Mystic Avatar Symbol
Mystic Avatar
A Magical Man-at-Arms O.C.C. for Phase World

Mystic Avatars are specialized commandoes, bodyguards & special ops agents, developed by the United Worlds of Warlock in defence against the Transgalactic Empire’s Invincible Guardsman. Candidates are trained at an early age, then a ritual is performed to bestow them with magical and/or super powers. To give the Avatars a maximum effective life span, an active soldier may be as young as 13 years old, chronologically. However, once the Mystic Avatar powers are activated, the soldier becomes a powerful figure in his or her physical prime, no matter what their chronological age.


Attribute Requirements: None, any race that is not innately magical can be Mystic Avatars. Note: ALL psionic potential is consumed in the ritual.


OCC BONUSES AND ABILITIES:

1) Physically transforms to use powers (invoked by a specific word/phrase/gesture). Duration is unlimited, but Dispel Magic will force them back into regular form for 1D6 minutes (however, the magical ritual saves against dispelling with a +4). Character gains 20% height, and 20% weight of pure muscle, and becomes a youthful, powerfully built heroic figure of their perspective race while transformed. The character may, if he desired, look completely different when transformed; however, fingerprints, retinal prints and gender remain the same. Voice prints are slightly different, but can be easily correlated. Also with the transformation comes the appearance of custom medium weight Environmental Armour, fully articulated. This armour is magical, and regenerates damage done to it. Armour vanishes when the transformation is reversed, even if it is not currently being worn.
Bonuses while transformed: M.A. +2D6 (min 18), P.S. +2D6 (min 20) [SUPERNATURAL], P.P. +1D6 (min 18), Spd � 2D4 (min 24).
M.D.C.: (+) 3D4x10+20. Regenerates 4D6 M.D.C./min., whether transformed or not.
P.P.E.: 2D4x10+40 (+1D6/Level)-do not add to beginning P.P.E. This is only accessible while transformed. It is indetectable while not transformed.
Spell Strength +1 at levels 3, 7, 11, and 15

2) Powers (usable only while transformed) - Roll random or choose (do not get any more as you go up level) *Spell levels are equal to current experience level +1; powers levels are equal to current experience level.
01-106 spells from levels 1-5, & 2 spells from levels 1-6
11-207 spells from levels 1-7
21-301 major super ability & 1 minor super ability (no spells)
31-404 minor super abilities
41-504 spells from levels 1-5 & 2 minor super abilities
51-609 spells from levels 1-8
61-701 Major super ability & 2 minor super abilities (no spells)
71-803 spells from one type of Elemental magic & 3 minor super abilities
81-906 spells from one type of Elemental magic & 2 spells from levels 1-5
91-001 major super ability & 3 spells from levels 1-4

3) Mystic Armour: The mystic Avatar’s armour can look like any form of costume he desires (set at time of ritual); even something as simple as a loincloth. Regardless of form, the armour that the following properties. 100 M.D.C. (recovers all M.D.C. after 2 hours of remaining non-transformed); Air circulation / filtration system w/ humidifier (duration unlimited); Internal temperature control; Independent O2 supply (5h, auto recharge); Insulated, fire resistant (S.D.C. fireproof); Full radiation shielding, Polarized / light sensitive eye gear-helmet (Invisible, if costume has no eye-gear)’ Directional 5 mile radio. No matter what it’s form, the armour of the Mystic Avatar always has the “MA” logo on it somewhere (see top of page).


O.C.C. Skills
Radio:Basic (+10%)
Language/Literacy: Trade One (+10%)
Language/Literacy: Dragonese (+10%)
Computer Operation (+5%)
Detect Ambush (+5%)
Detect Concealment (+5%)
Pilot: 2 of choice (+10%)
Pilot Tank (+10%)
Weapon Systems (+15%)
Read Sensory Equipment (+10%)
Boxing
Body Building
Climbing
W.P. Energy Pistol
W.P. Energy Rifle
Hand to hand: Expert (can be changed to Martial Arts at a cost of 1 “other” skill)
*can take W.P. Energy Burst Sharpshooter at a cost of 3 “other” skills. It adds the Sharpshooter bonuses to the basic +1 / +3 to hit with energy expulsion / super powered energy beams.

O.C.C. Related Skills: select 6 other skills, +2 at levels 3 & 6, +1 at levels 9 & 12
Communications: Any (+5%)
Cowboy: None
Domestic: Any
Electrical: Any
Espionage: Any (+5%)
Mechanical: Any
Medical: First Aid or Paramedic Only (+5%)
Military: Any (+10%)
Physical: Any
Pilot: Any (+5%)
Pilot Related: Any
Rogue: Any
Science: Mathematics only
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any

Secondary Skills: 6 from the above list, without any bonuses listed in parentheses.

Standard Equipment: Medium weight environmental Armour (for those times when not transformed), PB-60 Blast Pistol, PB-85 Blast Rifle, +5 long clips, Vibro sword or minor magical sword (2D6 M.D.). All other equipment is supplied by the U.W.W. military as needed.

Money: 1D6�1000 UTC, Standard Salary is 4000 UTC / month

Cybernetics: NONE, EVER!! Cannot transform if even a headjack is implanted! Bio-wizard implants cause the transformation to fail 10% of the time for each implant / metamorphosis. There is an 85% chance that the bio-wizard alteration is permanently gone when character changes back. Even if the Bio-wizard alterations remain, they cannot be used while transformed.

Experience Table: Use Invincible Guardsman (Phase World Source Book)

Phase World™, United Worlds of Warlock™, U.W.W.™, Transgalactic Empire™, Invincible Guardsman™, M.D.C.™, Mega-Damage™ and S.D.C.™ are Trademarks owned and licenced by Kevin Siembieda and Palladium Books, Inc.

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