By Mike Knight (Jaknig@globalnet.co.uk)
Some people pass on, but their mind and soul never separate, and they are reborn knowing what they were in their last life; in these cases, the person is still who they were last time. These people are called Avatars, after the fact that they are the descent of their last life (Avatar means 'descent' in Sanskrit). Their physical appearance may change, but their mind does not. They have the same access to all the things that they knew last time. They also gain the ability to work magic, as their experience Awakens them, to some extent. They are not susceptible to Paradox, but do not have the same power as mages.
When an Avatar is reborn into a human child they are completely self-aware and know who they were. Indeed, they remain conscious throughout the whole of their existences. Perhaps only one Avatar is made per million people, if that, meaning that they are extremely rare.
Avatars have an advantage called Atman; this describes how powerful their soul is. An Avatar may never have an Atman score of less than one. The words Atman means 'Self' or 'the breath of life' in Sanskrit.
An Avatar is reborn instantly, in the nearest human child about to be born. Some Avatars make a point of only returning as their own descendants, which can get really confusing for all concerned; how would you cope with your child being the reincarnation of one of your parents?
Avatars have a Humanity score, but this can never drop below one. Similarly, no Avatar Virtue can ever drop to less than one.
Avatars can see the auras all living creatures possess, and tell what kind of mental state and so on they are in, simply by rolling Perception + Empathy [7] Avatars are easily recognisable; they all have a golden tint to their auras.
Many Avatars have others for mentors and friends, although there are many enemies among them. Feuds don't easily die when you live forever.
Some Avatars form cliques with others, to watch out for each other's interest while they are dead or growing up.
* Command: One-word commands; reaction is instant.
System: Roll Charisma + Intimidation [subject's Willpower]
** Dictum: Simple suggestions; eye contact must be made.
System: Roll Manipulation + Subterfuge [target's Willpower]
*** Jackdaw: Steal, create, remove memories.
System: Roll Manipulation + Subterfuge [8]. Length and extent of alterations determined by chart below:
Successes | Results |
1 | Only remove parts of memory; memories may return |
2 | May remove, but not alter memory. |
3 | May make slight alterations to memory. |
4 | May alter or remove entire scene from subject's memory. |
5 | Whole periods of subject's life my be reconstructed. |
**** Red Rag: This allows stimulation of emotions in subjects, so that they will become more impassioned about subjects. There must already be a feeling about something there or this will not work.
System: Roll Manipulation + Subterfuge [7]. Each success creates a stronger degree of emotion.
***** Mind Wipe: This allows the Avatar to completely wipe someone's mind and reduce them to drooling vegetable. This is typically used as punishment for those who have harmed an Avatar.
System: Roll Strength [8] in a resisted roll against the subject's Willpower [8]. If the Avatar wins, then the victim is wiped. If he fails, then nothing happens. If he botches, then the current body dies.
* Rabbits: Hearing
System: 2 extra dice for rolls involving hearing.
** Eagle Eye: Sight
System: 2 extra dice for rolls involving sight.
*** Nose of the Hound: Smell
System: 2 extra dice for rolls involving smell.
**** Cat Eyes: Nightsight
System: Ignore sight penalties for darkness, provided it is not complete darkness.
***** See Beyond The Veil: This allows the character to sense whether someone else is a supernatural creature, and of what sort.
System: Roll Perception + Empathy [7]
* Mediation: This allows the character to catch up on lost sleep.
System: Stamina + Meditation [4]. Each success allows the equivalent of one hour's sleep.
** Increase Dexterity: This allows the Avatar to temporarily increase his manual dexterity in order to accomplish complicated or delicate tasks.
System: Spend 1 Willpower to increase the Dexterity by one for the remainder of the scene.
*** Lesser Yoga: This allows the Avatar to control any bodily system that does not involve things immediately concerning survival.
System: Dexterity + Yoga [6-8, assigned by the Storyteller].
**** Power Of The Self: This allows the character to ignore wounds so that they do not affect him so much; in Avatar lore, much of the body is under the control and impulses of the mind.
System: Roll Stamina [8]. Each success allows the character to not take a wound if injured.
Example: Manu is hit by a bullet for 4 wounds. He rolls his Stamina (3) against a difficulty of eight, and achieves 2 successes, meaning that the bullet only inflicts 2 wounds.
***** Greater Yoga: This includes the hearts, mind, and other internal organs, including those pertaining to immediate survival. This power also allows the Avatar to speed up his healing processes. To use this power, an Avatar must meditate for at least two hours.
System: Dexterity + Yoga [9]. If successful, the character may alter his major biorhythms. If used for healing, each success allows the healing of one level of any damage.
System: Perception + Empathy [Target's current Willpower if unwilling, Intelligence if willing]
* | Surface thought |
** | Open subjects |
*** | Shady subjects |
**** | Closed subjects |
***** | Complete immersion |
System: Roll Intelligence + Empathy [9 - subject's Intelligence].
* | Communicate basic thoughts |
** | Simple ideas |
*** | Short sentences |
**** | Gist of a conversation |
***** | Communicate anything. |
Avatars seem also to grow at a phenomenal rate for their age; perhaps twice as fast, so that at the age of ten they will look around 20. They normally stop growing at around 12. An Avatar can do anything that a normal human can, and a few things they can't . . .
The Avatar retains all Mental Attributes, Charisma and Manipulation. They also retain all their Talents, Skills, and Knowledges. They have 7 points to distribute between their Physical Attributes and Appearance; this reflects the fact that they can impose some of their old body's qualities on their new body through the strength of their Atman, although they will have a different appearance, due to their new body's heritage. They also gain a total of 10 points to distribute among their Abilities, with ST approval for those gained or improved. This reflects the Avatar's new learning and experiences.
Some Avatars go insane due to the trauma of dying. To represent this, roll Willpower [6] and if they botch, they gain a Derangement (ST's choice). Despite this, most Avatars are quite cheerful; they can't die, and they get to have a bit of fun while they're at it.
The endless cycle of death and rebirth can erode the mind -- memories become more and more distant. Avatars can also forget things; not that they are an Avatar, but things like their newly learned skills and other abilities. To represent this, every time that an Avatar is reborn, roll Intelligence [6] against any Ability that exceeds the Avatar's Intelligence and score enough successes to make up the difference. Partial success means partial retention of memory, each success giving back one dot. A botch means that the Avatar loses one from the memory minus the difference, e.g. if a botch is rolled on an Occult 5 versus Intelligence 3 roll, then the Occult rating goes down to two, as the Avatar forgets another piece of his past lives.
Age is also a factor; it gives more Attributes and Abilities, but increases the risks of insanity and forgetfulness. This will be dealt with later.
Level | Number of Lives | Extra Ability Points | Increase in Memory roll Difficulty |
* | 1-2 | 8 | 0 |
** | 3-4 | 9 | 1 |
*** | 5-6 | 10 | 2 |
**** | 7-9 | 11 | 3 |
***** | 10 | 12 | * |
*All memory rolls are at difficulty 10
Freebies:
Magic: 5 per level.
Atman: 2 per point.
Experience:
Magic: Current x 5
Atman: Current x 5*
*Only after long periods of introspection and with ST approval)
"They are weird."
Garou: They're alright, but a bit boring, as it goes.
"They might be of the Wyrm, as they are not in the cycle."
Mages: Yawnarama, but watch out for the Technomancers -- they can be very unpleasant.
"They are an . . . interesting case."
Wraiths: Our cousins. Why don't they just move along? They seem to envy our abilities.
"Bastards. They can return."
Changelings: Freak outs! Ever tried reading the mind of a Changeling? No? Good idea.
"Aaaaaargh! They won't go away!"
Mummies: Our brethren. They are much the same, although they are stuck in the groove; at least we change every so often.
"Worth watching. Similar, but different. They could be dangerous, and are even harder to find than we are."