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Everything you need to play in this beloved setting and create your own heroic legends!

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Published by knightquill, 2023-04-30 07:27:58

Avatar Legends: The Roleplaying Game

Everything you need to play in this beloved setting and create your own heroic legends!

300 Avatar Legends: The Roleplaying Game Game Master Reference Sheet Agendas • Ensure the world feels real • Make the PCs’ stories meaningful and important • Play to find out what happens Baselines Always say… • What the guidelines demand • What the rules demand • What honesty demands Guidelines • Describe a wondrous world with a deep history • Address the characters, not your players • Be the companions’ biggest fan • Ask questions and let your players answer • Put emotions on characters’ sleeves • Resolve conflicts episodically • Remember the history of the world and characters • Emphasize lessons throughout • Give NPCs drives, fears, and hopes • Make conflicts moral choices • Use imbalance instead of evil • Counterbalance darkness with light • Seek consequences besides death GM Moves • Reveal a hidden truth • Inflict fatigue or a condition • Shift their balance • Twist loyalties with tempting offers • Escalate to violence • Offer a risky or costly opportunity • Threaten someone • Shift the odds, suddenly • Exploit a weakness in their history • Provide wisdom in unlikely places • Turn a move back on them Assorted Additional Place Names: Use these if you need inspiration for a brand new location during play! Flutterbat Cave, Diamond Island, Windtear Pass, Shimmerleaf Forest, Golden Mountain, Port Sail, Downpour Town, Highcloud, Icy Shin’s, Yano’s Glade, Bridge Crossing, Stoneside, Wu Chasm, Broken Branch Forest, Hungry Swamp, Ruby Marshes, Spear Plains, Mount Bao, Ripple River, Songbird Haven, Badger-Frog Bay, Dragon-Moose Fork If you get stuck… Beseech them for help They’re heroes—they’ll always be inclined to provide real assistance to those in need, even if they aren’t sure how to immediately be of use or solve the problem. Upset their balance The arc of each and every PC is centered on their balance and the conflict between their principles. Introduce characters and situations that help upset the balance, pushing the PCs up and down their balance tracks and challenging their decisions. Focus on their trainings The heroes know enough to be capable, but they still have plenty to learn. NPCs who offer to teach them, or who show off new techniques the PCs want to learn, always provide a new path forward. Important Places • Agna Qel’a [pg.20] Northern Water Tribe - A city of ice with impenetrable walls housing the spirits of Moon and Ocean • Ba Sing Se [pg. 22] Earth Kingdom - A sprawling city rife with corruption protected by an impenetrable wall • Bhanti Island [pg. 25] Fire Nation - Island of Fire Sages with magical healing pool • Crescent Island [pg. 46] Fire Nation - Fire Temple island, destroyed accidentally by Avatar Roku • Eastern Air Temple [pg. 27] Air Nomads - Air Nomad temple with significant spiritual power • Fire Fountain City [pg. 25] Fire Nation - An ancient city with mystical roots • Fire Nation Capital [pg. 24] Fire Nation - A sprawling city built atop and within an island volcano • Foggy Swamp [pg. 21] Foggy Swamp Tribe - Home to an isolated water tribe who can bend the water in plants • Gaoling [pg. 81] Earth Kingdom - Town in the Earth Kingdom, later home to the first democratic elections • Kyoshi Island [pg. 23] Earth Kingdom - A large island home to the renowned Kyoshi Warriors • Lake Laogai [pg. 62] Earth Kingdom - A lake within the outer wall of Ba Sing Se with a secret Dai Li facility underneath • Northern Air Temple [pg. 26] Air Nomads - A towering temple only accessible through the air • Northern Spirit Portal [pg. 21] Northern Water Tribe - Portal to the Spirit World, closed until the Korra Era • Omashu [pg. 23] Earth Kingdom - A mountain-top city with unique technology operated by bending • Republic City [pg. 82] United Republic - Central city of the relatively young United Republic • Si Wong Desert [pg. 23] Earth Kingdom - A vast and deadly desert • Southern Air Temple [pg. 27] Air Nomads - An Air Nomad temple home to flying lemurs and sky bison • Southern Spirit Portal [pg. 21] Southern Water Tribe - Portal to the Spirit World, closed until the Korra Era • Sun Warriors’ Ancient City [pg. 25] Fire Nation - A forgotten city and home to dragons • Water Tribe Sacred Island [pg. 53] Water Tribes - The halfway point between the Water Tribes • Western Air Temple [pg. 27] Air Nomads - An upside-down mountain temple located in a strategically important location • Wolf Cove [pg. 21] Southern Water Tribe - The capital of the South Pole struggling to find its identity amidst turmoil • Yu Dao [pg. 70] Earth Kingdom - The oldest Fire Nation colony of the Hundred Year War Techniques Techniques represent discrete skills or forms that characters have learned with their training. PCs can have techniques at Learned, Practiced, or Mastered levels. Learned Techniques: • can only be used on a 10+ on the stance move • cost an extra 1-fatigue to use • advance to Practiced level when used in combat Practiced Techniques: • can only be used on a 10+ on the stance move • advance to Mastered level when the PC accomplishes the mastery condition set to them by their teacher Mastered Techniques: • can be used as easily as basic techniques Mastery conditions are set to a PC by their teacher to fully master a technique. Sample Mastery Conditions • Defeat a specific foe in combat • Surrender • Lose your balance • Be taken out • Seek a specific mystical or ancient location • Return an important artifact to its proper place • Find and listen to an opposing teacher • Build a structure of spiritual or local import • Destroy a dangerous or corrupt structure • Tell a specific person a specific, difficult truth • Use the technique in an exchange in a particular way • Repeat an act or lesson that the teacher had to endure themself Training Move When you spend time with a teacher learning and training in a new technique, roll with modifiers from the following questions: •Is your balance in line with your center or are you free of conditions? If yes, take +1. •Do you and your teacher share at least one background? If yes, take +1. •Does your teacher agree with your reasons for training and learning? If no, take -1. •Is the technique easy to grasp based on your current training, experience, and skills? If no, take -1. On a hit, you learn the technique, and your master shifts your balance. On a 10+, you learn it with ease, and it takes as little time as possible. On a 7-9, it either takes more time than normal, or you must mark two conditions. On a miss, you can’t learn the technique yet because you need another lesson before you can grasp its full use. Your master will tell you what additional task you must undertake to put yourself into the correct state of mind; do it, and you learn the technique. (See map on page 18 for corresponding eras) (Order #33534544)


Chapter 11: Appendix C: Play Materials 301 NPCs Name List Air Nomad Names Aditi, Akash, Anil, Batsal, Chaha, Chang, Chimini, Devna, Ehani, Hayate, Idha, Imay, Mukta, Sanani, Soma, Sora, Tau, Toofan, Unnat, Yawen Polar Water Tribe Names Achak, Aklaq, Aputi, Atka, Hanta, Kallik, Kanti, Kitchi, Makwa, Meeka, Miki, Niimi, Noodin, Siqniq, Tapisa, Thaki, Ukiuk, Waaseyaa, Yuka, Ziibi Foggy Swamp Water Tribe Names Bai, Bo, He, Jia, Ju, Mu, Shi, Yan, Zan Earth Kingdom Names Binh, Bowen, Caihong, Chia-Hao, Dae, Diu, Hanna, Heng, Kim, Kyung, Minh, Nuah, Qiang, Queue, Shufen, Thi, Woong, Xiaobo, Ya-Ting, Zixin Fire Nation Names Asayo, Ayami, Bashira, Davaa, Erden, Ganzaya, Hanako, Jaw Long, Kayo, Keisuke, Kenshin, Manami, Mayu, Qacha, Qudan, Satsuki, Saya, Tuguslar, Yuka, Zolzaya Groups of NPCs • A small group, 5–10 NPCs, can be statted as a single NPC one step above the individual members in importance. E.g., a small group of minor NPCs is the equivalent of one major NPC. • A medium group, 11–20 NPCs, similarly behaves like a single NPC two steps above in importance. E.g., a medium group of minor NPCs is the equivalent of one master NPC. • A large group, or 21+ NPCs, is three steps above in importance. E.g., a large group of minor NPCs is the equivalent of one legendary NPC. • For steps of importance above master, simply add +1 fatigue, and +1 condition per step. E.g., a large group of major NPCs is the equivalent of a legendary NPC, +1 fatigue, +1 condition. Major NPC Master NPC Name: Training: Drive: Principle: Fatigue: Conditions: „ „  „ Techniques: Notes: Name: Training: Drive: Principle: Fatigue: Conditions: „ „  „ „  „ Techniques: Notes: „ group Legendary NPC Name: Training: Drive: Principle: Fatigue: Conditions: „  „ „  „ „  „ „  „ Techniques: Notes: „ group „ group Training Inspiration Airbending • Minor: Big gusts of wind • Major: Throwing incoming physical attacks off-course with wind, gliding along on air currents or balls of whirling air • Master: Impossible grace, near-weightlessness, perfect dodging, gale-force winds Waterbending • Minor: Channeling big jets of water • Major: Use ice creatively to shape the environment, heal (rarer) • Master: Instantly changing water to ice and back, many limbs of water, sliding on ice Earthbending • Minor: Hurl rocks • Major: Change the environment, exhibit seismic sense • Master: Instant shifts from defense to offense (wall of earth turns into hurled rock), precision control, massive control Firebending • Minor: Throw gouts of flame • Major: Light the environment aflame, launch themselves into the air with fire • Master: Throwing fire at long distances, enormous fireballs, waves of flame Technology • Minor: Obviously dangerous machines (harpoon guns, big tanks) • Major: Tricks, surprise weapons, and unexpected capabilities—but only a few • Master: Endless supplies of small devices with dangerous uses Weapons • Minor: Swing with regular weapons • Major: Dance around acrobatically, attack with strength and power • Master: Distinctive and difficult weapons used with perfect precision and might Minor NPC Name: Training: Drive: Principle: Fatigue: Condition: „ Technique: Minor NPC Name: Training: Drive: Principle: Fatigue: Condition: „ Technique: Minor NPC Name: Training: Drive: Principle: Fatigue: Condition: „ Technique: Minor NPC Name: Training: Drive: Principle: Fatigue: Condition: „ Technique: (Order #33534544)


Index A Advancement 142, 208, 209, 212—214, 251, 297 Adventure tools 261—263 Anchor NPCs 263 Clock 262 Escalations 261 Flashbacks 262 Special circumstances 263 Agendas 224 Amon 80, 252 Approach See: Techniques (Approach) Asami 78, 82—83, 85 The Avatar 16-17 Avatar Aang 56, 58, 68, 70, 90, 294 Avatar Korra 29, 30, 78, 295 Avatar Kuruk 34, 38, 39, 42 Avatar Kyoshi 32, 34—40, 54, 291 Avatar Roku 44, 46, 49, 292 Avatar Wan 16, 17, 20, 21, 22, 29 Avatar Yangchen 71 Azula 64, 70, 76, 77 B Campaign 246—249 Center See: Balance Character arcs 67, 219, 251 Combat (exchange) 147-150, 231, 238, 240—243 Conditions 101, 103, 120, 145 Connections 121, 123 Creativity See: Stats c-D Camellia-Peony War 24, 25, 32, 35, 38, 39 Conditions 101, 103, 120 Demeanor 119 E Episode See: Session The Eras Aang Era 8, 31, 68—77, 104, 108, 266—278 Hundred Year War Era 8, 30, 31, 56—67, 104, 108, 265, 278 Korra Era 8, 31, 78—91, 104, 108, 266, 278 Kyoshi Era 8, 31—43, 104, 108, 264, 278 Roku Era 8, 31, 44—55, 104, 108, 265, 278 Exchange See: Combat exchange F Fatigue 100, 103, 120 Feature (playbook) 121, 164, 210, 218 Fighting style 116—117, 122, 157 Fire Lord Ozai 9, 24, 56, 58, 64, 66, 70 Fire Lord Sozin 24, 25, 26, 30, 44, 47, 48, 49, 55, 56, 68, 69 Focus See: Stats The Four Nations 19—27 Air Nomads 9, 19, 26-27, 40-41, 50—51, 59, 68, 71, 90—91, 114 Earth Kingdom 9, 19, 22—23, 36—37, 54-55, 62—63, 74—75, 81, 86—87, 114, 115 Fire Nation 9, 19, 24—25, 35, 38—39, 44, 46—49, 64—68, 76—78, 88—89, 114, 115 United Republic of Nations 78, 82-83 Water Tribes 9, 19, 20—21, 42—43, 52—53, 60—61, 72—73, 84—85, 114, 115 G Gamemaster (GM) 7, 95, 99, 126, 221—243, 246—255, 258—266, 277, 278, 300 Group focus 110, 247, 250 Growth See: Advancement Guidelines 226 H Hakoda 61, 70, 72 Harmonic Convergence 16—17, 29, 78, 90, 91 Harmony See: Stats History questions 119 Hometown 119 I Inciting incident 111, 123, 247, 271 Iroh (General) 58, 65, 76, 293 K-L Katara 58, 68, 70, 72, 77 Kuvira 78, 81, 82, 83, 86, 87 Look 199 M Mai 64, 77 Mako 78, 83 Miss 984—99, 229 Moment of Balance 121, 210 Moves 125—145 Balance moves 137—141, 146, 297 Basic moves 97, 126—136, 297 Combat moves 126, 146—150, 154—156 Custom moves 143—145, 298 GM moves 33, 45, 57, 69, 79, 99, 126, 229—233, 300 Playbook moves 121, 126, 210 Soft vs. hard 229 Triggering 97, 99 N-O Names 114—115 NPCs 234—238 Major 235 Master 236 Groups 237 Minor 235 Legendary 237 One-shot(s) 249, 278 Order of the White Lotus 30, 76, 80 (Order #33534544)


P Passion See: Stats Playbooks 163—205 Changing 218 Principles See: Balance R Rangi 32, 38 Red Lotus 26, 30, 78, 80, 83, 91 Republic City 29, 68, 78, 82—83 S Safety tools 12, 223, 228 Scope 109, 247, 250, 255 Season 250—254 Session 246—247, 252 Sokka 70, 72, 75, 113, 211 Spirit Portal 16, 17, 21, 2, 82, 83, 85, 91 Spirit World 16, 17, 26, 27, 29, 42, 43, 71 Statuses 145, 151—153 Stats 120, 210, 234 Suki 70, 75, 113 T Tenzin 9, 26, 78, 90 Techniques 122, 154—157, 211—217, 238—239, 251, 280—287 Advanced 211—215, 234 Approaches 148, 154—157 Basic 154—157, 298 Combat 122, 148—149 Learned, practiced, mastered 122, 211, 214 New 142, 251 Specialized bending 211, 216—217 The Trainings 116, 157 Airbending 11, 117, 216, 285 Earthbending 10, 74, 117, 216, 283 Firebending 10, 117, 216, 284 Technology 11, 23, 26, 117, 287 Waterbending 10, 117, 216, 282 Weapons 11, 117, 286 Toph Beifong 70, 71, 74, 86 Ty Lee 64, 75 U, Z Unalaq 80, 84 Zaheer 80, 83 Zuko 24, 68, 70, 76, 88 Playbook Moves A life of regret 205 A warrior’s heart 193 An open mind 196 Badge of authority 176 Best friend 172 Black koala-sheep 205 Bonzu Pippinpaddleopsicopolis… The Third 185 Can’t knock me down 188 Casing the joint 200 Catch a liar 176 Challenge 196 Comprehend your foe 180 Concentration 185 Driven by justice 168 Fighting like dancing 183 Furrowed brow 176 Fueled by anger 180 Here’s the plan 172 I don’t hate you 168 Is that the best you got? 200 It doesn’t belong to you! 188 Judging a rival 196 Martyr complex 176 No time for feelings 168 Not done yet! 172 Otter-penguins, unagi, and hot springs 185 Out of uniform 193 Punch where it matters 180 Roguish charm 200 Slippery eel-hound 200 Stand and fight! 180 Straight shooter 172 Surprising entrance 196 Suspicious mind 176 Takes one to know one 168 Taking care of business 193 The strength of your heart 188 This was a victory 168 Understanding mien 193 Use their momentum 185 Walk this way 205 Walls can’t hold me 180 Wait and listen 196 Way of the future 205 Whatever I can 188 Worldly knowledge 205 Yip Yip! 185 You missed something 172 You’re not my master! 200 Your rules stink 188 (Order #33534544)


304 Avatar Legends: The Roleplaying Game AD More Adventures Await! Wan Shi Tong—the great owl spirit—guides you through his amazing library in Wan Shi Tong’s Adventure Guide, featuring five new adventures, four new playbooks, and over a dozen legendary NPCs. Explore the domain of He Who Knows Ten Thousand Things and see all the adventure the Avatarverse has to offer! The Avatar Legends: The Roleplaying Game Dice Pack and Combat Action Deck bring exciting player aids to your table. Match your character’s training to a vivid pair of 16mm dice while you choose your combat approaches and manage statuses with these illustrated cards. magpiegames.com/avatarrpg (Order #33534544)


Players 3-6 Time 2-4 hrs Rating Everyone ©2022 Viacom International Inc. All rights reserved. Nickelodeon, Avatar and all related titles, logos, and characters are trademarks of Viacom International Inc. Adventure across the Four Nations! Avatar Legends: The Roleplaying Game brings you and your friends into the beloved setting of Avatar Legends— as new heroes of your own stories! Weave tales of selfdiscovery and action with your team of friends, and go penguin-sledding while you’re at it! In this RPG, you might face off with the Triple Threat Triad in Republic City, travel through a spirit portal to rescue a missing child, negotiate peace between Earth Kingdom outlaws and the sages’ council, pursue enemies and mysteries throughout the Four Nations, and even learn a thing or two from beloved Avatar Legends characters. • Choose a setting amid the eras of Kyoshi, Roku, the Hundred Year War, Aang, and Korra. • Create your heroes from 10 playbooks—archetypes that help you play compelling protagonists. • Master an element, weaponry, or technology to rise and meet your destiny. • Pursue balance by learning from great mentors and getting into trouble across the Four Nations. (Order #33534544)


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