Avatar

By John Keyworth

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 BL Luck Pin Skills WP
1 4 4 5+ 4 1 4 8+1d6 4 2 1 0 4+ 1 4
2 4 4 5+ 4 1 4 9+1d6 4 2 2 1 4+ 2 4
3 4 5 5+ 4 1 4 10+1d6 4 2 3 1 4+ 3 5
4 4 5 4+ 4 1 4 11+2d6 5 3 4 2 3+ 4 5
5 4 6 4+ 4 2 4 12+2d6 5 3 5 2 3+ 5 5
6 4 6 4+ 5 2 4 13+2d6 5 3 6 2 3+ 6 6
7 4 6 4+ 5 2 5 14+3d6 6 3 7 2 3+ 7 6
8 4 7 3+ 5 2 5 15+3d6 6 4 8 3 2+ 8 6
9 4 7 3+ 5 3 5 16+3d6 6 4 9 3 2+ 9 7
10 5 8 3+ 6 3 5 17+4d6 7 4 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.

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.