Avatar (The Last Airbender/Legend of Korra) RPG

Using the D6 system from West End Games as a basis, this system combines several different features from multiple systems to create a set of powers for the Avatar setting. Using powers, merits, flaws, martial arts and other items taken from different systems to accomplish the basic abilities of both Benders and non-Benders. In addition to these, there will also be pools of Chi (Energy), Yin (Defense & Restraint) and Yang (Offence & Exuberance) which will be used to fuel different effects within the game system. As the system is developed, these pools may change in either name or quantity.

Character Creation:

Either of the standard D6 character creation rules can be applied. However, the point based system will work better if Merits and Flaws are going to be selected. Dice from either Attributes or Skills can be traded toward the points needed or gained from extra points.

Creation Points

Those who wish to use points to create their characters, rather than following a template or being restricted in what they can put in skills and attributes, can use a point system. Each novice character receives 79 creation points to distribute among all the options. The Game Master may wish to provide additional points to allow for more powerful characters. Players may only spend creation points as whole points, not as fractions.

• One attribute die equals four creation points.

• One skill die equals one creation point.

• Three skill specialization dice equal one creation point.

• Advantages and Special Abilities have their own costs associated with them; see the “Character Options” chapter for details.

Other restrictions apply:

• Attributes have a minimum of 1D and a maximum of 5D, except in Extranormal attributes.

• The maximum starting number of dice that may be added to any one skill or specialization of skill is 3D.

• Points must be spent on whole dice, though the purchased dice may be split and distributed in their category. For instance, if a player spends four creation points to get one attribute die, the die may be split into three pips and divided among up to three attributes, but no attribute pip may be traded in for a skill die.

Players may add up to 10 additional creation points to their totals by taking an appropriate number of ranks in Disadvantages.

See the character sheet for the Attributes.

Abilities are listed below, note that not all Abilities will be available for all time periods. Some abilities have Combat Styles associated with them. Each Combat Style is tracked as a separate skill. Characters may have training in up to two Combat Styles at character creation. See Combat Styles chapter for more details.

Reflexes

Climbing: Scaling various surfaces.

Contortion: Escaping from otherwise secure physical bonds by twisting, writhing, and contorting the body.

Dodge: Slipping out of danger’s way, whether avoiding an attack or a sprung booby trap.

Flying: Maneuvering under one’s own power (such as with wings) or in null gravity.

Jumping: Leaping over obstacles.

Martial Arts (Combat Style): The Martial Arts ability represents unarmed combat styles. Combat Styles include: No Style, Unarmed, Chi-Blocking, Airbending, Earthbending, Firebending, and Waterbending.

Melee (Combat Style): The Melee ability represents armed combat styles.Combat Styles include: No Style and various different weapons one type must be selected as the Combat Style (eg: Sword would be Long Blades, Short Swords and Knives would be Short Blades, Spear would be Pole Arm, Mauls would be Bludgeoning, Great Swords, Large Weapons, Fighting Chain or Whip would be Lashing Weapons.).

Riding: Controlling and riding domesticated mounts.

Sneak: Moving silently and avoiding detection, whether through shadows or crowds.

Coordination

Acrobatics: Performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as break falls. Useful for running obstacle courses or doing water ballet.

Lockpicking: Opening a mechanical (not electronic) lock or safe without possessing the key or combination, as well as disarming small mechanical traps.

Marksmanship (Combat Style): The Marksmanship ability represents uses of Bow or Firearm (if available) combat styles.Combat Styles include: No Style, Longbow, Shortbow, Rifle, and Pistol.

Piloting: Operating any kind of vehicle on or through the ground, a liquid medium, or the air.

Sleight of hand: Nimbleness with the fingers and misdirection, including picking pockets, palming items, and stage magic.

Throwing (Combat Style): The Throwing ability represents uses of combat styles which enhance thrown weapons. Combat Styles include: No Style, Bolas, Knives, Shuriken, Boomerangs, Grenades (if available), etc.

Knowledge

Business: Comprehension of business practices and the monetary value of goods and opportunities, including the ability to determine how to make money with another skill the character has. Business can complement charm, con, and persuasion when haggling over prices for goods and services being bought or sold.

Cultures: Comprehension of customs, traditions, art, history, politics, and views on outsiders of various regions or groups, as well as the ability to generalize about common cultural forms

Demolitions: Using corrosives and explosives to achieve particular destructive effects.

Forgery: Creating and noticing false or altered documentation in various media (paper, electronic, plastic card, etc.), including counterfeiting, though tasks may require other skills to help detect or make the forgery.

Devices: Using and designing complex mechanical equipment. Actually building items requires crafting.

Languages: Familiarity with and ability to use various forms of communication, including written, spoken, and nonverbal. Characters may choose one “native” language in which they have written and spoken fluency. Additional languages in which a character has proficiency can be represented by specializations of this skill.

Medicine: Using first aid techniques to treat injuries, as well as an understanding and application of medical procedures, including diagnosing illnesses and performing surgery.

Navigation: Determining the correct course using external reference points, such as stars, maps, or landmarks, as well as creating maps.

Scholar: This skill represents knowledge and/or education in areas not covered under any other skill (such as chemistry, mathematics, archeology, interior design, etc.). This may be restricted to a specific field (represented by specializations) or a general knowledge of a wide range of subjects. It is used to remember details, rumors, tales, legends, theories, important people, and the like, as appropriate for the subject in question. However, the broader the category, the fewer the details that can be recalled. It covers what the character himself can recall. Having another skill as a specialization of the scholar skill means that the character knows the theories and history behind the skill but can’t actually use it. It can be useful with investigation to narrow a search for information.

Traps: Installing, altering, and bypassing security devices, as well as identifying various kinds of traps (gas, pit, wire-triggered, etc.).

Perception

Artist: Making works of art, like paintings, photographs, and music or literary compositions.

Crafting: Creating, fixing, or modifying equipment, weapons, armor, and vehicles, as well as woodworking, metalworking, constructing buildings, and the like.

Gambling: Playing and cheating at games of strategy and luck.

Hide: Concealing objects, both on oneself and using camouflage.

Investigation: Gathering information, researching topics, analyzing data, and piecing together clues.

Know-how: Ability to figure out how to perform an action in which the character does not have experience, as well as a catch-all skill encompassing areas not covered by other skills (such as basic, not fancy, sewing or cooking).

Repair: Creating, fixing, or modifying gadgets, weapons, armor, and vehicles.

Search: Spotting hidden objects or people, reconnoitering, lip-reading, or eavesdropping on or watching another person.

Streetwise: Finding information, goods, and contacts in an urban environment, particularly through criminal organizations, black markets, and other illicit operations. Also useful for determining possible motives and methods of criminals.

Survival: Surviving in wilderness environments.

Tracking: Following the trail of another person, animal, or creature, or keeping after a moving target without being noticed.

Physique

Lifting: Moving or lifting heavy objects, as well as representing the ability to inflict additional damage with strength-powered weapons.

Running: Moving quickly on the ground while avoiding obstacles and keeping from stumbling.

Stamina: Physical endurance and resistance to pain, disease, and poison.

Swimming: Moving and surviving in a liquid medium.

Presence

Animal handling: Controlling animals and making themperform tricks and follow commands.

Charm: Using friendliness, flattery, or seduction to influencesomeone else. Also useful in business transactions, putting onperformances (such as singing, acting, or storytelling), and situationsinvolving etiquette.

Command: Effectively ordering and coordinating others inteam situations.

Con: Bluffing, lying, tricking, or deceiving others, as well asverbal evasiveness, misdirection, and blustering. Also useful inputting on acting performances.

Disguise: Altering features or clothing to be unrecognizable orto look like someone else. Also useful in acting performances.

Intimidation: Using physical presence, verbal threats, taunts, torture,or fear to influence others or get information out of them.

Persuasion: Influencing others or getting information out ofthem through bribery, honest discussion, debate, diplomacy, orspeeches. Also useful in negotiations, business transactions, and puttingon performances (such as singing, acting, or storytelling).

Willpower: Ability to withstand stress, temptation, other people’sinteraction attempts, mental attacks, and pain. The gamemaster mayallow a specialization in a specific faith tradition or belief system toenhance many, though not all, applications of willpower.

Personality

Personality defines who your character is and what drives them to be active within the world of the Benders (especially if they aren’t one). It also helps to explain how they will react to a situation that arises.It should server as a guide to help you act out your character.

Start out by picking a simple two word Personality aspect represented by a positive aspect and a negative aspect of the character’s personality. Examples include, Fun-loving and Remorseful (Aang), Courageous and Stuborn (Korra), Hopeful and Worried (Katara), Independent and Cocky (Toph), Confident and Misguided (Zuko)

After you have set your two words have been selected you will want to assign points to your personality traits below. Each should be on a scale of 1-10, keeping in mind that a 1’s, 2’s, 9’s and 10’s are very rare and should only be taken if they are in alignment with your Positive or Negative aspect. In general, the points here are open, though your GM has the final say on what is acceptable.

  • Style - How "traditional" a character is. A lower number means that a character likes sticking to rules-- the traditional way of doing things. These characters tend to be quite formal and if they know a skill of some sort, they probably learned it formally through a teacher or institution. A higher number means that a character is used to do things their own way. They may not like rules very much and stick to their own code. These characters are free style; they lean towards experimentation and can adapt easily to new situations and environments. If this character knows a skill of some sort, they probably learned it by themselves or adapted it to fit their own style.
  • Grace - This is a peculiar trait where is there is Physical Grace and Mental Grace, so a character has two Grace values, each one from 1 to 10. Characters with a lower number are likely to not think things through as they are doing them. They are clumsy either physically or mentally; they tend to run into people or objects and/or tend to forget things they probably should be remembering. These characters may be clumsy, but it also makes them unpredictable-- and depending on the side their on, dangerous. A higher number means that these characters like to plan. They like to calculate and make sure plans that they or someone else concoct go smoothly. If problems arise, they have prepared multiple ways to smooth them out or make them go away. However, these characters tend to be impatient and get frustrated when things aren't going their way.
  • Courage - A character with a lower number tend to be timid and unsure of their own opinions. They may be easily swayed by the opinions of others and may find it difficult to stand up for themselves when trouble arises. A character with lower Courage is also not as hard headed and likes to think before taking action. A higher number means a character knows what they are doing and why they are fighting for it. Their mind is already set and one would need an incredible argument to alter their opinion. These characters will rise, face, and fight the challenges in front of them with all they are capable of. However, they also tend to be stubborn and refuse to listen to others, even if the others are correct and they are wrong.
  • Joy - A character's outlook on situations. A lower number means that a character is more likely to criticize ideas and be cynical, but also tend to be honest when it comes to telling others how they feel and feel guilty if they cannot do something right. A higher number means that a character is a positive thinker and has faith in the words of others, but they may lie occasionally if it means not hurting another person's feelings. These characters let others know of their opinion and make sure their voice is heard, but it doesn't always mean they are telling the truth.
  • Friendship - How easy it is for a character to make friends and/or understand the feelings of others. A lower number means that this person is more introvert. They would prefer the indoors and may not be interested in small talk, but these people tend to be independent and very reliable as a friend. However, if they are troubled, they usually do not tell anyone. A higher number would mean they are more extrovert and may like to gossip about other people. It could be difficult for these people to keep secrets. They are active as a person and are comfortable talking to large groups of people.
  • Humor - How much does the character laugh or find things humorous? This doesn't necessarily mean that a character is good at being funny! A lower this number is, the less likely they are to find something to laugh at.
  • Approach - How easy is it for others to approach the character? Do they always look busy? The lower the number, the more difficult it is for another character to approach this character.
  • Education - How educated is the character? A lower number means they probably didn't care much for school. A higher number means they've learned quite a lot and value education.
  • Love - What does a character think about intimate and romantic love? The lower the number, the less interest one has about intimate and romantic love.

Energy Pools

The three different energy pools used for the Avatar RPG system include Chi, Yin, and Yang.

Chi Pool

The Chi Pool is the basic energy that flows through all beings in the universe. All characters have a pool total equal to their Presence dice plus the dice for the associated ability for their Nation or Bending ability if it differs from their nation. Air is Knowledge, Earth is Physique, Fire is Reflexes, and Water is Coordination. These totals increase as the associated Attributes increase.

The Chi Pool may not hold more than this number of dice at any time. Any transfers made to the pool that would cause it to overflow become wasted.

For Benders, the Chi Pool allows them to use their Bending Styles, if it contains zero points, they are unable to use any Bending abilities until they have regained a point in the pool. For Benders and non-Benders, the points in this pool can be used as either Yin or Yang points, though non-Benders do not suffer as badly if the pool is empty.

Yin Pool

The Yin Pool fuels actions of Defense and Restraint. The Elements associated with this pool are Air and Water. Characters who are from the Air Nation or the Water Nation or are an appropriate Bender type start with a total number of points equal their Knowledge dice plus their Coordination dice, doubled. Characters who are from the Fire Nation or Earth Nation begin with a number of points equal to their Knowledge dice plus their Coordination dice. These totals increase as the associated Attributes increase.

Airbenders and Waterbendersmay move points from this pool into their Chi Pool as a free action, but are limited to 4 points per turn. Firebenders and Earthbenders may move 1 point per turn, but it does not count as a free action.

Yang Pool

The Yang Pool fuels actions of Offence and Exuberance. The Elements associated with this pool are Earth and Fire. Characters from the Earth Nation or the Fire Nation or are an appropriate Bender type start with a total number of points equal their Physique dice plus their Reflexes dice, doubled. Characters from the Fire Nation or Earth Nation begin with a number of points equal to their Physique dice plus their Reflexes dice. These totals increase as the associated Attributes increase.