Wednesday, May 16, 2018

The Alphabet of Outer Beings - A is for Avatar


A is for Avatar

Avatar is a physical manifestation of A powerful outer being in the mortal plain. These representatives of gods or patrons often take the form of a mortal I the image of the outer being but this is not exclusive, it's possible for an avatar to be an animal, a column of fire, a burning bush, or even the animation of  an idol. An avatar may have all of the power of the outer being or merely be invested with a portion of it; likewise atm avatar may be a direct conduit or an independent fraction of the outer being’s psyche.

Table A1: Avatar Manifestation (roll %)
  • 1-50% - the avatar takes the form of a mortal intelligent creature, proceed to table A2
  • 51-70% - the avatar takes the form of an animal, proceed to table A3
  • 71-80% - the avatar takes the form of a plant, proceed to table A4
  • 81-90% - the avatar is embodies embodied in an abstract show off power, proceed to table A5
  • 91-98% - the avatar inhabits and animates an idol of the outer being
  • 99-00% - roll again twice & combine, ignoring all results of 91% or greater.
Table A2: Mortal Races (roll 1d10 then proceed to Table H6)
If the outer being only has followers of a single race ignore this table, the avatar takes the form of that race.
  1. Human
  2. Dwarf
  3. Elf
  4. Halfling
  5. Orc
  6. Goblin
  7. Ogre
  8. Giant
  9. Gnome
  10. Half breed, roll again twice
Table A3: Animal Forms (roll 1d10 then proceed to Table H6)
  1. Canine/wolf
  2. Predatory bird
  3. Feline
  4. Fish
  5. Bird, non-predatory
  6. Ruminant
  7. Dragon
  8. Horse
  9. Serpent
  10. Mixed (roll again twice and combine)
Table A4: Plants Forms (roll 1d6 then proceed to Table H6)
  1. Tree, Evergreen
  2. Tree, Fruit bearing
  3. Tree, Deciduous
  4. Shrubbery
  5. Flowers
  6. A mass of vines, moss, and grasses
Table A5: Abstract displays of power (roll 1d6 then proceed to Table H6)
  1. A storm of lightning
  2. A pillar of flame
  3. A whirlwind
  4. A font of water
  5. A pillar of stone
  6. A beam of pure light
Table A6: Avatar Divine Powers (roll 1d6 then proceed to Table H7)
If the avatar is the creation of a supernatural patron replace clerical magic with wizardly magics.
  1. Divine Knowledge - though the avatar lacks any divine abilities it does possess knowledge
  2. Living Icon - The avatar is a living icon of their deity and may lay on hands and turn unholy as a cleric of level 1d10
  3. Minor clerical magic - The avatar is a weak cleric able to perform all the same divine magics as a cleric of level 1d3. 
  4. Clerical magic - The avatar is a cleric able to perform all the same divine magics as a cleric of level 2d4.
  5. Divine cleric - The avatar is able to fully channel the power of the deity and may perform any all clerical magic as a cleric of the normal maximum level. 
  6. Powers beyond mortal ken - The avatar is not only able to channel any and all clerical magics but also may perform divine miracles on behalf of the deity. 
Table A7: Avatar's Hit Dice (roll 1d6 then proceed to Table H8)
  1. Mortal - 2d6 hit dice
  2. Tough Mortal - 4d8 hit dice
  3. Powerful - 6d10 hit dice
  4. Incredible power - 8d12 hit dice
  5. Nigh Immortal - 15d10 hit dice
  6. Demigod - 20d10 hit dice
Table A8: Avatar's Purpose on the mortal plane  (roll 1d6)
  1. The avatar has been sent to deliver a prophecy.
  2. The avatar has been sent to protect a fated individual.
  3. The avatar has been sent to lead loyal forces in a war upon the deity's enemies.
  4. The avatar has been sent to fulfill a prophecy.
  5. The avatar has been sent to convert a specific person to the deity's worship.
  6. The avatar has been sent to kill an enemy of the deity.