Jump to content

Avatar the Last Airbender: A Second Chance - Character Creation Rules


Recommended Posts

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.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...