3 3d+7 6 2 3 4 4 1+ 6 5 6 2+ 4 2 3 3d+8 7 3 3 4 5 1+ 7 5 6 2+ 4 2 4 4d+8 7 3 4 4 6 1+ 8 6 7 1+ 4 3 4 4d+8 7 3 4 5 7 Auto 9 6 7 1+ 4 3 4 5d+8 8 4 5 5 8 Auto 10 6 8 Auto 4 3 4 5d+9 8 4 5 5 9 Auto Equipment Leaf cloak- Using the leaf cloak the way watcher can ignore one event per journey when travelling. Rope- As normal rope. The way watcher can't use armour any heavyer than furs or leather and any gunpouder weapons. They can use any tresure usable by the elf. Weapons Long dagger- Does 1d6+Str-1 Damage. +1 to hit. Bow- As a normal bow. Skills Scouting- On a 6+ each turn, while there are no monsters on the board, the Waywatcher can look at the next room and any monsters that are in there. Skill table 2 Parry Gains a 6+ parry(+1 per each additional skill, max 4+). 3 Feign flight Before monsters are placed on the board the way watcher is allowed a free move. 4 Forest walker Journey times are reduced by one week if they take place in forests(4+ outside role-playing games). 5 Power shot Uses the elfs hand to hand damage dice when firing. 6 Ambush Gains the ambush special ability. 7 Set traps When monsters are detected using the scout skill the waywatcher can set traps for these unfortunate beasts. Roll a dice and consult the following table to find out what he manages to rig up. d6 Trap 1-2 Spikes. The enemy have there feet impaled as they run onto some sharpened spikes. 1d6 enemy take a strength hit equal to the elves battle level with as many Damage dice as the elf normally causes in combat. 3 Snares. All enemy must make an I check on 2d6 or forfeit there first turns. 4 Nets. As snares but they make a strength check. 5-6 Impaler. One random enemy take BLd6 automatic wounds. No modifiers for toughness or armour. 8 Herb lore As the Wardancer skill. 9 Rapid shot Can fire as many times as he has attacks. 10 Dodge Gains a 6+ Dodge(+1 per each additional skill, max 4+). 11 Way finder Can ignore one event when travelling. 12 Glade rider Gains an elven steed which reduces journey times by 2 weeks and adds one to the result in combat rolls on journeys. Settlement- The waywatcher visits an elf encampment outside the town which has a general store, a farrier, weapon smith elf quarter and elven fletcher. The elven flecher is like a normal flecher but also provides the following item/services- Name Stock Cost Sell 1d6 Sheaf arrows 6 8 - +1 strength. 1d6 Armour arrows 6 10 - Ignores armour. 1d6 Flight arrows 6 8 - +1 to hit. Leaf cloak 9 200 50 See above(only one leaf cloak can be worn at once). Long dagger 7 150 25 See above. Master bow 13 Sp. - Dure to the emence skill of elven fletchers an elf can have two bows combined. The waywatcher presents both bows to the fletcher and he can combine them for a base rate of 1000gc. This is added to by 200gc for each +1 that is apply to the roll for success. The base chance is 6+ on 1d6. If the roll fails then both bows are ruined! If anyone has any coments please let me know. John, P.S. Can you send attached files to the list?