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characters and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. This work
contains material that is copyright Fantasy Flight Games and/or other authors.
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series are registered trademarks of Viacom International Inc.
CREDITS ............................................................................ 1 V – GEAR AND EQUIPMENT ............................................ 97
INTRODUCTION ................................................................ 1 ECONOMICS IN AVATAR .................................................................. 97
ITEM QUALITIES ............................................................................ 98
ROLEPLAYING IN THE AVATAR UNIVERSE ................................................ 1
WEAPONS .................................................................................... 98
THE AVATAR SETTING ....................................................................... 2
ARMOR ..................................................................................... 104
THE SPIRIT WORLD ......................................................................... 10
GEAR ........................................................................................ 105
I – CHARACTER CREATION .............................................. 13 CUSTOMIZATION.......................................................................... 107
CRAFTING .................................................................................. 109
CREATING YOUR CHARACTER ............................................................ 13
STEP 1: DETERMINE BACKGROUND .................................................... 14 VI – VEHICLES ................................................................ 110
STEP 2: SELECT A CHARACTER ARCHETYPE ........................................... 15
TRAVEL...................................................................................... 110
STEP 3: CHOOSE A CAREER AND SPECIALIZATION ................................... 19
VEHICLE PROFILES ........................................................................ 110
II – THE BENDING ARTS ................................................... 28 VII – GAME MASTER ..................................................... 116
BENDING IN AVATAR: THE SECOND AGE .............................................. 28
ADDITIONAL RULES AND OPTIONS ................................................... 116
BENDING FORMS ........................................................................... 33
ADVENTURES WITH THE AVATAR ..................................................... 117
FIREBENDING ................................................................................ 38
ADVENTURES IN THE SPIRIT WORLD ................................................. 121
AIRBENDING ................................................................................. 46
MASTERS ................................................................................... 123
WATERBENDING ............................................................................ 54
EARTHBENDING ............................................................................. 63 VIII – ADVERSARIES AND CREATURES ........................... 125
III – NEW SKILLS AND RULES ........................................... 71 UNITED REPUBLIC OF NATIONS ....................................................... 125
EARTH KINGDOM ......................................................................... 129
AVATAR SETTING SKILLS ................................................................... 71
FIRE NATION .............................................................................. 133
ANIMAL COMPANIONS .................................................................... 75
WATER TRIBES ............................................................................ 135
HEALING OPTIONS AND CONDITIONS .................................................. 76
OTHER FACTIONS ......................................................................... 137
PRO-BENDING AND DUELS ................................................................ 77
CREATURES AND SPIRITS ................................................................ 141
IV – TALENTS .................................................................. 82 IX – THE GREAT UNITER ................................................ 155
TIER 1 ......................................................................................... 82
ADVENTURE SUMMARY ................................................................. 155
TIER 2 ......................................................................................... 86
EPISODE I: OFF THE RAILS .............................................................. 156
TIER 3 ......................................................................................... 88
EPISODE II: OUT OF THE FRYING PAN… ............................................ 163
TIER 4 ......................................................................................... 91
EPISODE III: …INTO THE FIRE.......................................................... 174
TIER 5 ......................................................................................... 94
Introduction
“Water. Earth. Fire. Air. Long ago, the four nations lived together in harmony. Then everything changed when
the Fire Nation attacked. Only the Avatar, master of all four elements, could stop them, but when the world
needed him most, he vanished. A hundred years passed and my brother Sokka and I discovered the new Avatar,
an airbender named Aang. Although his airbending skills were great, he had a lot to learn before he was ready
to save anyone. But from the first day I met him, I believed Aang would save the world. And you know what? I
was right. With the help of his friends, Aang defeated Fire Lord Ozai and ended the Hundred Year War. Zuko,
Ozai's son and our ally, became the new Fire Lord. Together with Earth King Kuei, Aang and Zuko promised
to return the nations to harmony." — Katara
Introduction | 1
In Chapter V: Gear and Equipment I lay out all the who are masters of their art and willing to teach player
options you’ll need to deck your character out in whatever era characters.
you play. A plethora of non-player character profiles in Chapter VIII:
Chapter VI: Vehicles offers a comprehensive list of most Adversaries and Creatures can populate your games, from
of the popular vehicles seen in the series. creatures to people to spirits!
In Chapter VII: Game Master, I offer more rules and Finally, in Chapter IX: The Great Uniter, I provide you
options for running your games in the Avatar setting, as well with a complete and original adventure set in the Avatar
as advice and mechanics on running games featuring the universe, as well as more than a dozen optional encounters
titular character and adventures in the Spirit World. The that can serve as plot hooks for new adventures!
chapter also includes insight and rules on featuring characters
Air Nomads
This book assumes that your group may choose to play in the
‘present day’ of Avatar, circa 173 AG, which means the Avatar
is missing from the public eye. This also means brand new
The Air Nomads were a civilization composed of people who
airbenders exist who are not relatives of Avatar Aang, in
practiced the art of airbending. While nomadic, Air Nomads
addition to electricity, automobiles and even giant robots.
did inhabit four major air temples, each built on remote
locations, only easily reachable with flying bison. The Air Your GM may not use this setting, and instead choose to play
Nomads were a highly spiritual group of people. Agriculture in a different era: the time of Avatar Roku, some point during
dominated their economy, and they were the smallest of the the Hundred Year War, the era of Avatar Kyoshi, or perhaps
four nations, but all their members were benders. In his quest farther back into history still! It is important for the Game
for world dominance, Fire Lord Sozin launched an attack on Master and players to consult together about what era their
the Air Nomads in hopes of killing the reincarnated Avatar and adventure will take place in. Archetypes, careers,
ending the cycle. This resulted in almost complete extinction specializations, talents, and even certain bending forms in this
of the Air Nomads with the sole survivor being Avatar Aang.
book may not exist at your GM’s discretion.
Before their genocide, the Air Nomads were an
This setting has a rich and varied history, which is why this
ecclesiastic and monastic society that lacked social strata.
author recommends the following timeline, if you need ideas:
The highest Air Nomad political body was the Council of
Elders until the genocide carried out by the Fire Nation. https://avatar.fandom.com/wiki/History_of_the_World_of_A
vatar.
To preserve Air Nomad culture, Aang founded the Air
Acolytes, a group of nonbenders who volunteered to learn the
ways of the Air Nomads. Airbending also began to resurface
2 | Introduction
other than the Avatar. They were also the ones responsible constructed upside-down, and because of that, the temple is
for identifying the Avatar when they were born into the Air generally difficult to find for passers-by.
Nomads. The temple features some interesting recreational spots,
Air Acolytes such as a giant Pai Sho table, an all-day echo chamber, and
an air bison obstacle course and racetrack. Its design allows
In 101 AG, shortly after the Hundred Year War, Avatar Aang wind to flow into even the deepest chambers, which made the
dubbed members of the official Avatar Aang Fan Club as Air Air Nomads feel quite at home.
Acolytes. Aang himself taught the members of the group the
ways of the Air Nomads and christened them the "Air
Acolytes," rather than a mere fan club.
Southern Air Temple
The Southern Air Temple sits atop a peak in the remote Patola
They are an order of monks and nuns who live on Air Mountain Range and is one of the four original Air Nomad
Temple Island and in the four original air temples. Although temples; when Avatar Aang was born here, it was also a
they are not airbenders themselves, they carry on the dormitory for male-only airbenders. Though it remained
teachings, culture, and traditions of the Air Nomads through uninhabited for the duration of the Hundred Year War, the
practice, as taught to them by Avatar Aang. Southern Air Temple returned to its former glory shortly after
Northern Air Temple The people of the Water Tribe are generally peaceful and
strive to live in harmony with nature and the other nations of
The Northern Air Temple is a temple that hosted only male
the world, though tension between the leadership of the two
monks. It is in the upper reaches of the northern Earth
tribes did lead to a civil war.
Kingdom, built upon a snow-capped mountain. This temple
was also a victim of the Air Nomad Genocide, along with all
the other air temples. By 100 AG, it had become renowned for
Northern Water Tribe
its arbitrary colonization by Earth Kingdom refugees, led by The Northern Water Tribe is the largest division of its nation
the mechanist. Up to that point, the area had undergone rapid and is located on an island situated near the North Pole. For
industrialization. centuries, its capital city, Agna Qel’a, prospered in its
isolation. No attack from the Fire Nation on the city during the
Western Air Temple Hundred Year War ever ended in a loss for the tribe, including
the tumultuous Siege of the North. After the fall of Ba Sing Se,
The Western Air Temple was a counterpart of the Eastern Air
the Northern Water Tribe boasted the only major city in the
Temple, supporting primarily airbender women. It is situated
world to withstand Fire Nation control.
in an island mountain range due north of the Fire Nation.
Unlike the other air temples, this one consists of multiple small The Northern Tribe is an independent state ruled by a
structures and portions versus merely a single large one. The hereditary chiefdom. As the oldest division of the three main
Air Nomad Genocide decimated the temple’. The temple is Water Tribes, the Northern Tribe culture dominated both the
also notable in that, contrary to the other three temples, it North Pole as well as the South Pole for centuries.
exists beneath the edge of a cliff, as opposed to a The people of the Northern Water Tribe are traditionally
mountaintop. The spires seem as though they were conservative and very spiritual, but still open to change and
Introduction | 3
reform. The Northern waterbending style is the most empire responsible for several consumer and technological
widespread form, practiced by waterbenders at both poles innovations in the Avatar World. In 171 AG, it became the
and in the United Republic of Nations, as raids on the official shipping partner of Future Industries and co-supplier to
Southern Water Tribe led to the southern style becoming the South during the Water Tribe Civil War.
nearly extinct during the Hundred Year War.
Foggy Swamp Tribe
Agna Qel’a The Foggy Swamp Tribe is the third and most elusive of the
Located at the North Pole, this seat of power is huge and three Water Tribes. The tribesmen are descendants of
multi-tiered, built into the icy landscape. Waterbenders carved individuals who migrated from the South Pole to the Foggy
and built the city from the giant ice cliffs surrounding it. The Swamp in the Earth Kingdom, where they established a
capital rests on the shores of the Northern Sea, and behind it separate faction that eventually developed a distinct culture
is an enormous frozen tundra. and bending style separate from those of the two polar tribes.
Spirit Wilds This vast and mysterious wetland occupies a considerable
portion of the southwestern Earth Kingdom. It provides an
Deep in the tundra lay a sacred forest that many spirits call
ideal residence for the Foggy Swamp Tribe, whose members
their home. The forest is also the site of one of two ancient
are descended from immigrants of the Southern Water Tribe.
portals to the Spirit World.
The Swamp has an extensive array of fauna and flora, the
Southern Water Tribe latter of which are just a series of roots connected to one
central tree, the towering banyan grove.
The Southern Water Tribe is an independent state at the
South Pole and the southern division of the Water Tribe. A Although technologically unsophisticated, the tribe
federation of several smaller tribes, the South is ruled by an consists of clever and agile waterbenders who have
Elder Council, who also elects the tribe's chief. The Southern developed a specialized bending style adapted for swamp
Water Tribe achieved its independence only after the Water use. Specifically, the form employed by swampbenders differs
Tribe Civil War in 171 AG; before, the tribe had been an significantly from conventional waterbending, as it primarily
autonomous tribal confederation under the Northern Water involves rigid bending motions and the manipulation of plant
Tribe's jurisdiction. life.
Before the Hundred Year War, the South was thriving and
had a unique culture and waterbending style. After a series of
Earth Kingdom
brutal Fire Nation raids, however, the South Pole was left The Earth Kingdom is a massive continent led by an earth
devastated and almost without any waterbenders. Its people monarch and is home to people who practice the art of
are hardy and resilient, but intelligent enough to outlast (and earthbending. Being the largest of the four nations, it is
outsmart) genocide. ethnically diverse with a variance of customs and cultural
Its people are scattered across various villages and traditions. The people of the Earth Kingdom are strong and
settlements. Unlike its thriving sister tribe, the people of the persistent. The geography of the Earth Kingdom varies
Southern Water Tribe were teetering on the edge of extinction tremendously, ranging from wooded forests to blazing
during the Hundred Year War due to Fire Nation raids. deserts, mountainous terrain, swamps, and grassy plains.
However, following the Siege of the North, several This vast realm spans an entire continent as well as
volunteers traveled from the Northern Water Tribe to help several subsidiary islands; it is the largest and most populated
rebuild their sister tribe under the auspices of bringing sovereignty in the world and encompasses much of the
“civilization” and technological development. Their true eastern hemisphere. Like the Fire Nation, a central monarchy
purpose was to extract the wealth of oil beneath the southern governs the Earth Kingdom. The people of the Earth Kingdom
tribe. Through their efforts, the South underwent a major are proud and strong and adhere to a philosophy of peaceful
expansion, and by 171 AG, it had a large harbor city as its coexistence and cooperation with the other nations of the
capital, along with numerous other smaller cities and villages world. Earthbenders use their abilities for defense and
scattered around the South Pole. industry. It also has a large economy based on agriculture and
limited industry, though its economy is not as strong as the
After a brief civil war, the Southern Water Tribe declared
Fire Nation, which benefits from advanced technology.
itself independent from its northern counterpart.
Significant ethnic and cultural diversity characterizes the
Wolf Cove Earth Kingdom, a consequence of the country's vast territorial
Originally one of several cities used by various tribes as a expanse. Thus, it suffers from high levels of local autonomy
gathering place, it was nearly destroyed by raids during the and ethnic conflict, both of which exacerbated, as the central
Hundred Year War. Volunteers from the Northern Water Tribe government grew weak. A communal belief in shared history
helped to rebuild and repurpose the settlement as the capital and identity bring the people of the Earth Kingdom together
for the Southern Water Tribe. The city has seen tremendous despite this division. However, the recent assassination at the
growth in recent years. hands of the airbender and Red Lotus member Zaheer has
left the kingdom in chaos.
Varrick Global Industries
Varrick Global Industries is a global shipping enterprise based Ba Sing Se
in the Southern Water Tribe. Varrick claims he founded the Ba Sing Se is the monolithic capital of the Earth Kingdom,
company from a single canoe, and later expanded into an encompassing nearly the entire northeast corner of the
4 | Introduction
country. It was the last great Earth Kingdom stronghold after Sing Se, and acting as sub-commanders for the Ba Sing Se
the fall of Omashu. Ba Sing Se means "impenetrable city", an army troops. They are also responsible for the safety of any
honorary reference to its two insurmountable walls, the gates properties belonging to the earth monarch, such as the royal
of which have no hinges and can therefore not be opened in vault.
any way aside from the use of earthbending.
Within the Outer Wall lies a large expanse of farmland, Countryside
Lake Laogai, and several mountains. Between the Outer and Much like the outskirts of Republic City, the Earth Kingdom
Inner walls of the city is the agrarian zone: a large countryside is dotted with innumerable smaller cities, villages,
undeveloped stretch of land, used primarily for farming and and settlements. Millions upon millions of citizens live
nature walks. Although it provides a valuable wildlife refuge, throughout the planet’s largest continent, which spans nearly
the agrarian zone's most important function is to be a massive half the circumference of the entire globe. Individuals who
land buffer between the Outer Wall and the Inner Wall, where carve out a living wherever they can are both resilient yet
all the Ba Sing Se residents live. adaptable.
The city is by far the largest in the world, essentially being
more of a small country than a mere city. As a testament to its
Full Moon Bay
grandeur, Ba Sing Se is the center of the Earth Kingdom's Full Moon Bay is a secluded cove in East Lake, located just
roadway network. During the Hundred Year War, Ba Sing Se south of Ba Sing Se. The Bay once hid a ferry station that
was the safest place for refugees displaced by the Fire Nation. refugees from all over the southern portion of the Earth
Thus, a large diaspora of benders from all over the world call Kingdom used to travel to Ba Sing Se.
Great Divide
the Earth Kingdom capital home.
Its residents are a hardy people, coming from a lineage
spanning over 5,000 years. In addition to their resilience, This is the biggest canyon in the entire Avatar world. The
many residents of Ba Sing Se are themselves charismatic to Divide was the result of many years of erosion or the actions
the effect that it can uplift their social status. Those living in of angry earth spirits, depending on whose history you
the Lower Ring are always looking to move inward. believe. Nevertheless, there's no disputing the peril involved
in crossing the Divide. There are many ways to die on the floor
Five-Seven-Five Society of the canyon, including by the jaws of a canyon crawler.
The Five-Seven-Five Society is an organization of young Be sure to stop at the nearest Canyon Guide Station.
women who specialized in the art of poetry, with a focus on They’re the last stop for visitors before descending into the
traditional haiku. Great Divide. In addition, it’s the last place to ditch your food
to avoid attracting canyon crawlers.
Ba Sing Se University
Ba Sing Se University is a major institution of scholarship that Kyoshi Island
educates scholars throughout the Earth Kingdom. It is the Kyoshi Island was originally a peninsula named Yokoya until
greatest university in the world, per its enrollment materials. Avatar Kyoshi confronted Chin the Conqueror, separating the
The university campus is a major landmark in the Middle Ring island from the mainland to protect her people. The island is
of Ba Sing Se. located off the southern coast of the Earth Kingdom and
Council of Five dotted with many small villages.
The Council of Five is a group consisting of the five highest- Kyoshi Warriors
ranking generals in the Earth Kingdom Army. It is the highest The Kyoshi Warriors are an order of female warriors named
authority in the Earth Kingdom military. The Council oversaw after Avatar Kyoshi, who founded them to protect her
the country's entire war effort against the Fire Nation during homeland, Kyoshi Island. With their unique and individual
the Hundred Year War. fighting style, these elite fighters ensured the safety and
Dai Li isolationism of their homeland during the Hundred Year War.
Though their fighting style and clothing mimic those of
The Dai Li is the secretive and elite police force of Ba Sing Se
Avatar Kyoshi, they seemingly did not implement any of the
whose members work to capture, interrogate, and imprison
bending arts in their physical movements. They are clad in
political dissidents. Avatar Kyoshi founded the organization
ornate, armored, green kimonos, metal headdresses, and
with the aim of "protecting the cultural heritage of Ba Sing Se",
white-faced makeup designed to intimidate opponents. The
effectively protecting the Earth King's interest against
Kyoshi Warriors used metal fans as their main weapons like
subversive individuals and groups.
Avatar Kyoshi, but also implemented katanas and retractable
Royal Earthbender Guards shields. Rather than strength, the warriors' secret is to use
their opponent's' force against them. As part of their combat
The Royal Earthbender Guards of Ba Sing Se, commonly
training, Kyoshi Warriors practice a form of meditation that
known as the King's Guards, are earthbending warriors within
emphasizes their community spirit and unity as group.
the Earth Kingdom affiliated with neither the Dai Li nor the
army. They instead serve as personal protectors of the earth
monarch.
Omashu
The second largest city in the Earth Kingdom, Omashu is a
As elite troops of Ba Sing Se, they guard the Royal Palace,
bustling metropolis whose gates an army of earthbender
serving as gatekeepers of the Outer and Inner Walls of Ba
guards. It is the capital of its province. Only Ba Sing Se, the
Introduction | 5
titanic capital of the Earth Kingdom, is larger. It was one of the
last great strongholds of the Earth Kingdom before its fall in Zaofu
the months before the end of the Hundred Year War. During Zaofu is an autonomous city-state, home of the Metal Clan,
the Day of Black Sun, King Bumi single-handedly liberated and regarded by some as the safest city in the world. The
Omashu, and all the powerless firebenders abandoned the clan's matriarch, Suyin Beifong, constructed the settlement
city. entirely out of metal in the Earth Kingdom.
Inside the walled city, the unique Omashu delivery system
transports goods throughout the city. Earthbenders transport Fire Nation
goods throughout Omashu using lifts and chutes. Omashu
The Fire Nation is home to people who practice the art of
residents are crafty and ingenious, like their former mad king
firebending and is an absolute monarchy led by the Fire Lord.
Bumi. Navigating their city requires a level of intelligence only
Being composed of several major islands and located on the
residents could possess, and the history of their city is both a
equator, the nation is an archipelago. Its economy is the
mystery and spiritual reverence.
largest and most powerful in the world with a strong industrial
Earthbenders built the city several centuries ago by sector and advanced technological developments. The
carving it out of a mountain. The mountain on which Omashu climate is normally humid and warm which allows for a
rests rises out of a deep chasm and the only way to get to the diversity of flora and fauna to thrive.
gates of Omashu is by walking a long, narrow path over the
The Fire Nation is the second-largest nation in terms of
chasm.
area, following the Earth Kingdom, while its economy is the
Si Wong Desert most powerful in the world; its strong industrial sector and
extensive technological developments not only enabled the
The Si Wong Desert is the largest desert in the world. It is Fire Nation to create an extremely powerful military, but also
almost impossible to navigate successfully. It is sparsely initiated the worldwide modernization and globalization.
inhabited by sandbender tribes—earthbenders who have Before the foundation of the United Republic and the following
adapted to the harsh conditions of the arid environment. global technological revolution, it was also the strongest and
Sandbenders
most advanced country in the world.
Despite their ultimate loss after the Hundred Year War,
These earthbenders have adapted to life in the Si Wong
Fire Nation culture has changed very little in 70 years. Still
Desert. Their skills differ greatly from those of ordinary
proud, Fire Nation citizens hold the honor of others in the
Earthbenders.
highest regard. The nation’s capital, known simply as “The
As their name indicates, sandbenders bend sand. They Capital” is a monument to the storied legacy of the Fire Nation
move quickly out in the desert, thanks to their specialized and the nobility of its monarchy. The people of the Fire Nation
"sand-sailers". Since economic opportunities are limited in the have desire and will, and the energy and drive to achieve what
desert, Sandbenders get by however they can. Members of they want. Fire Nation society places a great emphasis on
the sand tribes are scavengers, and supposedly steal from respect and honor, especially toward the nobility and elders;
passing travelers at the nearby cantina. the concept of the famed Agni Kai stems from these beliefs.
6 | Introduction
Owing to its extensive ranking Fire Nation
defenses, the Fire Nation officials have vacation
Capital is one of the most homes here and the
heavily fortified cities in island the top vacation
the world, alongside Ba destination in the Fire
Sing Se. This level of Nation.
protection along with the Mountains surround
prowess of the Fire Nation the private beaches and
Navy prevented capital dunes that create a
from becoming a major private atmosphere for
battleground during the visitors. The island is
Hundred Year War. less known as being the
Despite this, it came home of Ta Min in the
under attack on at least years following Avatar
one occasion, during the Roku's death, as well as
failed Invasion of the Fire Lord Zuko's home after
Nation on the Day of Black he abdicated his throne
Sun. in 167 AG.
Introduction | 7
“I think I figured out why the nations have to be separate for harmony. Whenever two nations come together, the stronger
one can’t help but hurt the weaker one. They’ll conquer or burn or, at the very least, make a joke of the weaker nation.”
“You once told me that separation is an illusion. Guru Pathik taught you that. The four nations are really one and the
same.”
“But I don’t want them to be the same, Katara! I love being an Air Nomad. I love our philosophy, our temples, our holidays,
our food—everything that makes us different from the rest of the world! And now that I’m the last one left, it’s up to me to
preserve our way of life!”
“How, Aang? Are you gonna live by yourself, like some kind of hermit? Devote your whole life to collecting and preserving
a bunch of relics?
“I don’t know… but I do know this: Air Nomad culture can’t survive in a world where the nations invade each other,
corrupt each other. I have to see the Harmony Restoration Movement through to the end.”
— Avatar Aang speaking with Katara
Shu Jing each nation, except for the Water Tribe that had a separate
representative for its northern and southern divisions.
Shu Jing is a town located on one of the eastern islands of the
Although it is young, many people have come to call this
Fire Nation. Situated on a cliff that houses a system of
new nation home, and some are old enough to remember a
waterfalls, it is one of the many small, peaceful settlements
time before the foundation of the Republic. The city hosts a
tucked away throughout the Fire Nation islands. The village of
bustling and vibrant culture, a melting pot of the other nations
Shu Jing is famous for its most well-known resident, the
where benders and nonbenders can live in harmony. Good
renowned sword master, Piandao, who lived above the village
intentions, however, do not always translate to a peaceful
in a large castle. A military deserter, he fought a battle against
outcome. Thus, Republic City and its outlying territories are
one hundred Fire Nation soldiers and defeated them all.
awash with growing dissatisfaction of the status quo.
Shu Jing and the region that surrounds it is a renowned
With no royalty as in other cultures, the nobility is not a
haven of pristine natural beauty and wildlife. The town is
class in the United Republic because of the nation's break
located at the heart of a vast expanse of grassy hills, most of
from the traditional governing systems of the world. This
which are rocky and steep in terrain. Due to the rough surface
makes wealth in the United Republic something that must be
of the land, trees are rare in the area. Shu Jing itself sits at the
striven for, not something into which one is simply born.
edge of a canyon, through which flows a small river. Though
Sports like pro-bending have given way to high-paying jobs
narrow, multiple waterfalls and cataracts dot the canyon,
for proprietors of such businesses. The automobile industry
where the rock is black in coloration.
has also proven to be an undertaking of great profit.
Fire Fountain City Republic City
Originally named North Chung-Ling, this city has a large
Republic City is the capital city of the United Republic of
statue at its center. Once known as a place where spiritual
Nations as well as one of the largest and most modern cities
experiences were common, and anyone could see a vision of
in the world, with a population of millions. Located on the
the other side, but the village cashed in on its reputation rather
shores of Yue Bay, it was a former Fire Nation colony and
than maintaining the supposedly hallowed ground. During
founded after the conclusion of the Hundred Year War as a
Kyoshi’s era, visitors paid charlatans for fake spiritual
haven for immigrants and refugees from across the four
encounters and cheap entertainment, and the city turned into
nations. Republic City boasts significant high-rise
a carnival town and glorified gambling den.
development as well as the widespread use of automobiles,
8 | Introduction
Cabbage Corp encountered stiff resistance from Fire and Earth citizens alike
who felt their lives uprooted after generations of living in Yu
Cabbage Corp is a rival auto manufacturing company of Dao. Together with Avatar Aang and Earth King Kuei, the Fire
Future Industries, founded by the cabbage merchant and later Lord met to discuss what could become of Yu Dao whose
owned by his son, Lau Gan-Lan. Cabbage Corp’s only people seemed to identify with neither and both the Fire
marketable automobile model is the Cabbage Car, a cheaper, Nation and Earth Kingdom.
more compact alternative to Future Industries' various
Satomobile models. The company is also the airship supplier
for the Earth Kingdom Air Force.
Senlin Village
Senlin Village is a small farming settlement located within a
By far the largest competition to Future Industries, dense forest in the southern United Republic of Nations. A
Cabbage Corp specializes in deploying more affordable powerful, though peaceful, spirit known as Hei Bai protects
options to the Future Industries products. This often comes at the surrounding woodland.
the expense of quality.
Hei Bai guarded the village's forest for thousands of years
Future Industries and remained there. Furious that the Fire Nation soldiers
burned down his home during their invasion, the spirit
Future Industries is a large business conglomerate founded
transformed into a frightening and destructive creature.
by Hiroshi Sato and owned by his daughter, Asami Sato.
Using state-of-the-art technology and innovative ideas such With the help of Avatar Aang and his friends, the village
as the assembly line, the factory produces over one hundred managed to placate the ravaged spirits by offering Hei Bai a
luxury Satomobiles daily. Despite high demand, Future single acorn, a symbol of hope for the return of the forests.
Industries' only known competitor is Cabbage Corp, which
produces the cheaper, more compact Cabbage Car. Taku Ruins
Located along the western shores of the Earth Kingdom, the
Equalists once great city of Taku was an important trading post. The
The Equalists are an organization of radical revolutionaries, town once moved goods brought from ships to various
formerly led by Amon, that operate within Republic City. They locations in the Earth Kingdom. The Fire Nation recognized
oppose the use of bending, which they see as inherently the city's strategic location and attacked it very early on in the
oppressive and inequitable and seek to "equalize" society war. It was one of the first Earth Kingdom cities destroyed.
through its elimination using terrorist and tactical methods. Taku now lies abandoned on the shores of the United
Republic of Nations, formerly the northwestern Earth
Triple Threat Triads Kingdom.
The Triple Threat Triad, also known as the Triple Threats, is
the largest of the triads that operate in Republic City. Led by Makapu Village
Viper, they are the only gang that consists of waterbenders,
Makapu Village is a small farming village located on the
earthbenders, and firebenders, as opposed to the other
slopes of Mt. Makapu in the northeastern United Republic of
single-element focused gangs. The Triple Threats work out of
Nations.
the back of a restaurant near Central City Station. Downtown
Republic City is their turf; however, all the city's triads are con- The volcanic soil offered fertile land for settlers looking to
stantly involved in various territorial wars. Members of the make a home. Because of its hidden location in the
Triple Threats, such as Shady Shin, solicit recruits at Central mountains, Makapu Village was untouched by the Fire Nation
City Station. for the duration of the Hundred Year War. The citizens of
Makapu Village are a very cunning breed. Additionally, the
Yu Dao rich volcanic soils and spiritual energy of Mt. Makapu have
given Makapu villagers a keener sense of their inner energies
Yu Dao was the first and oldest of all Fire Nation colonies.
than most.
Many of the Fire Nation families there emigrated from the
mainland over 100 years before Avatar Aang ended the Mt. Makapu is a tall active volcano that is located near the
Hundred Year War, when Yu Dao was only a tiny village at village. The volcanic activity in the region produces rich soil
the bottom of a valley. Together with Earth Kingdom settlers used by the villagers for farming, yet the village lives under
already living there, they built the magnificent city of Yu Dao, the constant threat of volcanic eruption and certain
famed for its metalworking produced using firebending and destruction.
earthbending expertise. Yu Dao is one of the richest cities in
the world. Outskirts
Immediately after the conclusion of the Hundred Year The outskirts of Republic City are comprised of a variety of
War, Fire Nation citizens comprised the upper classes of Yu former Earth Kingdom villages and Fire Nation colonies.
Dao while the Earth Kingdom subjects filled the ranks of the These settlements dot the countryside and are home to
merchant and lower classes. Still, everyone was better off. millions of citizens spanning thousands of miles.
Despite these distinct classes, Fire and Earth citizens Perseverance and ingenuity are favored traits for eeking out
commingled and cohabitated. a living in these conditions. Although the city is usually within
a day or two of travel, many individuals never leave home and
After the War, Yu Dao became the boiling point of tension
often take on the businesses and farms of their parents.
and inception of the United Republic of Nations. A year after
the creation of the Harmony Restoration Movement, as Fire
Lord Zuko attempted to evict Fire Nation citizens; he
Introduction | 9
Order of the White Lotus Order of the Red Lotus
The Order of the White Lotus, also known as the White Lotus, The Red Lotus is a global militant anarchist organization,
is an ancient and formerly secret society that transcends the founded by Xai Bau as a splinter faction of the Order of the
boundaries of the four nations, seeking philosophy, beauty, White Lotus after the Hundred Year War. Until 171 AG, the
and truth. They are devoted to the sharing of ancient organization operated through sleeper cells, keeping their
knowledge across national and political divides, and on Avatar existence unknown to the world. The Red Lotus' agenda is to
Aang's request, they also concern themselves with the task of have the humans and spirits coexist again and usher in a new
finding, training, and protecting each new Avatar. world order by dismantling the established nations and their
leaders, which they originally planned to do by releasing
Vaatu from his prison within the Tree of Time, and later by
assassinating world leaders and ending the Avatar Cycle.
10 | Introduction
Dark Avatar Spirit. Avatar Korra, however, purified their form,
through spiritbending during their battle. Thus, Vaatu receded The Avatar
into Raava and the Avatar, where he will continue to grow The Avatar formed initially when Wan permanently fused with
stronger and eventually break free. Raava during the Harmonic Convergence of 9829 BG; it is the
human embodiment of light and peace through the connection
Tui & La with the Avatar Spirit. As the only physical being with the
These ancient and powerful spirits keep balance in the Water ability to bend all four elements, it is the Avatar's duty to
Tribe. Known as Tui and La in the spirit world, they are two of master the four bending arts and use that power to keep
the oldest spirits on Earth. Legend says that the Ocean and balance among the four nations of the world, as well as
Moon spirits permanently crossed over from the spirit world between humankind and spirits.
into the mortal world near the beginning of time. They created When the Avatar dies, they reincarnate through Raava
the oasis in the North Pole and took the form of two koi fish. into the next nation, dictated by the cyclic order: fire, air, water,
Over the ages, few have known the Ocean and Moon spirits' and earth. Mirroring the order in which the first Avatar, Wan,
identities. However, when a young lieutenant named Zhao learned the elements, this is also the traditional order in which
looted an underground Earth Kingdom library, he discovered any one incarnation is to master the elements, beginning with
that the Ocean and Moon were the two koi fish. He kept this the bending art of the Avatar's birth nation. The reincarnation
knowledge a secret for years, knowing it would provide him a cycle can only be broken if the Avatar dies while in the Avatar
strategic advantage if he ever invaded the North Pole. State, Raava separates from the Avatar, or a spiritual infection
Legend says that the moon was the first waterbender -- it compromises the human and spirit alike.
pushed and pulled the tides and from this, waterbenders Upon the death of an Avatar, bending masters from the
learned to waterbend. Waterbenders are strongest at night, successive nation conduct a search to find the child
when there is a full moon. reincarnate. The successor must show signs of continuity with
the one who died, such as being born within a week of the
The Painted Lady death. These Benders carefully train the new Avatar to
Known for her gentleness and healing abilities, the Painted prepare him for his high position. First, they become proficient
Lady is a powerful and benevolent spirit who watched over the with his native element. Then, when the Avatar reaches
river town of Jang Hui, until a Fire Nation factory moved in and maturity, they travel the world and studies with Masters from
began polluting the river. This event drove the Painted Lady the other three Bending disciplines. Upon completion of his
away, leaving the villagers to fend for themselves. As is the training, the Avatar possesses sole control of all four
case with many other spirits, only spiritually enlightened elements.
people can see the Painted Lady. Once Katara helped the As part spirit, the Avatar possesses an innate connection
villagers of Jang Hui to drive away the Fire Nation and clean to the Spirit World and is at their strongest in that realm. The
the river, the Painted Lady revealed herself to Katara and Avatar used that connection to the Spirit World to be the
thanked her. bridge between the two worlds to keep peace between them
and ensure harmony. After the Harmonic Convergence in 171
Ran & Shaw AG, however, Avatar Korra left the spirit portals open and
Revered by the Sun Warriors, Ran and Shaw are two renounced her role as the bridge between the two worlds to
Firebending masters who are also ancient dragons. In order let humans and spirits live together in harmony.
to learn Firebending from them, any potential student must The Avatar is also capable of recalling memories from past
present themselves to the dragons. Ran and Shaw examine lives. This ability, however, can be injured or even completely
you and read your heart and soul. If they deem you worthy, severed. Avatar Aang unintentionally weakened his
they will teach you, if they don't, they will destroy you on the connection to all his past lives who came before Avatar Roku
spot. Many people have presented themselves to Ran and when he broke off his relationship with the Fire Nation Avatar,
Shaw over the years, but the dragons have deemed worthy though he managed to restore the connection. When Vaatu
only a few people, including Aang, Zuko, and General Iroh. ripped Raava out of Avatar Korra and subsequently
Introduction | 11
Each nation has its bending masters, who train the aberrant and perilous technique is the ancient art of
younger benders how to use their abilities and pass the energybending, which predates the other four arts, as well as
culture on through the generations. Bending abilities are the arrival of the Avatar and the formation of the four nations.
significant to all aspects of life in the World of Avatar. A more It involves bending the life energy within another being.
12 | Introduction
I – Character Creation
Avatar: The Second Age marks the uncertain days after the When you play an adventure in this setting, pay close
assassination of the Earth Queen by the airbender Zaheer attention to your character’s background. Spending some
whose airbending abilities were bestowed upon him (and time before the actual act of acquiring Characteristics, talents,
many others) when Avatar Korra left open the gates to the equipment, and other ‘hard’ aspects goes a long way toward
Spirit World. Benders and nonbenders alike must now cope creating a vibrant, interesting character for everyone to enjoy.
with the stress of an empire in turmoil along with spirits Some groups might wish to coordinate their stories so that
tampering with the material world. they all come from the same place, sharing a special bond
Thus, in play, while some characters may attempt to that draws them together as a team. Others might wish to go
recover the lost knowledge of the airbenders, or master their with a much more diverse approach, throwing a bunch of
firebending, others may instead choose to understand the disparate characters together and forcing them to forge their
spirits or even quell the dark spirits infecting the planet. Still bonds in the fires of desperate conflict.
others may simply want to go about their business, hoping to
transcend the greatness of even Cabbage Corp.
Avatar: The Second Age uses the Genesys core system, Step 1: Determine Background
and you can use these rules in conjunction with those Every character starts as an idea. Do you want to play a
presented in the Genesys Core Rulebook. Presented here dashing ranger or a swashbuckling pirate? A brawny
is an addition to the Genesys rules of character generation earthbender? Perhaps you want to play a noble or aspiring
with a mind toward designing characters who live in this member of the Metalbending Police Force. Before starting,
fantastic world of chimeras and elemental martial arts. ask yourself: what kind of character you want to build? What
Character Concept
is their background? Where did they come from, and what
happened to make him into the person they are today?
Before you scratch anything onto paper, put some thought
This step provides no mechanical benefit but exists to
into what sort of character you want to play. Perhaps the
provide plenty of plot hooks for the Game Master to use, so
character is an old hermit, someone who was once a powerful
they can weave each character into a living tapestry.
bender who fought in a civil war following the aftermath of the
Hundred Year War but has retired to the country. Maybe
they’re a taciturn archaeologist driven to see and study
Step 2: Select a Character
everything in the world or an aspiring diplomat eager to
represent (or manipulate) an entire nation on the United
Archetype
Republic Council. The character may even be a young laborer Your character’s archetype determines their starting
growing up in their small village, unsuspecting of their Characteristic ratings for Brawn, Agility, Intellect, Cunning,
newfound airbending abilities. Presence, and Willpower. It also provides default wound
threshold and strain threshold values as well as innate
The Avatar abilities, bonuses, and starting XP.
There are several reasons to avoid this mechanically and Once selected, you cannot change a character’s
socially; other players may feel impotent compared to the archetype during gameplay.
awesome powers of someone who can wield all four
elements. For the Game Master, it may be unwieldy to try to Step 3: Choose a Career and
narrate a story around a nearly all-powerful godlike character.
For this reason, The Second Age assumes the Avatar is
Specialization
missing in action, or otherwise not a PC. Their lack of a Choosing a career sets the character along a certain path or
presence lends plausibility to a party filled with characters who way of life, establishing the central focus of a character's
could, in time; substantially change the living world created by training, education, and professional experience. A career is
Character Creation | 13
a broad template of related skills and talents. Each career You can find more information on how to determine these
highlights three specializations representing different paths derived attributes and on how they function in the game on
you might take. pages 45 and 46 of the Genesys Core Rulebook.
Careers don’t rigidly define what your character does,
however. They simply make it easier to advance into some Step 6: Determine Motivations
skills and talents, and harder to advance into others. They Your character’s Motivation should derive directly from the
also help provide narrative depth to characters when they background you designed for your PC. In fact, though it is
start out, making starting characters more interesting to possible to roll randomly on the charts in the Motivation
roleplay. section, you should seriously consider the specific
relationship between your background, and your Motivation.
During this step, players should also designate whether
You might find it more internally consistent to select (or invent)
their character is a bender and if so pick one, and only one, of
Motivations that best fit the story you’ve already begun to tell.
the four elements (Earth, Fire, Air, or Water) to control.
The Setting section of the Introduction chapter
Step 4: Invest Experience Points describes some of the people and factions in this world; these
The archetype a player selects for their character also can make for excellent sources of Motivations should you
establishes an initial pool of experience points (XP). These choose to draw inspiration from your character’s nation.
points can be spent to improve certain aspects of the A character’s Motivation has four aspects: Desire, Fear,
character: to increase characteristics, purchase additional Strength, and Flaw. Each of these Motivations has a list of
ranks in skills, acquire talents, or to acquire and upgrade specific manifestations. Of course, you can always make up a
bending forms. unique Motivation for your character. You can learn more
Players may spend their points in any combination of about how Motivations work and see lists of sample
these areas, meaning that two PCs with the same archetype, Motivations to choose from starting on page 46 of the
career, and specialization may end up very different from one Genesys Core Rulebook.
another. During gameplay, characters will earn additional XP
based on their achievements and successes, with bonuses for Step 7: Choose Gear, Appearance,
roleplaying. You can spend these points to purchase new skill
ranks, talents, and bending forms.
and Personality
Once all other characteristics are determined, the player can
Step 5: Determine Derived then flesh out the rest of their character, such as height,
weight, build, appearance, and other cosmetic details.
Attributes Naturally, these aspects could relate in some way to the
Take this step only after the player completes the previous character’s Motivation, background, and other key choices the
steps, since your Characteristics may change during creation. player makes for the PC.
Several attributes can only be determined after a player fully As for starting gear, a PC begins with 500 copper pieces
establishes a character’s starting Characteristics and talents. with which to purchase equipment.
The derived attributes are wound threshold, strain threshold, Some helpful guidelines on how to determine your
defense, and soak value. character’s appearance and personality, if you haven’t
already, read more on page 51 of the Genesys Core
Rulebook.
14 | Character Creation
Background Questions How old is your character? Are they young and brash, or
old and wise? (Maybe old and brash, or young and wise.) If
Where does your character come from? What are your they’re middle-aged or older, how have they changed as
character’s roots and what does your character think about they’ve aged?
the place they grew up?
What does your character think about the world? Your
Who is their family? Did your character grow up with many answer could be very general (a cynical attitude toward
siblings, or were they an only child? If their parents weren’t everyone they meet), or specific to the setting (they hated the
around, who raised them? Are they on good terms with unjust rule of the Earth Queen). You could even ask and
family? answer this question multiple times, picking a different aspect
What is your character’s social standing? Is your character of the setting each time.
a respected member of their community and culture? Why did your character leave home? Likely, your
Alternatively, are they simply one of the unremarkable character is now an adventurer and has left part or all their old
masses? On the other hand, maybe they’re an outcast, life behind them. Why? What happened?
shunned by the members of “decent” society. What did your
character do before they became an adventurer?
The Diaspora
the first game session and gives the GM a little insight into the
history of a PC. An archetype serves a mechanical and a
narrative function. It provides each Player Character with After the end of the Hundred Year War, the Fire Nation left
unique abilities, attributes, or skills independent of their career many of its colonial citizens in the Earth Kingdom and Water
as well as fascinating story hooks for roleplaying and Tribe territories to fend for themselves.
storytelling.
Those not living in the United Republic after its creation
Your choice among archetypes establishes your starting found themselves left by the wayside, often fending for
characteristics as well as your secondary attributes. It sets the themselves in an increasingly globalized world. These
baseline for your character and provides you with a budget of disparate colonists are great speakers, having to plead their
experience points to spend to improve your characteristics, case to generous benefactors who can aid them in lieu of their
rank up skills and talents, or hone your character’s bending deaf governments.
forms.
2 1 2 3 2 2
Keep in mind, this choice is permanent. Your character is
BRAWN AGI INT PRE CUN WIL
not going to be able to adopt a new archetype in the middle of
a game; you’d just build a new character at that point.
• Starting Experience: 105 XP
Archetypes • Strain Threshold: 10 + Willpower
• Wound Threshold: 10 + Brawn
The Aristocrat • Starting Skills: The diaspora begins the game with
one rank in either Charm or Survival.
Not all characters come from a background rife with lived • Melting Pot: Diaspora characters may add sh to
experiences full of trials and tribulations. Some are born with their social skill checks targeting characters of a
a silver spoon in their mouth and thus, have little experience different nation.
with the rest of the world. For one reason or another, they’ve
set out for adventure—prepared, of course, with a little extra
coin in their pockets. This archetype represents any character
The Enlightened
who has the gift of a silver tongue. This could be a noble of For some, a pursuit of spiritual knowledge is a lifelong journey.
some sort, a bureaucrat, a performance artist, or even a Characters who seek enlightenment can often focus their
merchant. You should pick this archetype if you want to create inner chi and spend hours a day meditating. Their sharp
a character who fits one of these molds. instinct gives them a natural edge in day-to-day survival.
1 2 2 3 2 2 2 1 2 2 2 3
BRAWN AGI INT PRE CUN WIL BRAWN AGI INT PRE CUN WIL
Character Creation | 15
• Starting Skills: The enlightened begins the game • Inscrutable: The outcast adds one to all Charm
with one rank in Discipline or Cool. checks they make. Other characters add to all
• Enlightenment: The enlightened gains Knowledge social skill checks they make targeting the outcast.
(Spirit World) as a career skill and begins with one
rank in Knowledge (Spirit World). The Scoundrel
The Fool
Ruffians and thugs, a scoundrel is a lowlife character, often
with a criminal background. Scoundrels know how to survive,
Sometimes, a character just happens to be in the wrong place and often how to fight. However, your character acquired
at the wrong time. Characters who take this archetype are these skills through somewhat dubious means.
broadcasting to other players and the GM that their character
2 2 2 2 3 1
is just going along for the ride.
BRAWN AGI INT PRE CUN WIL
The GM can use this Player Character for a variety of
narrative purposes and hook them into nearly any plot points
for the starting adventure. • Starting Experience: 105 XP
2 2 2 2 2 2 • Strain Threshold: 9 + Willpower
• Wound Threshold: 12 + Brawn
BRAWN AGI INT PRE CUN WIL
• Starting Skills: The scoundrel begins the game with
one rank in Skulduggery or Coercion.
• Starting Experience: 125 XP • Street Life: Scoundrel characters may add sh to
• Strain Threshold: 10 + Willpower their Streetwise skill checks.
•
The Seaborne
Wound Threshold: 10 + Brawn
• Starting Skills: The fool starts the game with one
rank in each of two non-career skills at character Characters raised by the sea often live and die on open
creation. waters. The seafarer is a hardy individual, capable of
weathering hazardous conditions and hardened by the ever-
The Homebody changing currents of life at sea. Often, these characters have
Some characters have never left the village in which they’ve a strong background in seamanship, as evident by their skill
grown up. Their worldview is usually much smaller than that in sailing and reading the stars to navigate themselves back
of other travelers and their understanding of world events is home.
even smaller. When they do decide to venture out into the 3 2 2 2 2 1
world, homebody characters are generally indistinguishable
BRAWN AGI INT PRE CUN WIL
among the throng of busy citizens going about their day.
2 2 2 2 2 2
• Starting Experience: 110 XP
BRAWN AGI INT PRE CUN WIL • Strain Threshold: 8 + Willpower
• Wound Threshold: 12 + Brawn
• Starting Experience: 110 XP • Starting Skills: The seaborne begins the game with
• Strain Threshold: 10 + Willpower one rank in Sailing or Knowledge (Geography).
• Wound Threshold: 10 + Brawn • By the Stars: The seaborne may add one a to all
• Starting Skills: Characters who never left home Knowledge (Geography) and Sailing skill checks
begin the game with one rank in Discipline or Charm. they make.
• Underestimated: Whenever you make an opposed
skill check, you add a to the result. The Tradesperson
A lucky few never have to work a day in their life, but many
The Outcast people in the world belong to the working class. These crafty
Some characters just don’t quite fit in with the crowd. They individuals come from all occupations and represent a
may have been ostracized from their village perhaps due to burgeoning, ever-growing class of individuals who not only
some substantial past grievances. For whatever reason, your produce goods and services but buy them as well. These
society has cut your character out from the community, and individuals are used to the stresses of day-to-day life.
thus they have no ties. Outcasts are generally self-sustaining 2 3 2 2 2 1
and rely heavily on what their gut tells them.
BRAWN AGI INT PRE CUN WIL
2 2 2 1 3 2
BRAWN AGI INT PRE CUN WIL • Starting Experience: 100 XP
• Strain Threshold: 11 + Willpower
• Starting Experience: 105 XP • Wound Threshold: 11 + Brawn
• Strain Threshold: 11 + Willpower • Starting Skills: The tradesperson begins the game
• Wound Threshold: 10 + Brawn with one rank in Negotiation or Leadership.
• Starting Skills: The outcast begins the game with • Natural Merchant: The tradesperson may add a to
one rank in Vigilance or Survival. all Negotiation checks.
16 | Character Creation
The Unfortunate Bending Archetypes
Down on their luck and probably out of work, some characters
simply cannot catch a break. Life’s trials have proved to be When you’re creating a new character who can bend the
too much for you to handle at this point in their life and you elements, consider the adventure you’ll be playing and the
must fend for yourself. way this fits into the world. How well do they know their
talents? Are they an earthbending architect who understands
These characters tend to be quick-witted and know how to their philosophy well enough to construct rigid and sturdy
survive in the slums of any city, weathering the stresses of an structures; or are they just a simple artisan who supplements
impoverished lifestyle. their blacksmithing with firebending?
1 2 2 2 3 2 A character with a bending archetype begins the game
BRAWN AGI INT PRE CUN WIL with one rank in the Bending Arts skill, without spending
XP. A bending archetype is not required to play as a bender.
Read more about bending requirements in Chapter II:
• Starting Experience: 110 XP
The Bending Arts.
• Strain Threshold: 12 + Willpower
•
•
Wound Threshold: 9 + Brawn
Starting Skills: Unfortunate characters begin the
The Craftsman
game with one rank in Survival or Cool. For some, the ability to bend the elements is just another tool
in their belt. These individuals harness their abilities to
The Wanderer perform everyday tasks. Some even exploit their talents to
make a living, turning the mundane into extraordinary through
For some, the spirit of adventure is an innate quality. Not all
performance, artisanship, or other means.
characters feel rooted or as though they belong to any given
place or time; instead, they wander the countryside, hike up 2 2 3 2 2 1
mountains, and explore relatively unknown territories. Those BRAWN AGI INT PRE CUN WIL
with a wandering heart find themselves at the crossroads of
destiny and see every new opportunity as an adventure in
waiting. • Starting Experience: 100 XP
• Strain Threshold: 12 + Willpower
2 2 2 2 1 3
• Wound Threshold: 10 + Brawn
BRAWN AGI INT PRE CUN WIL • Elemental Artificer: Instead of using a concentrate
maneuver to sustain a bending form, your character
may instead suffer 2 strain to concentrate as an
• Starting Experience: 110 XP
incidental.
• Strain Threshold: 10 + Willpower
•
•
Wound Threshold: 10 + Brawn
Starting Skills: The wanderer begins the game with
The Disciplined
one rank in Cool, or two ranks in either Knowledge Some benders spend their entire lives perfecting their
(Geography) or Knowledge (Culture). technique and form. Perhaps a bit too strait-laced, disciplined
characters benefit from rigid structure, increasing their
• Wandering Heart: The wanderer begins the game
threshold for the stresses of life. Those with such a stern
with one rank of the Outdoorsman talent.
demeanor often come off as crass or unapproachable; they
The War-Scarred are usually not socialites.
Character Creation | 17
2 2 2 1 2 3
BRAWN AGI INT PRE CUN WIL • Starting Experience: 100 XP
• Strain Threshold: 12 + Willpower
• Wound Threshold: 10 + Brawn
• Starting Experience: 110 XP
• Lesson from the Master: When you choose this
• Strain Threshold: 10 + Willpower
archetype, choose one Knowledge skill. Once per
• Wound Threshold: 10 + Brawn session, you may spend a Story Point to add a
• Prodigy: The prodigy automatically generates a on
number of equal to your ranks in that Knowledge
any Bending Arts skill checks.
skill to any Bending Arts skill check you make.
The Pupil
metalbender city of Zao Fu—some benders can grasp
specialized techniques by virtue of their heritage or other
Some individuals master the bending arts as students, innate talent, often to the detriment of their general use.
becoming apprentices or through some other form of
2 2 2 2 2 2
education from an instructor. What these characters lack in
application they compensate for with thorough understanding BRAWN AGI INT PRE CUN WIL
and manipulation of their element.
1 1 3 2 2 3 • Starting Experience: 95 XP
BRAWN AGI INT PRE CUN WIL • Strain Threshold: 11 + Willpower
• Wound Threshold: 10 + Brawn
18 | Character Creation
• Native Specialist: When you create your character, 2 2 1 2 2 3
choose one specialized bending form to be this BRAWN AGI INT PRE CUN WIL
character’s native bending style. Your character
acquires this special technique without the usual
requirements necessary. • Starting Experience: 100 XP
• Strain Threshold: 10 + Willpower
The Underdog • Wound Threshold: 10 + Brawn
Certain eager benders are predisposed to very potent uses of • The Strength Within: Once per session after
their ability. Despite lacking a full grasp of their potential, some making a Bending Arts skill check, you may spend a
characters have a vast pool of inner strength from which they Story Point to have your character reroll up to two
draw to enhance their form. dice in the pool.
Character Creation | 19
• Should this character be able to sail a ship or handle the choice between two Tier 1 talents related to the skills and
a vehicle? abilities emphasized by that specialization. You acquire this
• Should this character be the “face” of the group? Talent during character creation, without spending XP. Each
• Should this character be a fountain of wisdom? specialization will describe which talents these are. Finally,
• Should this character be the sneaky one? specializations also confer a discount on certain talents,
• Should they be the dedicated support character? known as favored talents, described further below.
20 | Character Creation
Bender
Chi Channeling A Warrior counts the following as career skills: Athletics,
Discipline, Martial Arts, Melee (Light), and Resilience. You
gain a free rank in any two of these skills. At character
Once per encounter, your character may spend a Story Point to
creation, you gain a free rank in one of the following Tier 1
perform a bending arts action without suffering strain.
talents: Elemental Strike or Elementalist.
Character Creation | 21
Martial Artist
Sting Like a Buzzard-Wasp Stealth; you may choose two of these skills in which to gain a
free rank. During character creation, you gain a free rank in
Once per turn, on a successful Martial Arts combat check, the
one of the following Tier 1 talents: Duelist or Rapid Reaction.
martial artist can spend aaa or t to trigger a second hit
(dealing the same damage as the first hit). This is in lieu of
increasing the difficulty outlined in Fighting with Two
Pugilist
Weapons. As the name implies, pugilists excel at hand-to-hand combat
Passive and are generally resilient. Their fisticuffs can be tough to
counter, and their martial technique too quick to discern. Many
The fact of the matter is…the world can be a dangerous place, brawlers who can’t afford formal training at a respected martial
especially when your enemy can hurl the force of the elements arts academy instead rely on the unregulated, non-standard
at you. Martial artists use their bodies as weapons, or techniques they pick up off the streets.
deterrents, to protect themselves and the people they love. Pugilists count the following as career skills: Resilience,
Although bending techniques also stem from martial arts, Athletics, Discipline, Melee (Light), and Coercion. You
many others who learn these techniques aren’t benders at all. may choose two of these skills in which to gain a free rank. At
A talented nonbender martial artist can still go toe-to-toe character creation, you get a free rank in one of the following
against even the most formidable bender. Tier 1 talents: Brawler or Improvised.
The Martial Artist’s five career skills are Athletics, Cool,
Discipline, Martial Arts, and Vigilance. A martial artist
automatically gains one rank in two of these skills (of their
choosing) without spending experience.
Monk
While they are trained in martial arts, Monks study techniques
Chi Blocker to center their minds and practice discipline above all else.
They are generally more peaceful and attuned to the spiritual
An unknown art prior to the Hundred Year War, chi blockers aspects of the physical movements. Some rumors suggest
are martial artists who specialize neutralizing bender that a few monks have attained an understanding of resolving
opponents with precision and haste. Chi Blockers favor conflict through sheer force of will alone.
talents that shut down benders by using their own chi against
Monks count the following as career skills: Medicine,
them. Their defining talent, Chi Disruption, enables them to
Discipline, Perception, Resilience, and Cool; you may
shut off a target’s bending for several rounds.
choose two of these skills in which to gain a free rank. During
Chi Blockers also start with the following career skills: character creation, your character acquires a free rank in one
Coordination, Vigilance, Skulduggery, Martial Arts, and of the following Tier 1 talents: Finesse or Jump Up.
22 | Character Creation
Entrepreneur
Social Network Charm. The player may choose two of these skills in which to
gain a free rank. At character creation, you gain a free rank in
At the beginning of each game session, the Entrepreneur
one of the following Tier 1 talents: Sound Investments or
receives word from a contact of theirs about important,
Know Somebody.
interesting, or otherwise influential goings-on of which their
contact would be reasonably aware. Additionally, once per
session, they may collect a small favor from this contact, even
Entertainer
if they do not owe your character a favor. Singers, musicians, players, dancers, acrobats, and other
Passive performers, Entertainers can be found anywhere in the world
bringing joy and distraction through their performance.
Entrepreneurs are masters of negotiation, charm, and social Entertainers are knowledgeable about the world and know
intrigue. These enterprising individuals often act as the ‘face’ best how to connect with people or animals.
of the party, speaking for the whole the group to broker deals, Entertainers gain Deception, Coordination, Empathy,
negotiate terms, or convince others to lend their assistance. Animal Handling, and Knowledge (Culture) as additional
In a world wrought with blades and bending, Entrepreneurs career skills; they get a free rank in two of these skills before
still find ways to make their own mark through the power of spending XP. During character creation, you gain a free rank
persuasion. This career is an amalgamation of paths focused in one of the following Tier 1 talents: Pep Talk or Good
on social skills; its specializations gain access to a variety of Company.
abilities centered on Player Characters who prefer to talk their
way out of sticky situations. Diplomat
The entrepreneur’s five career skills are Charm,
Sabotage, intrigue and politics—while the Entertainer excels
Empathy, Negotiation, Leadership, and Deception. An
at crowd control, the Diplomat is at their best in one-on-one
entrepreneur automatically gains one rank in two of these
conversations where you must persuade a specific target.
skills (of their choosing) without spending experience.
Diplomats are cunning, intelligent and tend to dominate the
Character Creation | 23
Soldier
may receive a free rank in two of them if this is the first
Combat Training specialization selected by the PC. If the fighter is your first
specialization, you automatically gain a free rank in one of the
Once per game session, when a Soldier receives a Critical Injury following Tier 1 talents: Weapon Specialist or Duelist.
and after the injury has been resolved, the character can spend
a Story Point to shrug off the injury instead, removing it and its
effects.
Guard
Defensive talents and abilities are a Guard’s favorite tool.
Passive Their training focuses on staying alive during combat and
keeping teammates alive as well. A mount, draft animal, or
One of the world’s oldest professions is that of the trained other beast of burden often accompanies guards.
Soldier. Rigorous training leaves one with the skills and
For Guards, Resilience, Animal Handling, Medicine,
abilities suited for a single purpose: besting an enemy on the
Ranged, and Athletics are all career skills. So long as this is
battlefield. They know everything there is to know about
the first specialization for the PC, they gain a free rank in two
surviving the horrors of combat and making sure the opponent
of these skills. During character creation, you may choose a
doesn’t. Although most Soldiers are tough Guards protecting
free rank in one of the following Tier 1 talents: Armor Master
their fellow compatriots or fearsome Fighters on the frontlines,
or Durable.
some manage to work their way up to the rank of Commander,
where they lead through their battle-hardened experiences.
A Soldier’s counts the following skills as career skills:
Commander
Athletics, Melee (Light), Survival, Discipline, and The title of Commander comes with privilege, respect, and
Resilience. A Soldier automatically gains a rank in two of wealth, but also the responsibility for the wellbeing of those
these skills without spending experience. beneath their command. Some are natural-born leaders and
others just happen to make the right call at the right time.
Fighter Whatever it is, other characters want to listen and benefit from
doing so with abilities that support and assist allies in combat
Fighters come alive in the chaos of combat. Their very by providing buffs for coordination and strategic maneuvering.
appearance in the field of battle can send foes running scared.
Commanders gain Resilience, Perception, Discipline,
A Fighter can unleash a flurry of blows, taking the brunt of an
Leadership, and Vigilance as career skills. Two of these five
attack and then shrugging it off like water. Their courage in
skills begin with a free rank each. During character creation,
the face of danger makes Fighters perfectly suited for any
gain a free rank in one of the following Tier 1 talents: Rapid
group anticipating a scuffle in the near future.
Reaction or Veteran.
Fighters gain Athletics, Vigilance, Coercion, Melee
(Heavy), and Melee (Light) as additional career skills, and
24 | Character Creation
Scholar
Archaeologists gain five additional career skills—Perception,
Eureka Moment Negotiation, Resilience, Knowledge (Spirit World), and
Knowledge (Geography). They gain a free rank in two of
Once per game session, when you generate a t on an Intellect
these. During character creation, you gain a free rank in one
skill check, the Scholar can immediately roll another into
of the following Tier 1 talents: Bought Info or Relic Hunter.
the pool and add its results. If that generates another t, then
repeat the process. You still get to resolve and spend all t as
normal.
Physician
Doctors, healers, and herbalists—Physicians are Scholars
Passive dedicated to helping others. Their knowledge specialty gives
them insight into the medicines available in the natural world
Scholars are masters of the secrets of the natural world and
and empowers them with the tools to help themselves and
the cultures within it. Parties won’t get very far in exploring and
others survive.
unlocking the secrets of history, culture, and the Spirit World
without a character who can decipher the clues. For them, the For the Physician, Cool, Medicine, Discipline, Survival
pen is truly mightier than the sword. Their knowledge can and Knowledge (Nature) are all additional career skills. You
provide immense aid to allies through resources, new allies, gain a free rank in two of these. During character creation, you
or even the enemy of an enemy. There are as many kinds of gain a free rank in one of the following Tier 1 talents:
scholars are there are things to learn, and most of their own Apothecary or Deft Hands.
Tinkerer
specialization.
A Scholar’s five career skills are Discipline, Perception,
Medicine, Knowledge (History), and Negotiation. A Tinkerers are just as knowledgeable as their more academic
Scholar automatically gains a rank in two of these skills counterparts are, but usually their expertise is worldly and
without spending experience. stems from their artistry and resourcefulness. A keen eye and
Archaeologist
knack for inventiveness can carry a Tinkerer just a bit farther
than most.
The ancient civilizations of the world left behind their The additional career skills for Tinkerers are Mechanics,
fingerprints and the Archaeologist is adept at deciphering the Coordination, Perception, Discipline, and Knowledge
secrets and mysteries buried by earth and time. Wherever (Culture). You gain a free rank in two of these skills. During
they go, Archaeologists see the hidden histories of the Four character creation, you gain a free rank in one of the following
Nations—and those that preceded them. Whether they are Tier 1 talents: Salvager or Utility Pouch.
the old markings in the Taku Ruins, the prayer stones and
road shrines of Air Nomads, or even forgotten city of lost
bender tribes, an Archaeologist knows their secrets.
Character Creation | 25
Seafarer
two of these gain a free rank. During character creation, you
Familiar Shores also gain a free rank in one of the following Tier 1 talents: Let’s
Once per game session the character may make a Hard Ride or One with Nature.
( ) Knowledge (Geography) check. If successful, the
character is familiar with the environment and region in which Pirate
they find themselves. They know where nearby inhabitants Cutthroat and callous, this unsavory specialization excels in
live, and where to find their settlements. They also know about having underground connections and combat on the open
unusual environmental effects, hostile predators, or sources of seas. Able to cajole or coerce a noble into dumping all their
potential profit. pocket change, Pirates have a fearsome reputation.
Active Pirates gain Vigilance, Coercion, Skulduggery,
Ranged, and Resilience as additional career skills. You gain
In a world filled with more than 60% water, it will be imperative a free rank in two of these skills. During character creation,
to include someone in the party who knows how to traverse you gain a free rank in one of the following Tier 1 talents:
the seas. It’s not enough to know where you’re going but Bribery or Shady Deal.
knowing how to get there as well. A Seafarer knows best
about travelling on the open ocean. Captain
A Seafarer’s five career skills are Sailing, Vigilance,
Much like their Commander counterpart on land, the Captain
Coordination, Resilience, and Knowledge (Geography). A
specialization has several talents that enable a character to
Seafarer automatically gains a rank in two of these skills
support allies as well as excel in ship-to-ship combat. Perhaps
without spending experience.
even more so than their land counterparts, a Captain is only
26 | Character Creation
Mercenary
Bounty Hunters gain Melee (Heavy), Coercion,
I Know a Guy Vigilance, Ranged, and Survival as their additional career
skills. You gain a free rank in two of these skills. During
Once per game session, the Mercenary may spend a Story
character creation, you also gain a free rank in one of the
Point to introduce an NPC who owes the character a small
following Tier 1 talents: Quick Draw or Bought Info.
favor.
Active Assassin
Mercenaries tend to work for the highest bidder, and rarely Assassins are masters of the grim art of death. They use
break a contract unless the price is worth the damage to their stealth and maneuverability who strive to employ quick strikes
reputation. Unsurprisingly, this career is combat-oriented, and and move without trace. Espionage, sabotage, infiltration,
the various specializations have evolved to suit a Mercenary’s guerrilla warfare, and of course targeted killings—the
particular…quirks. Assassin is master of all things underworld.
Mercenaries tend to fall into three categories: those An Assassin gains access to Martial Arts, Stealth,
looking for the next paycheck, killers-for-hire, and free-range Skulduggery, Deception, and Streetwise as additional
survivalists who lend their services as guides and escorts. career skills. You gain a free rank in two of these skills. At
With an arsenal of talents, Mercenaries are excellent at character creation, you gain a free rank in one of the following
tracking down their prey—whether they be big game, or other Tier 1 talents: Deft Hands or Unremarkable.
Ranger
human beings. While some Mercenaries rely on their wit and
weapons to get by, others employ cunning and stealth to stalk
their marks. Still others make use of the world around them,
often using beasts of burden to snuff out a target. Beyond the urban settings of Ba Sing Se or Republic City, in
the vast countryside and forests dotting the Earth Kingdom,
A Mercenary’s career skills are Coordination, Rangers hunt down their targets with exceptional precision,
Skulduggery, Stealth, Survival, and Ranged. A Mercenary and act as companionable travel guides along the dangerous
automatically gains a rank in two of these skills without routes between cities. Many Rangers spend so much time out
spending experience. in the wilderness that they usually take on an animal
Bounty Hunter
companion to aid them in these endeavors. The Ranger
excels at ranged combat and employs a variety of techniques
related to tracking and animal handling.
A wanted poster, a missing person, a mysterious beast
terrorizing the crops—no matter the job, there is a Bounty Rangers gain Ranged, Medicine, Knowledge
Hunter willing to take it for the right price. Specialists in (Geography), Animal Handling, and Coordination as
multiple weapon types, a Bounty Hunter always has the right career skills. You gain a free rank in two of these skills. During
tool for the job, if the job is to put the nail in the coffin. character creation, you also gain a free rank in one of the
following Tier 1 talents: Forager or Swift.
Character Creation | 27
II – The Bending Arts
In the world of Avatar, a person can bend their element when
they extend the influence of their chi beyond the body to Learning the Bending Arts
interact with the environment. In the Avatar universe’s contemporary era, each element is
also associated with a nation in the world; the Water Tribe
The four elemental bending arts are based on the four
corresponds with waterbending, the Earth Kingdom with
classical elements—water, earth, fire, and air—and each are
earthbending, the Fire Nation with firebending, and the Air
manipulated through certain martial art styles that are
Nomads with airbending. However, other bending affiliated
reminiscent of the qualities of the element itself. A more
groups exist, like the Foggy Swamp Tribe for waterbending,
aberrant and perilous technique is the ancient, fifth bending
the Sun Warriors for firebending, and the Si Wong tribes for
art of energybending, which predates the other four arts, as
earthbending. Each nation has its own revered bending
well as the arrival of the Avatar and the formation of the Four
masters, who train younger benders how to use their abilities
Nations. It involves bending the life energy within another
and pass the traditional bending culture on through the
being. Only the Avatar can bend energy itself.
generations.
Bending is a form of elemental spiritualism, allowing some
An individual must develop their talent over time. In most
of the world’s inhabitants to manipulate the material world
people, the ability to manipulate the elements appears at a
around them. While some degree of talent for bending seems
young age, often by puberty. Their gift often sets these
to be inborn to certain people or families, true skill in bending
individuals apart, as even untrained benders can bend the
requires a lifetime of lengthy and intensive study, dedication
elements to their will. This does cause tension between
and practice.
benders and nonbenders. Misunderstandings between them
Benders use patterned movements and stances that give throughout history have been the primary source of conflict in
shape and focus to the chi that enables them to bend. As the world.
such, benders are at their most vulnerable when restrained or
Even for those with innate talent, discipline and training
unfocused and unable to enact these motions with accuracy
are still necessary to realize the apex of one’s bending
and clarity. Each bending style relates thematically to the style
abilities. Finding a master to assist in learning about the
of real-world martial arts that inspired it, and thus, the motions
different techniques can be difficult, for much knowledge was
of each style are quite distinct. Traditionally, a bender wields
lost during the Hundred Year War. For some benders in
the elements through the motions of one's hands and feet,
different parts of the world, it is taboo to use one’s abilities and
certain benders can effectively manipulate their element with
thus they may hide their talents.
only minimal movement of their body, such as by using just
their head or torso. In even rarer cases, benders can perform Although bending permeates the world of Avatar, not
their bending without the aid of any physical movement at all, everyone can bend. Heritage can play a role, but spirituality
by instead using sheer focus and force of will, a skill known can also be a factor. The most spiritual nation of all, the Air
informally as psychic bending. Nomads, always had bender children while the least spiritual
nation, the Earth Kingdom, has the lowest number of benders
proportional to their population. Of course, people of mixed
heritage are liable to bend one element or the other (never
both), and sometimes none.
Playing a Bender
It is possible to turn your non-bender character into a
bender. There are many times in the Avatar universe in which
a character has potential yet to be unlocked—this is a key
Benders can control and manipulate their surroundings to
theme of the series. Some may go their whole lives without
their whims, clear insurmountable obstacles, construct great
ever realizing they can bend the elements, or without ever
works, and even take command of the field of battle. You can
learning how to control it. In the ancient past, the Lion Turtles
Using Bending Forms different phase of matter or through a logical, or even spiritual,
relationship. This is most apparent in waterbenders, nearly all
Bending allows someone to do things others might see as of whom have masterful control over all forms of water; to a
fantastic or even unbelievable: levitating boulders, jumping degree, earthbenders can also control gems, crystals, coal, and
high into the air, lighting the candles in a room, or blocking other forms of earth across the spectrum.
arrows with a sheet of ice. Bending is therefore a conscious
However, specialized bending is not always readily apparent to
effort on the part of your character. In The Second Age,
characters. Metalbending, bloodbending, lavabending, and
bending encompasses both broad narrative techniques and
even lightningbending encompass techniques discovered by
specific, structured abilities that allow players to perform
masters and passed on. As the tradition spreads, specialized
impressive and imaginative feats. Bending Forms (or just
Forms) refer to techniques with rules about how they work. bending becomes so integral to a culture, that it becomes
There are two kinds of forms: basic forms and master forms. innate to a character. This is true in the case of sandbending
and plantbending.
Basic forms follow the same rules for magic actions
(“spells”) as outlined in the GENESYS Core Rulebook (page There are no rules that can encompass such a breadth of
211), with exceptions noted in this book where appropriate. If experience and it would do a great disservice to player
rules come into conflict between the Core Rulebook and The creativity to try to codify every possible avenue of a character’s
Second Age, this book takes precedent. The names and heritage. You should speak with your GM if you want to play a
descriptions of basic forms follow later in the Bending Forms character who inherently uses one of these styles, and what
section of this chapter. Master forms represent specialized that may look like in play. Your character likely wouldn’t need
techniques which require additional effort (and perhaps to find a master teach them or purchase these abilities with XP.
narrative justification) to achieve and are handled differently. Perhaps your character does not suffer their associated
Consider both kinds as “forms” for the purpose of any talent, penalties or finds another style harder than others find. No
ability, bonus or penalty that interacts with forms.
matter the approach, each character is going to be different
Forms let your character achieve amazing outcomes and that approach should be fun for you.
through their bending art. Your character can accomplish
those tasks using the Bending Arts skill. When your
character performs any action that requires a Bending exhaustive list of techniques that you can perform. You should
Arts skill check (whether the check succeeds), they suffer insist upon, and the GM should encourage, improvised uses
2 strain after resolving the check. This limits benders from for their character’s bending abilities. With GM guidance and
using their abilities indiscriminately. Minor and narrative the rules outlined later in this chapter, players may even
bending effects may impose a lesser penalty of 1 strain, or develop their own techniques.
none. Master forms may specify more or less strain in which Handle a Bending Arts skill check like any other skill check
case that value takes precedent. and call for them in the same circumstances. As with any other
skill, you should generally only require a check when there are
In Narrative Encounters dramatic results or consequences for failure. For instance, a
Many bending abilities have use outside of battle. A well-trained firebender who regularly manifests and
waterbender may create a bridge across a river out of ice manipulates fire should not need a check to light a torch or
while an earthbender might dam up the river altogether. The campfire.
forms listed later in this chapter are by no means an Since bending is an inherently open-ended concept,
judging and resolving Bending Arts skill checks may seem
Table 2-1: Penalties When Bending challenging; really bending is just the means to an end. Focus
less on the “how” of the technique, and more on what the task
Penalty Condition the form is accomplishing, or what obstacle bending is used
Heavy armor or a cumbersome weapon to overcome. If the technique is replicating the effects of a
hinders the character’s actions. nonbending skill, assign the difficulty correspondingly while
The character is gagged, bound, or otherwise still considering the circumstances. Bending should not be a
unable to move. catchall skill that eliminates the need for any others—we see
The character is in circumstances that interfere in the Avatar universe that this is not the case. Every element
with their ability to concentrate, such as trying has its limits. Creating a water vortex to lift you up and cross
→ to bend while treading water or hanging from the river is probably more difficult than simply swimming
a rope, buffeted by a sandstorm, or using a across, although your character might find it easier if they
Form that targets a character at range. have no ranks in Athletics (or they don’t want to get their gear
wet).
Utility
Elements: Fire, Air, Water, Earth
Concentration: Yes
Difficulty: Easy ( ) Elements: Fire, Air, Water, Earth
Characteristic: Willpower Concentration: No
Many practiced benders can use their element to protect Difficulty: Easy ( )
themselves and their allies. In structured encounters, the Characteristic: Any
outcome is straightforward: this form helps to reduce incoming Utility bending covers all the minor things that we expect
damage. However, a barrier form can take on much variety benders to be able to accomplish with their elements, such as
depending on the narrative. Your character may create a levitating a clay cup, lighting the candles in a room, drying off
bubble under the ocean so they can travel underwater, a clothes, or juggling stones. If an Easy ( ) check seems too
boundary that protects them from flames as they walk through easy for what you want to accomplish, then consider adding
a burning building, or even a barrier that deflects an onrushing + per additional desired effect. However, if you are
rockslide. increasing difficulty, then what you want to do is probably
beyond the scope of this form.
Construct
Elements: Water, Earth Master Forms
Concentration: Yes
Difficulty: Easy ( ) Certain, rare forms are attainable only in unique
Characteristic: Willpower circumstances. These are not forms that your average bender
can teach themselves but must be taught or learned through
Waterbenders and earthbenders can manipulate their other means. Masters of the bending arts and bending scrolls
element to form objects, items, and structures. Each of these are two sources for these powerful abilities that can turn
elements’ structured encounter effects present guidance for benders into a formidable force of nature.
using the construct form in narrative encounters. The most
important consideration to make when using this form is to Each element’s section lists these specialized techniques
determine the size or complexity of the object. How elaborate separate and apart from basic forms. Although the
the form gets should be a matter of common sense for you mechanical format and structure of a master form is virtually
and your players, as well as familiarity with the source identical to talents, master forms are not talents and do not
material. count toward progress in a character’s talent progression.
However, like talents, each master form thoroughly describes
Control its rules for use, and some have improvements.
Elements: Air, Earth
Concentration: Yes
Master Form Descriptions
Difficulty: Average ( ) Master forms generally consist of a name, a mechanical
Characteristic: Intellect profile, and a base effect. The base effect is the technique at
its simplest and provides the foundation for any potential
The control form allows a bender to affect a large area with an improvements. The following is a breakdown of each master
effect. Although all four elements can conceivably achieve form. Each section conveys specific information.
this, this book chooses to limit the form to airbending and
earthbending. These are the two most pervasive elements in • Name: Every master form has a name, usually drawn
the world. It is rare for benders to be in situations where they from or inspired by the Avatar series, making it all the
have no access to their element. Since the availability of fire easier to remember!
is contingent upon a firebender’s own ability to generate, and • Type: Master forms are specialized basic forms list the
water is limited generally to rivers, lakes, and oceans, these Basic form to which it most-closely aligns. This
elements cannot access this form by default. This limitation determines which additional form effects you can add
also exists for the sake of balancing access to the Heal form. to the master form!
• Activation: Nearly all master forms are active abilities.
This means you can choose when your character uses
the form (see page 97 of the GENESYS Core
Concept
scenarios, such as learning secret techniques from a master
or through other narrative circumstances. You may decide for
your game that all effects are permanent, all are incidental, or The first thing you should consider is how the ability manifests,
that there simply is no limit! and what it should accomplish. Nothing mechanical is
happening at this step of the process. Your goal is to describe
Creating New Forms the form or improvement as it would apply within the narrative
of your story. Once you set your concept down, everything
While The Second Age offers a variety of unique and diverse else will follow.
abilities across the four elements, you may want to create your
A second consideration of your concept should determine
own. An aspiring GM may want to take the world of Avatar in
whether the idea is something wholly new, or just an
a different direction or create abilities to represent a different
improvement or modification to an existing form. Does the
style or flair of bending. Alternatively, maybe you’re playing a
form have unique requirements, and does it offer a distinct
character whose goal is to try to invent a new form. Airbending
outcome from another form? If something similar exists,
masters, for example, only acquire their tattoos after they
consider whether the concept is better suited as an
innovate a new airbending technique; Avatar Aang received
improvement to an existing master form (i.e. an Expert or
his tattoos when he created the Air Scooter form.
Master improvement), or as an additional effect for a basic
For any reason you might want to create a new elemental form.
form, here are some guidelines followed during the creation
of this book that you may find useful.
Design The possible functions for a utility form are quite literally
limitless and before you set out to create one consider
Now that you have a solid concept down, it’s time to apply the
whether the concept you’ve described is sufficiently narrow
game’s rules to create the ability. This book classifies forms
enough in scope that a general Bending Arts skill check
as one of three types: offense, defense, or utility. As the
wouldn’t apply instead. Like offensive and defensive forms,
names imply, each of these has a core function: offense for
you can apply item qualities to utility forms but keep in mind
dealing damage and inflicting statuses, defense for protection
that some qualities are only applicable to dealing damage.
from these things, and utility for everything else. In addition to
this basic function, bending forms can have one or more item Core Ability
qualities (see Chapter V: Gear and Equipment).
Once you’ve figured out what kind of role your form will serve,
Offensive Forms it’s time to define its core function. You’ll start by determining
whether the form is an incidental, maneuver, action or even
Offensive bending forms allow your character to dish out the
an incidental (out of turn). Remember, if something requires a
hurt. These forms nearly always require a combat skill
skill check it is always an action.
check, and thus an action, to determine whether the attack is
successful. Usually, this is the Bending Arts skill keyed to a Generally, the effect of the core ability should not go
specific characteristic; you can determine which characteristic beyond short range. Try not to overload your ability with too
is most appropriate based on the concept of the ability. many features and if you have many ideas for what you want
your ability to do, consider stashing some of those features
Offensive forms usually have one or more item qualities
and functionality behind Expert and Master improvements.
and you can emphasize each element by mixing a variety of
qualities. Attacks with the Burn and Blast qualities reflect fire Improvements should fundamentally alter the way the
well; Disorient and Knockdown illustrate the power of air; core ability works in a way that encourages a character to
water can leverage multiple qualities depending on whether it specialize. Expert improvements generally tend to expand
is liquid (Stun) or ice (Pierce); earth should Ensnare or Push upon what’s already present: manipulating existing
characters. These are just some examples, and many forms requirements or increasing the potency of existing effects or
can break this mold. You might use Burn to represent severe qualities. Master improvements should be transformative and
cold damage, or Stun to represent a quick jolt of lightning. expand upon a form’s core ability in substantial ways, alter it,
or even offer a completely new way to use the form.
Because bending attacks deal damage based on their
Characteristic rating, treat them as if they were improvised
weapons. Some master forms have a damage modifier (“+X”).
Requirements
That means the form’s base damage is additive. You should As a limiting factor to balance benders, bending needs a
consider a valid Critical rating that should not go below 3, even requirement. Generally, this means voluntarily suffering strain
for firebending. Base damage on top of s can add up quickly, to active an ability. However, if an ability only functions as part
of a skill check, you might additionally spend the symbols from
Bending Fire such as siphoning the heat from a small space or using large
gouts of flame to invoke fear in a target’s heart. If it’s not an
The following section discusses special rules for how opposed check, it should at least be Average ( ) or Hard
firebenders interact with the Bending Arts skill and offers an ( ).
Attack
overview of the basic forms (actions and maneuvers) that are
typically available to all firebenders at character creation.
During the summer, or on particularly hot and clear days, Concentration: No
your character may suffer 1 less strain to bend fire. In harsh, Difficulty: Easy ( )
cold weather, your character downgrades their Bending Arts Characteristic: Brawn (if melee), Agility (if ranged)
check once. Those who bend fire are no strangers to its offensive
Fire is the element of power. Once per encounter, your capabilities. The attack form includes any combat check or
character may spend a Story Point as an incidental to add other action that directly or indirectly deals damage or strain
damage equal to their ranks in Discipline to one hit they make. to an enemy. Attack is one of the most versatile firebender
forms. Examples include throwing a fire blast, dealing a
Firebending Maneuvers blazing kick, even shooting lightning. Since most attacks
typically happen in structured combat encounters, use the
The maneuvers listed in this section are exclusive to
table to help determine the difficulty whenever you want your
firebenders. Like most maneuvers, the actions described do
character to attack someone with their bending.
not require a skill check.
EFFECTS MOD
Heat Control: Instead of the usual effect of this form, the character chooses an engaged weapon, armor, or other object
and heats it such that the item is damaged one step. Alternatively, the character may instead sap all heat from a target +1 Strain
source. You should base this effect on the context of the scene and the object targeted.
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend aa to affect one additional target within range of the form (and may trigger this multiple +
times, spending aa each time).
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Sweltering Heat: Affected targets must make a Hard ( ) Resilience check or suffer strain equal to the
+
character’s ranks in Discipline.
Ambient Temperature: The target's strain and wound thresholds are reduced by an amount equal to the character's
+
ranks in Discipline. This effect may not be combined with the additional target effect.
Blinded: The target is blinded until the end of the character’s next turn. Blinded characters cannot see and suffer
+
on all checks requiring sight.
Empowered: Instead of the normal effect of this form, the target decreases the ability of any skill checks they make by
+
two.
Turn Up the Heat: Affected targets must make an Average ( ) Discipline check (you can consider this a fear
check. See the GENESYS Core Rulebook, page 243) or become staggered until the end of their next turn. This effect +
may be added multiple times, increasing the difficulty of the Discipline check by one each time.
EFFECTS MOD
Barrage: The attack gains the Linked quality with a rating equal to the character’s ranks in Discipline. +
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Blazing Arc: If the attack hits, the character may spend aa to send a blazing arc up to short range from the point of
origin of the target, inflicting 1 wound to characters caught in the arc. You may trigger this multiple times, spending aa +
each time. This may be added a second time, reducing the a required to trigger its effect by one to a minimum of a.
Burn: The attack gains the Burn quality with a rating equal to the character's ranks in Discipline. Your character adds
+
their ranks in Discipline when determining the weapon’s base damage after activating Burn.
Deadly: The attack gains the Vicious quality with a rating equal to the character’s ranks in Discipline. +
Ferocity: The attack’s Critical rating is reduced by one to a minimum of 2. This may be added multiple times, decreasing
+
the Critical rating by one each time (to a minimum of 2).
Missiles: The attack gains the Guided quality with a rating equal to the character’s ranks in Discipline. +
Fire Stream: If the attack hits, you may spend aa to concentrate on the form until the end of your next turn. For the
duration of this effect, characters who begin their turn in or move through the area between you and the target take +
damage equal to you ranks in Discipline.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Ignition: If the attack is successful, the character may spend t to perform an additional firebending action. This second
→
action cannot be another attack.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
Searing: The attack gains the Pierce quality with a rating equal to the character’s ranks in Discipline. +
Third Degree: If the attack deals damage, the target must immediately make a Hard ( ) Resilience check or
+
suffer wounds and strain equal to the character's ranks in Discipline.
Backdraft: If the attack hits, the character may spend aa to create hazardous terrain with a rating equal to the
+
character’s ranks in Discipline.
EFFECTS MOD
Fire Strikes (self only): Instead of the usual effect of this form, the firebender adds damage equal to their ranks in
Discipline to Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 3. In addition,
such checks may be made up to short range and gain the Burn quality equal to the bender’s ranks in Discipline. For the —
duration of this form, whenever your character performs a successful Martial Arts combat check, you may spend a to
increase the base damage dealt by the Burn quality by 1 per a spent this way.
Leap: Instead of gaining the regular benefits of the form, while affected your character may use a maneuver to move
horizontally and/or vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded —
down.
Heat Wave (self only): Instead of the usual effect of this form, the character may target themself. If successful, until the
end of their next turn, all characters suffer 1 strain at the start of each turn they begin engaged with the character. Every +
uncanceled ss increases this strain by 1.
Living Flame (self only): For the duration of the form, the character’s firebending forms automatically increase by 1
+
silhouette. You may add this multiple times, increasing the silhouette of the fire by 1 each time.
Empowered: Instead of the normal effect of this form, the target increases the ability of any skill checks they make by
+
two.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Propulsion (self only): Instead of the usual effect of this form, the character may target themself and gain flight (see
GENESYS Core Rulebook page 100). For the duration of this form, you ignore difficult terrain and add to all combat +
checks targeting your character.
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +
Flame’s Retreat: The affected character may spend a to disengage from an opponent. +
Incineration: Once per round for the duration of the form, the character may suffer 3 strain as an out-of-turn incidental
+
to destroy an incoming ranged projectile. Half the damage the target would take before applying soak.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Shield of Fire: The barrier inflicts 1 wound on any character who engages with or disengages from the target. +
Heat Wave: The barrier inflicts 1 wound and 1 strain on any character who begins their turn within short range of the
affected target. For the duration of the form, your character may spend hhh or d generated by opponents to redirect
+
heat onto a single target within short range, inflicting strain equal to your ranks in Discipline. Doing so ends the effect of
the form.
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Energy Guiding: Select one ongoing status effect the target is suffering; this effect immediately ends. Additionally, the
→
target immediately heals strain equal to the character’s ranks in Discipline.
Heal Critical: Select one Critical Injury the target is suffering. If successful, the Critical Injury is also healed. The
+
difficulty modifier is equal to the severity of the Critical Injury.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Restoration: Select one ongoing status effect (blinded, disoriented, staggered, immobilized, poisoned, etc.) the target is
+
suffering. If successful, this status effect immediately ends.
Empowered: The form heals 2 wounds for each uncanceled s, instead of the normal effect. +
Basic Forms
capable of projecting solidified constructs of air to knock an
opponent off balance or to provide defense from projectile
weapons.
Airbenders have access to the following forms: Afflict, Attack,
Airbending uses one’s own momentum as a weapon, Augment, Barrier, Control, and Utility. A brief description of
constantly building up inertia for explosive counterattacks that each actions’ narrative effect follows below. You can find a
evoke the unpredictable nature and explosive force of the table of possible effects for each action in structured
wind. While being the most dynamic of the bending arts, the encounters at the end of the Airbending section.
style lacks fatal finishing moves, being an almost entirely
defensive art. Afflict
Bending Air Concentration: Yes
Average ( )
Characteristic: Cunning
The following section discusses special rules for how
airbenders interact with the Bending Arts skill and offers an Airbenders can use the air to vex their foes with a whirlwind
overview of the basic forms (actions and maneuvers) that are of annoyance, setbacks, and other discomforting afflictions. It
typically available to all airbenders at character creation. could be just a small nuisance, such as perpetuating a
constant breeze in a target’s face. A more powerful, swirling
Airbenders seem to have direct control over the currents
gust could possibly induce vertigo in a foe. These minor uses
of air surrounding them. For this reason, your character
of the form should be opposed (either by the target’s
ignores any imposed on skill checks because of inclement
Discipline or Resilience), or Easy ( ) if the target is a minor
weather.
character. Still, airbending afflictions can be far more
Air is the element of freedom. Once per encounter, your dangerous than an unsavory breeze; an airbender can
character may spend a Story Point to cause a form’s duration disperse the air around a foe and make it hard for them to
to last until the end of the encounter without the use of a breathe… or even siphon the air from within their very body.
concentration maneuver. The effect of the form ends if the If such a check is not opposed, it should at least be Hard
airbender is incapacitated or decides to end it as an incidental. ( ), if not Daunting ( ).
Unless otherwise specified, all airbending attacks
inflict Stun Damage. Attack
Concentration: No
Airbending Maneuvers Difficulty: Easy ( )
The maneuvers listed in this section are exclusive to Characteristic: Brawn (if melee), Agility (if ranged)
airbenders. Like most maneuvers, the actions described do Airbending is notable for being almost purely defensive, but
not require a skill check. even an air monk can be a crafty opponent. Although it is not
Manipulate Air airbending’s most versatile form, masters of the wind can
quickly overwhelm many opponents at once with powerful,
Your character can manipulate small portions of the air within sweeping attacks. Since most attacks typically happen in
short range. Your character’s control over the air lasts for the structured combat encounters, use the table to help determine
duration of the encounter or scene, and they can relinquish the difficulty whenever you want your character to attack
control as an incidental. Your character can use a maneuver someone with their bending.
to manipulate the air and move it around with ease, or to
increase its silhouette. Your character may suffer 1 strain to
use this maneuver as an out-of-turn incidental to create an air
Augment
Concentration: Yes
cushion which protects themself or any ally up to medium
range to reduce the overall distance fallen by one range band. Difficulty: Average ( )
Characteristic: Cunning
Control
(WIL) check to create a more powerful Air Scooter. If
successful, for each uncanceled s the Air Scooter lasts a
Concentration: Yes round, and your character gains one free movement for each
Difficulty: Easy ( ) uncanceled a during each of those rounds. In addition, your
Characteristic: Intellect character can use their Air Scooter to travel along any surface,
Using this form in a narrative encounter gives the airbender including 90-degree angles, up to medium range.
direct influence over a large area. They might create whirlwind
Master
to harry foes trying to cross an open field or perpetuate a
Activation: Active (Incidental)
strong gale to create an impassable boundary. Typically, the
Requirement: 15 XP, Bending Arts 5
effect is temporary, and often it is stationary; however,
airbenders have an easier time than most in rerouting their When your character uses this form as an action, they can
element and bending it to their whims. The Environmental also choose to make the Air Scooter larger. Your character
Effects section on page 110 of the GENESYS Core may spend uncanceled a to increase the silhouette of the Air
Rulebook can also offer valuable assistance in determining Scooter by one. For each increase, you may carry two
the effects of this form. additional characters on your Air Scooter. You cannot spend
a in this way for extra movement.
Utility
Concentration: No Feather Foot
Difficulty: Easy ( ) Form Type: Utility
Characteristic: Any Activation: Active (Maneuver)
Airbenders can use their art to achieve several mundane Requirement: 10 XP, Bending Arts 2
effects such as cooling off a friend, juggling stones, or rustling Airbenders can be extremely agile and light on their feet.
a stack of paper. When your character performs this maneuver, until the
Master Forms
end of their next turn, whenever they generate a t while
airbending, they may leap through the air and safely land in
an unoccupied space up to medium range away.
Master-level airbenders can command cyclones, summon
typhoons, and even levitate unassisted for a period. Only truly
dedicated airbenders can master the element of freedom and
Hypersensitivity
become untethered. These abilities are rare, even among Form Type: Augment
skilled benders. Activation: Passive
Requirement: 15 XP, Bending Arts 3
Airbenders require at least 2 ranks in Bending Arts to
acquire these special forms, in addition to spending XP. Your character’s attunement to their element makes them
Perhaps the character must learn the form through a bending hypersensitive to the flow of air around them.
scroll, a master, or must otherwise be able to explain how they Your character cannot be surprised, and they add
came to hone this ability. Your GM may waive these whenever they roll for initiative. Additionally, your character
requirements or add others. may use their Bending Arts skill instead of Perception when
they make checks related to hearing.
Spiritual Projection
against a target up to short range. If successful, the target is
immobilized and staggered. At the beginning of their turn, the
Form Type: Utility target suffers 3 strain per round for the duration of this form.
Activation: Active (Action) This form lasts until the end of your character’s next turn. A
Requirement: 20 XP, Bending Arts 4 target may attempt to break free from this form at the end of
Concentration: Yes their turn by making a Hard ( ) Resilience Check. If
Master airbenders who have a strong connection with their successful, the form is no longer active.
spiritual side are capable of project that spirit into other
locations.
Expert
Activation: Active (Incidental)
Your character may suffer 3 strain to use this form make Requirement: 10 XP, Bending Arts 5
a Hard ( ) Bending Arts (WIL) check to enter a
Your character can spend t generated by this check to
meditative airbending trance and create a temporary
reduce the target’s strain threshold by half (rounded down).
incorporeal version of themself. Your character can use this
projection to communicate with other characters not in the
same room as your character, and to phase through physical
Untethered
walls and floors. For each uncanceled s, your character can Form Type: Augment
increase the range of this form. The Spiritual Projection lasts Activation: Active (Action)
for as long as the GM and players determine would be Requirement: 25 XP, Bending Arts 5
reasonably appropriate to communicate or oversee a vital Concentration: Yes
piece of information, extending or shortening the duration with The technique of this form is so rare that many consider Guru
a or h. Laghima’s crowning achievement to be only the stuff of myth.
Expert Your character may suffer 3 strain to use this form to make
Activation: Active (Incidental) a Hard ( ) Bending Arts (WIL) check. If successful,
your character gains flight for the duration of the encounter
Requirement: 10 XP, Bending Arts 4
and does not need to spend a maneuver to concentrate on
When they use this form, your character can choose to the form, or to stay aloft as usual for flight (see GENESYS
upgrade their skill check a number of times to communicate Core Rulebook page 100). While your character is in flight this
with an agitated spirit, depending on the level of their way, they must upgrade the difficulty of any actions they
opponent (one for Minion, two for Rival, or three for Nemesis). attempt by one. Your character ignores difficult and
If they are successful, your character turns a combat impassable terrain, and characters add to all combat
encounter with that spirit into a social one. checks targeting your character. Your GM can cause your
Master character to lose concentration if they generate hhh or d
on a check they make in fight, which causes them to fall to the
Activation: Passive
ground and take commensurate fall damage.
Requirement: 15 XP, Bending Arts 5
EFFECTS MOD
Suppressed: Instead of the normal effect of the form, the target adds an automatic f to any skill check they make until
the end of the character’s next turn. If the technique is successful, you may spend aa to add to all ranged attacks —
and Bending Arts skill checks within short range of you.
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend aa to affect one additional target within range of the form (and may trigger this multiple +
times, spending aa each time).
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Sonic Boom: Affected targets may only perform one maneuver and lose their free maneuver until the end of their next
+
turn.
Winds of Fortune: After the target makes a check, you may change one die in the pool not displaying a t or d to a
+
different face.
Blinded: The target is blinded until the end of the character’s next turn. Blinded characters cannot see and suffer
+
on all checks requiring sight.
Empowered: Instead of the normal effect of this form, the target decreases the ability of any skill checks they make by
+
two.
Slowed: Affected targets must spend an extra maneuver to advance a range band. +
EFFECTS MOD
Air Funnel: The attack deals damage as normal (wounds). The attack gains the Auto-fire quality. (You must increase
the difficulty by one to use the Auto-fire quality as normal.)
Barrage: The attack gains the Linked quality with a rating equal to the character’s ranks in Discipline. +
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Bombard: The attack gains the Stun quality with a rating equal to your character’s ranks in Discipline. The attack gains
+
the Auto-fire quality without further increasing the difficulty.
Disarm: If the attack hits, you may spend aa to disarm the target. +
Disorient: The attack gains the Disorient quality with a rating equal to 1 plus the character’s ranks in Discipline. +
Manipulative: The attack gains the Push quality with a rating of 1. This may be added multiple times, increasing the
+
rating by one each time.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Air Blades: The attack gains the Pierce quality with a rating equal to the character’s ranks in Discipline. Your character
+
may add this effect only if they wield a weapon.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
Gale Force: The attack gains the Knockdown quality. The attack also gains the Stun quality with a rating equal to the
+
character’s ranks in Discipline.
EFFECTS MOD
Air Strikes (self only): Instead of the usual effect of this form, the character adds damage equal to their ranks in
Discipline to Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 4. In addition,
such checks may be made up to short range and gain the Push quality. For the duration of this form, whenever an attack —
misses, you may still spend aa to trigger a blast of air, which deals Stun Damage equal to your character’s ranks in
Discipline to the same target.
Leap: Instead of gaining the regular benefits of the form, while affected your character may use a maneuver to move
horizontally and/or vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded —
down.
Blur: Affected characters automatically add h to checks targeting them. This may be added multiple times, increasing
+
the h added to skill checks by one each time.
Breath of Wind (self only): In addition to the usual effects of this form, the character can magnify sound they create by
a whistle, instrument, or their own voice. Characters up to extreme range can hear your character without issue, and you
can make their voice boom to try to intimidate opponents (add ). For the duration of this form, the character can spend +
a maneuver to force all characters within medium range to make an Average ( ) Resilience check as an out-of-turn
incidental. Characters who fail this check suffer 1 strain.
Empowered: Instead of the normal effect of this form, the target increases the ability of any skill checks they make by
+
two.
Haste: Targets affected by the form can always perform a second maneuver during their turn without spending strain
+
(they may still only perform two maneuvers a turn).
Propulsion (self only): Instead of the usual effect of this form, the character may target themself and gain flight (see
GENESYS Core Rulebook page 100). For the duration of this form, you ignore difficult terrain and add to all combat +
checks targeting your character.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Twisting Wind: Targets affected by the form increase their Defense rating by 1 until the end of their next turn whenever
+
they perform a maneuver to move.
Winds of Fortune: After the target makes a check, you may change one die in the pool not displaying a t or d to a
+
different face.
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Scatter Before the Wind: Ranged attacks made against an affected target automatically add f to the attack. This may
+
be added multiple times, increasing the f automatically added by one each time.
Reflection: If an opponent makes a ranged attack against an affected target and generates hhh or d on the check,
+
after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack.
EFFECTS MOD
Deafen: The affected area is beset by a cacophony of noise, making it impossible for characters to hear anything that
+
isn’t right next to them. For the duration of the form, characters must be engaged to communicate with sound.
Hinder: Characters within range of the form are immobilized until the end of their next turn. This may not be combined
+
with Ensnaring Winds.
Precision: Instead of the normal range, the form affects only a small area of terrain (large enough to encompass a
single target and any engaged characters). This may be added one more time, decreasing the area of effect down to just +
the area of a single target.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Vortex: A swirling wind twists at the point of origin, kicking up dust and debris in the affected area. The terrain becomes
hazardous and has a hazard rating of 1; characters in the affected area suffer 1 strain (instead of wounds) at the
beginning of their turn (see GENESYS Core Rulebook, page 111 for more). This may be added multiple times, +
increasing the hazard rating by one each time. For the duration of this form, your character may perform a maneuver to
move the vortex anywhere within short range of its current position.
Ensnaring Winds: For the duration of the form, targets within range of the form must suffer 1 strain to perform their first
→
maneuver on their turn. This may not be combined with Hinder.
Expand: Instead of the normal area, the form affects all terrain within medium range of the point of origin. This may be
+
added multiple times, increasing the affected range by one range band each time.
Obscurity: The form creates concealment with a rating of one, adding the same number of or to skill checks
within the affected area, depending on the circumstances of the skill check. This may be added multiple times, +
increasing the concealment rating by one each time.
Impassable: Instead of the normal effect of the form, all affected terrain is considered impassable. +
Shockwave: Characters within the affected area must immediately make an Average ( ) Athletics, Coordination,
+
or Bending Arts check. Characters who fail this check are knocked prone.
Strong Winds: In addition to the effects described by the Vortex effect, a character standing in the form’s point of origin
must immediately make an Average ( ) Resilience check. Characters who fail are lifted by the vortex and +
considered staggered until the end of their next turn, at which point they must repeat the check if the form is still active.
Bending Water balancing their energy to let their defense become their
offense. A pillar of ice may turn into a water tentacle to smash
The following section discusses special rules for how against a foe, or the waterbender can lash out with shards of
waterbenders interact with the Bending Arts skill and offers an ice from the start. Since most attacks typically happen in
overview of the basic forms (actions and maneuvers) that are structured combat encounters, use the table to help determine
typically available to all airbenders at character creation. the difficulty whenever you want your character to attack
someone with their bending.
Waterbenders have a spiritually intimate relationship with
the moon. During a full moon, your character suffers 1 fewer Augment
strain to perform any waterbending form, and they upgrade
Concentration: Yes
one to a .
Difficulty: Average ( )
Water is the element of change. Once per encounter, Characteristic: Cunning
while your character is concentrating on a bending form, they
The element of water is fluid and dynamic; two attributes
may spend a Story Point to use one form at reduced difficulty.
which give waterbending some of the most bolstering forms.
Reduce the difficulty of the form by 1 to a minimum of Easy
A waterbender can enhance themselves to skate around an
( ). The effect of the concentrated form immediately ends.
area on a sheet of ice, or even aid their allies in resisting the
Unless otherwise specified, your character cannot effects of inclement weather. However, often, a waterbender’s
waterbend without a reasonable source of nearby water. augment form exists to set themselves up for something even
greater.
Waterbending Maneuvers
The maneuvers listed in this section are exclusive to Barrier
waterbenders. Like most maneuvers, the actions described Concentration: Yes
do not require a skill check. Difficulty: Easy ( )
Characteristic: Willpower
Heal Expert
Concentration: Yes Activation: Active (Incidental)
Difficulty: Easy ( ) Requirement: 10 XP, Bending Arts 4
Characteristic: Intellect Your character may choose to suffer a Critical Injury to
Perhaps the most renowned form of waterbending, the ability decrease the difficulty of their next Bending Arts skill check by
for water to heal is a valued legacy of Water Tribe heritage. three to a minimum of Easy ( ). If they do so, roll a d100 and
As with their firebending counterparts, waterbenders use subtract 10 from the result (to a minimum of 01), suffering the
water as a conduit to redirect energy pathways within the body injury specified on the Critical Injury Result table.
in order to expedite the body’s natural processes. Many are
Master
astonished when they see the water begin to glow a spiritual
Activation: Active (Incidental)
blue. Certain highly skilled healers can even lower a person’s
Requirement: 15 XP, Bending Arts 5, Chi Disruption talent
body temperature to such a level that its processes slow down
dramatically, staving off mortal wounds. However, even When your character uses this form, they can instead choose
waterbenders cannot cheat death. to make a Bending Arts (WIL) combat check against an
engaged target. If successful, the target is ‘severed’ from their
Master Forms bending for the remainder of the encounter. You may spend
tt generated by this check to make the effect permanent.
Master waterbenders can imprison their foes in ice, maneuver
around a battlefield with the grace and flow of water and Ice Blade
unleash a torrent of destruction. The mark of a waterbending Form Type: Construct
master is the ability to change swiftly from one state of water Activation: Active (Maneuver)
to another. These abilities are rare, even among skilled Requirement: 15 XP, Bending Arts 3
benders Concentrate: Yes
Waterbenders require at least 2 ranks in Bending Arts to A pragmatic and straightforward use of their talents,
acquire these special forms, in addition to spending XP. waterbenders can create a sword-like blade of ice.
Perhaps the character must learn the form through a bending
scroll, a master, or must otherwise be able to explain how they Your character can suffer 2 strain to use this form to create
came to hone this ability. Your GM may waive these a weapon from ice that lasts until the end of your next turn.
requirements or add others. While this form is active, your character can use the Ice Blade
to perform melee combat checks. You may decide at its
Bloodbending creation whether the Ice Blade is one or two-handed, using
the appropriate combat skill to make an attack against an
Form Type: Afflict
engaged target. Your Ice Blade counts as an improvised
Action: Active (Action)
melee weapon with the following weapon profile: (Melee;
Requirement: 20 XP, Bending Arts 4, a Full Moon
Damage 6; Critical 3; Range [Engaged]; Burn 3, Linked 1,
Base Damage: WIL+1; Critical: aaa
Defensive 1).
Concentration: Yes
The only bending technique to ever be outlawed, it is said that Octopus Form
those who practice this dark art open themselves up to Form Type: Augment
madness. For narrative purposes, bloodbending should be Activation: Active (Action)
restricted to use only during a full moon (or for practical
Activation: Active (Incidental, Out-of-turn) Forbidden for generations from studying the martial ways of
Requirement: 15 XP, Bending Arts 5 water, the women of the Northern Water Tribe developed
unparalleled healing techniques.
For the duration of the form, once per round if your character
has not taken their turn, when an opponent engages or Whenever they use the Heal form, your character can
disengages your character, your character may suffer 2 strain choose to suffer 3 strain. If they do so, you may add one of
to make a combat check with a Water Tentacle. This counts the following effects (you may only apply one of these effects):
as their action for their next turn, but your character can still • Allies within short area of the target immediately
perform maneuvers when they take their next turn. recover from one status effect; or
• Allies within short area of the target immediately
Plantbending recover 2 strain; or
Form Type: Attack, Augment, Barrier, Construct, Utility • Allies within short area of the target add to the
Activation: Active (Incidental) next skill check they make.
Requirement: 20 XP, Bending Arts 4
First practiced by members of the Foggy Swamp Tribe, adept
Stream the Water
waterbenders can manipulate the water-saturated vines and Form Type: Augment
roots of plant life. Activation: Active (Maneuver)
Requirement: 10 XP, Bending Arts 2
Before the character attempts a waterbending form, they
may choose to suffer 1 strain to draw upon the water inside This deceptively simple technique is a useful maneuver that
plants within medium range. If they do, increase the difficulty draws water from a source and keeps it in motion around the
of the Bending Arts skill check they make by one. Additionally, bender’s body.
your character can now bend the water from or within other Your character may suffer 2 strain to perform this
unconventional sources such as perfume, clouds, thick mud, maneuver to prepare themselves. Until the end of their next
polluted river systems, larges trees, or even their own sweat. turn, whenever they generate a t while waterbending, they
When a form’s quality rating is determined by your may perform a second waterbending form. You may only
character’s ranks in Discipline, your character may use their trigger this effect once per turn.
ranks in Bending Arts or Knowledge (Nature) instead. When
your character uses a plantbending form on themself, the
EFFECTS MOD
Water Volley: The attack gains the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality
+1 Strain
as normal.)
Barrage: The attack gains the Linked quality with a rating equal to the character’s ranks in Discipline. +
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Disorient: The attack gains the Disorient quality with a rating equal to 1 plus the character’s ranks in Discipline. +
Missiles: The attack gains the Guided quality with a rating equal to the character’s ranks in Discipline. +
Ice: The attack gains the Pierce quality with a rating equal to the character’s ranks in Discipline. +
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the
+
character’s ranks in Discipline.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Vine Grip (Plantbending only): The attack gains the Knockdown quality. The attack also gains the Ensnare quality
+
with a rating equal to the character’s ranks in Discipline.
Waterlogged: The attack gains the Sunder quality. In addition, after performing the technique, you may spend aa to
+
drench the target. They cannot perform more than one maneuver until the end of their next turn.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Cutting Ice: The attack gains a critical rating of 2. The attack also gains the Vicious quality with a rating equal to your
+
character’s ranks in Discipline.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
Frostbite: The attack gains the Burn quality with a rating equal to the character’s ranks in Discipline. +
Water’s Grasp: The attack gains the Ensnare quality with a rating equal to the character’s ranks in Discipline. +
EFFECTS MOD
Water Boxing (self only): Instead of the normal effect, the character adds damage equal to their ranks in Discipline to
Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 4. In addition, such checks
—
may be made up to short range and gain the Disorient quality with a rating equal to the character’s ranks in Discipline.
For the duration of this form, unarmed combat checks also gain the Linked 1 quality.
Leap: Instead of the normal effect, while affected your character may use a maneuver to move horizontally and/or
—
vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded down.
Empowered: Instead of the normal effect, the target increases the ability of any skill checks they make by two. +
Flow as Water: Instead of the normal effect, the target can immediately move up to one range band away and ignores
difficult terrain. Additionally, the target can move once per round as an incidental. This movement is not a maneuver -
does not count toward the maneuver limit per turn.
Growth (Plantbending only): The form increases the silhouette of the target by one. This may be added multiple times,
increasing the target’s silhouette by one additional step each time. Each increase in silhouette increases the target’s +
soak by one.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Soothing Waters: Targets affected by the form suffer one less strain whenever they voluntarily suffer strain. +
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Water Tentacle (self only): The form covers an entire appendage (usually an arm) with water that lasts until the end of
your next turn. The tentacle can reach up to short range and may be used as an extension of the waterbender to perform
any action as if it were the character’s own arm. This may be added multiple times, increasing the tentacle’s effective
+
range each time. In addition, after performing the technique, you may spend aa to create an additional water tentacle
covering the other arm. Melee combat checks made with a tentacle have the following qualities: Knockdown, Ensnare 2,
Stun 3, or Sunder.
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +
Plant Armor (Plantbending only): The barrier covers the target’s entire body with nearby plant mass until the end of
their next turn. For the duration of the form, the target’s defense rating is 2, and their soak is increased by a number
equal to the character’s ranks in Discipline. The target’s movement is hindered and must perform two maneuvers to
move between range bands. Each time the target is hit by an attack, decrease Plant Armor’s bonus soak value. The +
form does not require concentration, but the bonus soak value is reduced by one at the end of each of your next turns
without it. In addition, once per turn, your character may suffer 3 strain to increase the Plant Armor’s bonus soak value
by 2.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Water Cloak (self only): For the duration of the form, your character can spend a maneuver to increase their soak by
+
one until the end of their next turn. This may be added multiple times, increasing the soak bonus by one each time.
Reinforced: The barrier makes the target’s soak immune to the Pierce and Breach qualities. This cannot be combined
+
with Additional Target.
Deflect: For the duration of the form, whenever an affected target suffers a hit from a combat check, after damage is
calculated but before soak is applied, the character may suffer 3 strain to reduce the damage of the hit by two plus their +
ranks in Discipline. Your character can use this effect once per hit and requires a free hand.
EFFECTS MOD
Water Whip: Instead of the normal effect, the form creates a liquid whip that lasts until the end of the character’s next
turn. The whip can be used to attack through a Bending Arts (Agility) combat check and has the following profile: Range: —
Short; Damage; +1; Crit 4; Ensnare 2, Linked 2, Stun 2.
Additional Construct: The form creates one additional item, weapon, or structure. In addition, after a successful
check, you may spend aa to create one additional item, weapon, or structure (and may trigger this multiple times, +
spending aa each time).
Ice Gauntlet: Instead of the normal effect, the form creates gauntlet of ice that lasts until the end of the character’s next
turn. The gauntlet can be used to perform a Martial Arts combat check and has the following profile: Damage: +2; Crit 3; +
Pierce and Vicious equal to the character’s ranks in Discipline.
Lasting: The object, item, or structure created by the form does not require concentration and lasts for a number of
+
rounds equal to the character’s ranks in Discipline.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Size: The character may create a more complicated object with rudimentary moving parts, a two-handed melee
weapon, or an object up to silhouette 2. This may be added multiple times, increasing the silhouette of a structure by one +
each time. Additional increases have no effect on objects or weapons created by this form.
Reinforced: Objects created by the form have the Reinforced quality (immune to Pierce and Breach). +
Iceberg Spike: Instead of the normal effect, the form snap-creates a large chunk of ice from a large source of water
within medium range of the character. The spike takes up an area the size of a small vehicle (like a Satomobile).
Characters who are within range of the iceberg at the time of its creation must make an Average ( ) Athletics or
Coordination check. Your character may spend hhh or d generated to immobilize or knock a character prone.
Characters who fail take damage equal to your character’s ranks in Discipline. The area around and including the +
iceberg spike becomes difficult terrain. The iceberg does not require concentration, but will melt on its own without it,
decreasing its silhouette by 1 at the end of the character’s next turn. In addition, after they perform the technique, your
character may spend aa to increase the size of the iceberg by 1 per aa spent in this way and may do so multiple
times, spending aa each time.
Waterspout: The character creates a whirling pillar of water no larger than silhouette 2 that lasts until the end of their
next turn. Your character may perform a maneuver to move the spout anywhere within short range of its point of origin.
+
While they are engaged with the waterspout, other characters are considered disoriented. When a character begins their
turn next to the waterspout, they suffer 1 strain. Your character is immune to these effects.
EFFECTS MOD
Calming Mist: The form surrounds the affected target with an invigorating mist out to short range until the end of their
+
next turn. Each time an ally begins their turn within this form, they heal 1 strain. This form may be concentrated on.
Heal Critical: Select one Critical Injury the target is suffering. If successful, the Critical Injury is also healed. The
+
difficulty modifier is equal to the severity of the Critical Injury.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Restoration: Select one ongoing status effect (blinded, disoriented, staggered, immobilized, poisoned, etc.) the target is
+
suffering. If successful, this status effect immediately ends.
Revitalize: Instead of the normal effect, the target recovers wounds equal to your character’s ranks in Discipline.
+
Additionally, the target ignores the effect of one Critical Injury until the end of the encounter.
Soothing Waters: Targets affected by the form recover an additional 3 strain at the start of their next turn. +
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Empowered: The form heals 2 wounds for each uncanceled s, instead of the normal effect. +
Regeneration (Plantbending only): Targets affected by the form recover an additional 3 wounds at the start of their
+
next turn.
Revive Incapacitated: The character may select targets who are incapacitated. +
Construct
Earthbenders can alter the ground beneath others to move
them out of their way. If your character performs this
Concentration: Automatic maneuver, they may reorient one engaged target. The target
Difficulty: Easy ( ) must be standing on something your character could bend
Characteristic: Intellect and is disoriented until the end of their next turn. In addition,
An earthbender can make the construction of a hearty earthen until the end of their next turn, your character may spend hh
wall look like child’s play—the great walls of Ba Sing Se are a generated by their attacker to slide the attacker up to one
monumental testament to the earthbenders’ Construct form. range band away.
The corresponding table of additional Construct effects offers
guidance for using this form outside of structured encounters. Seismic Sense
Form Type: Augment
Because earthbenders are shaping the very earth around
Activation: Active (Action)
them when they do this, the changes can be permanent. For
Requirement: 15 XP, Bending Arts 3
this reason, you do not need to perform the concentrate
maneuver to retain the effects or benefit of the Construct form. If your character is in direct contact with the ground, they
An earthbender can still reverse any changes, or end the cannot be blinded or deafened, is unaffected by light
effects of their Construct form, as an incidental. conditions, and cannot be surprised by another character who
is in contact with the ground. Additionally, your character
Control removes from any check requiring vision or line-of-sight,
Concentration: Automatic including perceiving characters obscured by cover. Your
Difficulty: Average ( ) character adds an automatic s to Initiative checks they make.
Characteristic: Intellect Characters who target you with a Deception check must
upgrade the difficulty once.
This form demonstrates an earthbender’s direct control and
influence over a large swathe of ground. An earthbender can Once per encounter, your character may use this form to
create a web-work of factures radiating out from their location make an Average ( ) Bending Arts (WIL) check. If
and cause foes to fall prone, or cover their retreat with a cloud successful, they can sense the nearby vibrations of activity
of pebbles, dust, and other loose earth debris. More advanced and movement within short range and can distinguish
earthbenders can turn the ground beneath their foes’ feet to between stationary objects and moving people.
mud or sand, and the cruelest can use their bending art to
bury their foes alive completely. Of course, an earthbender
Expert
can still create smaller, and more subtle, effects that the Activation: Passive
ground to reorient a person or object. The Environmental Requirement: 10 XP, Bending Arts 4
Effects section on page 110 of the GENESYS Core Using this form, your character may substitute their Bending
Rulebook can also offer valuable assistance in determining Arts skill whenever they make the following skill checks:
the effects of this form. • When they would roll Perception check while
Because earthbenders are shaping the very earth around searching for a person or object of which they are
them when they do this, the changes can be permanent. For aware, or which requires visual;
this reason, you do not need to perform the concentrate • When they would roll a Vigilance or Discipline
maneuver to retain the effects or benefit of the Control form. check to avoid being lied to;
An earthbender can still reverse any changes, or end the • Or whenever you perform a Stealth skill check to
effects of their Control form, as an incidental. avoid detection.
Tunneling
technique allows an earthbender to detect, and manipulate,
minute traces of earth still present in metal.
Before the character attempts an earthbending form, they Form Type: Control
may choose to suffer 1 strain to bend the earthen impurities Activation: Active (Maneuver)
in nearby metal up to short range. If they do, increase the Requirement: 15 XP, Bending Arts 3
difficulty of the Bending Arts skill check they make by one. Earthbenders can move through the earth to out-maneuver
When a form’s quality rating is determined by your their foes either by opening tunnels or by pulling the earth past
characters’ ranks in Discipline, your character may use their them, literally swimming through the ground.
ranks in Bending Arts instead. Additionally, when your Your character may suffer 2 strain to use this maneuver to
character attacks a target wearing metal armor, they ignore move anywhere within medium range, ignoring difficult terrain.
up to one imposed by the target’s defense rating. Your character disappears into the earth beneath their feet
and reappears from below ground at the target location. The
Attacks made with metalbending automatically gain the
pathway the character follows must lay between two points
Pierce quality with a rating equal to the character’s ranks in
connected underground or otherwise comprised of an
Discipline. Augment forms also add to skill checks made
element they can bend.
by the target. Barrier gains the Add Defense effect without
increasing the difficulty. Construct gains the Reinforced effect
without increasing the difficulty. Your character cannot use
Lavabending
Metalbending to manipulate platinum or other ‘pure’ or heavily Form Type: Attack, Barrier, Construct, Control, Utility
refined metals. Activation: Active (Incidental)
Requirement: 25 XP, Bending Arts 5
Sandbending An art known to very few, certain earthbenders can change
Form Type: Attack, Augment, Barrier, Control, Utility the phase of the earth by melting it into lava.
Activation: Active (Incidental) Before the character attempts an earthbending form, they
Requirement: 20 XP, Bending Arts 4 may choose to suffer 2 strain to melt earth, rock, and stone
This alternative style of earthbending was first adapted for use within short range. If they do, upgrade the difficulty of the
in the Si Wong Desert by the people who live there. Bending Arts skill check twice.
Before the character attempts an earthbending form, they Attacks made with lavabending gain the Burn quality with
may choose to suffer 1 strain to bend fine, particulate earth a rating equal to your character’s ranks in Discipline. Barrier
instead up to medium range. If they do, upgrade the difficulty gains the Empowered effect without increasing the difficulty.
of the Bending Arts skill check once. Construct gains the Additional Construct effect without
increasing the difficulty. Control forms may include the
You may spend aaa or t on a sandbending skill check
Partition effect without increasing the difficulty.
to blind any target within short range. Blinded characters
cannot see and suffer on all checks. Your GM may choose to spend hhh or d to cause
characters engaged with a target of a Lavabending attack to
Attacks made with sandbending gain the Sunder quality.
suffer 2 wounds.
Augment gains the Swift effect without increasing the
difficulty. Barrier gains the Additional Target effect without Expert
increasing the difficulty. Control gains the Ensnare effect Activation: Passive
without increasing the difficulty. Requirement: 10 XP, Bending Arts 5
Separation is Illusion When they use this form, the character may choose to suffer
strain up to their ranks in Discipline. They downgrade per
Form Type: All
strain suffered in this way.
Activation: Active (Incidental)
Requirement: 15 XP, Bending Arts 3
EFFECTS MOD
Breach (Lavabending only): The attack gains the Pierce quality with a rating equal to twice the character’s ranks in
→
Discipline.
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Bombard: The attack gains the Stun quality with a rating equal to your character’s ranks in Discipline. The attack gains
+
the Auto-fire quality without further increasing the difficulty.
Hinder: The attack gains the Ensnare quality with a rating equal to the character’s ranks in Discipline. +
Impact: The attack gains the Knockdown quality. The attack gains the Disorient quality with a rating equal to the
+
character’s ranks in Discipline.
Manipulative: The attack gains the Push quality with a rating of 1. This may be added multiple times, increasing the
+
rating by one each time.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Splash (Lavabending only): If the attack hits, you may spend aa to inflict 2 wounds on another target within short
+
range.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Concussive: The attack gains the Concussive 1 quality. This may be added multiple times, increasing the quality by one
→
each time.
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the
+
character's ranks in Discipline.
Earth Piston: The attack gains the Linked and Stun qualities with a rating equal to the character’s ranks in Discipline.
+
You may spend aaa to move your character up to medium range using one of the pistons to jettison the character.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
EFFECTS MOD
Earth Gauntlet (self only): Instead of the normal effect, the earthbender adds damage equal to their ranks in Discipline
to Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 3. In addition, such checks
gain the Stun quality with a rating equal to the character’s ranks in Discipline. For the duration of this form, you increase
your character’s defense rating by 1 (to a maximum of 4). In addition, whenever the character performs a successful —
Martial Arts combat check, you may spend aa to push a target up to one range band away from the character. This
may be added multiple times, increasing the defense rating by one each time (to a max of 4), and adding one to the
check.
Leap: Instead of gaining the regular benefits of the form, while affected your character may use a maneuver to move
horizontally and/or vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded —
down.
Earth Wave: Instead of the normal effect, the target can immediately move up to one range band away and ignores all
difficult terrain. Additionally, the target can move once per round as an incidental. This movement is not a maneuver and
does not count toward the maneuver limit per turn. Characters in the path of the Earth Wave must make an Average
+
( ) Athletics or Coordination check as an out-of-turn incidental to avoid the wave. Characters who fail are knocked
prone and take Stun Damage equal to uncanceled s. You may spend aa to push affected characters up to one range
band.
Empowered: Instead of the normal effect of this form, the target increases the ability of any skill checks they make by
+
two.
Fortitude: The target increases their wound threshold by a value equal to the character's ranks in Discipline for the
+
duration of the form.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Rock Gloves (self only): The character can move across vertical surfaces as easily as horizontal surfaces, even crawl
along ceilings. In addition, when your character attempts to reduce the damage taken from falling, reduce the difficulty of
+
the Athletics or Coordination check by one. For the duration of the form, the character can detach the gloves and use
them to attack, grapple, or interact with people or objects up to medium range as if they were the character’s own hands.
EFFECTS MOD
Earth Armor (self only): The barrier sets the target’s defense rating to 2 but reduces their maneuverability. An affected
target can only move once per turn using a maneuver. Their encased body counts as a structure that can provide cover.
This may be added up to two more times, increasing the defense rating by one each time (to a maximum of 4), and —
adding one to the check. For the duration of this form, you may spend aa generated by any Bending Arts skill check
to immobilize a target within short range; doing so ends the effect of Earth Armor.
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. This
+
cannot be combined with Compression.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Reinforced: The barrier makes the target’s soak immune to the Pierce and Breach qualities. This cannot be combined
+
with Additional Target.
Compression: The barrier confers a soak bonus equal to your ranks in Discipline instead of the normal effect. This
+
cannot be combined with Empowered.
Deflect: For the duration of the form, whenever an affected target suffers a hit from a combat check, after damage is
calculated but before soak is applied, the character may suffer 3 strain to reduce the damage of the hit by two plus their +
ranks in Discipline. This effect can only be used once per hit and requires a free hand.
Sand Devil (Sandbending only): For the duration of the form, whenever an affected target is targeted by a combat
+
check, you spend hh generated by the attack to inflict 3 strain on the attacker.
EFFECTS MOD
Metal Whip (Metalbending only): Instead of the normal effect, the form creates a metal whip that lasts until the end of
the character’s next turn. The whip can be used to attack through a Bending Arts (Agility) combat check and has the
following profile: Range: Short; Damage: +1; Crit 4; Ensnare 2, Linked 2, Slash 1, Sunder. For the duration of the form,
the character may choose to make an Average ( ) Bending Arts (Brawn) check to launch the metal whip at a
—
stationary target up to medium range. If successful, they can use the whip to pull themselves toward the location and
you may spend aa to bring the target to you instead, if possible.
Additional Construct: The form creates one additional item, weapon, or structure. In addition, after a successful check,
you may spend aa to create one additional item, weapon, or structure (and may trigger this multiple times, spending +
aa each time).
Earth Mannequin: Instead of the normal effect, the form creates a number of humanoid mannequins. For each
uncanceled s, the character creates one mannequin within range. Mannequins are controlled as a group. The area
covered by a group of mannequins is considered difficult terrain and has a hazard rating equal to the half the number of
mannequins in the ground, rounded down (see Environmental Effects, GENESYS Core Rulebook page 110). Once +
per turn, the character may spend a maneuver to move the mannequins up to short range. For the duration of the form,
your character may suffer 2 strain to perform a maneuver to cause the group of mannequins to attack; the mannequins
attack as though they were a Minion group with the Martial Arts skill.
Lava Star (Lavabending only): Instead of the normal effect, the form creates a shuriken-like projectile that lasts until
the end of the character’s next turn. The star counts as a ranged weapon and can be used to attack through a Bending
Arts (Agility) combat check. The weapon has the following profile: Range: Short; Damage: 7; Crit 3; Breach 1, Burn
equal to the character’s ranks in Discipline, Sunder. This effect requires the earthbender to perform the concentrate +
maneuver. For the duration of the form, if an attack with a lava star misses, you may spend aaa to make another
attack against the same target at the end of the round using a number of equal to the character’s ranks in Discipline.
The second attack has the same difficulty as the first.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Size: The character may create a more complicated object with rudimentary moving parts, a two-handed melee weapon,
or an object up to silhouette 2. This may be added multiple times, increasing the silhouette of a structure by one each +
time. Additional increases have no effect on objects or weapons created by this form.
Reinforced: Objects created by the form have the Reinforced quality (immune to Pierce and Breach). +
Earth Prison: Instead of the normal effect, the form simultaneously surrounds a small area with walls on all sides,
immobilizing characters inside for the duration of the form. Characters trapped inside may attempt to break free on their +
turn with an Average ( ) Athletics, Coordination, or Bending Arts check.
Zao Fu Style (Metalbending only): Instead of the normal effect, the character may target a number of characters within
short range no greater than the character’s ranks in Discipline. If successful, a weapon wielded or armor worn by an
affected character is Sundered one step (to minor if undamaged, from minor to moderate, or from moderate to major; if
an item already suffering major damage is damaged again, it is destroyed). In addition, after a successful check, you +
may spend aa to Sunder each affected item one additional step (and may trigger this multiple times, spending aa
each time). You may spend t on a successful check to instead take control of an affected character’s armor or weapon,
effectively disarming the character or disrobing them of the armor and its benefits.
EFFECTS MOD
Earthquake: Other characters within range of the form are disoriented until the end of their next turn. In addition, after
using this form, you may spend aa to immobilize an affected character until the end of their next turn (and may trigger
+
this multiple times, spending aa each time). This may be added a second time, decreasing the a required to
immobilize an affected character by one.
Earth Shackle: Instead of the normal effect, the character may select a target within short range to immobilize with
rocky manacles. The affected target may attempt to break free of Earth Shackle by making an Athletics check with a
difficulty equal to the character’s ranks in Discipline. For the duration of the form, you may perform a maneuver to lift, +
push, or pull an affected target within range up to one range band. This may be added multiple times, increasing the
number of affected targets by one each time. Earth Shackle may not be combined with any other effect.
Earth Slam: Instead of the normal effect, the form projects a silhouette 2 wall, column, or other earthen object toward or
away from a location within medium range. If successful, characters in the path of the object must immediately make an
Average ( ) Athletics or Coordination check as an out-of-turn incidental to avoid the structure. Characters who fail +
are knocked prone and take Stun Damage equal to uncanceled s. You may spend aa to push affected characters up
to one range band.
Hinder: Characters within range of the form are immobilized until the end of their next turn. +
Precision: Instead of the normal range, the form affects only a small area of terrain (large enough to encompass a
single target and any engaged characters). This may be added one more time, decreasing the area of effect down to just +
the area of a single target.
Range: Increase the range of the form by one range band. This may be added multiple times, increasing the range by
+
one range band each time.
Vortex (Sandbending only): A swirling wind twists at the point of origin, kicking up dust and debris in the affected area.
The terrain becomes hazardous and has a hazard rating of 1; characters in the affected area suffer 1 strain (instead of
wounds) at the beginning of their turn (see GENESYS Core Rulebook, page 111). This may be added multiple times, +
increasing the hazard rating by one each time. For the duration of this form, your character may perform a maneuver to
move the vortex anywhere within short range of its current position.
Lava Flow (Lavabending only): Instead of the normal effect, the affected area is considered hazardous terrain and has
→
a hazard rating equal to twice the character’s ranks in Discipline (see GENESYS Core Rulebook, page 111).
Dust Cloud: The area offers concealment with a rating equal to half the character’s ranks in Discipline rounded up. For
+
the duration of the form, you may perform a maneuver to move the Dust Cloud up to one range band.
Entangle: A character who begins their turn within the affected area of the form must roll an Average ( ) Athletics
or Coordination check (as part of their maneuver) in order to move out of the affected area. Characters who fail this
check remain in place until their next turn, where they must repeat the check for the duration of the form. In addition, +
after using the form, you may spend a to add (or for allies) to the check characters must make to leave the
affected area.
Expand: Instead of the normal area, the form affects all terrain within medium range of the point of origin. This may be
+
added multiple times, increasing the affected range by one range band each time.
Obscurity: The form creates concealment with a rating of one, adding the same number of or to skill checks
within the affected area, depending on the circumstances of the skill check. This may be added multiple times, +
increasing the concealment rating by one each time.
Impassable: Instead of the normal effect of the form, all affected terrain is considered impassable. +
Tectonic: Characters in the affected area must immediately make a Hard ( ) Coordination check as an out-of-
turn incidental, becoming staggered on a failure. You may spend a to cause a character in the affected area to fall +
prone (and may trigger this multiple times, spending a for each character).
• Heroic Abilities (Realms of Terrinoth, pages 74-80); Brawl* Brawn Combat CRB (p 67)
• Favors (Shadows of the Beanstalk, pages 53-55). Charm Presence Social CRB (p 54)
• Fear checks (Core Rulebook, pages 243-244). Coercion Willpower Social CRB (p 55)
The following sections will outline changes to existing skills Deception Cunning Social CRB (p 56)
and include a list of skills new to the Avatar setting. Discipline Willpower General CRB (p 60)
General Skills
Empathy Willpower Social This book
Culture Intellect Knowledge This book
Avatar: The Second Age introduces a few new skills unique Geography Intellect Knowledge This book
to roleplaying in the world of Avatar. This section also notes History Intellect Knowledge This book
some skills found in the GENESYS Core Rulebook to describe
Nature Intellect Knowledge This book
changes made by this setting.
Spirit World Intellect Knowledge This book
Animal Handling (Agility) Leadership Presence Social CRB (p 56)
Animals make up a significant presence in the landscapes, Mechanics Intellect General CRB (p 60)
cities, and villages in the world of Avatar. From draft animals
Medicine Intellect General CRB (p 61)
used for the purposes of transportation or farm work, or
combat mounts, to the companions who assist their owners in Melee (Heavy) Brawn Combat CRB (p 68)
completing small tasks, there are many reasons a character Melee (Light) Brawn Combat CRB (p 68)
may interact with animals.
Negotiation Presence Social CRB (p 56)
Characters who want to work animals, teach animals to do
Perception Cunning General CRB (p 62)
tricks, get them to follow commands, or even domesticate
them must make an Animal Handling check. Your character Piloting Agility General CRB (p 62)
should use this skill if they want to ride a mount, from a polar Ranged Agility Combat CRB (p 68)
bear dog to a flying bison.
Resilience Brawn General CRB (p 63)
Your character should use this skill if… Sailing Intellect General This book
Your character flees from pursuers who are also mounted, or Skullduggery Cunning General CRB (p 64)
fast enough to catch up.
Stealth Agility General CRB (p 64)
Your character tries to convince an approaching wolfbat to
Streetwise Cunning General CRB (p 65)
back away by enticing it with rations.
Survival Cunning General CRB (p 65)
Your ostrich horse panics during a parade, and your
character needs to get the creature under control. Vigilance Willpower General CRB (p 65)
Your character shouldn’t use this skill it? It’s probably easy to entice a housecat or deerdog into
if… following you with a piece of food, but a wild sabretooth moose
lion might be a daunting task. Being a carnivore may even be
Your character travels by mount without any immediate
cause to upgrade one or more into .
danger or inconvenience.
Your character makes an attack while on their mount. That Empathy (Willpower)
would be combat check using a combat skill. Consider adding Empathetic characters can attune themselves to the thoughts
additional difficulty in the form of one or more . and feelings of other characters, even if those characters say
Setting the Difficulty very little. This skill is like Perception, but strictly within a social
context. Peering through the lies of another character or
Animal Handling checks should be more difficult depending reading their emotions are its primary uses. While a character
on how wild a creature is; how far removed from civilization is uses Charm to influence a target to act a certain way, the
Your character shouldn’t use this skill Your character should use this skill if…
Your character is trying to remember the food or fashion
if… required to blend in.
Your character attempts a specific action onboard a ship,
Your character needs to recall the lyrics for and perform
such as climbing a rope ladder or mast. That might be
their peoples’ war-chant before engaging in battle.
Athletics or Coordination instead.
Your character wants to ascertain the probable layout of a
Your character is giving orders to other members of a
building based on its outside appearance.
ship’s crew. Leadership would be a more appropriate skill
here. Your character shouldn’t use this skill
Your character wants to upgrade the vehicle’s hardware.
if…
That requires a Mechanics check.
Your character is trying to give directions to Chameleon Bay.
This would require a Knowledge (Geography) check.
History
patterns in each area.
The history of the world extends tens of thousands of years Your character shouldn’t use this skill
into the past. Some scholars spend their entire lives dedicated if…
to learning about just one era, sometimes even just a specific
Your character is trying to interact with a potentially unfriendly
dynasty or event or person.
creature. That would be Animal Handling.
This skill represents a character's knowledge and
Your character is trying to plot a course to avoid storms.
understanding of history in all its facets. This could be
That would use Knowledge (Geography).
knowledge about past Avatars, kings or queens, nations, or
generally anything that the other Knowledge skills do not Your character wishes to know which flower is of
cover. significance to a tribe of waterbenders. This would be
Knowledge (Culture).
Spirit World
unlinked from this skill depending on the nature of the
technique used or at your GM’s discretion.
The Spirit World is a parallel plane of reality that coexists However, you should frequently decouple Bending Arts
alongside the mortal world, and is home to the spirits, from the Willpower characteristic to reflect your character’s
immortal supernatural entities that often embody different unique approach to the task. Narratively, this represents your
aspects of life and nature. In a time where the Spirit and earthbender character relying upon their strength (Brawn) to
material worlds are once again merged, knowledge about hoist a boulder, rather than their mental discipline (Willpower)
which spirits are good natured and which want to steal a to maintain a form. You can read more about the Bending Arts
character’s face is more important than ever. skill and characteristic decoupling in Chapter II: The Bending
Your character should use this skill if… Arts.
Your character wants to identify a spirit or learn about its Your character should use this skill if…
disposition particularly to avoid angering it. Your character attempts to hurl a boulder through a series of
Your character wants to know how to reach the Spirit martial arts maneuvers.
World or a specific place within it. Your character makes an attack with a blast of fire.
Your character attempts to communicate or interact with Your character freezes the ice of a river to make a bridge
spirit. for passing.
Your character shouldn’t use this skill Your character wants to obscure their fart by pushing the
scent away from them.
if…
Your character tries to ascertain the origin of an ancient Your character shouldn’t use this skill
manuscript detailing spiritual knowledge. That would be
Knowledge (History).
if…
Your character wants to perform some basic bending tasks,
Your character is trying to meditate or project into the Spirit like knocking over a clay vase from afar with earthbending or
World. That would be Discipline or a special ability or talent. lighting the candles in a room with one’s firebending. These
Your character wants to know the importance of a spirit to are simple maneuvers and may only inflict strain at most.
a group of people. Knowledge (Culture) would be more
appropriate. Setting the Difficulty
A Bending Arts check becomes more difficult the more
Setting the Difficulty complex a task becomes. Bending a rock off a table might be
This check is generally difficult by default, as few individuals relatively easy but opening a human-sized hole in an earthen
have the knowledge required to successfully understand and wall might prove a little more challenging. Look to the various
navigate the Spirit World. The check becomes more difficult tables of additional effects in Chapter II: The Bending Arts
per how much import the GM places on the information. for inspiration on setting the difficulty for bending activities.
Mounted Maneuvers and Actions Assist: The pet can take the Assist maneuver and aid the
character in their actions. Your GM has the final say on the
Riding a mount is like piloting a vehicle. The character rolls
kinds of tasks your companion could accomplish.
Animal Handling instead of Piloting or Sailing for all relevant
Training a Companion
Through their special bonds, animal companions in The
Second Age may also develop new traits, abilities, and skills.
Objective
The aim of the match is to gain as much
territory within thing ring as possible
within three minutes or, alternatively, to
cause your opponents to fall over the
ring’s edge. Although most pro-bending
matches are likely to occur within official
Republic City arenas, a match can occur
on any raised fighting ring without rails or
ropes on either team’s backside.
A single match consists of up to three
rounds. Each round is three minutes
long. More on timing later.
Running a Match
backwards out of their present zone.
In The Second Age, each zone represents a range band.
In The Second Age, a pro-bending match should run just Two adjacent zones are always short range from one another.
like a normal combat encounter. However, consider these to When there are one or more zones between two zones,
keep an arena match exciting: increase the range band between those two characters by the
• In addition to rolling initiative normally using same amount. Thus, a pro-bender striking from their own
Vigilance or Cool, consider alternating which team Zone 1 at a target in the opposing team’s Zone 2 would
goes first each round to better capture the dynamic consider that medium range or long range if the opponent
ebb and flow of these matches. were standing in their own Zone 3. Of course, use your best
• Characters may only use their Attack form with the judgement, keeping in mind the context of the arena and the
Range and Additional Target effects. You cannot range between characters. Striking from your own zone 3 at
use any other bending forms and effects in pro- an opponent’s zone 3 should at least warrant a Hard ( )
bending matches (except during tiebreakers, as combat check.
mentioned). Your GM has the final say on what, if
any, additional effects and forms you may use. Scoring
• Each bending Attack form gains the Push 1 quality. Like boxing in real life, a team wins a match by either winning
• For regulation matches, you should ignore the death the most rounds or by a “knockout,” which in this case means
results on the Critical Injury table. knocking all the opponents off the ring within one round. Even
if a team has won two rounds, they still must play the third
round since a match can end from a knockout at any point.
Stealth/Cool Perception
Position to hide your
moves
Duels
Duels are formal (or informal) bouts of combat, usually
Read opponent’s
Survival Vigilance between two opposing fighters. They might last less than a
body language
minute, or last for hours. Sometimes, they’re regulated and
other times they only rules are those found on the streets.
Winning a Round Duels can be fights to the death, like most Agni Kai, or
You win a round by gaining territory before the end of each competitions of strength like the Lei Tai. Sometimes, it’s
round. If no team has gained territory, but one team has fewer simply a recreational spar or training exercise.
characters left in the ring by the end of the round, that team Regardless of the reason, this section offers some
loses the round. If a team has fewer characters but gained guidelines on how to bring these dramatic narrative moments
more territory by the end of the round, that team still wins the to life.
round.
Tier 1
When making any knowledge skill check, your character can instead
Adverse Bending use this talent to spend an amount of currency equal to fifty times the
Tier: 1, Ranked difficulty of the check and automatically succeed on the knowledge
Activation: Passive check with one uncanceled s (instead of rolling). At your GM's
Your character must have at least one rank in the Bending Arts skill discretion, your character may not be able to use Bought Info if the
to benefit from this talent. Your character removes one per rank of information is particularly sensitive or difficult to find or buying it
Adverse Bending when you make a Bending Arts skill check imposed doesn't make narrative sense.
due to inclement weather, tight corridors, or other environmental
circumstances that might impede your character’s ability to bend. This Brace
talent does not apply to added because of an opponent’s Defense Tier: 1, Ranked
rating, wearing heavy armor, or incurred through concentration. Activation: Active (Maneuver)
As a maneuver, your character may suffer 1 strain to use this talent.
Animal Whisperer You remove per rank of Brace from your next skill check based on
Tier: 1 changing conditions, inclement weather, unstable surfaces, high
Activation: Passive winds, rocking boats, or other circumstances that would make a skill
Your character gains an automatic a whenever they perform a skill check more difficult.
check to interact with animals.
Brawler
Anthem Tier: 1
Tier: 1 Activation: Passive
Activation: Active (Maneuver) Your character adds a to combat checks that are unarmed or made
Your character may use this talent and a musical instrument to begin with an improvised weapon.
or continue playing an inspiring anthem. While your character is
playing the anthem, allies within short range who can hear it add
Bribery
to checks they make. The anthem and its effects end immediately if Tier: 1, Ranked
your character does not use this talent during their turn. Once the Activation: Active (Maneuver)
anthem has ended, your character cannot use the talent again for the When making any social skill check, your character can instead use
rest of the encounter. this talent to spend an amount of currency equal to fifty times their
ranks in Bribery to upgrade the ability of the skill check once per each
Apothecary fifty currency spent this way. At your GM’s discretion, your character
Tier: 1, Ranked may not be able to use Bribery if the target is not open to accepting
Activation: Passive gifts, favors, or even information (like blackmail) that gives your
When a patient under your character’s care heals wounds from character the upper hand in the interaction.
natural rest, they heal additional wounds equal to twice your
character’s ranks in Apothecary.
Clever Retort
Tier: 1
Attunement Activation: Active (Incidental, Out of Turn)
Tier: 1 Once per encounter, your character may use this talent to add
Activation: Active (Incidental, Out of Turn) automatic hh to another character’s social skill check.
Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. When your character suffers a hit from a Customer Service Experience
bending combat check that shares their element, after damage is Tier: 1, Ranked
calculated but before soak is applied, your character may suffer 3 Activation: Active (Incidental)
strain reduce the damage of the hit by two plus their ranks in Bending After your character makes a Charm check, they may suffer 1 strain
Arts. You may only use this talent once per hit. to use this talent to cancel h equal to your character’s ranks in
Customer Service Experience.
Armor Master
Tier: 1 Deflect
Activation: Passive Tier: 1, Ranked
While wearing armor, your character increases their total soak value Activation: Active (Incidental, Out of Turn)
by one. When your character suffers a hit from a ranged combat check, after
damage is calculated (but before soak is applied), your character may
Bought Info
suffer 3 strain to use this talent to reduce the damage of the hit by two
Tier: 1 plus their ranks in Deflect. This talent can only be used once per hit
Activation: Active (Action) when the user is wielding a melee weapon or is a bender.
82 | Talents
Deft Hands When your character is the target of a Charm or Negotiation
check, your character may suffer a number of strain to upgrade the
Tier: 1
difficulty of the check a number of times equal to the strain suffered.
Activation: Passive
This number cannot exceed your ranks in Good Company.
Your character adds an automatic aa to skill checks when they
perform any non-combat activity requiring hand-eye coordination, Good Form
such as picking a pocket, performing a magic trick, or fine-tuning an Tier: 1, Ranked
engine. Activation: Passive
Duelist Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. When your character purchases this talent,
Tier: 1
choose one of the forms available to your element. When your
Activation: Passive
character makes a Bending Arts skill check using this form, they suffer
Your character adds to their melee combat checks when engaged one less strain after resolving the check.
with only a single opponent. Your character adds to their melee Each additional time you purchase this talent for your character,
combat checks when engaged with three or more opponents. select one additional form. Your character also suffers one less strain
Durable after resolving the Bending Arts check to use this form. You cannot
select the same form more than once.
Tier: 1, Ranked
Activation: Passive Grit
Your character reduces any Critical Injury result they suffer by 10 per Tier: 1, Ranked
rank of Durable, to a minimum of 01. Activation: Passive
Elemental Strike Each rank of Grit increases a character’s strain threshold by one.
Tier: 1 Hard Headed
Activation: Passive Tier: 1, Ranked
Your character must have at least one rank in the Bending Arts skill Activation: Active (Action)
to benefit from this talent. When your character purchases this talent, If your character is staggered, they may use this talent, even though
choose one of the following attack form effects based on your a character is normally unable to perform any actions when they are
element: Burn or Blast (Fire), Barrage or Disorient (Air), Guided or Ice
staggered. Your character makes a Daunting ( ) Resilience
(Water), Hinder or Impact (Earth). Whenever your character uses an
check. If they succeed, they are no longer staggered. The difficulty of
Attack form, they may always add the chosen effect without
this check decreases by one per additional rank of Hard Headed, to
increasing the difficulty.
a minimum of Easy ( ).
Elementalist Hidden Storage
Tier: 1
Tier: 1, Ranked
Activation: Active (Incidental)
Activation: Passive
Your character must have at least one rank in the Bending Arts skill
Any large equipment, vehicle or other vessel that the character owns
to benefit from this talent. When your character uses a form, you may
has one or more hidden compartments for smuggling appropriately
spend one Story Point to use this talent to add a equal to your
sized gear. The number of compartments is up to the player, be
character's ranks in Discipline to the results.
cannot be enough to hold a total encumbrance value of items more
Fearsome than the character’s ranks in Hidden Storage. The size of the
compartments is proportional to the size of the vessel or storage unit
Tier: 1, Ranked
in question. Any checks to detect these compartments have a
Activation: Passive
Formidable ( ) difficulty.
When an opponent becomes engaged with your character, your
character may force the opponent to make a fear check with the Improvised
difficulty equal to your ranks in Fearsome. At the GM’s discretion, Tier: 1, Ranked
some rival or nemesis adversaries may be immune to this talent. Activation: Passive
Finesse The character adds +1 damage per rank of Improvised to any
Tier: 1 successful attacks made using an improvised weapon.
Activation: Active (Incidental) Jump Up
When making a Martial Arts or Melee (Light) check, your character Tier: 1
may use Agility instead of Brawn. Activation: Active (Incidental)
Forager Once per round on the character’s turn, your character may stand up
Tier: 1 from prone or a seated position as an incidental.
Activation: Passive Knack for It
Your character removes up to from any skill checks they make Tier: 1, Ranked
to find food, water, or shelter. Checks to forage or search the area Activation: Passive
that your character makes take half the time they would normally.
When you purchase this talent for your character, select one skill.
Good Company Your character removes from any checks they make using this
Tier: 1, Ranked skill. Each additional time you purchase this talent for your character,
Activation: Active (Incidental, Out of Turn) select two additional skills. Your character also removes from
any checks they make using these skills. You cannot select combat
When attempting a Charm or Negotiation check, your character may or magic skills when choosing skills for this talent.
suffer a number of strain to downgrade the difficulty of the check a
number of times equal to the strain suffered. This number cannot
exceed your ranks in Good Company.
Talents | 83
Know Somebody Pep Talk
Tier: 1, Ranked Tier: 1
Activation: Active (Incidental) Activation: Active (Incidental, Out of Turn)
Once per session, when attempting to purchase a legally available Once per encounter, whenever another character makes a social skill
item, your character may use this talent to reduce its rarity by one per check, your character may suffer one strain to use this talent to add
rank of Know Somebody. aa to the result of their check.
84 | Talents
Resourceful Mechanic Your character does not suffer the penalties for moving through
difficult terrain (they move through it at normal speed without
Tier: 1, Ranked
spending additional maneuvers).
Activation: Passive
When your character makes a Mechanics check to repair system Talk Shop
strain or hull trauma on a vehicle, they repair one additional system Tier: 1
strain or hull trauma per rank of Resourceful Mechanic. Activation: Active (Incidental)
Salvager Your character may use this talent when making a Charm check
targeting an engineer, mechanic, scientist or similar individual to
Tier: 1
count their ranks of Charm as equal to their ranks in Knowledge
Activation: Active (Incidental)
(Culture) or Mechanics.
When the character makes a skill check to harvest components and
parts from a device or item, they may spend aa or t to double their Toughened
findings. Tier: 1, Ranked
Activation: Passive
Second Wind
The character increases their wound threshold by two per rank of
Tier: 1, Ranked
Toughened.
Activation: Active (Incidental)
Once per encounter, your character may use this talent to heal an Torment
amount of strain equal to their ranks in Second Wind. Tier: 1
Activation: Passive
Shady Deal
If their target is disoriented, staggered, or prone, your character may
Tier: 1, Ranked
add to social skill checks they make to inflict strain and combat
Activation: Passive
checks.
When looking to purchase illegal, exotic, or black-market goods, your
character may decrease an item’s rarity by one level per rank in Utility Pouch
Shady Deal. For each level an item’s rarity is decreased, its cost Tier: 1
increases by 50%. Activation: Active (Incidental)
Signature Form Once per encounter, your character may spend one Story Point to
produce a previously undisclosed—but essential—small tool from
Tier: 1
their utility belt, satchel, pockets, or backpack, with a rarity no greater
Activation: Passive
than four (4). This cannot be a weapon unless the weapon has the
Your character must have at least one rank in the Bending Arts skill Limited Ammo 1 quality.
to benefit from this talent. When your character acquires this talent,
take note of a signature form for them, defined as a specific bending Unremarkable
Form and a set of one or more of its effects. When your character Tier: 1
uses their signature form (the exact noted combination of action and Activation: Passive
effects), reduce the difficulty of the check by one.
Your character’s appearance is so common that people have a hard
Smooth Talker time identifying distinguishing traits. Opposing characters add f to
any checks made to identify your character once per rank of
Tier: 1, Ranked
Unremarkable.
Activation: Active (Incidental)
When your character acquires this talent, choose one skill: Charm, Veteran
Negotiation, or Deception. When making checks with that skill, your Tier: 1
character may spend t to gain additional s equal to their ranks in Activation: Active (Incidental)
Smooth Talker.
When you take this talent, your character gains any non-bending
Sound Investments combat skill or Resilience as a career skill. In addition, once per
session, your character may collect a small favor from a current or
Tier: 1, Ranked
former member of their nation’s military (chosen when you take this
Activation: Passive
talent), even if they do not currently owe your character a favor.
At the beginning of each game session, your character gains copper
pieces equal to their ranks in Sound Investments times 100. How your Weapon Specialist
character earns this money is up to you and your GM, and could be Tier: 1, Ranked
actual investments, business dealings, or even a small legal or illegal Activation: Passive
side business. The GM can also decide that the current events of the
When your character acquires this talent, pick a weapon type. Your
adventure may make these funds temporarily unavailable.
character adds a on all combat checks made using that weapon. You
Surgeon must select a different weapon each time you acquire this talent.
Tier: 1, Ranked Wheel and Deal
Activation: Passive
Tier: 1, Ranked
When your character makes a Medicine skill check to heal wounds, Activation: Passive
the target heals one additional wound per rank of Surgeon.
When they sell legal goods to a reputable merchant or business, your
Swift character gains an additional 10% more money per rank of Wheel and
Deal (based on the current value of the good or item).
Tier: 1
Activation: Passive
Talents | 85
Tier 2
Your character gains when making Leadership checks (or other
Adverse Conditioning
checks to inspire, lead, or rally an audience) per rank of Command.
Tier: 2
Inspired targets also add per rank of this talent to any subsequent
Activation: Active (Incidental)
Discipline checks they make over the next 24 hours.
Once per encounter, your character may suffer 2 strain to remove
from any one skill check. Confidence
Tier: 2, Ranked
Bad Cop Activation: Active (Incidental)
Tier: 2, Ranked
Your character may suffer 2 strain to decrease the difficulty of any
Activation: Active (Incidental) Fear checks they make by one level per rank of Confidence to a
Your character may spend aa from a Deception or Coercion check minimum of Easy ( ).
to upgrade the ability of a single ally’s subsequent social skill check a
number of times equal to your ranks in Bad Cop. The check must Controlled Bending
target the same character as your character’s initial check, and it must Tier: 2
take place during the same encounter. Activation: Active (Incidental)
Your character must have at least one rank in the Bending Arts skill
Balance
to benefit from this talent. When your character acquires this talent,
Tier: 2 choose one Form available to you. Once per turn, your character may
Activation: Active (Maneuver)
suffer 2 strain to use this talent to decrease the difficulty of the form
Once per turn, your character can use this talent. They cannot be by one after applying all additional modifications.
knocked prone, staggered, or disoriented until the end of their next
turn. Coordinated Assault
Tier: 2, Ranked
Bending Specialist Activation: Active (Maneuver)
Tier: 2
Once per turn, your character may use this talent to have a number
Activation: Passive
of allies engaged with you equal to your ranks in Leadership add a
Ranked: Yes
to all combat checks they make until the end of your character’s next
Your character must have at least one rank in the Bending Arts skill turn. The range of this maneuver increases by one band per rank of
to benefit from this talent. When your character acquires this talent, Coordinated Assault beyond the first.
choose one Form not typically accessible to their element: Construct
or Control (Fire), Construct or Heal (Air), Afflict or Control (Water), Crippling Blow
Afflict or Heal (Earth). Your character can now use the basic effect of Tier: 2
this form. They may not add any additional effects while using this Activation: Active (Incidental)
form. Your character may voluntarily increase the difficulty of a combat
Brash Driving check by one to deal a crippling blow. If they succeed and deal
damage, the target suffers one strain whenever they use a maneuver
Tier: 2
to move for the remainder of the encounter.
Activation: Active (Action)
Once per encounter, your character may perform Brash Driving when Daring Posture
piloting an airship or sailing at sea. Your character selects an Tier: 2, Ranked
opponent and makes an opposed Piloting or Sailing check. If you Activation: Active (Maneuver)
succeed, the opponent cannot make any attacks against your Your character must have at least one rank in the Bending Arts skill
character’s vehicle for a number of rounds equal to the number of to benefit from this talent. Before making a Bending Arts check, your
uncanceled s. character may add a number of h to the results to use this talent to
Chi Disruption add an equal number of s. The number may not exceed your
character’s ranks in Daring Posture.
Tier: 2
Activation: Active (Action) Dazed
Your character may use this talent to increase the difficulty of the next Tier: 2
Martial Arts combat check they make. If they succeed, deal Stun Activation: Passive
Damage instead of wounds. Additionally, if the target is a bender and Your character adds the Disorient quality with a rating of 2 to all
receives damage, the target cannot use bending forms until the end melee combat checks they make. If they would use a weapon that
of their next turn. already has the Disorient quality, add 1 to its rating instead.
Combat Medicine Defensive Stance
Tier: 2, Ranked Tier: 2, Ranked
Activation: Active (Incidental) Activation: Active (Maneuver)
Before making a Medicine skill check, your character may use this Once per round, your character may suffer a number of strain no
talent to add s equal to their ranks in Combat Medicine to the results. greater than their ranks in Defensive Stance to use this talent. Then,
After the check is resolved, the target suffers 2 strain for each rank until the end of your character's next turn, upgrade the difficulty of all
your character has in Combat Medicine. melee combat checks targeting your character a number of times
Command equal to the strain suffered.
Tier: 2, Ranked
Activation: Passive
86 | Talents
Distraction! Implacable
Tier: 2, Ranked Tier: 2, Ranked
Activation: Active (Action) Activation: Passive
Your character may use this talent to make an Average ( ) When another character targets your character with a social skill
Coordination, Deception, or Skulduggery check. For each s the check, your character reduces any strain they suffer as a result of that
check generates, one adversary of your choice within short range check by 1 per rank of Implacable. Your character’s ranks in
becomes disoriented. Your character may spend a from the check to Implacable cannot exceed their Presence.
inflict 1 strain on an affected adversary and may spend t from the
check to stagger a minion or rival within short range.
Inspiring Rhetoric
Tier: 2
Dual Wielder Activation: Active (Action)
Tier: 2 Your character may use this talent to make an Average ( )
Activation: Active (Maneuver) Leadership or Empathy check. For each uncanceled s, one ally
Once per round, your character may use this talent to decrease the within close range recovers one strain. For each uncanceled a, one
difficulty of their next two-weapon combat check by one. ally benefiting from Inspiring Rhetoric recovers one additional strain.
Knowledge (Geography), Ranged, and Survival are now career skills Your character must have at least one rank in the Bending Arts skill
for your character. They add to all skill checks when interacting to benefit from this talent. When your character acquires this talent,
with wild beasts and animals, including combat checks. In addition, note a specific Form and pick one of its effects that does not increase
they add +10 to all Critical Injury rolls against animals and beasts. the difficulty by two or more. When your character uses this Form, you
may add the chosen effect without its associated modification.
Talents | 87
Precision Strike Scathing Tirade
Tier: 2, Ranked Tier: 2
Activation: Active (Incidental) Activation: Active (Action)
Once per round on your character’s turn, they may suffer a number of Your character may use this talent to make an Average ( )
strain no greater than their ranks in Precision Strike. Until your Coercion or Leadership check. For each uncanceled s, one enemy
character’s next turn, they ignore their target’s defense rating (ranged within short range suffers 1 strain. For each uncanceled a, one
and melee) equal to strain suffered in this way. affected target suffers 1 additional strain.
Push Your Luck Side Step
Tier: 2 Tier: 2, Ranked
Activation: Active (Incidental) Activation: Active (Maneuver)
Once per encounter, if your character would roll a skill check where Once per round, your character may suffer a number of strain no
the result generates no uncanceled s or f, you may suffer 2 strain greater than their ranks in Side Step to use this talent. Until the end
to add sh to the pool. of your characters next turn, upgrade the difficulty of all ranged
combat checks targeting the character a number of times equal to the
Quick Fix strain suffered by the character.
Tier: 2
Activation: Passive Spirit Healer
You may spend a Story Point to allow your character to use this talent Tier: 2, Ranked
to temporarily repair one damaged item they are engaged with. For a Activation: Passive
number of rounds equal to your character’s rank in Mechanics, the Your character must have at least one rank in the Bending Arts skill
item may be used without penalty, even if it would normally be to benefit from this talent. Whenever your character uses their Heal
unusable. When the effect ends, the item is damaged one additional form on a character other than themselves, that character heals one
step. If this would bring the object beyond repair, it is destroyed. additional wound and strain per each of your character’s ranks in
Spirit Healer.
Researcher
Tier: 2, Ranked Strong Arm
Activation: Passive Tier: 2
On a successful Knowledge skill check, your character gains an Activation: Passive
automatic a per rank of Researcher. Researching takes half the time When your character uses thrown weapons, they treat the weapon as
it usually would. Additional ranks do not decrease the time it would if it had additional range of one band per rank in Strong Arm, to a
take to research. maximum of long range.
Tier 3
Once per round during an encounter, your character may spend
Animal Companion one maneuver to direct their animal in performing one action and one
Tier: 3, Ranked maneuver. The animal must be within hearing and visual range of the
Activation: Passive character (generally medium range) to do this. Otherwise, the animal
Your character creates a bond with a single animal approved by your does not contribute to the encounter. The specifics of its behavior are
GM. This animal must be silhouette 0 (no larger than a dog). The bond up to you and your GM.
persists as long as the character chooses it to, although at the GM’s For every additional rank of Animal Companion your character
discretion, the bond may also be broken due to abusive treatment or has, increase the permitted silhouette of the companion by one; this
other extenuating circumstances. means your character can get a new companion, or your companion
As long as the bond persists, the animal follows your character, grows in size.
and you dictate the animal’s overall behavior (although, since the
animal is only bonded with the character, not dominated, it may still Anthem (Improved)
perform certain inconvenient actions such as scratching furniture, Tier: 3
consuming rations, and marking territory). Activation: Passive
88 | Talents
Your character must have purchased the Anthem talent to benefit Once per session, your character can use this talent to make a Hard
from this talent. While your character is playing their Anthem, enemies ( ) Mechanics check to fashion a device to solve a current
within range of its effect who can hear it add to their checks. problem using the tools and other items on hand. This device must be
approved by your GM and functions for the duration of the current
Armor Master (Improved) encounter only. The items are lost in the process. A Story Point or a
Tier: 3 t may be spent to make the contraption permanent.
Activation: Passive
When wearing armor with a soak value of two or higher, your
Combat Bending
character increases their melee and ranged defense by one. Tier: 3
Activation: Passive
Attunement (Improved) Your character must have at least one rank in the Bending Arts skill
Tier: 3 to benefit from this talent. Your character does not add to any
Activation: Incidental (Out of Turn) Bending Arts checks for wearing heavy armor, using a shield, or not
Your character must have purchased the Attunement talent to benefit having at least one free hand.
from this talent. When your character suffers a hit from a bending
combat check and uses Attunement to reduce the damage from that
Commanding Presence
hit, after the attack is resolved, you may spend hhh or d generated Tier: 3
by the attack to redirect the form against the attacker as if they had Activation: Active (Action)
used the form, causing the attacker to suffer their own damage. Your character may spend a Story Point to use this talent to make an
opposed Discipline check to force a target to leave an encounter.
Backstab This does not work on a Nemesis-level enemy.
Tier: 3
Activation: Active (Action) Craftsman
Your character may use this talent to attack an unaware adversary Tier: 3
using a Melee (Light) weapon. A Backstab is a melee attack, and Activation: Active (Incidental)
follows the normal rules for performing a combat check, using your When your character makes a Mechanics skill check, they may suffer
character’s Skullduggery skill instead of Melee (Light). If the check a number of strain no greater than their ranks in Mechanics. They may
succeeds, each uncanceled s adds +2 damage (instead of the convert that many s into a.
normal +1).
Deflect (Improved)
Body Guard Tier: 3
Tier: 3, Ranked Activation: Active (Incidental, Out of Turn)
Activation: Active (Maneuver)
Your character must have purchased the Deflect talent to benefit from
Once per round, your character may suffer a number of strain no this talent. When your character suffers a hit from a ranged combat
greater than their ranks in Body Guard to use this talent. Choose one check and uses Deflect to reduce the damage from that hit, after the
ally engaged with your character; until the end of your character’s next attack is resolved, you may spend d or hhh from the attacker’s
turn, upgrade the difficulty of all combat checks targeting that ally a check to use this talent. Then, your character automatically hits one
number of times equal to the strain suffered. target within short range. The hit deals the attacker’s weapon’s base
damage, plus any damage from applicable talents or abilities. Your
Call of the Spirit Wilds character can’t use this talent if the original attack incapacitates them.
Tier: 3
Activation: Passive Disarm
Your character must have at least one rank in the Bending Arts skill Tier: 3
to benefit from this talent. Whenever your character makes a Bending Activation: Passive
Arts skill check to use a Form and the check generates a t, you roll When your character disarms their target as the result of a combat
an additional and add its results to the pool in addition to its normal check, the disarmed weapon lands anywhere within short range of the
effect; when the check generates d, you roll an additional and add engagement (character’s choice).
its results to the pool in addition to its normal effect. Each of these can
only occur once per check. Dodge
Tier: 3, Ranked
Chakras Aligned Activation: Active (Incidental, Out of Turn)
Tier: 3 When your character is targeted by a combat check, they may suffer
Activation: Active (Incidental) a number of strain no greater than their ranks in Dodge to use this
Once per session when your character makes a skill check using their talent. Then, upgrade the difficulty of the combat check targeting your
Willpower characteristic, they may spend a Story Point to add character a number of times equal to the strain suffered.
ssaa to the results.
Easy Prey
Chi Disruption (Improved) Tier: 3, Ranked
Tier: 3 Activation: Active (Maneuver)
Activation: Active (Incidental) Your character may suffer 3 strain to use this talent. Until the start of
Your character must have purchased the Chi Disruption talent to your character’s next turn, your character and allies within short range
benefit from this talent. Your character may spend aaa generated add to combat checks against immobilized targets.
by Chi Disruption to immobilize the target.
Elemental Flair
Contraption Tier: 3, Ranked
Tier: 3 Activation: Active (Incidental)
Activation: Active (Action) Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. After making a successful Bending Arts
Talents | 89
check, your character may choose to suffer a number of strain no Intense Presence
greater than their ranks in Elemental Flair to convert the same number
Tier: 3, Ranked
of excess s into a.
Activation: Active (Incidental)
Elementalist (Improved) Your character may suffer a number of strain equal no greater than
Tier: 3 their ranks in Intense Presence to downgrade the difficulty of any
Activation: Active (Incidental) check using the Presence characteristic by the number of strain
suffered.
Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. Whenever the item quality of a Form is Intimidating
activated, you may spend additional aa to increase its rating by 1. Tier: 3, Ranked
Field Commander Activation: Active (Incidental, Out of Turn)
Tier: 3 When attempting a Coercion skill check, the character may suffer a
Activation: Active (Action) number of strain to downgrade the difficulty of the check a number of
times equal to the strain suffered. This number cannot exceed their
Your character may use this talent to make an Average ( )
ranks in Intimidating. When the character is the target of a Coercion
Leadership check. If successful, a number of allies equal to your
skill check, the character may suffer a number of strain to upgrade the
character’s Presence may immediately suffer 1 strain to perform one
difficulty of the check a number of times equal to the strain suffered.
maneuver (out of turn). If there are any questions as to the order in
This number cannot exceed their ranks in Intimidating.
which allies act, your character is the final arbitrator.
Inventor (Improved)
Full Throttle
Tier: 3
Tier: 3
Activation: Passive
Activation: Active (Action)
Whenever your character makes a Mechanics skill check to create,
While driving or flying, your character may use this talent to make a
modify, or repair something that generates a t, you roll an additional
Hard ( ) Piloting or Sailing check. If successful, the top speed
and add its results to the pool in addition to spending t normally;
of the vehicle increases by one (to a maximum of 5) for a number of
additionally, when the check generates d, you roll an additional
rounds equal to your character’s Cunning.
and add is results to the pool in addition to spending the d normally.
Hard Headed (Improved) Each of these can only occur once per check.
Tier: 3
Iron Body
Activation: Passive
Tier: 3, Ranked
Your character must have purchased the Hard Headed talent to Activation: Passive
benefit from this talent. Your character may use the Hard Headed
talent to recover from being incapacitated due to exceeding their Increase the Critical Rating of all incoming attacks by 1 per rank of
Iron Body.
strain threshold. On their next turn after having become incapacitated,
they may make a Formidable ( ) Resilience check, even Known Blueprint
though an incapacitated character is normally unable to perform
Tier: 3
actions. If they succeed, they decrease their strain to one less than
Activation: Active (Action)
their strain threshold. The difficulty of this check decreases by 1 per
additional rank of Hard Headed, to a minimum of Easy ( ). Once per encounter, your character may use this talent to make a
Hard ( ) Mechanics check. Success means your character is
Heroic Will intimately familiar with a building or vehicle’s design. They now know
Tier: 3 the location of critical components or facilities within the building or
Activation: Active (Incidental, Out of Turn) vehicle as well as their own location. They can also plan
unconventional routes around obstacles.
When you purchase this talent for your character, choose two
characteristics. You may spend a Story Point to use this talent to have Lethal Blows
your character ignore the effects of all Critical Injuries on any skill
Tier: 3, Ranked
checks using those two characteristics until the end of the current
Activation: Passive
encounter. Your character still suffers the Critical Injuries, they just
ignore the effects. The character adds +10 per rank of Lethal Blows to any Critical Injury
rolls inflicted on opponents.
Inspiring Rhetoric (Improved)
Tier: 3 Museum Curator
Activation: Passive Tier: 3
Activation: Active (Action)
Your character must have purchased the Inspiring Rhetoric talent to
benefit from this talent. Allies affected by Inspiring Rhetoric add to Once per session, your character may use this talent to make an
all skill checks for a number of rounds equal to your character’s ranks opposed Leadership check to convince one NPC to relinquish their
in Leadership or Empathy (whichever was used to make the Inspiring relic, artefact, scroll, or other item of historical value to the player
Rhetoric check). character.
Your character must have purchased the Instinctive Form talent to When your character purchases this talent, choose two skills. Once
benefit from this talent. When your character uses Instinctive Form per session, your character may use this talent to reroll one skill check
talent, they may add any of the chosen form’s additional effects. that uses one of those two skills.
90 | Talents
Nobody’s Fool Scathing Tirade (Improved)
Tier: 3, Ranked Tier: 3
Activation: Passive Activation: Passive
The difficulty of any Charm, Coercion, or Deception checks attempted Your character must have purchased the Scathing Tirade talent to
against your character is upgraded once for each rank of Nobody’s benefit from this talent. Enemies affected by your character’s
Fool. Scathing Tirade add to all skill checks they make for a number of
rounds equal to your character’s ranks in Coercion or Leadership
Parry (Improved) (whichever was used to make the Scathing Tirade check).
Tier: 3
Activation: Active (Incidental, Out of Turn) Signature Form (Improved)
Your character must have purchased the Parry talent to benefit from Tier: 3
this talent. When your character suffers a hit from a melee combat Activation: Passive
check and uses Parry to reduce the damage from that hit, after the You must have purchased the Signature Form talent to benefit from
attack is resolved, you may spend d or hhh from the attacker’s this talent. When you acquire this talent, you may pick a new
check to use this talent. Then, your character automatically hits the combination of bending action and effects to be your new signature
attacker once with the weapon your character is wielding. The hit form (you can keep your current signature form if you prefer). When
deals the weapon’s base damage, plus any damage applicable from your character uses their signature form, reduce the difficulty of the
talents or abilities. Your character can’t use this talent if the original check by two instead of one.
attack incapacitates them.
Stunning Blow (Improved)
Point Blank Tier: 3
Tier: 3, Ranked Activation: Active (Incidental)
Activation: Passive
Whenever your character successfully hits a target with a melee
Your character decreases the Critical rating of their weapon by 1 (to combat check, they may spend t to stagger the target one round per
a minimum of 1) per rank of Point Blank on a ranged attack made t.
against an engaged target.
Surgeon (Improved)
Pressure Point Tier: 3
Tier: 3 Activation: Passive
Activation: Active (Incidental)
Targets healed by this character can ignore the effect of one Critical
When your character makes an unarmed Martial Arts combat check Injury rated ( ) or lower.
targeting a living opponent, they may use this talent to deal strain
damage instead of wound damage, and inflict additional strain Unarmed Specialist
damage equal to their ranks in Medicine. Tier: 3, Ranked
Activation: Passive
Rally!
Reduce the Critical Rating of an unarmed combat check by one per
Tier: 3
rank in Unarmed Specialist. This does not apply to martial weapons.
Activation: Active (Action)
Once per encounter, your character may make a Hard ( ) Well Rounded
Leadership check. On a success, their allies may take their turns Tier: 3, Ranked
immediately, rather than in the current Initiative order. Activation: Passive
Resolve Your character chooses any two skills other than Bending Arts. They
permanently become career skills. If you purchase this talent again,
Tier: 3, Ranked
your character chooses a number of skills equal your ranks in Well
Activation: Passive
Rounded.
When your character involuntarily suffers strain, they suffer one less
strain per rank of Resolve, to a minimum of one.
Tier 4
Adrenaline Rush Bending Specialist (Improved)
Tier: 4 Tier: 4
Activation: Passive Activation: Passive
Your character adds +2 damage to any successful attacks they make Your character must have purchased the Bending Specialist talent to
for each Critical Injury they are currently suffering. benefit from this talent. When your character uses the form acquired
by the Bending Specialist talent, they may choose to add any of that
Back-to-Back form’s additional effects which are available to all elements with
Tier: 4 access to that form.
Activation: Passive
Beyond Limits
While engaged with one or more allies, your character and those allies
Tier: 4
add to combat checks. If one or more allies engaged with your Activation: Active (Incidental, Out of Turn)
character also has Back-to-Back, the effects are cumulative to a
maximum of . Once per encounter, when your character would become
incapacitated due to exceeding their strain threshold, you may spend
a Story Point to use this talent. Then, your character is not
incapacitated and receives the Fatigued critical injury (see Chapter
Talents | 91
III: New Skills and Rules). Your character cannot use this talent if Discredit
their Fatigued rating is already .
Tier: 4
For the remainder of the encounter, your character may not be Activation: Active (Action)
incapacitated due to exceeding their strain threshold and may
Once per encounter, your character can use this talent to make a
continue to suffer strain beyond their threshold. If your character
Hard ( ) Deception check to upgrade one of a target’s
would perform an action while they are beyond their strain threshold,
social checks until the end of the encounter. Upgrade an additional
first roll a d100. If the number is less than or equal to your current
strain, you are incapacitated and your Fatigued rating increases by per aa or t.
one (to a maximum of ). Distraction! (Improved)
Body Guard (Improved) Tier: 4
Activation: Passive
Tier: 4
Activation: Active (Incidental, Out of Turn) Your character must have purchased the Distraction! talent to benefit
Your character must have purchased the Body Guard talent to benefit from this talent. Targets affected by Distraction! add hh to checks
from this talent. Once per turn, when an ally protected by your targeting your character and their allies.
character’s Body Guard maneuver would suffer a hit from a combat Doublespeak
check, your character may choose to suffer that hit instead of the ally.
Tier: 4
Brothers in Arms Activation: Passive
Tier: 4 Your character can spend aa or t from a successful Charm or
Activation: Active (Action) Deception check to disorient a number of opponents within short
Once per session, your character may use this talent to make a Hard range equal to your character’s Presence for the remainder of the
( ) Discipline check. If successful, your character and one ally round and the next two rounds.
per s within medium range gains +1 defense for the remainder of the Enduring
encounter. The effect ends for an ally if they are no longer within
Tier: 4, Ranked
range.
Activation: Passive
Can’t We Talk About This? The character gains +1 soak per rank of Enduring.
Tier: 4
Activation: Active (Action) Enduring Form
Tier: 4
Your character can use this talent to make an opposed Charm or
Activation: Active (Incidental)
Deception versus Discipline check targeting a single non-Nemesis
adversary within medium range. If the check succeeds, the target Your character must have at least one rank in the Bending Arts skill
cannot make attacks (or perform hostile actions) against your to benefit from this talent. Once per encounter, whenever your
character until the end of their next turn. character rolls a successful check to use a form, you may choose to
spend aaa or t to sustain that form through the end of the
You may spend aa to increase the length and effect by one
encounter without performing the concentrate maneuver.
additional turn, and spend t to extend the benefits to all of their
known allies within short range of the target. Favored Weapon
The effect ends immediately if your character or an ally attacks Tier: 4, Ranked
the target. In addition, your GM may rule that some targets are Activation: Active (Incidental)
immune to this ability. A beast-of-burden, for example, has no Whenever your character acquires this talent, choose one combat
capacity to resolve a conflict through talking, nor would a Dark Spirit skill. Once per encounter, your character may add their ranks in that
consumed by rage. combat skill as additional a to one hit of a successful attack made
Chi Disruption (Supreme) using that skill. Each rank of Favored Weapon must be associated
with a different combat skill.
Tier: 4
Activation: Passive Field Commander (Improved)
Your character must have purchased the Chi Disruption talent to Tier: 4
benefit from this talent. Your character may spend t generated by Activation: Passive
combat checks using Chi Disruption to stagger the target until the end Your character must have purchased the Field Commander talent to
of their next turn. benefit from this talent. When your character uses the Field
Commander talent, your character affects a number of allies equal to
Controlled Bending (Improved)
twice your character’s Presence. In addition, you may spend t to
Tier: 4
allow one ally to suffer 1 strain to perform an action, rather than a
Activation: Passive
maneuver.
Your character must have purchased the Controlled Bending talent to
benefit from this talent. The first quality or effect of the chosen form Fortune Favors the Bold
requires one fewer a than its usual cost. Tier: 4
Activation: Active (Incidental)
Deadeye
Once per session, you may suffer 2 strain to use this talent to flip one
Tier: 4 GM Story Point to a Player Story Point.
Activation: Active (Incidental)
After your character inflicts a Critical Injury with a ranged weapon and Frenzied Attack
rolls the result, your character may suffer 2 strain to use this talent. Tier: 4, Ranked
Then, you may select any Critical Injury of the same severity to apply Activation: Active (Incidental)
to the target instead. When making a melee combat check, your character may suffer a
number of strain, then upgrade the ability of their combat check by
92 | Talents
that number. The number cannot exceed their ranks in Frenzied without upgrading the difficulty. In addition, successful ranged attacks
Attack. made using Longshot add a to the results for each rank in Longshot.
Talents | 93
Secret Technique When your character acquires this talent, choose one piece of
equipment and increases its number of hard points by one. They can
Tier: 4
only do this once per piece of equipment, but can modify a number of
Activation: Passive
pieces of equipment equal to their ranks in Tinkerer. If your character
When making a check using the Martial Arts skill, the character may loses, breaks, or sells a modified piece of equipment, they may apply
use Willpower instead of Brawn. In addition, Martial Arts combat Tinkerer to a new one.
checks that deal damage in this way deal additional damage equal to
your character’s ranks in Discipline. ‘Tis but a Flesh Wound
Tier: 4
Seen Many Things Activation: Active (Incidental, Out of Turn)
Tier: 4
When your character would suffer a Critical Injury, they may spend a
Activation: Passive
Story Point to make a Hard ( ) Resilience check to prevent the
Whenever your character would fail a Knowledge check, they may Critical Injury and take half damage (rounded down).
spend aa generated to reroll the check. This can only be done once
per check. True Aim
Tier: 4, Ranked
Signature Style Activation: Active (Maneuver)
Tier: 4, Ranked
Once per round, before your character makes a ranged attack, they
Activation: Passive
may use this talent to gain all the benefit of the Aim maneuver and
Your character must have at least one rank in the Bending Arts skill they also upgrade one in their attack roll dice pool per rank of True
to benefit from this talent. When your character purchases this talent, Aim.
choose one bending form available to them, and choose any
Characteristic. Your character may use the chosen Characteristic, True Understanding
instead of the form’s listed Characteristic, whenever they use this Tier: 4, Ranked
form. Activation: Active (Incidental)
Each additional time you purchase this talent for your character, Your character must have at least one rank in the Bending Arts skill
select one additional form and Characteristic. Your character may to benefit from this talent. Once per session, your character may
also use these forms with the chosen Characteristic instead. You suffer 2 strain to lower the difficulty of any Bending Arts skill check by
cannot select the same form more than once. one per rank of True Understanding to use any form.
Steady Aim Trust the Captain
Tier: 4 Tier: 4, Ranked
Activation: Passive Activation: Active (Action)
Your character does not lose the benefits of the aim maneuver if they Your character may use this talent to make a Hard ( )
perform other maneuvers (including moving) or actions. Leadership check. For each s, one ally within short range increases
Superior Reflexes their ranks in Discipline by an amount equal to ranks in Trust the
Captain.
Tier: 4, Ranked
Activation: Passive Unrelenting
When your character purchases this talent, choose to add +1 melee Tier: 4
defense or +1 ranged defense. You may purchase this talent only one Activation: Active (Incidental)
more time, choosing the other option the second time you acquire this Once per round after resolving a successful melee combat check,
talent. your character may suffer 4 strain to use this talent to make an
additional melee attack as an incidental against the same target.
Tinkerer
Increase the difficulty of the check by one if you are using a secondary
Tier: 4, Ranked
weapon; increase the difficulty by two if you are using the same
Activation: Passive
weapon.
Tier 5
Altered Deal Backstab (Improved)
Tier: 5 Tier: 5
Activation: Active (Action) Activation: Active (Incidental)
Your character may spend one Story Point to make a Hard ( ) Once per encounter, you may spend a Story Point to add t to the
Negotiation, Charm, or Coercion check to radically change a results of your attack action. This does not count as s, but as a result
previously made deal or bargain to your character’s advantage. in addition to the resolved dice roll.
94 | Talents
Beastmaster You must have purchased the Deflect talent to benefit from this talent.
If your character did not make a combat check during their previous
Tier: 5
turn, they suffer 1 strain when using the Deflect talent instead of the
Activation: Passive
usual 3.
You must have purchased the Animal Companion talent to benefit
from this talent. Your character may have two animal companions with Dire Animal Companion
a combined silhouette no greater than your character’s ranks in Tier: 5
Animal Companion. Your character spends one maneuver to allow Activation: Passive
both to perform an action and a maneuver and resolves each
You must have purchased the Animal Companion talent to benefit
companion’s turn individually, choosing the order in which they from this talent. If your character has at least one rank in the Animal
activate. Handling skill, the animal companion they have bonded with through
One or both of your character’s animal companions can instead the Animal Companion talent increases its Brawn by one, to a
be a minion group of animals with a combined silhouette no greater maximum of 5, and its wound threshold is increased by four. If the
than your character’s ranks in Animal Companion. For this purpose, animal has a strain threshold, it is also increased by four; otherwise,
treat every two silhouette 0 animals as silhouette 1. your animal gains a strain threshold equal to half of yours. Your
character also chooses to increase any other characteristic, other
Biggest Fan than Brawn, by one to a maximum of 5. Your companion increases
Tier: 5 one of its existing skill ranks by one, to a maximum of 5.
Activation: Active (Action)
Flow of the Elements
Once per session, your character may spend a Story Point to make a
Tier: 5
Hard ( ) Charm or Empathy check. If successful, one NPC of
Activation: Active (Incidental)
your character’s choice in the current encounter turns out to be your
character’s self-proclaimed “biggest fan.” The exact effects of this Your character must have at least one rank in the Bending Arts skill
vary depending on the NPC and the situation. They can include to benefit from this talent. Once per encounter, your character may
drastically decreasing the difficulty of social interaction skill checks perform their first bending form as a maneuver instead of an action.
the character makes targeting their biggest fan, the fan being willing
to perform minor or even significant favors for your character, or the Elementalist (Supreme)
NPC even becoming a recurring ally in the narrative. Tier: 5
Activation: Passive
At the GM’s discretion, this talent may not be able to target certain
NPCs whose adversarial nature is vital to the plot, or NPCs who would Your character must have purchased the Elementalist talent to benefit
be unable to appreciate the character’s work such as beasts, spirits, from this talent. Whenever your character successfully uses a
and enemies. bending form, they may activate any one of that form’s qualities
without spending the required a.
Coup de Grâce
Tier: 5, Ranked Full Throttle (Supreme)
Activation: Passive Tier: 5
Activation: Passive
On any successful combat check, for each t your character may roll
an additional , adding its results to the pool. Your character may do Your character must have purchased the Full Throttle talent to benefit
this for any number of t rolled initially, and in addition to any t from this talent. When performing Full Throttle, the top speed of the
generated on successive rolls. You cannot add more to the pool vehicle increases by 2 instead of 1.
than you have ranks in Coup de Grâce. This effect cannot be stacked Indomitable
with the Call of the Spirit Wilds talent.
Tier: 5
Craftsman (Improved) Activation: Active (Incidental, Out of Turn)
Tier: 5 Once per encounter, when your character would be incapacitated due
Activation: Active (Incidental) to exceeding their wound or strain threshold, you may spend a Story
When the character makes a Mechanics check to create, modify, or Point to use this talent. Then, your character is not incapacitated until
repair an existing piece of equipment or a vehicle, the character may the end of their next turn. If your character reduces their strain or
wounds to below their threshold before the end of their next turn, they
spend a t to add a new quality or feature to the object.
are not incapacitated.
Crushing Blow
Inspiring Leadership
Tier: 5
Tier: 5
Activation: Active (Incidental)
Activation: Active (Action)
After rolling a melee attack but before resolving the check, your
character may suffer 4 strain to use this talent. Your weapon gains Your character can use this talent to make a Hard ( )
the Breach 1 and Knockdown qualities, and destroys one item the Leadership check. If successful, a number of allies not exceeding
target is wielding that does not have the Reinforced quality. your character’s Presence within medium range add s to their next
skill check.
Dedication
Tier: 5, Ranked
Is Anyone a Doctor?
Activation: Passive Tier: 5
Activation: Active (Incidental, Out of Turn)
Each rank permanently increases a single Characteristic of the
player’s choice by one. This cannot bring a Characteristic above 5. Whenever an ally would go above their strain or wound threshold,
You cannot increase the same Characteristic with Dedication twice. your character may spend a Story Point to stabilize them instead,
bringing them to 1 below their threshold.
Deflect (Supreme)
Tier: 5
Let’s Talk This Over
Activation: Passive Tier: 5
Activation: Action (Incidental, Out of Turn)
Talents | 95
Once per game session, when a combat encounter against one or Your character must have at least one rank in the Bending Arts skill
more sentient beings is about to begin, the character can spend one to benefit from this talent. You may suffer 3 strain to use a bending
Story Point to make a Daunting ( ) Charm check. If form even if you are bound, at a disadvantage, or your appendages
successful, the encounter instead becomes a social encounter, with are otherwise indisposed (such as a missing leg or both hands
the PCs attempting to convince the opposition to back down, come wielding a weapon or holding onto something). You must upgrade the
around to their viewpoint, or accept a compromise. difficulty of any Bending Arts skill check made in this way once.
Additionally, you always ignore any normally imposed in these
The GM is the final arbiter of how the situation resolves without
violence, or how the combat encounter continues if the character’s circumstances.
check is unsuccessful. Psychic Bending does not apply to any situation during which it
would be impossible to bend; i.e. you cannot firebend during an
Master eclipse; waterbend in the middle of the desert; or earthbend on
Tier: 5 wooden prison in the ocean.
Activation: Active (Incidental)
Signature Form (Supreme)
When you purchase this talent for your character, choose one skill.
Once per round, the character may voluntarily suffer two strain to Tier: 5
Activation: Passive
decrease the difficulty of the next check using that skill by two, to a
minimum of Easy ( ). You must have purchased the Signature Form talent to benefit from
this talent. When you acquire this talent, you may pick a new
Master Operator combination of bending action and effects to be your new signature
Tier: 5 form (you can keep your current signature form if you prefer). When
Activation: Active (Incidental) your character uses their signature form, they do not suffer the strain
Once per round when piloting an airship, ground vehicle, or sailing a normally required after resolving a Bending Arts skill check.
marine vessel, the character may voluntarily suffer two strain to Surgeon (Supreme)
perform any action as a maneuver instead.
Tier: 5
Mogul Activation: Passive
Tier: 5 Your character must have the Surgeon talent to benefit from this
Activation: Active (Incidental) talent. Whenever this character attempts to heal any Critical Injury,
Before making a check when buying or selling items, or undertaking lower the difficulty of the check one per rank of Surgeon to a minimum
or paying off one’s debts, the character may choose to suffer two of Easy ( ).
strain. If the check succeeds, they sell the item for 25% more than
Unity of Spirit
base cost, buys it for 25% less, pays off additional debt, or gain aa.
Tier: 5
Parry (Supreme) Activation: Active (Incidental)
Tier: 5 Your character must have at least one rank in the Bending Arts skill
Activation: Passive to benefit from this talent. Whenever your character suffers strain in
Your character must have purchased the Parry talent to benefit from order to use their Attack form, they may deal the same number of
this talent. If your character did not make a combat check during their strain as additional damage against the target if the attack is a
previous turn, they suffer 1 strain when using the Parry talent instead success.
of the usual 3. Warrior of the Elements
Professor Tier: 5
Tier: 5 Activation: Active (Incidental)
Activation: Active (Incidental, Out of Turn) Your character must have at least one rank in the Bending Arts skill
Once per round, your character can suffer 2 strain to allow an ally to benefit from this talent. Whenever your character targets an
within short range to count as having the same number of ranks in opponent with their Attack form, they may spend aaa or t
Discipline as your character for the next Discipline skill check that generated by that check to immediately use another bending form as
character makes. a maneuver. Your character must have an additional maneuver and
may not perform more than two maneuvers in a turn.
Psychic Bending
Tier: 5
Activation: Active (Incidental)
96 | Talents
V – Gear and Equipment
Skill, intelligence, and sheer luck are certainly valuable assets but they still know it can mean the difference between life and
in the world of Avatar, but even a farmer knows not to enter death.
the Lower Ring of Ba Sing Se or the countryside without a little In The Second Age, the most important thing for a
protection. Benders know that the most powerful weapon they character is to be prepared. Fortunately, you can procure
can wield is the elements, but even their abilities can fall short most equipment from innumerable vendors throughout the
of expectations in the face of an entire squad of elite warriors. world. Potions, bandages, messenger hawks, weapons and
Some of the most powerful benders of all time, even the armor, even ships and Satomobiles are all for sale—provided
Avatar, have still wielded weapons that helped enhance their you have the coin. While most equipment is relatively easy to
natural abilities. come by, some items are exceedingly valuable and incredibly
Many characters rely on gear and equipment to perform rare. Not every town will carry bending scrolls, or even high-
tasks regardless of how trivial or vital. Smart characters quality weapons. Collectors, pirates, and other scoundrels
prepare themselves for the situations they’re most likely to may also stand in the way.
encounter—and those unexpected. You’ll never catch any In the following chapter, you can find information on
decent thief without their lock picking kit. Guards and warriors common personal weapons, armor, and gear critical for
know that even the best armor may not stop a determined foe, traveling the world from the Fire Nation capital to the Si Wong
Desert.
Economics in Avatar
Currency
The exchange of goods and services is the force that drives
the world—what characters produce and what they consume.
Some trade is local, such as when the innermost ring of Ba
You can exchange coins for goods and services. The value of
Sing Se imports crops from the outer ring. Other trade is
a coin depends upon the metal used to make it. Thus, no
transcontinental. The world’s finest iron comes from Yu Dao,
matter what region or nation you are in, your coins are always
and it’s no surprise this is a result of the mixed techniques due
legal tender.
to firebenders and earthbenders working together to refine the
ore. Yet the best pies come from the Air Nomads and are With the advent of the Satomobile and cross-country
treasured the world over. transportation like airships and trains, paper currency has also
gained a special foothold in larger cities, especially Republic
The trade of these goods across the continents, islands,
City. Of course, these paper notes operate essentially as
and seas requires fleets of boats, airships, pilots, sailors, and
I.O.Us and are ultimately redeemable for their value in copper,
other crew members who in turn require food, fuel, and
silver, or gold.
navigators to track the fastest routes; they also require
weapons to protect their precious cargoes from those with The Second Age presents currency in terms of coins:
less of an interest in lawful procurement. pieces of copper, silver, and gold. 1 gold piece is equal to 10
silver pieces which equals 1000 copper pieces. In other
Trade organizations, corporations, guilds, and
words, 100 copper pieces is the same as 1 silver piece.
governments regulate and tax this commerce wherever and
whenever the can. Many organizations purport to use this
wealth for the common good. Local authorities, such as those Motivations
that govern Republic City in the United Republic of Nations,
Sadly, being a wandering adventurer doesn’t pay very well.
employ local police forces for the protection of valuable cargo.
Heroes and villains alike may have strange and mysterious
Naturally where there are rules, there are those who break powers at their disposal, but everyone is beholden to coin. Not
them; just as the Earth Kingdom levies its tariffs, so, too, does even bending can put food on the table. Still, some characters
the black market circumvent them. Smugglers profit greatly by seem to have a natural knack for earning and are interested
transporting and selling restricted or taxed goods throughout in material wealth and the easy life of luxury they think such
the world’s port cities. Some of these goods are simply stolen wealth will bring them. Others seek adventure and want
weapons, food or fuel. Other goods hold no use in the hands airships or boats of their own.
of street criminals but are of great value to collectors and
Characters may approach these tasks in several different
scholars. Still, some smugglers merely catch the ire of
ways. Some may use the gear and coin they obtain during
dastardly rulers who prevent shipments of medicine meant for
their adventures to keep themselves afloat. Rightful owners,
local dissidents.
however, could track stolen items and characters who attempt
Characters in Avatar: The Second Age may be to sell a cargo of Fire Nation weapons may find the Fire Nation
unscrupulous pirates or stalwart warriors, but ultimately the Navy not far behind.
aim is the same: make money where you can.
Weapons
From the great forges of Yu Dao to a simple blacksmith’s forge
in a tiny Earth Kingdom village, the production of arms is one Martial Weapons
of the most lucrative industries in the world. Every warrior who Although many martial arts styles emphasize unarmed
swings an axe, archer who releases an arrow, or assassin combat, others utilize weapons as an extension of the body.
throwing their knives seeks the highest quality of weapon they Martial weapons are generally light and cover the hands. They
can afford—their life depends on it. are easy to wield in close quarters and often designed with
grips, or attach to the forearm, to prevent characters from
The following list of weapons comprises those most found
dropping them in close quarters combat.
in the armories scattered around the world. They are
organized by the skill associated with their use.
Katana
A long, curved, slender, single-edged blade, with a circular
guard. It has a long grp to accommodate to hands. It is favored
by the Kyoshi Warriors and is one of the most effective means
of cutting through organic material.
Naginata
A pole weapon consisting of a wooden shaft with a curved
blade on the end. It has a thick, slightly curved katana-like
blade connected to a long wooden pole.
Tower Shield
A tall, broad shield meant to protect the user from incoming
ranged attacks. Its enormous size can be a burden to smaller
individuals.
War Hammer
Like a sledgehammer in construction and appearance, it can
be used to augment the potency of earthbending attacks.
These hammers require two hands.
Ranged Weapons
Whether with one hand or both, ranged weapons are anything
that can deal damage from a distance such as a bow or a
bending attack. This also includes any weapon that can be
thrown. Using a ranged weapon while engaged with an enemy
increases the difficulty of the check by one.
Sling
A sling is a projectile weapon typically used to throw a blunt
projectile such as a stone, clay, or lead "sling-bullet".
Blow Gun
As simple as a small tube of bamboo, when handled skillfully
it can be used to launch a small dart a good distance.
As an incidental, the user can load a dart in-hand or from
a bandolier into their blow gun to apply the item quality
associated with the dart to their next attack. If the dart is in the
character’s bag, then activating the ammo requires a
maneuver instead (see the maneuver rules, Genesys Core
Rulebook page 97). A character may swap between ammo
types in this way, changing the associated quality with the
attack.
Bola
A bola consists of weighted lengths of cord which can be
thrown to entangle and knock down opponents.
Boomerang Longbow
A small, L-shaped A larger version of the short bow, it has a longer range and
weapon made of metal. It is can deal more damage.
a thrown projectile that travels
in a curved path and returns to Crossbow
its point of origin when thrown A weapon consisting of a bow mounted on a stock
correctly. that shoots projectiles. Its range is significantly
shorter, but the damage it deals is greater.
Shuriken
A concealed weapon that can be used for Ordnance
throwing, and sometimes stabbing or slashing. These are weapons that are necessarily
Stiletto wielded by an individual but are instead
ammunition or too large to be handled by an
Small arrow-like darts. They are thrown much in individual.
the same way as throwing stars and can restrain an
enemy by pinning their clothes to a surface behind or Tangle mine
below t hem. Weapons made with a bamboo frame and
Throwing Knives covered with dried animal skin filled with
skunk fish and seaweed. These mines float in
A variety of small knives can be designed so that they can the water and detonate upon contact with
be thrown with varying degrees of accuracy. another object. They were invented by
Net Hakoda of the Southern Water Tribe, who
called the weapon the "Stink 'n Sink".
Just a regular net weighted down on its edges so that it
can be used for ensnaring targets. Ballista
Stink bomb A large crossbow-like crew-served weapon that
launches heavy spear-like bolts, harpoons or
A container that releases a pungent odor capable of explosive shells.
disorienting an opponent.
Blasting jelly
Smoke bomb An explosive, volatile weapon used for demolition.
Canisters that release a thick smoke to block an
opponent's vision. Ice torpedoes
Short Bow These are warheads full of blasting jelly with a lit fuse inside.
Waterbenders can propel them because of the surrounding
A smaller weapon that uses tension to propel arrows. ice.
Wolf Armor
how long they will be wearing it, how easy it is to move around,
and the intensity of combat they expect to face. Of course, a
good set of armor will require a good deal of money to finance Protective leather gear created from a great wolf pelt. This is
it. the preferred style of the Southern Water Tribe.
In addition to armor, characters can also equip different
helms that also confer some defensive benefits. Helms and Common Clothes
Armor together can turn even a paperweight into a formidable These are just your average, everyday clothes. Worn by
punching bag. Furthermore, some helms and armors will, everyone across the world, common clothes provide little in
when worn together, confer an additional ‘set bonus’ which the way of protection.
can greatly enhance the features inherent to the armor.
Generally, stronger armor tends to be heavier and more
Common Military Armor
difficult to maneuver in while lighter armor providers less A beige and green colored armor consisting of bracers, body
protection but more mobility. armor, shin guards and a green colored belt-hung ge xie
(protective clothing).
Armor Types Fire Nation Armor
This section lists most of the common types of armor worn by Red and black armor that often includes a helmet. Some
soldiers, warriors, and other adventurers throughout the helmets may include a protective skull-shaped mask for
world. benders.
An airbender staff is a wooden stave used primarily by Weather Gear (Hot/Cold) 400 cp 4 3
airbenders to augment their bending. These versatile Wingsuit 2000 cp 2 7 (R)
instruments were a major part of Air Nomad culture and used
in the execution of several complex airbending techniques. When your character uses climbing gear, they add to
Airbenders construct their staffs to unfold into fan-like gliders, any Athletics or Coordination checks they make to climb
which enabled airbenders to fly while manipulating the air something.
currents around them.
When your character uses their airbending to imitate flight Disguise Kit
while equipped with an airbender staff, they add to any More of a stage acting kit, a disguise kit comes with makeup
bending checks they make to do so. and prosthetics to allow characters to conceal their identity
and make themselves harder to identify.
Backpack A successfully disguised character adds to any skill
Incredibly useful and comes in many styles and sizes. check made to identify the disguised character.
Backpacks increase the wearer’s encumbrance threshold
by four. Jasmine Tea
The combination of soothing properties found in green tea and
Bandages (3) the scent of jasmine will help you reduce stress, anxiety, and
You can use bandages to assist with wound recovery. tension effectively.
A character may consume a single bandage to add sa When consumed, if the character would voluntarily suffer
to their subsequent Medicine check. any strain, they suffer 1 fewer point of strain to a minimum of
one. This effect lasts one hour.
Bean Tea
This chi-enhancing tea is a natural stimulant. When
Healing Draught
consumed, it improves strength and increases energy tenfold. Healers and scientists create these rare tonics. They fill the
Military officials and soldiers love this stuff, though they use it drinker with a sense of warmth and nourishment and can be
sparingly due to its rarity. used to ward off illness. While they do not heal physical
injuries, they alleviate the pain and can stabilize the
Characters who consume bean tea gain a temporary
incapacitated.
increase in their max Strain Threshold of one point. This effect
can be stacked up to three times. Bean Tea effects last for A character who sips from a healing draught automatically
four hours. heals 4 wounds. Each subsequent sip on the same day heals
1 fewer wound, to a minimum of 0. The full effect of the
Climbing Gear draught is restored on the next day. A typical healing draught
contains roughly 10 sips, but volume can certainly vary.
An assortment of tools used to scale steep or sheer surfaces.
A handy first-aid kit. These kits commonly contain bandages, Utility Belt
salves, and other small tools necessary to heal the injured.
Often worn in conjunction with bags and backpacks, these
Your character can perform Medicine checks to heal belts are used to house common items for wandering
wounds and Critical Injuries without penalty. A medical kit may adventurers. Can conceal any item of encumbrance 1. This
only be used 5 times before its supplies must be replenished. does not negate the item’s encumbrance but makes the item
harder to detect.
Pro-Bending Headgear
This gaudy-looking helmet adds an extra layer of cushion Waterskin
between the wearer’s pretty face and any incoming attacks. Frequently carried by waterbenders all over the world, this
Whenever your character has pro-bending headgear leather pouch of water contains just enough fresh liquid for a
equipped and becomes disoriented, they are disoriented for bender to use in a pinch.
one less round. When full, it contains enough water to use for a few ice
shards, or a single water whip and its encumbrance increases
Spark Rocks to 2.
Spark rocks are tools used by Earth Kingdom citizens to start
fires. Spark rocks come from cliffs found south of Ba Sing Se, Weather Gear
known as the Fighting Cliffs. The cliffs, one white and one red, Cold weather gear features multiple layers of fur, leather, or
face each other with a wide ravine between them, and early thick fabric to resist wind and trap body heat. Meanwhile, hot
Earth Kingdom peoples noticed that the ground of the ravine weather gear tends to be loose, flowing, and made from light
was charred and black. Legend says that the cliffs were fabric, to allow the skin to breathe while protecting it from the
created in an ancient battle between earthbenders and sun.
firebenders, and that the conflict was so "awesome" that the
While your character is wearing cold or hot weather gear,
ground on which they fought soaked up their power and
they remove added to checks they make due to adverse
animosity.
weather conditions. When worn, the gear’s encumbrance is 1.
Tent Wingsuit
Tents come in a variety of shapes and sizes and are used to
A prototype created by Asami Sato of Future Industries, some
provide a makeshift shelter from the weather and environment
airbenders have been offered a chance to test out these
when undisturbed rest is necessary.
specially designed suits that work with airbending to allow for
gliding or short-term flight.
The Second Age’s weapons and armor have a listed Serrated Edge
number of hard points in the various weapon and armor Adding jagged sawteeth to a bladed weapon means the
tables. You should use these values instead of using the wounds it makes are particularly brutal and damaging.
general rule for determining an item’s number of hard points
found on page 206 of the Genesys Core Rulebook. Use With: This attachment can be applied to any close
combat weapon that has a blade.
Attachments Modifiers: The weapon gains the Vicious 1 quality, or
increases any existing Vicious Quality by 1.
The following attachments allow users to customize their gear
Hard Points: 1.
to their own specifications.
Price (Rarity): 75 copper (2).
Weapon Attachments
This list of basic weapon attachments is not exhaustive. You
Superior Weapon
should use these examples to come up with your own This weapon has been modified or created by a master
attachments as well. craftsman and is better than other examples of its type.
Use With: This attachment can be applied to any weapon.
Balanced Hilt Modifiers: The weapon gains the Superior quality.
This attachment represents modifying a melee weapon’s
balance (particularly around the hilt or haft) to make it easier Hard Points: 1.
to control. Price (Rarity): 1000 copper (7).
Use With: This attachment can be applied to any
weapons that use the Melee (Light) skill.
Weapon Tassel
This attachment represents adding a tassel of cloth or other
Modifiers: The weapon gains the Accurate 1 quality, or material to a weapon’s pommel, hilt, or other location to signify
increases any existing Accurate quality by 1. If the weapon rank, or other significance.
has the Inaccurate quality, it reduces that quality by 1 to a
minimum of 0 instead. Use With: This attachment can be applied to any sword
or two-handed pole weapon such as a spear or bardiche.
Hard Points: 1.
Modifiers: The weapon gains the Disorient 1 quality, or
Price (Rarity): 1000 copper (6). increases any existing Disorient quality by 1.
Duelist Cross Guard Hard Points: 1.
This attachment represents modifying the cross guard of a Price (Rarity): 350 copper (4).
sword to better catch and lock the blade of an opponent.
Use With: This attachment can be applied to any sword. Armor Attachments
This list of basic armor attachments is not exhaustive. You
Modifiers: When an opponent resolves a melee combat
should use these examples to come up with your own armor
check against the wielder, if the check generated at least one
attachments as well.
uncanceled h, the wielder may suffer 1 strain as an Incidental
(out of turn) to add hh to the results. Angled Plating
Hard Points: 1. This attachment applies angled plates or mildly reflective
Price (Rarity): 800 copper (5). surfaces to help deflect incoming ranged attacks.
Use With: This attachment can be applied to any armor.
Modifiers: The wearer increases their ranged defense by
1.
Travel
Even though the advent of world-shrinking technology has since its inception by Sokka and the mechanist at the Northern
made travel between nations much more commonplace, the Air Temple. Despite the many advances in airship technology,
world is still largely unindustrialized and therefore travel few airships are in production and few individuals have ever
across the vast continents can still take weeks depending on flown in them. This form of travel, although rare, is one of the
where a character needs to go. Depending on your mode of quickest means of transportation and some creatures, like the
transportation, a weeklong journey might cover the distance sky bison, are comparable in speed.
on foot between Omashu and Ba Sing Se whereas a week at
sea might take you from Republic City to the Fire Nation. Air Navigation
travel, still new in the world of Avatar, can often be even
quicker and is unrestricted by difficult terrain. Although the world is growing smaller each day, even the
mapped terrain can be rugged and unforgiving. Although
Ground Travel many routes exist between central hubs such as Ba Sing Se
and Republic City, there are always other ways to get where
While there are a variety of means to traverse the continents, one needs to be.
many people in the world must still rely upon their own two Navigating even the well-documented routes entails knowing
feet. Ground travel is the most common form of travel and where one is and where one’s going, especially at sea or in
includes not just a character’s feet, but their carriages, trains, the air. Although compasses, maps, and stars can certainly
monorails, mounts, and even Satomobiles. help, a navigator still needs to enter a bearing and double-
Sea Travel
check a vehicle’s final trajectory. Under ideal conditions, this
requires an Easy ( ) Geography check. As conditions are
rarely ideal for those racing against the clock or charting
Travel by sea, while common, is not a typical mode of
unknown territories, your GM should make heavy use of
transportation for most people. Most sea travel is the domain
difficulty modifiers to increase the difficulty of the Geography
of commercial freighters and military vessels, but you may still
check to reflect relevant environmental and narrative
use privately owned ships or transport ferries to cover vast
circumstances. Bad maps, harsh weather, a damaged
distances.
vehicle, or difficult terrain might also increase the check.
Air Travel
With the advent of the airship during the end of the Hundred
Year War, the technology has come a long way in the 70 years
Vehicle Profiles
In this increasingly mechanized age, where whole nations are toward self-powered transport. Although some land vehicles
urbanizing and massive battleships patrol the seas from the were used as far back as 100 AG, these were not
Fire Nation to the Water Tribes, even ground-based vehicles commercially available and were generally reserved for
are becoming ubiquitous and as essential to daily life as food wartime purposes. Now, especially in places like Republic
and water. From the simplest, utilitarian trucks of Cabbage City or Ba Sing Se, motorized transportation has become
Corp to the high-performance luxury Satomobiles from Future commonplace.
Industries, vehicles are becoming ever common.
Motorcycle
Land Vehicles Commonplace in Republic City, they are a similar shape to
the moped, though larger. Motorcycles used by the Equalists
Vehicle transportation over land is not a new concept; can release a smokescreen behind them. After the Anti-
civilizations have been using carts for millennia. However, the bending Revolution, the Republic City Police Force integrated
mechanical revolution in Avatar has propelled development the motorcycle into their patrol units.
110 | Vehicles
2 3 2 2 2 4 SIL SPEED HNDLNG ARMOR HULL STRAIN
SIL SPEED HNDLNG ARMOR HULL STRAIN 0 - - 0
0 - - 0 FORE PORT STARBRD AFT
FORE PORT STARBRD AFT
• Manufacturer: Cabbage Corp
• Manufacturer: Future Industries • Crew: One pilot.
• Crew: One pilot. • Encumbrance Capacity: 45
• Encumbrance Capacity: 25. • Passenger Capacity: 1 – 3
• Passenger Capacity: None. • Price/Rarity: 40 silver pieces/4
• Price/Rarity: 30 silver pieces/4 • Customization Hard Points: 1
• Customization Hard Points: 2 • Weapons: None.
• Weapons: None.
Sand Sailer [Earth Kingdom]
Snowmobile [Water Tribe] Used by the sandbenders to traverse across the Si Wong
Used by members of the Southern Water Tribe after the Desert. Airbenders can also make great use of sand sailers.
Hundred Year War to cross the snowy landscape in the south. 5 5 2 3 3 4
2 4 2 1 2 4 SIL SPEED HNDLNG ARMOR HULL STRAIN
SIL SPEED HNDLNG ARMOR HULL STRAIN 0 1 1 1
0 - - 0 FORE PORT STARBRD AFT
FORE PORT STARBRD AFT
• Manufacturer: Sand Tribes.
• Manufacturer: Various manufacturers • Crew: One pilot, one co-pilot.
• Crew: One pilot. • Encumbrance Capacity: 80.
• Encumbrance Capacity: 35 • Passenger Capacity: 5 passengers.
• Passenger Capacity: 1 • Price/Rarity: 12 silver pieces/7
• Price/Rarity: 25 silver pieces/4 • Customization Hard Points: 2
• Customization Hard Points: 1 • Weapons: None.
•
Marine Vessels
Weapons: None.
Vehicles | 111
8 3 2 5 10 10 1 2 2 1
SIL SPEED HNDLNG ARMOR HULL STRAIN FORE PORT STARBRD AFT
0 2 2 0
FORE PORT STARBRD AFT • Manufacturer: Various manufacturers and nations.
• Crew: One captain, 5 – 20 sailors and crew.
• Encumbrance Capacity: 350.
• Manufacturer: Various manufacturers and nations.
• Passenger Capacity: 5 passengers.
• Crew: One captain, 20 sailors and crew.
• Price/Rarity: 9 gold pieces/7
• Encumbrance Capacity: 250.
• Customization Hard Points: 4
• Passenger Capacity: 10 passengers.
• Weapons: To Be Determined
• Price/Rarity: 50 gold pieces/10
•
•
Customization Hard Points: 4
Weapons: To Be Determined
Jet-ski [Fire Nation]
A mode of aquatic transportation used for high-speed travel
Cutter over rivers and lakes.
6 5 3 3 5 5
SIL SPEED HNDLNG ARMOR HULL STRAIN • Manufacturer: Various manufacturers and nations.
• Crew: One captain, 5 – 10 sailors and crew.
112 | Vehicles
•
•
Encumbrance Capacity: 450
Passenger Capacity: 10 – 20 passengers.
Airship [Cabbage Corp]
• Price/Rarity: 30 gold pieces/7 Used by the Earth Kingdom Air Force and constructed by
• Customization Hard Points: 3 Cabbage Corp. Cheaper and of inferior quality compared to
• Weapons: None other contemporary airships.
10 4 3 3 7 5
Catamaran SIL SPEED HNDLNG ARMOR HULL STRAIN
Catamarans are used as a means of seaborne transportation.
1 1 1 1
They can vary in size, ranging from being a one-person
transport to being large enough to house a flying bison and FORE PORT STARBRD AFT
six people.
5 4 3 2 3 3 • Manufacturer: Cabbage Corp.
SIL SPEED HNDLNG ARMOR HULL STRAIN • Crew: One captain, 10 crew.
• Encumbrance Capacity: 250
0 2 2 0
• Passenger Capacity: Up to 20.
FORE PORT STARBRD AFT • Price/Rarity: 80 gold pieces/5
• Customization Hard Points: 2
• Manufacturer: Varrick Global Industries, Water • Weapons: TBD
•
Tribes.
Crew: One captain, 5 – 15 sailors and crew. Airship [Fire Nation]
• Encumbrance Capacity: 375 Used by the Fire Nation Air Force to transport troops and
• Passenger Capacity: 10 – 20 passengers. attack enemy targets from the air.
• Price/Rarity: 60 – 130 silver pieces/5 8 4 3 4 6 5
• Customization Hard Points: 3
SIL SPEED HNDLNG ARMOR HULL STRAIN
• Weapons: None
2 2 2 1
Airships FORE PORT STARBRD AFT
Vehicles | 113
unleash tight canvas-like material through which an
experienced airbender can bend currents, allowing them to Wingsuit [Future Industries]
glide or even fly short distances. A prototype developed by Future Industries to be worn by the
airbenders of the Air Nation; its purpose is to replace the need
1 4 3 0 1 3
to carry around a staff for gliding. As the suit is in its
SIL SPEED HNDLNG ARMOR HULL STRAIN experimental phase, there are few prototypes.
0 - - 0 1 4 2 0 1 3
FORE PORT STARBRD AFT SIL SPEED HNDLNG ARMOR HULL STRAIN
0 - - 0
• Manufacturer: Various craftsmen FORE PORT STARBRD AFT
• Crew: One airbender
• Encumbrance Capacity: 10
• Passenger Capacity: 1. • Manufacturer: Future Industries.
• Price/Rarity: 25 silver pieces/5 • Crew: One airbender.
• Customization Hard Points: 1 • Encumbrance Capacity: 10
• Weapons: None • Passenger Capacity: None
• Price/Rarity: 50 gold pieces/10
• Customization Hard Points: 2
• Weapons: None.
114 | Vehicles
Table 6-1: Critical Hit Results for Vehicles
d100 Severity Result
01 – 09 Mechanical Stress: The ship or vehicle suffers 1 point of system strain.
Jostled: A small blast or impact rocks the vehicle. All crew members suffer 1 strain and are
10 – 18
disoriented for one round.
Broken Defenses: Decrease defense in affected defense zone by 1 until the Critical Hit is repaired. If
19 – 27
the ship or vehicle has no defense, suffer 1 point of system strain.
Knocked Off Course: A particularly strong explosion or impact sends the vessel careening off in a
28 – 36 new direction. On their next turn, the pilot or captain cannot execute any maneuvers and must
make a Piloting or Sailing check to regain control, with increasing difficulty at higher speed.
Tailspin: All firing from the ship or vehicle suffers until the end of the pilot’s next turn. All crew
37 – 45
are immobilized until the end of the pilot’s next turn.
Component Hit: One component of the attacker’s choice is rendered inoperable until the end of the
46 – 54
next round.
Defenses Failing: Reduce defense in all defense zones by 1 point until the Critical Hit is repaired. If
55 – 63
the ship or vehicle has no defense, suffer 2 points of system strain.
64 – 72 Overwhelming Strain: Increase difficulty of next check by one and suffer 2 points of system strain.
Wear & Tear: The ship or vehicle’s systems are being pushed to the limit. The pilot or captain cannot
73 – 81
voluntarily inflict system strain on the ship until this Critical Hit is repaired.
Hull Breach: Decrease defense in affected defense zone to 0 until this Critical Hit is repaired. Of the
82 – 90
ship or vehicle has no defense, suffer 4 points of system strain.
Engine Damaged: The ship or vehicle’s maximum speed is reduced by 1 point, to a minimum of 1,
91 – 99
until this Critical Hit is repaired.
Armor Overload: The ship or vehicle’s armor buckles completely. Decrease the defense of all
defense zones to 0. This Critical Hit cannot be repaired until the end of the encounter, and the ship
100 – 108
suffers 2 points of system strain. If the ship or vehicle has no defense, reduce armor by 1 until the
Critical Hit is repaired.
Power Down: The ship or vehicle’s maximum speed is reduced to 0 until the Critical Hit is repaired,
109 – 117 although it continues its present course thanks to momentum. In addition, the vessel cannot
execute any maneuvers until the Critical Hit is repaired.
Major Malfunction: One component of the attacker’s choice is heavily damaged and is inoperable
118 – 126
until the Critical hit is repaired.
Major Hull breach: A huge, gaping tear is torn in the ship’s hull, and the ship begins to sink (into the
water or from the sky). Vehicles stop moving. For ships of silhouette 4 and smaller, the entire vessel
127 – 133
sinks in a number of rounds equal to the ship’s silhouette. Larger ships tend to be highly
compartmentalized and have safeguards against major breaches.
Destabilized: The ship or vehicle’s structural integrity is seriously damaged. Reduce the ship or
134 – 138 vehicle’s hull trauma threshold and system strain threshold to half of their original values until
repaired.
Fire!: Fire rages through the ship. The ship or vehicle immediately takes 2 points of system strain,
139 – 144 and anyone caught in the fire takes damaged accordingly. A fire can be put out with quick thinking
or appropriate techniques. Larger ships take longer to put out.
Breaking Apart: The vessel has suffered so much damaged that it begins to come apart at its seams,
breaking up and disintegrating around the crew. At the end of the following round, the ship is
145 – 149
destroyed, and the surrounding environment is littered with debris. Anyone aboard the ship or
vehicle has one round to board a life raft, bail out, or dive for the nearest hatch before they are lost.
Vaporized: The vessel is destroyed, consumed in a particularly large and dramatic fireball. Nothing
150+ —
survives.
Vehicles | 115
VII – Game Master
Welcome to the first step in becoming an Avatar: The the rules and run the best game possible, but it is more
Second Age Game Master. While running a roleplaying game important that everyone have a good time. When the GM hits
can be challenging, it can also be rewarding in ways different an unexpected situation, or needs a ruling on a game
from those associated with playing individual characters. This mechanic, making a quick judgement call and assessing the
chapter walks new GMs through the information needed to results later is perfectly acceptable.
become an accomplished an entertaining Avatar GM. Novice The GM’s primary goal is to create an entertaining and
and experienced GMs alike should still find useful information memorable game during which everyone has fun. There are
and advice for running this game from both a storytelling and numerous ways to achieve this end, and there can be many
mechanical point of view. challenges along the way. GM and player cooperation create
The GM has many responsibilities when running a the best environment for an entertaining game. Try not to
successful game session. The GM creates the overall overlook great ideas from any of the participants.
storyline for the adventure. They interact constantly with the This chapter delves into additional rules, tools, and other
players, describing the details their characters need to considerations for GMs to run their games. It includes
understand to enjoy the game. The GM plays the part of adventure creation guidelines and mechanical advice for good
everyone the characters meet and describes everywhere they encounter design. It provides advice for dealing with players
go. They must think on their feet and be ready to improvise and group dynamics in and out of the game. It gives specific
with characters and changing situations on the fly. The GM GM guidance for using Motivations in character and story
must interpret the game rules and be ready to apply them in a creation.
fair and consistent manner.
Finally, this chapter includes advice on what makes an
This sounds like a lot, but fortunately, a GM need not be adventure or campaign fitting for the Avatar setting. It
perfect in every respect, especially when first starting out. discusses the story elements and types that fit into navigating
Running a roleplaying game for friends doesn’t have to be like the planet’s geography and turmoil.
refereeing a sports event. The GM should want to adjudicate
The Avatar Cycle You can play during any time or era in the history of Avatar—
known or unknown. With named Avatars, we have some
When the human Avatar invariably dies, the Avatar Spirit context for their actions and their lives; we see the struggles
reincarnates the Avatar into a new human child, born into the faced by Avatars Kuruk, Kyoshi, and Roku. Nevertheless, if
next nation of the cycle. The Avatar Cycle is based on the you decide to invent your own Avatar, in a past yet to be
passage of the four seasons, which coincides with the order remembered (or a future yet to be born), you’ll have to
in which the first Avatar, Wan, first learned the elements; fire consider how they fit in to your world. Are they a driving force,
related to summer, air to autumn, water to winter, and earth or a passive observer?
to spring. This is also the traditional order in which any
incarnation masters the elements, usually beginning with the Central Tension
bending art of their own culture. The central tension is the main problem of the story and is
A key source of drama throughout the series, the cycle is often the driving force behind a plot. In The Last Airbender,
said to only be broken if the Avatar is killed in the Avatar State. the central tension is the inevitable confrontation with the Fire
However, we see that during Harmonic Convergence the Lord. In The Legend of Korra, the central tension across all
destruction of the bond between the human host and Raava. four seasons is Korra’s internal struggle to fulfill her duty as
the Avatar in a world that felt like it no longer needed the
Energybending Avatar.
Unsurprisingly, a core tenet of the Avatar series is that the
The Avatar also possesses the ability to bend energy itself,
plot centers on its titular character. Thus, the stories you tell
although few Avatars have learned this technique, and even
may also revolve around this character and their impact on
fewer have used it.
the world.
Avatar Aang learned to bend the energy of life itself from
the last living lion turtle and used it to remove Phoenix King Gravitas
Ozai's firebending, ending the Hundred Year War. He later When you include the Avatar in your narrative, you should
used it to end Yakone's reign of terror in Republic City by expect the party’s actions to have potentially considerable
stripping him of his waterbending. Korra learned this ability outcomes; the mere presence of the Avatar may escalate your
after connecting with Aang when she lost her bending. Aang narrative to extremes—or it may serve as a counterbalance to
used this ability to restore her bending and she likewise did the party, keeping them in check. The Avatar may even be the
the same for Lin Beifong and many other victims of Amon's antagonist (perhaps the players threw the world out of
unique technique. balance by starting a border dispute).
While the series only ever really shows energybending in Whether the Avatar is an NPC or a Player Character,
its capacity to give or take away bending ability, it is consider the following questions, as the answer to each can
reasonable to imagine that the technique can create a broad have a considerable impact on the narrative of your
range of spiritual effects. It is possible that spiritbending is adventures.
subtype of energybending, for example.
• About how old is the Avatar? Do they know they are
Much like the Avatar State, the use of this ability should
the Avatar?
be limited to once-per-session and should be relevant to the
• What is the public opinion toward the Avatar? Are
narrative circumstances leading up to its use. What the ability
they revered or feared? Loved or hated? Admired or
can accomplish is entirely dependent upon the story unfolding
admonished?
at your own table.
• What are the major factions in your world and who
The Avatar Narrative are their leaders? How might their ambitions come
into conflict with the Avatar?
With a character as near omnipotent as the Avatar, it can be • Does the Avatar have a specific antagonist or
challenging to facilitate a game where the players feel like nemesis? Are they being hunted down or otherwise
their characters’ actions carry weight; that their choices persecuted?
matter. If you have an Avatar NPC, consider the central Your answers to these questions, and countless others
conflict of your adventure, or your campaign overall. Ask that will arise over the course of play, will shape the world in
yourself, “Why isn’t the Avatar stopping this?” If you can’t think which you drop the PCs. You can use these questions to
of a reason, maybe it’s time the players met the Avatar, or try determine what the driving force of your adventure even is. It
to think of a plausible scenario for the Avatar’s absence. would be relatively simple to start your players (one of whom
Traveling From, To, and Many cultures of the world show their spirituality differently,
but they usually have something in common. Cultures tend to
respect the various spirits affiliated with nature, apart from the
Within the Spirit World Air Nomads, who respect all spirits and being. Individual
nations have regional variations, as might be expected.
Travel between the Spirit World and the physical world is
infrequent, and there is no one way to achieve this journey. Spirits Becoming Mortal
Be careful, though…something, or someone, could follow you Spirits can transcend into the mortal realm by transforming
back. into a physical, mortal body, which can be an animal or a
Humans in the Spirit World human. Examples of this include Tui and La, the Moon and
Ocean spirits respectively. While this allows the spirit to
Travel within the spirit world can be precarious at best and become a part of the physical realm, they abandon their
dangerous at worst. immortality in doing so. Though they are mortal, they may
Enlightened humans have and can enter the Spirit World remain ageless.
The Spirit-Touched
It is also possible to enter the Spirit World physically. The
series illustrates how one’s physical body is necessary in
order to bend in the Spirit World. As such, only humans who
Apart from the Avatar, the series demonstrates that it is
enter the Spirit World through the spirit portals will retain their
possible for mortals and spirits to fuse beyond mere
bending abilities. Of course, access to this ethereal realm is
possession, leaving a mortal being with spiritual
not limited to benders; any human with access to a spirit portal
characteristics. It is possible for a spirit to absorb a human and
can enter the Spirit World.
vice versa, and a spirit may even grant a human unique and
Individuals who are physically present in the Spirit World special abilities at the cost of their personality. Sages know
may find the experience jarring for reasons other than what very little about this change, and the potential side effects on
they see and hear. Time may fluctuate here differently than it the human body.
does in the physical world. Healing and recovery may also be
If this happens to a PC, consider how the encounter may
affected. You can really sell the unease and otherworldliness
permanently change the character. Depending on the nature
of the Spirit World by deciding simply that a good night’s rest
of the spirit (and the encounter), the character may be left with
cannot happen in the Spirit World, and thus characters do
unique abilities, an altered appearance, both, or something
not fully recover strain.
else entirely. Be mindful of altering a character’s
Of course, when the PCs have decided they’ve finished appearance—you should do this only if your player is willing.
with their spiritual journey, it should suffice to let them return
the same way they arrived. However, this, too, may become
more complicated if the PCs find their original passageway
barred to entry. An entire adventure could spring out of being
trapped in the Spirit World and needing to find a way home!
The Avatar universe is brimming with classic mentor figures Master History
from which GMs can take inspiration to create their own,
Masters aren’t born as such; they’re former students with a
unique masters and instructors. Noble rulers like King Bumi,
history of their own filled with adventures, mistakes, and
Using a Master
members of the party. Some masters might have a different
style for each student, tailoring methods to get the best from
each.
Once per game session, a Player Character may attempt to
Teaching Complications learn their next skill rank, bending form, improvement, or
Few mentors are perfect. Most have already seen war, talent from their master at a reduced XP cost. The attempt to
experienced great loss, and endured traumatic events. Some learn requires a skill check with a difficulty equal to the cost of
wear the scars of the past physically, but most carry wounds the Skill, Form, Talent, or upgrade divided by 5. Doing this
much deeper. When bending students seek instruction, they signifies that you are buying that ability during the session,
may find their mentor needs rescuing from inner demons regardless of success, and requires you to have enough XP
before they can receive any instruction. to buy the ability at normal XP cost.
GMs should use complications as an opportunity to This applies for any PC who knows an NPC who can teach
explore a master’s character flaws. Complications can later them, such as a bending Master, a war veteran, a scholar, or
the means by which PCs interact with their master or create anyone who has the ability and is willing to teach the PC.
new problems for the PCs that can serve as adventure hooks The check takes 24 in-game hours and represents the
or complicate existing quests. character investing the time and effort toward learning from
Complications are also an excellent way to help the GM their instructor. This amount of time can be broken up over the
create a character arc for a master. Overcoming one course of several in-game days. The PC will benefit from this
complication while adding more creates a sense of narrative once the in-game time requirement has been satisfied, or the
thrust as the mentor grows and changes. A master might end of the game session occurs, whichever comes first.
overcome a fear of the Fire Nation only to replace it with Depending on how well the PC trains, they could master the
anger. The master’s actions might lead to suffering a terrible new ability quickly. You can apply additional results
wound in combat. GMs can use complications like this to narratively and mechanically to show how well or how poorly
serve as milestones for mentor development, creating the training goes, whether the character suffers strain, etc.
memorable scenes along the way. Success on these checks represents the training going
well and allows the character to purchase the new ability for 5
NPC Masters fewer XP, to a minimum of 5 XP. Failure means the PC must
Master stat blocks should be as unique as master still purchase the ability, but at normal XP rates.
personalities, and below is some basic guidance for creating
4 2 2 1 2 3 5 3 4 2 4 3
BR AGI INT PRE CUN WIL BR AGI INT PRE CUN WIL
4 13 0 1 5 17 18 1 2
Skills: Melee (Light) 2, Martial Arts 1, Leadership 2, Bending Skills: Bending Arts 2, Vigilance 2, Leadership 2, Melee
Arts 2. (Light) 2, Discipline 2, Resilience 1.
Talents: Talents:
• Adversary 1: Upgrade the difficulty of combat • Adversary 2: Upgrade the difficulty of combat
checks targeting this character once. checks targeting this character twice.
• Field Commander: The character may use this
Abilities:
talent to make an Average ( ) Leadership
• Adversary Bending: The character can use a check. If successful, a number of allies equal to the
number of forms per encounter equal to their character’s Presence may immediately suffer 1
Willpower without suffering strain. strain to perform one maneuver (out of turn). If there
• Military Precision: May add to checks made to are any questions as to which allies take their
destroy structures or use cooperative earthbending. maneuvers first, this character is the final arbiter.
Forms: An earth army captain can choose any earthbending Abilities:
actions and maneuvers, and may select additional form • Adversary Bending: The character can use a
effects, as normal. The forms they use most often are the number of forms per encounter equal to their
following: Willpower without suffering strain.
• Earth Coin: May spend an action to hurl a silhouette • High Command: Any Leadership check made to
2 slab of earth at a target within medium range, bolster Earth Kingdom troops add to the troops
causing them to make an opposed Athletics or above any already given by the roll.
Coordination versus Bending Arts (BR) check to • Earth Coin: May use an action to hurl a silhouette 2
avoid the disc; targets engaged with disc either jump slab of earth at the opponent, causing them to make
out of the way or take a number of damage ignoring an opposed Agility versus Bending Arts (BR)
soak equal to the Rival’s Body rating; earthbenders check to avoid the object; targets engaged with
Forms: Benders can choose any bending actions allowed for Forms: Benders can choose any bending actions allowed for
their element, and may select additional form effects, as their element, and may select additional form effects, as
normal. The forms they use most often are the following: normal. The forms they use most often are the following:
• Elemental Strike: Choose one target engaged or at • Elemental Strike: Choose one target engaged or at
short range and make an Average ( ) Bending short range and make an Average ( ) Bending
Arts (BR or AGI) check. If successful, this attack Arts (BR or AGI) check. If successful, this attack
inflicts 4 damage +1 damage per uncanceled s, with inflicts 5 damage +1 damage per uncanceled s, with
Critical Rating 6, and with the following qualities: Critical Rating 5, and with the following qualities:
Burn 3 for firebenders, Disorient 3 for airbenders, Burn 3 for firebenders, Disorient 3 for airbenders,
Stun 3 for waterbenders, or Ensnare 3 for Stun 3 for waterbenders, or Ensnare 3 for
earthbenders. earthbenders.
• Elemental Augment: Make a Hard ( )
Equipment: Bending Arts (CUN) check. If successful, until the
• Dagger: Melee (Light); Damage 4; Critical 3; Range end of the bender’s next turn, they increase the
[engaged]; Accurate 1. ability of any skill checks they make by one and
• Staff: Martial Arts; Damage 4; Critical 4; Range ignore the effects of difficult terrain; the character
[engaged]; Defensive 1, Disorient 2. cannot be immobilized. The bender can maintain
• Red Lotus insignia. these effects with the concentrate maneuver.
Equipment:
Creatures
Armadillo Lion [Rival]
5 16 1 1 Abilities:
6 25 25 1 1 Abilities:
SOAK WOUND STRAIN DEFENSE • Agile: This creature can perform a second
maneuver to move without suffering strain. It still
2-3 4 2
cannot exceed the limit of two maneuvers per turn.
SILHOUETTE SPEED HANDLING • Ornery: Add to all attempts to handle,
domesticate, or otherwise work with this creature.
Skills: Bending Arts 3, Cool 3, Melee 4, Ranged 3, Resilience • Swift: This creature does not spend additional
4, Vigilance 3. maneuvers to move through difficult terrain.
• Silhouette 2.
Talents:
Equipment:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice. • Long tail: Melee; Damage 5; Critical 5; Range
• Swift: This creature does not spend additional [Short]; Knockdown, Linked 2.
maneuvers to move through difficult terrain.
Fire Ferret [Minion]
Talents: None.
The fire ferret is an arboreal mammal indigenous to the
Abilities: bamboo forests of the central Earth Kingdom. The fire ferret
• Flyer: This creature can fly. is a docile and friendly creature. Once tamed, it can be kept
as a pet and is obedient and loyal to its owner. The fire ferret
• Silhouette 2 – 3.
can also be trained to do certain stunts and is frequently seen
• Eternal Flame: Any attempt to bend the fire of a
in traveling circuses.
dragon by any non-dragon character or creature has
its difficulty upgraded with . 1 3 3 1 3 1
• Improved Sweep: The creature can spend a to hit BR AGI INT PRE CUN WIL
an additional target with a successful melee check to
1 5 0 0
hit an additional target that is Engaged with the first
target. SOAK WOUND R/M DEFENSE
Equipment:
• Claws: Melee; Damage 8; Critical 3; Range Skills (group only): Charm, Coordination, Stealth, and
[Engaged]; Vicious 2. Skulduggery.
• Fiery Breath: Ranged; Damage 8; Critical 3; Range Talents: None.
[Medium]; Blast 8, Burn 2, Prepare 1. Abilities:
• A riding saddle, maybe.
• Mischievous: As a maneuver, may distract one
Eel hound [Minion] character at short range; that character adds to
The eel hound is a large, amphibious lizard that exhibits the their next check for each fire ferret in that minion
ability to swim and run quickly. It is at least eight feet tall and group.
twenty-five to thirty feet long with dark green scales, except • Silhouette 0.
along its ventral side, from its jaw to its tail. The eel hound is Equipment:
green in color with a lighter shade on its underbelly, and a
• Bite: Melee; Damage 3; Critical 4; Range [Engaged].
darker shade of green on top of its body.
This gargantuan insect possesses an enormous green • Enduring 1: This creature’s soak value is increased
shell that serves as protection. It exhibits prongs, small beady by one.
eyes, and six legs, as are ubiquitous in insects.
Hog Monkey [Minion] reversed toe characteristic of many modern birds, and it has
a small dorsal fin on its back.
1 4 3 1 4 1
BR AGI INT PRE CUN WIL
1 5 0 0
SOAK WOUND R/M DEFENSE
Equipment: Talons and beak (Melee; Damage 3; Critical 3; • Sometimes equipped with armor (+1 soak, 1
Range [Engaged]; Accurate 1, Vicious 1). defense), and a riding saddle.
• Mighty kick: Melee; Damage 4; Critical 4; Range
[Engaged]; Knockdown, Stun 3.
3 4 1 1 3 1
Skills: Athletics 3, Bending Arts 3, Stealth 2, Perception 1,
BR AGI INT PRE CUN WIL
Ranged 2.
3 18 0 0
Talents:
SOAK WOUNDS DEFENSE
• Adversary 2: Upgrade the difficulty of combat
2 3 -1 checks targeting this character twice.
SILHOUETTE SPEED HANDLING • Enduring 2: This creature’s soak value is increased
by two.
Skills: Athletics 3, Coordination 2, Melee 2, Stealth 2, and Abilities:
Survival 2. • Aquatic: This creature never treats water as difficult
Talents: terrain and can breathe underwater. It cannot move
or survive on land.
Dark Spirits
Dark spirits are spirits who have become unbalanced due to
Wan Shi Tong is an ancient, wise, and powerful spirit who
the influence of the darkness, destruction, and chaotic energy
collects information for his Spirit Library, and thus is the most
within people. Despite Vaatu's defeat by Avatar Korra and
knowledgeable being among humans and spirits. He never
Raava, spirits are still susceptible to turning dark depending
misses an opportunity to learn new facts or boast about his
on the state of the environments they considered important.
vast intelligence, though he has developed an indifference for
studying human technology since leaving the physical world. Particularly, the Water Tribes experienced several
Although his regular shape is that of a huge black-and-white incidences of dark spirit attacks following the Hundred Year
barn owl, when angered he can assume much more War, due to the destruction of a sacred spiritual forest in the
frightening forms. North Pole and progressive spiritual neglect in the South Pole.
Dark spirits attack seemingly at random, with many lurking in
Long before his encounter with Team Avatar, Wan Shi
sacred places, or areas with great spiritual imbalance that
Tong brought his library from the Spirit World to the physical
have been neglected over time.
world. Together with his band of knowledge-seeking foxes, he
collected knowledge from all over the world, which he With the Spirit Portals open, dark spirits are not impervious
displayed in his library in hopes that humanity would use it to to most bending attacks, and are particularly susceptible to
better itself. spiritbending. Like other spirits, they are also capable of
possessing humans, thereby subjecting the host to mortal
Once, Wan Shi Tong left his great collection of knowledge
danger.
available to the mortal world. Eventually he became angry
when he observed humans abusing the library's knowledge, Dark Spirits [Minion]
such as when Admiral Zhao learned about Tui and La's mortal
2 3 2 1 1 3
forms. Consequently, the wronged owl spirit banned humans
from his study. Wan Shi Tong has a contentious relationship BR AGI INT PRE CUN WIL
with the Avatar, and humans in general, but on rare 2 5 1 1
occasions, the great knowledge spirit will allow into his Spirit SOAK WOUND R/M DEFENSE
Library a true friend to the spirits.
4 5 5 4 5 5
Skills (in groups): Coordination, Melee, Coercion, and
BR AGI INT PRE CUN WIL Vigilance.
10 60 45 0 0 Talents: None.
SOAK WOUND STRAIN R/M DEFENSE Abilities:
• Fearless: Immune to the effects of fear.
Skills: Discipline 3, Melee 3, Knowledge (All) 5, Survival 3, • Phase Shift: Once per turn, this spirit may move to
Resilience 3, Coercion 2, and Vigilance 3. any location within short range as an incidental,
Talents: including locations that are vertically distant or have
no easy access route.
• Adversary 2: Upgrade the difficulty of combat
• Silhouette 0 – 1.
checks targeting this character twice.
Equipment:
Abilities:
• Dark Hand: Melee; Damage 3; Critical 5; Range
• Fearless: Immune to the effects of fear.
[Engaged]; Pierce 2.
• Flyer: Wan Shi Tong can fly.
• He Who Knows Ten Thousand Things: Once per Dark Spirits [Rival]
turn, Wan Shi Tong may make an opposed 3 4 2 2 2 4
Knowledge (Spirit World versus Discipline check
Adventure Summary
The Great Uniter is an adventure designed to present a group intended destination. When the game session begins, the
of new players with a broad view of the abilities they possess PCs have only a brief amount of time to survey their
and the world they can explore. Specifically, it sets the Player surroundings. It is likely that the PCs do not yet know one
Characters on the path to shaping their own story, developing another—this is all right. In a few moments, they will find
their bending techniques or investing in the world around themselves irrevocably woven together in a tapestry of the
them. You can also use it to establish the players within an antagonist’s making.
alternative timeline of events from The Legend of Korra and They will learn about who their captors are working for and
as the catalyst for future adventures. meet a mysterious Nemesis NPC who gives them an even
In this adventure, the Player Characters begin in media stranger opportunity. Finally, the adventure provides an open-
res as passengers on the Ba Sing Se monorail heading ended egress from which you can jump off into one of the
outbound from the Middle Ring to the Lower Ring. The many adventure hooks outlined in the last section Episode III:
reason(s) for each character being aboard this train at this …Into the Fire.
time should be up to the Players and the Game Master, with
the GM keeping in mind that the train never arrives at its
“I know they weren’t supposed to be brought down Hello Darkness, My Old Friend
here…we only needed Dr. Dao, but they were Being captives inside of a completely unlit cavern will not
injured, and we couldn’t just leave—” directly harm the Player Characters, but neither will the lack of
light benefit them. Unless they can procure some source of
“They’re a liability, Chen. You heard what the boss
said; we need clean up this mess!” light, any PC making Brawn or Agility-based checks suffer on
those checks due to poor visibility.
Scene 2: Escape
Forms: Chen can choose any earthbending actions or
maneuvers, and may select additional form effects, as normal.
The forms he uses most often are the following:
At this point, the players have a variety of options limited only
by their imaginations. To get out of this predicament, the • Earth Strike: Choose one target engaged or at short
players will have to devise an escape attempt. range and make an Average ( ) Bending Arts
(BR or AGI) check. If successful, this attack inflicts
They can attempt to talk to the guards, find out who they
6 damage +1 damage per uncanceled s, with
are and why they are prisoners; they can certainly attempt to Critical Rating 6, and Ensnare 3.
escape right away but will likely not get very far due to their
• Earth Gauntlet: Chen makes an Average ( )
restraints (which are made of unbendable platinum) and the Bending Arts (CUN) check. If successful, he adds
three guards blocking their only escape route. +2 damage to successful hits made with Martial Arts,
The PCs can also attempt to induce the guards to fight. A and his Critical rating for unarmed combat checks
close hit or h generated by an NPC could create the opening becomes 3. In additions, such attacks gain the Stun
for a PC to free up their arms or legs. 2 quality. Chen’s defense is 2, and he may spend
aa to push a target up to one range band away
Fighting their way out is not the only means of escape from
from him.
this predicament. Having the players locked up and trapped
this early in the adventure can jumpstart the players’ creative
juices and provide an incentive for them to assume the roles Equipment: Light Clothing (+1 soak).
of their characters and act as their characters might in these
sticky situations. Perhaps an aspect of the environment can Crystal Cavern Grunts [Minion]
help aid the players. Is one of them a firebender, can they heat These people are only in it for the money.
the cuffs? Maybe you decide the cuffs themselves are
platinum, but the chain binding is of a lesser quality. If there is 3 2 2 1 1 1
a waterbender among the group, recall that the cell was BR AGI INT PRE CUN WIL
described as feeling ‘damp’ – is there a small puddle of water 4 5 0 0
somewhere?
SOAK WOUND R/M DEFENSE
Bandits and Bogeymen
A band of hired goons led by a metalbender named Shintu Skills (group only): Melee, Perception, Ranged, and
looks after the hostages. Among these mercenaries is a Rival- Vigilance.
level NPC named Chen who clearly has some misgivings Talents: None.
about what he and his cohorts are doing. Kidnapping a foreign
Abilities: None.
doctor is no petty crime, after all, and the destruction of a
monorail in transit is considered a capital offense by laws of Equipment:
the Earth Kingdom (though who remains to enforce those • Bola: Ranged; Damage 5; Critical 4; Range
laws is a different issue altogether). [medium]; Ensnare 1, Linked 1, Unwieldy 2.
Chen, Earthbender [Rival] Other Options
While most of the adversaries in this scene are likely in it for
Due to their inventive nature, Player Characters have a habit of
the money, a love for his country and his people motivates
Chen. He sincerely believes any efforts to restore Earth coming up with plans of their own. In the event they proceed
Kingdom sovereignty are worthwhile and virtuous, but he in a direction that is unforeseen, either by this adventure or by
doesn’t share the conviction of his fellow guards that change you, the GM, you should never dismiss their plans out of hand.
should come at the expense of innocent lives. As a GM, you If their plans are reasonable or help drive the plot, let the
have the power to determine whether this NPC remains an players try them. If these plans intersect with any of the
antagonist, whether the party can sway him. scripted options, try to weave them together.
As the party plots their next move, the Game Master should 5 4 3 4 5 4
remind them of any obligations they took on while effecting SIL SPEED HNDLNG ARMOR HULL STRAIN
their escape.
1 1 1 1
Did the party respond favorably to the young boy, taking FORE PORT STARBRD AFT
the map of his district in Ba Sing Se? Did they agree to help
the other prisoners escape their cells, or did they leave them
behind to suffer in darkness? What has become of Dr. Peng Manufacturer: Unknown.
Dao, the researcher from Cabbage Corp – did the party try to Crew: One captain, 2 sailors and crew.
rescue him from his captors, or did they leave him to his
unknown fate? Encumbrance Capacity: 400.
After each encounter, you can see how every decision Passenger Capacity: 20 passengers.
made by the party begins to shape the outcomes that befall Price/Rarity: 85 silver pieces / 7.
them, and how their actions affect the overall narrative. Customization Hard Points: 2.
Perhaps the party rolled so particularly well that they even
managed to convince Chen, the earthbending bodyguard, to Weapons: None.
abandon his ignoble cause to aid them in their escape. Should the party commandeer one of the ships, they will
While Episode I was merely a brief introduction intended need to pass an Average ( ) Sailing check in order to
to familiarize new players with the mechanics and atmosphere make way for whatever destination they choose; depending
of Avatar: The Second Age, from here on out the story could on how the players acquired the vessel could change a few
go in any direction. A GM should be prepared to think of new things. If they had to use force, perhaps their battle damaged
characters, encounters, and scenarios on the fly. When it some core component of the ship, in which case a Mechanics
comes to the party—you can’t plan for everything. check could be make the necessary repairs.
One important decision can help the GM guide players Once in possession, PCs can investigate the boat and
through “The Great Uniter” and it depends on whether the explore their immediate surroundings.
players took a boat. Although the players could (and will The players should be encouraged to make one (or more)
frequently) wander ‘off the rails’, the boat specifically serves of the following skill checks: Perception, Knowledge
as another plothook for the party. Within, it contains the (Geography), Sailing, Mechanics, or Survival. The difficulty
figurative and literal keys to uncovering more information of each check should be Average, but the GM may raise or
about the party’s abductors and their plans for Dr. Dao. lower the difficulty as needed. Success or failure can mean a
variety of things. If the PCs pass any of the checks, the GM
Modernized Ferry can provide the following information based upon the check:
The Earth Kingdom uses ferries en masse to cross bodies of
Perception: A single uncanceled success is all it takes for
water, traversing inland seas, lakes, and large rivers. This
the party to know that the ship has an unfamiliar layout (if any
ferry is small but equipped with a new motor engine. It has
PC should know what to expect with a Ferry). In general, there
is an upper deck, a lower deck, and a hold for cargo.
Intercepting the Lockbox You can smell the water from the lakes, including Full
If the PCs accept Piànzi’s request, it may not matter in which Moon Bay, the nearer you get to your destination. As
direction they choose to go. As mentioned before, the parcel you cross over the next foothills, you see the
is a literary device meant to push the plot along, cajoling the imposing, serpentine rock-way on the horizon. With
Captain Kong (Earth Army Captain) BR AGI INT PRE CUN WIL
5 10 1 1
[Rival] SOAK WOUND R/M DEFENSE
4 4 2 1 2 3
2 3 2
BR AGI INT PRE CUN WIL
SILHOUETTE SPEED HANDLING
6 13 1 1
SOAK WOUND R/M DEFENSE
Skills: Athletics 2, Melee 2, Resilience 2, Vigilance 3.
Talents: None.
Skills: Discipline 3, Melee (Light) 2, Martial Arts 1, Leadership
3, Bending Arts 2, Coercion 3. Abilities:
Scene 3: Critical Junction substance, propelling a small object across a great distance
with breakneck velocity. Although not an Equalist himself, the
plight of nonbenders inspired Satoru to “level out” the playing
Whether they have the box or not, the party is at a crossroads,
field between those with the awe-inspiring ability to
literally and figuratively: do they go to the Jasmine Dragon and
manipulate the world around them, and those who cannot; the
return the box to Piànzi? Maybe the party no longer trusts
“great equalizer” as many have called it.
Piànzi, since they may realize that he was lying in the first
place. Do they lie and say they couldn’t acquire it (when they Thus, if the party opens the box before returning it, or they
did)? Do they never return to him at all, and just hope he retain the package for themselves, they will likely stumble
doesn’t find out what happened (he will know the courier was upon its contents. In character, they will have little-to-no
ambushed since he knew it existed at all)? Perhaps the party understanding of the device or the schematics. The players,
fails to capture the parcel and decides to skip out on Piànzi’s though, will undoubtedly know what a flintlock is.
errand altogether.
If they retain the box for themselves, the party may
Honorable Couriers: Returning to
become a target of the Provisional Chancellor, who may send
Shintu after them, if they are acquainted. This could happen
Piànzi
before they ever see Piànzi again. Perhaps someone in the Assuming the party honors their commitment to Piànzi, they
Earth Kingdom government hired actual bandits (like Gombo) will return to him in Ba Sing Se, specifically meeting him at the
to retrieve Earth Kingdom property—or it was Piànzi, who Jasmine Dragon as they requested. With the package in tow,
intends to double-cross the party. the party will need to make their way back to the walled city,
specifically the Upper Ring. Perhaps they’ll traverse Serpent’s
Pass or take a ferry across Full Moon Bay back to the
Firearms? In my Avatar? waystation and train depot. If they have not already tried to
Practically speaking, explosive materials and combustion were get back into the city since the capture in Episode I, the GM
present in The Last Airbender; and the series featured should see this as an opportunity to impede the party’s
earthbending-based firework projectiles as well. The progress with heightened security detail. These could be
introduction of high-grade metalworking, proliferated generic Earth Kingdom soldiers, Royal Guards, Kuvira’s own
metalbending, and fireworks without earthbending in The private security forces, or perhaps a blend of the three. After
all, a terrorist attack against one of the Earth Kingdom
Legend of Korra imply that the necessary innovations exist.
monorails would certainly warrant an increased presence of
The components and theoretical understanding for such a military and guards.
mechanism exist in the universe; all you require is a compelling
Access to the city would likely be highly restricted, and the
narrative to synthesize these elements together. Consider that slow trickle of commuters and travelers would come to a crawl
during Kyoshi’s era, the Fire Nation employed bronze “hand when they search everyone for contraband. Having just barely
cannons” in limited use. restored order to Ba Sing Se, the Provisional Chancellor does
not want to be weak and will be fervently seeking out the
Burning Desires
the PCs and offer the chance to investigate.
• When passing through a dusty town, villagers cower
from the PCs, assuming them more of the Beetle
King’s hired bandits. A Fire Nation noble throws an extravagant party to show off
her prized possessions, including among them a massive
• A group of merchants offers to pay a large sum of
ruby cut by ancient earthbenders. Just three nights before the
money to anyone willing to venture into Si Wong
party, she receives a threat from local gang leader Gombo
Desert and bring back the head of a giant gilacorn.
threatening her and her estate.
Insight Antagonist: Gombo [Nemesis Fighter/Bounty Hunter], and
Per the legends, the subterranean ancestors of the beetle- his gang of Rival-level Rangers and Bounty Hunters.
headed merchants, the first humans living in the Si Wong Guide: Lady Baozhai [Rival Archaeologist], a collector of fine
Desert, were constantly attacked by giant gilacorns until they things.
mimicked the appearance of sour beetles, the only creatures
on the desert floor not palatable to gilacorns. However, these Hooks
giant gilacorns supposedly went extinct by 100 AG. • Lady Baozhai approaches the PCs and hires them to
Heading into Si Wong Desert should be a challenge unto provide security for the party, given the threat from
itself, for it is a dangerous place. Consider the impact the Gombo and his gang. During the party, they will have
overwhelming heat will have on the PCs. Prolonged exposure to keep an eye out for any suspicious activity and
to the sun should call for Resilience checks, where failure protect the ruby and other valuable possessions
results in becoming fatigued (see page 77). from theft.
• Another NPC invites the PCs to the party as guests,
Bending the Rules and upon arrival, they learn about the threat from
Gombo and his gang. Lady Baozhai asks for their
A band of benders are poaching flying bison and help in securing the estate and protecting the
badgermoles, as well as kidnapping nonbenders. Led by a valuable possessions, and they can choose to get
nonbending scientist, rumors say they are conducting involved or try to enjoy the party while keeping an
experiments on the nonbending captives to see if they can eye out for any potential threats.
somehow force them to learn bending from their animal • The PCs encounter Gombo and his gang anywhere
counterparts. between Ba Sing Se, through the Earth Kingdom up
Antagonist: Yu Wei [Nemesis Astrologer/Tinkerer], and his to the United Republic of Nations borders. Lady
trio of Rival benders: Barrel (Firebender), Boulder Baozhai would likely live closer to the URN, but it is
(Earthbender), and Brine (Waterbender). possible she has an estate in Ba Sing Se.
Insight Guide: Bacha Hua (Nepali/Hindi for “Left Over”) the Elder.
This will be the first of several scenarios in this section that Hooks
creates an opportunity for PCs to interact with spirits and the
• The party hears about these refugees over the
spirit world. You’ll find more insight on running these kinds of
course of their travels, with the rumors becoming
adventures on page 123 of this book.
more extravagant the farther away from Makapu
Intermittent fear checks (Genesys Core Rulebook, page they are. They should hear about benders
243) should keep the party on their toes. Resolving this performing ‘amazing feats’ not unlike the Avatar.
encounter could take only as long as it takes for each player • The party is investigating rumors of strange
to make a successful check. This scenario offers an occurrences in the valleys surrounding Mt. Makapu
opportunity to leverage the Motivations of each character, and when they come across a group of refugees wearing
you should liberally hand out and when you or the player traditional air nomad clothing.
can invoke an aspect of their Motivation. • The party is visiting Makapu Village when a group of
refugees wearing traditional air nomad clothing
Hazed and Confused arrive, causing a stir among the locals.
• A rival gang asks the Player Characters to infiltrate Antagonist: Senji the Masked [Nemesis Diplomat/Monk].
Hooks
the triad, where they begin to unravel the mystery of
impossible strong benders.
• Police hire the PCs to investigate the strange • The PCs are traveling through the region and come
occurrences, and they trace it back to a single across the farming village in distress. Upon
source: an old temple in Republic City that houses investigating, they discover a group of mischievous
powerful artifacts from past generations of benders. spirits has been causing the affliction. The
• When one of the players' family members becomes characters must find a way to stop the fey and
involved with this mysterious triad’s activities, they reverse the damage they have caused.
must decide whether to intervene directly in order to • Village leaders hire the PCs to investigate the
save them. strange occurrences and find a solution. As they
delve deeper into the mystery, they discover that the
Insight outsiders unwittingly brought the affliction to the
In The Legend of Korra, spirits are reentering the physical village. The characters must gather evidence and
world after the Avatar reopened the spirit portals. How they confront the outsiders to bring justice to the village.
acquired this power is up to you, but there is an opportunity to • A group of spirits approaches the PCs and claim that
leverage the possibility of at least the leader, Ketsuki, being a cursed object is to blame. The spirits ask the
spirit-touched (see page 124 of this book). characters to help them find and destroy the object
before it causes any more harm. As the characters
Spiritual Burning search for the object, they must also deal with the
outsiders who brought it to the village and are trying
A platoon of firebenders in Fire Nation uniforms is burning a to use its power for their own gain.
forest near Senlin village for no apparent reason. The villagers
are in disbelief, horror, and shock. Insight
Antagonist: Lieutenant Kohaku [Nemesis A close encounter with a lion spirit left Senji permanently
Firebender/Warrior] and his platoon of firebender and warrior disfigured (see The Spirit Touched on page 124 of this
rivals and minions. book). You should describe him as having certain cat-like
physical qualities, but he should still be recognizably human.
Hooks He leads a group of former-monks-now-cultists trying to
understand the spirits and the Spirit World.
• A village council hires the party to investigate
spiritual disturbances: people are vanishing in the Here the antagonist could be the spirits, the group of
middle of the night and the townsfolk think Hei Bei cultists, or both. The cultists might instead be benevolent,
might be angered once again, or about uniformed even help the party understand what is happening to the
Fire Nation soldiers marching through Earth livestock and crops. You should present Senji and his cultists
Kingdom territory. in a strange light to provide the party with an incentive to
Thunderous Applause
rule in the silver mines contacts the party. They ask
for the characters' help in sabotaging Haruto's
operation and freeing the slaves.
• The party encounters some unusually stormy A huge storm is wracking the countryside, forcing the party to
weather along their travels that force them to seek seek shelter. In their search for a nearby town, they come
shelter. The community where they stay believes across a roadside shrine filled with other weary travelers. A
Haruto is using his powers to control the weather in short and frail woman demands that the PCs tell a rousing tale
the area, causing natural disasters to maintain his to appease the shrine’s spirit, or else she will bar them from
power and control over the community. seeking shelter here forbids them entry.
• Rumors abound of a cruel supervisor of a nearby Antagonists: Mun Shin [Rival] blocks the door to the shrine.
mine begins to foment unrest among the locals of a She’s not really the antagonist, per se, but she will give a
mining town. A group of rebels in this town seeks the feeble attempt to stand between the party and the shrine.
PCs’ help in sabotaging Haruto’s operation and Meifen the Drama Queen [Nemesis Spirit]
freeing the workers.
Insight Hooks
• One of the other travelers at the shrine, who tells
Lightning is a powerful element, and its depiction in the Avatar them that the short, frail woman is a powerful spirit
series has ranged from mysterious power to mundane medium, approaches the PCs. The medium has
workday activity. This scenario presents an opportunity for been using her powers to keep the storm at bay, but
you to shed yet another mysterious light on this rare she needs the help of a rousing tale to maintain her
firebending technique. As one of the best conductors of concentration.
electricity, it makes sense Haruto would use silver to facilitate
• Treacherous weather forces the party in the direction
his shock collars. Is that why he mines it, or does he have
of this shrine. It turns out that many of the locals in
another level to his aspirations? Can he really bend lightning,
the area blame the weather on the simple fact that
or has he figured out another way to generate power? Exactly
the shrine still stands. Someone asks the characters
what is he doing with all that silver?
to tear it down.
Sumo Bending • The short and frail woman, who reveals that she is a
powerful spirit who has taken on human form to
protect the roadside shrine, approaches the
The party stumbles across an underground wrestling ring for
characters. She tells the characters that the storm is
benders. Any of the four elements may participate in these
an ancient evil that is trying to break free of its
one-on-one or tag-team fights where users are handicapped
imprisonment.
according to their element.
Antagonist: Palak [Nemesis Entertainer/Merchant] Insight
Hooks As a social encounter, Meifen cannot be ‘defeated’ but rather
appeased. The idea here is for you to encourage the players
• The party is in a city looking for entertainment when to put on a small improv performance, regaling Meifen
they come across the underground wrestling ring. As perhaps with the drama of their own adventures so far.
they watch, PCs begin to realize that one of the
wrestlers uses bending abilities that they shouldn't
have, and that the fights might be rigged.
Insight
Jinguo’s background leaves a lot of wiggle room for backstory.
He could be a disgraced member of the Royal Guard who
faced Queen Hou-Ting’s wrath for dereliction of duty. He
might just be an old, crotchety villager with a grudge; but
someone wronged him. Is he just a persecuted hermit, or does
he have his reasons for hiding out on his mountain?
Zealots Amok
A group of zealots in Gaoling is preaching about a Celestial
Mandate—the spiritually divine right of their leader to rule the
city and province of Gaoling. The zealots are coercing people
to fall in line and to reform traditions so that they may appease
the spirits. Some spirits like this idea and are tormenting
dissenters. Now, commoners have begun to riot.
Antagonist: Tao Feng [Nemesis Diplomat/Astrologer], who
leads his Rival-level Zealots (Earthbenders, Monks,
Assassins), and his Minion-level Believers
Hooks
• The PCs come to Gaoling on a mission or for
personal reasons and find themselves caught in the
middle of the unrest caused by the zealots and their
Celestial Mandate. As they try to navigate the volatile
situation and possibly even try to stop the riots, they
uncover a deeper plot behind the zealots' actions.
• The party receives a desperate plea for help from
someone they know in Gaoling, who tells them about
the riots and the zealots' actions.
• A group of Gaoling residents who are opposed to the
zealots and their Celestial Mandate hires the
characters. These rebels need the characters' help
to gather evidence of the zealots' wrongdoing, and
possibly even to take down the leader of the zealots
and put an end to the riots.
Insight
Tao Feng is a lynchpin character, necessary to drive the plot
(which is ultimately a type of rebellion story). With the
collapsed Earth Kingdom monarchy, it makes sense that
many different factions within the Earth Kingdom would vie for
power. Book Four of The Legend of Korra confirms this when
we again meet Kuvira, who explains she spent three years
quashing rebellions and unifying the Earth Kingdom.
Book Two of The Legend of Korra ends with Korra
choosing to leave the spirit portals open. The spiritual
presence in Gaoling can be an extension of that event. This
spiritual activity, let alone the revolt, would no doubt draw the
attention of Provisional Chancellor Kuvira, which you can use
to reintroduce Shintu and the plot of The Great Uniter.