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Avatar the Last Airbender: A Second Chance - Avatar the Last Airbender Game


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I've actually done a lot of thinking about the Avatar world in RPG terms. Granted most of it was with Mutants and Masterminds in mind, but the basic concepts should still more or less translate.

For one - I think simplifying things is wise. For example, the whole "waterbending/firebending changing strength at day or night" was something that only appeared once in the series, and was forever after ignored. I suggest we might refer to it as flavor, but to avoid having to continually track the game time and make ticks to raise or lower power levels, that day and night have negligible game effect on strength.

For another - The world of Avatar is a lot like classic martial arts settings...full of wise old masters who know special techniques that they pretty much keep to themselves, or perhaps pass on to a single pupil. Iroh's firebreath technique, for example. I'm sure Toph wasn't the ONLY one who ever used Earthbending to "see," but because that evolved out of her blindness, I'm sure the technique is rare and rarely learned by people who can see with their eyes. They've little NEED for it, after all. Just saying, it would be wise to decide what techniques from the series aren't common knowledge...and then note that they might be learnable in the course of the game. You just can't start out with it.

As for game premise, let me toss out the concept I was tinkering on and see if it is of value to you. My thought was to set the game after the TV series, with Aang having taken on the mantle of Avatar, and is enmeshed in reconstruction of the various tattered and trashed kingdoms, while also trying to help the Fire Nation unlearn a century of revised history and militant philosophy. One thing that haunts Aang more than anything though is a nagging sense of guilt over the horrible cost of his 100 years of stasis. Avatar Aang decides that the needs of Balance are too important to leave to one person, no matter how powerful. He thus decides to create teams of specially trained operatives who rove the land righting wrongs, settling disputes, and in general doing the sorts of things the Avatar would normally do...backed up by his authority should it be necessary. The teams would generally consist of one bender of each stripe, and perhaps a couple of nonbenders. Their charge is to found an order that will work to keep the balance of elements in the world, even during the times that the Avatar is dead, or otherwise unavailable. It also frees the Avatar up to do what only he can: Deal with the Spirit World.

Because most of the powerful benders are needed for reconstruction, the 'Order of the Avatar' is made primarily of young benders who have only just mastered their crafts. This serves another purpose as well...because they haven't become too deeply enmeshed in their own traditions, the teams will be more open-minded, and able to find ways to use their different abilities in concert with each other, so that each team becomes a kind of 'mini-Avatar' in terms of what they can accomplish.

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Aang used Earthsight in the finale but otherwise IIRC aside from the badgermoles you are correct in that Toph was the only one who used it in the series.

I rather like the idea of setting it well before the series it gives up plenty of freedom to tell stories without having to worry about their effects in the long term.

Likewise I like the idea of largely ignoring time of day unless its central to the specific story being told. Most of us are plenty responsible enough to RP it without having to create rules for it in all but the most extreme situations (those rare eclipses for instance).

I'm still on the fence about learning a new system but I'm leaning toward it a little more. I'd want to play an earth bender if I ultimately do.

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Heh, there's no reason that the idea of roving teams, serving as sort of "deputy avatars" couldn't be used in a campaign set long before the events of the TV show. The world of Avatar seems to be in a state of stasis...that is, the balance that is kept in it means that there's little incentive to "progress" and create large changes. In fact, large changes would be actively located and stamped out by the Avatar. So we can assume that the world 300 years prior to Aang (for example) is pretty similar to the world depicted in the TV show. The Fire Nation might not have firebending battleships and tanks at its disposal...but then again, it might.

The turmoil in the world could have been caused by any number of things. Perhaps there was some kind of massive upheaval in the Spirit World that the Avatar had to go take care of personally. This means that the world will be without him, for who knows how long. Thus, an arrangement is made to cope with his absence for the duration.

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Noted, as I liked the idea of teams and I had something like that already planned. Avatar missing, gotta keep everything nice before he comes back.

I mean, it´s not like Benders are the only persons in the world >_> Pirates, Bandits, Assassin Orders, Wuxia Martial Arts this is the whole enchilada. Benders just get to go pew pew, big deal when you get poison darts on the back of the head before you can do it XD

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This appears to be a game that everyone wants to play, but that no one wants to run. Regardless of the system, I'll be willing to play or help (if you want it).

When I was crazy enough to consider the thought of running this game, I was going to set it after the series... specifically after 1 or 2 reincarnations. That would be enough time for some major reconstruction to have happened, but also for some people to forget the consequences of what had happened.

I'll also say that I really liked SM's idea about Avatar Squads.

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Another random idea...just something that might be fun to have in the world. Might be antagonists, or allies, or even both...

Monks of the Void

An offshoot of Air Nomads, exiled from the temples for their heretical embrace of airbending to create areas of vacumn. The schism is not merely a disagreement about the proper use of airbending talents, but reflects a deep philosophical divide.

Air Nomads are dedicated to the celebration of the eternal now, regarding each moment as a continually renewed re-creation of the universe. Like the winds they so avidly ride, they constantly move through the world, seeking 'pinnacle' moments and new experiences...both through stunning feats and risks, as well as through deep meditation and the experience of self.

Void Monks however venerate the opposed dualism of being versus nonbeing, and constantly probe at the boundaries between these states. They create areas of void, where there are no elements present...no air, no water, no earth or fire...and study these pockets to unravel the secrets of nothingness. Their preoccupation with unbeing can sometimes lead to a nihlism within their ranks, where reality itself seems unreal, and thus unimportant. Such individuals experience a degredation of conscience then that gives their order a sinister reputation. The Void Monks have responded to that reputation by going underground and becoming a secret society...a move which has only heightened the paranoia surrounding them.

Void Monks are adept at countering the use of other elements. In a vacumn there can be no fire, and water uncontrollably evaporates into harmless vapor. Only Earth is proof to the Void, but even an earthbender must breathe. Using pockets of vacumn, the monks can negate sounds, moving (and if need be, killing) in absolute silence.

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To help people coordinate ....

Jameson - Earth bender, Earth Kingdom (duh)

Carver - non bender, Fire Kingdom

Long - water or fire

Kylie - air or water bender

Max - Water or earth or non-bender

Daven - ??

& Reven & Stargaizer have bowed out

Tallied up we have

Non-bender: 1 + 1 maybe

Earth: 1 + 1 maybe

Fire: 1 maybe

Air: 1 maybe

Water: 3 maybe

Not counting Dav who hasn't narrowed it down further. We have a potentially moist group though I suspect things will change.

I personally would be interested in having ties with 1 or maybe 2 PCs pregame (if Kult is OK with that). Any non-bender from the Earth Kingdom would be a sure bet, and any bender with a trader or traveler background would work I suspect smile

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I have a limited number of games that I can play right now... so while I would really love to be in this (and I mean REALLY), since I've already gotten my sheet approved for the Star Wars game, I'm going to have to put this one on hold.

Hopefully I'll be able to join once it's started (hopefully a spot will still be open).

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Originally Posted By: Dawn, OOC
My non-bender is from the Fire Kingdom, but has traveled extensively. I do need/want a tie with a water-bender, which might have swayed Max to be one, but am open to other ties.

Fire+Water ... steam ... Avatar sex?

anyways ...

Once I get a better handle on my background I'll let you know Carver, maybe we can work something out.
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Character Creation:

We are looking at a 400 point character creation, skills available and any change to them will be detailed on the following section.

Air bender - Air benders are a pacific race, composed of mostly monks who are spread among the four temples, located among the other three nations. They live a very spiritual life and have the highest number of benders among them, very little is

known about their past since the genocide by the fire nation and rebirth after the Avatar who finished the last great war among nations, lost monks and information that can be found are still heavily treasured by the current nation. The Air bending arts are based around using your surroundings, and complete Evasion, focused on stopping enemies without hurting them as much as possible, specializes in acrobatics, high flying jumps and misdirection.

Fire bender - Fire bending is the art of turning the human passion into flames by manipulating the ambient heat, either natural flames or even the heat of the human body itself. Their powers grow and wane with the power of the sun itself, and every 100 years the Sozing´s Comet increases their powers hundred fold for one day. The Fire bending arts are based on true offense with very little defense beyond basic evasion skills, a Fire bender has no need for defense as no one can stand their attacks to return them.

-Lighting bender

The art of Lighting manipulation is a secret kept by the strongest Fire bending master because of how dangerous it is to it´s practitioners, any kind of mistake will end in heavy damage, as a best case scenario.

-Explosion bending

Practiced by a small amount of sects, Explosion bending is a small variation to the theme of Fire as it dosen´t in fact create explosions, but instead they superheat the air in an area creating an outward shock wave that looks very much like an explosion.

Water bender - The water benders are based around the stability of mind and body, the tranquility and balance of things, they are the only art that can accelerate the regeneration of living things, it manipulates water and it´s forms, be it ice, vapor, steam or liquid

-Blood bender

Only the most powerful masters of Water bending can create the effect of Blood bending, which consists on controlling the water inside the bodies of living beings to pull invisible strings like a puppeteer. This is a forbidden technique and is mostly spoken about in hushed tones and ancient texts.

-Plant bender

The ability to control water rich plants on swamp environments.

-Healing Specialization

Water bending is the only bending that can help wounds regenerated faster than if normal.

Earth bender - Earth benders are based on powerful strikes and rooted poses, with the ability to mold rock to their desire, they usually fill any deficiencies they might have with rock solid weapons and armor.

-Sand bender

-Crystal bender

-Metal bender

Non-benders - Hundreds of Martial Arts and combat styles, both secret and public have been created to handle the skills of benders gone rouge, this is also the secret of the strength of many groups of elite bandits and prates, who know exactly how to fight and when to fight when against overwhelming odds.

Energy benders - Exceedingly rare even among the avatars, said to be the basis for the creation of life and the universe and that can only be achieved by people who spend

their whole lives working towards this secret, the power of bending the energy around and inside everything that shares life.

Spirit Specialist - This are priests and priestesses who tend to the spirits of the world, they are knowledgeable on the spirit world and can even communicate with them, they are also the ones to go in case of possessions by evil spirits, or any other kind of spirit acting up.

--------------------------

Armor - People can´t have armor unless wearing an item that grant´s it, or using abilities that give it, can be emphasized but not optimized.

Attack Combat Mastery - as is.

Aura of Inspiration - as is.

Combat Technique - as is, except for Tournament Encyclopedia (the world is too big and communication too slow) and Brutal (You better off just taking Weapon (Fist)) (as a note, Fast is capped at 4 ranks if anybody is crazy enough to take that many)

Companion - GM Discretion.

Defense Combat Mastery - as is.

Divine Relationship - as is.

Elasticity - Limited to Water and Sand benders.

Energy Bonus - Cost reduced to 1, Bonus Energy augmented to 10/rank.

Environmental Influence - Only Water and Fire benders allowed.

Exorcism* - Restricted to Spirit specialists.

Extra Arms - Restricted to Water or Sand benders.

Extra Actions - as is.

Extra Defenses - as is.

Features - Everyone has 2 free features.

Flight - Restricted to Air benders.

Force Field - as is.

Healing* - Healing is not instant, but rather a help to regular regeneration, using Healing on a damaged patient will give a bonus of 4 HP per rank, recovered along a full day of rest, doing any work other than resting will reduce this in half, heavy activity like combat will cancel it out.

Heightened Awareness - as is.

Heightened Senses - as is.

Item - as is.

Jumping - Slow progression instead of medium.

Massive Damage - as is.

Melee Attack - as is.

Melee Defense - as is.

Mind Control - 7/lvl, cannot be used in combat, more akin to complete brainwashing, uses a contested roll, user must win at least 3 rolls in a row to complete the procedure, no more than one roll per hour.

Mind Shield - as is, also helps against Spirit Possession.

Nullify - Relevant stat changed to Body, point cost 8/lvl, can only eliminate one power source per target, decided when striking the target, and only reduce it up to ranks in Nullify, does not stack, if enemy has more ranks than user may still use nullified ability at new lowered power level.

Due to training constrains, Benders never learn this ability during the course of normal training, only specially trained Bending masers or trained normal people are allowed to know it, teaching it outside of the norm is considered a serious crime by all four nations unless special permission to do so is granted.

Organizational Ties - as is.

Ranged Attack - as is.

Ranged Defense - as is.

Resistance - as is.

Shield - as is.

Sixth Sense - No Pre or Post cognition, only to sense nearby things.

Skills - We will be using the Low Fantasy skill costs.

Special Defense - Based on Bending, usually as protection from own bending.

Special Movement - Bending Dependant.

Super sense - Bending dependant, only one per bender.

Super speed - Bending dependant after first rank.

Super strength - Bending dependant after first rank.

Telekinesis - 4cp/rank The bender can concentrate on his particular element on a sphere of influence up to 1m per Telekinesis rank, when throwing as a ranged attack consider the Weapon and Rank to be equal to Telekinesis ranks.

The amount that can be possibly affected is regardless of the weight itself, but it´s instead measured by volume, starting at .5m^3 and doubling with every rank, this means that at Rank 12, it caps at 512m^3 or roughly, an 8*8*8 cube. Should be more than enough for any of ya =D

In the case of having a subset of Bending (Crystal, Healing, Metal, Sand, etc etc) for every 3 ranks you have in our base Ability you can pay an extra 3 CP to add a subset to your abilities.

I.E. "Ling Lin is a master Earth bender (8 ranks) and he starts dabbling on Sand bending, a subset of Earth bending (Pays 3 CP) now he can use what he knows of Earth bending to control sand in a lesser quantity, some time after he continues his training in Sand bending (spends another 3 points) now he almost controls Sand as well he does pure rock and can freely change them between each of them."

Ranks from 1-4 are considered as in training benders, 5-8 are new bending masters, 9-12 are full fledged masters of the art, and anything above 9+ is almost unheard of, having a rank superseding 11 means you are in the top 1% of your Bending class and WILL be forced to have Marked and Hounded.

Depending on your status on your original nation, you might also be marked as a target for Red tape, after all 12+ ranks mark you as a walking Nuke no matter what element you control.

As an extra, I must remind you that this rules apply for attacks mostly, as outside of combat no matter if you can affect only .5 or 512, you can still affect the element around you, it might just take longer depending on your ranks and small changes can be done by anybody with the skill.

Tough - Cost is 1cp/rank, bonus increased to 10 HP/rank.

Tunneling - Bending based, dependant on material.

Water Speed - <_< Gee I wonder.

Wealth - 8 CP/rank.

Weapon - As is.

Weapon Variables will be reviewed in a per case basis before approval, because some are just too strong if used too much.

----------------

When designing Bending Techs or Skill techs, remember the important part, there are some restrictions.

When you are making a tech, note down a name for it and What variables you will add to it.

I.E: "Water Whip Flexible 2, Range 2" you note down the cost of 2 CP for the tech purchase, and then use your base rank in TK/Weapon and the variables, and find the EP Cost (explained below)

When creating techs, you have the ability to create specially damaging techs, for example an Air Bender Razor blast, or a Water Bender deep freezing prisons, or a Fire bender Lightning Blasts you can add Weapon ranks to it at the regular cost to increase their damage, this will count as base ranks for the EP Cost, and having more than one per char will have to be reviewed as combat chars will probably be able to take down a dragon alone if abused.

I.E. "Lighting Blast: Weapon 3, Piercing 3, Incapacitating 3" Assuming somebody with Rank 9 in Fire bending, this would count as a Rank 12 weapon and deal damage accordingly.

As for Skilled characters, all techs can be done with or without base ranks just like Bending techs can be done, adding up Weapon ranks to signify more powerful techs of course this is assuming you are sticking to Weapons from the book, and nobody wants to grab "Swords of Avatar Slaying +20 Ranks" from the start :P

All techs, Skilled or Bending are to be accompanied by a Energy cost to avoid constant spamming of them, energy costs begin at 1 per 2 ranks in Telekinesis/Weapon and +.5 per Variable added to the tech.

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UPDATED!

To help people coordinate ....

Jameson - ex-bandit, probable Earth bender, Earth Kingdom, southern regions encompassing the area between Omashu and Gaoling

Carver - non bender, Fire Kingdom

Long - fire

Kylie - fire

Max - Water (?)

Daven - ??

Jeremy - non-bender, Earth kingdom, bounty hunter

Tallied up we have

Non-bender: 2

Earth: 1

Fire: 2

Air: 0

Water: 1

Not counting Dav who hasn't spoken up about his PC thoughts.

,,

I'm working on having an interaction/connection with Carver's PC but specifics are waiting until I have my character a little better fleshed out. Any other PCs who want a connection let me know

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Jim: Let me explain the problem of Bending and 'techs'.

Techs = Special Moves

In the case of Bending or non-bending. Example: bending as a weapon.

Assume Base TK 4 as the power.

TK as Weapon Level = Base TK Level - 2

Then: 'Weaponized TK' counts as Weapon Level 2.

Still with me?

Now then, if you want to make a special move, it counts as a smaller power added in. The smaller power is a Lv 1 TK with Variables, weapon or otherwise.

So example, a big burst of water that stun enemies in an area is:

TK (Water) 'Weapon' 1, Area 3, Incapacitating 2.

This would cost 13 CP and 6 EP to use.

When using it in battle combine the ranks of Special TK and Base TK, in this example creating:

TK (Water) 'Weapon' 3, Area 3, Incapacitating 2.

*End Teacher Mode*

That work?

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I want to make a note here that I have revised the rules due to findings on disparity of powers (AKA I broke the system with my good intentions) thus it would be great if anybody who already started on their character could re-read the Telekinesis, Nullify and Tech Making sections please.

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Still confused on this whole "tech" thing. I have a few questions I'll ask here in case others are similarly baffled.

If I want my earthbender to be able to tunnel through earth (a pretty common technique on the show) do I buy that on its own or as a "tech" and if as a tech how much does it cost?

Can multiple techs be used at the same time? I.e. if I have Armor as a tech, sheild, as a tech, and a ranged attack as a tech can I wade into combat with rock armor, blocking attacks with rock walls, and attack with a hurled boulder in the same round?

If we don't buy something as a tech (eg Rock Armor) do we need to apply the draining defect so that it costs EP? Or are you only concerned with attacks & techs having an EP cost?

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Good questions all of those Jim! I´m glad you asked.

Originally Posted By: jameson (ST)

If I want my earth bender to be able to tunnel through earth (a pretty common technique on the show) do I buy that on its own or as a "tech" and if as a tech how much does it cost?

Skills like Tunneling, Flight, Jump and Armor are bought apart from your techs as normal abilities, at their regular cost, other than requiring an EP cost based on how many ranks they have (1 EP/2 Ranks) plus variables (.5 EP per variable added to it). The cost is only for activation, and needs only be paid once to activate.

Originally Posted By: jameson (ST)

Can multiple techs be used at the same time? I.e. if I have Armor as a tech, sheild, as a tech, and a ranged attack as a tech can I wade into combat with rock armor, blocking attacks with rock walls, and attack with a hurled boulder in the same round?

For Multiple techs to be used at the same time, you would need to buy the "Extra Action" ability in case of Bending techs, unfortunately extra Defense only allow for evasive maneuvers, but we can always flavor the defense rolls as rock walls or anything you players feel up to really.

Originally Posted By: jameson (ST)

If we don't buy something as a tech (eg Rock Armor) do we need to apply the draining defect so that it costs EP? Or are you only concerned with attacks & techs having an EP cost?

As I explained above, EP cost is only paid once for activation and never again unless you decide when making a super strong tech that it should have the draining effect constantly. But this is up to you.

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Jameson - Earth bender, ex bandit.

Carver - non bender, Fire Kingdom.

Long - Combat Fire bender, royalty.

Kylie - Fire bender, Royalty.

Jeremy - non-bender, Earth kingdom, bounty hunter

Asasara - Hybrid Sand bender/Crystal bender.

Have not spoken if will join or not:

SalmonMax

Deven

Stargaizer

Tallied up we have

Non-bender: 2

Earth: 2

Fire: 2

Air: 0

Water: 1

Char creation time limit extends for one more week until 21st of June, Char sheets will be received after that of course too for people interested in joining at the time.

Anybody who wants to speak up to join is free at this pointed to shoot me a PM or just post their idea here =D I lurk the Chat from time to time, and several players who have helped me with the rules do too so there is no short hand of help around =D.

Thank you guys.

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