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Chapter 1: Introduction

1.1 What is Avatar?
1.2 Background
1.3 The World
1.4 Character Generation
1.5 Combat
1.6 Magic
1.7 Theomancy
1.8 Basic Mechanics
1.9 R-space and P-space
1.10 Twilight and Shadow
1.11 Gods and Magic
1.12 Phase and Backlash
1.13 Local Phase and Dead Zones

Chapter 2: World Building


2.1 Determining Your World
2.2 The World Building Game
2.3 Designing Areas
2.4 Guide-lines for Area Placement
2.5 Mineral Deposits
2.6 Placing Countries
2.7 Government Types
2.8 Theology
2.9 Trade and Wealth
2.10 History
2.11 Language
2.12 Weaponry and Defence
2.13 Food
2.14 Finishing Up
2.15 Symbiotic Worlds
2.16 Random Conflict Resolution

Chapter 3: Character Generation

3.1 Fate
3.2 Attributes
3.3 Attribute Ranks
3.4 Racial Modifiers
3.5 Non-Human Attribute Modifiers
3.6 Older Characters
3.7 Example of Attribute Generation
3.8 Affinities
3.9 Demeanour Traits
3.10 Concepts
3.11 Skills and Governing Values
3.12 Skill List
3.13 Basic Skill Descriptions
3.14 Fighting Style Descriptions
3.15 Craft Descriptions
3.16 School of Magic Descriptions
3.17 Language and Literacy
3.18 Specialisation
3.19 Bias
3.20 Character Generation Summary
3.21 Teaching
3.22 Skill Development
3.23 Personality Development

Chapter 4: Task Resolution

4.1 What is Task Resolution?
4.2 Critical and Fumbles
4.3 Interactive Task Resolution
4.4 Group Task Resolution
4.5 Task Assistance
4.6 Heroic Fumbles
4.7 Life and Fate

Chapter 5: Abstract Combat System

5.1 Two Tier Combat Systems
5.2 The Combat Process
5.3 Actions, Initiative and Strike Rank
5.4 Resolving Attacks
5.5 Overpowering
5.6 Fighting Styles
5.7 Affinities in Combat
5.8 Weapons
5.9 Damage and Wounding
5.10 Hit Location
5.11 Damage Rank and Armour
5.12 Concussion
5.13 Shields
5.14 Flails
5.15 Whips
5.16 Missile Weapons
5.17 Thrown Weapons
5.18 Unarmed combat
5.19 Improvised Weapons
5.20 Falling
5.21 Ambushes
5.22 Charges
5.23 Horses
5.24 Holding Enemies at Bay
5.25 Ranked Formations
5.26 Animals in Combat
5.27 Heroic Fumbles in Combat
5.28 Mass Battles
5.29 Weapon Descriptions
5.30 Armour Descriptions

Chapter 6: Duellist Combat System

6.1 Duellist Combat
6.2 The Combat Process
6.3 Actions
6.4 Strike Rank and Strike Order
6.5 Movement
6.6 Action cost of Attacks
6.7 Ripostes and Feints
6.8 Dodges, Parries, Blocks and Combat Dodges
6.9 Shields
6.10 Missile and Thrown weapons
6.11 Unarmed Combat
6.12 Action Penalty for Insufficient Strength
6.13 Simultaneous Attacks
6.14 Aborting Attacks
6.15 Attacks from different Facings
6.16 Blood Loss
6.17 Other Actions
6.18 Example of Duellist Combat

Chapter 7: Magic

7.1 The Technique of Magic
7.2 Schools of Magic
7.3 Casting and Backlash
7.4 Tentative and Reckless Magic
7.5 Insanity
7.6 Neurosis
7.7 Psychosis
7.8 Determining Magical Difficulty
7.9 Spell Creation
7.10 Spell Research
7.11 Ritual Creation
7.12 Theomancy
7.13 Enchantment
7.14 Binding
7.15 Glyphs
7.16 Shadow Links
7.17 Local Phase
7.18 Hazard
7.19 Teaching Magic
7.20 Sixth sense
7.21 Magic in Combat
7.22 Sample Magical Difficulties
7.23 Restrictions
7.24 Malevolent Effects
7.25 Magical Fatigue

Chapter 8: Travel, Time and Healing

8.1 Time
8.2 Treating Wounds and Healing
8.3 Recovery from Unconsciousness
8.4 Recovery from Backlash
8.5 Travel by Land
8.6 Travel by Sea

Chapter 9: Money and Equipment

9.1 Determining Values
9.2 Trade and Money
9.3 Starting Funds
9.4 Equipment
9.5 Equipment Cards
9.6 Poisons
9.7 Horses

Chapter 10: Sample World

10.1 Introduction
10.2 Map of the Known World
10.3 Exiles and Primal Gods
10.4 Major nations
10.5 Aerloon
10.6 Helios
10.7 Orphis
10.8 Rubai
10.9 Minor nations
10.10 Clans of Akra
10.11 Dumin
10.12 The Garkesh
10.13 Gobrach
10.14 The Greshu
10.15 Issaephia
10.16 Trok
10.17 The Trolls
10.18 Weisseria
10.19 Other cultures
10.20 Arana
10.21 The Eliam
10.22 Uleckro
10.23 Tribes of Vrith
10.24 World Languages

Appendix I: Designers Notes

Credits (Paper Version)

Appendix II: Reference Tables

Links to Tables where they occur in the text.

Table 1: Basic Attribute Table
Table 2: Demeanour Traits
Table 3: Attributes and Governing Values
Table 4: General Aptitude Levels
Table 5: Skill List
Table 6: Fighting styles
Table 7: Crafts
Table 8: Schools of Magic
Table 9: Language and Literacy
Table 10: Skills Table
Table 11: Language Mastery
Table 12: Bias Table
Table 13: Development Packages
Table 14: Task Difficulties
Table 15: Combined Skill Values
Table 16: Number of Actions
Table 17: Initiative Index
Table 18: Axes
Table 19: Blades
Table 20: Clubs
Table 21: Flails
Table 22: Polearms
Table 23: Spears
Table 24: Staves
Table 25: Whips
Table 26: Wound Matrix
Table 27: Wound State Table
Table 28: Hit Distribution
Table 29: Armour Index Table
Table 30: Helmets
Table 31: Missile Weapon Range Brackets
Table 32: Missile Weapons
Table 33: Number of Shots per Round
Table 34: Thrown Weapon Range Brackets
Table 35: Thrown Weapons
Table 36: Unarmed Combat Moves
Table 37: Falling Damage
Table 38: Natural Weapons
Table 39: Combat Fumbles
Table 40: Troop Code
Table 41: Action Costs
Table 42: Backlash
Table 43: Mental State Table
Table 44: Insanity Table
Table 45: Spending Research Points
Table 46: Theomancy Levels
Table 47: Object Intelligence
Table 48: Sample Magical Difficulties
Table 49: Sample Magical Restrictions
Table 50: Wound Recovery
Table 51: Backlash Recovery
Table 52: Land Travel
Table 53: Sailship Travel
Table 54: Weaponry
Table 55: Armour and Shields
Table 56: Clothing
Table 57: Living Costs
Table 58: Tools and Materials
Table 59: Containers
Table 60: Camping Equipment
Table 61: Fire and Lighting Equipment
Table 62: Musical Instruments
Table 63: Source of Poison
Table 64: Nature of Poison
Table 65: Locating Poisons
Table 66: Barding
Table 67: Horse Tack


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Last Updated: 11 The Tower 10 AA