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Credits

Design and Development Play Testers


Evan Koser Michael Arias, Liz Beatty, Trevor Cashmore, Abby Estock,
Jenielle Fay, Alex Gallery, Tim Gallery, Evan Koser, Brady
Layout and Editing Turner, Corey Vervier, Eramemilius, Knight of Mind#7978
Evan Koser
Contact
Additional Talents and Bending Rules Do you have comments, questions, feedback, new ideas, or
Evan Koser concerns?

Vehicles and Adversaries Email: emkoser@gmail.com

Evan Koser and Noah Harbutt Reddit: /u/sehlura


Discord: MelonLord#4581
Creative Consulting Join the Discord community
Trevor Cashmore, the Discord community

Cover Art Version


Version 2.3.3
Evan Koser
Released: January 22, 2023
Interior Art Changelog: on Dropbox
Alex Gallery, Lexi Höhe, Nic N.

GENESYS and its logo are trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games
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.
www.FantasyFlightGames.com
Avatar: The Last Airbender, Avatar: The Legend of Korra, and any names, characters, logos, and images from the Avatar
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

Roleplaying in the Avatar Universe


Flameo, hotman! Welcome to Avatar: The Second Age, a In short, the GENESYS Core Rulebook is the engine that
supplement for the GENESYS game line that lets you use the runs the game, and this book fleshes out the mechanics into
Narrative Dice System in the Avatar setting created and an adventure that can take place in the rich world of the Avatar
produced by Michael Dante DiMartino and Bryan Konietzko. series. Aside from the fact that The Second Age takes place
In Avatar: The Last Airbender and Avatar: The Legend of in a completely different universe, there are several
Korra, characters wield the power to manipulate and move the noteworthy changes made by this author to accommodate the
four classical elements through martial arts in a world Avatar setting.
inhabited by chimerical animals, spirits, and technology.
If you are already familiar with GENESYS and you want to What will I find in this
get started, skip to Chapter I: Character Creation for more
information about making a character, or look at Chapter VIII:
The Avatar Setting to learn more about the setting.
book?
Otherwise, this chapter will take some time to explain what I split this book into nine chapters. Most of these will be useful
this book is and how you can use it, and you will get a quick if you are a player, but all of these will be useful if you are the
overview of what is unique to this book. Game Master (or Melon Lord, at the table). Here is a brief
Have you ever wanted to traipse the outer ring of Ba Sing overview:
Se? Are you looking for your chance to ride on your own, Chapter I: Character Creation provides you with all the
personal sky bison? You can even go toe-to-toe with chi options and rules you need to create a player character. There
blocking Equalist grunts while navigating the underworld of are some minor changes to this step. Unlike in the Genesys
Republic City! Core Rulebook, each career provides your character with a
unique ability. This is not a talent; your character cannot
What is this book, and how acquire it unless the career chosen is your character’s first
career. In addition to choosing a career, players will also

do I use it? choose a specialization for their character. Specializations


represent the different ways in which a character can fine-tune
Avatar: The Second Age is a sourcebook—or expansion— their craft, and each specialization offers a few unique
for the GENESYS Core Rulebook. This means you will need benefits.
a copy of the Core Rulebook as well as this book to play. You In Chapter II: The Bending Arts, I cover all the rules
might need some GENESYS Roleplaying Dice as well; go buy about this setting’s version of magic. The rules are largely like
some, download the GENESYS Dice app free, or check out what you will find on page 210 of the Genesys Core
RPG Sessions, an online dice roller and character sheet (see Rulebook with some key differences described in this
an RPG Sessions template for The Second Age here). chapter.
The Second Age serves as a setting for the game; this In Chapter III: New Skills and Rules you will find, well,
means you will use the basic rules outlined in Part I of the new skills and rules separated into their own chapter. This
Core Rulebook combined with the rules presented here. The setting introduces several new skills, and a few existing skills
rules of The Second Age will supersede those in the Core were renamed to help give your games that Avatar flavor.
Rulebook whenever there are contradictions. Chapter IV: Talents provides a complete list of all talents
For example, the Core Rulebook has the rules for relevant to the setting and offers new and original talents
character creation, and you will still follow the seven steps specifically created for Avatar!
presented there. However, The Second Age provides new
choices and optional rules during creation.

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

The Avatar Setting


Avatar: The Second Age takes place in a world that is home slowly through Avatar Aang's youngest son, Tenzin, and his
to humans and hybrid animals, intersecting with a Spirit World. three eldest children. After the Harmonic Convergence of 171
The balance of power has shifted across nations and AG, however, airbending resurfaced across the world in
figureheads long forgotten by history. Depending on the Era several nonbenders, and the Air Nation formed to carry on the
in which your adventure takes place, the world may look a little Air Nomad tradition.
different. A precarious balance of power exists among four Having restored the buildings to their former glory, they
great nations: the Water Tribes, the Earth Kingdom, the Fire occupy the air temples, along with the newfound flying bison
Nation, and the Air Nomads. Each has a distinct society, and ring-tailed winged lemurs. Forming the new Air Nation,
wherein people known as "benders" can manipulate and they also had a representative on the United Republic
control the element of their nation using the physical motions Council, a spot held by an Air Acolyte and later Tenzin, the
of martial arts. Each region has unique geographical layouts, youngest son of Avatar Aang, until 171 AG.
civilizations, climates, and demography, and each one has a
diverse range of landforms. Council of Elders
At the end of the Hundred Year War, Fire Lord Zuko and The Council of Elders was a group consisting of the theocratic
Avatar Aang transformed the Fire Nation colonies, along with leaders of the Air Nomads. Each of the air temples had its own
land ceded by the Earth Kingdom, into a fifth independent council of head monks or nuns, their members being both the
realm: the United Republic of Nations. Decades later, in 171 political and the religious authorities.
AG (After Genocide), the Harmonic Convergence occurred, The Northern and Southern councils were composed of
merging the Spirit World with the planet. Not only have spirits head monks, and the Eastern and Western councils were
been reintroduced to the world, forcing them to coexist with a composed of head sisters, per the primary gender living in
society that has largely forgot about them, but the ability to each respective temple. The Southern Air Temple had five
airbend has been reborn among myriad random individuals head monks. Members of the Council of Elders were the only
throughout the world, all but undoing the genocide of the Air ones allowed to enter the air sanctuary in each air temple,
Nomads. That is when this game takes place.
This is the second age of the Avatar. A Note about Eras

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

Air Temple Island


the conflict's end by the Air Acolytes, who remained to settle
in the temple grounds to preserve Air Nomad culture through
Air Temple Island is a small isle found off the coast of Republic many of their observances.
City in Yue Bay. Comprised of several structures, Avatar Aang The Southern Air Temple was another of the four
built the temple himself and it is home to Tenzin, his wife sanctuaries owned by the Air Nomads. It is the one located
Pema, and their four children Jinora, Ikki, Meelo, and Rohan, closest to the Southern Water Tribe and exclusively housed
as well as the Air Acolytes. Also residing on the island are male airbenders. This region is notable for being the
colonies of flying bison and ring-tailed winged lemurs. childhood home of Avatar Aang, and the place where Avatar

Eastern Air Temple Roku learned airbending.


Located inside the Air Temple, this great hall hosts statues
The Eastern Air Temple was one of the two temples
of all the previous Avatars. It is a spiritual place. Any Avatar
exclusively housing female airbenders. Like the other
can use the space connect with their past lives. The only way
temples, the Fire Nation decimated its population during the
to open the sanctuary door is by using Airbending. Only the
Air Nomad Genocide.
elder monks and the Avatar could visit inside the sanctuary.
The Eastern Air Temple is one of the four original temples
of the Air Nomads. After the end of the Hundred Year War, a
group of Air Acolytes moved in and restored the temples.
Water Tribe
Before the war, it was one of the two air temples, the other The Water Tribe is a collective term for people, some of whom
being the Western Air Temple, which exclusively housed practice the art of waterbending, who follow a government
female airbenders. Guru Pathik resided here for a system in the form of a tribal chiefdom.
considerable amount of time, as he waited years for Aang to Although members of the Water Tribe typically inhabit the
come so he could teach the Avatar how to control the Avatar poles, the North Pole and the South Pole, there is a small
State. Many avatars, including Avatar Aang, Avatar Korra, population of waterbenders who inhabit the Foggy Swamp in
and Avatar Kuruk, came to train at this temple and develop a Earth Kingdom territory and others may exist elsewhere,
deeper connection to the Spirit World. including a large diaspora in Republic City.

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.

Beetle-headed tribe The Fire Nation possesses an industrialized economy,


fueled by raw resources it had extracted from its former
These desert-dwellers pre-date all other tribes in the Si Wong
overseas colonies. They possess a robust middle class, with
Desert. Legend has it that their beetle-like headpieces date
a large degree of disposable income and liberal social
back to ancient times when their ancestors lived underground
protocols, especially among its youth. Education is
and survived the attacks of giant gilacorns (see animals) by
widespread, though during the Hundred Year War, its primary
mimicking the appearance of the nasty-tasting Sour Beetles—
purpose was indoctrination. During the Hundred Year War,
the only creatures on the desert floor not palatable to
the Fire Lord expanded the territory of the Fire Nation to
gilacorns.
access the resources of the Earth Kingdom, populating
Their opportunistic streak and flexibility help make them oversea colonies with forcibly relocated peasants. Over time,
skillful traders—they have an uncanny ability to see saleable people forgot these grievances, and the colonies themselves
potential in almost anything presented to them. Their rather became prosperous, so much so that the citizens resisted
easygoing nature makes them every tribe's first choice with efforts to return them to the Fire Nation. Still, mainland citizens
whom to trade and swap. looked down upon those from the colonies, regarding them to
be uncultured.
Serpent’s Pass
The Serpent's Pass is a narrow strip of land between the East Capital City
and West Lakes that links the southern and northern halves This city is one of the larger cities of the four nations. It has a
of the Earth Kingdom. It is one of the very few direct paths to distinct layout consisting of the Royal Plaza, a forum located
the capital, Ba Sing Se. The pathway is named after the directly past the harbor; an industrial district surrounded by
serpent that guards the point at which the East and West numerous establishments and homes; and Royal Caldera
Lakes meet. Here, the Serpent's Pass dips below the lakes City, a residential district situated within the crater of a
for a limited distance. These adversities make the Serpent's dormant volcano hosting the Fire Nation Royal Palace and
Pass a typically avoided entryway into Ba Sing Se and most various homes of Fire Nation elite.
refugees prefer to go by ferry instead.

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.

Mainland Ember Island


houses an open-air
Although the Fire Nation
arcade, which features
is truly an archipelago, its
many games and is
largest island is the
popular with younger
‘mainland’. This island is
crowds. The beaches
home to the Fire Nation
are among the most
capital as well as several
popular in the country
minor, outlying villages,
and host many popular
cities, and settlements.
kuai ball games. One of
Mainlanders are well
the most well-known
versed in Fire Nation
small theaters in the
history and culture and typically trace their lineage to nobility
Fire Nation, the Ember Island Theater is a popular destination
by some degree. Mainlanders pride themselves on their
for anyone visiting the island.
physique and bending technique. Most citizens have an adept
understanding of Martial Arts, if not a master’s grasp of the For those who call Ember Island home, living in a vacation
skill. hotspot has forced residents to adapt to reflect their divergent
social circumstances. Many individuals are outspoken and
In addition, the Fire Nation culture is enrapt with spiritual
cunning which is reflected in the commercial ventures offered
performance. Although their overall connection to the Spirit
by Ember Island including the Ember Island playhouse, the
World has dwindled, their ritualism has remained intact,
open-air Arcade, and the many beaches and boardwalks.
leaving Mainlanders with a base connection to their inner chi.

Fire Sages Ember Island Players


The Ember Island Players are a local acting troupe who
The Fire Sages are an organization that serves as the
performs at the Ember Island Theater, which is Ember Island's
religious authority of the Fire Nation and is responsible for
only theater. They do not have a reputation for quality acting,
identifying the Avatar's incarnation when they are born in the
but they take themselves seriously and usually pack the
Fire Nation. Their additional duties include guarding the
house.
temple and conducting weddings and funerals for the Royal
Family and for those who seek their spiritual advice.
Bhanti Tribe
Yuyan Archers The Bhanti Tribe is an oft-forgotten sect of Fire Nation
The Yuyan Archers were a group of elite marksmen, highly citizens, due in part to the fact that their settlement lays at the
skilled Fire Nation archers. Since at least 91 AG, they were southern tip of the archipelago. The tribe and its members
under Colonel Shinu's command, and used to guard the have strong spiritual connections to the world around them,
Pohuai Stronghold. The Yuyan Archers completed stealthy and the Bhanti Tribe is the direct predecessor to the Fire Sage
missions where precision and accuracy were vital for success, lineage. Although this village is small and isolated, several its
and they were one of the Fire Nation's secret weapons. members still venture out into the world from time to time to
bring back news of the outside world as well as to replenish
Ember Island food stock and to reintroduce the sky bison into its natural
habitat. Individual tribe members tend to have a very
Ember Island is a renowned resort area located in the outer
pronounced spiritual connection and are often inclined to
islands of the northern Fire Nation. Set among palm trees and
intellectual studies.
luscious vegetation, it is home to many luxurious resorts and
vacation homes for the wealthy and powerful. Many high-

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,

United Republic of Nations motorcycles, and airships.


Citizens of Republic City tend to be very outspoken. With
The youngest of all realms in the world of the Avatar, the a free press and constant updates on the political goings-on
Republic has been around for less than 100 years. After the of day-to-day affairs, many citizens are well informed and thus
Hundred Year War was over, the Fire Nation colonies in the inclined to voice their opinions. Living in the hustle and bustle
Earth Kingdom received independence as a fifth nation. of several million individuals also tends to leave benders and
nonbenders alike agile enough to traverse the crowded and
Avatar Aang envisioned it as a place where people from
busy streets.
all cultures, benders and nonbenders, could live together in
peace. As such, its culture is an amalgamation of the other Until the Equalist Revolution lead by Amon in 170 AG, the
four nations' cultural identities. A president runs the United United Republic Council ruled the city. Now the city elects a
Republic from its capital, Republic City. Prior to 171 AG, five president as figurehead and executive authority of the United
members of an assembly, called the United Republic Council, Republic.
ruled the city. It was comprised of a single representative from

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.

The Spirit World


Spirits
Prior to 171 AG and the opening of the spirit portals, it was
extremely difficult—indeed quite rare—for any human, other
than the Avatar, to enter the Spirit World; conversely, only a
The Spirit World is home to many entities, several of which
handful of spirits were capable of existing physically in the
have existed long before the Avatar, or humanity for that
mortal world, and doing so required them to give up their
matter, existed. Below are a few beings who have had a
immortality. The Spirit World and the physical world are
tremendous impact on the world leading up to the Harmonic
closest together during the solstices, which made it possible
Convergence of 171 AG.
for spirits to manifest in the mortal world and for humans to
pass into the Spirit World more easily. There are also certain
locations in the physical world that act as bridges to the Spirit
Raava
World; these locations are important to the cultures living near Raava is the spirit of peace and light and, after fusing with
them, such as the Spirit Oasis in the North Pole. Wan, the Avatar Spirit. She is one of the oldest known spirits,
having existed over ten thousand lifetimes before the
The Avatar acts as a spiritual bridge between both worlds
appearance of the first humans. She and Vaatu, the spirit of
and a fully realized Avatar can travel between them freely.
darkness and chaos, spent much of their existence combating
Individuals who cross over to the Spirit World cannot use their
each other, at least since the Harmonic Convergence in
bending, unless they have entered physically through the
19,829 BG, with neither able to fully vanquish the other. Even
spirit portals. Despite this, the Avatar can use energybending
if Raava were to destroy Vaatu and usher in a new era of
when in the Spirit World, even when they did not enter
peace, what little darkness existed in Raava would magnify
physically, since they share a connection to all the spiritual
until Vaatu was reborn and burst forth, beginning the cycle
energy when in that realm.
again. The reverse would happen to Vaatu if he were
After Avatar Wan closed the spirit portals following the victorious over Raava.
Harmonic Convergence of 9829 BG, the Spirit World and the
During the Harmonic Convergence in 9,829 BG, Raava
mortal world became two separate worlds, only connected
permanently merged her essence with Wan’s, creating the
through a few mediums scattered across the planet. As the
Avatar. However, during the next convergence in 171 AG,
bridge between the two worlds, the Avatar crossed over
Raava lost her connection to Wan and all the Avatars after
several times in a spiritual form to converse with the spirits
him, but merged again with Korra, recreating the Avatar and
and ask them for guidance.
starting the Avatar Cycle anew.
There are few known ways for a mortal to enter the Spirit
World, though a spirit sometimes carries humans into the Vaatu
realm as the entity shifts between planes. Enlightened Vaatu is the spirit of chaos and darkness, who briefly became
individuals can cross over to the Spirit World by meditation the Dark Avatar Spirit during the Harmonic Convergence of
and others can enter physically through one of the two spirit 171 AG. He is one of the oldest known spirits, having existed
portals situated in the north and south poles. over ten thousand lifetimes before the appearance of the first
However, after the opening of the Southern spirit portal, humans. He was the first spirit to cross over into the mortal
unenlightened humans, such as Unalaq, could physically world, breaking down the barrier that separated it from the
enter once again, and with them, they brought their inner plane of spirits and creating the Northern and Southern spirit
darkness and anger that threatened to overtake the Spirit portals in the process, enabling other spirits to do the same.
World. The Harmonic Convergence of 171 AG amplified His essence swayed the spirits to the dark side, transforming
negative feelings, when Vaatu used the increased spiritual them into dark spirits.
energy to break free from his prison inside the Tree of Time. During the Harmonic Convergence in 9,829 BG, Wan and
After the Dark Spirit was defeated, Avatar Korra decided to Raava defeated Vaatu when they merged, and subsequently
leave the spirit portals open permanently, once again uniting locked inside the Tree of Time for ten thousand years. During
the Spirit and the mortal world. the next Harmonic Convergence in 171 AG, Vaatu
permanently merged his essence with Unalaq's, becoming the

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

The Lion Turtle


destroyed, Korra's lost her link to her past lives via Raava
forever.
This is the oldest, most ancient creature in the Avatar world. The Avatar also possesses the ability to bend energy itself,
Lion Turtles existed since the world began, and pre-date the although few Avatars have learned this technique, and even
era of the Avatar. The Lion Turtle met in The Last Airbender fewer have used it. Avatar Aang learned it from the last living
claims he is the last of his kind. Humankind hunted the lion lion turtle and used it to remove Phoenix King Ozai's
turtles for thousands of years. The last-remaining Lion Turtle firebending, ending the Hundred Year War. He later used it to
possesses timeless wisdom and powerful, spiritual energy. end Yakone's reign of terror in Republic City by stripping him
Not all Avatars have met the Lion Turtle. In fact, Aang was the of his waterbending. Korra learned this ability after connecting
first in many ages. with Aang when she lost her bending. Aang used this ability
Because he is so old, a large, overgrown forest has to restore her bending and she likewise did the same for Lin
sprouted on the Lion Turtle's back. The Lion Turtle stays Beifong and many other victims of Amon's unique
hidden from the world because, when submerged, they look bloodbending technique. Upon mastering control of the Avatar
like an ordinary island. State, after having learned to bend the four elements, an
Avatar is "fully realized".

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.

Creating Your Character


You can create a character for The Second Age in just a the GM. Ultimately the decision to include the Avatar in your
few short steps, allowing players to get involved in the action table’s adventures is entirely up to you! You can read more
right away. In this chapter, you’ll find all the rules and about including an Avatar PC or NPC in Chapter VII: Game
information you need to build a character for this game in Master.
conjunction with the character creation rules that start on page To create a character, each player follows the same seven
32 of the Genesys Core Rulebook. steps as laid out in the Genesys Core Rulebook. This book

Steps for Creating


enhances some steps; for example, there are new Archetypes
to choose from, as well as Specializations. This book briefly
explains these changes below, and you can find additional
Characters details in each section.

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.

Step 1: Determine Background


As the players begin sketching out their character’s
background, they should consider the general status level of Creating a Unique Background
the character’s previous life. Did they come from squalor and In general, most characters will be from one of the five
poverty? Did they live comfortably? Was the character different sovereign realms represented in the world of Avatar
destined for a greater position? Even something as simple as in 171 AG. You should not feel obligated to select the nation
“my character was a formerly rich heir to a noble family” that corresponds to your character’s abilities—a waterbender
provides a wealth of ideas upon which to build up their need not necessarily hail from the Northern or Southern Water
backstory and help determine their Motivation. Tribes. Avatar: The Second Age is set during the events of
Avatar: The Legend of Korra. In this period, with the advent of
Backgrounds are thematic facets of a character that help
worldwide industrialization, global travel, and the creation of
define them as more than a set of numbers. They help provide
the United Republic of Nations, it is not only believable that a
the players with ideas about where their characters came from
firebender is born in the Earth Kingdom, but factual. Mako is
and what they left behind when they began their lives of
one of many characters who belong to this diaspora of
adventure. Although a background has no mechanical effects
benders. You should not feel as though all benders must fit
for a character, they are incredibly useful to informing GM and
into a background reflecting their respective nation.
player decisions. Their purpose as narrative devices and plot
hooks cannot be understated.

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?

Step 2: Select a Character Archetype


Whereas a character’s background is indicative of where a • Wound Threshold: 9 + Brawn
character comes from, their archetype is a backstory that • Starting Skills: An aristocrat begins the game with
indicates who a character is regardless of their occupation or one rank in Cool or Negotiation.
culture. • Lap of Luxury: An aristocrat begins the game with
A Player Character’s archetype is a mechanical an additional 1500 copper pieces and one rank of the
representation of their lived experiences prior to the events of Sound Investments talent.

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

• Starting Experience: 100 XP • Starting Experience: 100 XP


• Strain Threshold: 9 + Willpower • Strain Threshold: 12 + Willpower
• Wound Threshold: 10 + Brawn

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.

Not everyone has lived a peaceful existence in the world of 2 2 2 1 2 3


Avatar. Many communities and individuals still carry with them BRAWN AGI INT PRE CUN WIL
the traumatic memories associated with conflict and the
aggression of one authoritarian rule over another.
• Starting Experience: 100 XP
Though they hold on to these heavy emotions, these
• Strain Threshold: 12 + Willpower
characters are resilient in the face of any would-be troubles.
• Wound Threshold: 10 + Brawn
Often, perhaps despite their wishes, these characters are
• Regimented: Once per encounter, when your
familiar with the art of war.
character makes a Bending Arts check, they may
3 2 2 1 2 2 add one effect to any appropriate form without
BRAWN AGI INT PRE CUN WIL increasing the form’s difficulty. The effect should only
increase the difficulty of a form by one.

• Starting Experience: 100 XP The Prodigy


• Strain Threshold: 11 + Willpower It isn’t every day a prodigy is born whose manipulation over
• Wound Threshold: 10 + Brawn their element is a gift from birth. Many benders go their entire
• Starting Skills: War-scarred characters begin the lives without ever fully tapping into their own potential—not
game with one rank in Resilience or Vigilance. the prodigy. This character has been mastering their form
• Scars of War: The war-scarred may add one to since before they could walk and are leagues beyond their
all Knowledge (Warfare) skill checks. peers.

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 Primal The Resigned


They may not have the best foresight, but the gut, not the Born with an ability they neither asked for nor desire, the
mind, informs the style of some benders. Characters who
resigned bender sees their ability as less of a gift and more of
follow their instinct tend to ‘have a feel’ for bending their a burden. Although these abilities come easy, they take a toll
element, even if they don’t always understand their on their mind. These characters generally avoid using their
methodology. abilities whenever possible and do their best not to draw
3 2 1 2 2 2 attention to themselves, or their gifts.
BRAWN AGI INT PRE CUN WIL 2 2 2 2 3 1
BRAWN AGI INT PRE CUN WIL
• Starting Experience: 100 XP
• Strain Threshold: 11 + Willpower • Starting Experience: 100 XP
• Wound Threshold: 11 + Brawn • Strain Threshold: 11 + Willpower
• Gut Feeling: When this character makes a Bending • Wound Threshold: 12 + Brawn
Arts combat check, they can choose to add to the • Reluctant: A resigned bender may suffer 1
check to add +2 damage dealt by one hit of the additional strain to use their bending form; if so, they
attack. may decrease the difficulty by 1 (to a minimum of

The Pro-bender Easy).

Pro-benders spend months training their Brawn extensively, The Self-taught


putting it through rigorous trials of physical endurance. These Not everyone can afford or experience the opportunity to learn
athletes excel when they're a part of a cohesive team. While how to harness their abilities through a wise master. Some
they have a knack for dishing out or soaking a few blows, their benders discover their gifts entirely on their own and see them
true potential shows when they’re in synchronicity with their simply as a means to an end.
teammates.
2 2 2 2 2 2
The lure of the arena attracts people from all lifestyles, but
some pro-benders might be former triad or military while BRAWN AGI INT PRE CUN WIL
others desire to attain peak performance. Still, some
characters might simply seek the fame and recognition.
• Starting Experience: 110 XP
2 3 2 2 1 2 • Strain Threshold: 10 + Willpower
BRAWN AGI INT PRE CUN WIL • Wound Threshold: 10 + Brawn
• My Own Teacher: Once per encounter, a self-taught
bender can choose to add sh to any Bending Arts
• Starting Experience: 100 XP skill check they make.
• Strain Threshold: 10 + Willpower
• Wound Threshold: 12 + Brawn The Native
• Team Player: If this character makes a successful The world is full of people who can bend the elements, but
combat check, the next ally making a combat check there are some among them whose mastery over the element
against the same target during the same round adds takes on a drastically different form. The sand tribes of Si
sa to the results. Wong, the Foggy Swamp tribe of waterbenders, the

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.

Step 3: Choose a Career and Specialization


At this stage, you choose your character’s career (which
remains with them permanently) and their starting What’s the Difference?
specialization. Both the career and specialization are critical Specializations represent areas of expertise for an individual
choices made by the player to establish a character’s history following a certain path. For purposes of storytelling and
and potential future. roleplaying, however, it is important to consider the two
distinctions of these two character elements.
It is a good idea for each player to look over all the options
before deciding. The idea is not only to look at the immediate What a player chooses as a career for their character
capabilities of a character, but also to look forward to that defines their character’s way of life. A career is more than just
character’s growth potential. If a player imagines their what a character does for a living—it is their goals, passions,
character will one day sail a small frigate into certain doom in training, and destiny. Areas of focus may shift over time, the
a desperate battle against dark spirits, it’s a very good idea to means to get there can alter, but a character remains who
make consider a few ranks in Sailing, if so. they are at their core. In other words, no matter how much he
involved himself in politics, Sokka will always be the meat and
Each career has five associated career skills. These
sarcasm guy.
skills should be marked on the character sheet to indicate they
are career skills. During this step of character creation, the Specializations, on the other hand, represent a character’s
player may choose two of the five starting career skills and area of interest, education, and expertise. Whereas a career
gain one rank in each of the selected skills for free (you do not expresses the nature of a character, a specialization defines
spend XP). You may not choose the same career skill more what they do. For example, a marine-dwelling fisherman is a
than once. During play, career skills are less expensive to sailor, but may not necessarily be a captain. However, both
train and improve than non-career skills. still have a firm understanding of life on the water.
Each career has several specializations within its broader
definition. Specializations provide additional access to
Choosing a Career
focused career skills and discounted access to certain Just looking at the mechanical advantages of each career can
talents. Each character gains access to one specialization of provide a good basis for character creation, yet it won’t
their chosen career. provide as rich and rewarding an experience as possible. To
get the most out of a selection, you should seriously consider
Each specialization includes five additional career skills,
the following key questions.
and a choice between two Tier 1 talents (received without
spending XP). These five skills should be marked on the Which Role?
character sheet as career skills if they are not already marked.
When gathering at the table to start a new adventure or
During this step of character creation, the player may choose
campaign, one of the first questions that players must answer
two of the five additional career skills and gain one rank in
for themselves is, “which role will my character fill?” Diversity
each (without spending XP). You may not choose the same
encourages creativity and excitement, and it could be a limited
skill more than once unless you choose a skill you selected
campaign if everyone at the table chooses to be warriors or
during the career selection step, allowing your character to
assassins.
start with a skill trained to level two. You cannot raise a skill
above rank two during character creation. Certainly, it is possible to make stories work around such
a premise, but the variety of careers reflects the diversity of
What is a Career? experience found in the Avatar universe. Through a complex
set of both complementary and divergent skills and talents, a
Careers serve two functions. The choices made here
group of characters wandering the Earth Kingdom can
determine which skills are career skills; this means those
improve their chances of success and expect a wide array of
skills are cheaper to train with XP. Secondly, specializations
stories and plots to experience.
reflect specialty within careers, and each career offers a
unique ability for a character who begins the game as that A player’s two foundational choices are their archetype
career. and their career. In selecting a career, some questions and
answers may help in the evaluation process:
• Should this character be a strong fighter?

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.

These are also good questions to consider in choosing a Favored Talents


specialization, but the career choice determines to which When your character would purchase talents, they receive a
specializations a character has access. Thus, having answers small discount on the talents most suited for their
worked out at this point makes the entire process much easier specialization. Each specialization includes a Favored
and more effective. Talents table with suggested talents that this author believes
are thematically appropriate. Like career skills, these favored
What’s the Story? talents cost 5 XP less, to a minimum of 5 XP. If a talent has
The kind of story a player wants to tell goes together with their Improved and Supreme versions, the discount applies to
character’s role. This includes everything that came before— those as well. Thus, the list includes some ranked Tier 1
their backstory—and all that may develop during the game talents—the discount applies to subsequent ranks!
(and perhaps beyond). While a player cannot predict all that
could happen in an RPG campaign, they should still have a How Did the Character Become Good
sense of the kind of story they want to tell with their Player
Character. Their background sets the stage for this tale, but
at This?
all that follows is also part of the greater tapestry that is their Starting with the PC’s background, the player should put
PC’s personal saga. thought into the part of the story that covers what the PC has
done up to now. As a member of a specific nation, with a
The iconic characters from Avatar rarely ended as they specific career, the Player Character has made their way
began. Sokka, the meat and sarcasm guy, turns into a master through the world and into the foray of events immediately
tactician and swordsman by the end of Book 3. Avatar Aang preceding the first adventure.
goes from a child who shirks his responsibility to a fully
realized Avatar. Of course, Prince Zuko experiences one of What did they do for a living beforehand? How did they
the most renowned redemption arcs. Every character has a learn their craft or trade? For or with whom did they work? Did
story to tell that involves growth and change into (hopefully) they go to school to learn these skills, or did they grow up
better versions of himself. Often, the starting point for a learning as they went? How did they arrive in this place?
character’s story can set the tone for the rest of a long life. Making the effort to evaluate the backstory and other
Players interested in beginning the game as benders may decisions for character creation should make the final
want to consider the Bender career. Although there are no decision for a starting specialization much easier. The choice
mechanical requirements to be a bender, this career confers is ultimately more satisfying, as well, and carries less chance
many benefits to those who wish to specialize in the bending of later regret.
arts and utilize bending forms.
What Tasks Will Your Character
Read more about bending requirements in Chapter II:
The Bending Arts. Perform?
When their allies call upon your character to go on a mission,
Choosing a Specialization what will their specific tasks be? Do they receive
Ask yourself these questions: how did they become good at responsibility? What does the PC do daily? Are they fixing
what they do? What kinds of tasks will they have to perform? broken things, patrolling perimeters, seeking supplies, or
Once again, looking at the PC’s background is important, as something else entirely?
well as evaluating the career choice process. When they get up in the morning, what do they do during
When you acquire a specialization, your character marks the day? How are they paid and who pays them? If they’re not
five skills as career skills. A couple of these will overlap with currently earning anything, what do they need to do to find
skills you gained from your career choice. You also receive work?

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.

Active (Incidental) Artisan


In the world of Avatar, people have the innate ability to bend Artisans are skilled laborers, honing a trade passed from
the elements to their will. Benders can command the parent to child or acquired from master to apprentice. Benders
elements, and they are among the most skilled combatants in who specialize in manipulating their element for fine crafts or
existence. Not all benders are fighters, however. Many use fanciful display are extremely common in the Avatar universe.
their skills for everyday tasks, and still others seek An earthbender may find no shortage of work in construction,
enlightenment through their connection to the spirits, the and a waterbender has a distinct upper hand as a fisher.
natural world, and their element. Some use their art for performance, while others heal.
Your character’s time spent learning, practicing, and Artisans count the following as career skills: Bending
refining to reflect their form versatility. Although all benders of Arts, Knowledge (Culture), Empathy, Mechanics, and
a respective element are generally familiar with the same Discipline. You gain a free rank in any two of these skills. At
forms and techniques, the application of these abilities vary character creation, you gain a free rank in one of the following
wildly depending on the character’s background, training, and Tier 1 talents: Talk Shop or Utility Pouch.
experience.
A bender’s five career skills are Discipline, Bending Spiritualist
Arts, Athletics, Cool, and Knowledge (Spirit World). At
character creation, a bender automatically gains one rank in The four elements are all dependent upon the flow of energy
any two of these skills without spending experience points. within the body known as chi, and no one is more attuned to
that flow than the Spiritualist is. These characters use their art
Warrior as channel through which they achieve enlightenment and
grow a closer connection to the Spirit World.
Bending Warriors set themselves apart through the constant Spiritualists count the following skills as career skills:
use of their ability to fight, and to control the battlefield. A Cool, Coordination, Perception, Medicine, and
Warrior must undergo rigorous training to hone their bending Knowledge (Spirit World). You gain a free rank in any two
art and to temper their body for resistance. Still, even a of these skills. During character creation, you gain a free rank
Warrior who can wield the elements must acquire a basic in one of the following Tier 1 talents: Attunement or Rapid
understanding of physical martial arts and weapons training. Reaction.

Table 1-1: Favored Bender Talents


Tier Warrior Artisan Spiritualist
1 Meticulous Form Adverse Bending Physician
1 Second Wind Meticulous Form Signature Form
2 Knockdown Controlled Bending Bending Specialist
2 Powerful Bending Inventor Confidence
3 Combat Bending Well Rounded Call of the Spirit Wilds
3 Unarmed Specialist Elemental Flair Resolve
4 Reflexive Bending Enduring Form Secret Technique
4 Unrelenting Tinkerer True Understanding
5 Warrior of the Elements Flow of the Elements Unity of Spirit

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.

Table 1-2: Favored Martial Artist Talents


Tier Chi Blocker Pugilist Monk
1 Deflect Brace Parry
1 Quick Strike Toughened Improvised
2 Balance Balance Confidence
2 Chi Disruption Stunning Blow Precision Strike
3 Dodge Iron Body Chakras Aligned
3 Pressure Point Unarmed Specialist Resolve
4 Frenzied Attack Enduring Beyond Limits
4 Superior Reflexes ‘Tis but a Flesh Wound Secret Technique
5 Coup de Grâce Indomitable Master

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

Merchant room. These characters employ subtlety and deception to


convince others that it was their own plan all along.
Furs, gems, ores, spices, fish and grain—some people love Diplomats count the following as career skills: Deception,
to spend money, and others love to make it. Merchants are in Discipline, Perception, Leadership, and Knowledge
the business of making money, and having their money make (History). You may choose two of these skills in which to gain
more in turn. Merchants know how to get the best deals and a free rank. During character creation, you gain a free rank in
earning the most coin with the least effort, whether through a one of the following Tier 1 talents: Clever Retort or Bought
winning smile or a smart investment. Info.
A Merchant starts with the following career skills:
Discipline, Streetwise, Perception, Negotiation, and

Table 1-3: Favored Entrepreneur Talents


Tier Merchant Entertainer Diplomat
1 Sound Investments Good Company Respected
1 Wheel and Deal Plausible Deniability Smooth Talker
2 Confidence Empath Inspiring Rhetoric
2 Push Your Luck Encouraging Song Scathing Tirade
3 Intense Presence Animal Companion Commanding Presence
3 Well Rounded Intense Presence Nobody’s Fool
4 Fortune Favors the Bold Can’t We Talk About This? Discredit
4 In the Know Incite the Crowd Doublespeak
5 Mogul Biggest Fan Altered Deal

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

Table 1-4: Favored Soldier Talents


Tier Fighter Guard Commander
1 Second Wind Deflect Rapid Reaction
1 Weapon Specialist Hard Headed Respected
2 Crippling Blow Balance Command
2 Stunning Blow Defensive Training Coordinated Assault
3 Heroic Will Body Guard Field Commander
3 Lethal Blows Iron Body Resolve
4 Favored Weapon Adrenaline Rush Brothers in Arms
4 Frenzied Attack Enduring Trust the Captain
5 Crushing Blow Indomitable Inspiring Leadership

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.

Table 1-5: Favored Scholar Talents


Tier Archaeologist Physician Tinkerer
1 Know Somebody Physician Hidden Storage
1 Outdoorsman Surgeon Resourceful Mechanic
2 Heightened Awareness Combat Medicine Inventor
2 Researcher Restoration Quick Fix
3 Museum Curator Natural Contraption
3 Well Rounded Resolve Known Blueprint
4 Fortune Favors the Bold Seen Many Things Jury Rigged
4 In the Know Ingenious Solution Tinkerer
5 Professor Is Anyone a Doctor? Dedication

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

Sailor as good as their knowledge of the terrain. Their unshakeable


determination in the face of even the harshest storms at sea
speaks volumes of their leadership qualities.
The Sailor excels at sailing and the sea has made them
resilient to many of life’s hardships; Sailors are a great Captains go into the field with Discipline, Leadership,
addition to any party planning to do a lot of travel across open Knowledge (Geography), Resilience, and Survival as
waters. They are used to surviving challenging environments additional career skills. You gain a free rank in two of these
whether at sea or on land and can even handle their own in a skills. During character creation, you gain a free rank in one
fight. of the following Tier 1 talents: Hard Headed or Respected.
Not surprisingly, Sailors gain Sailing, Discipline,
Survival, Melee (Light), and Vigilance as career skills, and

Table 1-6: Favored Seafarer Talents


Tier Sailor Pirate Captain
1 Brace Bribery Rapid Reaction
1 Outdoorsman Hidden Storage Toughened
2 Balance Bad Cop Command
2 Side Step Rude Words Brash Driving
3 Iron Body Animal Companion Commanding Presence
3 Well Rounded Backstab Full Throttle
4 Enduring Back-to-Back Offensive Driving
4 Superior Reflexes Menace Trust the Captain
5 Master Operator Altered Deal Inspiring Leadership

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.

Table 1-7: Favored Mercenary Talents


Tier Bounty Hunter Assassin Ranger
1 Bribery Deflect Outdoorsman
1 Shady Deal Parry Rapid Reaction
2 Hunter Precision Strike Heightened Awareness
2 Crippling Blow Side Step Longshot
3 Easy Prey Backstab Animal Companion
3 Nobody’s Fool Disarm Point Blank
4 Jury Rigged Superior Reflexes Deadeye
4 Moving Target Unrelenting True Aim
5 Baleful Gaze Coup de Grâce Beastmaster

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.

Bending in Avatar: The Second Age


In The Second Age, the Bending Arts skill represents your use the elements to inflict serious wounds or strain upon any
character’s ability to bend the elements. Your character is foe. The bending arts open tactical and strategic possibilities
considered a bender if they begin the game with Bending Arts completely unavailable to nonbenders. The power that
as a career skill, or they begin with at least one rank in bending bestows to a user can vary widely, and these
Bending Arts. Your character cannot use any bending forms mechanical distinctions are defined later in this chapter.
until they have at least one rank in the Bending Arts skill. Read When you’re creating a new character who can bend the
more about this skill in detail in Chapter III: New Skills and elements, consider the adventure you’ll be playing and the
Rules. way this fits into the world. How well do they know their
Unless otherwise directed by your GM, your character talents? Are they an earthbending architect who understands
can master one element only! Indeed, the central conceit of their philosophy well enough to construct rigid and sturdy
the series is that “only the Avatar can master all four structures; or are they just a simple artisan who supplements
elements.” their blacksmithing with firebending?

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

28 | The Bending Arts


could grant, or take away, the ability to bend the elements—
and there was that instance during which a spiritual-astral Native Bending Specialists
phenomenon left individuals around the world with the ability
to airbend. In the Avatar series, bending activities represent one of the
four classical elements: air, earth, fire, and water. However, the
In general, a GM should require good narrative cause for
series also demonstrates that characters can sometimes
the sudden acquisition of these powerful abilities.
manipulate various iterations of the element, whether as a

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).

The Bending Arts | 29


Narrating Concentration Concentrate
You can sustain several different forms over multiple rounds to While some effects last only for the duration of the action,
some elemental effects might require concentration to
provide an ongoing effect. In structured encounters, your
sustain. If a bending form can benefit from concentration, the
character does this by performing the concentrate maneuver.
form’s description will note this.
However, in narrative encounters, tracking individual
maneuvers can be unnecessarily tedious. A form’s effects last until the end of the character’s next
turn, or as noted in their description. If the character performs
Instead, consider taking a narrative approach to concentration the concentrate maneuver during that next turn, the form’s
and maintaining forms. You can decide that a character can’t effects last until the end of the character’s next turn instead.
perform certain activities while also concentrating. A character You can sustain forms indefinitely by performing the
might also start suffering strain in they try to sustain a form for concentrate maneuver each turn.
too long. Finally, if something happens that could interrupt a
character’s concentration, the player may make an Average Contested Bending
( ) Discipline check; failure means their character loses If two benders of the same element are vying for control of a
concentration and the form ends. single mass of their element, they must make an opposed
Bending Arts (WIL) check. To gain control of the element, a
bender must beat their opponent's skill check.
Resolving a Bending Arts check is no different from any
other. If the check succeeds, the character achieves what Cooperative Bending
they set out to do. Players can be the ones to conceptualize In certain circumstances, multiple benders can work together
and describe how something is accomplished (let them do this to accomplish larger and more powerful feats of bending. In
work)! any cooperative bending attempt, one bender acts as the
Generally, bending requires a character to be able to primary bender for the attempt while any assisting characters
move freely or be in the right environment. If your character act as secondary benders. Two earthbenders can work
can’t meet these requirements, performing the techniques together to lift a boulder beyond either of their abilities while
becomes harder. Table 2-1: Penalties When Bending an airbender and waterbender can harmonize their bending
suggests some potential conditions that may make it harder to shroud the party in a thick fog, putting the enemy at a
for a character to bend. disadvantage. Wielders of the same element can easily assist
one another in bending skill checks.
Bending is certainly powerful, but it is also inherently
Sometimes, benders can use their different elements in
dangerous. Table: 2-4: Spending a/h and t/d on
unique and collaborative ways. Benders of distinct disciplines
Bending Arts Skill Checks should offer additional insight
can bend cooperatively together, but narratively it must be
into how to handle penalties and the consequences for these
something the character can feasibly manipulate with
types of checks.
bending. For example, a waterbender and an earthbender can
In Structured Encounters work together to bend mud (containing both water and earth);
earth and airbenders might both affect the same mass of
Structured encounters in The Second Age may rely heavily sand, whipping its particles around to buffet opponents with a
on bending forms to attack opponents, protect allies, shape grainy vortex. In cases where two skilled benders cooperate
the landscape, or perform other amazing feats. There are no with different elements, upgrade one to a on a skilled
unique or tricky caveats or requirements for Bending Arts skill assistance check to represent potential unforeseen
checks in structured play. Bender characters must still abide complications arising from mixing two elements together.
by the game’s action economy of incidentals, maneuvers, and
actions.
Other Bending Rules
Bending Maneuvers Already this book has outlined the general approach to
Bending maneuvers are limited to characters with at least one bending, advising you to follow the rules for magic outlined in
rank in the Bending Arts skill. Like most maneuvers, these
don’t require checks but affect your character’s options in EXAMPLE: Contested Bending
encounters. Of course, you and your GM might also describe An NPC earthbender is attempting to move the same boulder
common maneuvers in terms of bending when it seems
under control of a PC. Before doing so, they build their pool of
appropriate. For instance, a player might describe swimming
dice based on their rank in Bending Arts.
as their character does it with their waterbending.
The PC has a Chi rating of 3 and 2 ranks in Bending Arts. His 3
The maneuvers listed here are available to all benders,
but each element has its own bending maneuvers as well, Chi grant him while Bending Arts 2 upgrades two of
detailed in the later sections. those dice into . His dice pool will have at least 4 dice before
applicable talents and abilities: .
Counterform The GM will build the opposing earthbender pool in the same
Many skilled benders can attempt to counter an opponent’s
manner and the two characters will make their rolls. The
forms if they share an elemental affinity. If the character
character with the most s takes control of the boulder. On a
performs the counterform maneuver, all opponents within
medium range upgrade the difficulty of checks to use forms tie, the character with the most a takes control.
once, until the end of the character’s next turn.

30 | The Bending Arts


Nation kept earthbending prisoners locked away in the middle
Table 2-2: Bending Arts Bonuses of the sea to deprive them of their ability to earthbend.
Rank Sil. Damage Mod Quality Mod In addition to their martial combat bonuses, benders will
1 0 +0 +0 experience a distinct advantage (or disadvantage) to their
bending abilities depending upon their location, the weather,
2 1 +1 +0
and even the universe around them. Each of the elements
3 2–3 +1 +1 experiences great bonuses when they perform their
4 4–6 +2 +2 techniques in synergy with their environment. Conversely, a
bender suffers immense setback when they attempt
5 7 – 10 +3 +3 techniques in unfavorable locations. A waterbender can
control the tides when they’re near a large body of water, but
the Magic Rules section on page 210 of the GENESYS Core unless they bring it with them, there is no water to bend in the
Rulebook. This section offers some additional insight to help desert. Earthbenders can be dangerous just about
guide you and your GM adjudicate your bending outcomes everywhere; however, take the earth from beneath their feet
consistently and fairly. and their skills mean nothing.

Bending and Silhouettes Table 2-3: Environmental Effects When Bending


suggests many circumstances during which benders could
You will make many of your character’s bending checks
experience bonuses—or setbacks—depending upon the
during combat, narrated as a quick sequence of events. Much
environment around them. The examples provided are not
of the time, the size and shape of the elements flying around
exhaustive and are inspired from events and circumstances
are of no consequence for resolving a skill check. However,
seen in the Avatar series. Players should feel free to consult
we often see in the Avatar series that extremely talented
with their GM if they believe certain circumstances may
benders can perform amazing feats of bending while
warrant a or , more or less strain, or anything in between.
controlling an immense mass of their element and no doubt
Bonuses can be cumulative. Players should feel free to modify
you will want to recreate those epic moments. You can use
the kinds of bonuses (and under what conditions they apply).
silhouette to represent the size of the elements they control.
By default, anytime a bender uses a form or manipulates
their element, consider the elemental object silhouette 0. Your Table 2-3: Environmental Effects on Bending
character can use a maneuver to increase the silhouette by Bonus Conditions
one, to a maximum determined by your rank in Bending Arts Waterbending
(see Table 2-2: Bending Arts Bonuses). Larger expressions Under the full moon; near a large body of
of the form may deal more damage, or even have their water such as an ocean or sea
qualities amplified (e.g. Blast, Stun, or Disorient).
Under the moon (any other time); near a small
When you perform a Bending Arts skill check while your -1 strain to medium sized body of water; during the
element is above silhouette 0, you must upgrade the difficulty rain
of your skill check a number of times equal to half of the
+1 strain During a new moon
silhouette of the form, rounded down. For example, a
firebending attack form with silhouette 3 would require one In an arid or hot environment
upgrade. Remember, if you’re upgrading more dice than are No bending
Lunar eclipse
in the pool, then you simply add another difficulty. Bending possible
larger quantities of your element should not be just be a Airbending
given—there are severe consequences should something go
Confined, close quarters
wrong. Even the Avatar, the most powerful bender, runs the
risk of destroying villages or hurting bystanders when they hurl Firebending
around a rock the size of a small mountain. No strain,
During a comet passing
Players should employ common sense when determining →
how big an element can get. An increase of size must always -1 strain In an arid or hot environment
be limited by the availability of the element; this is particularly When the sun is at its peak
true for waterbending and earthbending, but even a firebender
or airbender might have a harder time when they’re indoors. +1 strain During the rain; cold environment
No bending
Bending and the Environment possible
During a solar eclipse; holding breath

A recurring theme throughout the series is that a character’s Earthbending


location can dramatically affect their ability to wield and control -1 strain When outdoors
their element. Sozin’s Comet is an infamous example—
In sand; in wet environments
historians named the comet after Fire Lord Sozin when he
used its influence over firebending to launch the Hundred No bending
No earth within Extreme range
Year War. The comet’s proximity gave the firebenders a near- possible
unlimited wellspring of power. As another example, the Fire

The Bending Arts | 31


Table 2-5: Spending a/h and t/d on Bending Arts Skill Checks
Cost Result Options
a or t Recover 1 strain per a spent in this way, up to the number of strained suffered to use the form.
Sustain a bending form through the concentrate maneuver without using a maneuver.
aa or t
Increase the silhouette of an element under your control by one.
Ignore penalizing environmental effects on bending such as inclement weather, disadvantageous location, or similar
effects until the end of your character’s next turn.
aaa or When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing
t wounds or strain. This could include hobbling them temporarily with a blow to the leg or disarming them. The player
and the GM should agree upon this, and the effects are up to the GM. The effects should be temporary and not too
excessive.
Increase the activated quality of a successful form.
t
Do something vital, such as hitting the engine of a Satomobile.
When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as
tt
disintegrating their bow, or destroying a personal shield, or completely penetrate their defense.
The technique tires the character out, and they suffer 2 strain.
h or d
The character adds to any bending attempts until the end of their next turn.
The silhouette of an element under the character’s control decreases by one.
A minor inconvenience related to the element changes the scene; erratic earthbending creates difficult terrain,
hh or d
uncontrolled firebending sets something ablaze, an electrical panel short-circuits by splashing water, a gust blows an
object to a farther range band.
The technique was more powerful than expected.
hhh or
The form affects an additional character engaged with the original target, selected by the GM.
d
The character must upgrade the difficulty of any bending attempt until the end of their next turn.
The character’s technique completely misses and hits a target of the GM’s choice.
d
The character adds to any bending attempts until the end of the encounter.
The character completely overexerts themselves and is unable to bend for the remainder of the encounter or scene.
dd
The character must upgrade the difficulty of any bending attempt until the end of the encounter.

32 | The Bending Arts


Bending Forms They’re more like Guidelines
“Bending Forms” are specialized bending techniques with
In this setting, you will practice the bending arts through
specific outcomes and specific requirements for use. A
bending forms, which come in two varieties: basic forms and
master forms. Mechanically, basic forms work nearly exactly character will have to suffer strain and use up their maneuver
as spells do in the GENESYS Core Rulebook. Master forms or action to activate predefined effects.
take formatting and structural cues from talents. In effect, both From this point onward, your table can use some, all, or none
describe an action that the character may take during of the rules for forms in this book. The tools are all provided in
narrative or structured play. the narrative dice system, and each component here is layered
Your character will use their forms by rolling a skill check in such a way so that you can peel it back to reduce complexity
to determine whether the action succeeds or fails. Unlike most where desired. Play with forms, but not their upgrades. Play
skill checks, bending offers more opportunity to modify the with just the Bending Arts skill and the elemental effects tables,
dice pool and define the outcome. This section outlines how similar to GENESYS magic.
your character can acquire and use forms in The Second
Whether you follow these structured definitions, or play more
Age, and how to improve or even create your own.
freeform, the approach is the same: does the character

Acquiring Forms succeed automatically or is there a chance for failure? If failure


can occur, it’s a skill check. If the task does not warrant a full
Your character automatically gains access to their basic forms action, then it may be an incidental or maneuver. How much of
if they have at least one rank in the Bending Arts skill. By a toll does the act take on the character’s body? What kind of
default, your character has access to all basic forms available resources does the task require of the character? These
to their element, but your GM has the final say on how your considerations and others outlined in this chapter all come
character acquires a form (or whether you use forms in your together to bring bending to life.
game at all; see They’re more like Guidelines in the
sidebar).
Benders can acquire master forms by meeting their
default. Your GM may choose to waive such limitations or
suggested requirements (such as increasing their Bending
employ certain Talents to help your character overcome them
Arts skill, spending XP, or studying a scroll). When your
though I do not recommend disregarding this default
character acquires a master form, they immediately gain
limitation, since benders are already so powerful.
access to the base effect of the technique, listed with its
description. Note that although each basic form includes a default
difficulty, some elements may vary since each element will
Maybe characters can acquire other forms at any time
have an easier or harder time with certain forms depending
simply by spending XP; maybe in your game, new characters
on that element’s nature. Each element’s respective section
know these forms by default, or your GM gives them out as
later in this chapter will highlight their form’s base difficulty.
rewards. Master forms may require more effort beyond
spending XP to learn. A bending scroll might contain
knowledge of a formerly unknown technique, which the
Afflict
character finds as treasure, containing techniques they can Elements: Fire, Air
acquire after rigorous study and practice. Perhaps a certain Concentration: Yes
technique can only be taught by someone who already knows Difficulty: Average ( )
it; the characters may stumble upon—or deliberately seek Characteristic: Cunning
out—a bending master of their element for that purpose. You Firebenders and airbenders can transform the very air around
are encouraged to encounter new opportunities throughout a character to unsettle them. An afflict form applies a negative
the story and develop your characters in a way that suits your effect to a character, whether it's a penalty to a combat or
playstyle and campaign. social check, a sudden fever, or shortness of breath. The
distinction between afflict and attack might now always be
Types of Forms clear. As a general principle, if a bending action inflicts
Since the Bending Arts skill is more versatile—and far more damage or strain, it’s an attack. If it simply makes a target
useful—than other skills, this book narrows down what is more susceptible to damage or strain, it’s an affliction.
possible to accomplish with each element by defining broad
categories of actions, or basic forms. For structured Attack
encounters, each form has an exact description detailing its Elements: Fire, Air, Water, Earth
rules and effects. For narrative encounters, descriptions are Concentration: No
more flexible. Master forms represent specialized techniques Difficulty: Easy ( )
with even more powerful outcomes, and this chapter will Characteristic: Brawn (if melee), Agility (if ranged)
describe them each in detail later.
Attack forms include any combat check or other action that

Basic Forms directly or indirectly deals damage or strain to an enemy.


Examples include a fire blast, impaling a foe with an icicle,
This section lists the different types of basic forms. As you will knocking a foe around with air, or slamming into them with a
note, no single element has access to every basic form by wall of earth.

The Bending Arts | 33


Augment Heal
Elements: Fire, Air, Water, Earth Elements: Fire, Water
Concentration: Yes Concentration: No
Difficulty: Average ( ) Difficulty: Easy ( )
Characteristic: Cunning Characteristic: Intellect
Some benders can use their bending arts to enhance Fire and Water sages have each practiced their own forms of
themselves (and sometimes others). Sometimes, the healing for generations. At its most basic, healing forms can
distinction is mostly narrative—it may be purely a matter of remove damage or strain from a character. Forms that are
description. Although these effects are most often helpful in more powerful might even cure diseases or spiritual taint.
combat, such forms can be useful in non-combat encounters. When using this form, the additional effects listed in each
element’s respective table should cover most of what you’d
Barrier attempt in a narrative structure.

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

34 | The Bending Arts


Rulebook for more on actions, maneuvers, and
incidentals). EXAMPLE: Conceptualizing a Form
• Requirements: Each master form has its own
Greg came up with the idea for spiked armor for his
requirements in the form of experience points (XP) and
a required rank in the Bending Arts skill. Your GM has earthbender (“Wouldn’t that just be neat?” he says). He wants
the final say on all requirements. his character to prioritize going into melee combat while not
• Combat profile: Some forms allow you to perform compromising his defense and asks the GM if he can use his
special combat checks with your Bending Arts skill. existing Barrier form to gain a new ‘Spiked Armor’ effect to deal
These forms include information about range, damage, damage to enemies who attacked him.
and critical ratings. “That’s a neat idea and could probably work when there’s
• Rules: These are the rules that describe what the form Threat involved,” the GM says. “But what if it were an entirely
does. new form that got progressively more bonkers?” Greg agreed.

Improving Master Forms


Just as we see in the Avatar series, your character’s forms
can reflect their personality and life experience. Techniques Form and Function
can reflect their preferences, training, and even their When you set out to create a new form, consider how its
background. You can customize your character’s bending purpose and what resources the character will have to expend
style by modifying their forms at-will using various to use it. Bending abilities typically serve one of three
improvements and effects. purposes: to attack another character, to defend yourself or
Like talents, some forms can gain new abilities through your allies, or to accomplish something else.
improved versions known as Expert and Master Any time a character makes a Bending Arts skill check,
improvements. These descriptions will be within the base form they must suffer strain. How much strain should depend on
and will follow the same formatting outlined above, with the the effect of the form, but this author follows the guidance
requirements and effects listed. As always, your GM has the outlined in the GENESYS Core Rulebook for Magic actions
final decision on what is required. When acquiring new that a character should suffer 2 strain, at a minimum, though
techniques, you should discuss what kind of progression some forms may require more or less strain.
makes sense for your table and story. Players should actively
seek out narrative justifications to enhance their abilities. Forms should fulfill a unique purpose beyond simply
copying an existing one. Consider whether the ability would fit
Using Additional Effects more appropriately as an improvement to an existing form, or
simply as an additional effect for a basic form. You should
Before making a check to use a basic or master form, a consider the following aspects when you create your own
character may choose to add any number of additional effects form:
compatible with that form. Each effect will modify the skill Concept: Determine what makes the form a unique
check by increasing or upgrading the difficulty or increasing bending ability, and what it should do overall.
the amount of strain the character suffers after resolving the
Design: Decide whether the form’s purpose is offense,
check. You may not add an effect if it would increase the
defense, or utility and then pick item qualities for it.
difficulty of the check beyond Formidable ( ) (after
any relevant reductions, such as from talents or abilities). You Requirements: Select a characteristic for the Bending
can only add an effect once unless otherwise specified. Arts skill check and a form tier.
These limitations are just guidelines. It’s possible for Finishing Touches: Name the form and determine
characters to surpass these limitations in exceptional whether it has any Expert or Master improvements.

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.

The Bending Arts | 35


and each technique likely has a quality which can be activated
EXAMPLE: Designing a Form with a to help deal more damage or turn the tides of battle.
Greg came up with the idea for spiked armor for his In generally, it is best to keep additional damage modifiers
earthbender and his GM agrees it would be cool. low.
Additionally, your GM might amplify the damage of a
“So every time Haru takes a hit in melee,” Greg explains, “I
bending form, and intensity of its effects, depending upon the
want him to hurt the attacker because his armor has spikes on
silhouette of the element in-question. A fire blast the size of a
it.”
house would hit and explode harder than a mere fireball from
“Well he can’t automatically deal damage, that’s basically the palm of one’s hand. Table 2-3: Bending Arts Bonuses
giving you a free attack for nothing. How about activating this provides some guidance to reflect these mechanical
once per turn?” adjustments as they may relate to silhouette. Your GM has
the final say on how to represent the results of such fantastic
They decided on a new effect for Haru’s Barrier form:
skill checks.
“Once per turn after you’ve been hit by a melee attack, you can
spend hhh or d to inflict 3 wounds on your attacker.” Defensive Forms
After hashing out additional details, Greg’s GM then Defensive bending forms naturally protect your character or
realized this could be a completely new Form, unique to Haru other characters from suffering damage or status effects.
with its own path of improvement. This effect doesn’t literally mean that your character is
For the new Spiked Armor form, Greg and his GM decide it always just covering themselves in their element but using it
requires Bending Arts rank. It offers less protection but doesn’t in clever ways to mitigate damage taken or decrease their
hinder movement. Its Expert improvement scales the wound chances of being hit altogether. A defensive form will offer
additional soak or bonuses to your defense rating(s). You can
infliction to the bender’s ranks in Discipline and the Master
consider item qualities for defensive forms, but many qualities
improvement allows the bender to cover their entire body in a
will not apply.
spiked sphere to make a crazy melee attack bouncing between
multiple targets. Utility Forms
Any bending form with an ability that isn’t directly offensive or
defensive probably falls into this category.

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

36 | The Bending Arts


the check to trigger effects. In either case, the bender is giving
A Check without Form
up a resource to activate the form. Most forms should require
an action to use, either automatically creating effects or Inevitably, due to player inventiveness or unforeseen
granting additional effects for future skill checks when active, challenges posed by the GM, a situation will arise where you
while stronger abilities require both an action and a skill check and your GM are unsure which bending forms apply to a
to create an effect. described action. Although this chapter defines many actions
When considering the difficulty of a skill check, you should and maneuvers, this is not an exhaustive or representative list
default to Average ( ) unless the form offers utility, in of every Avatar technique. You may use the forms in this book
which case the form should tend to be at least Hard ( ). as a template for your own abilities.
A form should not go above Daunting ( ) because If your character attempts something that is not described
there should be room for a player to increase the difficulty by a form they have learned or is explicitly a form your character
when they want to include additional effects that increase hasn’t learned yet, the GM’s job is to equivocate that task with
difficulty. your character’s ability and set the difficult accordingly. The
Another limiting factor on a form should be frequency. Is check may be harder or exert your character more because it is
the form strong enough for its use to turn the entire encounter a form untested, untrained, or simply unknown. As mentioned,
in their favor? If so, it should be limited to once per encounter your character must suffer at least 2 strain and make a Bending
or even once per session if the effect is especially potent. If Arts skill check. Your GM may choose a characteristic other than
the form doesn’t seem disruptive to be used multiple times in Willpower if the situation seems appropriate. For example, you
an encounter, it’s probably fine to limit it to once per round.
may use your Brawn to use your bending to scale a cliff but use
One example of this limitation is the Bloodbending form, which
your Intellect to heal someone. Similarly, Bending Arts can
defines both narrative and mechanical limitations.
effectively serve as its own Knowledge skill. Attempts to
A final consideration is whether the character should have understand, comprehend, or know a particular fact about the
to spend experience points or have attained a level of history or culture of a specific style can be rendered as a
understanding in their Bending Arts skill. If you require a Bending Arts (INT) skill check.
certain rank of Bending Arts, you can multiply that number by
5 to determine the amount of XP the form should cost to
acquire. This number is entirely up to the GM to determine
the form. This can provide an exciting narrative justification for
what is reasonable when it comes to a form’s requirements.
a player looking to create a new form.
When it comes to Expert and Master form improvements,
follow the standard laid out in this book by pricing them at 10 Finishing Touch
and 15 XP, respectively. You can decide whether a certain Once you have drafted up your final form, take a moment to
Bending Arts rank or form is also required. think about your original concept and the result. Did anything
A particularly narrative-driven campaign might decide that change during the creation process that requires a new
the bender has created the idea for a new form in their mind, narrative explanation?
or written it out on a scroll, and must pass a Bending Arts Finally, the bending form will need a name that should
check or complete a skill challenge in order to actually create evoke the kind of ability the form facilitates; Earth Armor, for
example, is clear in what bonus it confers to the earthbender.

The Bending Arts | 37


Firebending
Unique among the bending arts, firebending is the only
element in which the user can spontaneously generate the
Jet Stepping
element. Firebending is the most aggressive and damaging of By using small bursts of flames beneath their feet, a
the four elements. However, it has very few defensive moves firebender can quickly scale buildings and cover long
and it is the most unwieldy of the elements as many of its distances. Your character may suffer 2 strain to perform this
techniques impose an inherent difficulty overcome only by maneuver to move to any location within short range. This
masters of the art. includes locations that are vertically distant or have no easy
access route, but there must be an object to move across or
The philosophy of firebending differs radically from that of path to move along. Your GM may rule some locations cannot
the modern Fire Nation. Originally representing warmth, be reached (such as ones behind locked doors or walls).
energy and life, greed and rage fueled the Fire Nation during
the Hundred Year War. Firebending is not completely devoted
to unleashing the power of fire on one's enemies. In practice,
Basic Forms
the focus is balance. Firebending, however it is accomplished, Firebenders have access to the following forms: Afflict, Attack,
is about decisively acting on one's desires or goals. Some Augment, Barrier, Heal, and Utility. A brief description of each
firebenders do so by becoming one with the harmony of life, actions’ narrative effect follows below. You can find a table of
treating the flame as a living, breathing thing. Others use their possible effects for each action in structured encounters at the
anger as a source of destructive power, a crude but effective end of the Firebending section.
path.
Breath control is one of the first things taught to young Afflict
firebenders as without control of breathing, they are more Concentration: Yes
prone to lose control of the fire that they are creating or Difficulty: Average ( )
manipulating, leading to disastrous results. Firebending Characteristic: Cunning
hinges on inner calm, discipline, and emotional and physical
Firebending afflictions come in many forms. Some could be
stability such as a firm balanced form, rhythmic breathing and
annoying, such as heating the air in a room to make someone
good health. Unlike other benders who depend on external
feel stuffy or lethargic. An uncomfortable flame might result in
sources of their elements to bend, firebenders can create fire
adding a Setback or two to the target’s checks. Such minor
using their internal heat source in addition to controlling
uses of affliction should be either opposed (either by the
already existent flames. Contrary to popular belief,
target's Discipline or Resilience depending on whether
firebenders are not immune to their own flames, but have an
affecting the mind or body), or Easy ( ) if the target is a minor
instinctual level of control to prevent harming themselves.
character. Other firebending forms could be more dangerous,

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.

Manifest Fire Augment


Your character can manifest a small flame within short range. Concentration: Yes
If there is already a source of fire within short range, they can Difficulty: Average ( )
extinguish or move the flame. The flame lasts for the duration Characteristic: Cunning
of the encounter or scene and you can extinguish it as an Firebenders are no strangers to the non-combat applications
incidental. Your character can use this maneuver to move the of their bending art and often use fire to enhance their
flame to another location, or to increase its silhouette. movement, even objects. A firebender can use their fire to
hurtle at their foe with enormous speed and force. Some are

38 | The Bending Arts


even capable of charging their flames before releasing them, attack form as a maneuver. You may only use this maneuver
allowing them to unleash enormous blasts of fire. Often, their once per encounter.
very emotions can augment the flames around them. Still
others use fire in conjunction with traditional weapons. Combustion
Barrier
Form Type: Attack
Activation: Active (Action)
Concentration: Yes Requirement: 20 XP, Bending Arts 4
Difficulty: Easy ( ) Base Damage: WIL+4; Critical: aaa
Characteristic: Willpower Some firebenders can concentrate energy to project a ray of
Although firebending has few supportive and defensive heat that detonates with great force to create a precise,
techniques, you can use fire to create an effective boundary situated explosion.
or temporary shield to reduce damage for your character and Your character may suffer 2 strain to use this form to
their allies. In narrative encounters, your character may wrap spend a maneuver preparing to blast a concussive force of chi
themselves in a ball of flame to stay warm in the cold, reduce at a target.
the impact of a deluge of rain, or even vaporize an incoming
projectile. As a follow up action, your character can attack a target
up to long range with a Hard ( ) Bending Arts (WIL)
Heal check. The attack gains the Concussive 1 quality. The attack
also gains the Blast, Disorient, and Stun qualities with a rating
Concentration: No
equal to your character’s ranks in Discipline. You must have
Difficulty: Easy ( )
a clear line of sight to the target.
Characteristic: Intellect
Firebenders possess scarce few techniques that assist or aid Expert
their allies, but some characters can use their bending art to Activation: Active (Incidental)
restore an ally of poor health. Fire healing concerns itself with Requirement: 10 XP, Bending Arts 5
sensing and guiding heat along energy pathways within a Your character may upgrade the difficulty of the check by 1 to
person’s body. A wise firebender can help someone recover target objects or characters without direct line of sight.
from even spiritual damage. When they use this form, your
character can ascertain the cause of ailments afflicting the
mind and body, such as stress, memory loss, or even infection
Energy Reading
Form Type: Afflict and Heal
by a dark spirit.
Activation: Active (Action)
Utility Requirement: 15 XP, Bending Arts 3

Concentration: No Attentive firebenders are capable of sensing and guiding heat


Difficulty: Easy ( ) along energy pathways within a person’s body.
Characteristic: Any Your character selects an engaged target and makes an
Firebenders can use their art to achieve a few mundane Average ( ) Bending Arts (INT or CUN) check. If
effects such as lighting a large brazier, melting through a lock, successful, your character can ascertain the cause of any
or heating one’s tea discreetly. affliction, illness, or other ailment. You may spend aa to
ignore the effect of a Critical Injury, or to learn one aspect
Master Forms about the target character’s Motivation.
Your character may use this form to inflict harm on the
Many advanced firebending abilities require a great deal of target character instead. If successful, a status, ailment,
practice and commitment to form. Truly dedicated firebenders illness, or other affliction lasts for the remainder of the
can perfect the use of forms that capture the essence and full encounter.
potential of fire. These abilities are rare, even among skilled
benders. Fan the Flames
Firebenders require at least 2 ranks in Bending Arts to Form Type: Augment
acquire these special forms, in addition to spending XP. Activation: Active (Maneuver)
Perhaps your character must learn the form through a Requirement: 10 XP, Bending Arts 2
bending scroll, a master, or must otherwise be able to explain
A firebender can focus on growing the flames around
how they came to hone this ability. Your GM may waive these
themselves.
requirements or add others.
When your character performs this maneuver, until the
A Single Spark end of their next turn, whenever they generate a t while
Form Type: Augment firebending, they may roll another and add its results to the
Activation: Active (Maneuver) check. They may only do this once per skill check.
Requirement: 15 XP, Bending Arts 3
Fire Whip
Driven through intense emotion, a firebender can get the jump
Form Type: Construct
on an unsuspecting target. If your character performs this
Activation: Action (Maneuver)
maneuver, they suffer 3 strain and can perform any non-
Concentration: Yes

The Bending Arts | 39


Requirement: 15 XP, Bending Arts 3
This form utilizes a continuous stream of flame with a semi- Lightning Generation
tactile quality that your character can utilize as a whip. Form Type: Attack
Activation: Active (Action)
Your character may suffer 2 strain and spend a maneuver
Requirement: 25 XP, Bending Arts 5
to create a whip of flames that lasts until the end of their next
turn. The whip has the following profile: Ranged (Bending Arts Your character may suffer 3 strain to perform a maneuver to
[Agility]); Range (Short); Damage: +1; Crit 4; Ensnare 1, focus their inner peace, separating positive and negative
Vicious 1, Burn equal to your character’s ranks in Discipline). energies within, acquiring a buildup of energy that your
character can discharge with an action.
Expert If your character has performed the lightning generation
Activation: Active (lncidental)
maneuver, they can make a Daunting ( ) Bending
Requirement: 10 XP, Bending Arts 3
Arts (WIL) check to send a bolt of lightning up to medium
Your character may suffer 1 additional strain to create a range, dealing damage to the target. The attack deals 9
second Fire Whip that can target a different opponent. You damage, has a Crit Rating of 3, and has Pierce 2, Vicious 2,
must follow Two-Weapon Fighting rules to make any attacks and Concussive 1 qualities. The penalties of failing a check to
with both whips. discharge lightning should be severe. h might cause the
bender to suffer far more strain than usual, while d could
Inner Flame have disastrous consequences for your character such as
Form Type: Utility accidentally striking an ally or a critical part of the
Activation: Passive environment, or even harming themselves.
Requirement: 15 XP, Bending Arts 3
Your character has mastered their inner fire and is no longer
Wall of Flames
adversely affected by cold weather. Additionally, they are Form Type: Attack
immune to the Burn quality attributed to a source of fire. Activation: Active (Action)
Concentration: Yes
Lightning Redirection Requirement: 20 XP, Bending Arts 4
Form Type: Barrier Base Damage: INT+3; Critical: aaaaa
Activation: Active (Incidental, out-of-turn) Once of the few defensive firebending techniques, this
Requirement: 20 XP, Bending Arts 4 controlled inferno acts as a significant barrier to incoming
Discovered after observing the redirection techniques of attacks.
waterbending, a firebender can redirect the course of Your character may suffer 3 strain to make a Hard
lightning. ( ) Bending Arts (INT) check to create a large column
Once per encounter, your character may suffer 4 strain to or wall of fire at a target location up to short range until the
redirect electricity or lightning targeting your character away end of your next turn. When your character creates a Wall of
from themselves and the source. Your character cannot use Flames, engaged characters take the form’s damage, and this
this ability to target any specific object or character. attack has the Burn 3 quality. For the duration of the form,
when any character other than your character begins their
Expert turn within short range of the wall of flames, they suffer 2
Activation: Passive strain. Ranged attacks made through the wall add to the
Requirement: 10 XP, Bending Arts 5 combat check.
When your character would redirect lightning, you may specify Expert
a target within medium range. Inflict strain and wounds equal Activation: Passive
to your ranks in Discipline on the chosen target. Requirement: 10 XP, Bending Arts 5
Wall of Flames gains the Disorient 2 and Vicious 1 qualities.

40 | The Bending Arts


Afflict
Concentration: Yes
Characteristic: Cunning
Difficulty: Average ( )
This action represents the use of firebending to debilitate or hamper others. Your character selects one target within short range,
and then makes a Bending Arts skill check. If successful, until the end of the character's next turn, the target decreases the
ability of any skill checks they make by one (in effect, this means they remove one from their checks). Before making the
afflict check, choose any number of additional effects listed below.

Table 2-6: Afflict Additional Effects (Fire)

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. +

Haze: Targets affected by the form are disoriented. +

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.

The Bending Arts | 41


Attack
Concentration: No
Characteristic: Brawn (if melee), Agility (if ranged)
Difficulty: Easy ( )
This action represents the use of firebending to inflict wounds and strain against a target. When making a bending arts attack,
the character must select one target at short range (but not engaged). The attack deals damage equal to the characteristic linked
to the skill used to make the attack, plus 1 damage per uncanceled success. The attack has a Critical rating of aaaaa.

Table 2-7: Attack Additional Effects (Fire)

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.

Close Combat: May select a target engaged with the character. +

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.

Haze: The attack gains the Disorient 2 quality. +

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.

Sunder: The attack gains the Sunder quality. +

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.

42 | The Bending Arts


Augment
Concentration: Yes
Characteristic: Cunning
Difficulty: Average ( )
This is using your firebending to enhance yourself and others. Your character selects one target they are engaged with (which
can be themself), then makes a Bending Arts skill check. If successful, until the end of your character's next turn, the target
increases the ability of any skill checks they make by one (in effect, this means they add one to their checks). A character
may not be affected by more than one Augment form at the same time.

Table 2-8: Augment Additional Effects (Fire)

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.

The Bending Arts | 43


Barrier
Concentration: Yes
Characteristic: Willpower
Difficulty: Easy ( )
Practiced firebenders have the power to create barriers of flame to protect themselves and their allies. The character selects
one target they are engaged with (which can be themself), then makes a Bending Arts skill check. If successful, until the end of
the character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled
ss beyond the first.

Table 2-9: Barrier Additional Effects (Fire)

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.

44 | The Bending Arts


Heal
Concentration: No
Characteristic: Intellect
Difficulty: Easy ( )
Though it is not common, you can use firebending to treat wounds and illness. The character can use the Bending Arts skill in
place of a Medicine check in order to remove damage or heal Critical Injuries. When making the check, the character selects
one target they are engaged with who is not incapacitated. If successful, the target heals 1 wound per uncanceled s, and 1
strain per uncanceled a.

Table 2-20: Heal Additional Effects (Fire)

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. +

The Bending Arts | 45


Airbending
Airbending is the ability to control and manipulate air.
Airbending is notable for being the passive-defensive bending
Suction
art. Maneuverability and battlefield control are the specialty of A relatively simple technique used by airbenders to bring
the airbender. people or objects toward them. Your character can use a
maneuver to bring a small object or single person within short
Airbenders can enhance their movements during battle. range into your hand. You cannot target an object held by
They can take giant leaps into the air, move at high speeds, another character, or that is tethered. You cannot target an
run on water and vertical surfaces, glide on air currents to slow unwilling character.
their descent and even spin around like a tornado to move
quickly and confuse opponents. They can also create Your character can instead choose to suffer 2 strain to
cushions of air to soften and blunt the falls of heavy objects. perform this maneuver and ignore its usual limitations. If the
Airbenders can project powerful gusts of wind from their target is an unwilling character, they must roll an opposed
mouths. Master Airbenders can create vortices to disorient Athletics versus Bending Arts check. A character who fails
and tornadoes to attack opponents. Airbenders are also either falls into your custody or loses their grip on the object.

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

46 | The Bending Arts


The constant movement required by this art makes airbenders
naturally flexible and agile. Even a simple movement can Air Scooter
create an air gust that airbenders can use to increase the Form Type: Construct
power of their moves, performing larger sweeps and wider Activation: Active (Maneuver)
spins, using their own momentum to move quicker than Requirement: 15 XP, Bending Arts 3
before. Your character can use air currents to levitate, or to Concentration: Yes
help another jump high into the air. They can even slow or This form creates a spherical ball of air that your character
deflect falls entirely. can ride balancing on it like a top.

Barrier Your character may suffer 2 strain to perform a maneuver


to create a small controllable sphere of spinning air atop of
Concentration: Yes which they can ride. The air scooter lasts until the end of your
Difficulty: Average ( ) character’s next turn. While your character is riding it, Air
Characteristic: Willpower Scooter grants adds 1 defense, and your character may use
Through the versatility of their movements, airbending a maneuver each turn for moment that does not count toward
masters are difficult to hit. The most common defensive tactic the 2-per-round limit. Your character ignores difficult terrain.
for an airbender involves circling around enemies, but an
airbender can still deflect attacks by throwing up gusts of air Expert
close to their bodies, or even around their allies. Though the Activation: Active (Action)
air can rarely stop an attack outright, your character can use Requirement: 10 XP, Bending Arts 4
this form to conserve energy and open a window of Your character can instead choose to use this form by
opportunity. suffering 2 strain to make an Average ( ) Bending Arts

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.

The Bending Arts | 47


Returning Wind When they use this form, your character can send their
Spiritual Projection to any place in the world they have been,
Form Type: Barrier or are generally aware of, with nearly perfect precision.
Activation: Active (Maneuver)
Requirement: 10 XP, Bending Arts 2 Suffocation
It is a common airbender practice to use an opponent’s own Form Type: Afflict
force against them. Activation: Active (Action)
If your character performs this maneuver, until the end of Requirement: 20 XP, Bending Arts 4
their next turn, whenever they are hit, after the damage is Concentration: Yes
calculated (but before soak is applied), they may suffer 2 This rather sinister technique is one of the few forbidden
strain to reduce the damage dealt by that hit by a number bending arts, whereby an airbender manipulates the flow of
equal to 1 plus their ranks in Discipline. You may spend hhh air within a person’s body.
or d generated by the attack to cause the attacker to suffer Your character may suffer 3 strain to use this form to make
total damage dealt. an opposed Bending Arts (INT) versus Resilience check

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

48 | The Bending Arts


Afflict
Concentration: Yes
Characteristic: Cunning
Difficulty: Average ( )
This action represents the use of airbending to debilitate or hamper others. Your character selects one target within short range,
and then makes a Bending Arts skill check. If successful, until the end of the character's next turn, the target decreases the
ability of any skill checks they make by one (in effect, this means they remove one from their checks). Before making the
afflict check, choose any number of additional effects listed below.

Table 2-11: Afflict Additional Effects (Air)

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. +

The Bending Arts | 49


Attack
Concentration: No
Characteristic: Brawn (if melee), Agility (if ranged)
Difficulty: Easy ( )
This action represents the use of airbending to inflict strain against a target. When making a bending arts attack, the character
must select one target at short range (but not engaged). The attack deals damage equal to the characteristic linked to the skill
used to make the attack, plus 1 damage per uncanceled success. The attack has a Critical rating of aaaaaa.

Table 2-12: Attack Additional Effects (Air)

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.

Close Combat: May select a target engaged with the character. +

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. +

Knockdown: The attack gains the Knockdown quality. +

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.

50 | The Bending Arts


Augment
Concentration: Yes
Characteristic: Cunning
Difficulty: Average ( )
This is using your airbending to enhance yourself and others. Your character selects one target they are engaged with (which
can be themself), then makes a Bending Arts skill check. If successful, until the end of your character's next turn, the target
increases the ability of any skill checks they make by one (in effect, this means they add one to their checks). A character
may not be affected by more than one Augment form at the same time.

Table 2-13: Augment Additional Effects (Air)

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).

The Bending Arts | 51


Barrier
Concentration: Yes
Characteristic: Willpower
Difficulty: Average ( )
Skilled airbenders can generate nearly impenetrable gusts to protect themselves and their allies. The character selects one
target they are engaged with (which can be themself), then makes a Bending Arts skill check. If successful, until the end of the
character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled
ss beyond the first.

Table 2-14: Barrier Additional Effects (Air)

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.

52 | The Bending Arts


Control
Concentration: Yes
Characteristic: Intellect
Difficulty: Easy ( )
An experienced airbender can easily warp the air around an area to influence the tide of events. The character chooses a
location they can see up to medium range and rolls a Bending Arts check. If successful, the form creates a current of air causing
the area in a short range of the chosen location to become difficult terrain until the end of the character’s next turn.

Table 2-15: Control Additional Effects (Air)

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.

The Bending Arts | 53


Waterbending
Waterbending is about manipulating water in its various
forms. Relying on fluid and graceful movements, this style
Manipulate Water
acts in concert with the environment around them, turning Your character can manipulate water from any nearby source
their defense into their offense and using their own opponents within short range. If they are in a dry, arid, or hot
force against them. Waterbenders can also manipulate the environment, your character suffers 1 strain to do so. Your
molecular cohesion of water for cutting and grasping objects character can use a maneuver to move the water with little
or running on water. Water is the most versatile of the four difficulty. If there is a source of nearby water, your character
elements. Many waterbending techniques have an ice variant can increase the silhouette of water under their control by
with varying effects and damage; waterbenders also have a using only a maneuver; the size increases by one.
good variety of support techniques to defend their allies or
hamper their enemies.
Phase Change
Changing the physical state of their element between solid,
Unlike some other bending disciplines, waterbending liquid, and gas at will is something every waterbender learns
focuses on turning an opponent's own strength against to do. Your character can perform a phase change maneuver
themselves, rather than direct strikes. Since water can exist to change the physical state of a small amount of water within
in different physical states, waterbenders can freeze, melt, short range; if they suffer 1 strain, your character may perform
evaporate, sublimate or condense water. The ability to alter phase change as an incidental. For the duration of this form,
the physical state of water gives waterbenders an array of your character may spend hh generated by a combat check
defensive, evasive and offensive techniques in battle such as targeting them to knockdown the attacker with their
encasing an opponent in ice, hiding behind a wall of mist, waterbending.
surfing on bodies of water on a platform of ice, and battering
enemies with lashing whips and waves.
Basic Forms
While a bender's victory in battle relies upon skill and
technique, a waterbender gains a notable advantage or Waterbenders have access to the following forms: Attack,
disadvantage over other bending arts depending on the Augment, Barrier, Construct, Control, and Utility. A brief
amount of water in their vicinity. Waterbenders are more description of each actions’ narrative effect follows below. You
powerful at night than during the day due to their spiritual can find a table of possible effects for each action in structured
connection with the moon. Waterbenders are at their most encounters at the end of the Waterbending section.
powerful during the full moon and are powerless during a lunar
eclipse or when the Moon Spirit is in danger. Waterbenders Attack
also have the added benefit of Pierce on some of their attacks Concentration: No
that negates damage resistance from armor. However, they Difficulty: Easy ( )
do rely on their element being present for their attacks so a Characteristic: Brawn (if melee), Agility (if ranged)
waterbender should carry around a flask or gourd.
The fighting style of waterbending is mostly fluid and graceful,

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

54 | The Bending Arts


Waterbenders can deftly use their element to soften any blow purposes, once per game session, assuming the encounter
and reduce incoming damage for your character and their took place during a full moon).
allies. A waterbender can use their barrier form to protect Your character may suffer 3 strain to make an opposed
themselves (and others) from adverse weather. They may Bending Arts (WIL) check to target one character within
create a bubble under the ocean so they can travel short range. If successful, the target takes Stun Damage
underwater, or even create a thick wall of ice to protect an ally and is immobilized and staggered until the end of their next
from a hail of arrows. turn. On their next turn, as an out-of-turn incidental, your

Construct character may suffer 1 strain to cause the target to use a


maneuver to do simple things (such as move or open a door),
Concentration: Yes and they may suffer 2 strain to cause the target to perform
Difficulty: Easy ( ) simple actions (such as swinging a sword). A target cannot be
Characteristic: Intellect forced to use their active talents, or any bending forms. For
Your character can use water and ice to form objects and the duration of the form, on their turn, your character may use
structures for nearly any occasion. A waterbender can make their maneuver to cause an affected target to use a maneuver,
nearly any simple object they can conceive of from daggers and they may use their action to cause an affected target to
of ice to entire homes made from snow. Although creating a perform a simple action.
permanent structure in the wrong climate can be challenging, At the end of each of their turns, a target may repeat the
a practiced waterbender can even create frozen walls and opposed check to break free from your character’s control. If
ramps which rise and fall at their whims. they fail, the target suffers 2 strain.

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

The Bending Arts | 55


Requirement: 20 XP, Bending Arts 4 effects of the form last until the end of the encounter, without
Concentration: Yes performing concentrate maneuvers.
When your character uses the Water Tentacle effect of their Attacks made with plantbending automatically gain the
Augment form, the form gains the effect without increasing the Pierce 2 quality. Augment also adds to skill checks made
difficulty. Your character may suffer 3 strain to use this form by the target. Barrier gains the Empowered effect without
to make a Hard ( ) Bending Arts (WIL) check to increasing the difficulty. Construct gains the Lasting effect
surround their body with a number of Water Tentacles, without increasing the difficulty. You cannot combine
provided there is enough water nearby, until the end of their Plantbending with the Heal form.
next turn. Your character creates a Water Tentacle for each
uncanceled s, extending from an appendage or in an Spiritbending
unoccupied space next to your character. You may never Form Type: Heal
control more than eight tentacles. Activation: Active (Action)
For the duration of the form, the area within short range of Requirement: 25 XP, Bending Arts 5
you is considered difficult terrain, and your character’s ranged Base Damage: WIL+3; Critical: aaaaa
defense rating becomes 3 (unless it is higher). Whenever your Your character may suffer 3 strain to use this form to make an
character makes an attack with a Water Tentacle while this opposed Bending Arts versus Discipline (WIL) check to
form is active, that attack gains the Linked quality equal to the encircle a target within short range to create balance or
number of active Water Tentacles. When your character is the imbalance within them.
target of a successful attack, in addition to any damage your
If the target is an enemy, this attack has the Pierce 3
character might take, they lose control of one tentacle. The
quality and they suffer Stun Damage.
attacker may spend a generated by their attack to destroy
additional Water Tentacles. If the target is an ally, they immediately recover from one
status effect and recover a number of strain equal to the
Expert ‘damage’ this form generates.
Activation: Active (Incidental) If the target is a spirit, your character may shift the balance
Requirement: 10 XP, Bending Arts 4 of energy within them to either calm a non-Nemesis dark spirit
When they use this form, or for its duration, your character or enrage a friendly one.
may spend aa generated on any Bending Arts skill check to
create an additional Water Tentacle. Additionally, your Spirit of the North
character increases their soak value by 1 for every two Water Form Type: Heal
Tentacles. Activation: Active (Incidental)
Master Requirement: 20 XP, Bending Arts 4

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

56 | The Bending Arts


Water Vortex character within medium range, or themselves. If successful,
the form lifts the target up to 30 meters (100 feet) into the air.
Form Type: Construct If your character targets themself, they may cross any range
Activation: Active (Action) band using only one maneuver and their defense rating is 3.
Requirement: 15 XP, Bending Arts 3 If the character targets another character, the target is lifted
Concentration: Yes by the spout and considered staggered until the end of their
A rotating spout of water shifts and coils beneath the next turn. On their turn, an affected target can perform an
character, making it easier to dodge attacks—or hurl them at opposed Athletics or Acrobatics versus Bending Arts
foes. check to escape the vortex.

Your character may suffer 3 strain to use this form to make


a Hard ( ) Bending Arts (WIL) check targeting a

The Bending Arts | 57


Attack
Concentration: No
Characteristic: Brawn (if melee), Agility (if ranged)
Difficulty: Easy ( )
This action represents the use of waterbending to inflict wounds or strain against a target. When making a bending arts attack,
the character must select one target at short range (but not engaged). The attack deals damage equal to the characteristic linked
to the skill used to make the attack, plus 1 damage per uncanceled s. The attack has a Critical rating of aaaaaa.

Table 2-16: Attack Additional Effects (Water)

EFFECTS MOD

Non-Lethal: The attack gains the Stun Damage quality. —

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. +

Close Combat: May select a target engaged with the character. +

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. +

58 | The Bending Arts


Augment
Concentration: Yes
Characteristic: Cunning
Difficulty: Average ( )
This is using your waterbending to enhance yourself and others. Your character selects one target they are engaged with (which
can be themself), then makes a Bending Arts skill check. If successful, until the end of your character's next turn, the target
increases the ability of any skill checks they make by one (in effect, this means they add one to their checks). A character
may not be affected by more than one Augment form at the same time.

Table 2-17: Augment Additional Effects (Water)

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).

The Bending Arts | 59


Barrier
Concentration: Yes
Characteristic: Willpower
Difficulty: Easy ( )
A skilled waterbender can create barriers of ice and tide to protect themselves and their allies. The character selects one target
they are engaged with (which can be themself), then makes a Bending Arts skill check. If successful, until the end of the
character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled
ss beyond the first.

Table 2-18: Barrier Additional Effects (Water)

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.

60 | The Bending Arts


Construct
Concentration: Yes
Characteristic: Willpower
Difficulty: Easy ( )
Waterbenders can use this form to animate or create objects out of water and ice. The character makes a Bending Arts skill
check. If successful, the character creates a simple object with no moving pieces (such as a container or ball), a simple one-
handed melee weapon (such as a sword or hammer), or a single structure no bigger than silhouette 1 (such as a wall, ladder,
or ramp). These appear engaged with the character and remain present until the end of the character's next turn.

Table 2-19: Construct Additional Effects (Water)

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.

The Bending Arts | 61


Heal
Concentration: No
Characteristic: Intellect
Difficulty: Easy ( )
Waterbenders are famed throughout the world for their healing abilities. The character can use the Bending Arts skill in place of
a Medicine check in order to remove damage or heal Critical Injuries. When making the check, the character selects one target
they are engaged with who is not incapacitated. If successful, the target heals 1 wound per uncanceled s, and 1 strain per
uncanceled a.

Table 2-20: Heal Additional Effects (Water)

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. +

62 | The Bending Arts


Earthbending
Earthbending is the ability to manipulate rock and earth in its
various forms. Earthbending maintains a balance between
Manifest Earth
offense and defense. Your character can manipulate any small stones, rock, soil,
coal, gems, crystals, chalk, and even jennamite. If the earth is
To be in close connection with their element, many waterlogged or a fine sand, your character suffers 1 additional
earthbenders choose to be barefoot. Like the element of earth strain to perform this maneuver. Your character can use a
itself, earthbenders are almost universally proud, enduring, maneuver to manipulate or move the earth or stones as they
durable and stubborn. Still, earthbenders can pack a powerful need. If there are additional rocks or other sources of earth
wallop. As one of the more balanced elements, it has a nearby, your character can increase the silhouette the earth
healthy mix of offense and defense and many techniques by one using a maneuver.
have a lasting effect. However, it is not perfect. Earthbending
relies on being in contact with earth, so an earthbender is at a
disadvantage the less earth is nearby and practically useless
Basic Forms
in the air or at sea. Earthbenders have access to the following forms: Attack,
Earthbenders use their skills to shield themselves and Augment, Barrier, Construct, Control, and Utility. A brief
their allies. Many skilled Earthbenders absorb and intercept description of each actions’ narrative effect follows below. You
attacks before overwhelming the opponent with superior can find a table of possible effects for each action in structured
force. Some can tunnel through the earth to outmaneuver encounters at the end of the Earthbending section.
their foes. Earthbenders often use objects to augment their
bending. Earthbending is not limited to rock or soil alone. A Attack
skilled earthbender can even manipulate other earth-based Concentration: No
substances including mud, slurry, sand, gemstones and coal. Difficulty: Easy ( )
Refined metals, such as tempered iron and steel, are beyond Characteristic: Brawn (if melee), Agility (if ranged)
the influence of all but the most powerful earthbenders;
Your character can use earthbending to strike an opponent
however, even they are limited as highly refined metals lose
down through overwhelming force. The attack form includes
their trace earth contents.
any combat check or other action that directly or indirectly

Bending Earth deals damage or strain to an enemy. Offensive earthbending


can take shape in many ways. Examples include a hurling a
large stone at an opponent, a punch delivered by a rock-
The following section discusses special rules for how
covered fist, slashes from metallic slivers, and even a barrage
earthbenders interact with the Bending Arts skill and offers an
of sandy bullets. 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 firebenders at character creation.
the difficulty whenever you want your character to attack
Earthbenders have an innate mastery over the ground someone with their bending.
beneath their feet. Your character ignores difficult terrain
when the obstacles and hazards are earth-based (e.g. rocky Augment
ground, unstable mountain pass). In addition, your character
Concentration: Yes
does not need to perform the concentrate maneuver as noted.
Difficulty: Average ( )
If they are touching the ground, your character may always
Characteristic: Cunning
suffer 2 strain to resist being knocked back or knocked prone
as an out-of-turn incidental. Earthbenders can call upon the ground beneath their feet to
enhance themselves and their allies. A practiced earthbender
Earth is the element of substance. Once per encounter,
can use a pillar of earth to launch themselves onto a rooftop,
your character may spend a Story Point to trigger up to three
or to make their weapon find purchase more easily. Some can
different qualities or form effects instead of one. These must
compress their earth before throwing it, using its density to
be effects that can be triggered by spending a or t.
debilitate a foe. Your character can use their art to repair
Unless otherwise noted, your character must always weapons or objects made of stone and, in some cases, metal.
be in contact with the ground to perform a Bending Arts Earthbenders tend to remain rooted, always with their element
skill check to use earthbending. at the ready.

Earthbender Maneuvers Barrier


The maneuvers listed in this section are exclusive to Concentration: Yes
earthbenders. Like most maneuvers, the actions described do Difficulty: Easy ( )
not require a skill check. Characteristic: Willpower

Earth Wall An earthbender finds little difficulty using their element to


block incoming blows for your character and their allies. An
Earthbenders can readily create small walls with no difficulty.
earthbender can cover themselves in earth armor, and even
Your character may suffer 2 strain to perform this maneuver
levitate a shield to defend allies from afar. Some barriers can
to create a small wall of earth next to them. Any character may
even be strong enough to protect the earthbender from an
use the wall for cover.

The Bending Arts | 63


onslaught of harsh elements. When you use your
earthbender’s Barrier form in narrative situations, define what Ground Shift
kind of protection you want the barrier to offer. Then set the Form Type: Control
difficulty, relying on the table of additional effects if you need Activation: Active (Maneuver)
guidance or inspiration. Requirement: 10 XP, Bending Arts 2

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.

Master Forms Master


Activation: Active (Action)
Earthbending is one of the most diverse of the bending arts, Requirement: 15 XP, Bending Arts 5
and its masters employ a varied range of specialized
Once per encounter, the character may spend a Story Point
techniques for offense and defense. However, a true master
to use Seismic Sense to make an Average ( ) Bending
is the earthbender who strikes a balance of strength and
Arts (WIL) check. If successful, your character knows
resilience. These abilities are rare, even among skilled
whether any nearby character is lying or telling the truth. They
benders
can sense through a character’s increased heartrate, rapid
Earthbenders require at least 2 ranks in Bending Arts to breathing, or other tell whether they are being truthful. The
acquire these special forms, in addition to spending XP. GM must confirm or deny whether the character spoke
Perhaps the character must learn the form through a bending truthfully.
scroll, a master, or must otherwise be able to explain how they
came to hone this ability. Your GM may waive these
requirements or add others.

64 | The Bending Arts


Metalbending Your character does not need to be in contact with the ground
to use their other earthbending forms. This form does not
Form Type: Attack, Augment, Barrier, Construct, and Utility apply to Seismic Sense. While they are not in contact with the
Activation: Active (Incidental) ground, the character may choose to suffer 1 strain to attempt
Requirement: 20 XP, Bending Arts 4 an earthbending form remotely. The character must be aware
First developed by the prodigious earthbender Toph, this that there is earth somewhere near.

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

The Bending Arts | 65


Attack
Concentration: No
Characteristic: Brawn (if melee), Agility (if ranged)
Difficulty: Easy ( )
This action represents the use of earthbending to inflict strain against a target. When making a bending arts attack, the character
must select one target at short range (but not engaged). The attack deals damage equal to the characteristic linked to the skill
used to make the attack, plus 1 damage per uncanceled s. The attack has a Critical rating of aaaaaa.

Table 2-21: Attack Additional Effects (Earth)

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.

Close Combat: May select a target engaged with the character. +

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.

Non-Lethal: The attack gains the Stun Damage quality. +

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.

66 | The Bending Arts


Augment
Concentration: Yes
Characteristic: Cunning
Difficulty: Average ( )
This is using your earthbending to enhance yourself and others. Your character selects one target they are engaged with (which
can be themself), then makes a Bending Arts skill check. If successful, until the end of your character's next turn, the target
increases the ability of any skill checks they make by one (in effect, this means they add one to their checks). A character
may not be affected by more than one Augment form at the same time.

Table 2-22: Augment Additional Effects (Earth)

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.

The Bending Arts | 67


Barrier
Concentration: Yes
Characteristic: Willpower
Difficulty: Easy ( )
A skilled earthbender can create barriers of stone and rock to protect themselves and their allies. The character selects one
target they are engaged with (which can be themself), then makes a Bending Arts skill check. If successful, until the end of the
character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled
ss beyond the first.

Table 2-23: Barrier Additional Effects (Earth)

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.

68 | The Bending Arts


Construct
Concentration: Automatic
Characteristic: Willpower
Difficulty: Easy ( )
Earthbenders can use this form to animate or create objects out of earth and stone. The character makes a Bending Arts skill
check. If successful, the character creates a simple object with no moving pieces (such as a container or ball), a simple one-
handed melee weapon (such as a sword or hammer), or a single structure no bigger than silhouette 1 (such as a wall, ladder,
or ramp). These appear engaged with the character and remain present until the end of the character's next turn.

Table 2-24: Construct Additional Effects (Earth)

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.

The Bending Arts | 69


Control
Concentration: Automatic
Characteristic: Intellect
Difficulty: Average ( )
An experienced earthbender can easily warp the earth around an area to shape the landscape to their whims. The character
chooses a location they can see up to medium range and rolls a Bending Arts check. If successful, the form disrupts the ground
causing the area in a short range of the chosen location to become difficult terrain.

Table 2-25: Control Additional Effects (Earth)

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).

70 | The Bending Arts


III – New Skills and Rules
This chapter introduces new skills specific to roleplaying in the
world of Avatar. Table 3-1 Skills for the Avatar Setting Table 3-1: Skills for the Avatar Setting
includes both these new skills, and the skills from the NAME CHAR TYPE SOURCE
GENESYS Core Rulebook that this setting uses. It also Animal
Agility General This book
includes rules expanded rules for animal companions, duels Handling
and tournaments, and other miscellany. Athletics Brawn General CRB (p 58)
In addition, The Second Age supports the following rules: Bending Arts Willpower* Combat* This book

• 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)

Avatar Setting Skills


Cool Presence General CRB (p 59)
Coordination Agility General CRB (p 59)

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

New Skills and Rules | 71


Empathy skill gives them a better understanding of the
target’s motivations and can provide the PCs with better
Setting the Difficulty
insight on how to proceed. Sailing checks naturally become more difficult for larger ships
and harsher conditions. Even hoisting the colors (raising one’s
Empathy is governed by Willpower, rather than Presence, flag) could go awry given the right circumstances. Nimbly
because it represents the ways in which people connect on navigating through crushing waves and alongside rocky
an interpersonal level, beyond the veneer of a personality. coasts requires the highest degree of seamanship.
Your character should use this skill if… Piloting (Agility)
You want to attempt to understand one aspect of a target
character’s Motivations. With the advent of technological innovation after the Hundred
Year War, Satomobile and airship travel has become much
You are trying to bond with a target character in order to more commonplace. Under normal conditions and for regular
woo them for a particular purpose. actions, a character is not required to make a Piloting check.
You need to appeal to the heart of a target character or an When those actions are complicated by treacherous weather
audience. conditions, the use of a failing vehicle, or enemy assault, then
the character piloting the craft must demonstrate their
Your character shouldn’t use this skill expertise and aptitude for hand-eye coordination.
if… Nothing has changed about this skill apart from to say that
Your character is attempting to persuade a character using it will also cover high-speed ground vehicles, like automobiles
any sort of logical appeal. That would be Charm or or motorcycles in addition to light aerial vehicles.
Negotiation.
Your character attempts to strong-arm a target into Knowledge Skills
capitulation. Use Coercion for this outcome.
Knowledge skills serve to bridge the gap between player
Setting the Difficulty knowledge and character knowledge. They enable a player to
make decisions about their character’s actions that rely upon
Empathy should be an opposed check, often against a
something only their character might know.
target’s Cool.
You may spend dice results among the different
Sailing (Intellect) Knowledge skills with similar results for each. Additional s
represents the character’s recalling information or completing
The Sailing skill is simply a reskin of the Operating skill found
on page 62 of the GENESYS Core Rulebook. You should use research with remarkable haste, while a may be spent to
this skill for checks that require training, a sharp mind, and the learn minor but possibly useful information about the subject.
ability to keep track of a lot of information. This skill should You may spend t to learn relevant, beneficial information
cover not just maritime vessels, but also sand-sailers and concerning the subject, perhaps information concerning dark
even submarines. spirits in the case of Knowledge (Spirit World). Your GM may
spend h to omit a vital detail about the subject at hand, and
Your character should use this skill if… d to seed your character with misinformation and outright
Your character prepares a ship for its voyage or needs to falsehoods.
know what preparation remains.
Your character is at the helm of a ship, maneuvering it in
Culture
naval combat, or traversing the high seas. Art, cuisine, architecture, and even fashion are all facets of
the day-to-day lives of the people living in this world.
Your character attempts to tend to shore duties and
Sometimes a character needs to know what to wear to an
mooring of a ship.
occasion or event; other times they may need to identify the
Your sand-sailer needs to make a sharp bend to avoid make and model of an airship or seafaring vessel. A character
falling off a cliff. with a working knowledge of cultures is important to any
Your character attempts to bring an airship to port. worldly party.

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.

72 | New Skills and Rules


Your character is attempting to impress a noble from the Your character should use this skill if…
Fire Nation. They should use the Charm skill instead.
Your character needs to recall past Avatars in the cycle, or the
Your character needs to know who won the Hundred Year beginning of an historical period.
War. That would be in the wheelhouse of Knowledge
Your character tries to identify the origins of an ancient
(History).
monument or statue recovered from a ruin.
Setting the Difficulty Your character attempts to recall a figure from legend, or
The more obscure or rare a piece of the information, the more the religion of a region.
difficult this skill check becomes. Information that would be
classified or kept secret, for example the blueprint to the Your character shouldn’t use this skill
palace of Ba Sing Se, would be very difficult to acquire and if…
thus out-of-reach of most player characters. Your character attempts to read a map. That would use

Geography Knowledge (Geography).


Your character wants to chart a safe course through
Prior to the Hundred Year War, the world of Avatar was rigidly
ancient ruins. Once again, that’s Geography.
divided between the four nations, each of which had a unique
defining landscape and geographical features; but the world Your character attempts to recall the name of a revered
is much smaller now, and anyone may traverse the continents spirit in an old city. That could be Knowledge (Spirit World) or
for nearly any reason (especially commerce). Knowledge Knowledge (Culture).
about the physical terrain, the landmarks, and the climate of a
given region will always come in handy to travelers.
Setting the Difficulty
History checks naturally become more difficult the more
Your character should use this skill if… obscure or unknown the information might be.
Your character wants to chart a course through dangerous
wilderness to a nearby village. Nature
Your character attempts to locate the Misty Palms Oasis A vast range of flora and fauna inhabit the world of Avatar;
while stranded in the Si Wong Desert. most of the animals present in the world are notably chimeras
or crossbreeds of two real world animals. There are certain
Your character wants to identify the highest peak in a
exceptions though, such as Kuei's pet bear, Bosco, the
mountain range or other landmarks.
herbalist's cat, Miyuki, or the messenger hawk. Using the
Your character needs to know what garb they should bring chimera as a jumping-off point, the GM should feel free to
when setting out into the local wilderness. include entirely new creatures whenever it would suit the
narrative, keeping in mind that the source material is rife with
Your character shouldn’t use this skill plenty of unexplored opportunities like the buffalo-deer and
if… the wolfbat.
Your character wants to recall information about Ba Sing Se. Nature also represents a character’s knowledge of local
This would require the Knowledge (Culture) or (History) skill. flora and the understanding of some of its properties.
Your character needs to set a camp or deal with other Characters may need to know the difference between a
practical matters of traversing through wilderness. That would deadly poison and a delicious tea.
use Survival. Your character should use this skill if…
Your character tries to recall the history of a ruin. They Your character needs to determine the difference between a
would use Knowledge (History) for that. poisonous and healing herb in each area along with

Setting the Difficulty


identifying unknown substances, or other natural oddities.
Your character wants to recognize a creature of an
Geography checks are generally an average difficulty and
unfamiliar species to determine its temperament.
become more difficult the more information a character
purports to know. If the location or identification of a landmark Your character needs to know which trees produce the
is key to the story, a GM may raise the difficulty where it is sturdiest wood.
appropriate. Your character needs to recall climate and weather

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).

New Skills and Rules | 73


Setting the Difficulty Bending Arts (Willpower)
The difficulty for a Nature check should be based upon both This skill represents your character’s understanding of, and
how often the character interacts with this species as well as connection to, the natural and spiritual worlds, and their
the relative rarity of the creature; likewise, difficulty should element in relation to it all. Practical application of that wisdom
vary depending on the flora in question, its general rarity, the may vary wildly. The Bending Arts skill can be used to attack
character’s understanding of its properties and the plant’s opponents, protect allies, or when a character needs finesse
general utility in the story. As always, the GM has the ultimate in a sticky situation. Although listed as a Combat skill, it can
discretion in determining how hard it is to find, identify, or have many pragmatic non-combat applications. By default,
comprehend natural phenomena. the Willpower governs the Bending Arts skill, but it may be

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.

Combat Skills Martial Arts (Brawn)


This is just a reskin of the Brawl skill from the GENESYS Core
In this book, you’ll find one new combat skill, and a superficial Rulebook. Why? Because setting fluff, that’s why.
change to another.

74 | New Skills and Rules


Animal Companions
Several careers have the Animal Companion talent that skill checks. If a mount does not have the right saddle or riding
allows them to acquire a permanent creature companion for gear, your GM may upgrade the difficulty of the check.
as long as the creature survives. When it comes to maneuvers and actions, a rider may
Animal Companions can be powerful allies in combat as perform any maneuver or action normally available to the
well as social encounters. When engaged with the character, character. Players and the GM should employ common sense
the companion might grant on certain checks or impose as to what is possible by a creature. In addition to the above
against opponents (or remove them from the character). maneuvers and actions, rider and mount may also perform the
Ultimately, you may use your companion for just about following actions.
anything if your GM approves. However, this section provides
Climb or Jump
expanded guidance.
Mounts of silhouette 2 or less can attempt to leap or climb
Mounts over obstacles by making a Hard ( ) Athletics check.

A mount is typically an ordinary creature trained to work as Push


draft animal. Mounted animals count as animal companions, Large animals of silhouette 2 or larger may use their weight
but not all animal companions can be mounts. If a character as a weapon. The base difficulty for a Push action is a Hard
loses their mount in some way, they can spend some time to ( ) Animal Handling check for the rider if it is against
befriend and train a new one or buy an already trained mount. an object or creature of the same silhouette. Reduce the
Any mount the character rides can function as a pet; the GM difficulty by one for every silhouette smaller the target is when
should assign to Animal Handling checks to control a compared to the beast. The animal may attempt to move an
mount the character has just met and attempts to ride. object only one silhouette larger by upgrading the check to
Daunting difficulty.
Mount or Dismount
Mounting and dismounting a domesticated animal such as a Wounds and Strain
trained shirshu, komodo rhino, or ostrich horse requires a Animal Companions retain their wound and strain thresholds
maneuver. Successfully mounting an untrained or wild animal, as described in Chapter IX: Adversaries & Creatures. There
however, requires a Hard ( ) Animal Handling check, are no special rules for animals. They may be injured and
which may be harder depending on the animal’s disposition healed normally.
(as determined by your GM).
When an animal companion suffers from a Critical Injury,
Movement and Combat it will need medical attention before it can heal the injury. If a
mount suffers a critical injury, upgrade the difficulty of all skill
Once mounted, the rider and animal should be treated as one
checks to ride or control the mount once per Critical Injury. A
character in most situations (attack target the rider, the mount
mount that suffers a Critical Injury of Hard severity or higher
does not act independently in structured encounters, and both
cannot function as a mount until the injury has been healed.
act when a player chooses an initiative slot for their mounted
character). Unless otherwise stated, a mountable creature’s
silhouette is generally 2. You cannot use an animal with a
Controlling the Companion
silhouette 1 or smaller as a mount unless stated otherwise. Companions do not always possess skills as characters do.
Whenever a companion would perform a task for which they
Some creatures have stats normally reserved for vehicles
have no skill ranks, the character may make an Animal
that include values for Silhouette, Speed, and Handling.
Handling skill check to have the companion perform an action.
However, riding a beast is different from piloting a vehicle. The
animal has its own mind, and a rider’s bond with the animal is Companions in Combat
important. In certain situations, your GM may instead require
In structured play, a character may spend a maneuver to allow
the character to make an Animal Handling check as an action
their companion to perform a maneuver and an action. A
to direct and control the mount. Creatures, unlike vehicles,
companion may also gain a second maneuver on an Animal
can maintain their speed over most terrain, including rough
Handling check that generates aa or more. Regardless of
and hilly landscapes.
the source, a pet may not perform more than two maneuvers
Treat a rider and steed as one character. Resolve attacks during its turn. In structured encounters, a companion will
against the mount as if they were made against the rider, remain engaged with the controlling character unless
unless the attacker uses the Aim maneuver to specify the instructed otherwise.
mount. Your GM may permit characters to attack larger
mounts without penalty. If their mount is slain or incapacitated, Companion Commands
the rider falls prone and suffers 3 strain. Additional In addition to actions performed through the Animal Handling
circumstances may lead to further damage, or even becoming skill, a character can direct their animal companion with the
trapped beneath the fallen creature. following commands:

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

New Skills and Rules | 75


Attack: The companion attacks the targeted opponent Functionally, you can use training to provide versatility to your
using a weapon profile for its claws, mouth, teeth, etc. In the companion’s available actions and maneuvers.
case of a mount, its attack replaces the character’s attack When a character first receives their animal companion,
while the character is mounted. If the character is not find or create the appropriate stat block in Chapter IX:
mounted, the companion can make a separate attack. Adversaries & Creatures. The companion has all listed
Come: As an incidental, the character can instruct their skills, talents, and abilities.
companion to spend its maneuver to return to the character. Normally, training a companion requires approximately
Distract: The companion performs a Distract maneuver. four weeks of working with the animal. This might happen
The animal may fly around the target’s head, nip at their during downtime and should not occur more than once per
ankles, or otherwise distract the target. All checks the target session. The PC acting as the trainer makes an Average
makes while distracted receive an additional . ( ) Animal Handling check against the animal, which may
be harder depending on the animal’s intelligence or
Guard: The companion will perform the Guard action. The
disposition (as determined by your GM). If successful, the
animal moves around the target and makes a threatening
creature acquires a single skill rank, a Talent, or an ability.
display to opponents, trying to prevent them from running
You should rely on a commonsense approach for what is
away. The controlling character must make an opposed
possible of an animal to learn. As always, these developments
Animal Handling versus Discipline check. If successful,
are subject to your GM’s approval.
the target is immobilized. On the target’s next turn, they can
try to get away by making the opposed check again. If the Eligible companions can acquire the Trained Mount
animal companion performs any other action while guarding a ability; each rank of this ability confers to any Animal
target, the immobilized effect ends. Handling checks made while the creature is mounted. You
Protect: While engaged with the character or an ally, the gain this benefit in addition to the or indicated by the
animal can perform the Protect maneuver. Any opponent handling characteristic, if any. A successful training check
attacking the protected character receives on their attack adds Trained Mount 1 to the mount’s abilities. a may reduce
dice pool. the time it takes to train the mount, while h extends the time.
t can indicate a particularly successful training conferring
Retrieve: The companion can bring an item to either the
Trained Mount 2. d may inflict a Critical Injury on the
character or an ally. A companion cannot carry an item with
creature, the trainer, or both. A mount can never be trained
an encumbrance rating larger than its silhouette plus 2. A
higher than Trained Mount 3.
companion can also be instructed pick up a specific item or
drop it in a location.

Training a Companion
Through their special bonds, animal companions in The
Second Age may also develop new traits, abilities, and skills.

Healing Options and Conditions


Fatigued
Characters can also heal using a variety of different, yet
similar, options. The rate and type of recovery depends on the
character’s state of health as well as the type of spa treatment.
Per the GENESYS Core Rulebook (page 113), “when a
A wounded character in a hot spring heals at a rate of 1 character has suffered strain greater than their strain
wound and strain every two hours. An incapacitated character threshold, they become incapacitated until their strain is
heals at a rate of 1 wound and strain every six hours. reduced so that it no longer exceeds their threshold.” In
A character in a steam bath alleviates their stress at a Avatar: The Second Age, a character who exceeds their
rate of 2 strain every hour but cannot heal wounds in this way. strain threshold becomes Fatigued, in addition to becoming
incapacitated. Add a critical injury with an Easy ( ) severity
Characters may also find special spirit pools, which not
called “Fatigued” to your character sheet. You may heal this
only heal at a rate of 2 wound and strain every hour but can
injury per normal critical injury rules.
heal a Critical Injury as well. Once per day, after a single
session in a spirit pool, the character may attempt one A fatigued character suffers 1 strain when they perform a
Discipline check to remove one Critical Injury. The difficulty is maneuver or action, and 1 additional strain each time they
equal to the injury’s severity rating. The character heals the voluntarily suffer strain. If a character would exceed their
Critical injury on a success. strain threshold, or would become fatigued, while they are
already fatigued, the rating of any existing Fatigued injury is
increased by ( ) to a maximum of ( ).

76 | New Skills and Rules


Pro-bending and Duels
The Avatar series draws heavily on East Asian history,
tradition, and mythology and one key focus is on martial arts Regulations and Referees
as a storytelling device. Avatar features duels, arena During a match, your GM assumes the role of referee and can
matches, and even tournament fights throughout the series as throw out yellow and red fans if referee catches a character
distractions, opportunities for character development, and as breaking the rules or committing a foul. At the table, these
integral plotlines. matches are largely theater of the mind and so any foul play
that occurs will largely be narrative, or intentionally committed.
Avatar: The Second Age attempts to bring this aspect of
the narrative to life through the guidelines and rules featured A GM should be mindful not to penalize a PC trying to
in this section. This author builds upon the foundations abide by the rules; you should not force fouls if a character
outlined in Chapter 6: Combat Encounters (GENESYS describes cautiously avoiding the line, or deliberately pulling
Core Rulebook), including maneuvers (page 97), Range their punches. A referee may overlook an honest mistake—
Bands (page 105), and Unarmed Combat (page 108). generally, a character’s first foul—with a yellow fan as a
warning.
Pro-bending Characters who intentionally break a rule, or fouls a
second time, receives a yellow fan as a warning and suffer a
Pro-bending matches originated in the arenas of Republic City one-zone penalty (they move back a zone). A character who
and now take place in one of the city’s architectural jewels— intentionally breaks a rule after receiving a second yellow fan
a gilded, glass-domed arena that sits at the end of a long pier might be shown a red fan, ejecting them from the match
extending into Yue Bay. Pro-bending is a popular pastime for altogether. Of course, the team with the ejected character
benders and nonbenders alike. Every year, the sixteen best must continue the match without a replacement.
teams in the league compete for the championship in the
elimination-style Pro-bending Tournament! Fouls and Cheating
Characters take part in these sanctioned arena matches Stepping over a line into the wrong zone, using an illegal form,
for a variety of reasons: there’s fame to be had, titles and and knocking your opponent over the ropes...these are just
recognition to be obtained, and—of course—money to win! some examples of when a referee might call a foul, and how
you might gain an edge if a referee doesn’t catch you.
Participants With fortune and fame on the line, PCs and NPCs alike
Pro-bending matches involve two teams of three benders, one have plenty of reason to break the rules. Before the match
from each bending art. This excluded airbending at the time even begins, characters may attempt to rig the ring, fix the
of the sport’s conception, since until very recently only the match, or attempt other kinds of sabotage. The time before a
Avatar’s son and grandchildren possessed the ability. match represents limitless opportunity for a scene involving
However, the world is in constant flux. Your table may decide Coercion, Skulduggery, and Deception and offers a chance
to include airbenders in the fun! If you do, pay close attention for PCs who aren’t participating in the match to shine.
to the League Notice—it should give you a good idea as to
Your GM can use h and d results generated in the ring
what airbending regulations might look like.
to represent fouls in play. They should never call foul on a PC
If your character wants to participate, they’ll need to form because the character was unaware or misinformed about
a team of at least three benders from different bending arts how the match works. Still, a bender’s poor control could lead
(teams may have more if they need to substitute a character to a foul: an earthbender might accidentally break their disk
between matches). Your characters may also join a team with and reflexively bend the sand; a waterbender could lose their
NPCs, either preexisting in the world (like the Flaming Fire cool and firehose an opponent unintentionally; and a
Ferrets) or by making up their own team name.

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.

New Skills and Rules | 77


make an opposed Bending Arts versus
Vigilance combat check.
An attempt to cheat while attacking should
League Notice always be harder and riskier than a normal strike
against an opponent. If the attack hits, calculate
damage as normal against an opponent, not the
Due to some miscreants in recent matches, the League would like referee (unless striking them is the point). While h on
to remind all professional benders that the following rules will be these rolls may represent a yellow fan and zone
strictly enforced in the ring. penalties, d can easily mean the character has been
Waterbenders ejected from the match—even if you roll plenty of s
and a, hitting the referee is a sure-fire way to be
• Each water blast must not exceed one second in duration. ejected.
There will be no more ‘firehose’ incidents!
Certain fouls mentioned earlier also create
• Your strike must be liquid—steam, fog, and ice will result
excellent opportunities for unsportsmanlike conduct.
in ejection from the match. No fillings! Big risk, bigger reward. A character can attempt any
• No outside water! Only water provided for the match, or one of the examples provided, or others they devise.
within the ring, from your own zone. A few example benefits for cheating follow.
Firebenders Head Strike
• Each fire blast must not exceed one second in duration. A character may attempt a shot at an opponent’s
Absolutely NO FLAMETHROWERS! head. Add to your referee-opposed combat
check to add the Concussive quality to your strike.
• No direct strikes to the head.
Use of the Aim maneuver here removes a , rather
• No lightning.
than adding a .
Earthbenders
Illegal Forms
• Metal and sand are not permitted in the ring. A character may attempt to use a form other than
Regulation. Rock Disks. ONLY! Attack, or to add prohibited effects to their Attack form.
• No direct strikes to the head. Under the watchful eye of the referee, they must suffer
• You may only pull disks from your zone. You may not 2 strain in addition to the form’s usual cost to make a
intentionally break the disks into smaller pieces. The referee-opposed combat check to use the form.
Obvious use of unsanctioned forms cracks open the
disks must remain solid.
door to ‘prolonged and continuous bending’ fouls.
Crossing the Line
Intentionally crossing out of your zone can give you an
unfair advantage when striking at your opponents—
that’s why it’s a foul! What the referee doesn’t know
doesn’t hurt.
Once per turn, you may use your maneuver to
cross into an adjacent zone. Stepping toward the
opposing team reduces the difficulty to attack by one to
firebender must be careful not to let their flames linger. Your
a minimum of Easy ( ) but provokes an opposed Vigilance
GM has the ultimate say on when a foul or rule-break occurs
versus Stealth check from the referee. If the ref succeeds,
in a match. Such fouls might include:
they spot the attempt and call a foul. If you would step into the
• Stepping over a line into the wrong zone. same zone as an opponent, upgrade your next combat check
• Unintentionally hitting the referee stand or a referee against that character.
with an element.
• Illegal head strikes (with earth or fire). Injuries and Healing
• Knocking a character over the ropes or sides of the As with a normal combat encounter, characters will suffer
ring. wounds and strain throughout the course of the match;
• Unnecessary roughness or unsportsmanlike conduct. however, a match should not end in death. Participants
• Prolonged or continuous bending (attacking multiple cannot use recovery items during a round or between
opponents, sustaining forms). matches.
• Striking at a target outside of the ring.
Characters may roll a Simple (—) Cool or Discipline
Of course, you might intentionally decide to commit a foul or check to recover strain between rounds. A character may only
otherwise play dirty. If a character wishes to cheat during a attempt to heal wounds once per match from a Medicine
match, first determine what they’re attempting. check. If no one on the character’s team or support staff can
In most instances, a character will roll an opposed heal, the Pro-bending League’s regulation physician on staff
Vigilance check (using the Referee’s Vigilance). For can aid with their Medicine skill ( ).
example, if a character wants to make an illegal strike (e.g.,
head strike, banned forms, volleys or streams) they must

78 | New Skills and Rules


Despite these limitations,
your character may employ
Gaining
talents that allow them to Territory
recover strain or wounds, to At the start of a match,
shrug off critical injuries, or each team must remain
even ignore incapacitation! within their starting zone
Such talents include—but (usually Zone 1, near the
are not limited to—Rapid center of the arena).
Recovery, Second Wind, Characters from opposite
Hard Headed, and teams can never occupy
Indomitable. the same zone at the
When a character suffers same time.
a Critical injury during a A team can only move
match, the match pauses forward over a line and
until the injured character into a new zone, or “gain
leaves the ring; however, an territory,” when they
injured character may opt to knock all three members
continue if they feel capable. of the opposing team
In either case, the match backwards out of a zone.
resumes once the character Once the opposing team
has made their decision. leaves a zone, a character

Knockouts may step into the next


zone by spending a
A character can only be maneuver to do so. When
knocked off the back of the a team “gains” a new
ring, not the sides. If a zone, they must now play
character falls off the back of the ring, they may not return to from within that new zone, not crossing back into their original
the ring until the next round. zone.
If a character falls off the side of the ring, they suffer 2
strain from the fall, the match stops until that character rejoins
Range Bands and the Ring
the round. The offending team suffers a penalty of one zone In Avatar, a physical arena known as the ring serves as the
and the match continues. stage for a pro-bending match. The ring is divided into two
halves and each half is divided into three zones: Zone 1, Zone
A team loses if every member falls off the ring within a 2, and Zone 3. Each team starts each round playing in Zone
single round, and the match is over. 1 of their respective halves of the ring.
To knock a character backward into another zone, you Each character must stay within Zone 1, without crossing
may activate the Push quality on a successful hit with aa or the line at the front or back of the zone. If a character is
t. Push is a new item quality in The Second Age. See the knocked out of Zone 1 into Zone 2, they must now play within
explanation in Chapter V: Gear and Equipment. You may Zone 2. If they are knocked out from Zone 1 or Zone 2 into
spend a t to knock an opponent off the back of the ring if, Zone 3, they must now play within Zone 3. A character cannot
and only if, the attack successfully hits. advance zones unless all their opponents have been knocked

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.

New Skills and Rules | 79


Each character can use their respective elements, as well as
Table 3-2: Suggested Skills for Duel Tactics grappling, to try to knock or throw their opponent out of the
Skill Opposition Example circle. You cannot employ “empty hand” striking, such as a
Feints, jukes, flashy normal punch or kick. In addition to their Attack form, a
Deception Vigilance character may use their Augment form to enhance their
jewelry
Martial Arts (such as Fire Strikes or Water Boxing).
Fancy footwork,
Coordination Coordination match opponent’s If a character falls or moves out of the circle, they lose the
rhythm tiebreaker and the opposing team wins that round. If both
Analyze opponent’s characters fall out simultaneously, the character who lands
Streetwise
Cool strategies to counter first loses the tiebreaker (you may render this as a contested
Perception
them Athletics, Coordination, or Bending Arts check). The character
Identify any physically who lands second wins the tiebreaker, and their team wins the
Medicine Resilience round.
weak points
If the referee cannot determine which character landed
Intimidate or taunt
Coercion Discipline first, there will be a second tiebreaker using a different
opponent
element. If each team has won a round, and the third round
Woo a crowd to ends in a tie, use a tiebreaker to determine who wins the third
Charm Cool round and the match.
demoralize opponent

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.

Match Round v Combat Round Setting the Stage


Unlike ordinary combat, a duel usually consists of only two
A match ‘round’ should not be confused with a combat ‘round.’
fighters facing off, each intending to be the last one standing.
Each match round is essentially a combat encounter unto
These two characters should set the terms, if any, for their
itself. A single match round can last for multiple rounds of
fight: weapons or none, bending or none, armor or none, and
characters from each team taking turns lobbing elements at
to the death or simply to yield.
one another. Winning a single combat round does not mean
the characters have won the match. A duel begins when the opposing fights face off, usually at
short range, but possibly closer or farther depending on the
In a “real” pro-bending match, each round lasts for 3
type of match and your GM’s discretion.
minutes. You can easily reflect this time limit by imposing a
round-limit on the combat encounter for each round. Each Step 1: Face Off
combat encounter should last three rounds—no more, no less
During the first step of a duel, the two characters face off, each
(unless there’s a total knockout, of course!). Afterward,
attempting to either intimidate the other or size them up while
determine which team won the round with the rules outlined
patiently waiting for their chance to make their first strike.
in Winning a Round.
Each character chooses one of the options available
Tiebreaking during this step based on the tactics described.
If a round ends in a deadlock, with neither team having gained
Tactics
territory and an equal number of characters in the ring, the
The character attempts to assess their opponent, seeking any
winner of the round must be decided in a tiebreaker “face off.”
clues that might give them an edge in their first move. Through
The referee tosses a coin (or rolls a dice) and the team anything from verbal taunts to twitching their fingers near their
that wins the toss gets to choose which element will go into hilt, your character attempts to intimidate or fool their
the face off. Each side sends their team’s respective bender opponent into making the first move. They might start
for that element. bouncing on the balls of their feet, to throw off their body’s
The faceoff occurs in the center of the ring (marked with a rhythm, or try to pinpoint an opponent’s physical weak points.
circle) which may sometimes convert into a raised platform. During this step, your character makes an opposed skill
For the purposes of combat, characters in the circle begin check against their opponent’s own skill, depending on the
engaged and cannot leave the circle. The circle comprises a skill chosen by your character. You may use Table 3-2:
small area that reaches a short range from either character. Suggested Skills for Duel Tactics as inspiration for your

80 | New Skills and Rules


Observers
move or come up with your own skill. This is an opposed skill
check. Then choose whether you will help yourself or hinder
your opponent.
Many duels, fights, matches, etc. occur in the public, out in the
If you succeed and choose to help yourself, your character open for all to see. Even if your character doesn’t participate
upgrades their ability once when determining initiative in Step in a fight, they may still be watching from the sidelines.
2: Draw, and once again per each ss on the check. You
and your GM can also spend the other dice symbols as From the Sidelines
normal. Players whose characters are not participating in a match or
If you succeed and choose to hinder your opponent, add duel can still have fun with it: assume the role of rowdy crowd
to your opponent’s check when determining initiative in members or even bystanders on the opposing team. Heckle,
Step 2: Draw. You also add per additional ss on the howl, cheer, and holler for your favorites during the match!
check and may spend other symbols as usual.
Aid
Step 2: Draw During a duel or other match, your character can make a Hard
Eventually, the tension settles and nerves break. Someone ( ) Charm check to cheer for their favorite fighter or
strikes first. Observers must be on guard, because the fighters team. If you succeed, your character adds to that
may not stick to their small area. character’s next skill check, and that character gains a on the
Both characters make a competitive Cool check with a check equal to each additional net s on the check past the
difficulty of Simple (–) to determine Initiative, modified based first.
on the results of the checks in Step 1: Face Off. The
character who rolls the lowest result tries to attack, while the
Heckle
character with the higher result maintains their composure— During a duel or other match, your character can make an
they still take the first turn but must attack. opposed Coercion versus Cool check to heckle their least
favorite fighter or team. If you succeed, your character adds
From here, combat continues as usual, assuming either
to that character’s next skill check, and that character gains
character survives the initial attack.
h on the check equal to each additional net s on the check
past the first.

New Skills and Rules | 81


IV – Talents
This section introduces new talents specific to the Avatar If you’re a Game Master, keep in mind that this list does
setting. These talents, along with talents from the core not have to be exhaustive for your players. Using the talents
rulebook also listed here, can be used in any game set in the laid out here; don’t be afraid to build your own talents for your
world of Avatar. own game. You may use talents from other sources you deem
appropriate.

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.

Knowledge Specialization Physician


Tier: 1, Ranked Tier: 1, Ranked
Activation: Passive Activation: Passive
When your character first acquires this talent, choose one Knowledge Whenever your character makes a Medicine skill check to help a
skill. When making checks with that skill, you may spend t to gain character recover wounds, the target heals one additional strain per
additional s equal to your ranks in Intellect. This talent can be rank of Physician.
acquired multiple times, but each Knowledge Specialization can only
be associated with one Knowledge skill. Plausible Deniability
Tier: 1, Ranked
Let’s Ride Activation: Passive
Tier: 1 Your character removes per rank of Plausible Deniability from all
Activation: Active (Incidental)
Coercion and Deception checks they attempt.
Once per round during your character’s turn, your character can use
this talent to mount or dismount from a vehicle or animal, or move Quick Draw
from one position in a vehicle to another as an incidental. In addition, Tier: 1
if your character suffers a short-range fall, from a vehicle or animal, Activation: Active (Incidental)
they suffer no damage and land on their feet. Once per round on your character’s turn, they may use this talent to
draw or holster an easily accessible weapon or item as an incidental.
Martial Bender
Quick Draw also reduces a weapon’s Prepare rating by one, to a
Tier: 1 minimum of one.
Activation: Passive
Your character must have at least one rank in the Bending Arts skill Quick Strike
to benefit from this talent. When an effect adds a quality to your Tier: 1, Ranked
character's form with a rating determined by your character's ranks in Activation: Passive
Discipline, your character may use their ranks in Martial Arts instead. Your character adds per rank of Quick Strike to any combat checks
Meticulous Form they make against any targets that has not yet acted in the encounter.
Tier: 1, Ranked Rapid Reaction
Activation: Passive Tier: 1, Ranked
Your character must have at least one rank in the Bending Arts skill Activation: Active (Incidental, Out of Turn)
to benefit from this talent. Once per round, after making a successful Your character may suffer a number of strain to add an equal number
Bending Arts check, your character may suffer a number of strain no s to any check to determine initiative order. The number may not
greater than their ranks in Meticulous Form to reduce the number of exceed their ranks in Rapid Reaction.
h by that amount. You cannot reduce the total number of h below
the number of a. Rapid Recovery
Tier: 1, Ranked
One with Nature Activation: Passive
Tier: 1
Activation: Active (Action) When your character heals strain after an encounter has concluded,
they heal one additional strain per rank in Rapid Recovery.
When in the wilderness, your character may make a Simple (—)
Survival check, instead of Discipline or Cool, to recover strain at the Relic Hunter
end of an encounter. Tier: 1
Activation: Active (Incidental)
Outdoorsman
Tier: 1, Ranked When your character makes a skill check to appraise a single relic,
Activation: Passive lost treasure, artifact or ruin, they may introduce one fact about a
piece of history somewhere in the world. The character must give a
Your character removes per rank of Outdoorsman from checks to brief explanation about the provenance and significance of the lost
move through difficulty terrain or manage terrain or environmental treasure. Additional details, such as location or actual value, may be
effects. Overland travel done with your character leading the way provided with additional aa or t, and all details are subject to GM
usually takes half the normal time (travel time does not decrease with approval.
multiple ranks).
Respected
Parry Tier: 1, Ranked
Tier: 1, Ranked Activation: Passive
Activation: Active (Incidental, Out of Turn)
When this talent is chosen, choose one social group, or strata or class
When your character suffers a hit from a melee combat check, after (e.g. law enforcement, academia, outcasts, the poor, nobility, etc.).
damage is calculated (but before soak is applied), your character may Your character downgrades the difficulty of checks to interact with this
suffer 3 strain and reduce the damage dealt by that hit by a number group equal to their ranks in Respected. In addition, once per session,
equal to 2 plus their ranks in Parry. This talent may only be used once your character may collect a small favor from a current or former
per hit when the character is wielding a Melee weapon. member of a chosen social group, even if they do not owe your
character a favor.

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.

Empath Instinctive Form


Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental)
When your character would succeed on a social skill check to Your character must have at least one rank in the Bending Arts skill
empathize, charm, or otherwise cozy up to another character, they to benefit from this talent. When your character acquires this talent,
can choose to spend aa to upgrade their next skill check targeting pick any one form other than Attack. Once per encounter, your
the same character in the same encounter. character may suffer 2 strain to use the selected form as a maneuver,
instead of as an action. Your character may not add any additional
Encouraging Song effects to the form.
Tier: 2
Activation: Active (Action) Inventor
Tier: 2, Ranked
Your character uses their voice, instrument, or other showmanship to
Activation: Active (Incidental)
put on an Encouraging Song. Make an Average ( ) Charm or
Empathy check. For each s, one ally within medium range adds When your character makes a check to construct new items or modify
to their next skill check. For each a, one ally benefiting from existing ones, use this talent to add a number of to the check equal
Encouraging Song heals 1 strain. to ranks of Inventor. In addition, your character may attempt to
reconstruct devices that they have heard described but have not seen
Good Cop and do not have any kinds of plans or schematics for.
Tier: 2, Ranked
Activation: Active (Incidental) Knack for Bending
Tier: 2, Ranked
Your character may spend aa from a Charm or Negotiation check Activation: Passive
to use this talent to upgrade the ability of a single ally’s subsequent
social skill check a number of times equal to your character’s ranks in Your character must have at least one rank in the Bending Arts skill
Good Cop. The check must target the same character as your to benefit from this talent. On a successful Bending Arts skill check,
character’s initial check, and it must take place during the same your character adds an automatic a per rank of Knack for Bending.
encounter.
Knockdown
Heightened Awareness Tier: 2
Tier: 2 Activation: Active (Incidental)
Activation: Passive After hitting with a melee attack, your character may knock the target
Allies within short range of your character add to their Perception prone by spending a t. If the target is larger than the character, it
and Vigilance checks. Allies engaged with your character add requires one additional t for each silhouette larger.
instead.
Longshot
Heroic Recovery Tier: 2, Ranked
Tier: 2 Activation: Active (Incidental)
Activation: Active (Incidental) Once per round before making a non-thrown ranged attack, your
When your character acquires this talent, choose one characteristic. character may use this talent to increase the maximum range of their
Once per encounter, you may spend one Story Point to use this talent ranged weapon up to one range band per rank of Longshot. For each
to have your character heal strain equal to the rating of the chosen band beyond the normal maximum range of the weapon, upgrade the
characteristic. difficulty of the check by one.

Hunter Powerful Bending


Tier: 2 Tier: 2
Activation: Passive Activation: Passive

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.

Restoration Stunning Blow


Tier: 2 Tier: 2
Activation: Passive Activation: Active (Incidental)
Your character adds whenever they make a Medicine skill check When your character makes a melee combat check, they may suffer
to help themselves or a patient recover from poison, venom, burns, 2 strain to use this talent to add the Stun quality to the attack. The
toxins, or other ailments. rating of the Stun quality is equal to your character’s Brawn. If their
attack would already have the Stun quality, add 2 to its rating instead.
Rude Words
Tier: 2 Vulgar Display
Activation: Active (Action) Tier: 2
Activation: Active (Action)
Once per encounter, your character can use this talent to make an
opposed Deception check against a target within medium range. If The character uses their voice, instrument, or other showmanship to
successful, the target must attack your character during their next put on Vulgar Display. Make an Average ( ) Coercion or
turn. Skulduggery check. For each uncanceled s, one enemy within
medium range adds to their next skill check. For each uncanceled
a, one enemy affected by Vulgar Display suffers 1 strain.

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.

Instinctive Form (Improved) Natural


Tier: 3 Tier: 3
Activation: Passive Activation: Active (Incidental)

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.

Full Throttle (Improved) Menace


Tier: 4 Tier: 4
Activation: Active (Incidental) Activation: Active (Maneuver)
Your character may suffer one strain to attempt Full Throttle as a Your character must have purchased the Animal Companion talent to
maneuver and decrease its difficulty to Average ( ). benefit from this talent. Once per round, your character may spend a
maneuver to instruct any suitably threatening creature linked through
In the Know the Animal Companion talent to perform the Menace maneuver when
Tier: 4, Ranked the creature is with at least short range of the enemy. The target gains
Activation: Active (Action) on their next combat check.
Once per encounter, your character can use this talent to spend a
Story Point to make an opposed Deception versus Discipline
Moving Target
check, downgrading the difficulty a number of times equal to your Tier: 4, Ranked
ranks in In the Know. The target believes one falsified fact per Activation: Passive
uncanceled s. If your character has already moved this round, increase your ranged
defense by 1 per rank of Moving Target until the end of the round.
Incite the Crowd
Tier: 4 Offensive Driving
Activation: Active (Action) Tier: 4
Activation: Active (Action)
Once per encounter, your character can use this talent to spend a
Story Point to make a Hard ( ) Charm check. If successful, a While driving, piloting, or sailing a vehicle, your character may use
number of characters up to twice your ranks in Charm become moved this talent to select one other vehicle within medium range and make
by your character’s words and will attempt to take action, whether an opposed Piloting or Sailing check targeting the other vehicle’s
against an organization or authority, or for the benefit of the party, driver, pilot, or sailor. If successful, roll twice on the Critical Hit table
until the end of the encounter. This may be due to something your for vehicles. Choose one Critical Hit result to apply to your own
character did or said, or just because of their predisposition. vehicle, and apply the other Critical Hit to your target’s vehicle. You
may spend t to add +20 to one Critical Hit result. The GM may spend
Ingenious Solution d to add +20 to both Critical Hit results.
Tier: 4
Activation: Active (Incidental) Powerful Bending (Improved)
Once per session, before making a check your character may use this Tier: 4
talent to substitute a Knowledge skill of their choice instead of the skill Activation: Passive
the check would normally require. You should explain how your Your character must have purchased the Controlled Bending talent to
character’s ingenious solution made this possible—in laypeople’s benefit from this talent. When your character acquires this talent, note
terms, anyway. a specific bending and pick any one of its effects. When your
character uses this bending form, you may add the chosen effect
Inspiring Rhetoric (Supreme) without its associated modification.
Tier:
Activation: Active (Incidental) Quick Witted
Your character must have purchased the Inspiring Rhetoric talent to Tier: 4
benefit from this talent. Your character may choose to suffer 1 strain Activation: Active (Action)
to perform Inspiring Rhetoric as a maneuver, instead of as an action. Once per encounter, after another character makes a social skill
check, your character may use this talent to make an Average ( )
Instinctive Form (Supreme) Vigilance check. If successful, you may add a number of s or a
Tier: 4 (your choice) equal to your character’s ranks in Charm to the other
Activation: Passive character’s check. If your character fails, they suffer 3 strain.
Your character must have purchased the Instinctive Form talent to
benefit from this talent. Your character may use the Instinctive Form
Reflexive Bending
talent once per turn, instead of once per encounter. Tier: 4
Activation: Active (Incidental, Out-of-Turn)
Jury Rigged Your character must have at least one rank in the Bending Arts skill
Tier: 4, Ranked to benefit from this talent. Once per encounter, when an enemy
Activation: Passive generates hhh or d on a combat check targeting your character,
Your character chooses one personal weapon or piece of armor and after resolving the check, your character may use any bending action
may do one of the following per rank of Jury Rigged: increase the they know. Your character may not use this Talent if doing so would
damage of the weapon by one; decrease the a cost on its Critical or incapacitate them, or they are incapacitated by the check.
any single other effect by one to a minimum of one; or increase
armors ranged or melee defense by one. Alternatively, they can
Scathing Tirade (Supreme)
decrease the encumbrance of the item by two to a minimum of one. Tier: 4
This bonus increases the value of the item by 20% per modification. Activation: Active (Incidental)
Your character must have purchased the Scathing Tirade talent to
Longshot (Improved) benefit from this talent. Your character may choose to suffer 1 strain
Tier: 4 to use the Scathing Tirade talent as a maneuver, instead of as an
Activation: Passive action.
Your character must have purchased the Longshot talent to benefit
from this talent. The character may perform the Longshot maneuver

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.

Armor Master (Supreme) Baleful Gaze


Tier: 5 Tier: 5
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental, Out of Turn)
Your character must have purchased the Armor Master talent to When your character is targeted by a combat check from within
benefit from this talent. Once per round, when your character suffers medium range, you may spend a Story Point to upgrade the difficulty
a Critical Injury, they may suffer 3 strain to use the Armor Master of the check a number of times equal to your ranks in the Coercion
talent to reduce the Critical Injury result that they suffer by 10 per point skill.
of their soak, to a minimum of 01.

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.

Gear and Equipment | 97


Item Qualities
Some equipment features special qualities that add variety
and depth to the vast array of items in the Avatar universe. Light
Some special qualities are inherent to certain items, while Passive. Any weapon with the Light quality can be used
others are general qualities that can specifically tailor an item without incurring the additional difficulty of a two-weapon
to the story. combat check. Light weapons can also be thrown, if need be,
using the Ranged skill instead of the normal skill.
Unless otherwise specified, all qualities listed on page 86
in the Genesys Core Rulebook are relevant and operate
rules as written. The following section contains new or
Push
modified qualities only. Active. Weapons with the Push quality cause the target
to become disengaged from the attacker. When
Active qualities require aa to activate unless Push is triggered, one target hit by the attack is
otherwise stated in their description. Weapon qualities moved one range band away. Unless otherwise
can only trigger on a successful attack, unless otherwise
stated, Push requires aa to trigger, plus one
specified.
additional a per silhouette of the target beyond
Burn silhouette 1. This quality may be triggered
multiple times, increasing the range band by
Active. The Burn quality inflicts damage over time. If an one each time. If the target is pushed into a
attack with this quality is successful, the target solid barrier, the collision inflicts one strain for
continues to suffer the base damage of the weapon or each range band they would have moved had
attack each round for a number of rounds equal to the Burn they not hit the barrier.
rating. Damage is applied at the start of each of the target’s
turns. Reach
A victim might be able to stop the damage by rolling Passive. Weapons with this quality allow
around on the ground and making an Agility check as an the user to attack targets at Short range.
action. This is an Average ( ) Coordination check on Due to the unwieldy nature of these
hard surfaces, or an Easy ( ) Coordination check on grass weapons, melee attacks performed
or soft ground. Jumping into a body of water stops the damage against an engaged target suffer which
immediately. Waterbenders can also make an Easy ( ) cannot be negated.
Bending Arts check to put out fires or aide allies inflicted with
Burn. Reinforced
Durable
Passive. Items with this quality cannot be affected by Sunder.
Armor with this quality ignores the Pierce quality.
Passive. Items crafted to last can endure damage that would
destroy less well-made works. When a Durable item would Slash
become damaged, it loses the Durable quality instead. Passive. Weapons with the Slash quality generate one
automatic a result per Slash rating. This quality should be
Heavy limited to a rating of one, and never above two.
Passive. Armor with this quality adds 1 additional soak but
limits the wearer to one maneuver per turn. Because this Superior
quality limits physical movement, characters wearing such Passive. A Superior item is a sterling example of its kind,
armor add to their Martial Arts or Bending Arts combat representing masterful craftsmanship. A Superior weapon
checks. generates an automatic a on all checks related to its use, and
has its base damage increased by one. Superior armor has
its encumbrance reduced by one and its soak value increased
by one.

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.

98 | Gear and Equipment


Metal claws, brass knuckles, shock gloves, even rock take some skill to use, since the inexperienced often wind up
gloves are all examples of martial weapons. The various hitting themselves with it.
disciplines of unarmed combat and their
attacks are covered by Martial Arts as well. Trident Dagger
Martial Weapons add their damage value to This dagger comes to a fine point and is shaped like a
the user’s Characteristic; damage done by miniature trident. Its fork-like shape can sometimes be
Martial Weapons is thus the user’s Brawn used to catch incoming weapons and redirect their
Characteristic plus the weapon’s modifier. thrust.
A Martial Arts attack can only be
performed when the attacker is engaged
War Fans
with their target. Shanzi, or fans, are often mad e of iron and used
in martial arts. They are used for defense and can
Brass Knuckles be thrown. These shanzi are the primary
A simple piece of metal shaped to fit weaponry of the Kyoshi Warriors and are usually
around the knuckles used in hand-to-hand used first when fighting.
combat. These simply add some extra
damage to attacks with your fists. Light Melee Weapons
These weapons are generally shorter than a few
Buckler feet in length and typically only require one hand to
A protective device meant to intercept wield.
attacks. It is not as sturdy as its larger
cousin is. It can be worn and equipped with Hand Axe
another weapon. An average-sized axe that can come in all varieties. A water
tribe axe may come with a blue-and-white blade and a
Shock glove medium-length white handle.
A portable weapon that releases a powerful electrical shock
capable of rendering a victim unconscious. Shock gloves can Dagger
stun and disorient your opponents and can turn A small blade on a small hilt. This weapon comes in all
the tide in any melee brawl. varieties and is often used as a secondary weapon for close-
quarters combat. Additionally, daggers can be concealed
Nunchaku easily, and many make good off-hand weapons for
This unwieldy weapon consists of fighters who favor dual wielding.
two sticks connected at their ends
with a short chain or rope. They

Table 5-1: Light Melee Weapons


NAME SKILL DMG CRIT Range ENC HP Price Rarity Special
Brass Knuckles Martial Arts +1 4 Engaged 1 0 75 cp 3 Disorient 3
Bo Staff Martial Arts +1 5 Engaged 2 1 275 cp 2 Disorient 2, Knockdown
Nunchaku Martial Arts +2 3 Engaged 1 0 150 cp 4 Unwieldy 3, Light, Stun 1, Linked 1
Trident Dagger Martial Arts +2 3 Engaged 1 1 300 cp 5 Pierce 1, Light
War Fans Martial Arts +2 4 Engaged 1 1 225 cp 5 Deflection 1, Light
Shock Gloves Martial Arts +2 5 Engaged 2 1 800 cp 10 Disorient 3, Stun Damage, Stun 3
Buckler Martial Arts +0 6 Engaged 1 1 100 cp 1 Light, Defensive 1, Inaccurate 1
Knife Melee (Light) +1 3 Engaged 1 0 25 cp 2
Jaw Blade Melee (Light) +2 4 Engaged 1 0 75 cp 4
Whip Melee (Light) +1 3 Short 1 0 425 cp 4 Ensnare 1, unwieldy 3
Butterfly Sword Melee (Light) +1 3 Engaged 2 1 250 cp 3 Light
Broadsword Melee (Light) +3 4 Engaged 2 1 400 cp 5 Light, Slash 1
Tiger Blade Melee (Light) +2 4 Engaged 2 1 350 cp 6 Light, Reach, Defensive 1
Hand Axe Melee (Light) +2 3 Engaged 1 0 200 cp 3 Vicious 1
Battle Club Melee (Light) +1 5 Engaged 1 0 100 cp 2 Disorient 3
Electrified Kali
Melee (Light) +3 3 Engaged 3 2 1500 cp 10 Light, Stun 2, Vicious 2, Disorient 5
Sticks
Defensive 1, Deflection 2, Inaccurate 1,
Shield Melee (Light) +1 5 Engaged 2 1 200 cp 2
Knockdown, Push

Gear and Equipment | 99


Table 5-2: Heavy Melee Weapons
NAME SKILL DMG CRIT Range ENC HP Price Rarity Special
Spear Melee (Heavy) +3 3 Engaged 3 1 250 cp 3 Accurate 1
Polearm Melee (Heavy) +3 4 Engaged 3 0 375 cp 4 Reach
Guan Dao Melee (Heavy) +4 5 Engaged 4 1 650 cp 5 Reach, Cumbersome 2, Vicious 2
Meteor Reach, Linked 1, Disorient 4, Unwieldy 4,
Melee (Heavy) +4 4 Engaged 4 1 550 cp 6
Hammer Knockdown
Defensive 1, Deflection 1, Pierce 3,
Katana Melee (Heavy) +4 2 Engaged 2 1 650 cp 7
Unwieldy 2
Naginata Melee (Heavy) +3 2 Engaged 4 1 375 cp 6 Defensive 1, Pierce 3

Javelin Melee (Heavy) 5 5 Medium 2 0 300 cp 3 Reach, Pierce 1, Limited Ammo 1

Cumbersome 4, Defensive 2, Deflection


Tower Shield Melee (Heavy) +2 5 Engaged 3 2 1200 cp 4
3, Inaccurate 2, Knockdown, Reinforced
Concussive 3, Cumbersome 4, Inaccurate
War Hammer Melee (Heavy) +5 4 Engaged 4 2 600 cp 3
1, Knockdown

Battle Club Shield


A weapon used in the Southern Water Tribe. The base is A protective device meant to intercept attacks. It can take a
carved from a polar bear femur and has a design in blue paint beating.
on each side of the blade. There is a heavy ball on the end
and a notch for hooking opponent's weapons. A leather strap Staff
is attached for a more secure grip. A generic wooden or metal staff. The famed Air Nomad glider
falls into this category, as it can be used as a staff and to
Broadsword enhance bending abilities. Rules for use of the air glider as a
It is a category of single-edge swords primarily used for means of transportation are covered in Chapter VI: Vehicles.
slashing and chopping (sabers). Due to its ease of use, this
weapon can be easily dual wielded. Tiger blade
Three weapons in one: a long pole with a hook at the end, a
Electrified Kali Sticks curved blade above the fist, and a spearhead beneath the
Metal prods used to stun and immobilize opponents upon handle. An experienced user can hook the ends together to
contact. They are powered by a generator strapped to the double the reach of the weapons.
back of the user.
Heavy Melee Weapons
Jaw Blade As the name implies, these weapons are large enough that
Primarily a hunting tool, made by sharpening the jawbone and they require two hands to wield. An attacker must be engaged
teeth of a large arctic wolf. One side is rigid and is used as a with their target to attempt an attack with a heavy melee
saw, while the other is a blade side that is used for hunting weapon, although some weapons may have the Reach
and scraping skins clean. It can be used to amplify vibrations quality. These weapons can be used with one hand, but the
in the environment, allowing the character to accurately detect wielder suffers when performing an attack.
intruders.
Polearm
Butterfly sword A large two-handed edged weapon, usually in the form of a
This is a short dao, or single-edged blade, also known as Wu long metal or wood pole slightly taller than a person, with an
Dip Dao or Hu Die Dao. The top of the hilt is turned up so that
the fighter can flip the sword around their thumb.

100 | Gear and Equipment


axe-like head. It has a scythe-like blade attached to a long
wooden pole.
Meteor Hammer
A meteor hammer amounts to little more than a ball and chain.
Guan Dao Most variations of the weapon include a ball made entirely of
A type of pole weapon. It is very large and heavy and typically metal, but Earthbenders have taken a liking to balls made
used by a mounted soldier. from hardened stone or impure metals so that the weapon
itself can be used with their earthbending abilities.

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.

Spear & Javelin


Like the pike, this weapon is a long pole with a pointy bit at
the end. It can be used for hunting, but its primary advantage
is that it is light enough to be thrown.

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.

Gear and Equipment | 101


Table 5-3: Ranged Weapons
Name SKILL DMG CRIT Range ENC HP Price Rarity Special
Sling Ranged 4 4 Medium 0 0 20 cp 1 Disorient 2, Prepare 1
Accurate 1, Pierce 1, Stun Damage,
Blow Gun Ranged 3 6 Medium 1 1 250 cp 2
Activate ammo
Bola Ranged 5 4 Medium 1 0 225 cp 3 Ensnare 1, Linked 1, Unwieldy 2
Boomerang Ranged 4 4 Medium 1 1 500 cp 4 Disorient 3, Unwieldy 3, Guided 2
Shuriken Ranged 5 4 Short 1 1 50 cp 5 Limited Ammo 3, Pierce 1, Vicious 1
Stiletto Ranged 5 4 Short 1 1 150 cp 5 Limited Ammo 2, Pierce 2, Ensnare 1
Kunai Ranged +1 3 Short 1 1 100 cp 4 Limited Ammo 1, Accurate 1, Linked 1
Net Ranged 0 — Short 2 0 50 cp 2 Limited Ammo 1, Ensnare 2
Stink bomb Ranged 1 — Short 1 0 500 cp 7 Limited Ammo 1, Disorient 2
Smoke bomb Ranged 1 — Short 1 0 900 cp 7 Limited Ammo 1, Concussive 1
Short Bow Ranged 5 3 Medium 2 1 150 cp 2 Unwieldy 1
Longbow Ranged 8 3 Long 3 2 450 cp 4 Unwieldy 3

Crossbow Ranged 7 2 Medium 3 1 600 cp 5 Pierce 2, Prepare 1


Repeating
Ranged 6 2 Short 3 2 1200 cp 8 Linked 2, Prepare 2
Crossbow

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.

102 | Gear and Equipment


Gear and Equipment | 103
Armor
The effectiveness of armor has been the subject of fierce
debate for millennia. Ask any Kyoshi Warrior or Republic City Chainmail
police officer, however, whether they would prefer going into A type of armor consisting of small metal rings linked together
a skirmish without some sort of protective covering. in a pattern to form a mesh.
Regardless, many fighters will say that a good piece of armor
can be the difference between life and death. Kyoshi Armor
The type of armor any adventurer wears depends on a This style of armor consists of a metal headdress and heavily
variety of circumstances—what works best with their skillset, armored green kimonos worn in the style of Avatar Kyoshi.

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.

Brigandine Traveling Clothes


A form of armor typically made of heavy cloth, canvas, or Designed to be take a beating, these clothes provide a modest
leather and lined internally with metal plates. amount of protection and can last the wearer a long time. Has
the Durable quality.

Table 5-4: Armor


Type R/M DEF Soak Price Encum HP Rarity Special

Brigandine 0/1 1 400 cp 2 1 5

Chainmail 0/0 2 550 cp 3 2 4


Common Military
1/1 1 400 cp 4 1 6
Armor
Fire Nation Armor 1/1 1 650 sp 4 1 7 Add to Coercion checks, add to all other social checks
Heavy Robes 1/1 0 45 cp 1 1 0
Kyoshi Armor 0/1 2 1000 cp 4 0 8 Add to Charm and Leadership checks
Leather Armor 0 1 50 cp 2 1 3
Padded Armor 0 1 35 2 0 2
Plate 1/1 2 1000 cp 4 2 6
Plate (Heavy) 1/1 3 1250 cp 5 2 6 Heavy, Durable
Scale 0/0 2 425 cp 4 1 4
Traveling Clothes 0/0 1 100 cp 1 1 4 Durable
Wolf Armor 0/0 1 225 cp 2 0 6 Gain a on Coercion checks

104 | Gear and Equipment


Gear Table 5-5: Gear
Although it may not be as exciting as a sword or as glamorous
Item Price Encum Rarity
as a shiny piece of armor, this basic equipment is often the Airbender Staff 1500 cp 2 7
foundation for a successful attack or business venture, Backpack 100 cp +4 1
especially when these are the same. Reliable tools, survival
Bandages (3) 25 cp — 1
in inhospitable environments, repairing weapons and armor,
even keeping allies alive after things go wrong are all Bean Tea 500 cp — 7 (R)
impossible if you pay no attention to outfitting yourself Climbing Gear 50 cp 1 2
beforehand. After all, even the world’s best bow is useless if Disguise Kit 100 cp 1 3
you don’t have the arrows to launch.
Healing Draught 1000 cp 1 6
Some items provide long-term utility, and never leave your
Jasmine Tea 200 cp — 5
inventory. You can consume certain items, as noted in their
description. Lockpick Kit 300 cp 1 5 (R)

Miscellaneous Sundries Lychee Nuts (5) 20 cp 1 2


Medical Kit 150 cp 2 4
Many pieces of gear that characters are likely to carry are too
mundane or inexpensive to track on their sheets. Journals, Pro-Bending Headgear 400 cp 1 5
writing implements, pocketknives, coins, casual clothing, Spark Rocks 10 cp 0 1
shoes, inexpensive jewelry, snacks, or even mementos; all of
Tent 100 cp 3 2
these things and more are details that can bring a character
to life, but are not important enough to track. PCs can assume Tool Kit 250 cp 1 3
that they have any number of miscellaneous items on them, Torches (3) 5 cp 1 2
depending on what they feel their characters would carry.
Utility Belt 250 cp — 4

Airbender Staff Waterskin 100 cp 1 3

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.

Gear and Equipment | 105


Lockpick Kit Whenever your character rests within a tent, they add
to any attempted strain recovery.
A lockpick kit can help a character break into almost anything.
You add to all checks which involve picking a lock. Tool Kit
Tools inside this kit may break on t or hhh and need to be A standard kit for any mechanic or engineer who needs to
replaced at half of the item’s cost. repair or make modifications to their ships, vehicles, or other
equipment.
Lychee Nuts (5) Whenever your character attempts to craft, modify, or
A nut in name only. This small, reddish brown fruit is notable repair an item they remove from any Mechanics check
for its thick rind and its sweet taste and is abundant throughout to do so.
the Earth Kingdom and Fire Nation.
A character who consumes a lychee nut automatically Torches (3)
recovers 3 strain. Each subsequent nut eaten on the same Torches are small, handheld sources of light used to
day recovers 1 fewer strain, to a minimum of 0. The full effect illuminate up to short range.
of the lychee nut is restored on the next day.
A source of light provides light, and removes added to
Medical Kit checks due to darkness.

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.

106 | Gear and Equipment


Customization
While some equipment and weapons in the Avatar universe
are handcrafted, others might be stamped out of a Future
Razor Edge
Industries assembly line in a factory somewhere outside of This attachment represents sharpening a blade to a razor
Republic City. Even the latter may have a drastically different edge, then reinforcing or treating that edge so that it can
look from similar products made in other parts of the world. withstand repeated blows.
The statistics and rules for gear in The Second Age are Use With: This attachment can be applied to any close
framed in general categories to present clear, simple, and combat weapon that has a blade.
unified rules for their use, but the look of your character’s gear Modifiers: The weapon gains the Pierce 2 quality, or
can be tailored both cosmetically and mechanically. increases any existing Pierce quality by 1. The weapon also
These attachments use the Item Attachments and Hard decreases its Crit rating by 1, to a minimum of 1.
Points rules found on page 206 of the Genesys Core Hard Points: 1.
Rulebook. The attachments in this section replace the
attachments found in that section. Price (Rarity): 1250 copper (6).

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.

Gear and Equipment | 107


Hard Points: 1. Use With: This attachment can be applied to any metal
Price (Rarity): 450 copper (4). armor.
Modifiers: This armor reduces its encumbrance by 2, and
Gilded it adds one fewer to Stealth checks.
Though it serves no practical purpose, many nobles like to
Hard Points: 2.
adorn their armor with gold leaf or other fanciful designs. It
certainly makes the wearer seem impressive but acts as a lure Price (Rarity): 1000 copper (6).
for every bandit within eyesight.
Platinum Work
Use with: This attachment can be applied to any armor.
This armor has been made entirely out of platinum, one of the
Modifiers: While wearing this armor, your character adds purest metals in the world.
to Charm, Negotiation, and Leadership checks. Use With: This attachment can be applied to any metal
Hard Points: 0. armor.
Price (Rarity): 1500 copper (5). Modifiers: This armor cannot be affected by
metalbending and gains the Reinforced quality. The armor
Intimidating Visage also increases its encumbrance by 1.
Warriors from many cultures paint or style their armor, or wear Hard Points: 0.
imposing masks or helms to intimidate opponents.
Price (Rarity): 8000 copper (7).
Use With: This attachment can be applied to any armor.
Modifiers: When wearing this armor, the user adds s to Reinforced Steel
Coercion checks they make, and f to Charm checks they This armor has been made from reinforced metal that
make. drastically increases its protective qualities.
Hard Points: 0. Use With: This attachment can be applied to any metal
armor.
Price (Rarity): 125 copper (3).
Modifiers: This armor gains the Reinforced quality.
Lightweight Metals Hard Points: 2.
A metalbending craftsman has modified this armor to offer the Price (Rarity): 3400 copper (5).
same protection without so much extra weight.

108 | Gear and Equipment


Crafting
Tinkerers, engineers, and artisans do more than just maintain multiple times before wearing out but are often quite
and improve their own equipment; skilled artisans frequently expensive due to their specialized nature.
build their own devices. Whether their creations are made The process of crafting an item takes one day, plus a
from refined materials procured at great cost or thrown number of days equal to the rarity of the item. This does not
together in desperation from whatever scraps happen to be include any time spent gathering tools or suppliers. Your GM
on hand at the time, the tools and mechanisms that tinkerers may decide that some items take significantly more or less
put together are often incredibly works of ingenuity. time, depending on the nature of the item and its construction.
The rules in this section provide GMs and players with
options for creating their weapons, armor, and other items. Crafting the Item
When a player wishes to have a character craft an item, the
player should consult with the GM. The process your To undertake the actual process of crafting the item, your
character undertakes within the narrative of the game may characters makes a Mechanics check with a difficulty based
vary greatly. Of course, your GM might modify these rules on the rarity of the item. To determine the number of in the
based on the situation and the specific item and might impose pool, divide the rarity of the item by 2 and round up. For
additional requirements. instance, a Mechanics check to craft a dagger (rarity 2) is
Easy ( ). Your GM might further modify this difficulty or add
The Crafting Process or to represent the circumstances.
If the crafting check is successful, your character creates
To craft and item, your character must have the appropriate
the item. Additionally, you and the GM may spend dice
tools and components. For instance, to create a sword, your
symbols for additional effects, as shown in the table. Of
character must have access to a forge, smiths’ tools, and a
course, these effects are only examples, and you might come
supply of iron or steel. Generally, the cost of raw materials
up with additional results.
to construct an item is equal to half of the cost of the item.
These materials are consumed in the process, whether the Particularly involved items or complex machines, like new
crafting check succeeds or fails. Tools can generally be used parts for a vehicle, might require more than a single check to
complete and could be an excellent opportunity for a Skill
Challenge (see Chapter VII: Game Master).

Table 5-6: Spending a/t and h/d on Crafting Checks


Cost Result Options
Reduce the time to craft the item by one day, to a minimum of one. You may select this option multiple times.
a or t
Your character adds to their next crafting check for this item.
Your character saves enough materials to reduce the cost of the next similar item they craft by half.
Decrease the item’s encumbrance by one, to a minimum of 0.
aa or t
If the item has the Limited Ammo 1 quality or is otherwise limited to a single use, craft one additional identical item.
You may select this option multiple times.
Increase the item’s hard points by one.
aaa or t
Reduce the difficulty of future checks to craft the same item by one (to a minimum of Simple).
The item gains the Superior quality.
Increase the value of one numerical benefit of the item by one or increase the rating of one quality the item possesses
t
by one.
Increase the narrative benefit of the item, or add a new narrative effect, as approved by your GM.
tt The item gains one other item quality, subject to your GM’s approval. You may only select this option once.
Increase the time to craft the item by one day. You may select this option multiple times.
h or d
Your character adds to their next crafting check for this item.
Increase the item’s encumbrance by one.
hh or d
Your character must purchase additional materials worth half of the original material cost.
If the item is a weapon, it gains the Inaccurate 1 quality.
hhh or d Decrease the item’s hard points by one, to a minimum of 0.
Your character’s tools are ruined in the process and must be replaced.
The item gains the Inferior quality.
d
Whenever the item is damaged, it is damaged on additional step.
There is a terrible accident, and your character suffers a Critical Injury, or, at the GM’s discretion, some related narrative
dd
event can occur of equal distress.

Gear and Equipment | 109


VI – Vehicles
In Avatar, features a variety of different vehicles. Depending In fact, the world in The Second Age is reliant on such
on where in the world you are, those modes may vary transportation and is inseparable from them. Most vehicles
significantly. Agile Satomobiles choke the streets of Republic and mounts in the world are privately owned and operated and
City. Monorails provide a means of traversing the inner and receive the utmost respect. For nomadic caravans or even
outer rings of Ba Sing Se. Ocean travel is very common for pirates, their vessel may be the only home they know.
military and commercial purposes. Even draft animals and Presented in this chapter are a variety of common types
other spectacular creatures can help characters move from of ships and vessels found in the world, together with the
point A to point B much quicker than their own two feet. game mechanics governing them.

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.

Satomobile Travel by ocean and sea is ubiquitous among the peoples of


The Satomobile is an automobile developed and the world and is still the most-used form of transportation on
manufactured by Future Industries. As Republic City's leading the planet. This list is by no means exhaustive, but more of an
auto-manufacturer, Future Industries features state-of-the-art idea of what one can expect to find in the Avatar world. People
technology and assembly lines capable of producing over one have designed a watercraft for nearly every conceivable
hundred luxury Satomobiles every day. purpose.
3 3 1 3 2 4
SIL SPEED HNDLNG ARMOR HULL STRAIN
Barge [Water Tribe]
0 - - 0 7 3 1 6 5 4
SIL SPEED HNDLNG ARMOR HULL STRAIN
FORE PORT STARBRD AFT
2 1 1 0
FORE PORT STARBRD AFT
• Manufacturer: Future Industries
• Crew: One pilot.
• Encumbrance Capacity: 50 • Manufacturer: Water Tribes.
• Passenger Capacity: 1 – 3 • Crew: One captain, 10 sailors and crew.
• Price/Rarity: 50 silver pieces/3 • Encumbrance Capacity: 500.
• Customization Hard Points: 2 • Passenger Capacity: 10 passengers.
• Weapons: None. • Price/Rarity: 10 gold pieces/5
• Customization Hard Points: 3
Cabbage Car • Weapons: None.
Cabbage Corp is a rival automaking company of Future
Industries, founded by the cabbage merchant and later owned Battleship
by his son, Lau Gan-Lan. Its only current automobile model is The battleships are very large ships used by the United
the Cabbage Car, a cheaper, more compact alternative to Forces, the Northern Water Tribe, as well as the Fire Nation
Future Industries' various Satomobile models. and Earth Kingdom navies.
3 2 2 2 2 3

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.

Southern Water Tribe warriors use cutters as transport ships 3 4 3 2 2 5


for their small force of warriors. SIL SPEED HNDLNG ARMOR HULL STRAIN
5 5 3 3 3 5 0 1 1 1
SIL SPEED HNDLNG ARMOR HULL STRAIN FORE PORT STARBRD AFT
1 1 1 1
FORE PORT STARBRD AFT • Manufacturer: Various manufacturers and nations.
• Crew: One pilot
• Encumbrance Capacity: 15
• Manufacturer: Water Tribes.
• Passenger Capacity: None.
• Crew: One captain, 5 sailors and crew.
• Price/Rarity: 20 silver pieces/5
• Encumbrance Capacity: 300.
• Customization Hard Points: 1
• Passenger Capacity: 15 passengers.
• Weapons: None
• Price/Rarity: 75 silver pieces/6


Customization Hard Points: 3
Weapons: To Be Determined
Speedboat
A mode of aquatic transportation powered by gasoline. It can
Ferry travel at very high speeds across water.

The Earth Kingdom employs ferries en masse to cross bodies 4 6 3 2 3 3


of water throughout the kingdom and can be founding SIL SPEED HNDLNG ARMOR HULL STRAIN
traversing inland seas, lakes, and large rivers.
0 1 1 0
6 3 2 4 6 4 FORE PORT STARBRD AFT
SIL SPEED HNDLNG ARMOR HULL STRAIN
1 2 2 1 • Manufacturer: Future Industries, Varrick Global
FORE PORT STARBRD AFT Industries
• Crew: One pilot, one co-pilot.
• Encumbrance Capacity: 40
• Manufacturer: Various manufacturers and nations.
• Passenger Capacity: 1 – 3
• Crew: One captain, 5 sailors and crew.
• Price/Rarity: 65 silver pieces/5
• Encumbrance Capacity: 400.
• Customization Hard Points: 2
• Passenger Capacity: 30 passengers.
• Weapons: None
• Price/Rarity: 65 silver pieces/5


Customization Hard Points: 2
Weapons: None.
Steambarge
A large ship used for transporting goods between various
Frigate locations around the world.

A frigate is a universal style of ship employed by nations and 5 3 3 4 4 4


mercenaries alike. They are useful for transportation, to SIL SPEED HNDLNG ARMOR HULL STRAIN
spearhead raiding parties, and even as light warships. Their
2 2 2 2
attributes of frigates may vary wildly depending upon its
design and manufacture. FORE PORT STARBRD AFT

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

Travel by air is not a new concept by any means. Airbenders


had been gliding for centuries before the genocide. The • Manufacturer: Fire Nation
Mechanist first devised a means for mechanical flight in 100 • Crew: One captain, up to 20 crew.
AG. With Sokka’s help, they designed a small balloon lifted • Encumbrance Capacity: 350
through the energy of hot air. Unfortunately, the prototype was • Passenger Capacity: Up to 20.
lost to the Fire Nation, who successfully reverse-engineered • Price/Rarity: 120 gold pieces/7
the hot air balloon for war. Over the next 70 years, the nations • Customization Hard Points: 4
and private ventures all have sought to improve upon the • Weapons: TBD
designs.
Airship [United Republic]
Biplane The police use most airships in Republic City. These airships
Hiroshi Sato invented and manufactured a compact airplane are large, metal, zeppelin-like vehicles employed by Republic
to for use by Equalists. Asami, who used Future Industries’ City's police force to patrol the city skyline from the air. Future
resources to build them en masse, later repurposed it. Industries manufacture them.
4 6 3 2 3 4 9 5 4 5 8 6
SIL SPEED HNDLNG ARMOR HULL STRAIN SIL SPEED HNDLNG ARMOR HULL STRAIN
0 1 1 1 2 3 3 2
FORE PORT STARBRD AFT FORE PORT STARBRD AFT

• Manufacturer: Future Industries. • Manufacturer: Future Industries.


• Crew: One pilot. • Crew: One captain, up to 20 crew.
• Encumbrance Capacity: 50 • Encumbrance Capacity: 3000
• Passenger Capacity: None • Passenger Capacity: Up to 20.
• Price/Rarity: 15 gold pieces/7 • Price/Rarity: 100 gold pieces/5
• Customization Hard Points: 2 • Customization Hard Points: 3
• Weapons: TBD • Weapons: TBD

Glider [Airbending Staff]


Air Nomads acquire their staves as a rite of passage to aid
their bending. The staff can be opened mechanically and

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

Additional Rules and Options


This section presents Game Master specific rules, such as The GM may simplify the impact of Motivations on the
fear, and possible alternate versions of some rules. In story by encouraging characters with similar or compatible
addition, it discusses the adjudication of some of the common Motivations to combine them. If the characters have divergent
gray areas in certain rules, such as those involving Motivations, the GM may minimize the story complexity by de-
Motivations. emphasizing Motivation for those players who seem less
interested in using the mechanic, or by incorporating it into
Player Motivations fewer adventures.
Characters should not change their Motivation often.
Motivations are built-in story and roleplaying hooks for both
When they do so, it should be for compelling story reasons,
the player and the GM. The player uses Motivations to inform
not because the bonus XP is too difficult to gain. Some
their character’s reactions to specific situations, offering a
Motivations may naturally end because the characters
level of thought or detail beyond simply responding to the
conclude a story integral to the Motivation. Some Motivations
situation as presented. The GM uses Motivations to link the
change slowly, as a new Motivation begins to dominate the
characters more intimately with the ongoing storyline. You
character’s life or thinking. You can also reflect change to
should reward players who adhere to their characters’
Motivations in the adventure or campaign.
Motivations with additional XP, as well as plotlines that are
more interesting.
Incorporating Motivations into
Managing Motivations the Story
You should track character Motivations, and how they may The GM should allow the player to dictate how important their
interact with a prepared adventure. Motivations, especially character’s Motivation is to their experience. Motivation
those determined randomly, may conflict with the PC goals of focuses on a character’s internal drive and influences their
an adventure. After initial character creation, you can predict interaction with the world. If the player wants to focus on their
how their Motivations may interact with the intended plot. personal story, or consistently gain the XP awards from
Players may keep their Motivations secret, possibly going adhering to their Motivation, the GM is encouraged to
as far as establishing a decoy Motivation to cover their real incorporate their Motivation in the adventure more often.
one. Secret Motivations add to the depth and tension of the Not all Motivations need to provide deep story hooks. If a
game, but also harbor possible story (and party) disruption player is more comfortable reacting to situations as they
when the secret is revealed. If the party has widely divergent unfold, rather than dealing with a super-secret background
Motivations, you should be prepared to step in if player history with surprise appearances by past enemies or events,
feelings are hurt if Motivations come into opposition. then the GM should allow them to play that style. Some

116 | Game Master


players are happy to use their Motivation to justify their current Conversely, you should not penalize players whose
actions. characters do not stick to their Motivations. Motivations are
The potential interaction of character Motivations can there to guide a character’s choices, not dictate them. In fact,
inspire the GM to weave a complex storyline, complete with there are many times in which a character must set aside their
surprises from past or unknown connections between own Motivation for the sake of the group or story.
characters. This approach works best if the details trickle out Mechanically, the reward for adhering to a Motivation is
during the adventure, foreshadowing larger revelations. simple: 5 XP per session, with a rare chance for a 10 XP
However, an unexpected connection or reveal can add more reward for an exceptional session. Additional rewards are not
tension or shock to an already climactic scene. usually necessary, as they become regular awards normally
integrated into the campaign.
Rewarding Motivations Motivation XP bonuses should not be automatically
You should reward players for sticking to their Motivations, achievable in every game session. If possible, the GM should
especially when circumstances in the game cause them to use rewards or story issues to make sticking to a Motivation a
stray from their ideals. Outside of the XP rewards given at the real choice. The character gains the bonus XP but misses
end of a session, a player who adheres to their character’s some other reward and causes difficulty with the plot or other
Motivation should receive some sort of in-game reward, such characters. Sticking to a Motivation should be an interesting,
as a useful item, helpful information, or an advantageous and sometimes difficult, choice. Otherwise, the bonus XP is
situation. This reward works best when the character too easily achievable.
adamantly sticks to their Motivation, even if it runs counter to
the goals of the group or otherwise impacts play.

Adventures with the Avatar


During their adventures, your players may encounter the instructors, or allies. The players may instead choose to play
Avatar. Your party might want to explore another era in the characters who initially have no relationship to the Avatar or
Avatar saga, living among Yangchen, Kyoshi, Roku, or an even one that begins as antagonistic—though you should not
Avatar yet-to-be-named. Perhaps you made up the setting typically foster adversarial relationships within the party.
altogether, setting the adventure in one of the many forgotten Regardless of the party’s composition, it is important to
eras. Who is the Avatar and what is their role in this world? consider that an Avatar character, NPC or PC, not dominate
Whether as an NPC or as a player character, a GM should the stage. Every player is at the table to have fun and enjoy
not be without the tools necessary to facilitate a game where roleplaying their own hero in time.
the Avatar is core to the experience.
The Four Elements
The Avatar’s Role Unique among the benders across the world, only the Avatar
A central and recurring theme of Avatar: The Last Airbender can wield and master the use of all four elements, beginning
and Avatar: The Legend of Korra is the notion that the with the bending art of their own birth nation. In general, this
Avatar—the person—is the human embodiment of the Avatar should not impose much of a burden on the Game Master, or
Spirit Raava. As the only physical being capable of wielding an Avatar PC.
all four elements, it has been the Avatar’s duty to master the An Avatar character may access all basic forms
four bending arts and use that power to maintain balance in accessible to the element in question. An Avatar PC may
the world, and to act as a mediator between spirits and acquire master forms as normal, according to the GM’s
humankind. discretion. In the same regard, an NPC Avatar will have
As a character in your game, the Avatar’s presence whichever basic and master forms deemed necessary for the
necessarily carries with it much gravitas. The choices they story, as determined by the GM. For a player whose character
make will ripple much farther and far wider than those of other is the Avatar, there should be some consideration as to what
characters will. As a Player Character, and a member of a elements the Avatar can wield at the start of the game, and
party, this can translate into dramatic turning points in the how they will acquire new ones.
narrative, and far too much influence given to a single player.
While this section offers advice on how to handle such a Mastering the Elements
character from a rules perspective, an approach to the The traditional order in which an Avatar masters the four
Avatar’s impact on the narrative falls largely on the GM’s elements is Fire, Air, Water, and Earth beginning with the
shoulders. element of the nation or culture into which they are born.
A GM should be mindful of the Avatar’s role in the world Hence, Avatar Aang was born an Air Nomad and mastered
and actively find ways to involve the Avatar’s companions; the airbending before learning and mastering waterbending, then
decisions made by PCs should carry weight regardless of earthbending, and finally firebending.
whether they are the Avatar. The simplest approach is to The Avatar begins the game with access to the basic
consider the party to be “team Avatar,” where each non- forms of their native element as usual. Generally, the Avatar
Avatar PC is one of the Avatar’s fateful companions, cannot access the other three elements without substantial

Game Master | 117


narrative cause. They must learn the element from an As the GM, you get to decide how this turmoil influences
instructor, study it from it a scroll, attempt it on their own, or the Avatar NPC or PC. Perhaps they suffer a number of on
even spend a Story Point. In each example, the specific all checks with that element, or maybe even downgrade their
approach is the discretion of the GM. Ultimately, the GM (and Bending Arts skill. On the other hand, you could simply make
perhaps the Avatar player) can decide on how the Avatar the forms inherently more difficult to execute for the Avatar.
learns and develops these abilities. It may even depend on
the adventure’s setting. Simultaneous Bending
Does the Avatar know they’re the Avatar? This can The Avatar can bend more than one element simultaneously,
present several dramatic themes around which a GM could though usually this mastery occurs only when the Avatar
direct a whole campaign. Consider the journey of Aang and achieves mastery over the Avatar State. Avatar Aang first
his friends. It took Aang many adventures over the course of demonstrated this ability while stranded in the desert, when
a year to travel the world in search of bending masters to he bent water from a cloud into Katara's water pouch while
teach him the element. This same theme could be a central flying with airbending at the same time, and again in Ba Sing
feature of your own campaign: seeking a teacher, mastering Se when he used his earthbending to recreate a zoo while
the four elements, and becoming a “fully realized” Avatar— traveling on the air scooter made by his airbending.
one who has mastered the four elements and the Avatar Mechanically, a character can only perform a single action
State. Traveling the world and retracing a past Avatar’s during their turn with few rare exceptions. In the case of the
footsteps may be enjoyable for the entire party. It gives an Avatar, who can perform two or more techniques
Avatar PC some something to strive for and, when simultaneously, we recommend that the GM follow rules like
accomplished, a satisfactory gaming experience. The tension those defined for Two Weapon Fighting. The character
and drama that inevitably arise from the conflict of crossing should choose a primary form and designate all others as
political borders, interfering in local affairs, and being the secondary forms. As a mechanical balance, an Avatar can
Avatar could make for a memorable campaign. only attempt up to two forms at once in this way unless they
Since an Avatar PC will likely gain experience points at the are in the Avatar State.
same rate of other players, one recommendation is to permit The Avatar must use the lowest Characteristic required by
the Avatar PC to acquire the master forms of their native the forms to build the dice pool. Then compare the difficulty of
element at a discount of 5 XP (to a minimum of 5 XP). This the forms and selects the check with the highest base
could represent the Avatar’s inherent spirit-infused abilities, difficulty. Finally, upgrade the difficulty a number of times
and a native predisposition for their birth element. In this way, equal to the total number of elements used. For example, if
once an Avatar begins branching out into the other elements, the Avatar is using both a firebending and waterbending
they are not to sink all their XP into a single element to feel Attack form, upgrade the difficulty twice.
effective. Heed the suggestions in the section on Masters
later in this chapter that talk about the XP discounts toward If the Avatar succeeds on their Bending Arts skill check,
learning and upgrading forms with the assistance of a bending they hit with their primary form as normal. They may then
instructor. This discount will greatly aide an Avatar character spend aa to activate the effect of secondary forms as well;
whose duty it is to seek out and learn the four elements from if there is more than one secondary form, each must be
a master anyway. activated separately with aa. A t can be used to activate
any number of secondary forms at once.
Inner Conflict
Each Avatar has an element with which they have the least The Avatar State
affinity, dictated by the personality of that Avatar. This element
can be difficult to learn, sometimes proving impossible to The strongest and most powerful ability that the Avatar can
control until that Avatar faces a situation in which they must invoke is the Avatar State. It allows the Avatar to channel vast
reach within and manifest the power. This is a core concept cosmic energies and the knowledge of previous Avatars,
from the series and its one we recommend the GM and granting them increased strength and the ability to perform
players adopt into their own stories featuring the Avatar. especially powerful and extraordinary feats of bending. While
in this state, the Avatar has access to bending techniques they
Although it is often the opposing element to the one of the may not have learned in their current lifetime but has no
Avatar's birth nation, this is not always the case. Avatar Roku conscious control over the resulting actions that can cause
found mastering waterbending particularly difficult, and great collateral damage.
earthbending was difficult for Avatar Aang. Despite being a
native waterbender, Korra favored her opposite element and It is possible for an Avatar to control the Avatar State, but
instead found mastering airbending the most challenging due this requires great spiritual discipline and concentration. An
to her brash and direct nature, contrary to airbending's Avatar with full mastery of the Avatar State has conscious
philosophy of contemplation, measured action, and avoidance control over the State and can enter and exit it at will—this is
of conflict. a “fully realized” Avatar. Indeed, gaining control over the
Avatar State should be a central theme to any campaign
This tension drives the drama of the plot. Which element featuring the Avatar as a PC, as it serves yet another plothook
does the Avatar struggle with, and what sort of self-actualizing for the player to explore the Avatar as a character concept.
journey will the character need to take in order to overcome
this mental and spiritual obstacle? The resolution to such an Activating the Avatar State
inner conflict could be its own adventure.
A fully realized Avatar is one who has mastery not only over
all four elements, but over the Avatar State as well. This

118 | Game Master


means that they can enter and exit into this state at-will. to reflect the possibility for disastrous consequences of
Additionally, the Avatar may unconsciously enter the State in unleashing this raw and unchecked power.
response to perception of mortal danger, utilizing the State as However, if the player activates the Avatar State at-will,
a defense mechanism, or when under emotional distress. the benefit may be a decreased level of difficulty across the
Reflexively board, or a reduction of strain cost. You may permit upgrading
the Bending Arts skill check twice, but without the upgraded
When the State activates without the Avatar calling on it, the difficulty. How you reward the Avatar PC for mastering this
Avatar's eyes glow white constantly, and Raava's spirit allows tremendous power should hinge on the kind of story you tell
for active channeling of the energy, skills, and knowledge of at your table, and the development of that character.
past Avatars through the body of the current Avatar, heavily
augmenting the current incarnation's bending abilities. Limitations
The State works almost exclusively as an instinctive, In terms of use, the GM should impose some restrictions on
unconscious reaction, a 'defense mechanism' for when an the activation of this unique and godlike ability. A general
Avatar's physical capabilities would be insufficient to confront recommendation is to limit the activation of the Avatar State
the current threat, or in situations of extreme emotion, to once per session, like a Heroic Ability. However, perhaps
specifically rage and sorrow. When the State triggers this way, the player can always activate the Avatar state by spending a
the current Avatar has little to no control over the performed Story Point.
actions and may retain little to no memory of what happened, If you decide that the Avatar suffers no strain to use
though this is not always the case. bending forms while in the Avatar State, then when they exit
If the Avatar suffers enough wounds or strain to exceed a the state they should suffer strain equal to their threshold,
respective threshold, they are not incapacitated and the representing the sheer exhaustion we see the Avatar suffer
Avatar State activates and lasts until the end of the character’s throughout the series when they invoke this power. This
next turn, or if they suffer damage, at which point the character limitation is strongly encouraged, since no one wants to see
is incapacitated. the only one character dominate each and every encounter;
A player or GM might use a Story Point to invoke the they may be central to the plot of the series, but the supporting
Avatar State if it unmastered, or the GM may simply ask the cast of characters should always feel like they serve a role in
player to make an appropriately difficult Resilience or the group as well.
Discipline, causing the Avatar to pass into the Avatar State if
they fail. While in a reflexive Avatar State, the Avatar PC has Mastering the Avatar State
little control over their actions until the character can be In the series, we see Guru Pathik attempted to teach Aang to
calmed down or otherwise subdued—typically, this means control the Avatar State by helping him clear his chakras, but
incapacitation or healing them so that they no longer exceed Aang could not let go of Katara in exchange for cosmic power.
their wound or strain threshold. Fire Sage Kaja informed Roku to clear his mind, but Roku
found emptying his mind of thoughts to be quite challenging
Masterful and was initially unable to do so. Keep in mind, the Avatar
When used intentionally, the State causes an Avatar's eyes State often activates by way of danger or emotional turmoil.
glow briefly. During that time, the Avatar taps into only the Indeed, learning to control the Avatar State is a crucial rite
knowledge and energy needed for a specific task. of passage through which all avatars must prevail. The road
This reduces the danger of dying in the Avatar State and should not be easy, even for a prodigal practitioner of the
enables a more willful, controlled use of the Avatar State's bending arts. There are countless stories about past avatars
power. Only an Avatar who has mastered the State can do who, in their attempt to master the Avatar State, caused great
this. Mastery of this technique is part of what distinguishes an destruction in their unbridled and powerful form. In his youth,
Avatar as "fully realized". Avatar Roku accidentally caused a volcano in the Fire Islands
to erupt leading to the creation of Crescent Island. Such risks
A character may suffer 3 strain to activate the Avatar State
should be present in any story you try to tell involving the
by performing a maneuver.
Avatar.
Using the Avatar State in Play Learning to control the Avatar State should be a source of
As discussed, the Avatar State is a defense mechanism or to conflict for any Avatar character whether controlled by a
enhance the character’s own abilities. In game terms, this player or the GM. The journey to becoming a fully realized
translates to narrative and mechanical benefits. While this Avatar should not be an easy one; the GM should challenge
section outlines a few examples of what may be possible, you the players and the Avatar PC in particular, on the road to
may decide to implement additional features. spiritual enlightenment. The adventures and encounters
experienced by the party should include many trials targeting
The straightforward approach would be to lower the the Avatar character and encouraging the use of bending to
difficulty or strain requirements of any form the character uses arrive at creative solutions to puzzles, combat, and other
while in the Avatar State. challenges.
Unconscious activation of the state should grant the
character access to unlearned master forms. In addition, The Spirit World
upgrade the character’s ability ( ) twice when making a
Bending Arts skill check. Then upgrade the difficulty ( ) twice As part spirit, the Avatar possesses an innate connection to
the Spirit World and is at their strongest in that realm, due to

Game Master | 119


the abundance of spiritual energy. The Avatar must use their In The Second Age, that scenario is the disappearance
connection to the Spirit World to be the bridge between the of Avatar Korra after she defeats Zaheer. In The Legend of
two worlds in order to keep peace between them and ensure Korra, Korra’s retreat lasts for three years and the world
harmony. continues turning in her absence. Notably, internal conflict
Using the Discipline skill, it should be possible for the rocked the Earth Kingdom after the collapse of the monarchy.
Avatar character to attempt to cross into the Spirit World at- Warlords, governors, petty kings, raiders, and would-be
will; visits to the Spirit World in this way are not physical emperors all are vying for control in this power vacuum.
journeys, and as a result, the Avatar cannot use their bending Enter: the Player Characters, stage right.
abilities unless they enter the Spirit World physically through Of course, you can choose to allow one of your players to
means such as a portal. assume the Avatar character, someone familiar or unknown.

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

120 | Game Master


is the Avatar) in the middle of a chase and tell them, “The
The Relationship between Spirits and
Avatar is being hunted down!” As the GM, figuring out ‘Who’
and ‘Why’ can be informed by the actions taken by the Nature
players. Spirits can resort to violence when people cause damage to the
Perhaps less important than who the antagonists are, you environment. During the Winter Solstice, Hei Bei attacked a
as the GM must know who the PCs are: what do they need? village. However, the greatest power that spirits have are their
What would they do next? When you consider the motivations abilities to affect nature and bending.
of not just the players, but also their characters, you add a The best example of this is in the Siege of the North in Avatar:
level of emotional authenticity to the story.
The Last Airbender. When Admiral Zhao stabs the Moon Spirit,
he essentially removed the source of waterbending power. In
this, a direct source of bending change occurred. While other
spirits do not necessarily affect bending like that, other spiritual
entities (such as the spirit vines) could affect nature and even
go far as to trap people and drag their souls to the Spirit World.

Adventures in the Spirit World


No adventure in the Avatar world is complete without at least specific themes: maybe a spirit’s entire domain is geometry-
one encounter in the Spirit World, or with a spirit. This section based, and everything is sharp and angular. There might be a
comprises some suggestions and helpful tips to keep in mind random pyramid in the players’ periphery, always out of reach
when trying to breathe life into such an experience. This of direct sight.
section does not provide a narrative description of the Spirit No matter the location, consider the Player Characters as
World or the names of spirits and places one might find there. well. Encourage them to describe strange sights their
For that information, see Chapter VIII: The Avatar Setting. characters notice, and really leverage their motivations to

The Spirit World


highlight unusual happenings in the Spirit World. Furthermore,
use the characters’ emotional state to paint the scene. We
learn from Uncle Iroh himself that “in the Spirit World, your
The Spirit World is a parallel plane of reality that coexists
emotions become your reality.”
alongside the physical world inhabited by humans. It is home
to the spirits, a vast range of immortal, supernatural entities
that often embody different aspects of life and nature. Inhabitants of the Spirit
Setting the Mood World
It can be challenging to set the stage in an otherworldly place.
After all, ours is the only world from which we can draw Many odd and unknowable beings call the Spirit World their
inspiration (which, thankfully, includes every known work of home. Odder still is their tendency to feel human and familiar
fiction in existence). Still, encounters and adventures in the despite their seemingly alien personalities and appearances.
Spirit World should stand apart from those the player Just like people, not all spirits are hostile and aggressive, and
experience in the physical world. not all of them are talkative and friendly. They have their own
wants, needs and desires.
Describing the Atmosphere Personalities and Disposition
One of the Spirit World’s key features illustrated throughout
the series is just how alien the environment really is. It can be A spirits’ disposition simply describes the nature of their
challenging to describe a world you’ve never experienced, relationship with the PCs, while their personality describes
and the source material only offers a few glimpses into this how they behave.
alternate reality. Their dispositions are as varied as human beings are.
When describing a foreign and unusual locale, stick to They may be hostile or wary, aggressive or cautious, neutral,
what you know about your own environment; consider what it or even friendly and talkative. Some spirits may even have a
smells like, what sounds you hear, the colors you find naturally special request or purpose to ask of you, depending on who
occurring. You might even consider the way the air tastes, or they are and the nature of the spirit. Since spirits can be just
the different tactile sensations one can experience. Think of as capricious as human beings, these requests could be
all the things that you may have grown blind to and then flip literally anything from helping the spirit protect a small flock of
them on their head. creatures to escorting them to a new watering hole to helping
the spirit destroy their rivals or find a lost city. The spirit may
You might describe a location as devoid of color and simple be sad and lonely, or nostalgic and feeling forgotten
sound, which could heighten the sense of unease. Perhaps because their villages have abandoned or forgotten them.
the constellations on the horizon become a swirling, ever-
changing display of endless fractals. Don’t be afraid to throw When creating a new spirit for the party to interact with,
normal, mundane things amidst the chaos. Give the locales you should consider its Motivations. You can refer to the ones
in the Genesys Core Rulebook or choose your own. Use the

Game Master | 121


tables below as guidelines for making your own spirits on the
fly, or in advance. Spirits in the Physical World
Though some spirits are intelligent and express an
Unique Abilities understanding of human language and emotion, many spirits
Nearly all spirits possess unique characteristics and features are little more than ethereal creatures not unlike the birds in
that distinguish them from the animals and humans found in the sky or fish in the rivers. Spirits can and often do migrate
the physical world. While spirits have several of these key into the physical world for as many reasons as there are
features codified (see Spirit Adversaries on page 196), it spirits; migration, better food and shelter, or even more human
would be impossible to draft rules for every possible ability a motivations all drive spirits to seek greener pastures.

Spirituality and Belief


spirit might possess. When considering abilities, look to pre-
published adversaries and take liberal inspiration.

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.

Mortals Becoming Spirits


through meditation, focus, and years of practiced discipline.
Sages and scholars claim that a person's soul can only remain
in the Spirit World for a short period. A prolonged absence A mortal can either transcend as a spirit either upon death if
from the body causes strain that inevitably leads to an they so choose, if special circumstances are met, or as
individual's death. Thus, a person who enters the Spirit World punishment for trifling with other spirits by separating their
without their body has only a limited amount of time. You may body from their soul. Upon doing so, the mortal leaves their
represent this process overall as a Discipline check to enter body behind and continues as an immortal spirit, retaining
the Spirit World, and a Resilience check if the character their memories and personality. Over time, however, their
remains too long. People who enter the Spirit World in this original personalities usually change, and they become more
way can think themselves into any location within the Spirit detached. Some people can transcend and live in the Spirit
World that they know about. World, like Iroh, Hundun, and the past Avatars.

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!

122 | Game Master


Masters
In The Second Age, many and humble heroes like
characters are emergent in General Iroh, or Toph
their bending abilities, only Beifong, or even nonbenders
just beginning to discover like Guru Pathik. Many
their connection to the natural apprentices would later go on
world and the spirits. Many in to become mentors to other
this era are unaware of their young benders, as well.
true potential, because for Masters typically come in
modernity bending has a variety of archetypes
become a mundane throughout all kinds of media.
spectacle and utilitarian You should familiarize
resource. Benders must learn yourself with any number of
what they can on their own, or your favorite stories, as you’ll
search for guidance in be certain to find a mentoring
ancient, hard-to-find figure. Some of those
documents. However, a lucky archetypes follow.
(and sometimes wealthy) few
enjoy the guidance of a The master was once in
master who teaches students the hero’s shoes. Though
how to control and shape the your heroes have begun an
elements. unusual journey, the master
has been in exactly their
Below you will find shoes before.
guidance for using masters in
The Second Age campaigns, The master appears
exploring how you can use disheveled or behaves
the master archetype to erratically. The master’s
enhance a story. This section provides a suggested process behavior or appearance give the player’s the impression that
for creating master NPCs with rich histories and personalities, they might be doomed right from the start.
as well as guidance for creating a master’s stat block. The master is a social outcast, or misfit. Another
classic trope, the master just does not fit in to the very society
Guiding Voice to which they try to introduce the heroes.
The master is scornful, unreliable, or forceful. An
The master is a classic literary archetype common to heroic
abrasive master can cast doubt on their knowledge you can
fiction throughout the ages. The primary role of masters is to
use to amplify just how important the master’s teachings will
share their knowledge and wisdom with less experienced
come to be.
heroes. Avatar has many such characters throughout its
canon, the most iconic of whom may perhaps be the Dragon
of the West, Uncle Iroh. However, masters can have a darker Creating a Master
counterpart who tempts and lures the hero toward a less noble
Masters can be pivotal figures in any bender’s story (even
path. In mythology, this is the Trickster, another timeless
nonbenders can benefit from masters), making the creation of
archetype. This character also possesses secret knowledge
masters an important step for any game that intends to include
and experience. Avatar’s trickster would be Princess Azula,
them. This section helps GMs create masters with colorful
who tempts and taunts Prince Zuko throughout his
histories, rich personalities, and unique statistics. While this
development.
section allows quick master generation, it is wise to consider
Researching classic literary mentors can be helpful in how a mentor figure fits into a campaign. GMs could further
designing mast figures for The Second Age, and GMs with enrich masters with Backgrounds and Motivations.
well-designed and well-played masters can elevate a good
While most masters are powerful benders, some might not
game to a great one. Masters can have their own story arcs
be able to bend the elements at all. Perhaps the mentor is a
that allow their relationships with their students to grow and
master swordsman, an eccentric inventor, or a renowned
evolve over the course of a campaign. They can also have
martial artist. Masters might have worked closely with
storied histories, which the GM can reveal in bits and pieces
benders, as Master Piandao did in his work with the White
over the course of play. These elements can combine to form
Lotus. A scholar who has studied the history of the Four
a satisfying subplot that helps provide continuity between
Nations can also be a suitable mentor. Masters who are
adventures while also providing tangible benefits to the party.
nonbenders can still benefit substantially from the creation
Iconic Masters process.

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

Game Master | 123


lessons learned. GMs should consider three important masters. To start, all Masters should be nemesis-level NPCs.
questions to summarize a master’s pertinent history: First, GMs should feel free to create their own nemesis-level NPCs
how did the master acquire their skills? Second, what did the or even modify the stat blocks included in Chapter IX:
master do during (or after) the Hundred Year War? Finally, Adversaries & Creatures to create their own masters.
how has the master integrated to the general peacetime that
followed? Master Skills
Even the most broad and basic answers to these open- When building a master for the party, the GM should look at
ended questions should provide GMs with a framework of the the master’s skill suite, choose half of the skills listed, and give
master’s prior experiences. Even if the mentor has little the master two ranks in each of those skills. The GM should
interest in reminiscing with the PCs, considering these take the other half of the skills listed and give the master four
questions provides something to latch onto when playing the ranks each in those skills.
character. Finally, the GM should select two skills not listed in the skill
suite. The master should gain one rank each in those skills, to
Master Personality represent how diverse and well-rounded their experiences
To get a sense of a master’s personality, there are some are.
general mentoring styles and complications to consider as a
starting place. Creating a teaching style to define how the
Master Talents
master interacts with their students can guide the GM into In addition to the talents listed for any nemesis template, GMs
acting as the character. can select an additional five talents, ignoring pyramid
prerequisites.
Teaching Style
All teachers seek to share knowledge and wisdom, but there
Master Bending Forms
are as many approaches to teaching as there are grains of To determine what forms and improvements a master
sand in the Si Wong Desert. When creating a master, the GM possesses, the master first gets all the basic forms of the
should carefully consider what their teaching style reflects appropriate element. Then, add the PCs’ collective ranks in
about their personality and lessons to learn. The GM might the Discipline skill. The GM can select a number of master
decide that the master behaves differently toward specific forms for the character equal to the party’s combined ranks.

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

124 | Game Master


VIII – Adversaries and
Creatures
The world is a vast, incredibly diverse place. There are This section lists adversaries that you, the GM, can use in
thousands upon thousands of chimerical creatures and your adventures. They are divided into several groups
unique environments dotted throughout the Avatar landscape. according to their nation and heritage. As GM, you can adapt
Whether spirit or corporeal, they are all a part of the same these profiles as you see fit.
world and all contribute to its balance (or imbalance).

United Republic of Nations


Though less than a century old, the United Republic of
Nations has become a top player in the socio-economic and
Equalist Chi Blocker [Rival]
political landscapes of the planet. For most of its existence, a Some members of the Equalist movement utilize chi blocking
council comprised of five members, one representative from to combat benders. Equalists must train tirelessly to perfect
each nation, governed the Republic. Despite their best efforts, this art and those that do are incredibly useful tools in the fight
however, a bustling criminal underground swelled up to fill the against bender oppression.
cracks left behind or forgotten by the Republic bureaucracy. 3 3 2 1 2 3
The animosity between benders and non-benders is BR AGI INT PRE CUN WIL
greater here than anywhere else in the world. Here, benders 4 10 0 0
sat on the council while violent criminals with incredible
bending abilities ruled over the streets. For the city’s SOAK WOUND R/M DEFENSE
nonbending citizens, there seemed to be no representation or
solace until the Equalists came onto the scene promising a Skills: Martial Arts 2, Vigilance 1, Perception 2, Melee (Light)
new way of life. 2, Medicine 1.
Equalist Grunt [Minion] Talents:
The rank-and-file of the Equalist revolution are not much • Adversary 1: Upgrade the difficulty of combat
different from the common street thugs seen traipsing around checks targeting this character once.
Republic City. They receive their martial arts training from • Chi Disruption: The character may make a Hard
hidden Equalist compounds dotted throughout the city as well ( ) Martial Arts check targeting an engaged
as its surrounding countryside. Most Equalist Grunts fight character. If successful, deal strain instead of
using martial arts, and they have not learned the art of Chi wounds. If the target is a bender, they cannot use
Blocking. Because of this, a Grunt may be wielding any any forms until the end of their next turn and any form
number of weapons from a bola to a shock glove. currently sustained through concentration
immediately ends. You may spend aaa to
2 2 2 2 2 2
immobilize the target and d to stagger them.
BR AGI INT PRE CUN WIL
Equipment:
2 5 0 0
• Bola: Ranged; Damage 5; Critical 4; Range
SOAK WOUND R/M DEFENSE [medium]; Ensnare 1, Linked 1, Unwieldy 2.
• Shock Glove: Martial Arts; Damage +2; Critical 5;
Skills (group only): Martial Arts, Ranged Weapons, and Range [engaged]; Disorient 3, Stun Damage, Stun 3.
Vigilance. • Equalist Gear: +1 soak.
Talents: None. Equalist Lieutenant [Nemesis]
Abilities: Rarely are Equalist operatives in the field alone. After Amon,
• Flanking: May add to all combat checks when many Equalist cells went dark, each carrying on its passive
two or more are engaged with a character. operations, led by their respective Lieutenants until the signal
finally came. Who – or what – is compelling these new
Equipment:
Equalist leaders to act is largely unknown.
• Bola: Ranged; Damage 5; Critical 4; Range
3 5 4 4 2 4
[medium]; Ensnare 1, Linked 1, Unwieldy 2.
• Shock Glove: Martial Arts; Damage +3; Critical 2; BR AGI INT PRE CUN WIL
Range [engaged]; Disorient 4, Stun 1, Vicious 1. 4 18 20 0 1
• Common clothes, propaganda pamphlets. SOAK WOUND STRAIN R/M DEFENSE

Adversaries and Creatures | 125


Skills: Martial Arts 3, Vigilance 1, Perception 2, Melee (Light) Talents: None.
2, Discipline 1, Leadership 2 Abilities:
Talents:
• Threatening: While providing assistance on another
• Adversary 2: Upgrade the difficulty of combat character’s Coercion checks, add s to the results for
checks targeting this character twice. each minion in the group beyond the first.
• Chi Disruption: The character may make a Hard Equipment:
( ) Martial Arts check targeting an engaged
character. If successful, deal strain instead of • Dagger: Melee [Light]; Damage +2; Critical 3; Range
wounds. If the target is a bender, they cannot use [engaged]; Accurate 1.
any forms until the end of their next turn and any form • Shuriken: Ranged; Damage 5; Critical 4; Range
currently sustained through concentration [short]; Limited Ammo 3, Pierce 1, Vicious 1.
immediately ends. You may spend aaa to
immobilize the target and d to stagger them.
Triple Threat Triad [Rival]
• Coordinated Assault 3: Once per turn, your The Triple Threats consider themselves an ‘equal opportunity’
character may use this talent to have a number of organization – all benders have an equal chance to join their
allies engaged with your character equal to your crew. People looking for a fight, the down and out, and
ranks in Leadership add a to all combat checks they orphans tend to seek out these jobs.
make until the end of your character’s next turn. The 2 3 2 2 2 3
range of this talent increases by one band per rank
of Coordinated Assault beyond the first. BR AGI INT PRE CUN WIL
• Improved Parry: When this character suffers a hit 3 12 0 0
from a melee combat check and uses Parry to SOAK WOUND R/M DEFENSE
reduce the damage from that hit, after the attack is
resolved, they may spend hhh or d from the
attacker’s check to use this talent. Then, the Skills: Bending Arts 2, Melee (Light) 2, Coercion 1,
character automatically hits the attacker with a Knowledge: Streetwise 2.
martial or melee weapon they are wielding. The hit Talents:
deals the weapon’s base damage, plus any damage
from applicable talents or abilities. The character • Adversary 1: Upgrade the difficulty of combat
can’t use this talent if the original attack checks targeting this character once.
incapacitates them. • Bad Cop 2: The character may spend aa from a
• Parry 3: When the character suffers a hit from a Deception or Coercion check to upgrade the ability
melee combat check, after damage is calculated, of the next ally’s social skill check twice. The check
they may take a Parry incidental. They suffer 3 strain must target the same character as this character’s
and reduce the damage dealt by that hit by five. This initial check.
talent may only be used once per hit and when the Abilities:
character is wielding a melee or martial weapon.
• Adversary Bending: The character can use a
Abilities: number of forms per encounter equal to their
• Lead by Example: Add to the combat check of Willpower without suffering strain.
any minions attacking a character that has already • Triple Threat: May add to all combat checks
been attacked by this character in the same round. when the character is within short range of at least
two other Triple Threats.
Equipment:
Forms: Benders can choose any bending actions allowed for
• Bola: Ranged; Damage 5; Critical 4; Range
their element, and may select additional form effects, as
[medium]; Ensnare 1, Linked 1, Unwieldy 2. normal. The forms they use most often are the following:
• Electrified Kali Sticks: Martial Arts; Damage +3;
Critical 2; Range [engaged]; Disorient 4, Linked 1, • Elemental Strike: Choose one target engaged or at
Stun 3, Vicious 1. short range and make an Average ( ) Bending
• Padded Armor: +1 soak, 1 melee defense. Arts (BR or AGI) check. If successful, this attack
• Goggles, cool mustache. inflicts 6 damage +1 damage per uncanceled s, with
Critical Rating 4, and with the following qualities:
Street Thug [Minion] Burn 3 for firebenders, Disorient 3 for airbenders,
Skullduggery needs doing, and there are always thugs to get Stun 3 for waterbenders, or Ensnare 3 for
it done. earthbenders.
• Elemental Barrier: Choose one engaged target or
3 2 1 2 2 2 self and make a Hard ( ) Bending Arts (WIL)
BR AGI INT PRE CUN WIL check. If successful, the bender reduces the
damage of all hits they suffer by 1 plus 1 for every
3 5 0 0
ss beyond the first until the end of their next turn;
SOAK WOUND R/M DEFENSE in addition, if an attack targeting the bender
generates hhh or d, the attacker suffers a hit
Skills (group only): Melee (Light), Coercion. inflicting damage equal to the total damage of the

126 | Adversaries and Creatures


attack; the bender may perform the concentrate • A small purse of silver pieces.
maneuver to maintain the effects of this barrier.
Equipment:
Beat Cop [Minion]
For non-benders, a job in law enforcement can be dangerous;
• Light Clothing: +1 soak. especially when they have you running the beat in Triad
Triad Recruiter [Nemesis] territory.

Some members of the triad are special recruiters, whose main 3 2 2 1 2 2


task is to find suitable conscripts within the Triple Threat turf, BR AGI INT PRE CUN WIL
particularly young and strong benders. Recruiters generally
4 5 0 0
operate alone, as they normally do not have to fear assault.
SOAK WOUND R/M DEFENSE
4 4 2 4 4 4
BR AGI INT PRE CUN WIL
Skills (group only): Perception, Melee (Light), Vigilance.
5 16 16 1 1
Talents: None.
SOAK WOUND STRAIN R/M DEFENSE
Abilities:
• Patrol Route: All attempts to lose the tail of the Beat
Skills: Bending Arts 3, Skulduggery 1, Perception 2, Coercion
Cop in their precinct of Republic City add .
2, Negotiation 1, Deception 2.
Equipment:
Talents:
• Police Uniform: +1 soak.
• Adversary 1: Upgrade the difficulty of combat
• Truncheon: Melee (Light); Damage +1; Critical 4;
checks targeting this character once.
Range [engaged]; Disorient 2.
• Lethal Blows 2: The character adds +20 to any
Critical Injury rolls inflicted on opponents. Metalbender Officer [Rival]
Abilities:
• Adversary Bending: The character can use a
number of forms per encounter equal to their
Willpower without suffering strain.
• Extortion: Add to any Coercion or Deception
checks to demoralize characters or get them to do a
job.
Forms: Some triads can choose any bending actions allowed
for their element, and may select additional form effects, as
normal. The forms they use most often are the following:
• Elemental Strike: Choose one target engaged or at
short range and make an Average ( ) Bending
Arts (BR or AGI) check. If successful, this attack The Metalbending Police Force is the elite division of the
inflicts 8 damage +1 damage per uncanceled s, with Republic City Police Department, open only to earthbenders
Critical Rating 4, and with the following qualities: who can manipulate the metal cables used to navigate the city
Burn 3 for firebenders, Disorient 3 for airbenders, and take down criminals. The city deploys officers in small
Stun 3 for waterbenders, or Ensnare 3 for groups by patrol airships that constantly circle the capital's
earthbenders. boundaries.
• Elemental Augment: Make a Hard ( ) 3 3 2 1 2 3
Bending Arts (CUN) check. If successful, until the
end of the bender’s next turn, they increase the BR AGI INT PRE CUN WIL
ability of any skill checks they make by one and 5 13 1 0
ignore the effects of difficult terrain; the character SOAK WOUND R/M DEFENSE
cannot be immobilized. The bender can maintain
these effects with the concentrate maneuver.
Equipment: Skills: Martial Arts 2, Bending Arts 2, Perception 2
Talents:
• Trident Dagger: Martial Arts; Damage +2; Critical 3;
Range [engaged]; Pierce 1, Light. • Adversary 1: Upgrade the difficulty of combat
• Poison Vial (a vial may be thrown as an improvised checks targeting this character once.
ranged weapon. Make a Ranged attack. If Abilities:
successful, the target and all engaged characters
must make a Hard ( ) Resilience check as an • Adversary Bending: The character can use a
out-of-turn incidental or suffer 3 wounds plus 1 strain number of forms per encounter equal to their
per h generated on the check. The GM may spend a Willpower without suffering strain.
d to cause the target to have to repeat the check at • Metal-Slinging: Add to any grappling maneuvers.
the beginning of their next turn. Once per turn, while at short range this adversary

Adversaries and Creatures | 127


may perform the move maneuver to engage a target • Metal-Slinging: Add to any grappling maneuvers.
as an incidental. Once per turn, while at short range this adversary
Forms: Metalbender officers can choose any earthbender may perform the move maneuver to engage a target
actions, and may select additional form effects, as normal. as an incidental.
The forms they use most often are the following: • Tactical Direction: This character may spend a
maneuver to direct one friendly minion group within
• Metal Whip: The metalbender officer can use a medium range. That group may immediately perform
maneuver to summon a metal whip. The whip can be a maneuver as an out-of-turn incidental or add to
used to attack with a Bending Arts (Agility) combat the next check they make.
check and has the following profile: Range: Short;
Damage 5; Crit 4; Ensnare 2, Linked 2, Slash 1, Forms: Metalbender detectives can choose any earthbender
Sunder. For the duration of the form, the character actions, and may select additional form effects, as normal.
may choose to make an Average ( ) Bending The forms they use most often are the following:
Arts (BR) check to launch the metal whip at a • Metal Whip: The metalbender detective can use a
stationary target up to medium range. If successful, maneuver to summon a metal whip. The whip can be
they can use the whip to pull themselves toward the used to attack with a Bending Arts (Agility) combat
location and you may spend aa to bring the target check and has the following profile: Range: Short;
to you instead, if possible. Damage 5; Crit 4; Ensnare 2, Linked 2, Slash 1,
• Coiled Leap: Make an Average ( ) Bending Sunder. For the duration of the form, the character
Arts (CUN) check. If successful, the character may may choose to make an Average ( ) Bending
use a maneuver to move horizontally and/or Arts (BR) check to launch the metal whip at a
vertically a number of range bands away equal to stationary target up to medium range. If successful,
half of the character’s ranks in Discipline, rounded they can use the whip to pull themselves toward the
down. The bender can maintain these effects with location and you may spend aa to bring the target
the concentrate maneuver. to you instead, if possible.
Equipment: • Coiled Leap: Make an Average ( ) Bending
Arts (CUN) check. If successful, the character may
• Metalbending Police Force Armor: +2 soak, the use a maneuver to move horizontally and/or
wearer is immune to the effects of chi disruption. vertically a number of range bands away equal to
• Truncheon: Melee (Light); Damage +1; Critical 4; half of the character’s ranks in Discipline, rounded
Range [engaged]; Disorient 2. down. The bender can maintain these effects with
• Riot Shield: 1 ranged defense. the concentrate maneuver.
• Metal coils.
Equipment:
Metalbender Detective [Nemesis] • Metalbending Police Force Armor: +2 soak, the
The police force operates efficiently and attempts to produce wearer is immune to the effects of chi disruption.
minimal damage to the city. Detectives are only deployed • Truncheon: Melee (Light); Damage +1; Critical 4;
when officers fail to apprehend a suspect the first time. Most Range [engaged]; Disorient 2.
detectives have a network of street thugs who can act as eyes • Riot Shield: 1 ranged defense.
and ears, when needed. • Metal coils.
3 4 4 2 3 4
BR AGI INT PRE CUN WIL
5 14 18 1 1
SOAK WOUND STRAIN R/M DEFENSE

Skills: Perception 2, Bending Arts 3, Cool 3, Coordination 2,


Discipline 3, Martial Arts 3, Negotiate 2
Talents:
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
• Field Commander: The character may use this
talent to make an Average ( ) Leadership
check. If successful, a number of allies equal to the
character’s Presence may immediately suffer 1
strain to perform one maneuver (out of turn). If there
are any questions as to which allies take their
maneuvers first, this character is the final arbiter.
Abilities:
• Adversary Bending: The character can use a
number of forms per encounter equal to their
Willpower without suffering strain.

128 | Adversaries and Creatures


Earth Kingdom
The military of the Earth Kingdom is the body primarily ss beyond the first until the end of their next turn;
responsible for the defense of the Earth Kingdom. It consists in addition, each affected target gains one defense;
of an army, navy, air force, and several specialized divisions. the bender may perform the concentrate maneuver
It is one of the most powerful armed forces in the world, as to maintain the effects of this barrier.
demonstrated by its ability to stave off assaults from the more Equipment:
sophisticated Fire Nation forces for the majority of the
Hundred Year War. • Royal Guard Uniform: +2 soak.
• Sword: Melee (Light); Damage 6; Critical 4; Range
The Inner Ring of Ba Sing Se houses a small army unto [Engaged]; Defensive 1.
itself, comprised of a Royal Guard. Avatar Kyoshi created a • Warhammer: Melee (Heavy); Damage 7; Critical 3;
separate organization, known as the Dai Li, to gather Range [Engaged]; Cumbersome 3, Pierce 2, Vicious
intelligence and “protect Earth Kingdom culture.” Even earth 1.
citizens take care of themselves, demonstrating their hardy
nature through their earthbending talents or rigid Dai Li Agent [Rival]
perseverance. The Dai Li are highly skilled earthbending masters, whose
talents even surpassed those of the Earthbender Guards of
Royal Earthbender Guard [Rival] the Royal Palace. They are adept at using their stone shoes
The Royal Earthbender Guards of Ba Sing Se, commonly to cling to sheer rock surfaces, such as walls or ceilings.
known as the King's Guards, are earthbending warriors within Mastery of this wall technique has been a part of their training
the Earth Kingdom affiliated with neither the Dai Li nor the ever since their inception and was therefore one of their most
army. They instead serve as personal protectors of the earth used skills. Agents will usually work in pairs.
monarch. The Royal Earthbender Guards sport a uniform very
different from that of normal Earth Kingdom soldiers, wearing 3 4 2 3 3 4
heavier, dark green full-body armor with a green plume on top BR AGI INT PRE CUN WIL
of the helmet. 5 15 1 1
3 2 2 2 2 3 SOAK WOUND R/M DEFENSE
BR AGI INT PRE CUN WIL
5 12 1 1 Skills: Melee (Light) 2, Bending Arts 2, Martial Arts 2, Charm
SOAK WOUND R/M DEFENSE 2, Deception 2.
Talents:
Skills: Melee (Light) 2, Resilience 1, Discipline 2, Bending • Adversary 1: Upgrade the difficulty of combat
Arts 2. checks targeting this character once.
Talents: • Parry 3: When the character suffers a hit from a
• Body Guard: Once per round, the character may melee combat check, after damage is calculated,
use this talent use a maneuver to upgrade the they may take a Parry incidental. They suffer 3 strain
difficulty of all checks targeting an ally engaged with and reduce the damage dealt by that hit by five. This
this character. talent may only be used once per hit and when the
character is wielding a melee or martial weapon.
Abilities:
Abilities:
• Adversary Bending: The character can use a
number of forms per encounter equal to their • Adversary Bending: The character can use a
Willpower without suffering strain. number of forms per encounter equal to their
• Dauntless: This character upgrades the ability of Willpower without suffering strain.
Discipline checks they make to resist fear or • Earthen Shoes: Allows the agent to move silently,
intimidation once. scale walls, even cling to the ceiling; can be used to
Forms: Royal earthbender guards can choose any gain on Stealth checks.
earthbending actions or maneuvers, and may select Forms: Dai Li agents can choose any earthbending actions
additional form effects, as normal. The forms they use most and maneuvers, and may select additional form effects, as
often are the following: normal. The forms they use most often are the following:
• Earth Piston: Choose one target at short range and • Tremor: Choose one target at short range and make
make an Average ( ) Bending Arts (BR or AGI) an Average ( ) Bending Arts (AGI) check. If
check. If successful, this attack inflicts 5 damage +1 successful, this attack inflicts 7 damage +1 damage
damage per uncanceled s, with Critical Rating 6, per uncanceled s, with Critical 5, Ensnare 3, and
Blast 5 and Ensnare 3. the target and all characters engaged with the target
• Earth Protection: Choose one engaged target or are knocked prone. The Dai Li agent can spend a
self and make an Average ( ) Bending Arts on the check to move the target up to one range
(WIL) check. If successful, the bender reduces the band in any direction.
damage of all hits they suffer by 1 plus 1 for every

Adversaries and Creatures | 129


• Rock Gloves: Dai Li agents may use this form by or interact with people or objects up to medium range
suffering 2 strain and performing a maneuver. The as if they were the character’s own hands).
character can move across vertical surfaces as Equipment:
easily as horizontal surfaces, even crawl along
ceilings. In addition, when your character attempts to • Dai Li Robes: +2 soak, 1 defense.
reduce the damage taken from falling, reduce the • Surveyor’s Chains, Sigil of the Earth Kingdom.
difficulty of the Athletics or Coordination check by
one. For the duration of the form, the character can Villager [Minion]
detach the gloves and use them to attack, grapple, Just your average, everyday Earth Kingdom citizen.
or interact with people or objects up to medium range 2 2 2 2 2 1
as if they were the character’s own hands).
BR AGI INT PRE CUN WIL
Equipment:
2 3 0 0
• Dai Li Robes: +2 soak, 1 defense.
SOAK WOUND R/M DEFENSE
• Surveyor’s Chains, Sigil of the Earth Kingdom.

Dai Li Director [Nemesis]


Skills Athletics, Melee, Ranged.
A good director will operate in the open, with his target
unaware of their constant surveillance. They carry a binding Talents: None.
"weapon" called surveyors' chains within their robes, which Abilities:
they threw from their sleeves to ensnare and hold prisoners,
• Flames of Fury: Increase the damage of a thrown
particularly other earthbenders, in order to inhibit their
torch by +1 for each additional minion in this minion
bending.
group, to a maximum of +7.
3 4 4 3 5 4 Equipment:
BR AGI INT PRE CUN WIL • Pitchfork: Melee; Damage 5; Critical 4; Range
5 18 25 1 1 [engaged]; Pierce 2.
SOAK WOUND STRAIN R/M DEFENSE • Thrown torch: Ranged; Damage 3; Critical 3;
Range [short]; Burn 3, Limited Ammo 1.

Skills: Melee (Light) 3, Bending Arts 4, Discipline 4, Martial Bandit [Minion]


Arts 3, Charm 2, Deception 2. Petty criminals and hired ruffians litter the countryside
Talents: Adversary 2, Counterstrike, Deadeye, Parry, throughout the Earth Kingdom, tending to congregate outside
Plausible Deniability. large cities and ports. Bandits comprise everyone from
pickpockets and muggers to gang members and killers.
Abilities:
• Adversary Bending: The character can use a 3 2 1 1 2 1
number of forms per encounter equal to their BR AGI INT PRE CUN WIL
Willpower without suffering strain. 2 7 0 0
• Dai Li Network: Upgrades one on any Deception
or Charm checks made against a character so long SOAK WOUND R/M DEFENSE
as the Dai Li is aware of them.
• Earthen Shoes: Allows the director to move silently,
Skills (group only): Coercion, Melee (Light), Ranged,
scale walls, even cling to the ceiling; can be used to
Skulduggery, Streetwise.
gain on Stealth checks.
Talents: None.
Forms: A Dai Li director can choose any earthbending actions
and maneuvers, and may select additional form effects, as Abilities:
normal. The forms they use most often are the following: • Ambush: may add to all Vigilance checks to
• Earth Strike: Choose one target engaged or at short determine Initiative by characters if they were
range and make an Average ( ) Bending Arts undetected before combat.
(BR or AGI) check. If successful, this attack inflicts Equipment:
8 damage +1 damage per uncanceled s, with
• Axe: Melee [Light]; Damage 8; Critical 3; Range
Critical Rating 6, and Ensnare 3.
[Engaged]; Vicious 1.
• Rock Gloves: Dai Li agents may use this form by
suffering 2 strain and performing a maneuver. The Earth Army Soldier [Minion]
character can move across vertical surfaces as
Earth Kingdom soldiers, both benders and nonbenders, carry
easily as horizontal surfaces, even crawl along
a wide variety of weapons from spears, swords, and other
ceilings. In addition, when your character attempts to
reduce the damage taken from falling, reduce the various polearms to more unusual weapons such as
difficulty of the Athletics or Coordination check by hammers, axes, and sickles. Soldiers typically wear specially
one. For the duration of the form, the character can armored conical helmets, which function in battle as an
detach the gloves and use them to attack, grapple, impromptu shield against fire blasts.
3 2 1 1 1 2

130 | Adversaries and Creatures


BR AGI INT PRE CUN WIL can make a Bending Arts (BR) check instead, and
may spend aaa or t to redirect the disc at
4 8 0 0
another target, causing the same effect.
SOAK WOUND R/M DEFENSE • Earth Strike: Choose one target engaged or at short
range and make an Average ( ) Bending Arts
(BR or AGI) check. If successful, this attack inflicts
Skills (group only): Discipline, Ranged Weapons, Vigilance,
6 damage +1 damage per uncanceled s, with
and Bending Arts.
Critical Rating 6, and Ensnare 3.
Talents: None. • Earthquake: Choose a spot up to medium range
Abilities: away and make a Hard ( ) Bending Arts (INT)
check. If successful, all terrain within short range of
• Adversary Bending: The character can use a the chosen location is considered difficult terrain.
number of forms per encounter equal to their Additional, characters within the affected area are
Willpower without suffering strain. disoriented until the end of their next turn. This
Forms: An earth army soldier can choose any earthbending character may spend aa to immobilize an effected
actions and maneuvers, and may select additional form character until the end of their next turn (and may
effects, as normal. The forms they use most often are the trigger this multiple times, spending aa each time).
following:
Equipment:
• Earth Strike: Choose one target engaged or at short
• Earth Kingdom Military Uniform: +1 soak.
range and make an Average ( ) Bending Arts
• Pouch of Stones.
(BR or AGI) check. If successful, this attack inflicts
• Warhammer: Melee (Heavy); Damage 7; Critical 3;
5 damage +1 damage per uncanceled s, with
Range [Engaged]; Cumbersome 3, Pierce 2, Vicious
Critical Rating 6, and Ensnare 3.
1.
Equipment:
• Earth Kingdom Military Uniform: +1 soak.
Earth Army General [Nemesis]
• Pouch of Stones. Generals rarely, if ever, accompany their own men into battle
and thus their presence anywhere should indicate the Earth
Earth Army Captain [Rival] Kingdom’s substantial stakes. As a meritocratic organization,
Officers and captains wear yellow armor instead of the generals in the Earth Army are always vying for recognition,
standard green variant and are often a part of a cavalry honor, and ultimately a position on the Council of Five. Each
complement consisting of ostrich horses and heavier armor. general oversees bases located in the Earth Kingdom.

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

SOAK WOUND R/M DEFENSE SOAK WOUNDS STRAIN R/M DEFENSE

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

Adversaries and Creatures | 131


object either jump out of the way or take a number of check. If successful, all terrain within short range of
damage ignoring soak equal to the Rival’s Brawn the chosen location is considered difficult terrain.
rating; earthbenders can make a Bending Arts (BR) Additional, characters within the affected area are
check to instead redirect the disc in a different disoriented until the end of their next turn. This
direction. character may spend aa to immobilize an effected
Forms: An earth army general can choose any earthbending character until the end of their next turn (and may
actions and maneuvers, and may select additional form trigger this multiple times, spending aa each time).
effects, as normal. The forms they use most often are the Equipment:
following:
• Earth Kingdom General Uniform: 1 ranged, 2
• Earth Strike: Choose one target engaged or at short melee defense.
range and make an Average ( ) Bending Arts • Warhammer: Melee (Heavy); Damage 7; Critical 3;
(BR or AGI) check. If successful, this attack inflicts Range [Engaged]; Cumbersome 3, Pierce 2, Vicious
8 damage +1 damage per uncanceled s, with 1.
Critical Rating 6, and Ensnare 3. • Pouch of Stones.
• Earthquake: Choose a spot up to medium range
away and make a Hard ( ) Bending Arts (INT)

132 | Adversaries and Creatures


Fire Nation
Fire Sage [Rival] SOAK WOUND R/M DEFENSE

The Fire Sages serve as the religious authority of the Fire


Nation and is responsible for identifying the Avatar's Skills (group only): Martial Arts, Melee (Light), Ranged,
incarnation when they are born in the Fire Nation. Their Discipline, and Sailing.
additional duties include guarding the temple and conducting Equipment:
coronations, weddings, and funerals for the Royal Family and
for those who seek their spiritual advice. • Sword: Melee (Light); Damage 6; Critical 2; Range
[Engaged]; Defensive 1.
2 2 3 2 3 4 • Bow: Ranged; Damage 7; Critical 3; Range
BR AGI INT PRE CUN WIL [medium]; Unwieldy 2.
• Naval Uniform: +1 soak
3 13 0 0
SOAK WOUND R/M DEFENSE Fire Navy Commander [Rival]
A commander oversees the captains and responsible for
Skills: Bending Arts 3, Perception 2, Medicine 2, Discipline 2, carrying out an admiral's commands. They are also placed in
Knowledge (History) 2, Knowledge (Culture) 2. charge of blockades and a considerable number of ships, but
still have nowhere near as much power as an admiral.
Talents:
3 3 2 2 3 3
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once. BR AGI INT PRE CUN WIL
3 11 1 1
Abilities:
SOAK WOUND R/M DEFENSE
• Adversary Bending: The character can use a
number of forms per encounter equal to their
Willpower without suffering strain. Skills: Melee (Light) 2, Knowledge (Geography) 1,
• Disciple of Fire: Reduce the difficulty of Bending Leadership 2, Sailing 2.
Arts checks by one, to a minimum of Easy ( ), and
Talents:
increase the base damage of Attack forms by three.
• Adversary 1: Upgrade the difficulty of combat
Forms: A fire sage can choose any firebending actions and
checks targeting this character once.
maneuvers, and may select additional form effects, as normal.
The forms they use most often are the following: • Duelist: The character adds to their melee
combat checks when engaged with only a single
• Heat Control: Select one target within short range opponent. The character adds to their melee
and make an Average ( ) Bending Arts (CUN) combat checks when engaged with three or more
check. If successful, until the end of the fire sage’s opponents.
next turn, the target decreases the ability of any skill
checks they make by one. Abilities:
• Healing Embers: Select one engaged target who is • Adversary Bending: The character can use a
not incapacitated and make an Average ( ) number of forms per encounter equal to their
Bending Arts (INT) check. If successful, the target Willpower without suffering strain.
heals 1 wound per uncanceled s, and 1 strain per • Naval Superiority: This character may add to all
uncanceled a. combat checks when engaged with any character
• Energy Reading: Select one target within short untrained in Sailing, so long as they are on a boat.
range and make a Hard Bending Arts (CUN) • Veteran of a Thousand Battles: When this
check. If successful, any condition the target is character makes a check to determine initiative
suffering lasts for the remainder of the encounter, order, a on the check count as s.
and they suffer one strain for as long as the fire sage
maintains concentration on this form. Forms: A Fire Navy commander can choose any firebending
actions and maneuvers, and may select additional form
Equipment: effects, as normal. The forms they use most often are the
• Sage Robes: +1 soak. following:

Fire Navy Private [Minion] Fire Blast: Choose one target engaged or at short
range and make a Hard ( ) Bending Arts (BR
Privates are not considered officers and are under the or AGI) check. If successful, this attack inflicts 6
command of a ship's lieutenant. They are the lowest rank in damage +1 damage per uncanceled s, with Critical
the Fire Nation forces. Rating 4, and Blast 5, Burn 2.
2 2 2 2 2 2 • Fan the Flame: A fire navy commander may target
themselves and make an Average ( ) Bending
BR AGI INT PRE CUN WIL
Arts (CUN) check. If successful, they increase the
3 5 0 0 ability of any skill checks they make by two.

Adversaries and Creatures | 133


Equipment: Abilities:
• Sword: Melee (Light); Damage 6; Critical 2; Range • Adversary Bending: The character can use a
[Engaged]; Defensive 1. number of forms per encounter equal to their
• Naval Captain Military Uniform: 1 defense. Willpower without suffering strain.
• Fleet Tactics: When engaged in ship combat with at
Fire Navy Admiral [Nemesis] least one allied ship present, any time that both ships
Admiral is the highest rank in the Fire Nation Navy, preceded make the same action such as firing weapons or
by commander. The title has been used since the inception of ramming enemy ships, each subsequent ship after
the navy. It gives whoever bears the title high authority and the first gains on that action.
command over an entire fleet. The Fire Lord directly appoints Forms: A Fire Navy commander can choose any firebending
each admiral. Above all else, Fire Admirals value the honor actions and maneuvers, and may select additional form
and respectability of their supporters. effects, as normal. The forms they use most often are the
3 4 3 4 4 4 following:
BR AGI INT PRE CUN WIL • Fire Blast: Choose one target engaged or at short
range and make an Average ( ) Bending Arts
3 18 18 1 1
(BR or AGI) check. If successful, this attack inflicts
SOAK WOUND STRAIN R/M DEFENSE 7 damage +1 damage per uncanceled s, with
Critical Rating 4, and Blast 7, Burn 3.
Skills: Bending Arts 4, Leadership 3, Melee (Light) 2, Sailing • Fan the Flame: A fire navy commander may target
2, Knowledge (Geography) 1. themselves and make an Average ( ) Bending
Arts (CUN) check. If successful, they increase the
Talents: ability of any skill checks they make by two.
• Adversary 2: Upgrade the difficulty of combat Equipment:
checks targeting this character twice.
• Sword: Melee (Light); Damage 6; Critical 2; Range
• Inspiring Leadership: The character can use this
[Engaged]; Defensive 1.
talent to make a Hard ( ) Leadership check.
• Naval Captain Military Uniform: 1 defense.
If successful, a number of allies not exceeding the
Fire Navy admiral’s Presence within medium range
add s to their next skill check.

134 | Adversaries and Creatures


Water Tribes
The Water Tribe does not have a well-defined chain of attack with a Bending Arts (Agility) combat check
command. There is no overall military commander of the and has the following profile: Range (Short);
Water Tribes and as such, command is divided between the Damage 4; Critical 4; Ensnare 2, Linked 2, Stun 2.
two polar factions. A tribal chieftain usually spearheads any Equipment:
formal operations. Only the Northern Water Tribe has
anything resembling an organized military. • Northern Army Armor: +1 defense.
• Spear: Melee (Heavy); Damage 6; Critical 3; Range
Northern Soldier [Rival] (engaged); Accurate 1.
Because of the industrialization of the tribe after the war, the • Machete: Melee (Light); Damage 6; Critical 2;
Northern Water Tribe's military changed greatly. The North Range (engaged); Vicious 1.
formed a standing army with improved equipment; by 151 AG, • 2 waterskins.

Water Tribe Warrior [Minion]


machetes and spears had become the most common
weapons.
Without any formal military, most warriors in the Northern or
The standard weaponry of machetes and spears
Southern tribes tend to be able-bodied individuals who can
remained largely the same for twenty years, though
hold a weapon or wielding their waterbending offensively.
authorities introduced a new uniform. Less thick and bulky,
this new dark blue uniform allows greater freedom of 3 2 3 1 2 3
movement. It consists of a padded jacket, a leather helmet BR AGI INT PRE CUN WIL
with fabric neck guard, lined trousers and high boots. Since at
3 5 1 1
least 150 AG, the army also makes use of pack animals and
mounts, most notably the Arctic camel and the buffalo yak. SOAK WOUND R/M DEFENSE
High-ranking officers wear a dark blue coat with a Water Tribe
insignia Skills (group only): Bending Arts, Melee (Light), Melee
(Heavy), Survival, Vigilance, Athletics.
3 3 3 1 2 3
BR AGI INT PRE CUN WIL Talents:

3 12 1 1 • Hunter: This character adds to all skill checks


when interacting with wild beasts and animals,
SOAK WOUND R/M DEFENSE
including combat checks. In addition, they add +10
to all Critical Injury rolls against animals and beasts.
Skills: Bending Arts 2, Discipline 2, Melee (Light) 3, Melee
Abilities:
(Heavy) 2, Perception 2, Athletics 2.
Talents: • Adversary Bending: The character can use a
number of forms per encounter equal to their
• Parry 3: When the character suffers a hit from a Willpower without suffering strain.
melee combat check, after damage is calculated but • Wolf Spirit: Once per turn, the character may
before soak is applied, the character may suffer 3 perform a maneuver to add to their next melee
strain to use this talent to reduce the damage of the combat check.
hit by two plus their ranks in Parry. This talent can
Forms: A water tribe warrior can choose any waterbending
only be used once per hit, and your character needs
actions and maneuvers, and may select additional form
to be a bender, or wielding a Melee weapon.
effects, as normal. The forms they use most often are the
Abilities: following:
• Adversary Bending: The character can use a • Water Blast: Choose one target engaged or at short
number of forms per encounter equal to their range and make an Average ( ) Bending Arts
Willpower without suffering strain. (BR or AGI) check. If successful, this attack inflicts
• Veteran of a Thousand Battles: When this 5 damage +1 damage per uncanceled s, with
character makes a check to determine initiative Critical Rating 6, Auto-fire and Blast 2.
order, a on the check count as s.
Equipment:
Forms: A northern soldier can choose any waterbending
• Wolf Pelt Armor: +1 defense.
actions and maneuvers, and may select additional form
• Spear: Melee (Heavy); Damage 6; Critical 3; Range
effects, as normal. The forms they use most often are the
(engaged); Accurate 1.
following:
• Dagger: Melee (Light); Damage +2; Critical 3;
• Water Volley: Choose one target engaged or at Range [engaged]; Accurate 1.
short range and make an Average ( ) Bending • 2 waterskins.
Arts (BR or AGI) check. If successful, this attack
inflicts 6 damage +1 damage per uncanceled s, with Water Tribe Chieftain [Nemesis]
Critical Rating 6, Auto-fire and Guided 2. Little more than the leader of a Water Tribe settlement, the
• Water Whip: A northern soldier can use a maneuver chieftain is responsible for mustering warriors and benders
to summon a water whip. The whip can be used to

Adversaries and Creatures | 135


together and leading them into battle or scouting operations. • Wolf Spirit: Once per turn, the character may
In principle, all chiefs are equal and can convene together to perform a maneuver to add to their next melee
make joint decisions. In practice, Desna and Eska rule combat check.
together in the north and Hakoda in the south. Forms: A water tribe chieftain can choose any waterbending
5 3 2 3 2 4 actions and maneuvers, and may select additional form
effects, as normal. The forms they use most often are the
BR AGI INT PRE CUN WIL
following:
5 20 20 1 1
• Icicle Barrage: Choose one target engaged or at
SOAK WOUND STRAIN R/M DEFENSE short range and make an Average ( ) Bending
Arts (BR or AGI) check. If successful, this attack
Skills: Bending Arts 3, Discipline 3, Leadership 3, Martial Arts inflicts 8 damage +1 damage per uncanceled s, with
2, Perception 1, Vigilance 2. Critical Rating 4, Auto-fire and Pierce 3.
• Octopus Form: The character makes a Hard
Talents:
( ) Bending Arts (WIL) check. If successful,
• Adversary 1: Upgrade the difficulty of combat they create one tentacle +1 tentacle for each
checks targeting this character once. uncanceled s. The character’s defense becomes 3.
• Improved Inspiring Rhetoric: Your character may The tentacles last until the end of the character’s
use this talent to make an Average ( ) next turn unless the character performs the
Leadership check. For each s the check Concentra maneuver. They may spend aa on
generates, one ally within short range heals one subsequent Bending Arts checks to create an
strain. For each a, one ally benefiting from Inspiring additional tentacle. For the duration of the form, the
Rhetoric heals one additional strain. Allies affected area within short range of the character is
by your character’s Inspiring Rhetoric add to all considered difficult terrain. Whenever the character
skill checks they make for a number of rounds equal makes an attack with a Water Tentacle while this
to your character's rank in Leadership. form is active, that attack gains the Linked quality
equal to the number of active Water Tentacles (see
Abilities:
the Water Tentacle effect on page 57).
• Adversary Bending: The character can use a
Equipment:
number of forms per encounter equal to their
Willpower without suffering strain. • Wolf Pelt Armor: +1 defense.
• Chieftain’s Vigilance: When the Water Tribe • Spear: Melee (Heavy); Damage 8; Critical 3; Range
Chieftain is attacked, they add to determine (engaged); Accurate 1.
Initiative order to himself and any guards they have • 2 waterskins.
and grants them on any attacks made in the first
round.

136 | Adversaries and Creatures


Other Factions
The Red Lotus
The Red Lotus is a global militant anarchist organization,
founded by Xai Bau as a splinter faction of the Order of the
Red Lotus Sentry [Rival]
White Lotus after the Hundred Year War. Until 171 AG, the The Red Lotus sentries are low-ranking members of the Red
organization operated through sleeper cells, keeping their Lotus. Although they are not operatives themselves, sentries
existence unknown to the world. are the muscle of most Red Lotus operations, carrying out
many responsibilities too great to entrust to initiates, but too
The Red Lotus' agenda is to have the humans and spirits mundane to bother a Red Lotus Master.
coexist again and usher in a new world order by dismantling
the established nations and their leaders. Their first attempt 3 2 2 1 3 3
involved freeing Vaatu from his prison in the Spirit World, but BR AGI INT PRE CUN WIL
Avatar Korra and her friends thwarted this. Zaheer, who 3 10 0 1
assassinated Earth Queen Hou-Ting, made a second attempt.
Although he was successful in destabilizing the Earth SOAK WOUND R/M DEFENSE
Kingdom, it came at great cost to his organization.
Skills: Martial Arts 2, Cool 1, Deception 2, Coordination 2,
Red Lotus Initiate [Minion] Streetwise 1, Bending Arts 3.
Before they can become sentries, aspiring benders of the Red Talents:
Lotus begin as initiates and must show their dedication to the • Chi Disruption: The character may make a Hard
cause. ( ) Martial Arts check targeting an engaged
2 2 2 2 3 3 character. If successful, deal strain instead of
wounds. If the target is a bender, they cannot use
BR AGI INT PRE CUN WIL any forms until the end of their next turn and any form
2 5 0 0 currently sustained through concentration
SOAK WOUND R/M DEFENSE immediately ends. You may spend aaa to
immobilize the target and d to stagger them.
Abilities:
Skills (group only): Martial Arts, Deception, Bending Arts, and
Coercion, Cool. • Adversary Bending: The character can use a
number of forms per encounter equal to their
Talents: None.
Willpower without suffering strain.
Abilities: • Elemental Mastery: The first effect this character
• Adversary Bending: The character can use a adds to a form does not increase the difficulty of the
number of forms per encounter equal to their Bending Arts check.
Willpower without suffering strain. • Secret Society: Automatically upgrade the difficulty
• Elemental Mastery: The first effect this character once of any social skill check to interact with or
adds to a form does not increase the difficulty of the deceive this faction member when pretending to be
Bending Arts check. a part of that faction.

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:

Adversaries and Creatures | 137


• Dagger: Melee (Light); Damage 4; Critical 3; Range • Dagger: Melee (Light); Damage 4; Critical 3; Range
[engaged]; Accurate 1. [engaged]; Accurate 1.
• Staff: Martial Arts; Damage 4; Critical 4; Range • Staff: Martial Arts; Damage 4; Critical 4; Range
[engaged]; Defensive 1, Disorient 2. [engaged]; Defensive 1, Disorient 2.
• Red Lotus insignia. • Red Lotus insignia, a bending scroll.

Red Lotus Master [Nemesis] Order of the White Lotus


They say when one Master falls, a Sentry rises to take their
place. With the disappearance of P’li, Ghazan, Zaheer, and The Order of the White Lotus, also known as the White Lotus,
Ming-Hua, the opportunity is ripe for four new bending is an ancient and formerly secret society that transcends the
masters to take the reins of this organization. boundaries of the four nations, seeking philosophy, beauty,
and truth. They are devoted to the sharing of ancient
4 3 2 2 3 4
knowledge across national and political divides, and on Avatar
BR AGI INT PRE CUN WIL Aang's request, they also concern themselves with the task of
4 15 18 1 1 finding, training, and protecting each new Avatar.
SOAK WOUND STRAIN R/M DEFENSE Shortly after the Hundred Year War's conclusion, the
society stopped concealing itself from the public eye and
began to serve the world and the Avatar more openly, though
Skills: Deception 2, Bending Arts 4, Martial Arts 2, Perception several aspects of their operations remained secret.
2, Spirit World 4, Survival 3, Cool 2
Talents: White Lotus Initiate [Minion]
As the White Lotus is no longer a secret society, many more
• Adversary 2: Upgrade the difficulty of combat
members are present in the Order than in the past, including
checks targeting this character twice.
multiple leaders and many sentries and initiates tasked with
Abilities: duties such as training the Avatar or guarding dangerous
• Adversary Bending: The character can use a benders.
number of forms per encounter equal to their 2 2 2 2 1 3
Willpower without suffering strain.
BR AGI INT PRE CUN WIL
• Ancient Knowledge: When a form adds a quality
to this character’s form with a rating determined by 2 5 0 0
their ranks in Discipline, they may use their ranks in SOAK WOUND R/M DEFENSE
Knowledge (Spirit World) instead.
• Bending Disciple: Reduce the difficulty of Bending
Skills (group only): Bending Arts, Martial Arts, Discipline, and
Arts checks by one, to a minimum of Easy ( ), and
Vigilance.
increase the base damage of Attack forms by three.
• Elemental Mastery: The first effect this character Talents: None.
adds to a form does not increase the difficulty of the Abilities:
Bending Arts check.
• Adversary Bending: The character can use a
Forms: Benders can choose any bending actions allowed for number of forms per encounter equal to their
their element, and may select additional form effects, as Willpower without suffering strain.
normal. The forms they use most often are the following:
• Strength in Numbers: May add to all Discipline
• Elemental Strike: Choose one target engaged or at or Vigilance checks made against fear effects or
short range and make an Average ( ) Bending surprise attacks when there are more than two White
Arts (BR or AGI) check. If successful, this attack Lotus Initiates together.
inflicts 7 damage +1 damage per uncanceled s, with Forms: Benders can choose any bending actions allowed for
Critical Rating 3, and with the following qualities: their element, and may select additional form effects, as
Burn 4 for firebenders, Disorient 4 for airbenders, normal. The forms they use most often are the following:
Stun 4 for waterbenders, or Ensnare 4 for
earthbenders. • Elemental Strike: Choose one target engaged or at
• Elemental Barrier: Choose one engaged target or short range and make an Average ( ) Bending
self and make a Hard ( ) Bending Arts (WIL) Arts (BR or AGI) check. If successful, this attack
check. If successful, the bender reduces the inflicts 4 damage +1 damage per uncanceled s, with
damage of all hits they suffer by 1 plus 1 for every Critical Rating 6, and with the following qualities:
ss beyond the first until the end of their next turn; Burn 4 for firebenders, Disorient 4 for airbenders,
in addition, if an attack targeting the bender Stun 4 for waterbenders, or Ensnare 4 for
generates hhh or d, the attacker suffers a hit earthbenders.
inflicting damage equal to the total damage of the • Elemental Barrier: Choose one engaged target or
attack; the bender may perform the concentrate self and make a Hard ( ) Bending Arts (WIL)
maneuver to maintain the effects of this barrier. check. If successful, the bender reduces the
damage of all hits they suffer by 1 plus 1 for every
Equipment:
ss beyond the first until the end of their next turn;
in addition, if an attack targeting the bender

138 | Adversaries and Creatures


generates hhh or d, the attacker suffers a hit attack; the bender may perform the concentrate
inflicting damage equal to the total damage of the maneuver to maintain the effects of this barrier.
attack; the bender may perform the concentrate Equipment:
maneuver to maintain the effects of this barrier.
• Staff: Martial Arts; Damage 4; Critical 4; Range
Equipment:
[engaged]; Defensive 1, Disorient 2.
• Staff: Martial Arts; Damage 4; Critical 4; Range • Sword: Melee (Light); Damage 6; Critical 2; Range
[engaged]; Defensive 1, Disorient 2. [Engaged]; Defensive 1.
• Sword: Melee (Light); Damage 6; Critical 2; Range • Spear: Melee (Heavy); Damage 6; Critical 3; Range
[Engaged]; Defensive 1. (engaged); Accurate 1.
• Spear: Melee (Heavy); Damage 6; Critical 3; Range • White Lotus robes (+1 soak), insignia.
(engaged); Accurate 1.
• Training gi. White Lotus Master [Nemesis]
Masters of the White Lotus are among the world’s wisest
White Lotus Sentry [Rival] scholars in both the bending arts and the spirit world. Only
Sentries of the White Lotus are stationed at various White truly enlightened individuals can ever attain the rank of
Lotus bases throughout the world tasked with guarding the Master, fewer still ever go on to become a Grand Lotus.
world’s most nefarious bending criminals and other tightly Supposedly, an enlightened master can travel to the Spirit
guarded secrets. World through meditation, and rumors abound that those who
achieve Grand Lotus status also have prolonged life.
2 3 3 2 1 3
BR AGI INT PRE CUN WIL 4 3 4 3 3 5

3 14 0 1 BR AGI INT PRE CUN WIL

SOAK WOUND R/M DEFENSE 5 18 22 1 2


SOAK WOUND STRAIN R/M DEFENSE
Skills: Martial Arts 2, Empathy 1, Knowledge (Spirit World) 2,
Discipline 2, Vigilance 2, and Bending Arts 3. Skills: Empathy 2, Bending Arts 4, Martial Arts 2, Knowledge
Talents: None. (Spirit World) 4, Discipline 4, Vigilance 3, Leadership 3, and
Negotiation 2.
Abilities:
Talents:
• Adversary Bending: The character can use a
number of forms per encounter equal to their • Adversary 2: Upgrade the difficulty of combat
Willpower without suffering strain. checks targeting this character twice.
• Elemental Mastery: The first effect this character • Inspiring Leadership: The character can use this
adds to a form does not increase the difficulty of the talent to make a Hard ( ) Leadership check.
Bending Arts check. If successful, a number of allies not exceeding the
• Never Alone: May spend aaa or t on checks White Lotus Master’s Presence within medium range
made by a White Lotus sentry to determine Initiative add s to their next skill check.
to have one additional sentry appear at long range; Abilities:
this new sentry also makes a check to determine • Adversary Bending: The character can use a
Initiative. number of forms per encounter equal to their
Forms: Benders can choose any bending actions allowed for Willpower without suffering strain.
their element, and may select additional form effects, as • Ancient Order: Once per session, you may spend
normal. The forms they use most often are the following: one Story Point to have one previously unknown
• Elemental Strike: Choose one target engaged or at character reveal themselves in the scene as allies to
short range and make an Average ( ) Bending the White Lotus Master.
Arts (BR or AGI) check. If successful, this attack • Bending Disciple: Reduce the difficulty of Bending
inflicts 4 damage +1 damage per uncanceled s, with Arts checks by one, to a minimum of Easy ( ), and
Critical Rating 6, and with the following qualities: increase the base damage of Attack forms by three.
Burn 4 for firebenders, Disorient 4 for airbenders, Forms: Benders can choose any bending actions allowed for
Stun 4 for waterbenders, or Ensnare 4 for their element, and may select additional form effects, as
earthbenders. normal. The forms they use most often are the following:
• Elemental Barrier: Choose one engaged target or
self and make a Hard ( ) Bending Arts (WIL) • Elemental Strike: Choose one target engaged or at
check. If successful, the bender reduces the short range and make an Average ( ) Bending
damage of all hits they suffer by 1 plus 1 for every Arts (BR or AGI) check. If successful, this attack
ss beyond the first until the end of their next turn; inflicts 4 damage +1 damage per uncanceled s, with
in addition, if an attack targeting the bender Critical Rating 6, and with the following qualities:
generates hhh or d, the attacker suffers a hit Burn 4 for firebenders, Disorient 4 for airbenders,
inflicting damage equal to the total damage of the Stun 4 for waterbenders, or Ensnare 4 for
earthbenders.

Adversaries and Creatures | 139


• Elemental Control: Select a location up to medium
range and make an Average ( ) Bending Arts
(INT) check. If successful, until the end of the
bender’s next turn, the area within short range of the
selected location is considered difficult terrain. The
bender can maintain these effects with the
concentrate maneuver.
Equipment:
• Staff: Martial Arts; Damage 4; Critical 4; Range
[engaged]; Defensive 1, Disorient 2.
• Sword: Melee (Light); Damage 6; Critical 2; Range
[Engaged]; Defensive 1.
• Spear: Melee (Heavy); Damage 6; Critical 3; Range
(engaged); Accurate 1.
White Lotus robes (+1 soak), insignia; a bending
scroll.

140 | Adversaries and Creatures


Creatures and Spirits
A vast range of fauna inhabits the world of Avatar; most of the
animals presented are notably chimeras or crossbreeds of
Badgermole [Rival]
two real world animals. Although not all creatures intend to
harm the players, they will defend their territory and their lives
if provoked.
Note: Creatures list Melee rather than Martial Arts, but
the skill is the same.

Creatures
Armadillo Lion [Rival]

An enormous mammal, the badger mole has the shovel-


shaped claws and long tail associated with the mole and a
badger-like body. It has brown fur, a white face, and a white
stripe running down its back. The badger mole seems to be
the natural predator of the wolfbats and can earthbend by
slamming its paws into the ground and motioning with its
stance to move the dirt around. It also seems to enjoy music
and becomes tranquil when it hears music playing.
5 3 2 2 2 2
BR AGI INT PRE CUN WIL
This large animal has the body and head of a lion. The fur on
5 25 1 1
its feet and lower part of its face is white. Its main trunk and
the upper parts of its legs are covered by shaggy brown hair. SOAK WOUND R/M DEFENSE
Its back is topped by an armadillo-like segmented carapace, 2 2 1
which extends to cover the top of its head. It has an armadillo-
SILHOUETTE SPEED HANDLING
like hairless tail. When startled, the armadillo lion can curl up
into an armored ball, much like the three-banded armadillo.
4 3 2 1 3 1 Skills: Bending Arts 3, Vigilance 2, Perception 2.

BR AGI INT PRE CUN WIL Talents: None.

5 16 1 1 Abilities:

SOAK WOUND R/M DEFENSE • Digging Claws: A badgermole moves normally


through difficult or impassable terrain of stone, soil,
or similar materials.
Skills: Resilience 3, Coercion 3, Melee 2. • Earth Senses: When making perception checks, the
Talents: Badgermole is not hindered by darkness and can
sense things out of its line of sight within range. Any
• Swift: This creature does not spend extra
earthbending attack made against a badgermole is
maneuvers to move across difficult terrain.
upgraded twice.
Abilities: • Eyeless Sight: A badgermole does not add to
• Carapace Armor: Whenever this creature takes a checks due to darkness or concealment and is
defensive stance maneuver, its soak is increased by immune to abilities or Critical Injuries that affect a
2 until the end of its next turn. character’s sight.
• Pounce: Once per turn, while at short range this • Silhouette 2 – 3.
creature may perform a move maneuver to engage Equipment: Sweeping claws (Melee; Damage 7; Critical 4;
a target as an incidental. Range [Engaged]; Knockdown).
• Silhouette 1.
Equipment: Claws and fangs (Melee; Damage 6; Critical 4;
Boar-q-pine [Rival]
Range [Engaged]). Native to large Earth Kingdom forests, it has the body and
general appearance of a boar, except that its body is covered

Adversaries and Creatures | 141


in quills like a porcupine. It has a large head compared to the Talents: None.
rest of its body, and from it emerge a pair of sharp, white tusks. Abilities:
However, in youth, these creatures resemble their porcupine
half more, being small, not much bigger than a hand, and • Flyer: This creature can fly.
appearing more rodent-like rather than like a large boar. They • Poisonous Stinger: A character wounded by a
also appear to be much more docile, which is to be expected buzzard wasp’s stinger must make a Hard ( )
with young creatures. Resilience check as an out-of-turn incidental or
suffer 4 additional wounds, and must check again on
The boar-q-pine is extremely bad tempered and vengeful,
their next turn if the check generates d.
yet also very shy and prone to adorable waddling. It is
carnivorous and is a predator of koala sheep; both species • Swoop Attack: After making a melee combat check
are some of the few that inhabit the Black Cliffs. while flying, the buzzard wasp can move from
engaged to short range of the target as an incidental.
3 4 3 1 1 1 • Territorial: Buzzard wasps are incredibly territorial
BR AGI INT PRE CUN WIL and add to all combat checks made when
5 15 0 1 attacking any characters intruding on their nest.
• Silhouette 1.
SOAK WOUND R/M DEFENSE
Equipment:
• Talons and beak: Melee; Damage 5; Critical 3;
Skills: Coercion 3, Survival 3, Ranged 1, Melee 2.
Range [Engaged].
Talents: • Stinger: Melee; Damage 4; Critical 3; Ranged
• Enduring 2: This creature’s soak value is increased [Engaged]; Limited Ammo 1, Disorient 3.
by two.
Canyon Crawler [Rival]
Abilities:
The canyon crawler is a dangerous animal that primarily
• Charge: This creature adds to its first melee inhabits the canyon of the Great Divide, but it lives throughout
attack after performing a maneuver to engage the the arid terrain of the western Earth Kingdom. Though the
target in the same turn. crawler prefers live meat and its various useful features make
• Barbed Hide: When a boar-q-pine is hit by a melee it the perfect hunter, the canyon crawler is primarily an
attack, may spend hh to inflict 1 wound on the omnivorous scavenger that is willing to eat whatever it can
attacker. find.
• Silhouette 1. Crawlers resemble a mix of a crocodile, an ant, and a
Equipment: spider. It has four eyes on either side of its face and a forked
tongue in a sharp-toothed jaw. Much like a traditional
• Quills: Ranged; Damage 6; Critical 3; Range
arachnid, the crawler retains a two-segmented body made up
[Short]; Pierce 3.
of a cephalothorax and an abdomen, to which its four skinny
• Tusks: Melee; Damage 6; Critical 2; Range
legs attach. The canyon crawler's name comes from its
[Engaged]; Vicious 1.
arachnid-like characteristics and from its ability to run up
Buzzard Wasp [Rival] sheer mountain walls. The canyon crawler also uses multiple
sensitive nostrils with which it easily detects the scent of food.
Native to the Si Wong Desert, these creatures are six-legged
insects that have a vulture-like head and a bee or wasp-like 3 3 2 1 3 1
body, hence their name. They have brown, white, and gray BR AGI INT PRE CUN WIL
stripes on their abdomen, and their necks are dark gray with
3 13 0 0
a light gray ruff at the body. These creatures also have wings
attached to their thorax and are capable of flight. Their beaks SOAK WOUND R/M DEFENSE
and talons are razor sharp. 2 3 -1
The buzzard wasps live in caves they dug out of Si Wong SILHOUETTE SPEED HANDLING
Rock. Female wasps produce the gooey substance on their
cave walls, which has the flavor of rotten penguin meat. It is
the equivalent of honey and produced in a similar way and fed Skills: Coordination 2, Athletics 2, Melee 3, Survival 3.
to the young. They will attack if provoked by intruders in their Talents: None.
nest and become aggravated by loud noises. In such cases,
Abilities:
they are very dangerous. They primarily feed upon carrion but
will hunt live game if they are desperate for food. • Improved Sweep: The creature can spend a to hit
an additional target with a successful melee check to
2 4 1 1 3 3 hit an additional target that is Engaged with the first
BR AGI INT PRE CUN WIL target.
2 7 1 1 • Skitter: A canyon crawler can move across walls,
ceilings, and cliffs without penalty.
SOAK WOUND R/M DEFENSE
• Silhouette 2.
Equipment:
Skills: Coordination 3, Melee 2, Survival 3, Vigilance 3.

142 | Adversaries and Creatures


• Talonfeet: Melee; Damage 4; Critical 3; Range The eel hound has a very wild nature that can make it
[Short]. challenging to train. For this reason, very few people attempt
• Big maw: Melee; Damage 5; Critical 3; Range to do so; therefore, eel hounds are not common mounts. Once
[Engaged]. properly trained, however, the eel hound is surprisingly tame
and can swim through water or run on land at great speeds;
Dragon [Nemesis] the great Swordmaster Piandao once claimed it was being the
The dragons are the original practitioner of firebending, fastest known animal over land and water.
capable of breathing fire. The species demonstrated the true 2 4 1 1 1 2
way of firebending to the Sun Warriors' civilization, a
precursor to the modern-day Fire Nation, as well as to Wan, BR AGI INT PRE CUN WIL
the first Avatar. As such, dragons are highly respected by both 2 6 0 0
the Sun Warriors and the Fire Nation. SOAK WOUND R/M DEFENSE
Dragons are intelligent creatures, capable of 2 4 2
communicating with humans. Although generally living in
SILHOUETTE SPEED HANDLING
solitude, a dragon can form a tight bond with a human, even
to the point where it will protect its human partner to the death.
4 3 3 2 2 2 Skills: Athletics 3, Coordination 3, Resilience 1.

BR AGI INT PRE CUN WIL Talents: None.

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.

Adversaries and Creatures | 143


Flying Bison [Rival] 4 4 1 1 1 1
The flying bison, also known as sky bison and air bison, lived BR AGI INT PRE CUN WIL
in the air temples along with the Air Nomads. Some bison also 4 23 0 0
live in the Fire Nation, tended to on an island by the Bhanti
SOAK WOUND R/M DEFENSE
Tribe. Prior to the Hundred Year War, many flying bison lived
in the air temples. They were highly respected by the Air 2 3 2
Nomads, who regarded them as the first airbenders. SILHOUETTE SPEED HANDLING
Their pelts make sky bison high-value targets for
poachers. Rumor has it that the upper-class citizens of Ba Skills: Melee 2, Survival 3, Resilience 3, Vigilance 4.
Sing Se even view bison veal as a delicacy.
Talents: None.
All flying bison employ airbending to fly, using their wide
Abilities:
tails to steer through air currents and to defend themselves
from attacks. They are also able to use their mouths to • Beast of Burden 5: Add 5 to the creature’s
airbend. Since young flying bison are incapable of flight for a encumbrance threshold.
week or two after they are born, the herd will stay close to the • Spiked Carapace: When targeted by a melee
ground to protect them. Though docile, flying bison can be combat check, may spend hhh or d from the
fierce and powerful opponents if pressed or enraged, results to have the attacker suffer 3 wounds.
possessing great physical strength and airbending skills. • Silhouette 2.
4 3 3 1 2 4 Equipment: Massive Horn (Melee; Damage 8; Critical 3;
BR AGI INT PRE CUN WIL Range [Short]; Vicious 2).

5 22 1 1 Goat Gorilla [Rival]


SOAK WOUND R/M DEFENSE The goat gorilla is a large creature found typically within
3 3 1 mountainous and forested areas of the Earth Kingdom,
generally far from large settlements. Although a rather
SILHOUETTE SPEED HANDLING
rampant beast in the wild, the gorilla goat can be quite lovable
and docile in captivity, as well as useful in manual labor.
Skills: Bending Arts 3, Vigilance 2, Empathy 2. Goat gorillas are hostile toward intruders who trespass
Talents: None. into their territory and do not hesitate in attacking those they
identify as threats. They often initiate a confrontation,
Abilities:
ramming opponents repeatedly until they fall. These creatures
• Beast of Burden 10: Add 10 to the creature’s use their massive arms as weapons, raising them high to gain
encumbrance threshold. momentum before smashing them to the ground. Despite their
• Flyer: This creature can fly. violent nature, however, it is possible to coexist with goat
• Silhouette 1-3: Baby bison are about the size of a gorillas, given that passersby and co-inhabitants of the area
human child but will grow large enough to carry many maintain a respectable distance from key goat gorilla territory.
people at once.
Goat gorillas can become relatively docile in captivity.
• Wind Bellow: The flying bison may use its action to When trained, they can serve as figures of security while still
release a cacophonous bellowing, forcing all showing qualities of obedient pets. Flopsie, a goat gorilla
creatures within short range to make an opposed belonging to the eccentric King Bumi, was a perfect example
Resilience versus Bending Arts (Br) check. of this. Goat gorillas seem to be intelligent to a certain degree,
Characters who fail the check are knocked prone as Flopsie was able to recognize his owner as well as his
and disorient. h may be spent to inflict strain, as name. In addition to this, they seem to retain certain pieces of
normal and d may be spent to push all characters information, such as the layout of locations and the identity of
one range band away from the flying bison. previously observed figures. Flopsie exhibited these skills
Equipment: upon recognizing Aang, before taking him around Omashu in
search of Bumi.
• Huge feet: Melee; Damage 6; Critical 3; Range
[Engaged]; Knockdown. 4 3 2 3 3 1
• Airbending attack: Bending Arts; Damage 7; BR AGI INT PRE CUN WIL
Critical 6; Range [Medium]; Disorient 3, Stun 4.
5 21 0 0
Giant Rhinoceros Beetle [Rival] SOAK WOUND R/M DEFENSE
The giant rhinoceros beetle is a large insect named for its
immense size and facial prongs. Often seen in its native
Skills: Athletics 3, Coordination 2, Melee 3, Vigilance 2.
habitat, the Si Wong Desert. Beetle-headed merchants
frequently use them as a beast of burden. Talents:

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.

144 | Adversaries and Creatures


• Grapple: This creature may suffer 2 strain to use this • Ornery: Add to all attempts to handle,
talent. Until the start of its next turn, enemies must domesticate, or otherwise work with this creature.
spend two maneuvers to disengage from this • Silhouette 0.
creature.
Equipment: Small fists (Melee; Damage 2; Critical 4; Range
Abilities: [Engaged]).
• Wild Heart: Upgrade the difficulty of checks to train
a goat gorilla by one.
Iguana Parrot [Minion]
The iguana parrot, also known as the reptile bird, is a
• Pounce: Once per turn, while at short range this
hybridized creature that inhabits the Earth Kingdom. It is a
creature may perform a move maneuver to engage
favorite pet of sailors and pirates. This creature has feathers
a target as an incidental.
and is capable of flight, but also possesses several reptilian
• Silhouette 2.
characteristics as well. It has a parrot-like beak, a feathered
Equipment: Massive arms (Melee; Damage 8; Critical 3; tail, and wings ending in claws, and it moves on four limbs
Range [Engaged], Disorient 2). when it chooses not to fly. Its feet also seem to lack the

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

Skills (group only): Deception, Stealth, and Vigilance.


Talents:
• Heightened Awareness: Allies within short range of
this character add to their Perception and
Vigilance checks. Allies engaged with this character
add instead.
Abilities:
The hog monkey is a primate that inhabits the Earth Kingdom.
It is considered difficult to tame and does not take well to being • Mimic: An iguana parrot may make a Deception
ridden, though it can usually be coerced into doing so with check to mimic the sound of a human voice they
lychee nuts. have heard within the last week. The difficulty is
Easy ( ) when repeating words the parrot heard
The hog monkey has a vaguely canine face, a long tail,
said, and Hard ( ) to replicate the sound of the
and the body of a primate. It appears to run on its knuckles
voice speaking words other than those the parrot
and has a long tail. In addition, the hog monkey has reddish
heard them say.
eyes and a dog-like snout that is full of sharp teeth, including
two tusks protruding from the lower jaw. Its fur is brown on Equipment: Talons and beak (Melee; Damage 3; Critical 3;
most of its body, although the area around its face and head Range [Engaged]).
is of a much darker shade.
Komodo Rhino [Rival]
The hog monkey commonly roams in troops or small
The komodo rhino is an animal from the Fire Nation, bred both
packs and can often be found in the outskirts of fishing
as a beast of burden and for its meat in komodo sausages.
settlements. Although it does not really resemble a hog in any
During the Hundred Year War, the Fire Nation used these
way, its noises are swine-like in nature. A captive hog monkey
creatures as cavalry mounts or as beasts of burden, often
tends to be a troublesome animal if let loose.
decorating them in red.
2 4 3 1 3 1 The komodo rhino has a thick, "tough as steel" hide, which
BR AGI INT PRE CUN WIL serves as natural protection for its body. Three large, curved
2 11 0 0 horns dominate its face; two curving down from its forehead
and one curving upward from its snout.
SOAK WOUND R/M DEFENSE
5 1 1 2 1 2
BR AGI INT PRE CUN WIL
Skills (group only): Coordination, Melee, Survival, Vigilance,
and Skulduggery. 9 20 1 1
Talents: None. SOAK WOUND DEFENSE
Abilities: 2 2 1

• Mischievous: As a maneuver, may distract one SILHOUETTE SPEED HANDLING


character at short range; that character adds to
their next check for creature in that minion group.

Adversaries and Creatures | 145


Skills: Survival 2, Athletics 2, Discipline 1, Brawling 2. 6 6 6 6 6 6
Talents: BR AGI INT PRE CUN WIL
• Enduring 3: This creature’s soak value is increased — — 30 3 3
by three. SOAK WOUND STRAIN DEFENSE
Abilities:
• Beast of Burden 10: Add 10 to the creature’s Skills: Bending Arts 5, Knowledge (History) 4, Knowledge
encumbrance threshold. (Geography) 3, Knowledge (Spirit World) 5, Empathy 4,
• Charge: This creature adds to its first melee Negotiation 2, Discipline 4, Perception 3.
attack after performing a maneuver to engage the
Talents:
target in the same turn.
• Unstoppable: Add to any checks made to resist • Adversary 2: Upgrade the difficulty of combat
halting effects or disorientation and imposes on checks targeting this character twice.
any attempts to stop or disorient a komodo rhino. Abilities:
Equipment: • Energy Bending: The lion turtle can use and teach
• Sometimes equipped with armor (+1 soak, 1 the art of energy bending. This allows them to make
defense), and a riding saddle. a Formidable ( ) Bending Arts (Wil)
• Horns: Melee; Damage 8; Critical 3; Range check to grant or remove the ability of target
[Engaged]; Pierce 2, Vicious 2. engaged characters’ access to Bending Arts skills.
• Impervious: Lion Turtles are, for all intents and
Lion Turtle [Nemesis] purposes, indestructible. Reduce the damage of all
The lion turtle, also called Ancient One by the spirits, is a attacks targeting them to 0. If they suffer wounds for
chimerical hybrid of a lion and a turtle and the largest known any reason, they suffer an equal amount of strain
animal in the world. In the era of Raava, lion turtles populated instead. Lion Turtles who exceed their strain
the Spirit Wilds, where they served as protectors of threshold simply go to sleep right where they are.
humankind by housing human cities on their backs. They awaken with all strain removed.
• Silhouette 10.
Lion turtles could survive for centuries if unharmed and
reach the size of a small island, developing hard shells that Equipment: Sometimes has remnants of human civilization
eventually grow plant life that can sustain several species of on its back island.
animals. This effectively creates small ecosystems on the
backs of lion turtles, which neither benefit nor harm the hosts Lion Vulture [Rival]
in question. Lion turtles were so enormous that their hearts The lion vulture is a cabbage-loving oddity native to the Fire
can weigh over 120 tons, which is comparable to the Nation. A large bird with the head and wings of a vulture and
combined weight of twelve flying bison. the body of a lion. Its head and neck have no feathers, while
its wings and upper body have black feathers and its neck has
Although from the same species, lion turtles had distinct
white. Its feet and under-body are that of a lion, with tawny
markings on their foreheads indicating the element with which
colored fur. Its love of cabbages is particularly odd, given the
they shared an affinity. Lion turtles are intelligent creatures
nature of the base animals forming this chimera. They feature
who demonstrate the ability to both speak and understand
as circus animals, but their rarity means little is known about
human language, unlike many other creatures in Avatar. They
how intelligent these creatures really are.
are solitary creatures that disperse as much as possible and
remain hidden through various means. Terrestrial lion turtles 2 2 3 2 3 1
buried themselves in the ground and did not surface unless BR AGI INT PRE CUN WIL
summoned, while aquatic lion turtles partly submerged
2 8 1 1
themselves underwater to avoid detection.
SOAK WOUND R/M DEFENSE

Skills: Coordination 3, Melee 3, Perception 4, Survival 2,


Stealth 3.
Talents: None.
Abilities:
• Flyer: This creature can fly.
• Ornery: Add to all attempts to handle,
domesticate, or otherwise work with this creature.
• Silhouette 1.
Equipment: Claws and talons (Melee; Damage 4; Critical 2;
Range [Engaged]; Pierce 2, Vicious 2).

146 | Adversaries and Creatures


Messenger Hawk [Rival] horses equipped with armor serve as the primary mount of the
Earth Kingdom military and are often used in battles by
The messenger hawk is a moderately-sized raptor that can be several divisions. Ostrich horses used by the military appear
used to transport message scrolls carried in canisters tied to in body armor that covers their heads, necks, and parts of their
their backs, with different colored ribbons used to indicate the sides. Reliance on ostrich horses as a primary means of
importance or intended receiver. These hawks deliver transportation is not restricted solely to the military, as they
messages throughout the Fire Nation, its colonies, and the are common among civilians as well.
Earth Kingdom, and can be bought at post offices, such as the
one located in Fire Fountain City, which have large roosting Although they have a generally calm temperament, ostrich
towers for the birds. horses have been known to buck and kick their riders as well
as nearby bystanders when startled or agitated. Wild ostrich
Tamed messenger hawks have a calm temperament, and, horses are solitary and can be found near human settlements.
if properly trained, can deliver messages to almost anywhere.
They are known to be loyal to their owners. They also seem 4 3 2 1 1 1
to know the importance of their jobs and are regarded as more BR AGI INT PRE CUN WIL
intelligent than other birds in the Fire Nation. Both the Fire
4 10 0 0
Nation government and ordinary civilians use them for their
message-carrying ability. SOAK WOUND R/M DEFENSE
2 3 1
1 3 1 1 2 1
SILHOUETTE SPEED HANDLING
BR AGI INT PRE CUN WIL
1 4 1 0
Skills: Athletics 2, Melee 1, Resilience 2, Vigilance 3.
SOAK WOUND R/M DEFENSE
Talents: None.

Skills: Coordination 2, Melee 2, Perception 3, Vigilance 3. Abilities:

Abilities: • Beast of Burden 5: Add 5 to this creature’s


encumbrance threshold.
• Flyer: This creature can fly. • Trained Mount: Add to skill checks to handle this
• Domesticated: Downgrade the difficulty once of all creature.
attempts to handle, domesticate, or otherwise work • Silhouette 2.
with this creature.
• Silhouette 0. Equipment:

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.

Platypus Bear [Rival]


The platypus bear is a large mammal endemic to the forests
and valleys of the Earth Kingdom, where it typically resides
near rivers. Wild platypus bears have an aggressive nature
and are prone to accidentally laying eggs when frightened.
The platypus bear is quite vicious and will attack humans.
When it does attack, it uses its clawed paws and its rudder-
like tail, which also helps it swim. Platypus bear assaults are
even more likely to occur when a baby platypus bear is
involved, as a mother platypus bear is protective of her young.
However, despite its wild nature, the platypus bear can also
be trained and domesticated. It can be seen both as a circus
animal and as an enforcer.
4 2 1 1 2 1
BR AGI INT PRE CUN WIL
5 21 0 0
SOAK WOUND R/M DEFENSE

Skills: Athletics 4, Coercion 3, Melee 3, Perception 2,


Ostrich Horse [Rival] Resilience 2, Survival 4.
The ostrich horse is a docile creature used extensively by Talents:
people all over the world as a cavalry mount, beast of burden, • Adversary 1: Upgrade the difficulty of combat
or form of transportation. Particularly, highly trained ostrich checks targeting this character once.

Adversaries and Creatures | 147


Abilities: SOAK WOUND R/M DEFENSE
• Strong Jaw: When a Platypus Bear makes a
successful combat check, they may spend aaa to Skills (group only): Coordination, Perception, Survival, and
bite down on the opponent, preventing them from Skulduggery.
moving out of engaged range until the beginning of
Talents: None.
the creature’s next turn and imposing to their
next attack. Abilities:
• Silhouette 2. • Arboreal: Ring-tailed lemurs treat trees and
Equipment: branches as normal terrain and do not make checks
or spend extra maneuvers in order to move along
• Bite: Melee; Damage 6; Critical 3; Range [Engaged];
them vertically or horizontally.
Ensnare 1.
• Flyer: This creature can fly.
• Claws: Melee; Damage 7; Critical 4; Range
• Companion Animal: Once per encounter, the
[Engaged]; Knockdown.
creature may make an Easy ( ) Empathy check
Polar Bear Dog [Rival] targeting an engaged character; that character
recovers 1 strain per success.
The polar bear dog is a large, white-furred animal historically
feared and hunted by members of the Water Tribe. The • Understanding: Any attempts made to
vicious behavior of polar bear dogs is like that of real polar communicate with a ring-tailed lemur add .
bears, though when properly tamed, their behavior is more Equipment: Bite (Melee; Damage 2; Critical 4; Range
akin to that of domesticated dogs. Due to their size and [Engaged]).
seemingly loyal nature, these animals can be trained as
mounts to cross the snowy plains of the polar regions. Saber-tooth Moose Lion [Nemesis]
The saber-tooth moose lion is native to the forests of the
3 4 3 1 1 2
southern Earth Kingdom. Its large teeth, long horns, and
BR AGI INT PRE CUN WIL ferocious attitude make it a formidable creature. Although it
3 14 0 0 appears intimidating, the saber-tooth moose lion is, for the
SOAK WOUND R/M DEFENSE most part, a friendly animal; however, if a mother feels
something is threatening its cub, it can become very violent.
2 3 0
The saber-tooth moose lion stands at least ten feet high,
SILHOUETTE SPEED HANDLING with brown fur, a long muzzle, and a pair of palm-shaped
antlers on its head. Its body and tail are feline in appearance
Skills: Survival 3, Perception 2, Athletics 3, Vigilance 2, and its two enlarged upper fangs extend past its lower jaw. It
Melee 2. also has large clawed paws.
Talents: The moose lion cub is very small, approximately the size
of a small dog. The cub is very intelligent and friendly, and it
• Swift: This creature does not spend additional
vaguely resembles a light brown hippo with a mid-length
maneuvers to move across difficult terrain.
bushy tail and large ears. As it lacks an adult's large teeth and
Abilities: antlers, it appears harmless and playful. It is difficult to identify
• Tireless: Polar bear dogs upgrade one on any one as a moose lion until its horns and fangs have grown in.
checks involving swimming or running long 4 4 2 2 3 2
distances.
BR AGI INT PRE CUN WIL
• Keen Smell: Add sa to a polar bear dog’s
Perception checks. 4 20 0 0

Equipment: SOAK WOUND R/M DEFENSE

• Big paws: Melee; Damage 6; Critical 3; Range


[Engaged]; Knockdown. Skills: Athletics 3, Cool 3, Coordination 2, Melee 3,
• Sometimes equipped with a riding saddle. Perception 2, and Stealth 2.
Talents:
Ring-Tailed Lemur [Minion]
• Swift: This creature does not spend additional
The ring-tailed winged lemur is a small animal closely related
maneuvers to move across difficult terrain.
to the winged lemur. The species was discovered after the
end of the Hundred Year War, and these creatures reside at Abilities:
the different air temples. Like their cousin, the Winged Lemur, • Ambush Predator: When attacking a target that has
Ring-Tailed Lemurs make great companions and can be not yet acted during the current encounter, this
trained to perform a variety of tasks. creature adds to its combat checks.
1 4 3 1 2 1 • Pounce: Once per turn, while at short range this
creature may perform a move maneuver to engage
BR AGI INT PRE CUN WIL
a target as an incidental.
1 3 0 0 • Silhouette 2.

148 | Adversaries and Creatures


Equipment: • Massive jaw: Melee; Damage 9; Critical 3; Range
• Antlers: Melee; Damage 7; Critical 5; Range [Engaged]; Pierce 2, Vicious 4.
[Engaged]; Disorient 3. • Smashing tail: Melee; Damage 7; Critical 5; Range
• Claws and fangs: Melee; Damage 6; Critical 2; [Medium]; Blast 8, Disorient 3, Knockdown, Prepare
Range [Engaged]; Vicious 3. 1.

Sand Shark [Nemesis] Sea Serpent [Nemesis]


The sand shark is a large carnivorous predator that lurks The serpent is a large aquatic creature that inhabits the waters
underneath the surface of the Si Wong Desert, searching of the Earth Kingdom, specifically the lakes surrounding the
through the sand for mobile prey. Serpent's Pass, which was named after the creature; fear of
the serpent was instilled by nearby lore, as exhibited by graffiti
The sand shark is a solitary ambush predator that reading "abandon hope" carved into one of the posts at the
constantly moves underground in search of prey. It remains entrance of the pass.
largely inconspicuous apart from the distinct dorsal fin that
appears when it nears the surface and the movement of This ferocious animal lives mostly on fish and other water
nearby dunes when it navigates through the sand. It prefers creatures, but it will attack and eat just about anything—it has
to leap out of the sand and launch any terrestrial organisms even been known to attack ships when looking for a meal. The
on the surface into the air while it extends its mouth, largely serpent lets out a loud, blood-curdling scream just before it
preventing prey from escaping its reach. The sand shark's attacks.
body shape allows it to move through the sand with relative 3 5 1 1 2 2
ease and reach speeds that surpass that of sand-sailers, even
BR AGI INT PRE CUN WIL
powered by airbending.
5 20 20 0 0
5 2 1 1 3 3
SOAK WOUND STRAIN R/M DEFENSE
BR AGI INT PRE CUN WIL
8 30 30 0 1
Skills: Athletics 4, Bending Arts 2, Stealth 3, Perception 2,
SOAK WOUND STRAIN R/M DEFENSE Vigilance 2.
Talents:
Skills: Athletics 2, Melee 3, Perception 3, Resilience 2,
• Adversary 1: Upgrade the difficulty of combat
Vigilance 3.
checks targeting this character once.
Talents: • Enduring 2: This creature’s soak value is increased
• Adversary 2: Upgrade the difficulty of combat by two.
checks targeting this character twice. Abilities:
• Enduring 3: This creature’s soak value is increased
• Aquatic: This creature never treats water as difficult
by three.
terrain and can breathe underwater. It cannot move
Abilities: or survive on land.
• Ambush Predator: When attacking a target that has • Terrifying: At the start of the encounter, all
not yet acted during the current encounter, this opponents must make a Daunting ( ) fear
creature adds to its combat checks. check as an out-of-turn incidental, as per page 243
• Swallow: May make an opposed Melee check to of the Genesys Core Rulebook. If there are multiple
swallow an engaged target. If the check is sources of fear in the encounter, the opponents only
successful, swallowed characters are immobilized make one fear check against the most terrifying
and suffer 6 damage at the start of each round but enemy.
can escape if this character is killed or by making a • Silhouette 3 – 4.
successful Hard ( ) Athletics check. Equipment:
• Leap: As a maneuver, may engage a target on the • Massive teeth: Melee; Damage 7; Critical 2; Range
ground from any point within medium range. [Engaged]; Pierce 3.
• Terrifying 3: At the start of the encounter, all • Smashing tail: Melee; Damage 6; Critical 5; Range
opponents must make a Hard ( ) fear check [Short]; Concussive 1, Disorient 2.
as an out-of-turn incidental, as per page 243 of the
Genesys Core Rulebook. If there are multiple Scorpion bee [Minion]
sources of fear in the encounter, the opponents only Scorpion bees live in colonies and are not the friendliest of
make one fear check against the most terrifying insects; they will swarm and cover a person from head to toe
enemy. but will not sting unless provoked by sudden movements or
• Tremorsense: If the sand shark is in contact with the loud noises, as they demonstrated while resting on Avatar
ground, it cannot be blinded or deafened, and is Aang. Smoke proves to be helpful in getting rid of them as it
unaffected by light conditions. makes the bees tired. Scorpion bees will never attack a
• Silhouette 4 – 5. character unprovoked and will always attack in swarms.
Equipment: 1 3 1 1 1 1

Adversaries and Creatures | 149


BR AGI INT PRE CUN WIL • Swift: This creature does not spend additional
0 3 1 1 maneuvers to move across difficult terrain.

SOAK WOUND R/M DEFENSE Abilities:


• On the Scent: When tracking prey by scent, shirshu
ignore all and time constraints, and can remove
Skills (group only): Melee, Resilience, Survival, and
one d or f from the result of a tracking attempt.
Vigilance.
• Burrow: Once per turn, a shirshu may use its action
Talents: None. to disappear underground.
Abilities: • Tunneling: While underground, a shirshu may
ignore difficult terrain, and treat traveling
• Flyer: This creature can fly
underground as normal. The shirshu may reemerge
• Venom: Opponents who are wounded by this
from beneath the surface as a maneuver.
creature must make a Hard ( ) Resilience
• Paralyzing Neurotoxin: If this creature inflicts
check as an out-of-turn incidental or suffer 3
wounds with a combat check, the target must make
wounds, and must make the check again on their
a Hard ( ) Resilience check; upon failure, the
next turn if the check generates d.
target suffers 3 wounds, plus 1 strain per h; d
• Swarm: Halve the damage dealt to this creature
means the target must make another Resilience
before applying soak, unless the attack has the Blast
check at the same difficulty at the start of their next
or Burn quality (regardless of whether the quality is
turn or suffer the same effects.
activated).
• Silhouette 2.
• Silhouette 0.
Equipment:
Equipment:
• Claws: Melee; Damage 5; Critical 3; Range
• Stinger: Melee; Damage 3; Critical 3; Range
[Engaged]; Pierce 2, Vicious 1, Linked 1.
[Engaged]; Pierce 1, Burn 1.
• Tongue: Melee; Damage 4; Critical 4; Range
Shirshu [Rival] [Short]; Stun Damage, Knockdown, Stun 3.
The shirshu is a large, quadrupedal creature found in the • Sometimes equipped with a riding saddle.
southern Earth Kingdom. Its highly developed sense of smell
and ability to paralyze a target make it well suited for both
Unagi [Nemesis]
tracking and hunting respectively. The unagi is a carnivorous predator that will consume
anything that it encounters in the water, with a preference for
Trainers tame shirshu for their superior tracking ability; the elephant koi found in the waters surrounding Kyoshi
they can detect a scent anywhere in the world, paralyze their Island. It can launch powerful streams of water from its mouth
prey from afar without doing permanent damage, are as a means of subduing prey and deterring external threats.
extremely fast and agile, and can travel over great distances
without tiring significantly. Shirshu saliva contains powerful Because of its aggressive nature, the residents of Kyoshi
toxins, making it highly valuable; it is used in the production of Island typically avoid the bay in which the unagi is found.
paralyzing darts. Despite its tendency to lash out, the unagi has an instinctive
fear of anything that exceeds it in size, and it can be
Despite its size and weight, the shirshu has outstanding controlled, to some extent, by its barbels, as demonstrated by
agility and can hold its own in close combat situations. Using Aang when he forced the unagi to spray water over the
its powerful claws, it can easily protect itself from most threats, burning Kyoshi Village.
though in many cases, close combat is unnecessary: the
shirshu's tongue can reach up to several meters and 4 5 2 1 2 1
incapacitate opponents from a distance. Its critical weakness BR AGI INT PRE CUN WIL
is its highly sensitive sense of smell, which can be 6 25 20 1 1
overwhelmed by strong scents, effectively "blinding" it and, in
some cases, inducing a frenzied panic. SOAK WOUND STRAIN R/M DEFENSE

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.

150 | Adversaries and Creatures


• Water Pressure: When using a ranged attack, the 1 4 1 1 1 1
Unagi may spend two strain to upgrade to a . If BR AGI INT PRE CUN WIL
the attack succeeds, the target is prevented from
closing range bands next turn and suffers one 1 7 1 1
additional strain. SOAK WOUND R/M DEFENSE
• Silhouette 4 – 5.
Equipment: Skills (in groups): Coordination, Melee.
• Massive teeth: Melee; Damage 8; Critical 2; Range Talents: None.
[Engaged]; Pierce 3.
Abilities:
• Smashing tail: Melee; Damage 7; Critical 5; Range
[Short]; Concussive 1, Disorient 2. • Flyer: This creature can fly.
• Waterbending attack: Bending Arts; Damage 6; • Venom: Opponents who are wounded by this
Critical 5; Range [Long]; Disorient 2, Stun 4. creature must make a Hard ( ) Resilience
check as an out-of-turn incidental or suffer 3
Viperbat [Minion] wounds, and must make the check again on their
Often living in large colonies, it is known to be easily next turn if the check generates d.
aggravated and ill-tempered. Despite their naturally • Silhouette 1.
aggressive temperament, domesticated viper bats are known Equipment: Fangs (Melee; Damage 3; Critical 5; Range
to exist. The viper bat primarily resembles a rattlesnake in [Engaged]; Pierce 1).
body, the only exceptions being the facial details and wings.
Its wings give it great speed and agility, and its fangs supply Wolfbat [Minion]
a penetrating bite. The viper bat bears a dull, red marking that They are territorial animals so if you ever hear their distinct
runs the length of its back and has a softer, sand-colored howl it's best to turn back and not disturb them. Wolfbats are
underbelly. a nocturnal animal, only leaving the caves at night. They tend
to congregate in large groups, making them even more
dangerous. Their only predator is the gigantic badgermole,
Spirit Adversaries but they are also frightened by fire. The wolfbat does not build
Spirits are often unknowable and mysterious and are more than nests.
mere mooks and fodder for Player Characters to do battle of wit 2 3 1 1 2 2
and sword against. In order to capture their otherworldly BR AGI INT PRE CUN WIL
presence, consider all spirits to have the following abilities. GMs
2 5 1 1
should feel free to add other abilities to customize the spirits in
their game. SOAK WOUND R/M DEFENSE

• Ghostly: The spirit may move over or through terrain


(including doors and walls) without penalty. Halve the Skills (group only): Athletics, Coercion, Melee, and Survival.
damage dealt to this adversary before applying soak, Talents: None.
unless the attack came from a magical or supernatural
Abilities:
source such as a bending form, a blessed weapon, or
another spirit). • Flyer: This creature can fly.
• Pack Tactics: When this creature’s minion group
• Otherworldly: While in the Spirit World, spirits have no consists of at least two minions and is engaged with
wound threshold and don’t need to eat, sleep, or breathe. a target, they can spend a maneuver to prevent the
If they suffer wounds for any reason, they suffer an equal target from disengaging from the minion group until
amount of strain instead. Spirits who exceed their strain the end of their next turn, and add aa to their next
threshold dissipate and simply return to an origin of their combat check against that target.
choosing within a reasonable period. • Silhouette 0.
• Shapeshifter: Once per round as an incidental, a spirit Equipment:
may increase or decrease its silhouette by 1 and change • Bite: Melee; Damage 5; Critical 3; Range [Engaged];
its appearance to that of any character or creature of its Knockdown, Vicious 1.
current silhouette.
• Possession: Once per encounter, the spirit may force a Spirits
target within short range to make an opposed Coercion
Spirits are the entities that inhabit the Spirit World and the
versus Discipline check. If successful, the target is
physical world. Most spirits resemble some aspect of nature
immobilized for one round per uncanceled s, and this and occasionally, humans can transcend the mortal realm
spirit may spend t to cause the target to perform an after death and become spirits.
action of the spirit’s choosing on the target’s next turn.
(Note: you should reserve this ability for Rivals and
Nemeses).

Adversaries and Creatures | 151


Wan Shi Tong [Nemesis] targeting another character within short range to
stagger the target until the end of their next turn.
• In The Know: Whenever Wan Shi Tong learns a
Motivation of another character in the encounter, he
may have that character suffer 2 strain and may heal
2 strain.
• Powerful Certainty: Whenever Wan Shi Tong
would inflict strain as the result of a social skill check,
the target suffers 2 additional strain.
• Silhouette 2 – 3.
Equipment:
• Horns: Melee; Damage 8; Critical 4; Range
[Engaged]; Knockdown.
• Fangs: Melee; Damage 6; Critical 2; Range
[Engaged]; Pierce 3.

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

152 | Adversaries and Creatures


BR AGI INT PRE CUN WIL Koh [Nemesis]
3 10 1 1 Koh the Face Stealer is one of the most ancient and
SOAK WOUND R/M DEFENSE knowledgeable spirits in all the Spirit World. Nearly as old as
the Ocean and Moon Spirits, he is the only known individual
to remember them crossing over to the physical world, where
Skills: Coordination 2, Melee 3, Coercion 3, and Vigilance 2. they took the forms of koi fish. He is a malevolent entity with
Talents: None. the body of an enormous centipede-like creature and resides
Abilities: under an ancient tree in the Spirit World. His self-chosen
name reflects his ability to steal the faces of other beings who
• Fearless: Immune to the effects of fear. express emotion and he can use them at will by "blinking".
• Form Shift: Once per turn, as an incidental, may
Koh is a perilous force who can be dangerous to meet. He
shift into one of the following forms:
can steal the face of anyone or anything that shows emotion
o Combat: The spirit can spend aaa or t
to him, which is why those who are aware of his power attempt
to hit the same target or a second target
to remain inexpressive while in his presence. He possesses a
within range of the attack.
sadistic personality, constantly trying to goad the slightest bit
o Defense: Add hh to all combat checks
of emotion out of his visitors by frightening them with his
targeting this spirit.
monster-like appearance, or taunting them with his many
o Movement: The spirit may always perform
faces, even if it is the Avatar.
a second maneuver without suffering strain.
• Phase Shift: Once per turn, this spirit may move to However, Koh's actions suggest he is amoral rather than
any location within short range as an incidental, purely evil. He stole Ummi's face to punish Avatar Kuruk for
including locations that are vertically distant or have his arrogance, but willingly told Avatar Aang the names and
no easy access route. location of the Moon and Ocean Spirits and the danger they
• Silhouette 1 – 2. were in and led him to his past Avatar lives. He is cryptic and
often speaks in riddles.
Equipment:
4 5 4 4 5 5
• Dark Hand: Melee; Damage 5; Critical 5; Range
[Engaged]; Pierce 3. BR AGI INT PRE CUN WIL
10 60 60 3 3
Dark Spirits [Nemesis]
SOAK WOUND STRAIN DEFENSE
4 4 4 3 3 5
BR AGI INT PRE CUN WIL
Skills: Charm 3, Cool 3, Deception 4, Discipline 3, Knowledge
4 15 15 1 1 (All) 2, Negotiation 2, Stealth 3, and Vigilance 3.
SOAK WOUND STRAIN R/M DEFENSE Talents:
• Adversary 2: Upgrade the difficulty of combat
Skills: Athletics 2, Coordination 2, Cool 3, Discipline 3, Melee checks targeting this character twice.
3, Coercion 3, and Vigilance 2. • Clever Retort: Once per turn, Koh may add an
Talents: None. automatic hh to another character’s social skill
check.
Abilities:
Abilities:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once. • Ominous Reputation: When an opponent targets
• Eye of the Spirit: The spirit chooses one target Koh with a check, the opponent suffers 2 strain.
within medium range and makes an Average ( ) • Terrifying: At the start of the encounter, all
Discipline check; if the check is successful, until the opponents must make a Daunting ( ) fear
end of the spirit’s next turn, after the target makes a check as an out-of-turn incidental, as per page 243
check, this character may choose one type of die in of the Genesys Core Rulebook. If there are multiple
the pool and reroll all of the dice of that type; can sources of fear in the encounter, the opponents only
sustain the effects by performing a concentrate make one fear check against the most terrifying
maneuver. enemy.
• Fearless: Immune to the effects of fear. • The Facestealer: As an incidental, Koh may change
• Phase Shift: Once per turn, this spirit may move to his face to that of any he has acquired. Once per
any location within short range as an incidental, encounter, Koh may spend a Story Point to force a
including locations that are vertically distant or have target who can see him to make an opposed Cool
no easy access route. versus Vigilance check, or else lose their face to
• Silhouette 2 – 3. Koh’s collection. Stealing a character’s face will not
kill them, but they may enter state between life and
Equipment:
death.
• Dark Hand: Melee; Damage 7; Critical 5; Range • Silhouette 3.
[Engaged]; Pierce 4.
Equipment:

Adversaries and Creatures | 153


• Needle arms: Melee; Damage 9; Critical 3; Range 2 2 3 3 1 2
[Engaged], Pierce 3. BR AGI INT CUN WIL PRE
Knowledge Seeker [Rival] 2 10 2 2
SOAK WOUND R/M DEFENSE

Skills: Coordination 2, Perception 2, Skulduggery 2,


Streetwise 1, and Knowledge (Spirit World) 2.
Talents: None.
Abilities:
• Informed: When helping friendly characters who are
making a Knowledge, Skulduggery, or Streetwise
check, this character adds sshh to the results of
the check.
• Transient: A knowledge seeker can pass easily
between the Spirit World and physical world and may
do so as a maneuver.
• Silhouette 0.
Equipment:
The Knowledge Seekers are the foxlike spirit assistants of the
knowledge spirit Wan Shi Tong, traveling the world collecting • Bite: Melee; Damage 4; Critical 3; Range [Engaged],
old books and parchments to contribute to the vast archives Pierce 1.
of his library. The Knowledge Seekers also help library
patrons and aid in finding books but may expect treats in
return.

154 | Adversaries and Creatures


IX – The Great Uniter
The Earth Kingdom territories are in turmoil after the This perfect storm of uncertainty has emboldened petty
assassination of Earth Queen Hou-Ting at the hands of Earth monarchs throughout the Earth Kingdom provinces to
Zaheer, a member of the Red Lotus and an airbender who lay claim to the throne while others seek to use the chaos to
sought to introduce chaos into the world. The city of Ba Sing bolster their political goals. One such aspiring leader, hailed
Se, capital of the Earth Kingdom, is in disarray without its by her followers as the ‘Great Uniter’, has used this chaos to
ruler—precisely the fire Zaheer intended to ignite. Unrest and her advantage, using nationalist rhetoric to rally Earth
uncertainty permeate through to the Lower Ring; with the Kingdom citizens to support her cause to unite the disparate
Earth Queen dead, the line of succession is unclear, and Earth Kingdom under the banner of a new Earth Empire. She
many residents of the megacity have begun to question intends to demonstrate her conviction by quelling the unrest
whether they need a monarch at all. For Zaheer, once again in Ba Sing Se. To do so, the Great Uniter has established a
apprehended by the Avatar and the White Lotus, this is an network of covert and overt supporters throughout the
accomplishment. For the rest of the world, these shaky Kingdom and within Republic City to rally supporters to follow
circumstances translate to a lack of security. her.

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

The Great Uniter | 155


Episode I: Off the Rails
Scene 1: Capture
The adventure begins with the Player Characters departing
the Middle Ring of Ba Sing Se aboard the city’s world-famous
monorail. Read aloud or paraphrase the following:

You’re aboard the Ba Sing Se monorail, renowned


worldwide for being the safest and fastest way to
travel across the largest city in the world. Most of the
passengers pay you no mind and shuffle past you to
find their seats along the interior. Some of them
choose to remain standing while you [and your
cohorts] take a seat for yourself. As the day winds
down, you take stock of your surroundings and reflect
upon what brought you to the Impenetrable City and
consider your destination ahead.

The players should be given a moment to converse


amongst themselves so that their characters can be
introduced to one another (if they are not already acquainted).
The players should be encouraged to make one of the
following skill checks: an Easy ( ) Perception check, an
Average ( ) Knowledge (Streetwise) check, or a Hard
( ) Vigilance check. No more than one check per
Player Character should transpire before the Interruption
occurs. Failure here simply means that the PCs gain no
relevant insight into what is about to happen.
If the PCs pass any of the checks, the GM can provide the
following information based upon the check:
Streetwise: You see several unsavory looking people,
probably laborers, aboard the train interspersed among the
passengers. This is normal, of course, for any Lower Ring-
bound train from the Middle Ring, as travel between the two
is common, especially for the poorer inhabitants of Ba Sing
Se who work in the Middle Ring but live in the Lower Ring.
• aa or a t: The PC(s) may notice that a few of the
disheveled individuals are wearing dull red scarves
or armbands that greatly contrast with the usual
greens, browns, and yellows inherent to Earth
Kingdom couture.
Perception: One individual seems to stand out among the
passengers of the crowded train. He is not dressed like other
Earth Kingdom citizens and he does not appear as though he
is a Ba Sing Se native, as he cannot help but gawk outside of
the window. He sports a fancy pair of glasses—a sign of his
wealth—and checks a watch he pulls from his lapel pocket.
• aa or t: The PC(s) recognize this gentleman from
a recent newspaper in which wrote that Dr. Peng Boost Dice and Setback Dice
Dao, a representative of Cabbage Corp., traveled to These dice are independent of the difficulty of the check and
Ba Sing Se University to discuss a research
represent external factors. make the check more likely to
partnership.
succeed; make the check less likely to succeed. can be
Vigilance: One of the passengers is wearing what gained by performing certain maneuvers, through talents, or
appears to be a jacket with three buttons running down the even by the GM. can be added due to environmental
right face of the jacket. A black scarf covers their face up to
factors, or through misfortune as determined by the GM.
their nose, with only their eyes visible to onlookers. With one
hand, they are holding an overhead support bar while

156 | The Great Uniter


standing near a well-dressed man in glasses who appears to The PCs, along with Dr. Dao, are captives held in caverns
be checking the time. near the Eastern Lake like those seen at Full Moon Bay, just
south of Ba Sing Se. When appropriate, say through
• aa or t: Secretly alert any PC(s) who succeed that
interrogation, the GM can reveal that the players got there
the figure is attempting to hold a device discreetly in
through earthbending and smuggler tunnels with secret
their other hand.
railways, but the GM can ad lib the details if pressed by the
INTERRUPT! players.
The players should be given a moment to digest whatever Their captors are several unknown operatives who may or
they’ve learned before the quiet conversations are brought to may not be the individuals responsible for the attack on the
an abrupt end by an unintelligible shout, followed by an train; their intended target was Dr. Dao, the well-to-do
explosion. Regardless of how much information the PCs gentleman who traveled from Republic City to Ba Sing Se
learn, knowledge alone cannot stop this incident; though the University to discuss a research agreement on the Spirit Vines
information they acquire can help them make it through the overtaking Republic City. Peng Dao is seeking funding for his
remainder of this scene. research into harnessing spiritual energies and Ba Sing Se
Direct the PCs to make a Hard ( ) Resilience University has the money. The PCs were in the wrong place
check. Failure means the PCs take up to 3 points of strain. at the wrong time.
Any amount of s should reduce the number of strain taken In addition, alongside the Player Characters and Dr. Dao
by 1 per Success to a minimum of 1. The GM may handle a, may be several other passengers from the monorail,
Disadvantage, t or d results however they feel is depending on how many NPCs you feel you need as a GM to
appropriate, up to and including dealing wounds or a Critical keep the plot moving along; these NPCs would likely be
Injury. Once the dust blows over, continue the session by terrified and most will mostly be unwilling to speak if the PCs
reading the following: attempt to strike up conversation.
The players should now take in their surroundings and
formulate some course of action. If successful, an Easy ( )
An explosion rattles the train and its passengers from Survival check will reveal to them that they are, in fact,
the outside as the carriage careens away from the underground. An Average ( ) Perception check informs
stone railway, diving straight into the farms far
the players that they are clearly being held captive with the
beyond the slums of the Lower Ring. For a moment,
you and everyone aboard experience a sensation of other passengers (the other PCs and Dr. Dao, if not additional
weightlessness as the car flies off the rails. You brace NPCs). Their captors stripped the PCs of their gear and
for an impact that never comes. Instead, the fading equipment. Once they escape, they will find this equipment
light of the setting sun instantly turns dark and you conveniently stored in a separate room.
feel a cool breath of air envelope you before the Players may attempt an Empathy check in which case
shock impact knocks you unconscious.
the GM should feel free to ad-lib NPC personalities, thoughts,
and emotions. One or several players may also attempt a
Skulduggery check to attempt to break free from the cuffs.
Unfortunately for them, the players are merely ‘collateral
The difficulty and odds of success here are entirely up to the
damage’ in the kidnapping attempt of Dr. Dao perpetrated by
whims of the GM; if the player can reasonably narrate how or
parties unknown—which organization the assailants
why their character could free themselves, the GM should play
represent is left open to interpretation, in order to allow you as
along. The restraints here should not truly hinder the players,
the GM to bring the world to life as it fits the players’ interests.
but to encourage them to flex their thinking skills and give
The players may be aware of Dr. Dao’s presence on the them a real opportunity to start roleplaying.
train, but they should not yet have any indication about the
culprits behind the bombing (they may not even know they INTERRUPT!
were on the train). The carriage itself did not land on the Each player should have the opportunity to make a single
ground, but rather it fell into a cavern that an earthbender check before the guards arrive. Just as the players complete
created to swallow the carriage and, quite literally, cover up their actions, a group of three NPCs appears; where a wall
the disappearance of the doctor. One possibility to explain the once enclosed their holding cell, a doorway-like hole has
existence of these caverns is that they represent smuggling appeared due to Chen the guard earthbending an entrance
tunnels into and out of Ba Sing Se. from the wall.
The GM can use this brief pause in events to assess Before the PCs can react, read or paraphrase the
player reactions and plan accordingly for any optional following (if you are not including additional NPCs just ignore
encounters. After a few moments, read aloud the following: those bits):

“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.

The Great Uniter | 157


3 3 2 2 2 2
Without warning, the far wall opens, and a soft green
BR AGI INT PRE CUN WIL
light creep into the holding cell. It becomes apparent
to you that you are not the only captives here. In fact, 4 15 0 0
several other passengers, including the well-dressed SOAK WOUND R/M DEFENSE
gentleman from the train, are in this dark, damp
holding area.
Skills: Martial Arts 2, Bending Arts 2, Vigilance 2, Discipline
One guard motions toward the bespectacled man and 2, Resilience 1, Mechanics 1, and Perception 2.
the other two aggressively rip him up off the ground
and carry him out through the threshold as he Talents: None.
whimpers in futile protest. Another of the guards Abilities:
looks over the remaining captives saying, “The rest of
you can stay here until further notice.” • Adversary Bending: The character can use a
number of forms per encounter equal to their
Willpower without suffering strain.

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.

158 | The Great Uniter


If the PCs choose to ignore their pleas, they hear the
Encouraging Player Ingenuity
following; otherwise skip this read-aloud if you have decided
One of the key appeals to the Avatar setting is the ability to not to include extra NPCs:
bend the elements. Given the chance, a bender Player
Character will try to use their bending abilities to solve any
problem – that’s why a player chooses to roleplay as a bender. One of the passengers, a portly and small woman,
begins wailing loudly. “Please! Help us! You would
Don’t be afraid to let the player describe what they want just leave us behind? With no food or water, in a dark
to do with an element, even if it seems unlikely. In the hole?”
handcuffs, each element can have a different approach. A
firebender may try to heat the cuffs and melt them off; an She continues to sob loudly, and you suspect her
attentive waterbender might just be able to conjure up cries may alert the guards to your attempt at
enough water from the damp cave atmosphere; an escaping.
earthbender could attempt to pick the lock with a ‘key’ made
from the earth; even a particularly finessed airbending
If the PCs offer to help the NPCs, read the following:
attempt might just be the right move. Even if it feels goofy, it
may help the narrative and increase the drama or suspense.
One of the passengers, a young boy, thanks you
• Sword: Melee (Light); Damage 6; Critical 2; Range profusely and begins to remove something from his
[Engaged]; Defensive 1. pocket.
• Regular clothing: +1 soak.
It should be apparent to the party that Chen is hesitant about “My parents probably think I just got lost, or worse—
the entire operation; the PCs may persuade him to help the that something terrible happened to me. If it weren’t
for you, I might never be seein’ them again. Take this
captives slip away. If the PCs can pass a Hard ( )
map of my borough in the Outer Ring. Ma don’t trust
Charm check, Chen will mutter something about ‘keeping his me to travel without it, but I know my way around the
honor’ before discreetly (“accidentally”) dropping the cuff keys city. That dot is my house. You can come by; dad
as he and the other two guards close the “door” behind them. makes the best Jasmine tea in the whole city!” His
The PCs can use these to unlock their restraints. Once freed, excitement winds down as he motions to you to lead
they are still stuck in a windowless hole in the ground. the rest of the way.
If the party contains an earthbender, that player can
attempt an Average ( ) Bending Arts check to open a
hole in the wall where the guards came and went—assuming Sneaking Around
they’re no longer in restraints. Otherwise, the GM can assist
Depending on how the party escapes their confinement, their
the players in their escape attempt in whatever manner fits.
captors may not know their presence. For instance, if Chen
Perhaps a PC’s backstory plot hook can come into play; one
drops the key, or they free themselves from restraint and
of the other passengers, also captives, might be an untrained
escape when the NPCs are gone, no one would be around to
earthbender. With a little guidance [let’s call it an Average
notice their absence. However, if they fight to get out of their
( ) Leadership check], the passenger might be holding area, the rest of the adversaries may now be aware
encouraged enough to use their earthbending to create a of their escape attempt and could be on alert.
doorway.
The cavern in which the players find themselves is large,
Optional Encounter: Prison Break but not overwhelming. It has a few large open spaces,
interconnected by linking tunnels. As they exit their cell, the
While the PCs are collaborating to break out of their makeshift
party will see that the path goes in both directions to their left
prison, the GM can interject periodically from the role of the
and right. The cavern system is a complete circle, with three
other NPC prisoners, should you choose to include them.
points of entry: two in the same, main cavern leading upstairs
Extra NPCs can be a great tool to keep the game moving, if
to the docks, and one on the opposite side of the system
the players are at an impasse. They want to stay locked up as
leading down.
much as the players do. Of course, if you decide not to include
any additional NPCs, you can skip through the dialogue As the party explores, they’ll have the opportunity to find
choices here and skip to Sneaking Around their belongings in a nearby storeroom, and they may even
see some softly glowing crates emitting a green light. The
This optional encounter gives the players a chance to
same glow is coming from the stairs that go down, and if
make their first honorable choice (and possibly even make
discovered the players will see that this floor is just a smaller,
some new friends). Read the following aloud at some point
damper environment where larger versions of the crystal
during their escape attempt:
spring out along the back wall—it looks like a harvesting
operation. It’s possible these captors are working a second
job in gathering these crystals—but who would want them,
As you devise your escape plans, the other captives
and why?
cry out for help, begging you to unlock their shackles
and guide them through the dark corridors that await
you.

The Great Uniter | 159


Enemy Encounters Despite these grandiose trappings, the entire facility
looks and feels abandoned. You can see moss
How many NPCs are in the cavern system is up to you and growing along the wall in several locations, growing
the challenge desired by the party, but too many could result over the stone staircases to the watchtowers. Several
in a party wipe, and too few might feel like a nuisance. One pillars are cracked or near collapsing, and the towers
way to troubleshoot this problem is to start small and add on themselves look as though they have seen better
days. One of the towers has collapsed in on itself.
more.
You can tell the Earth Kingdom has provided few, if
For example, maybe the NPCs from earlier are just a any, resources for the upkeep of this station.
detached patrol—another one could be on the way. If the PCs
fight them, remember that the NPCs are smart human beings
and would probably retreat to their allies rather than stand and The players might want to take a bit of time to explore their
die. If the PCs are overwhelming them, have them retreat and surroundings; the GM should give let them [briefly] make
the next encounter can result in an ‘increased’ number some checks. A character can make an Average ( )
because of the NPCs alerting their allies. Knowledge (Geography or History) check to learn that this
At least one of these NPCs is a Nemesis-level would have been the sister port taking in refugees from the
metalbender—Shintu the Disciple—who was earlier referred famed Full Moon Bay, and that it was once used as a
to as ‘the boss’ by one of the guards. checkpoint for refugees during the Hundred Year War.
People, mostly refugees, traveled from all over the world to
Several (but not most) of the other NPCs could be Rival- come to this secluded dock, hidden from the Fire Nation,
level earthbenders (including Chen). The remaining NPCs seeking haven and safe passage into Ba Sing Se.
should be Minion-level characters in groups of 3 or more. If
the PCs encounter these adversaries during their escape, a If the players roll for Perception, the GM might tell the
Rival-level earthbender accompanies each group of minions. PCs that the center appears to have repurposed—possibly by
brigands, bandits, and pirates—as some sort of base of
For Player Characters who are just beginning, this is a operations or hideout. As the Player Characters explore their
sufficient challenge, and much of it could be overcome surroundings or deliberate among themselves on how to
through stealth or diplomacy, rather than fighting. Remember proceed, the GM should feel at liberty to divulge (or withhold)
that these NPCs are also human—they have strengths, flaws, as much information about their assailants as is necessary to
desires and fears of their own. spark player interest.
The goal for the players—at this point—should be to This area contains only two obvious means through which
escape. As the GM, your job is to engage the PCs with the PCs can exit the docks. They can attempt to take one of
dialogue from the NPCs intermittently between combat or the three boats out of the bay, or they can head back into a
stealth encounters where appropriate; in addition, the GM tunnel on the opposite wall that leads down some stairs, back
should entice the players to go after Dr. Dao and his into the complex and circles back around to their cell from the
assailants. Different facts about his kidnapping can be alluded other side. The PCs can discover a third, hidden option if they
to (or made up) that tie-in directly with a PCs Motivation. If can investigate the cavern to discover the hidden exit on the
NPC enemies are left conscious, they can be interrogated opposite side of the docks. What they’ll see is stone and
and, if successful, may divulge more information about who earth—but a matter of meters separates this spacious cavern
they are, where they are, why they are there, and what they and the outside world.
intend to accomplish by kidnapping Dr. Dao.
If the players attempt to hijack a boat, its skeleton crew
Scene 3: Pursuit (two Rival earthbenders and Shintu) will confront them. To
discover (and open) the hidden exit, they will need a character
By now, the Player Characters should be free—whether they to earthbend the door open. This could be Chen the reluctant
escaped or released by a guard. They may have even guard, a Player Character, or one of the other hostages that
acquired more information about their current predicament. the party may or may not have freed.
Regardless of their circumstances, the PCs will ultimately In either case, Shintu, the metalbender in charge of this
find themselves escaping the makeshift tunnels, caverns, and operation, will eventually confront the players.
holding cells in which they awoke. When they reach the docks,
the GM should read or paraphrase the following:

You can tell you’re nearing the end of the tunnel


when you see a dim light at the other end coming
from the top of the stairs. Rushing to your escape, the
smell of wet earth and salt fills the air. As you step
through the final threshold, a great wall stands before
you emblazoned with Earth Kingdom insignia.
Multiple watchtowers run along the wall adorned with
green and gold tiling. You can hear the soothing
rhythm of light waves crashing against the other side
of the wall.

160 | The Great Uniter


Shintu the Disciple
Metalbender [Nemesis]
Shintu (信徒; [SHIN-tu] “Disciple” or
"follower" in Chinese) is a metalbending
engineer with a metal left arm. She claims
to have lost the arm in a devastating
assault by firebending criminals in the
slums of Ba Sing Se. Despite this, she
learned to use her metalbending to control
and manipulate a dexterous prosthetic
metal arm. She can transform the arm into
an array of hand tools by bending it into the
desired shape and tool for the job—even if
it’s a weapon.
She is brash and often espouses an
absolutist worldview (“All firebenders are
bad imperials”). Of course, she harbors
great disdain not just for firebenders and
the Fire Nation, but for anyone she
perceives to be an “outsider” trying to
influence the Earth Kingdom or its citizens.
For that reason, she believes in Kuvira, the
“Great Uniter,” and believes that
foreigners, especially the Fire Nation
citizens, don’t belong in the Earth
Kingdom.
Shintu is usually accompanied by two • Adversary Bending: The character can use a
Rival-level NPC earthbenders and will disengage from number of forms per encounter equal to their
combat if the odds are against her—she is smart, and she Willpower without suffering strain.
should be thinking ahead. She hopes to see the United • Metal Arm: Once per turn as a maneuver, Shintu
Republic of Nations territory rightfully returned to the Earth can suffer 1 strain to metalbend her arm into any
Kingdom and she believes kidnapping Dr. Dao is the small tool or one-handed weapon; she gains on
necessary “first step” toward this reclamation; if she can all checks made with this tool or weapon; attacks
frighten the doctor enough to forgo his research aspirations made in this way are made using improvised weapon
with Ba Sing Se University, she hopes other foreigners will rules.
follow suit.
Forms: Shintu can choose any earthbending actions or
Shintu does not know that the abduction is part of a much maneuvers, and may select additional form effects, as normal.
broader stroke on a canvas behind closed doors. Thus, she The forms she uses most often are the following:
knows very little of her benefactor. Shintu’s orders were to
• Metal Strike: Choose one target engaged or at short
capture the doctor and bring him to an abandoned fortress
range and make an Average ( ) Bending Arts
near Senlin Village.
(BR or AGI) check. If successful, this attack inflicts
3 4 3 3 2 5 5 damage +1 damage per uncanceled s, with
BR AGI INT PRE CUN WIL Critical Rating 6, Ensnare 3 and Pierce 3.
• Earth Protection: Choose one engaged target or
4 18 18 1 1 self and make an Average ( ) Bending Arts
SOAK WOUND STRAIN R/M DEFENSE (WIL) check. If successful, Shintu reduces the
damage of all hits they suffer by 1 plus 1 for every
ss beyond the first until the end of their next turn;
Skills: Mechanics 3, Bending Arts 3, Martial Arts 2, Vigilance
in addition, each affected target gains one defense;
2, Discipline 3, Resilience 1, Mechanics 2, Perception 2, and Shintu may perform the concentrate maneuver to
Knowledge (Culture) 2. maintain the effects of this barrier.
Motivation: Shintu considers herself a patriot and fights for a Equipment: Light Clothing (+1 soak).
romanticized Earth Kingdom that excludes foreign influence.
Talents: Crystal Cavern Earthbenders [Rival]
• Adversary 1: Upgrade the difficulty of combat 4 2 2 1 1 3
checks targeting this character once. BR AGI INT PRE CUN WIL
Abilities: 5 10 0 0
SOAK WOUND R/M DEFENSE

The Great Uniter | 161


Skills: Martial Arts 2, Bending Arts 2, Vigilance 2, Discipline Before you stands a young dark-skinned woman,
2, Resilience 1, Mechanics 1, Perception 2, Geography 1. perhaps no older than 20. You can see that she’s
Talents: None. missing an arm but has a prosthetic arm in its place.
As you look her up and down, you can tell that she’s
Abilities: in charge, despite her short stature; she is carrying
• Adversary Bending: The character can use a herself with a purpose that evades you.
number of forms per encounter equal to their
Willpower without suffering strain. She cracks a threatening smile as she eyeballs your
entire party before speaking, “You’re not supposed to
Forms: Earthbenders can choose any earthbending actions be here.” She pauses before asking, “How did you
or maneuvers, and may select additional form effects, as get out of your cell?”
normal. The forms they use most often are the following:
• Earth Strike: Choose one target engaged or at short
range and make an Average ( ) Bending Arts If the players don’t respond, Shintu will interject:
(BR or AGI) check. If successful, this attack inflicts
6 damage +1 damage per uncanceled s, with
Critical Rating 6, and Ensnare 3. “It doesn’t matter. Look, I’m feeling generous today.
• Earthquake: Choose a spot up to medium range I’ll let you all walk away if you promise not to
away and make a Hard ( ) Bending Arts (INT) interfere. Dr. Dao here has an appointment with
check. If successful, all terrain within short range of someone who very much wants to meet him to talk
the chosen location is considered difficult terrain. about his research. Let us take the doctor and we’ll
let you walk out of here—no hard feelings.”
Additional, characters within the affected area are
disoriented until the end of their next turn. This
character may spend aa to immobilize an effected
If the PCs headed for the ships and intend to commandeer
character until the end of their next turn (and may
one, Shintu will warn the party:
trigger this multiple times, spending aa each time).
Equipment: Light Clothing (+1 soak).
“I told you that we’d let you leave this place. I didn’t
Bon Voyage, Au Revoir say anything about taking our boats. There’s an exit
No matter how they try to escape, Shintu eventually confronts at the opposite end of the docks along that high-rising
the PCs. When she does, you can summarize or read aloud wall of stone there. This is your last chance and my
the following: patience is wearing thin.”

162 | The Great Uniter


If the party heeds her warning, they will have no trouble path to discovering the secrets of Dr. Dao’s research, thus
discovering the exit and will be able to leave. Shintu will even uncovering the plot (and reasoning) behind his capture.
escort them out and open the door for them. Otherwise, their The specifics of what Dr. Dao’s research is, and for whom
attempts to steal a ship will begin a combat encounter with Shintu is working, are for you to fill in your own details. These
Shintu and her companions. are clues to be uncovered over the course of several divergent
Shintu will only fight the players off so she can escape with encounters as your players discover who their characters
Dr. Dao; he is the target, and the PCs would merely be are—and what interests them—and what sorts of stories they
collateral damage. She will seem reserved in fighting and try want to tell.
to make her way to the ships or will do everything she can to The idea is to draw your players in, either with this initial
get the PCs off her ship(s). If necessary, Shintu will sacrifice plot hook, or by opening the door for them to make their own
the other ships if she can get on a different one from the PCs story—literally and figuratively. If they do not rescue Peng
to escape out into the bay. Dao, or do not care to follow up on his hooks, they’ll either
If the PCs first encounter Shintu at the wall, she will offer wander off on foot in the open world or sail away by boat into
to earthbend a door for them to leave. the Eastern Lake.
Ultimately, the Player Characters will leave this dock with If they escorted the passengers, you should reward the
or without Dr. Dao. Although a damsel-in-distress, the doctor’s PCs with 5 XP. If they rescue and escort Dr. Dao, the doctor
presence serves merely as an optional plot hook for a branch could offer to shed light on his recent experiments with spirit
of encounters wherein the party can fight his captors now, or energy.
chase after them to rescue him. Doing so will put them on the

Episode II: Out of the Frying Pan…


some modern amenities including a renovated galley kitchen
Scene 1: Departure and it even has a small spa.

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.

The Great Uniter | 163


• aa: The cargo hold is filled to about half capacity [day 15] It’s been two days and she still has us
with mostly empty crates and containers, apart from looking for some sort of cabbage man, a doctor, I
three sealed crates. When opened, the players will think?
find glowing crystals from the Crystal Catacombs.
• t: One of the rooms is locked, and it is clearly the [day 16] New kid Chen found the guy we’re looking
for, who is apparently not some kind of cabbage
Captain’s Quarters.
spirit. Shintu wants us to keep tailing him.
Geography: A successful Geography check will tell the
players they’re in Full Moon Bay, leaving from the direction of [day 18] Kuvira’s really making a difference in the
the Ferry Waystation and Ba Sing Se train depot. Lower Ring, it’s like she was born for this. I was
terrified after Queen Hou-Ting was murdered, but
• aa: There is a river to the east. Where there’s a
when Kuvira asked for the people of Ba Sing Se to
river, there are villages and towns. help each other and help themselves, I couldn’t just
• t: They know that the Eastern Lake feeds into sit around and do nothing. The city was tearing itself
Copper Lake, which runs off into Kongulan River and apart… I don’t know what this United Republic doctor
then Chameleon Bay, which is connected to the has to do with helping rebuild the Earth Kingdom,
Eastern Sea and the rest of the world. though. Shintu says our buyer can help rebuild Ba
• aa or t: Players can choose where they want to Sing Se.
go next without any undue setbacks, delays, or
mishaps. [day 22] He does something different every night.
He’s gone to the Jasmine Dragon in the Upper Ring a
Survival: There’s plenty of food and other supplies in the couple of times, but he’s also been to the Middle, and
kitchen. even Lower Ring. Is he sight-seeing?
• a: The beds are cozy and there are plenty for
everyone (including any other prisoners rescued). [day 23] Shintu said we’re making a move on the
doctor tomorrow. She wants Chen there, but she told
• t: The ship even has several first aid kits, and plenty
me to go back to the ship and wait for her to get back.
of tea.
Mechanics: A successful Mechanics check reveals that
this is not a standard Earth Kingdom ferry. It has been
modernized in a variety of ways. Smooth Sailing
After letting the party investigate the ship, decide what to do
• a: Find out the ship has been upgraded and given
next, and chatter amongst themselves, they may each want
an engine.
to go in drastically different directions. Of course, if the players
• t: Players are provided with the Modernized Ferry’s
never took the ship and left the Full Moon Bay waystation on
stat block.
foot, then they are probably already wandering. This section
Sailing: Success is required to make way and to change is broken down into several sections outlining some guidance
course. for GMs.
• aa or t: Find out the ship has been upgraded with
an engine.
Set Sail
Assuming the players took the ship and were successful in
As they continue to explore the ships, the players will find setting sail, they’ll have had the opportunity to plot a course.
the personal effects of its former inhabitants, which will shed They could choose to wander in just about any direction. This
light on their background and their possible motivations. is okay! As they wander, your role is to build the world around
Based solely on the trinkets and clothing onboard, most of them, to make it come to life with NPCs and towns through
them outwardly appear to be Earth Kingdom citizens. which they can travel.
At least one of them was keeping a journal, and you may Within their geographic vicinity are the following key
read aloud the following, or print and provide it to the players: locations from Avatar canon: Chameleon Bay, the Si Wong
Desert, Full Moon Bay, and even the Serpent’s Pass. Several
optional encounters follow to help bring the party on-track with
[day 1] I’ve taken on another search-and-rescue with the narrative of The Great Uniter.
Shintu. Bringing that father and daughter together
after the assassination really made me feel like I was On Foot or Wandering
making a difference in peoples’ lives. Shintu gave me If they did not take the ferry, the players will leave the Eastern
a new bunkmate, though…Chen, I think his name Waystation through the entrance that was opened through
was. She said he wants to use his bending to help
earthbending by either Shintu, Chen, or a party member. To
people.
their north, the party will find the Halan Desert and of course
Ba Sing Se to revisit. In the east, Copper Forest awaits the
[day 6] We had eggs and picken for breakfast again
today…Shara wouldn’t even sneak an extra slice of party, shrouding Chameleon Bay and the thriving port-town of
bacon for me, she says “I cook it, I eat it” but I saw Chameleon City.
her give some to Chen… Even further north is Chalang Forest and along that river
is the undepicted Chalang City. Although only some of these
[day 13] Shintu said we’ll be in Ba Sing Se by locations received names in the series, fewer were ever
tomorrow, but she hasn’t said why. spoken-of by characters. Thus, many unnamed villages,

164 | The Great Uniter


towns, forests, cities, ruins, mountains, and other features are at any time. Alternative, you can follow up with this scene after
presumed to exist and ripe for exploration. any other encounter.
You can use the optional encounters at the end of this Before returning to this scene, it’s important to consider
chapter (or create your own) to fill those voids, and to steer what the antagonists have been up to while the PCs were out
the players toward the plot of your adventure. Every new town gallivanting around. What progress have they made toward
and NPC present an opportunity to introduce plot hooks for their goals? Have the players made any choices, friends, or
optional encounters, which do not necessarily connect to the allies that could hinder those goals? Remember that the
greater story, or you can use them to gauge the party’s players are looking to feel that their choices matter and
collective interests and formulate an entirely new plot. They reflecting those choices in the narrative as it develops is the
can also serve as an introduction to a character or scenario to way to do that.
bring the party on-track with the story. The GM should not feel If the party has been wandering by foot and cannot seem
obligated to do this, nor should the GM force the party to stick to find a place to go, or are perhaps lost and dwindling in
to a preplanned plot. A GM should be prepared to think of new supplies, they should happen upon a small, yet bustling
characters, encounters, and scenarios on the fly and to bring village during the next in-game day. This can be Pingdao, the
to life the story told by the players. village described later, or you can make up a place of your
Whatever path they choose, it is important to remember own.
that your role as the GM is to mediate the PCs’ actions vis-à- If the party fails its Sailing or Geography checks, they
vis skill checks, and to narrate the world as it evolves from the won’t be in the Eastern Lake for very long. Through inclement
consequences of those actions. Forcing the players to go weather or mechanical mishap, the ship will ultimately crash—
down a predetermined route could prove ineffective and convenient for the party that it would land in the small clearing
unenjoyable for everyone involved. that you see to the immediate south of Full Moon Bay up
Still, there are times when it is appropriate for the GM to above.
provide the party with a little nudge—in any direction. Having In Avatar: The Last Airbender, this was the location of the
a player make a Knowledge or Perception check on the fly farm and barn where Appa stayed during his lost days. It’s
and feeding them important details from earlier encounters become a bustling, but humble village in the 70 years since.
and sessions the player may have overlooked, but the The town of Pingdao.
character might have remembered. You could also use a
nearby NPC, or introduce a new one, to point the PCs in the Merely a setting for a character introduction, the details
right direction. are secondary; this could be the third among a dozen other
towns the party wanted to visit throughout their off the rails
Should the party venture forth with the narrative of the adventuring. The following example of Pingdao is simply the
adventure, the GM should continue to Scene 2 below. stage for the introduction of an NPC who can reel the PCs
Otherwise, feel free to skip ahead to the end of this chapter to back into the web of the narrative.
check out the optional encounters.
Read aloud the following to the players if their Sailing and
Scene 2a: Let Bygones Be Geography go poorly:

This scene is a direct narrative continuation of The Great


Uniter. Players should have the option to return to this scene As your ship tosses violently back and forth, you see
a growing coastline on the horizon. You do not see
any docks or beaches, and you yell to the others to
Don’t forget the train! brace for impact against the rocks. The wreck is a
It’s important to remember if the players are on foot that they haze to you, but you remember several strange faces
tending to you—were they on the ship? You fade out
just narrowly eluded their captors and were on an Earth
of consciousness and awaken many hours later in a
Kingdom passenger transport that just…disappeared. The small bed.
waystation to Ba Sing Se is visibly close (perhaps just on the
horizon), and the authorities have no doubt begun to sweep
the entire area looking for the missing train, passengers, and Whether in Pingdao, Laowei, or elsewhere, the players
most importantly: the perpetrators. What the party does is up should eventually stumble into Piànzi and learn of his offer to
to them, but you should remember that they might have help find his missing parcel.
information key to the investigation.
Consider keeping the party on their toes, forcing them to
make an Average ( ) Perception check the moment they
see daylight. If they succeed, they’ll notice a few people who
appear to be heading their way—maybe these are the Royal
Guard, or Kuvira’s personal security. Perhaps they’re Shintu’s
backup. Who they are and what sort of encounter they’ll bring
with them is entirely up to you as the GM; the circumstances
can fit almost any narrative and force the players into action if
there’s a lull in gameplay.

The Great Uniter | 165



Mysterious Piànzi [Nemesis] One Step Ahead: Once per round, after an
opponent performs an action or maneuver, may
Piànzi (骗子; [PEE-ahn’zuh] “Deceiver” or “Conman” in spend one Story Point to perform an action or a
Chinese) is a notably tall man with a slender profile. His skin maneuver as an out-of-turn incidental.
is much darker than most of the folks in town, which causes Equipment:
him to stand out when he’s not wearing his long-sleeve coat
• Dagger: Melee (Light); Damage 6; Critical 3; Range
and slacks; beneath his open jacket, his clothes are adorned
[Engaged]; Accurate 1.
in gold trimming, belying his noble or wealthy background.
• Light Clothing: +1 soak and 1 defense.
The party may run into him at the local tavern, or he may catch
their interest in the town square. Piànzi will have been a few steps ahead of the party and,
when they arrive, he’ll be among the first to know about it.
3 4 3 3 5 4 Word travels fast about outsiders showing up, especially if
BR AGI INT PRE CUN WIL they’re looking for lodgings or wares. Wherever and whenever
4 20 20 1 1 Piànzi first encounters the party, the GM should roll a Stealth
check with a difficulty of the party’s highest rank in
SOAK WOUND STRAIN R/M DEFENSE
Perception. A successful check means that Piànzi can skulk
about unnoticed by the party; if he fails, describe him sticking
Skills: Cool 4, Coercion 3, Martial Arts 3, Melee (Light) 2, out of the crowd, looking equally as displaced as they do, to
Perception 3, Skulduggery 3, Stealth 4, and Streetwise 3. the players. Alternatively, the PCs can all make an opposed
Perception check against Piànzi’s Stealth skill.
Talents:
Whatever the case may be, when the Player Characters
• Adversary 2: Upgrade the difficulty of combat
invariably run into Piànzi, you may alert the PCs thus:
checks targeting this character twice.
• Improved Chi Disruption: The character may make
a Hard ( ) Martial Arts check targeting an
Not for the first time you notice a very tall man who’s
engaged character. If successful, deal strain instead been following you for some time. He seems to have
of wounds. If the target is a bender, they cannot use been watching you, perhaps working up the gumption
any forms until the end of their next turn and any form to approach, or maybe planning something a bit more
currently sustained through concentration sinister.
immediately ends. You may spend aaa to
immobilize the target and d to stagger them.
Abilities: As far as the party is concerned, they don’t really know
one way or the other. Regardless, the party will deal with
• Dangerous Connections: Piànzi may spend hhh Piànzi in a manner they see fit and, if they do so
or t from a social skill check they make targeting a diplomatically, he will confide in them several details. As the
PC to move one Story Point from the player pool to
the GM pool.

166 | The Great Uniter


GM, you can choose to divulge all, some, or none of this party into ambushing a small group of Earth Kingdom
information as the circumstances necessitate. couriers. Based upon the clues provided by Piànzi, the PCs
might make a Hard Geography check and, if they succeed,
• He recently lost possession of an ornamental
you should direct them toward the Serpent’s Pass.
lockbox containing what he claims is an heirloom of
great sentimental value to him. As the GM, you may choose to resolve this as a time-skip,
• In addition to simply passing by, he reveals that he overnight journey, or even a Skill Challenge centered on the
was on his way to Ba Sing Se, as that is where he hazards of overland travel (see Chapter VII: Game Master).
was heading when highway brigands jumped him However, it is also possible to take your time and permit the
and stole his lockbox. party to explore their surroundings while they make the
• He was traveling with a friend who was supposed to journey. This could mean providing them with any number of
rendezvous with him a few days ago; Piànzi seems opportunities to flex their skills: random combat encounters
disturbed by his friend’s tardiness. with highway bandits, combat or social encounters with spirits
• He doesn’t much care for Kuvira, her ambition, or her (who have a predilection for any remaining wilderness), or
visions for Ba Sing Se and the rest of the Earth even puzzle encounters which require the PCs to user their
Kingdom—apart from her new railways. bending and nonbending skills in imaginative ways.
• He’s from Republic City, but he was traveling to Ba Whatever the case may be, eventually the party must
Sing Se from the Misty Palms Oasis in the Si Wong attempt to rendezvous with the courier in order to progress the
Desert. narrative of “The Great Uniter”. If the party passed their earlier
• He explains that he travelled from Republic City to Geography check, the narrative turns in favor of the party:
the Misty Palms Oasis to convene with the spirits they have the option (once they arrive) to set up camp and
who have made their home there. stake out for the courier thus allowing them to ambush the
Once he’s explained himself, Piànzi will make his pitch. He ‘shady brigands’ and gain to their Initiative checks.
is looking to hire the PCs to return toward Ba Sing Se to If they fail the Geography check, they will simply ‘catch
retrieve his missing lockbox and meet him outside of the walls up’ to the brigands—soon discovering that the brigands are,
of the city. Should they ask, Piànzi offers to pay the party 2000 in fact, agents of the Earth Kingdom. In either case, move on
copper pieces…per person (such a high number so very early to Scene 2b: Ambush!
on may be an irresistible reward for new players, and it’s a
Of course, the party could be too late, and the couriers
not-so-stealthy way for the GM to hook the players into the
have already left the location and pressed onward. In this
plot). He will also promise to put the players in contact with
case, the GM should use this opportunity to compel the NPCs
members of his ‘organization’ that he states is highly
actions forward, whether the party intervenes or not. How will
influential and supports a “good cause.”
Piànzi feel? Why is this lock box so heavily guarded, and
Once they receive the package, he explains, they are to where is it being taken? These are all threads that curious
continue en route to Ba Sing Se and meet him at the Jasmine players can explore.
Dragon in the Upper Ring. What they will not know, nor could
they possibly find out now, is that Piànzi is a member of a
powerful shadow organization, and that he is not, in fact, the
Scene 2b: Ambush!
legitimate owner of the contents within the lockbox. To which This scene is a direct narrative continuation of The Great
organization Piànzi claims membership is up to you; it could Uniter. Players will not have the option to return to this specific
be the Equalists, or the Red Lotus, or an entirely new faction point-in-time in the story; if they wait too long (more than a
created by you. week in-game), their window of opportunity to intercept the
Earth Kingdom couriers has likely closed, as the package
Devising a Plan should have been delivered to Ba Sing Se—skip to Scene 3.
If the PCs are willing to help Piànzi, the next step will be to If the players progress further into The Great Uniter,
devise a plan for recovering his lockbox. Narratively, it does they’ve probably already pondered aloud as to the contents of
not matter where the players find the package—it’s a the mysterious lockbox. At this point, no one has told them
McGuffin, a literary device meant to further the plot. You anything, not even Piànzi. Even if the PCs coerce him into
should have Piànzi offer clues about where the heirloom could giving up details, Piànzi doesn’t know what’s in the box— as
have ended up. Leverage locations informed by the players’ it was never his family heirloom. His cohorts tasked him with
interests. This could be near Serpent’s Pass, either bringing the box to Republic City.
waystation of Full Moon Bay, even as far as Republic City or
When the party meets up with the couriers, they may very
the Si Wong Desert. If the PCs rant into Piànzi somewhere
well find out what’s in the box.
else, refer to the Introduction for further inspiration.
If the party passes their Geography check and arrives
Of course, the players may decline the offer and instead
before the couriers, the GM can read the following aloud
choose to wander off; if they do so, you should refer to the
(some or all of it may not pertain to the party if they went
earlier part of Episode II where we offer guidance on what to
somewhere other than the entrance of the Serpent’s Pass):
do next.

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

The Great Uniter | 167


the forest and towns behind you after roughly a week
of travel, you’ve found your way to the Serpent’s You can smell the water from the lakes, including Full
Pass. Moon Bay, the nearer you get to your destination. As
you cross over the next foothills, you see the
You quickly situate yourself on a clearing with some imposing, jagged rock-way on the horizon.
brush cover overlooking the base entrance of the
footpath. This would be a perfect spot to watch who Serpent’s Pass. You pause for a moment to breathe
comes and goes through the pass. Though many in the view before quickly collecting yourself. As you
seldom do, for fear of the serpent which guards the peer out beyond the foothills, you spot another party
route. inching toward the entrance of the walkway, much
closer to the awning than you do. These could be
Despite the inherent dangers, a few still choose to Piànzi’s bandits—but it’s too late, you realize they
make the trek in the name of haste. With the spotted. A small truck and an ostrich horse come to a
extension of the Ba Sing Se monorail to the north of stop.
Serpent’s Pass, brave travelers can find themselves
in the Middle Ring by nightfall. Before you can react, you hear an imposing “HALT!”

“This is an official caravan of the Earth Kingdom on


The PCs will want to settle in for just a moment. orders from the Provisional Chancellor. Disarm
Encourage the players to make a few brief checks to pass the yourselves and state your business.
time by asking them what they do now that they’ve arrived at
their destination (Geography, History, Survival, etc.). You may
use them to convey the following information: Either the players comply with the orders of the Earth
Kingdom courier—and gain an opportunity to learn valuable
Geography: The Serpent's Pass is a narrow strip of land
information—or they refuse to disarm and instigate the fight.
located between the East and West Lakes and serves as one
If they choose the latter, skip ahead to the Fight! section.
of the few direct paths to Ba Sing Se.
Otherwise, continue with the social aspect of the encounter
History: It is named after the serpent that guards it, outlined in the Talking section.
making the pass feared in the Earth Kingdom. During the
Hundred Year War, many refugees refused to use the pass, Talking
opting instead to cross the lake by boat.
If the players are curious enough, they may take the
Survival: The Serpent's Pass is one of the few direct opportunity to converse with the Earth Kingdom agents and,
paths to the Earth Kingdom's massive capital, Ba Sing Se. in the process, learn more about the lockbox, Piànzi, why the
The rocky path is treacherous and consists of dangerous packaged is being delivered, and ultimately who the parcel is
cliffs. for.
Perception (upon close inspection): A large sign This section is a social encounter. There will be a variety
bearing the name of the pass is affixed to the entrance, and of dialogue boxes that the GM can read aloud to inform the
the words "abandon hope" are carved into one of the posts of party (and progress the plot) or can use as guidelines and
the gateway to the pass, serving as a warning to any make up his own dialogue for the NPCs. The party may
passersby and adding to the strong fear felt at the location. experience all, or very few, of the options outlined here.
As the GM, you have the freedom here to take as long or Whether a certain response or piece of information warrants
as short amount of time as you like to let the players explore a social skill check is entirely up to the GM.
their immediate surroundings. Some may want to observe the Read aloud the following if the party indicates they want to
region overlooking Serpent’s Pass; but the players might talk:
simply wish to proceed.
It’s up to you to alert them to the arrival of the small Earth
Kingdom entourage. If the characters have a spyglass or they A stout man, presumably leading the Earth Kingdom
roll exceedingly well on a Perception check, they’ll learn (at party climbs out of the passenger side of the truck
and turns to face the player characters. He eyes your
a distance) that these people are not, in fact, highway bandits
party up and down before uttering a very stiff “Colonel
but are wearing Earth Kingdom uniforms. How they choose to
Chang”.
proceed from there is entirely up to them. Perhaps they don’t
care—or perhaps they are unaware—and choose to rush in The men surrounding Colonel Chang are silent and
head-on simply to instigate a fight and hope for the best (if still as stone. The colonel takes another two steps
there is time, maybe they jumped a party of innocent travelers closer toward the party, toward the back end of the
by mistake). If they rush in, you can skip to the Fight! section truck.
up head. Otherwise, the party may verbally interact with the
couriers; skip ahead to Talking, if so. “These men are under orders, and you are impeding
If the party failed the Geography check, they will arrive on our timetable. You are welcome to cross Serpent’s
Pass with us—safety in numbers, you know—but you
right behind the couriers. The party cannot sneak up on the
will need to move along otherwise.”
couriers and are caught off-guard with no plan. Read the
following aloud:

168 | The Great Uniter


Despite his surprising cordiality, Colonel Chang is man, Captain Kong aspires to become a general and a
particularly stern. He should provide the following answers to member of the Council of Five.
general questions without any skill checks: Captain Kong has little patience for non-Earth Kingdom
Who are you? My name is Colonel Chang, and this is citizens and even less so for a party of multicultural bandits.
Captain Kong. We are servants of the Earth Kingdom. He understands that more than coincidence brought the PCs
[Captain Kong would likely let out a mumble or a grunt at this to this critical junction in his caravan’s travels. He knows only
remark]. what he needs to know, and that’s good enough for him.
What are you doing? Our business here is classified, but
we would be happy to oblige any citizen trying to cross the Negotiations
Serpent’s Pass safely. During a social encounter, the party can (and likely will)
attempt to convince the Colonel to hand over possession of
Tell us about Serpent’s Pass / this area / the Earth
the box, but this would be incredibly unlikely. They would need
Kingdom. You don’t know? If you aren’t aware of the dangers
to make a Formidable ( ) Charm check to
inherent to the Serpent’s Pass, then that’s all I need to know
that you shouldn’t be here. Serpent is in the name! [Brush up succeed and should include or depending on whether
on your Earth Kingdom lore]. the Colonel is favorable to the party. A favorable Daunting
( ) Coercion or Negotiation check might convince
We need the lockbox. This parcel is intended for direct the Colonel to surrender the lockbox. Deception and
delivery to the Provisional Chancellor herself and we are duty- Leadership will be far less likely to return any results while
bound to safeguard its transport. Anyone who gets in the way Empathy may allow the PCs to gain the Colonel’s favor.
of that is an enemy of the State and will be dealt with
accordingly. Captain Kong will interpret any attempts at persuading or
negotiation as subterfuge and he will not relinquish the
Colonel Chang lockbox without a fight. Depending on whether he views
Colonel Chang is a member of the Royal Earthbender Guards Colonel Chang as a traitor, he may open his attack on the
of Ba Sing Se, known as the King's Guard by the commoners. party by attacking Chang first, forcing Chang to choose a side.
These guards are earthbending warriors within the Earth If the party pushes too hard, or especially if they fail a
Kingdom affiliated with neither the Dai Li nor the army. They Deception or Coercion check, they’ll be in for a fight.
instead serve as personal protectors of the earth monarch.
Since the assassination of Queen Hou-Ting, many Royal Fight!
Guards—particularly Chang—feel as though they have failed Perhaps the party was too stubborn, or a little headstrong, or
at their jobs and are looking to adapt to the quickly-changing
maybe they were just bored…either way, there’s a fight. If the
structure of government brought about by the Provisional
players arrived at Serpent’s Pass before the couriers, they
Chancellor Kuvira, who has brought her own personal elite
should get a boost to their Initiative roll. In this scenario, they
metalbending warriors to serve as her closest guards. Feeling
should roll Perception since they had the advantage of being
relegated to mundane tasks below his title, Colonel Chang is
able to scope the scene. If the party arrived after the Earth
incredibly resentful of Kuvira and has little interest in her
Kingdom couriers, they get no advantage and instead should
leadership. roll Vigilance since they’ll need to rely on their guts to gear-
Although he seems approachable, Chang is still a Royal up for a fight they were not likely anticipating. Ultimately, these
Guard and takes his title very seriously. He will be cordial with are merely suggestions and the choice is up to the GM as to
the PCs, even more so if he believes they endorse Earth which skill is appropriate based on the circumstances of the
Kingdom tradition over Kuvira’s version of progress. He does moment.
not know the contents of the lockbox, but he believes
whatever it is must be important. Chang met with Tien Satoru, Lieutenant Chang (Royal Earthbender
an Earth Kingdom engineer and innovator living in Republic
City. Tien is the grandson of Earthen Fire Refinery’s own
Guard) [Rival]
Satoru and the inventor of a device that “will change the 4 2 2 2 3 3
course of nonbender history”. Chang listened patiently as Tien BR AGI INT PRE CUN WIL
babbled on about his prototype and understood very few of its
6 16 0 0
implications. At most, he understands that it’s a metal
contraption. SOAK WOUND R/M DEFENSE

Captain Kong Skills: Melee (Light) 2, Resilience 2, Discipline 3, Bending


Captain Kong is a captain of the Earth Kingdom army. As Arts 3.
such, he wears yellow armor instead of the standard green Talents:
variant and per the standard operating procedure of the Earth • Body Guard: Once per round, the character may
Kingdom army; his trusted mount, Cho, a vivacious and swift use this talent use a maneuver to upgrade the
ostrich horse, accompanies Kong. The captain is smug and difficulty of all checks targeting an ally engaged with
resentful of Colonel Chang and the rest of the Royal Guards; this character.
he believes their failure to protect the queen is evidence of
Abilities:
their corruption and he fully supports Kuvira in her endeavors,
buying in to her message about the inherent corruption of
monarchies, and her vision of the future. A lifelong military

The Great Uniter | 169


• Adversary Bending: The character can use a causing them to make an opposed Athletics or
number of forms per encounter equal to their Coordination versus Bending Arts (BR) check to
Willpower without suffering strain. avoid the disc; targets engaged with disc either jump
• Dauntless: This character upgrades the ability of out of the way or take a number of damage ignoring
Discipline checks they make to resist fear or soak equal to the Rival’s Body rating; earthbenders
intimidation once. can make a Bending Arts (BR) check instead, and
Forms: Royal earthbender guards can choose any may spend aaa or t to redirect the disc at
earthbending actions or maneuvers, and may select another target, causing the same effect.
additional form effects, as normal. The forms they use most Earthquake: Choose a spot up to medium range
often are the following: away and make a Hard ( ) Bending Arts (INT)
check. If successful, all terrain within short range of
• Earth Strike: Choose one target engaged or at short the chosen location is considered difficult terrain.
range and make an Average ( ) Bending Arts Additional, characters within the affected area are
(BR or AGI) check. If successful, this attack inflicts disoriented until the end of their next turn. This
6 damage +1 damage per uncanceled s, with character may spend aa to immobilize an effected
Critical Rating 6, and Ensnare 3. character until the end of their next turn (and may
• Earth Protection: Choose one engaged target or
trigger this multiple times, spending aa each time).
self and make an Average ( ) Bending Arts
(WIL) check. If successful, the bender reduces the Equipment:
damage of all hits they suffer by 1 plus 1 for every • Earth Kingdom Military Uniform: +1 soak, and 1
ss beyond the first until the end of their next turn; defense.
in addition, each affected target gains one defense; • Pouch of Stones
the bender may perform the concentrate maneuver • Warhammer: Melee (Heavy); Damage 7; Critical 3;
to maintain the effects of this barrier. Range [Engaged]; Cumbersome 3, Pierce 2, Vicious
Equipment: 1
• Royal Guard Uniform: +2 soak Cho the Ostrich Horse [Rival]
• Warhammer: Melee (Heavy); Damage 7; Critical 3;
Captain Kong’s Ostrich Horse.
Range [Engaged]; Cumbersome 3, Pierce 2, Vicious
1 4 3 2 1 1 1

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:

Talents: • Beast of Burden 5: Add 5 to this creature’s


encumbrance threshold.
• Adversary 1: Upgrade the difficulty of combat
• Trained Mount: Add to skill checks to handle this
checks targeting this character once.
creature.
Abilities: • Silhouette 2.
• Adversary Bending: The character can use a Equipment:
number of forms per encounter equal to their
• Equipped with armor (+1 soak, 1 defense), and a
Willpower without suffering strain.
riding saddle (+1 handling).
• Military Precision: May add to checks made to
destroy structures or use cooperative earthbending. • Mighty kick: Melee; Damage 4; Critical 4; Range
[Engaged]; Knockdown, Stun 3.
Forms: Royal earthbender guards can choose any
earthbending actions or maneuvers, and may select Earth Army Soldiers [Minion]
additional form effects, as normal. The forms they use most Accompanying Captain Kong and Commander Chang are a
often are the following: complement of four to eight Earth Army soldiers, all
• Earth Strike: Choose one target engaged or at short nonbenders. They know absolutely nothing about their
range and make an Average ( ) Bending Arts mission other than their intended purpose to make any would-
(BR or AGI) check. If successful, this attack inflicts be bandits think twice before attacking their caravan. See the
8 damage +1 damage per uncanceled s, with adversary stats on page 180 of this book.
Critical Rating 6, and Ensnare 3.
• Earth Coin: May spend an action to hurl a silhouette
2 slab of earth at a target within medium range,

170 | The Great Uniter


Interruption! Much Ado about Nothing
Whether the players obtain the lockbox or not, you should As described earlier, the lockbox acts as a McGuffin—a plot
create an abrupt interruption of the present encounter. device used to compel the party in reacting one way or
Perhaps the colonel and captain surrender rather than give another. However, that does not mean that the contents of the
their lives over an item they know nothing about. If the party box are irrelevant to the plot; on the contrary, the box contains
is in Serpent’s Pass, it could be the serpent. If they’re in the a critical piece of information and hardware that would weave
Si Wong Desert, it might be sandbenders or the sand shark. the players into a deeply entwined narrative on an
Perhaps the fighting awakened a spirit who lashes out international scale.
indiscriminately at everyone. Whatever the case may be, it is
important for the GM to use this as an opportunity to break up As they have already seen, at least two parties are
what might be a one-sided fight, and to provide the PCs with interested in this box: Piànzi and the Earth Kingdom (more
one last opportunity to obtain the lockbox amidst the contrived specifically, Provisional Chancellor Kuvira). A third, yet
chaos of the scene. unmentioned, party also desires the contents of this box: the
Equalists of Republic City.
Sea Serpent [Nemesis] Each party has an interest in acquiring the contents of this
This ferocious animal lives mostly on fish and other water parcel that, as Satoru put it, will “change the course of
creatures, but it will attack and eat just about anything—it will nonbender history forever.” While each party is aware that the
attack ships when looking for a meal. The serpent lets out a contents are dangerous, few are fully aware of what the
loud, blood-curdling scream just before it attacks. See the Sea device is or does.
Serpent entry on page 198.
Fortunately, as a Game Master, you have the unique
If the players are on the verge of winning, Commander position of knowing all. The contents of the box are twofold: a
Chang will surrender, as he values his life and freedom more schematic for a flintlock mechanism, and the mechanism
than he fears what the collapsing Earth Kingdom government itself. Indeed, it is a firearm.
will do to him. Captain Kong will continue to fight only if he still
Enter Tien Satoru, a nonbender engineer who identified
has Cho. If his mount goes down, he will surrender. No matter
the possibility of shrinking Fire Nation turret barrels and using
what they do, this scene ends on a sort of climax.
natural materials to imitate the ignition of an explosive

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

The Great Uniter | 171


perpetrators—or perhaps a scapegoat. If they’re not careful,
the PCs could draw too much unwanted attention.
Entering Ba Sing Se
Whether it’s because the party successfully stole the
Lockbox in tow package, or because you want to introduce a little challenge,
With the package in their possession, the players not only getting into Ba Sing Se can be a small task in and of itself.
have to smuggle themselves back into Ba Sing Se, but now a Perhaps one of the convoy soldiers managed to radio a
royal parcel which has undoubtedly been reported missing by message back to the capital that is now on higher alert.
now. As the GM, this presents an opportunity for you to Alternatively, other survivors of the train accidental may
challenge the PCs in their attempt to reach the Jasmine recognize the PCs, or they see their faces plastered on
Dragon. Perhaps they get through the outer wall but require Wanted posters.
passports to go beyond the Middle Ring—maybe someone Whatever the case may be, you can challenge the players
recognizes them as passengers from the missing train; maybe to be creative about how they enter the city. Maybe they
authorities want them for questioning. Whatever the attempt to bribe the guards blocking their way; they could
circumstances, the party should be coming into Ba Sing Se make a Streetwise check, or use their underworld
very hot. connections, to recall the existence of a nearby smuggler’s
route; or perhaps they make a History or Culture check and
Empty-handed successfully remember the Crystal Catacombs, and a few
Even if they fail to obtain the lockbox, the party may still honor potential entries into these expansive underground networks.
their word and rendezvous with Piànzi, if only to report that
Does the party have a couple powerful earthbenders? It is
they were overwhelmed. Although security might still accost
possible that they could use their ability to scale the massive
the party at any point throughout their travel from the outer
stone Outer Wall, even one or two at a time, to get to the top.
wall to the Upper Ring, they’ll be much less likely to subject
If they do scale the wall, what do they find up top? Canonically
themselves to heightened scrutiny without holding such a
there are many guards posted all over its perimeter, and the
wanted package.
Dai Li even ordains that posted soldiers live on and inside of
the wall. This would likely be a much more dangerous path to
take.

172 | The Great Uniter


Reporting to Piànzi make a scene in the Jasmine Dragon. Unbeknownst to the
PCs, (they could make a Daunting Perception check),
With or without the parcel, when the PCs arrive at the Jasmine Piànzi signals to his companion, who has been playing Pai
Dragon, read the following: Sho the whole time, that they have been betrayed by the party
and that she is to follow them. Whether Piànzi ambushes the
party the same day or not is up to the GM.
You approach the world-renown teashop located in
the Upper Ring of Ba Sing Se, the Jasmine Dragon. Finally, the party could report of their failure to retrieve the
Walking up the stone staircase, you enter its heirloom—whether Piànzi empathizes is up to the GM, and
courtyard. A fountain decorates its center. Before you would necessarily depend upon the impression Piànzi initially
is a massive jade-color structure decorated with gold received of the Player Characters; he will generally be willing
and ivory trimmings. Its two front windows feature an to overlook failure and offer a second, substantially more
intricate repeating square pattern. During business difficult, opportunity unless he has been slighted in some way.
hours, its doors remain open, and so you walk
straight in. To the Wind
Immediately you see a long carpet stretching out It is entirely possible that the PCs, with or without the lockbox,
before you, leading to the serving counter in the back. decide to renege on their word to Piànzi and they just head off
Two golden dragons dancing with one another for new adventures. In this case, as mentioned earlier, keep
adorned on a jade-colored rug. On either side, you in mind the many stakes who would actively seek the PCs to
see square and circular tables, some with ongoing reclaim the lockbox.
games of Pai Sho.
The party may have a clear idea on what they want to do—
they could want to spend time in iconic Ba Sing Se, follow up
In the far corner, you can see Piànzi already sitting
on their backgrounds and Motivations, or they may seek out
and sipping tea. It appears he doesn’t even notice
that you’ve walked right in. other destinations they recall from the Avatar universe,
straying far from the scene. The alternative is that the PCs
may feel utterly lost and directionless. In both cases, the GM
When the party finally approaches Piànzi, he will wait to can use optional encounters such as those at the end of this
speak until spoken to, reacting accordingly to whether they chapter to steer the players toward the plot of the adventure.
deliver favorable news, and the package. If the party delivers Every new town and NPC are a new opportunity to present
the parcel, Piànzi will thank them, provide them with their one-off optional encounters, with seemingly no connection
promised reward, and invite them to meet up with his to the greater story. You should use them to gauge the party’s
companion (mentioned earlier). collective interests and formulate an entirely new plot. They
The party may instead attempt to betray Piànzi and retain can also serve as an introduction to a character or scenario to
possession of the parcel, in which case they will need to make bring the party on-track with the story. The GM should not feel
an opposed Deception check against Piànzi’s Discipline obligated to do this, nor should the GM force the party to stick
skill. If they fail the check, Piànzi will call them out on their lie, to preplanned plot. A GM should be prepared to think of new
but profess that he is outnumbered and would not want to characters, encounters, and scenarios on the fly.

The Great Uniter | 173


Episode III: …Into the Fire
This section provides a list of potential, but optional,
encounters that you can inject into The Great Uniter, stem off Hooks
it, or be run as stand-alone adventures. • The party encounters reports about missing persons,
either in the news and gossip or as a direct plea for
Each scenario has a title and describes the overall plot.
assistance. Alternatively, they could follow up on
Scenarios will also contain hooks and insight; the hooks
poaching reports, and discover the kidnappings by
provide suggestions on how to incorporate the scenario into
mistake.
your adventures, while the insight will offer some background
information and interesting challenges. All scenarios come • The Earth King or one of his advisors approach the
with at least one integral NPC described as either a guide to PCs and hire them to investigate the poaching and
help the PCs along, or an antagonist who stands in their way. kidnappings.
• The PCs are traveling through the Earth Kingdom on
The Beetle King a different quest when they encounter the poachers
in the act of stealing a flying bison or badgermole.
The elusive beetle-headed merchants have been frequenting • The poachers target the characters, who may or may
the Misty Palms Oasis more often than usual. They claim not be benders, because of their unique abilities or
recent attacks have driven them from their underground potential value as test subjects.
settlements in the Si Wong Desert. While some of the
merchants claim the giant gilacorn has come back from Insight
extinction and is to blame, others believe that a man calling As one of the many factions trying to harness and weaponize
himself “the Beetle King” is behind the recent attacks. the new spiritual energies in the world, Yu Wei is a scholar of
Antagonist: Jiachong, the Beetle King [Nemesis the Spirit World and believes there’s more fact than fiction
Commander/Diplomat]. behind the myth that these animals were the “first benders.”
If the players are ever captured, this is an excellent
Hooks opportunity to have them wake up the poachers' base, where
• After overhearing their murmurs at the Misty Palms they must find a way to escape and bring down the deranged
Oasis, several beetle-headed merchants approach scientist.

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.

174 | The Great Uniter


Insight Hooks
This story leverages a character from the animated series • At any point in the adventure, the players may find
(Gombo) in a scenario for players. In The Legend of Korra, we themselves instantly transported into the Spirit
see Gombo ‘stealing’ from Queen Hou-Ting and bemoaning World.
the Avatar’s choice to help her tax the people hurting the most. • On a trip through the wilderness, or sailing through a
Gombo could very well see Lady Baozhai as an appropriator particularly thick fog, a vigilant PC may notice the
of Earth culture and wealth, and this could feed into the overall changing hues and ambient sounds of their new
theme of The Great Uniter about the pitfalls of ‘us v. them’ surroundings.
mentality. • Without any explanation, the party suddenly finds
themselves lost in the Spirit World. An unassuming
Festival of Masks spirit greets them to explain that they have only 72
hours to get back home before it’s too late—a
During their travels, the party comes across a village malicious spirit wants to hunt them for sport.
celebrating the Festival of Masks, a local tradition. As they
pass through town, a spirit disguised as an old merchant Insight
hands the PCs free masks of ornate quality. The masks they
A key theme of The Second Age explores the tension
receive each represent a negative emotion and once a
between humans and spirits. Here is yet another opportunity
character dons a mask, that’s all the wearer sees in other
to explore that tension.
people. The characters cannot remove the mask unless they
learn to accept their own flaws, learn to overcome their fears, With the right Knowledge or social check, Pao Shi will
or learn how to control their negative emotions. give the party clues as to what happens in 72 hours (“the
hunt”). The PCs can trick the spirit into revealing that he is the
Antagonist: Longmeng the Taunting [Nemesis Spirit].
Hunting Spirit Fu Shi. Be sure to utilize fear checks whenever
Hooks appropriate, spending d and h to cause PC fears to manifest
physically before their very eyes.
• Such an encounter could occur in any town the PCs
happen to be passing by, or throughout any point in
their travels where a festival may occur.
The Lost Ways
• Unusual spiritual activity in the village or nearby may Deep in the valleys surrounding Mt. Makapu in the
attract their characters’ attention. northwestern earth kingdom, a band of refugees wearing
• Rumors persist about a single spirit who possessed traditional air nomad clothing show up outside of Makapu
an entire town, and everyone is talking about Village, and rumors begin to quickly spread about ‘lost
whether their own village is next. Upon investigation, airbenders’. At the request of their elder leader, they have
everything appears to be normal right up until the come out of hiding to confirm their elder’s suspicions:
festival commences. airbending has been reborn in the world.

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 cunning malevolent spirit has taken advantage of the open Insight


spirit portals and is hunting humans for sport. The spirit goes
During the Hundred Year War, Fire Lord Sozin struck at the
out of their way to set up elaborate games and traps because
air nomads swiftly with the arrival of the comet. However, not
they like the taste of fear.
every airbender died all at once. For the next twenty years,
Antagonist: Fu Shi the Hunting Spirit [Nemesis Spirit] looks Sozin and the Fire Nation would lay traps to catch refugee and
like two snakes coiling around one another in an endless loop. runaway airbenders in hiding—using their own relics and
Guide: Pao Shi [Rival Spirit] is a small rabbit-like spirit who cultural artifacts as bait.
warns the party of their impending peril. Any character can attempt a Knowledge (History) check
to realize that the genocide was a slow and terrible process,
and that some may have escaped the initial onslaught. a may

The Great Uniter | 175


be spent to realize that it’s plausible, albeit unlikely, that some appears to be nearby, and the shrine is large enough
members of the air nomads went into exile. Who are these to shelter from inclement weather.
people? What are their motivations? • The party stumbles right into Mong Shi who is in the
middle of punishing a group of humans they refer to
New Recruits as “transgressors.” The malicious spirit bids the PCs
not to interfere, and to be on their way.
A White Lotus master invited the PCs to join the illustrious
White Lotus organization. She’s decided to take them on as Insight
her initiates. Although they come from drastically different
Not all spirits are benign in the Avatar setting, and many seem
backgrounds, the PCs must work together to succeed with
unbothered when their actions affect humans in a negative
their initiation. On the day of their final test, a mysterious man
way. As a spirit, Mong Shi does not have to inhabit a physical
shows up and attacks their master, killing her and threatening
form, and as always, their motivations should be alien to the
the PCs to cease their initiation or suffer the consequences.
party. Coming into conflict with such a being will have a
Before they can react, he vanishes. Who is this mysterious
combat-focused party at a disadvantage because of the
man? Do they belong to the Red Lotus, or is this something
spirit’s inherent defenses (see Spirit Adversaries on page
far more sinister?
154). However, a cunning or intuitive PC may attempt to
Antagonist: Baquan the Icy Blade [Nemesis Waterbender]. outsmart Mong Shi, who will engage in dialogue—spirits love
Guide: Lianda, White Lotus Master [Nemesis Firebender]. to gloat.

Hooks Martial Remedies


• If the party is comprised strictly of benders, you can A village herbalist is revealed to be a skilled martial artist when
withhold this type of scenario until after they’ve he is witnessed stopping a thief by the party. He does not want
gained some experience. his secret revealed to people and will offer tea, perhaps
• Lianda may approach PCs who cause a stir and offer wisdom if he respects the party enough.
them the opportunity to take some heat off…if they’re
Guide: Chen Yu [Nemesis Monk/Astrologer].
willing to follow her.
• The party receives a job from their usual source to
help transport a large shipment—no questions
Hooks
asked—to a little-known island in the Mo Ce Sea. • The herbalist offers to take on one of the party
members as a student, teaching them both
Insight herbalism and martial arts secrets in exchange for
helping him defend his village from bandits or other
This premise makes for a great opening encounter for a new
threats. As they work together, Chen Yu reveals
campaign and offers you the opportunity to use one of the
more about why he kept his techniques a secret.
series’ most well-known factions. Up until the Hundred Year
War, the Order of the White Lotus was a secret society, but • A rival faction threatens the village and the herbalist
they shed this mystique after going public to work with Avatar asks the PCs to help protect his village from the
Aang. Who knows what mysterious secrets they still try to impending attack. In exchange, he will teach them
hold? the secrets of his martial arts.
• The party must investigate a powerful criminal
This scenario serves the purpose of putting together a organization that has been terrorizing the area and
party of seemingly unrelated characters, while simultaneously stealing valuable herbs from the herbalist's shop.
introducing them to a larger-than-life campaign setup They curiously want the old man to surrender, but he
scenario. Since Lianda is a member of the Order of the White seems obstinate in his refusal.
Lotus, it’s doubtful that she would avail herself to
inexperienced benders, or nonbenders. Insight
Nightmares and This scenario provides an opportunity for the party to find a
Master (see the Masters section of Chapter VII: Game
Master on page 125). In addition, you’ll have the opportunity
Dreamscapes to illustrate one of the Avatar series’ many embraced tropes:
that not everything is at it seems. This village herbalist may
While the PCs rest, a large trickster spirit traps them in their have once been a great fighter or may belong to a secret order
sleep to induce nightmares and feed off their anxieties and of monks.
fears. The party must repel this spirit through any means
necessary. Mother of all Fish
Antagonist: Mong Shi the Dream-Eater [Nemesis Dark Spirt].
The fishmongers in the Northern Water Tribe are hosting a
Hooks fishing competition. The contest also purports to be a spiritual
ceremony, and an observation of traditional offering to the
• While looking for an inn or on the road between
great Tigerswordfish spirit. The winner of the contest receives
towns, the players happen upon an unusually
an ugly fish hat, all-you-can-eat fish, and a small purse of
pristine roadside shrine with lit candles. No one
coins, as well as renown throughout all the Northern Water

176 | The Great Uniter


Tribe as a master angler, and appeaser of the spirit of the • The PCs may encounter this monk offering them
seas. respite any time they’re passing through the
Antagonist: Captain Keimar [Nemesis Captain/Sailor], who mountains or other isolated terrain.
has been sabotaging other contestants, including the PCs. He
intends not only to catch the most fish, but also to capture the Insight
Tigerswordfish spirit itself. Since they’re not in the Spirit World, their bending should still
work. This can be an opportunity for you to create unique
Hooks puzzles for bender characters to encourage them to use their
• During their travels at sea, the party nearly crashes abilities imaginatively. The PCs can create bridges with
into a lone angler who swears up and down that this earthbending or waterbending. A firebender can stave off the
year she’s going to catch the prize but there’s one darkness by maintaining a constant flame, and airbenders
problem—she has no fishing implements and asks easily attune to any drafts they might use to navigate
the party for help. untenable passageways.
• While resting in any port town the PCs encounter
Captain Keimar making a public challenge and Precarious Passage
declaring he will capture the Great Spirit before all
The party stumbles upon a pacifist temple in the middle of the
others.
mountains, but its residents are terrified of benders. To pass
• A rival group of anglers has been stirring up trouble
through their passage, the party must permit the monks to
around the Northern Water Tribe in order to steer
bind and blindfold them. While the monks are helpful, offering
people away from participating in the contest and
the party food, supplies, and a place to sleep, they are
discredit it as an attempt by anglers to use spiritual
cautious. The bandits have taken up camp nearby to trap
ceremonies for personal gain. The PCs must find out
travelers and take their belongings.
who is behind this and put a stop to it before the
competition starts. Antagonist: Rinzler [Nemesis Ranger/Bounty Hunter] and his
animal companion Pacho the Goat Gorilla [Rival].
Insight Guide: Pondo [Rival Monk], who knows the location of
This scenario fits in with the overall motif of humanity learning Rinzler’s hideout, and would reveal that he arranged a deal
to live in balance with the spirits. Keimar presents an with him for protection if the party guarantees to help save
opportunity for the players to make a choice that could have them from Rinzler.
significant consequences for the spiritual balance of the world:
do they let Keimar attempt to capture a spirit, or do they Hooks
intervene? • Once again, the PCs may encounter these
Additionally, this scenario could easily take place on the characters while traversing rugged or isolated
water with the PCs piloting or aboard their own ship. If you’re terrain.
looking for an excuse to include vehicles in your adventure, • The party arrives to find that the monks are preparing
look no further. for a raid and need help defending against bandits
who have been taking supplies and resources from
Mountain Labyrinth •
the monastery.
After a night of rest, the party discovers that some of
While traveling through the mountains, a storm besieges the their belongings have gone missing and other
party when they come upon an ancient temple built into the peoples’ items are in their place.
mountainside. A monk offers them shelter, and when the party
accepts and is inside the temple, the doors close behind them, Insight
and the monk reveals himself a trickster spirit. Like many of the scenarios in this section, you can present
Antagonist: Chenfu the Trickster [Nemesis Spirit]. this encounter to your players while they’re traveling between
locations. Don’t hesitate (or forget) to make use of Rinzler’s
Hooks animal companion, as well as the expanded rules for
• The party soon discovers that the ancient temple is companions on page 76 of this book.

Peace and Passivity


a prison, and the monk is a trickster spirit tasked with
guarding it. He has offered them shelter so they can
become his unwitting jailors and help him keep
A monastery of air acolytes needs help removing an
sealed whatever powerful creature or artifact is
infestation of nuisance and slightly dangerous critters. They
inside.
insist, however, that no harm comes to the creatures as the
• The trickster spirit has been watching the party for
party removes them.
some time, waiting for them to arrive at the temple
so he can bring them together for an important Antagonist: Hog Monkeys [Minion].
purpose: to help him break a powerful curse that has Guide: Ren [Rival Monk], head of the monastery.
been keeping him imprisoned within its walls for
centuries.

The Great Uniter | 177


Hooks Pirates of Mo Ce Sea
• The party can find an item they’ve been looking for
Marine piracy is on the rise as water tribe outcasts, and people
in this monastery, but the monks require their
struggling to survive, take to the seas in search of fortune.
assistance first.
Many of those ranking among the crew are disparate or
• An old ally of the PCs requests their help in tracking
displaced waterbenders who have left the crowded Northern
down a nest of elusive creatures. They indicate that
Water tribe; using their abilities, they harness the ocean itself
their boss desperately needs them.
as a weapon against unsuspecting merchant ships.
• A nearby town considers the creatures as pests, and
they offer a large reward for each hog monkey hide— Antagonist: Captain Himaru [Nemesis Captain/Pirate], and
the monks are not happy about this arrangement, his animal companion, and Rival-level crew of pirates, sailors,
despite the nuisance presented by the creatures on and waterbenders.
their own grounds.
Hooks
Insight • If they travel by boat, the PCs encounter Captain
Not every encounter has to involve combat. This scenario Himaru in the Mo Ce Sea, or the shipping lanes
presents a challenge the party must try to overcome without leading to the Northern Water Tribe.
resorting to violence. Learning about the nature of the fauna • In any port or coastal town in which the party
in this world could be a good place to start. As seen in Avatar: attempts to resupply, they discover that the village
The Last Airbender, hog monkeys love lychee nuts. has fallen on lean times—because pirates are
raiding them.
Pirate Radio • Agents of the Earth Kingdom, Fire Nation or
Northern Water Tribe governments approach the
Controversial pirate radio host “Lightning Lee” is intercepting party and ask them to quell the disturbance of trade
and brokering international political secrets, inadvertently or in a region of the sea.
deliberatively sowing dissent in the Earth Kingdom by outing
the Upper Ring’s dirty laundry. Although many elite officials Insight
from all over the world want him silenced, commoners look up Once again, making use of the rich tapestry of seafaring,
to Lightning Lee as a hero. Captain Himaru provides you with an excellent opportunity to
Guide: Lightning Lee [Nemesis Entertainer/Diplomat] whose give your players a taste of marine combat and storytelling.
one-of-a-kind experimental radio allows him to broadcast all Give your players with Knowledge Geography, Sailing, or
over the Earth Kingdom no matter where he is. even Negotiation a chance to shine in this scenario.

Hooks Raiders of the Lost Art


• The Earth Kingdom (vis-à-vis Provisional Chancellor
An archeologist and professor at Ba Sing Se University
Kuvira) wants to hunt down Lightning Lee, who they
believes she has discovered the location of the mythical Lion
claim is a foreign instigator and menace to the public
City, whose every inhabitant supposedly possessed
order. They offer this job to the PCs.
incredible powers thanks to their spirituality. Tomi Lang is
• While visiting tavern, the party overhears one of
seeking an entourage both in aiding her and in protecting her,
Lightning Lee’s broadcasts interrupt the regularly
as she is racing against her rival who she says stole her
played music. Nearby patrons mutter sympathetic
research.
murmurs, but a member of Kuvira’s army orders the
owner to shut off the radio. Antagonist: Huu Ming [Nemesis Archaeologist/Monk], a rude
• Lightning Lee himself hires the PCs to transport playboy with dry-humor and a short temper. Huu wants to be
sensitive documents across the Earth Kingdom; he the first to uncover the secrets to benders’ history.
won’t permit any questions. Guide: Tomi Lang [Rival history professor] is an adjunct
professor at Ba Sing Se University who specializes in Spirit
Insight World and History knowledges.
Lightning Lee might be in Ba Sing Se, Omashu, or Republic
City. A scenario like this could easily relate to the events of Hooks
The Great Uniter at the beginning of this chapter. Even after • The History Department at Ba Sing Se University is
Episode I, an electrifying personality like Lightning Lee would hiring all willing participants to scour the globe for
be all over the kidnapping of a foreign scientist and would historical artefacts regarding ancient bending
want to publicize this. Those responsible would certainly want societies. In the process of signing up, Tomi Lang
Lee to shut up—permanently. intercepts them.
Additionally, if you’re playing during Korra’s era during • After receiving reports about strange occurrences
Kuvira’s rise to power, this scenario provides many tools to near an ancient ruin, the party investigates and
leveraging the anti-fascist narrative. learns that Tomi Lang is on site with her rival looking
for clues about the location of the Lion City.

178 | The Great Uniter


• An old ally approaches the party requesting a big • The PCs see a small group of Fire Nation soldiers
favor: protect their friend (Tomi Lang) who needs marching in the middle of Earth Kingdom territory.
help in her archeological dig. They heed no call, and do not let anything from
continuing their march until they reach the forest that
Insight they begin to burn without explanation.
One of the recurring elements in the Avatar series is the • As a reward for helping another village with an
connection of the present to the past. We see this when the unrelated problem, locals from Senlin Village help
protagonists visit the ruins of Taku, meet the Sun Warriors, investigate why these Fire Nation soldiers are setting
and in the Avatar’s connection to their past lives. Use this trees ablaze without cause or reason.
scenario when you want to encourage exploration and
discovery. Insight
You can use this scenario to inform the plot of The Great One of the key themes of The Second Age is the conflict
Uniter by inserting Tomi Lang as the individual from Ba Sing between humans and spirits. This plot lends itself to this motif,
Se University with which Dr. Peng Dao was supposed to meet. forcing the players to make a choice between intervening and
preserving balance, or looking away as the firebenders torch
Spirit Vampires forests to the ground. What is the Fire Nation up to? Are the
benders soldiers? What if the great spirit Hei Bai becomes
Strange things have been happening in Republic City. One of disturbed and starts another rampage?
the weaker triads has amassed a lot of power in a short In addition, these activities could relate to motives of any
amount of time, and spirits living in the city have become of the antagonists in The Great Uniter.
corrupted in their wake. The triad’s benders, once laughed at
for being among the weakest, are now incredibly strong. Even
the police seem unable to halt their progress.
Spoiled Fruit
Antagonist: Ketsuki [Nemesis] fire bender and spiritualist. A farming village has lost their livestock and crops to a strange
affliction that seems to be attracting small spirits and
Hooks strangers—or did the strangers bring both?

• 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

The Great Uniter | 179


investigate. As with most other spiritually oriented plots • A wrestler approaches the party and asks for their
presented in this section, the spiritual activities could very help in finding out who is rigging the fights. This
easily lend itself to The Great Uniter, where multiple factions wrestler is being set up to lose their matches, and
have an interest in studying (and harnessing) spiritual energy. they suspect that someone is tampering with the
rules to ensure their defeat.
Shock Collar • A wealthy patron offers to sponsor one of the PCs to
participate in the fight. The patron has suspicions
Haruto has made a name for himself, claiming he has about the fairness of the matches and wants the
“mastered the element of lightning” and stands accused of by characters to find out what is really going on.
his community of kidnapping people off the streets of Ba Sing
Se and Republic City, forcing them into silver shackles, Insight
laboring away in his silver mines. He claims they are working
Each element should be handicapped according to its
off debts, but rumors suggest he treats them as slaves,
weakness. Show waterbenders standing on coals, while
shocking them by the silver collars around their necks; some
firebenders must always wade in 6 inches of water. Likewise,
say this happen at the press of a button, but others say it
earthbenders must balance atop pillars while chains literally
happens at the snap of finger.
tether airbenders to the ground. You should refer to the pro-
Adversary: Haruto [Nemesis Firebender/Merchant] bending limitations for additional ideas on how to make these
fights feel underground (rather than above-board). See Pro-
Hooks bending and Duels on page 78 of this book for examples of
• A group of rebels who are fighting against Haruto's how to run such encounters.

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.

180 | The Great Uniter


‘Til Death Do Us Part
As they watch the performance, they notice some
unsavory looking individuals who also attend.
• The characters are visiting the local lord's estate
A grief-stricken waterbender attempts in vain to use the
when they witness the arrival of the loan sharks, who
forbidden art of bloodbending to revive their recently
are demanding that the benders pay their debts. The
deceased beloved. Failure in this attempt drives them into
characters must decide whether to intervene and
madness. Over the next several months, they perfect their
protect the benders, or to stay out of the conflict.
prohibited talents using recently deceased bodies from the
cemetery. Now, even the living are among those reported
missing.
Insight
This scenario has a little of everything: while Minister Popo
Antagonist: Jaryn [Nemesis Waterbender]
presents a pleasant social encounter, the loan shark angle
Hooks presents both a more difficult social challenge, and a potential
combat encounter. This kind of scenario would be right at
• While passing through a remote village, the PCs home in just about any era of the Avatar series you play in.
encounter frightened farmers and laborers who
refuse to be outside at night. They share their
suspicions that the disappearances are surely the
Wandering Master
work of angered spirits. Along their travels, the player characters meet a nonbender
• The characters stumble upon the bloodbender while Swordmaster who harbors a deep-seated hatred for benders;
they are amid one of their experiments. The he habitually challenges them to duels to prove himself their
bloodbender attacks the characters, believing them better. When he encounters the party, he challenges each
to be a threat, but ultimately runs off. bender PC to a one-on-one duel.
• The PCs come across the grief-stricken Jaryn who Antagonist: Satoshi [Nemesis Fighter/Assassin]
asks for their help in his medical research. Over a
slow burn, the party comes to realize that Jaryn’s Hooks
work is not all that it seems.
• The PCs meet the sword master while traveling
Insight (anywhere, really) and are challenged to duels by
him.
You can rely on the passage of time to tell a story like this. • The characters are hired by a group of farmers, who
You might introduce this plot in piecemeal, hooking the just so happen to be benders with no real talent for
characters over the course of several sessions. The waxing the art, who are being terrorized by the master.
and waning of the moon can serve as both a clue and a plot
• The master’s peers approach the party and request
device.
that they investigate Satoshi, for they fear he has
Use the fear rules in the Genesys Core Rulebook to fallen under the corrupting influence of a maligned
represent the waterbender’s descent into madness. As the spirit.
PCs uncover more details, begin to engage them in the fear
checks, too. You might even flip a Story Point to say that Insight
Jaryn is under the influence of a malevolent spirit that is slowly If any of the PCs manage to beat Satoshi, he could tag along
corrupting the waterbender. as a Master NPC who imparts wisdom and aids on future

The Traveling Trio


missions (see the Masters section of Chapter VII: Game
Master on page 125).

A traveling trio of benders (fire, water, and air) is wandering


performers looking to gain the favor of a local lord by
Widow’s Peak
performing at his reception. They know the Lord needs to be An earthbender who claims dominion over the entire mountain
convinced, and the trio asks for the party’s assistance. terrorizes an otherwise peaceful peak. A village at its base
Antagonist: Minister Popo [Rival Diplomat] is a brash, feels helpless in their attempts to travel or stray up the
gluttonous, and condescending man. mountain for precious resources like wood and water. The
earthbender attacks those who venture too far up the
Terry Two-Lips [Nemesis Merchant/Pirate] is the
mountain.
predatory lender after the trio.
Antagonist: Jinguo [Nemesis Earthbender/Commander], a
Guides: Tai [Rival Firebender], Hank [Rival Airbender], and
partially deaf, very old and very chatty former commander of
Trix [Rival Waterbender]
the Royal Guard.
Hooks Hooks
• The traveling trio hires the PCs to help them win over
• The villagers approach the party, who come across
the favor of the local lord. As they work together, the
the village at the base of the peak, to ask for their
characters discover that the trio is on the run from
help in dealing with the earthbender who is
loan sharks and is in desperate need of the lord's
terrorizing the mountain.
protection.
• A wealthy merchant hires the PCs to escort a group
• The local lord seeks the PCs to provide security at
of workers up the perilous peak to gather resources.
the reception where the traveling trio is performing.

The Great Uniter | 181


• A group of spirits who claim that the earthbender is
disturbing the natural balance of the mountain
approaches the characters. The spirits ask the
characters to help them stop the earthbender and
restore balance to the area.

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.

182 | The Great Uniter

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