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Each fate point may be spent during character generation to reroll any one die roll, or to 'buy' something for the character. When a fate point is used to reroll something, the player may choose whether to keep the original roll, or change it for the rerolled value.
There are a number of possible other things that a fate point could be spent on, such as having an ambidextrous character. If the player wishes to have a non-human character, and the statistics for that non-human are advantageous, the GM will probably charge one or more fate points. Similarly, if the player wishes to be a member of nobility, they should be charged one or two fate points, according to how high a rank they wish to have in society.
3.2 Attributes
The standard attributes in Avatar are:
These attributes are rated on a numeric scale from 1 to infinity. For most Humans, attributes will fall between the values of 1 and 20, although in some cases values above 20 or below 1 may be possible.
3.3 Attribute Ranks
Attribute values are calculated using a system of ranks. A rank gives the general level of aptitude in an Attribute; a high rank gives a higher probability of a high Attribute value, though it does not guarantee it (nor does a low rank enforce a low Attribute value). Since ranks give the general trend in the level of Attribute values, all members of one race or species will tend to have the same rank levels, with some races having a high rank in one Attribute corresponding to a lower rank in a different Attribute (see section 3.4). Table 1 shows how Attribute values are rolled for each rank; the shaded columns give a statistical breakdown of the potential Attribute values for each rank, giving ranges and averages. It should be noted that ranks will play no part in the game after the character has been generated.
| Rank | Dice | Range | Average |
| 0 | 1d6 | 1-6 | 3.5 |
| 1 | 2d6 /2 | 1-6 | 3.5 |
| 2 | 2d6 -1 | 1-11 | 6 |
| 3 | 3d6 -2 | 1-16 | 9.5 |
| 4 | 2d20 /2 | 1-20 | 10.5 |
| 5 | 3d6 +2 | 5-20 | 12.5 |
| 6 | 2d6 +8 | 10-20 | 15 |
| 7 | 1d6 +14 | 15-20 | 17.5 |
| 8 | 1d6 /2 +17 | 18-20 | 18.75 |
| 9 | 20 | 20 | 20 |
All humans start with a base rank of 4 for each Attribute, which may be altered by raising or lowering at the cost of one lowered rank to each raised rank (that is, the total of all the ranks must be 24). However, Racial modifiers may also be applied to this (see section 3.4, below).
3.4 Racial Modifiers
Within any one species, there may exist a number of racial variants, usually dominated by regional variation. These regional variations are represented by Racial modifiers. These modifiers apply to the Rank of each Attribute, and not the values. It is suggested (but not essential) that the sum of all Racial modifiers be a fixed value for any one Species. The only additional restriction is that if a Racial modifier is positive, then that Rank may not be lowered below that value (without the Gamesmaster's permission). For example, here are a set of possible Racial modifiers:
| Aerloon: | -2 STR | -2 END | +2 DEX | +1 AWA | +3 PHS |
| Gobrach: | +2 END | +1 AWA | -1 PHS | ||
| Helios: | +2 END | +1 AGL | +1 AWA | -2 PHS | |
| Orphis: | -1 STR | -1 END | +2 DEX | +2 AGL | |
| Trok: | +1 STR | +1 DEX | +2 AGL | -2 PHS |
A person from Gobrach can't lower END below Rank 2, or AWA below Rank 1, but can lower all the others to Rank 0.
3.5 Non-Human Attribute Modifiers
Non-humans may have a Range of Attributes which exceeds the Normal human range of 1-20. In game terms, this is represented by a Species modifier for certain Attributes. These changes are not changes to Ranks but to the actual Attribute values. However, these modifiers never reduce Attributes to less than 1. For example, a Minotaur might be expressed as:
| STR +10 (11 to 30) | END +8 (9 to 28) | DEX - 6 (1 to 14) |
| AGL -2 (1 to 18) | AWA +0 (1 to 20) | PHS -10 (1 to 10) |
Such a creature exists more in Twilight than in Shadow, and has greater power over the material (STR and END) at the expense of reduced control over the immaterial (PHS).
3.6 Older Characters
The standard age for starting characters is assumed to be around 18 to 24 years old (for a human), although some players may wish to start characters who are older than this. For each complete five year block beyond 20, the character forfeits one Attribute Rank, but gains a +1 on all their Skills (see section 3.11). Any Racial Rank modifiers are applied normally in the case of older starting characters, that is, the number of Ranks available are divided between the six Attributes and then Racial Rank modifiers are applied.
For example, a certain person wishes to start a character at the age of 42. This is 22 years older than age 20, which divides by 5 to give four whole blocks of 5. As a result, they only have 20 Ranks to divide between their Attributes (see section 3.2), but will gain a +4 on all Skills they roll on Table 10.
The loss of Ranks is intended to represent the degree of deterioration the body has experienced through aging, compensated for by an increase in knowledge. The Avatar rules system does not give any clues as to what the character's Attributes would have been like at a younger age, nor does it cover any future aging effects. The Attribute values produced for older characters should be used to determine Governing Values (section 3.11) in the normal way. Any lowering of Governing Values due to lower Attributes is offset to a certain degree by the bonus awarded to Skills for starting at an older age.
For non-humans, increase the size of the `aging block' and the starting point for aging in the ratio of 70 to the average maximum age for a member of the species, e.g. if the species lives to 140, it would be each block of 10 after 40.
3.7 Example of Attribute Generation
The following is an example of how a character's Attributes are generated. Fairn is a Human from Ashdar (see section 3.4, above), and hence starts with the following Ranks:
STR 4 END 5 DEX 6 AGL 4 AWA 4 PHS 3
The player generating Fairn decides that he definitely wants a high DEX and a reasonably good AWA but is not bothered about the other Attributes, provided STR and END are not too low. He chooses the following Ranks:
STR 3 END 4 DEX 7 AGL 4 AWA 5 PHS 3
He consults Table 2 and rolls the appropriate dice getting:
STR 7 END 14 DEX 19 AGL 8 AWA 14 PHS 8
Assuming he is happy with this, he could then proceed to selecting Affinities (see section 3.8, below). Otherwise, he could spend Fate Points (see section 3.1, above) to reroll Attributes (one Fate Point for each reroll).
3.8 Affinities
Avatar uses an affinity based system to help define characters. This essentially means that characters will have a list of terms which define their personality in some way or another. There is no limit to the number of affinities which a player may choose, but you are advised to only choose Demeanour traits (see section 3.9, below) that truly describe the character you envision.
The affinities are divided into two separate categories: Demeanour traits, which are used to describe the personality of the character, and Concept Affinities/Aversions which describe concepts with which the character has a natural rapport - or antipathy with.
These traits affect Skills (see section 3.11), including combat and magic. Every action performed by the character can be modified in effectiveness according to these traits. No trait is always a help or a hindrance - for any one trait there will be certain situations in which it will be an asset, and certain situations in which it will be a liability.
Somewhere between five and fifteen traits is usually reasonable (but do not let this restrict you if you feel that the character's personality cannot realistically be expressed in this many traits).
3.9 Demeanour Traits
All the possible Demeanour traits are listed here with their opposites. In all cases, a character can be one trait, or the other, but never both. The pairs of traits are relatively extreme, and if the character is conceived as being somewhere between the two traits, you are advised to select neither. You do not have to select one trait from each pair, just choose those traits which fully describe your character.
| Demeanour Traits | |||
| Abeyant | Intrepid | Deceptive | Truthful |
| Abstemious | Hedonistic | Direct | Subtle |
| Altruistic | Selfish | Emotional | Pragmatic |
| Angry | Sedate | Equitable | Inequitable |
| Arrogant | Modest | Erudite | Unacademic |
| Avaricious | Contented | Forgiving | Vengeful |
| Bold | Fearful | Impulsive | Predictable |
| Candid | Secretive | Incurious | Inquisitive |
| Capricious | Persistent | Loyal | Perfidious |
| Carnal | Chaste | Mystical | Sceptical |
| Cautious | Reckless | Optimistic | Pessimistic |
| Compassionate | Cruel | Suspicious | Trusting |
| Conformant | Rebellious | Peaceful | Violent |
| Constructive | Destructive | Profane | Religious |
| Courteous | Uncivil | Romantic | Stoic |
Whilst some combinations may require a small stretch of imagination, all possibilities are, nonetheless, legitimate. In order to reduce any conflicts of interpretation, the demeanour pairs are described as follows:
The definitions presented here are to avoid argument, not to set in stone how the various character will be played. It is conceivable for two players to create characters with identical demeanour traits, but have them act totally differently in play, without actually countermanding the above guidelines.
3.10 Concepts
The following is a selection of possible concepts. I cannot stress enough that this list is far from complete. If you wish to have an affinity with, or an aversion to, something that is not listed, all you need is the Gamesmaster's permission. However, choosing a concept not listed here will mean the GM will also have to determine how (if at all) that concept will affect Skills (see section 3.11). GM's are advised to limit players to a certain maximum number of concept affinities (five is suggested), with any in excess of this being 'paid' for by choosing additional aversions.
Certain combinations are obviously ridiculous: a character should not be allowed an affinity with both Day and Night, for instance. It should be stressed that the Gamesmaster should not let the players define stupid and foolish ways for their affinities to affect them by exploiting `double meanings' or abstract interpretations of the terms used. The GM's decision in this, as everything, is final.
General Concepts
| Art | Exploration | Nature |
| Challenge | Fabric | Recreation |
| Chance | Food | Rope |
| Communication | Healing | Sleep |
| Concealment | Height | Speed |
| Cultivation | Jewels | Stone |
| Depth | Language | Survival |
| Documentation | Law | Technology |
| Drink | Leather | Travel |
| Drugs | Metal | Weaponry |
| Entertainment | Music | Wood |
Places
| Beaches | Forests | Rain Forest |
| Caves | Grasslands | Rivers |
| Cities | Hills | Seas |
| Cliffs | Icelands | Waterfalls |
| Deserts | Mountains | Wetlands |
Time
| Dawn | Dusk | Equinox |
| Night | Day | Eclipse |
| Full Moon | Solstice | Twilight |
Flora and Fauna
| Birds | Horses | Lizards |
| Trees | Fish | Humanity |
| Plants | Wolves |
Weather
| Fog | Rain | Storms |
| Winds | Ice | Snow |
| Sun |
Elements
| Air | Earth | Fire |
| Water |
Note that an affinity with a concept is more than just a free advantage. For example, having an affinity with Wolves should also imply your character will be loath to kill wolves. Also, the affinity is not a complete protection from that concept. Having an affinity with water does not mean you can never drown. Like Demeanours, affinities and aversions will change during the course of a campaign (see section 3.23).