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Credits

Design and Development Play Testers


Evan Koser Michael Arias, Liz Beatty, Abby Estock, Jenielle Fay, Alex
Gallery, Tim Gallery, Evan Koser, Brady Turner,
Layout and Editing Eramemilius, Knight of Mind#7978
Evan Koser
Contact
Additional Talents and Bending Rules Want to help playtest? To contribute artwork? Do you have
Evan Koser comments, questions, feedback or concerns?
Email: emkoser@gmail.com
Vehicles and Adversaries
Reddit: /u/sehlura
Evan Koser and Noah Harbutt
Discord: MelonLord#4581
Creative Consulting
The entire Discord community Version
2.1.0 – In Development
Cover Art Released: TBD, Q1 2022?
Evan Koser
Changelog: on Dropbox
Interior Art
Alex Gallery, Lexi Höhe, Nic N.

This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY 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.
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.
This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with
permission under the Community Content Agreement for Genesys Foundry. All other original material in this work is copyright
2016-2022 by Evan Koser and published under the Community Content Agreement for Genesys Foundry.
INTRODUCTION ................................................................ 1 WEAPONS .................................................................................... 99
ARMOR ..................................................................................... 105
WHAT IS THIS BOOK, AND HOW DO I USE IT? ........................................... 1
GEAR ........................................................................................ 106
SETTING ......................................................................................... 2 CUSTOMIZATION.......................................................................... 108
I – CHARACTER CREATION ................................................ 4 CRAFTING .................................................................................. 110

CREATING YOUR CHARACTER .............................................................. 4 VI – VEHICLES ................................................................ 111


STEP 1: DETERMINE BACKGROUND ...................................................... 6
VEHICLE COMBAT ........................................................................ 113
STEP 2: SELECT A CHARACTER ARCHETYPE ............................................. 6
TAKING DAMAGE ......................................................................... 114
STEP 3: CHOOSE A CAREER AND SPECIALIZATION ................................... 11 TRAVEL...................................................................................... 115
STEP 4: INVEST STARTING EXPERIENCE ................................................ 21
SHIP AND VEHICLE MODIFICATIONS ................................................. 116
STEP 5: DETERMINE DERIVED ATTRIBUTES ........................................... 22
VEHICLE PROFILES ........................................................................ 116
STEP 6: DETERMINE MOTIVATION ..................................................... 22
STEP 7: CHOOSE GEAR, APPEARANCE AND PERSONALITY ........................ 25 VII – GAME MASTER ..................................................... 121
II – THE BENDING ARTS ................................................... 27 HOW TO RUN A GAME .................................................................. 121
GAME MASTER RULES AND OPTIONS ............................................... 127
BENDING IN AVATAR: THE SECOND AGE .............................................. 27
ADVENTURES WITH THE AVATAR ..................................................... 129
BENDING FORMS ........................................................................... 32
MASTERS ................................................................................... 133
FIREBENDING ................................................................................ 37
SKILL CHALLENGES ....................................................................... 135
AIRBENDING ................................................................................. 42
CREATING ENCOUNTERS, ADVENTURES, AND CAMPAIGNS ..................... 140
WATERBENDING ............................................................................ 48
EARTHBENDING ............................................................................. 55 VIII – THE AVATAR SETTING .......................................... 148
III – NEW SKILLS AND RULES ........................................... 63 THE SPIRIT WORLD ...................................................................... 148
EARTH....................................................................................... 150
AVATAR SETTING SKILLS ................................................................... 63
HISTORY .................................................................................... 156
ANIMAL COMPANIONS .................................................................... 66
ORGANIZATIONS AND SOCIETY ........................................................ 162
SIGNATURE TECHNIQUES .................................................................. 69
NEW HEALING OPTIONS AND CONDITIONS ........................................... 74 IX – ADVERSARIES AND CREATURES ............................. 166
IV – TALENTS .................................................................. 78 UNITED REPUBLIC OF NATIONS ....................................................... 167
EARTH KINGDOM ......................................................................... 169
TALENT DESCRIPTIONS..................................................................... 78
FIRE NATION .............................................................................. 171
TIER 1 ......................................................................................... 79
WATER TRIBES ............................................................................ 171
TIER 2 ......................................................................................... 82 RED LOTUS ................................................................................. 172
TIER 3 ......................................................................................... 85
WHITE LOTUS ............................................................................. 173
TIER 4 ......................................................................................... 88
CREATURES AND SPIRITS ................................................................ 174
TIER 5 ......................................................................................... 91
X – THE GREAT UNITER ................................................. 184
V – GEAR AND EQUIPMENT ............................................ 94
ADVENTURE SUMMARY ................................................................. 184
ECONOMICS IN AVATAR ................................................................... 94 EPISODE I: OFF THE RAILS .............................................................. 185
RARITY......................................................................................... 95
EPISODE II: OUT OF THE FRYING PAN… ............................................ 192
ENCUMBRANCE.............................................................................. 96
EPISODE III: …INTO THE FIRE.......................................................... 203
ITEM QUALITIES ............................................................................. 97
“Water. Earth. Fire. Air. Long ago, the four nations lived together in harmony. Then everything
changed when the Fire Nation attacked. Only the Avatar, master of all four elements, could stop them,
but when the world needed him most, he vanished. A hundred years passed and my brother Sokka
and I discovered the new Avatar, an airbender named Aang. Although his airbending skills were
great, he had a lot to learn before he was ready to save anyone. But from the first day I met him, I
believed Aang would save the world. And you know what? I was right. With the help of his friends,
Aang defeated Fire Lord Ozai and ended the Hundred Year War. Zuko, Ozai's son and our ally,
became the new Fire Lord. Together with Earth King Kuei, Aang and Zuko promised to return the
nations to harmony." — Katara

Introduction
Flameo, hotman! Welcome to Avatar: The Second Age, a information about making a character, or look at Chapter VIII:
supplement for the GENESYS game line that lets you use the The Avatar Setting to learn more about the setting.
Narrative Dice System in the Avatar setting created and Otherwise, this chapter will take some time to explain what
produced by Michael Dante DiMartino and Bryan Konietzko. this book is and how you can use it, and you’ll get a quick
In Avatar: The Last Airbender, and Avatar: The Legend of overview of what’s unique to this book.
Korra, characters wield the power to manipulate and move the Have you ever wanted to traipse the outer ring of Ba Sing Se?
four classical elements through martial arts in a world Looking for your chance to ride on your own, personal sky
inhabited by chimerical animals, spirits, and technology. bison? You can even go toe-to-toe with chi blocking Equalist
If you are already familiar with GENESYS and you want to grunts while navigating the underworld of Republic City!
get started, skip to Chapter I: Character Creation for more

What is this book, and how do I use it?


Character Creation
Avatar: The Second Age is a sourcebook—or expansion—
for the GENESYS Core Rulebook. This means you’ll need a
copy of the Core Rulebook as well as this book to play. You
While, much of the character creation system found in the
might need some GENESYS Roleplaying Dice as well; go buy
Core Rulebook has been left unchanged, there are some
some, download the GENESYS Dice app for free, or check
notable changes.
out RPG Sessions, an online dice roller and character sheet.
Unlike in the GENESYS Core Rulebook, each career
The Second Age serves as a setting for the game; this
provides your character with a unique ability. This is not a
means you will use the basic rules outlined in Part I of the
talent, and cannot be learned unless the career chosen is your
Core Rulebook combined with the rules presented here. The
character’s first career. In addition to choosing a career,
rules of The Second Age will supersede those in the Core
players will also choose a specialization for their character.
Rulebook whenever there are contradictions.
Specializations represent the different ways in which a
For example, the Core Rulebook has the rules for character can fine-tune their craft, and each specialization
character creation, and you’ll still follow the seven steps offers a few unique benefits.
presented there. However, The Second Age provides new
choices and optional rules during creation. Bending
In short, the GENESYS Core Rulebook is the engine that
runs the game, and this book fleshes out the mechanics into The ability to bend the elements is a substantial departure
an adventure. from the Magic system outlined in the GENESYS Core
Rulebook. Similar to magic, however, bending abilities are
Aside from the fact that The Second Age takes place in a represented by separate maneuvers and actions with pre-
completely different universe, there are several noteworthy defined effects and improvements that can be unlocked as
changes made by this author to accommodate the Avatar your character progresses through training and earned
setting. experience.
Characters in The Second Age will have access to
bending forms and the Bending Arts skill, both of which are
described in detail later in this book.
Skills
Unless you come to a specific understanding with your
Game Master (GM), a bender Player Character (PC) is any
character who begins the game with at least one rank in
Several new skills have been introduced in this setting, and a
Bending Arts, or with Bending Arts as a career skill. Of course,
few have been renamed to help give your games that Avatar
there are exceptions to every rule, but these exceptions are
flavor. These changes are outlined in Chapter III: New Skills
subject to GM approval; a nonbender character could become
and Rules.
a bender during the campaign if, for example, that character’s
story development hinges on their bending abilities being
latent until some unforeseen circumstances. Animal Companions
Requirements, bending forms, and tables are all covered Animal companions had such a huge presence in the show
in Chapter II: The Bending Arts. and it would be a disservice not to include mechanics for such
a quintessential Avatar feature. Additional rules for pets can
be found in Chapter III: New Skills and Rules.

Setting
Air Nomads
Avatar: The Second Age takes place in a world that is home
to humans and hybrid animals, intersecting with a Spirit World.
Human civilization is divided into four mega cultures: the
The Air Nomads were a civilization composed of people who
Water Tribes, the Earth Kingdom, the Fire Nation, and the Air
practiced the art of airbending. While nomadic, Air Nomads
Nomads. Each has a distinct society, wherein people known
did inhabit four major air temples, each built on remote
as "benders" can manipulate and control the element of their
locations, only easily reachable with flying bison. The Air
nation using the physical motions of martial arts. Each region
Nomads were a highly spiritual group of people. Being that
has unique geographical layouts, civilizations, climates, and
their economy was based solely on agriculture, they were the
demography, and each one has a diverse range of landforms.
smallest of the four nations, but all of their members were
At the end of the Hundred Year War, Fire Lord Zuko and benders. In his quest for world dominance, Fire Lord Sozin
Avatar Aang transformed the Fire Nation colonies, along with launched an attack on the Air Nomads in hopes of killing the
land ceded by the Earth Kingdom, into a fifth independent reincarnated Avatar and ending the cycle. This resulted in
realm: the United Republic of Nations. Decades later, in 171 almost complete extinction of the Air Nomads with the sole
AG (After Genocide), the Harmonic Convergence occurred, survivor being Avatar Aang.
merging the Spirit World with the planet. Not only have spirits
To preserve Air Nomad culture, Aang founded the Air
been reintroduced to the world, forcing them to coexist with a
Acolytes, a group of nonbenders who volunteered to learn the
society that has largely forgot about them, but the ability to
ways of the Air Nomads. Airbending also began to slowly
airbend has been reborn among myriad random individuals
resurface through Avatar Aang's youngest son, Tenzin, and
throughout the world, all but undoing the genocide of the Air
his three eldest children. After the Harmonic Convergence of
Nomads. That is when this game takes place.
171 AG, however, airbending resurfaced across the world in
This is the second age of the Avatar. several nonbenders, and the Air Nation was formed to carry
on the Air Nomad tradition.

Water Tribe
A Note about Eras The Water Tribe is a collective term for people, some of whom
practice the art of waterbending, who follow a government
This book is written under the assumption that the players system in the form of a tribal chiefdom.
may choose to play in the ‘present day’ of Avatar, circa 173 AG,
Although members of the Water Tribe typically inhabit the
which means the Avatar is missing from the public eye. This polar regions, the North Pole and the South Pole, there is a
also means brand new airbenders exist who are not relatives small population of waterbenders who inhabit the Foggy
of Avatar Aang, in addition to electricity, automobiles and Swamp in Earth Kingdom territory and others may exist
even giant robots. elsewhere. The two main tribes are the Northern Water Tribe
Your GM may not use this setting, and instead choose to play at the North Pole and the Southern Water Tribe at the South
in a different era: the time of Avatar Roku, some point during Pole.

Earth Kingdom
the Hundred Year War, the era of Avatar Kyoshi, or perhaps
father back into history still! It is important for the Game
Master and players to consult together about what time The Earth Kingdom is a massive continental nation led by an
period or era their adventure will take place in. Archetypes, earth monarch (who was recently assassinated by the
careers, specializations, talents, and bending forms in this airbender and self-proclaimed anarchist, Zaheer) and is home
book may not exist at your GM’s discretion. to people who practice the art of earthbending. Being the
See Chapter VIII: The Avatar Universe for more information largest of the four nations, it is ethnically diverse with a myriad
about the world and its fantastic locations, peoples, and of customs and cultural traditions.
culture. The people of the Earth Kingdom are strong and
persistent. The geography of the Earth Kingdom varies

2 | Introduction | The Second Age


tremendously, ranging from wooded forests to blazing Prior to 171 AG, the nation was led by five members of an
deserts, mountainous terrain, and grassy plains. assembly, called the United Republic Council, comprised of a
single representative from each nation, except for the Water
Fire Nation Tribe which had a separate representative for its northern and
southern divisions.
The Fire Nation is home to people who practice the art of
firebending and is an absolute monarchy led by the Fire Lord.
Being composed of several major islands and located on the
Bending Arts
equator, the nation is situated geographically across an One of the most unique features about the world of Avatar is
archipelago. the ability to bend the elements. The bending techniques,
Its economy is the largest and most powerful in the world waterbending, earthbending, firebending, and airbending,
with a strong industrial sector and advanced technological correspond with the Water Tribe, Earth Kingdom, Fire Nation,
developments. The climate is normally humid and warm which and Air Nomads, respectively.
allows for a diversity of flora and fauna to thrive. Each nation has its bending masters, who train the
younger benders how to use their abilities and pass the
United Republic of Nations culture on through the generations. Bending abilities are
significant to all aspects of life in the World of Avatar. A more
After the Hundred Year War was over, the Fire Nation aberrant and perilous technique is the ancient art of
colonies in the Earth Kingdom were granted independence as energybending, which predates the other four arts, as well as
a fifth nation. Avatar Aang envisioned it as a place where the arrival of the Avatar and the formation of the four nations.
people from all cultures, benders and nonbenders, could live It involves bending the life energy within another being.
together in peace. As such, its culture is an amalgamation of
the other four nations' cultural identities. It is run from its
capital, Republic City, by a president.

The Second Age | Introduction | 3


I – Character Creation
Avatar: The Second Age marks the uncertain days after the nonbenders can face discrimination in certain parts of the
assassination of the Earth Queen by the airbender Zaheer world.
whose airbending abilities were bestowed upon him (and When a group of players decides to play an Avatar: The
many others) when Avatar Korra left open the gates to the Second Age adventure, special emphasis should be placed
Spirit World. Benders and nonbenders alike must now cope on the background of their characters. Spending some time
with the stress of an empire in turmoil along with spirits before the actual act of acquiring Characteristics, talents,
tampering with the material world. Thus, in play, while some equipment, and other ‘hard’ aspects goes a long way toward
characters may attempt to recover the lost knowledge of the creating a vibrant, interesting character for everyone to enjoy.
airbenders, or master their firebending, others may instead Some groups might wish to coordinate their stories so that
choose to understand the spirits or even quell the dark spirits they all come from the same place, sharing a special bond
infecting the planet. Still others may simply want to go about that draws them together as a team. Others might wish to go
their business, hoping to transcend the greatness of even with a much more diverse approach, throwing a bunch of
Cabbage Corp. Regardless of their beliefs, the inherent disparate characters together and forcing them to forge their
abilities of benders can draw undesired attention. Even bonds in the fires of desperate conflict.

Creating Your Character


Creating a character for The Second Age is done in just a
few short steps, allowing players to get involved in the action
The Avatar
right away. To create a character, a player needs a character There are a number of reasons to avoid this mechanically and
sheet and a pencil (someone should have a copy of the socially; other players may feel impotent compared to the
rulebook handy). Additionally, the player needs access to the awesome powers of someone who can wield all four
dice pool—either their own set or shared with someone else. elements. For the Game Master, it may be unwieldy to try to
Players may also need access to ten-sided dice (d10) for narrate a story around a nearly all-powerful godlike character.
certain charts or abilities and a few sheets of scrap paper Hence these rules are filled with canon references to a
might be helpful. period where the Avatar is missing in action. Their lack of a
Character generation uses a point-buy system, meaning presence lends plausibility to a party filled with characters who
each player has a budget of experience points (XP) they can could, in time, substantially change the living world created by
invest in different aspects of their character. Characters begin the GM. Like all rules, this can be broken.
with a modest experience point budget—but there are a You can read more about including an Avatar PC or NPC
variety of ways a player may begin the game with additional in Chapter VII: Game Master.
XP; these are discussed later.
Selecting a character’s archetype and career determines The Players
the character’s starting Characteristics and skills. After those At the earliest stages of character creation, you, your fellow
initial choices, players invest their experience points to players, and your Game Master should have a detailed
improve starting Characteristics, acquire training in key skills, discussion about the types of characters you want to create.
choose starting equipment, learn special talents, and even If your GM has a specific adventure or campaign framework
unlock additional specializations. in mind, it could require the presence of specific types of skills
or even focus on a limited subset of archetypes and careers.
Character Concept Players should feel free to make requests concerning
what they would like to do and see in the adventure, as well
Before the first mark from a pencil is made on any paper, as ask questions about what to expect. After all, no one enjoys
players should put some thought into what sort of character making a PC whose skills and talents do not fit in the current
they want to play. Perhaps the character is an old hermit, adventure.
someone who was once a powerful bender who fought in a
civil war following the aftermath of the Hundred Year War, but The GM should encourage players to discuss what kind of
has retired to the country. Maybe they’re a taciturn characters might be the most useful during an adventure.
archaeologist driven to see and study everything in the world; Ideally, a group of PCs should include a mix of characters to
an aspiring diplomat eager to represent (or manipulate) an ensure they’ll survive whatever the GM comes up with,
entire nation on the United Republic Council. The character keeping the tone of the adventure in mind. Most adventures
may even be a young laborer growing up in their small village, are well-served by an effective mix of different concepts, since
unsuspecting of their newfound airbending abilities. Any most players choose to play something at least moderately
concept from the Avatar universe is possible with one key different from everyone else, if for no other reason than to look
exception: no Player Character should ever be the Avatar and feel unique as a character in the story.
(and here comes the exception to the exception). It should be noted that no character is ever a “wrong”
choice, regardless of the campaign. The GM should never
discourage a player from any character concept and should
integrate all the concepts into the campaign at hand. In fact,

4 | Character Creation | The Second Age


some GMs relish the challenge of taking a random and
diverse group and throwing them into adventures together.
Step 4: Invest Experience Points
Perhaps the group does not start out as a team, initially. The archetype a player selects for their character also
Roleplaying games work best when everyone is willing to work establishes an initial pool of experience points (XP). These
in a collaborative fashion. Constructive criticism as well as points can be can be spent to improve certain aspects of the
meaningful compromises during creation can lead to a more character: to increase characteristics, purchase additional
fulfilling gameplay experience. ranks in skills, acquire talents, or to acquire and upgrade
bending forms.
Steps for Creating Players may spend their points in any combination of
these areas, meaning that two PCs with the same archetype,

Characters career, and specialization may end up very different from one
another. During gameplay, characters will earn additional XP
To create a character, each player follows these steps. The based on their achievements and successes, with bonuses for
steps are briefly explained below and then broken down into roleplaying. Those points can be spent to purchase new skill
more detail throughout the course of this chapter. ranks, talents, and bending forms.

Step 1: Determine Background Step 5: Determine Derived Attributes


Every character starts as an idea. Does you want to play a This step should be taken only after the player completes the
dashing ranger or a swashbuckling pirate? A brawny previous steps, since Characteristics can be changed during
creation. Several attributes can only be determined after a
earthbender? Perhaps you want to play a noble or aspiring
player fully establishes a character’s starting Characteristics
member of the Metalbending Police Force. Before starting,
and talents. The derived attributes are wound threshold, strain
you should consider the character you want to build and what
threshold, defense, and soak value.
you want your character’s background to be. Where did they
come from, and what happened to make him into the person
they is today? No one springs into being fully formed.
Step 6: Determine Motivations
Individuals are influenced by a lifetime of decisions and Your character’s Motivation should derive directly from the
circumstances, starting from birth. background you crafted for your PC. In fact, though it is
possible to roll randomly on the charts in the Motivation
This step provides no mechanical benefit, but exists to section, you should seriously consider the specific
provide plenty of plot hooks for the Game Master to use, so relationship between your background, and your Motivation.
that each character can be woven into a living tapestry. You might find it more internally consistent to select (or invent)
Motivations that best fit the story you’ve already begun to tell.
Step 2: Select a Character Archetype
A character’s Motivation has four aspects: Desire, Fear,
Your character’s archetype determines their starting
Strength, and Flaw. Each of these Motivations has a list of
Characteristic ratings for Brawn, Agility, Intellect, Cunning,
specific manifestations. Of course, you can always make up a
Presence, and Willpower. It also provides default wound
unique Motivation for your character; the list provided is
threshold and strain threshold values as well as innate
merely a guide.
abilities, bonuses, and starting XP.
Once selected, an archetype cannot be changed Motivations provide additional story elements for both the
during gameplay. player and GM to draw from. Characters should gain
additional XP bonuses if the GM determines that a player kept
Step 3: Choose a Career and true to their character’s Motivation throughout the course of
the adventure. This is an incentive for the player to choose a
Specialization Motivation that will be comfortable to roleplay on a regular
Choosing a career sets the character along a certain path or basis. Motivations are also very important to social
way of life, establishing the central focus of a character's encounters.
training, education, and professional experience. A career is
a broad template of related skills and talents. Each career Step 7: Choose Gear, Appearance, and
highlights three specializations representing the unique ways
in which these abilities are utilized.
Personality
Once all other characteristics are determined, the player can
Careers don’t rigidly define what your character does, then flesh out the rest of their character, such as height,
however. They simply make it easier to advance into some weight, build, appearance, and other cosmetic details.
skills and talents, and harder to advance into others. They Naturally, these aspects could relate in some way to the
also help provide narrative depth to characters when they character’s Motivation, background, and other key choices the
start out, making starting characters more interesting to player makes for the PC.
roleplay.
As for starting gear, a PC begins with 500 copper pieces
During this step, players should also designate whether which can be used to purchase equipment.
their character is a bender and if so pick one, and only one, of
the four elements (Earth, Fire, Air, or Water) to control.

The Second Age | Character Creation | 5


Step 1: Determine Background
As the players begin sketching out their character’s though all benders must be shoehorned into a background
background, they should consider the general status level of reflecting their respective nation.
the character’s previous life. Did they come from squalor and
poverty? Did they live comfortably? Was the character Background Questions
destined for a greater position? Even something as simple as Where does your character come from? What are your
“my character was a formerly rich heir to a noble family” character’s roots, and what does your character think about
provides a wealth of ideas upon which to build up their the place they grew up?
backstory and help determine their Motivation.
Who is their family? Did your character grow up with a lot
Backgrounds are thematic facets of a character that help of siblings, or were they an only child? If their parents weren’t
define them as more than a set of numbers. They help provide around, who raised them? Are they on good terms with
the players with ideas about where their characters came from family?
and what they left behind when they began their lives of
adventure. Although a background has no mechanical effects What is your character’s social standing? Is your character
for a character, they are incredibly useful to informing GM and a respected member of their community and culture? Or are
player decisions. Their purpose as narrative devices and plot they simply one of the unremarkable masses? Or maybe
hooks cannot be understated. they’re an outcast, shunned by the members of “decent”
society? What did your character do before they became an
Creating a Unique Background adventurer?

In general, most characters will be from one of the five How old is your character? Are they young and brash, or
different sovereign realms represented in the world of Avatar old and wise? (Or maybe old and brash, or young and wise.)
in 171 AG. Though players should not feel obligated to select If they’re middle-aged or older, how have they changed as
the nation that corresponds to their abilities—a waterbender they’ve aged?
need not necessarily hail from the Northern or Southern Water What does your character think about the world? Your
Tribes. Avatar: The Second Age is set during the events of answer could be very general (a cynical attitude toward
Avatar: The Legend of Korra. In this time frame, with the everyone they meet), or specific to the setting (they hated the
advent of worldwide industrialization, global travel, and the unjust rule of the Earth Queen). You could even ask and
creation of the United Republic of Nations, it is not only answer this question multiple times, picking a different aspect
believable that a firebender is born in the Earth Kingdom, but of the setting each time.
factual. Mako is one of many characters who belong to this
Why did your character leave home? Likely, your
diaspora of benders. In this way, players should not feel as
character is now an adventurer and has left part or all of their
old life behind them. Why? What happened?

Step 2: Select a Character Archetype


Whereas a character’s background is indicative of where a
character comes from, their archetype is a backstory that
Archetype Layout
indicates who a character is regardless of their occupation or An archetype can be broken into several different parts to
culture. make it easier to understand. The first part consists of the
starting characteristics and description. It’s important to note
A Player Character’s archetype is a mechanical that these are starting characteristics, which means you can
representation of their lived experiences prior to the events of improve them later on in Step 5.
the first game session and gives the GM a little insight into the
history of a PC. An archetype serves a mechanical and a The second part consists of derived attributes. The two
narrative function. It provides each Player Character with that are specifically determined by archetype are your
unique abilities, attributes, or skills independent of their career character’s wound and strain thresholds, and their starting
as well as fascinating story hooks for roleplaying and experience.
storytelling. The third is a list of any special abilities, talents, or free
Your choice among archetypes establishes your starting skills ranks your character begins the game with. Skill ranks
characteristics as well as your secondary attributes. It sets the conferred by an archetype do not make those skills career
baseline for your character and provides you with a budget of skills for the character unless explicitly stated. Your character
experience points that can be spent to improve your obtains these ranks before spending experience points, and
characteristics, rank up skills and talents, or hone your these skills may not be increased higher than rank 2 during
character’s bending forms. character creation.

Keep in mind, this choice is permanent. Your character is Remember, even though an archetype lists starting
not going to be able to adopt a new archetype in the middle of characteristics, a player can still work with their GM to use or
a game; you’d just build a new character at that point. create their own archetype. An average character starts with
2 in all characteristics. Specialized archetypes may raise one
characteristic to a 3, lower one to a 1, and have the remaining
characteristics as 2s. Players should feel free to follow this
structure to personalize their own characters.

6 | Character Creation | The Second Age



Archetypes
Starting Skills: The enlightened begins the game
with one rank in Discipline or Cool.
 Enlightenment: The enlightened gains Knowledge
The Aristocrat (Spirit World) as a career skill and begins with one
rank in Knowledge (Spirit World).
Not all characters come from a background rife with lived
experiences full of trials and tribulations. Some are born with
a silver spoon in their mouth and thus, have little experience
The Fool
with the rest of the world. For one reason or another, they’ve Sometimes, a character just happens to be in the wrong place
set out for adventure—prepared, of course, with a little extra at the wrong time. Characters who take this archetype are
coin in their pockets. This archetype represents any character broadcasting to other players and the GM that their character
who has the gift of a silver tongue. This could be a noble of is just going along for the ride.
some sort, a bureaucrat, a performance artist, or even a The GM can use this Player Character for a variety of
merchant. You should pick this archetype if you want to create narrative purposes and hook them into nearly any plot points
a character who fits one of these molds. for the starting adventure.
1 2 2 3 2 2 2 2 2 2 2 2
BRAWN AGI INT PRE CUN WIL BRAWN AGI INT PRE CUN WIL

 Starting Experience: 100 XP  Starting Experience: 125 XP


 Strain Threshold: 9 + Willpower  Strain Threshold: 10 + Willpower
 Wound Threshold: 9 + Brawn  Wound Threshold: 10 + Brawn
 Starting Skills: An aristocrat begins the game with  Starting Skills: The fool starts the game with one
one rank in Cool or Negotiation. rank in each of two non-career skills at character
 Lap of Luxury: An aristocrat begins the game with creation.
an additional 2500 copper pieces and one rank of the
Sound Investments talent. The Homebody
Some characters have never left the village in which they’ve
The Diaspora grown up. Their worldview is usually much smaller than that
After the end of the Hundred Year War, many Earth Kingdom of other travelers and their understanding of world events is
Fire Nation, and Water Tribe citizens living in the former Fire even smaller. When they do decide to venture out into the
Nation colonies and other territories were left to fend for world, homebody characters are generally indistinguishable
themselves. among the throng of busy citizens going about their day.
Once the United Republic of Nations was created, those 2 2 2 2 2 2
not living in Republic City or its outskirts found themselves left
BRAWN AGI INT PRE CUN WIL
by the wayside, often fending for themselves in an
increasingly globalized world. These disparate colonists are
great speakers, having to plead their case to generous  Starting Experience: 110 XP
benefactors who can aid them in lieu of their deaf  Strain Threshold: 10 + Willpower
governments.  Wound Threshold: 10 + Brawn
2 1 2 3 2 2  Starting Skills: Characters who never left home
begin the game with one rank in Discipline or Charm.
BRAWN AGI INT PRE CUN WIL
 Underestimated: Whenever you make an opposed
skill check, you add a to the result.
 Starting Experience: 110 XP
 Strain Threshold: 10 + Willpower The Intellectual
 Wound Threshold: 10 + Brawn For some, knowledge is fulfillment. Intellectual characters
 Starting Skills: The diaspora begins the game with have a background in some sort of academic pursuit. This
one rank in either Charm or Survival. pursuit could be science, medicine, teaching, or even the
bending arts. Characters who focus on using their brains
The Enlightened should choose this if they have an educated background.
For some, a pursuit of spiritual knowledge is a lifelong journey. 2 1 3 2 2 2
Characters who seek enlightenment can often focus their
inner chi and spend hours a day meditating. Their sharp BRAWN AGI INT PRE CUN WIL
instinct gives them a natural edge in day-to-day survival.
2 1 2 2 2 3  Starting Experience: 100 XP
 Strain Threshold: 12 + Willpower
BRAWN AGI INT PRE CUN WIL
 Wound Threshold: 8 + Brawn
 Starting Skills: An Intellectual begins with one rank
 Starting Experience: 100 XP in each of two non-career Knowledge skills of their
 Strain Threshold: 12 + Willpower choosing.
 Wound Threshold: 10 + Brawn

The Second Age | Character Creation | 7


 Brilliant!: Once per session, your character may  Street Life: Scoundrel characters may add h to
spend a Story Point as an incidental. If they do so, their Streetwise skill checks.
during the next check they make during that turn, you
count their ranks in the skill being used as equal to The Seafarer
their Intellect. Characters raised by the sea often live and die on open

The Laborer waters. The seafarer is a hardy individual, capable of


weathering hazardous conditions and hardened by the ever-
The laborer is a character who has a background in some changing currents of life at sea. Often, these characters have
form of manual labor, and who is generally strong and tough. a strong background in seamanship, as evident by their skill
Laborers can be handy in a fight, especially melee combat. in sailing and reading the stars to navigate themselves back
For these characters, every day is a test in resilience and home.
hardship.
3 2 2 2 2 1
3 2 1 2 2 2 BRAWN AGI INT PRE CUN WIL
BRAWN AGI INT PRE CUN WIL

 Starting Experience: 110 XP


 Starting Experience: 100 XP  Strain Threshold: 8 + Willpower
 Strain Threshold: 8 + Willpower  Wound Threshold: 12 + Brawn
 Wound Threshold: 12 + Brawn  Starting Skills: The seafarer begins the game with
 Starting Skills: The laborer begins the game with one rank in Sailing or Knowledge (Geography).
one rank in Athletics or Coordination.  By the Stars: The seafarer may add one a to all
 Tough as Nails: Once per session, your character Knowledge (Geography) and Sailing skill checks
may spend a Story Point as an out-of-turn incidental they make.
immediately after suffering a Critical Injury and
determining the result. If they do so, they count the The Tradesperson
result rolled as “01.” Although some few are lucky enough to never work a day in

The Outcast their life, the vast majority of people in the world belong to the
working class. These crafty individuals come from all walks of
Some characters just don’t quite fit in with the crowd. They life and represent a burgeoning, ever-growing class of
may have been ostracized from their village; perhaps due to individuals who not only produce goods and services, but buy
some substantial past grievances. For whatever reason, this them as well. These individuals are used to the stresses of
character has been cast out from society and thus has no true day-to-day life.
ties to any one community. Thus, outcasts are generally self-
2 3 2 2 2 1
sustaining 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.
 Inscrutable: The outcast adds one to all Charm
checks they make. Other characters add to all The Unfortunate
social skill checks they make targeting the outcast. Down on their luck and probably out of work, some characters
simply cannot catch a break. Life’s trials have proved to be
The Scoundrel too much for them to handle at this point in their life and the
Ruffians and thugs, a scoundrel is a lowlife character, often character is left to fend for herself.
with a criminal background. Scoundrels know how to survive, These characters tend to be quick-witted and know how to
and often how to fight. Though the means to acquire these survive in the slums of any city, weathering the stresses of an
skills are typically shrouded in a murky history. impoverished lifestyle.
2 2 2 2 3 1 1 2 2 2 3 2
BRAWN AGI INT PRE CUN WIL BRAWN AGI INT PRE CUN WIL

 Starting Experience: 105 XP  Starting Experience: 110 XP


 Strain Threshold: 9 + Willpower  Strain Threshold: 12 + Willpower
 Wound Threshold: 12 + Brawn  Wound Threshold: 9 + Brawn
 Starting Skills: The scoundrel begins the game with  Starting Skills: Unfortunate characters begin the
one rank in Skulduggery or Coercion. game with one rank in Survival or Cool.

8 | Character Creation | The Second Age


The Wanderer Read more about bending requirements in Chapter II:
The Bending Arts.
For some, the spirit of adventure is an innate quality. Not all
characters feel rooted or as though they belong to any given The Craftsman
place or time; instead, they wander the countryside, hike up For some, the ability to bend the elements is just another fact
mountains, and explore relatively unknown territories. Those of life. These individuals harness their abilities to perform
with a wandering heart find themselves at the crossroads of everyday tasks. Some even exploit their talents to make a
destiny and see every new opportunity as an adventure in living, turning the mundane into extraordinary through
waiting. performance, craftsmanship, or other means.
2 2 2 2 1 3 2 2 3 2 2 1
BRAWN AGI INT PRE CUN WIL BRAWN AGI INT PRE CUN WIL

 Starting Experience: 110 XP  Starting Experience: 100 XP


 Strain Threshold: 10 + Willpower  Strain Threshold: 12 + Willpower
 Wound Threshold: 10 + Brawn  Wound Threshold: 10 + Brawn
 Starting Skills: The wanderer begins the game with  Elemental Artificer: Instead of using a concentrate
one rank in Cool, or two ranks in either Knowledge maneuver to sustain a bending form, the craftsman
(Geography) or Knowledge (Culture). may instead suffer 2 strain to concentrate as an
 Wandering Heart: The wanderer begins the game incidental.
with one rank of the Outdoorsman talent.

The War-Scarred The Disciplined


Some benders spend their entire lives perfecting their
Not everyone has lived a peaceful existence in the world of technique and form. Perhaps a bit too straight-laced,
Avatar. Many communities and individuals still carry with them disciplined characters benefit from rigid structure, increasing
the traumatic memories associated with conflict and the their threshold for the stresses of life. Those with such a stern
aggression of one authoritarian rule over another. demeanor often come off as crass or unapproachable; they
Though they hold on to these heavy emotions, these are usually not socialites.
characters are resilient in the face of any would-be troubles.
2 2 2 1 2 3
Often, perhaps despite their wishes, these characters are
familiar with the art of war. BRAWN AGI INT PRE CUN WIL

3 2 2 1 2 2
 Starting Experience: 100 XP
BRAWN AGI INT PRE CUN WIL
 Strain Threshold: 12 + Willpower
 Wound Threshold: 10 + Brawn
 Starting Experience: 100 XP  Regimented: The disciplined bender starts with one
 Strain Threshold: 11 + Willpower free Transform effect for their blast Form. They may
 Wound Threshold: 10 + Brawn not upgrade their form beyond their limit.
 Starting Skills: War-scarred characters begin the
game with one rank in Resilience or Vigilance. The Prodigy
 Scars of War: The war-scarred may add one to It isn’t every day a prodigy is born whose manipulation over
all Knowledge (Warfare) skill checks. their element is a gift from birth. Many benders go their entire
lives without ever fully tapping into their own potential—not
Bending Archetypes the prodigy. This character has been mastering their form
since before they could walk and are leagues beyond their
For players who are intent on creating characters who can peers.
bend the elements, let your GM know of your intention before
the game begins. It will likely be better to play as a bender 2 2 2 1 2 3
from the outset than to gain access at a later point in the BRAWN AGI INT PRE CUN WIL
adventure.
When you’re creating a new character who can bend the  Starting Experience: 110 XP
elements, consider the adventure you’ll be playing and the
 Strain Threshold: 10 + Willpower
way this fits into the world. How well do they know their
 Wound Threshold: 10 + Brawn
talents? Are they an earthbending architect who understands
 Prodigy: The prodigy automatically generates a on
their philosophy well enough to construct rigid and sturdy
any Bending Arts skill checks.
structures; or are they just a simple craftsmen who
supplements their blacksmithing with firebending?
The Primal
A character with a bending archetype begins the game
They may not have the best foresight, but the style of some
with one rank in the Bending Arts skill, without spending
benders is informed by the gut, not the mind. Characters who
XP. A bending archetype is not required to play as a bender.
follow their instinct tend to ‘have a feel’ for bending their

The Second Age | Character Creation | 9


element, even if they don’t always understand their
methodology. The Resigned
Born with an ability they neither asked for nor desire, the
3 2 1 2 2 2 resigned bender sees their ability as less of a gift and more of
BRAWN AGI INT PRE CUN WIL a burden. Although these abilities come easy, they take a toll
on their mind. These characters generally avoid using their
abilities whenever possible, and do their best not to draw
 Starting Experience: 100 XP
attention to themselves, or their gifts.
 Strain Threshold: 11 + Willpower
 Wound Threshold: 11 + Brawn 2 2 2 2 3 1
 Gut Feeling: When this character makes a Bending BRAWN AGI INT PRE CUN WIL
Arts combat check, they can choose to add to the
check to add +2 damage dealt by one hit of the
attack.  Starting Experience: 100 XP
 Strain Threshold: 11 + Willpower
The Pro-Bender  Wound Threshold: 12 + Brawn
 Reluctant: A resigned bender may suffer 1
Pro-benders spend months training their Brawn extensively,
additional strain to use their bending form; if so, they
putting it through rigorous trials of physical endurance. These
may decrease the difficulty by 1 (to a minimum of
athletes excel when they're a part of a cohesive team; training
Easy).
sessions are usually held together. While they've got a knack
for dishing out or soaking a few blows, their true potential is
achieved when they’re in synchronicity with their teammates.
The Self-Taught
Not everyone can afford or experience the opportunity to learn
The lure of the arena attracts people from all walks of life,
how to harness their abilities through a wise master. Some
but some pro-benders might be former triad or military while
benders discover their gifts entirely on their own, and see
others desire to attain peak performance. Still, some
them simply as a means to an end.
characters might simply seek the fame and recognition.
2 2 2 2 2 2
2 3 2 2 1 2
BRAWN AGI INT PRE CUN WIL
BRAWN AGI INT PRE CUN WIL

 Starting Experience: 110 XP


 Starting Experience: 100 XP
 Strain Threshold: 10 + Willpower
 Strain Threshold: 10 + Willpower
 Wound Threshold: 10 + Brawn
 Wound Threshold: 12 + Brawn
 My Own Teacher: Once per encounter, a self-taught
 Team Player: Professional benders add to their
bender can choose to add sh to any Bending Arts
offensive bending skill checks if the attack
check they make.
immediately follows an ally’s successful attack.

The Pupil The Underdog


Certain eager benders are predisposed to very potent uses of
Some individuals master the bending arts as students,
their ability. Despite lacking a full grasp of their potential, some
becoming apprentices or through some other form of
characters have a vast pool of inner strength from which they
education from an instructor. What these characters lack in
draw to greatly enhance their form.
application they compensate for with thorough understanding
and manipulation of their element. 2 2 1 2 2 3
1 1 3 2 2 3 BRAWN AGI INT PRE CUN WIL
BRAWN AGI INT PRE CUN WIL
 Starting Experience: 100 XP
 Strain Threshold: 10 + Willpower
 Starting Experience: 100 XP
 Wound Threshold: 10 + Brawn
 Strain Threshold: 12 + Willpower
 The Strength Within: Once per session after
 Wound Threshold: 10 + Brawn
making a Bending Arts skill check, you may spend a
 Lesson from the Master: When you choose this
Story Point to have your character reroll up to two
archetype, choose one Knowledge skill. Once per
dice in the pool.
session, you may spend a Story Point to add a
number of equal to your ranks in that Knowledge
skill to any Bending Arts skill check you make.

10 | Character Creation | The Second Age


Step 3: Choose a Career and Specialization
At this stage, you choose your character’s career (which Specializations, on the other hand, represent a character’s
remains with them permanently) and their starting area of interest, education, and expertise. Whereas a career
specialization. Both the career and specialization are critical expresses the nature of a character, a specialization defines
choices made by the player to establish a character’s history what they do. For example, a marine-dwelling fisherman is a
and potential future. sailor, but may not necessarily be a captain. However, both
It is a good idea for each player to look over all the options still have a firm understanding of life on the water.
before deciding. The idea is not only to look at the immediate
capabilities of a character, but to look forward to that Choosing a Career
character’s growth potential. If a player imagines their Just looking at the mechanical advantages of each career can
character will one day sail a small frigate into certain doom in provide a good basis for character creation, yet it won’t
a desperate battle against dark spirits, it’s a very good idea to provide as rich and rewarding an experience as possible. To
make sure good sailing options are considered for the get the most out of a selection, you should seriously consider
character’s development path. the following key questions.
Each career has five associated career skills. These Which Role?
skills should be marked on the character sheet to indicate they
When gathering at the table to start a new adventure or
are career skills. During this step of character creation, the
campaign, one of the first questions that each person must
player may choose three of the five starting career skills and
answer for themselves is, “which role will my character fill?”
gain one rank in each of the selected skills for free (you do not
Diversity encourages creativity and excitement, and it could
spend XP). You may not choose the same career skill more
be a fairly limited campaign if everyone at the table chooses
than once. During play, career skills are less expensive to
to be warriors or assassins.
train and improve than non-career skills.
Certainly, it is possible to make stories work around such
Each career has several specializations within its broader
a premise, but the variety of careers reflects the diversity of
definition. Specializations are more focused and provide
experience found in the Avatar universe. Through a complex
additional access to certain career skills and easier access
set of both complementary and divergent skills and talents, a
to particular talents. Each character gains access to one
group of characters wandering the Earth Kingdom can
specialization of their chosen career.
improve their chances of success, and expect a wide array of
Each specialization includes five additional career skills. stories and plots to experience.
These five skills should be marked on the character sheet as
A player’s two foundational choices are their archetype
career skills if they are not already marked. During this step
and their career. In selecting a career, there are some
of character creation, the player may choose three of the five
questions and answers that may help in the evaluation
additional career skills and gain one rank in each (without
process:
spending XP). You may not choose the same skill more than
once unless you choose a skill that was also trained during  Should this character be a strong fighter?
the career selection step, allowing your character to start with  Should this character be able to sail a ship or handle
a skill trained to level two. Skills may not be trained above a vehicle?
rank two during character creation.  Should this character be the “face” of the group?
 Should this character be a fountain of wisdom?
What is a Career?  Should this character be the sneaky one?
Careers serve two functions. The choices made here  Should they be the dedicated support character?
determine which skills are career skills; this means those These are also good questions to consider in choosing a
skills are cheaper to train with XP. Secondly, specializations specialization, but the career choice determines which
are tied to certain careers, and each career offers a unique specializations a character has best access to. Thus, having
ability for a character who begins the game as that career. answers worked out at this point makes the entire process

What’s the Difference? much easier and more effective.

Specializations represent areas of expertise for an individual What’s the Story?


following a certain path. For purposes of storytelling and The kind of story a player wants to tell goes together with their
roleplaying, however, it is important to more deeply consider character’s role. This includes everything that came before—
the two distinctions of these two character elements. their backstory—and all that may develop during the game
What a player chooses as a career for their character (and perhaps beyond). While a player cannot predict all that
defines their character’s way of life. A career is more than just could happen in an RPG campaign, they should still have a
what a character does for a living—it is their goals, passions, sense of the kind of story they wants to tell with their Player
training, and destiny. Areas of focus may shift over time, the Character. Their background sets the stage for this tale, but
means to get there can alter, but a character remains who all that follows is also part of the greater tapestry which is their
they are at their core. In other words, no matter how much he PC’s personal saga.
gets caught up in politics, Sokka will always be the meat and The iconic characters from Avatar rarely ended as they
sarcasm guy. began. Sokka, the meat and sarcasm guy, turns into a master
tactician and swordsman by the end of Book 3. Avatar Aang
goes from a child who shirks his responsibility to a fully-

The Second Age | Character Creation | 11


realized Avatar. Of course, Prince Zuko experiences one of be listed with a “+” in its name. Thus, the tier Tier 1 talents
the most renowned redemption arcs. Every character has a included in the list are ranked talents—the discount applies to
story to tell that involves growth and change into (hopefully) subsequent ranks!
better versions of himself. Often, the starting point for a
character’s story can set the tone for the rest of a long life. How Did the Character Become Good
Players interested in beginning the game as benders may at This?
want to consider the Bender career. Although there are no Starting with the PC’s background, the player should put
mechanical requirements to be a bender, this career confers thought into the part of the story that covers what the PC has
many benefits to those who wish to specialize in the bending done up to now. As a member of a specific nation, with a
arts and utilize bending forms. specific career, the Player Character has made their way
Read more about bending requirements in Chapter II: through the world and into the foray of events immediately
The Bending Arts. preceding the first adventure.

Choosing a Specialization What did they do for a living beforehand? How did they
learn their craft or trade? Who did they work for, or with? Did
There are two important questions you want to ask about they go to school to learn these skills, or did they grow up
you’re your character: how did they become good at what they learning as they went? What are they known for being good
do? What kinds of tasks will they have to perform? Once at, and do they have a reputation built around it? How were
again, looking at the PC’s background is important, as well as they brought to this place?
evaluating the career choice process.
Making the effort to evaluate the backstory and other
When a specialization is acquired, your character gains decisions for character creation should make the final
five skills as career skills. A couple of these will overlap with decision for a starting specialization much easier. The choice
skills you gained from your career choice. You are also is ultimately more satisfying, as well, and carries less chance
granted the choice between two Tier 1 talents related to the of later regret.
skills and abilities emphasized by that specialization. This
talent is acquired during character creation, without spending What Tasks Will the Character Be
XP. Each specialization will describe which talents these are.
Finally, specializations also confer a discount on certain
Called Upon to Perform?
talents, known as favored talents, which are described When the PC is called upon by their allies or others to go on
further below. a mission, what will their specific tasks be? Why would they
be entrusted with these responsibilities? What does the PC
Favored Talents do daily? Are they fixing broken things, patrolling perimeters,
When your character would purchase talents, they receive a seeking supplies, or something else entirely?
small discount on the talents most suited for their
When they get up in the morning, what do they do during
specialization. Each specialization includes a Favored
the day? How do they get paid and who pays them? If they’re
Talents table with suggested talents that this author believes
not currently earning anything, what do they need to do to find
are thematically appropriate. Similar to career skills, these
work?
favored talents are discounted by 5 XP, to a minimum of 5 XP.
If a talent has Improved and Supreme versions, the talent will

12 | Character Creation | The Second Age


Bender
Chi Channeling 4 Enduring Form
4 Determination
Once per session, the character may perform a Chi Channeling 5 Warrior of the Elements
maneuver. Until the beginning of their next turn, they may
perform one bending form without suffering the strain
associated with its use. This does not include any strain they
would incur to upgrade or modify the form. Artisan
Active (Maneuver) Artisans are skilled laborers, honing a tradecraft that has likely
been passed from parent to child or is an acquired trade
In the world of Avatar exist characters with the innate ability secret passed down from master to apprentice. Benders who
to bend the elements to their will. Those who can command specialize in manipulating their element for fine crafts or
the elements are known as benders, and they are among the fanciful display are extremely common in the Avatar universe.
most skilled combatants in existence. Not all benders are An earthbender may find no shortage of work in construction,
fighters, however. Many use their skills for everyday tasks, and a waterbender has a distinct upper-hand as a fisher.
and still others seek enlightenment through their connection Some use their art for performance, while others heal.
to the spirits, the natural world, and their element. Artisans count the following as career skills: Bending
Bending is also a form of elemental spiritualism, and it Arts, Knowledge (Culture), Empathy, Mechanics, and
allows some of the world’s inhabitants to manipulate some Discipline. You gain a free rank in any three of these skills.
aspect of the material world around them. There are four At character creation, you gain a free rank in one of the
elemental bending arts: water, earth, fire, and air. Each is following Tier 1 talents: Talk Shop or Utility Pouch.
manipulated through skillful martial arts styles which are Artisans also receive a discount on the following talents
reflective of the element’s nature. Though some people seem when they are purchased with XP:
to be born with an innate knack for bending, true skill requires
intensive study, dedication, and refinement. A bender’s Table 1-2: Favored Artisan Talents
versatility is reflected in the bending forms they spend time Tier Talent
learning, practicing, and refining. Though all benders of a 1 Adverse Bending
respective element are generally familiar with the same forms 1 Meticulous Form
and techniques, the application of these abilities vary wildly 2 Controlled Bending
depending on the character’s background, training, and 2 Inventor
experience. 3 Well Rounded
A bender’s five career skills are Discipline, Bending 3 Elemental Flair
Arts, Athletics, Cool, and Knowledge (Spirit World). At 4 Reflexive Bending
character creation, a bender automatically gains one rank in 4 Tinkerer
any three of these skills without spending experience points. 5 Way of the Elements

Warrior
Spiritualist
Bending Warriors set themselves apart through the constant
use of their ability to fight, and to control the battlefield. A The four elements are all dependent upon the flow of energy
Warrior must undergo rigorous training to hone their bending within the body known as chi, and none are more attuned to
art and to temper their body for resistance. Still, even a that flow than the Spiritualist. These characters use their art
Warrior who can wield the elements must acquire a basic as channel through which they achieve enlightenment, and
understanding of physical martial arts and weapons training. grow a closer connection to the Spirit World.
A Warrior counts the following as career skills: Athletics, Spiritualist count the following skills as career skills: Cool,
Discipline, Martial Arts, Melee (Light), and Resilience. You Coordination, Perception, Medicine, and Knowledge
gain a free rank in any three of these skills. At character (Spirit World). A free rank is gained in any three of these
creation, you gain a free rank in one of the following Tier 1 skills. During character creation, you gain a free rank in one
talents: Elemental Strike or Elementalist. of the following Tier 1 talents: Attunement or Rapid Reaction.
Warriors gain a discount when purchasing the following Additionally, a Spiritualist gets a discount when learning
talents: the following talents:

Table 1-1: Favored Warrior Talents Table 1-3: Favored Spiritualist Talents
Tier Talent Tier Talent
1 Meticulous Form 1 Physician
1 Second Wind 1 Signature Form
2 Powerful Bending 2 Bending Specialist
2 Knockdown 2 Confidence
3 Battle Meditation 3 Call of the Spirit Wilds
3 Combat Bending 3 Resolve

The Second Age | Character Creation | 13


4 Secret Technique
4 True Understanding
5 Unity of Spirit

14 | Character Creation | The Second Age


Martial Artist
Sting Like a Buzzard-Wasp counter, and their martial technique too quick to discern. Many
brawlers who can’t afford formal training at a respected martial
Once per turn, on a successful Martial Arts combat check, the arts academy instead rely on the unregulated, non-standard
martial artist can spend aaa or t to trigger a second hit techniques they pick up off the streets.
(dealing the same damage as the first hit). This is in lieu of
increasing the difficulty outlined in Fighting with Two Pugilists count the following as career skills: Resilience,
Weapons. Athletics, Discipline, Melee (Light), and Coercion. You
may choose three of these skills in which to gain a free rank.
Passive At character creation, you get a free rank in one of the
following Tier 1 talents: Brawler or Improvised.
The fact of the matter is…the world can be a dangerous place,
In addition, Pugilists gain a discount when purchasing the
especially when your enemy can hurl the force of the elements
following talents:
at you. It’s no surprise that those without this gift still learn the
martial techniques necessary to protect themselves and those
Table 1-5: Favored Pugilist Talents
they care about. Although bending techniques also stem from
Tier Talent
martial arts, many others who learn these techniques aren’t
1 Brace
benders at all. A talented nonbender martial artist can still go
1 Toughened
toe-to-toe against even the most formidable bender.
2 Balance
The Martial Artist’s five career skills are Athletics, Cool, 2 Stunning Blow
Discipline, Martial Arts, and Vigilance. A martial artist 3 Iron Body
automatically gains one rank in three of these skills (of their 3 Unarmed Specialist
choosing) without spending experience. 4 Enduring

Chi Blocker
4 ‘Tis but a Flesh Wound
5 Indomitable

An unknown art prior to the Hundred Year War, chi blockers


are martial artists who specialize neutralizing bender
opponents with precision and haste. Chi Blockers favor
Monk
talents which are focused on shutting down benders by using While they are trained in martial arts, Monks study techniques
their own chi against them. Their defining talent, Chi to center their minds and practice discipline above all else.
Disruption, enables them to shut off a target’s bending for They are generally more peaceful and are more attuned to the
several rounds. spiritual aspects of the physical movements. Some monks are
Chi Blockers also start with the following career skills: even said to have attained an understanding of resolving
Coordination, Vigilance, Skulduggery, Martial Arts, and conflict through sheer force of will alone.
Stealth; you may choose three of these skills in which to gain Monks count the following as career skills: Medicine,
a free rank. During character creation, you gain a free rank in Discipline, Perception, Resilience, and Cool; you may
one of the following Tier 1 talents: Duelist or Rapid Reaction. choose three of these skills in which to gain a free rank. During
Additionally, the Chi Blocker receives a discount when character creation, your character acquires a free rank in one
purchasing the following talents: of the following Tier 1 talents: Finesse or Jump Up.
Monks also gain a discount when they acquire the
Table 1-4: Favored Chi Blocker Talents following talents:
Tier Talent
1 Deflect Table 1-6: Favored Monk Talents
1 Quick Strike Tier Talent
2 Balance 1 Parry
2 Chi Disruption 1 Improvised
3 Dodge 2 Counterstrike
3 Pressure Point 2 Precision
4 Frenzied Attack 3 Battle Meditation
4 Superior Reflexes 3 Chakras Aligned
5 Coup de Grâce 4 Determination
4 Secret Technique

Pugilist
5 Master

As the name implies, pugilists excel at hand-to-hand combat


and are generally resilient. Their fisticuffs can be tough to

The Second Age | Character Creation | 15


Entrepreneur
Social Network bringing joy and distraction through their performance.
Entertainers are knowledgeable about the world and know
At the beginning of each game session, the Entrepreneur best how to connect with people or animals.
receives word from a contact of theirs about important,
interesting, or otherwise influential goings-on of which their Entertainers gain Deception, Coordination, Empathy,
contact would be reasonably aware. Additionally, once per Animal Handling, and Knowledge (Culture) as additional
session, they may collect a small favor from this contact, even career skills; they get a free rank in three of these skills before
if they do not owe your character a favor. spending XP. During character creation, you gain a free rank
in one of the following Tier 1 talents: Pep Talk or Good
Passive Company.
In addition, an Entertainer receives a discount when they
Entrepreneurs are masters of negotiation, charm, and social
learn the following talents:
intrigue. These enterprising individuals often act as the ‘face’
of the party, speaking for the whole the group to broker deals, Table 1-8: Favored Entertainer Talents
negotiate terms, or convince others to lend their assistance. Tier Talent
In a world wrought with blades and bending, Entrepreneurs 1 Good Company
still find ways to make their own mark through the power of 1 Plausible Deniability
persuasion. This career is an amalgamation of paths focused 2 Empath
on social skills; its specializations gain access to a variety of 2 Encouraging Song
abilities centered on Player Characters who prefer to talk their 3 Animal Companion
way out of sticky situations. 3 Intense Presence
The entrepreneur’s five career skills are Charm, 4 Can’t We Talk About This?
Empathy, Negotiation, Leadership, and Deception. An 4 Incite the Crowd
entrepreneur automatically gains one rank in three of these 5 Biggest Fan
skills (of their choosing) without spending experience.

Merchant Diplomat
Furs, gems, ores, spices, fish and grain—some people love Sabotage, intrigue and politics—while the Entertainer excels
to spend money, and others love to make it. Merchants are in at crowd control, the Diplomat is at their best in one-on-one
the business of making money, and having their money make conversations where a specific target needs to be persuaded.
more in turn. Merchants know how to get the best deals and Diplomats are cunning, intelligent and tend to dominate
earning the most coin with the least effort, whether through a whatever room they’re in. These characters employ subtlety
winning smile or a smart investment. and deception to convince others that it was actually their own
A Merchant starts with the following career skills: plan all along.
Discipline, Streetwise, Perception, Negotiation, and Diplomats count the following as career skills: Deception,
Charm. The player may choose three of these skills in which Discipline, Perception, Leadership, and Knowledge
to gain a free rank. At character creation, you gain a free rank (History). You may choose three of these skills in which to
in one of the following Tier 1 talents: Sound Investments or gain a free rank. During character creation, you gain a free
Know Somebody. rank in one of the following Tier 1 talents: Clever Retort or
Additionally, Merchants receive a discount when Bought Info.
purchasing the following talents: A Diplomat can also purchase the following talents at a
discount:
Table 1-7: Favored Merchant Talents
Tier Talent Table 1-9: Favored Diplomat Talents
1 Sound Investments Tier Talent
1 Wheel and Deal 1 Bought Info
2 Confidence 1 Respected
2 Push Your Luck 2 Inspiring Rhetoric
3 Intense Presence 2 Scathing Tirade
3 Well Rounded 3 Commanding Presence
4 Fortune Favors the Bold 3 Nobody’s Fool
4 In the Know 4 Discredit
5 Mogul 4 Doublespeak
5 Altered Deal

Entertainer
Singers, musicians, players, dancers, acrobats, and other
performers, Entertainers can be found anywhere in the world

16 | Character Creation | The Second Age


Soldier
keeping teammates alive as well. Guards are often
Combat Training accompanied by a mount, draft animal, or other beast of
burden.
Once per game session, when a Soldier receives a Critical Injury
For Guards, Resilience, Animal Handling, Medicine,
and after the injury has been resolved, the character can spend
Ranged, and Athletics are all career skills. So long as this is
a Story Point to instead shrug off the injury, removing it and its
effects. the first specialization for the PC, they gains a free rank in
three of these skills. During character creation, you may
choose a free rank in one of the following Tier 1 talents: Armor
Passive
Master or Durable.
One of the world’s oldest professions is that of the trained Additionally, guards receive a discount when spending XP
Soldier. Rigorous training leaves one with the skills and on the following talents:
abilities suited for a single purpose: besting an enemy on the
battlefield. They know everything there is to know about Table 1-11: Favored Guard Talents
surviving the horrors of combat—and making sure the Tier Talent
opponent doesn’t. Although most Soldiers are tough Guards 1 Deflect
protecting their fellow countrymen or fearsome Fighters on the 1 Hard Headed
frontlines, some manage to work their way up to the rank of 2 Balance
Commander, where they lead through their battle-hardened 2 Defensive Training
experiences. 3 Body Guard
3 Iron Body
A Soldier’s counts the following skills as career skills:
4 Adrenaline Rush
Athletics, Melee (Light), Survival, Discipline, and
4 Enduring
Resilience. A Soldier automatically gains a rank in three of
5 Indomitable
these skills without spending experience.

Fighter Commander
Fighters come alive in the chaos of combat. Their very
The title of Commander comes with privilege, respect, and
appearance in the field of battle can send foes running scared.
wealth, but also the responsibility for the wellbeing of those
A Fighter is capable of unleashing a flurry of blows, taking the
beneath their command. Some are natural-born leaders and
brunt of an attack and then shrugging it off like water. Their
others just happen to make the right call at the right time.
courage in the face of danger makes Fighters perfectly suited
Whatever it is, other characters want to listen and benefit from
for any group anticipating a scuffle in the near future.
doing so with abilities that support and assist allies in combat
Fighters gain Athletics, Vigilance, Coercion, Melee by providing buffs for coordination and strategic maneuvering.
(Heavy), and Melee (Light) as additional career skills, and
Commanders gain Resilience, Perception, Discipline,
may receive a free rank in three of them if this is the first
Leadership, and Vigilance as career skills. Three of these
specialization selected by the PC. If the fighter is your first
five skills begin with a free rank each. During character
specialization, you automatically gain a free rank in one of the
creation, gain a free rank in one of the following Tier 1 talents:
following Tier 1 talents: Weapon Specialist or Duelist.
Rapid Reaction or Veteran.
Fighters also gain a discount when they spend XP to
In addition, a Commander will receive a discount when
purchase the following talents:
they spend XP on the following talents:
Table 1-10: Favored Fighter Talents
Tier Talent
Table 1-12: Favored Commander Talents
Tier Talent
1 Second Wind
1 Rapid Reaction
1 Weapon Specialist
1 Respected
2 Crippling Blow
2 Command
2 Fearsome
2 Coordinated Assault
3 Heroic Will
3 Field Commander
3 Lethal Blows
3 Resolve
4 Favored Weapon
4 Brothers in Arms
4 Frenzied Attack
4 Trust the Captain
5 Crushing Blow
5 Inspiring Leadership

Guard
Defensive talents and abilities are a Guard’s favorite tool.
Their training is geared at staying alive during combat and

The Second Age | Character Creation | 17


Scholar
Eureka Moment Physician
Once per game session, when you generate a t on an Intellect Doctors, healers, and herbalists—Physicians are Scholars
skill check, the Scholar can immediately roll another into dedicated to helping others. Their knowledge specialty gives
the pool and add its results. If that generates another t, then them insight into the medicines available in the natural world,
repeat the process. You still get to resolve and spend all t as and empower them with the tools to help themselves and
normal. others survive.
Passive For the Physician, Cool, Medicine, Discipline, Survival
and Knowledge (Nature) are all additional career skills. You
Academics, students, professors, and other manner of gain a free rank in three of these. During character creation,
intellectuals who prefer learning and discovery. Scholars are you gain a free rank in one of the following Tier 1 talents:
masters of the secrets of the natural world and the cultures Apothecary or Deft Hands.
within it. Parties won’t get very far in exploring and unlocking
In addition, a Physician receives a discount when they
the secrets of history, culture, and the Spirit World without a
learn the following talents:
character who can decipher the clues. For them, the pen is
truly mightier than the sword. Their knowledge can provide Table 1-14: Favored Physician Talents
immense aid to allies through resources, new allies, or even Tier Talent
the enemy of an enemy. There are as many kinds of scholars 1 Physician
are there are things to learn, and most of their own 1 Surgeon
specialization. 2 Combat Medicine
A Scholar’s five career skills are Discipline, Perception, 2 Restoration
Medicine, Knowledge (History), and Negotiation. A 3 Natural
Scholar automatically gains a rank in three of these skills 3 Resolve
without spending experience. 4 Seen Many Things
4 Ingenious Solution
Archaeologist 5 Is Anyone a Doctor?

The ancient civilizations of the world left behind their


fingerprints and the Archaeologist is adept at deciphering the
secrets and mysteries buried by earth and time. Wherever
Tinkerer
they go, Archaeologists see the hidden histories of the Four Tinkerers are just as knowledgeable as their more academic
Nations—and those which preceded them. Whether they are counterparts, but usually their expertise is worldly and stems
the old markings in the Taku Ruins, the prayer stones and from their craftsmanship and resourcefulness. A keen eye and
road shrines of Air Nomads, or even forgotten city of lost knack for inventiveness can carry a Tinkerer just a bit farther
bender tribes, an Archaeologist knows their secrets. than most.
Archaeologists gain five additional career skills— The additional career skills for Tinkerers are Mechanics,
Perception, Negotiation, Resilience, Knowledge (Spirit Coordination, Perception, Discipline, and Knowledge
World), and Knowledge (Geography). They gain a free rank (Culture). You gain a free rank in three of these skills. During
in three of these. During character creation, you gain a free character creation, you gain a free rank in one of the following
rank in one of the following Tier 1 talents: Bought Info or Relic Tier 1 talents: Salvager or Utility Pouch.
Hunter.
Tinkerers can purchase the following talents at a discount:
Additionally, Archaeologists receive a discount when
purchasing the following talents: Table 1-15: Favored Tinkerer Talents
Tier Talent
Table 1-13: Favored Archaeologist Talents 1 Hidden Storage
Tier Talent 1 Resourceful Mechanic
1 Know Somebody 2 Inventor
1 Outdoorsman 2 Quick Fix
2 Heightened Awareness 3 Contraption
2 Researcher 3 Known Blueprint
3 Museum Curator 4 Jury Rigged
3 Well Rounded 4 Tinkerer
4 Fortune Favors the Bold 5 Dedication
4 In the Know
5 Professor

18 | Character Creation | The Second Age


Mariner
seas. Able to cajole or coerce a noble into dumping all their
Familiar Shores pocket change, Pirates have a fearsome reputation.
Once per game session the character may make a Hard Pirates gain Vigilance, Coercion, Skulduggery,
Knowledge (Geography) check. If successful, the character is Ranged, and Resilience as additional career skills. You gain
familiar with the environment and region they find themselves a free rank in three of these skills. During character creation,
in. They know about nearby inhabitants, and where their you gain a free rank in one of the following Tier 1 talents:
settlements might be found. They also know about unusual Bribery or Shady Deal.
environmental effects, hostile predators, or sources of Additionally, a Pirate receives a discount when purchasing
potential profit. the following talents:
Active
Table 1-17: Favored Pirate Talents
Tier Talent
In a world filled with more than 60% water, it will be imperative 1 Bribery
to include someone in the party who knows how to traverse 1 Hidden Storage
the seas. It’s not enough to simply know where you’re going, 2 Bad Cop
but knowing how to get there as well. A Mariner knows best 2 Fearsome
about travelling on the open ocean. 3 Animal Companion
A Mariner’s five career skills are Sailing, Vigilance, 3 Backstab
Coordination, Resilience, and Knowledge (Geography). A 4 Back-to-Back
Mariner automatically gains a rank in three of these skills 4 Menace
without spending experience. 5 Altered Deal

Sailor
The Sailor excels at sailing and the sea has made them
Captain
resilient to many of life’s hardships; Sailors are a great Much like their Commander counterpart on land, the Captain
addition to any party planning to do a lot of travel across open specialization has several talents that enable a character to
waters. They are used to surviving challenging environments support allies as well as excel in ship-to-ship combat. Perhaps
whether at sea or on land, and can even handle their own in even moreso than their land counterparts, a Captain is only
a fight. as good as their knowledge of the terrain. Their unshakeable
Not surprisingly, Sailors gain Sailing, Discipline, determination in the face of even the harshest storms at sea
Survival, Melee (Light), and Vigilance as career skills, and speak volumes of their leadership qualities.
three of these gain a free rank. During character creation, you Captains go into the field with Discipline, Leadership,
also gain a free rank in one of the following Tier 1 talents: Let’s Knowledge (Geography), Resilience, and Survival as
Ride or One with Nature. additional career skills. You gain a free rank in three of these
In addition to these talents, Sailors also receive a discount skills. During character creation, you gain a free rank in one
when purchasing the following talents: of the following Tier 1 talents: Hard Headed or Respected.
Captains also receive a discount when purchasing the
Table 1-16: Favored Sailor Talents following talents with their experience points:
Tier Talent
1 Brace Table 1-18: Favored Captain Talents
1 Outdoorsman Tier Talent
2 Balance 1 Rapid Reaction
2 Side Step 1 Toughened
3 Iron Body 2 Command
3 Well Rounded 2 Brash Driving
4 Enduring 3 Commanding Presence
4 Superior Reflexes 3 Full Throttle
5 Master Operator 4 Brazen Maneuver
4 Trust the Captain
5 Inspiring Leadership
Pirate
Cutthroat and callous, this unsavory specialization excels in
having underground connections and combat on the open

The Second Age | Character Creation | 19


Mercenary
I Know a Guy Assassin
Once per game session, the Mercenary may spend a Story Assassins are masters of the grim art of death. They use
Point to introduce an NPC who owes the character a small stealth and maneuverability who strive to employ quick strikes
favor. and move without being noticed. Espionage, sabotage,
infiltration, guerrilla warfare, and of course targeted killings—
Active the Assassin is master of all things underworld.
Mercenaries tend to work for the highest bidder, and rarely An Assassin gains access to Martial Arts, Stealth,
break a contract unless the price is worth the damage to their Skulduggery, Deception, and Streetwise as additional
reputation. Unsurprisingly, this career is combat-oriented, and career skills. You gain a free rank in three of these skills. At
the various specializations have evolved to suit a Mercenary’s character creation, you gain a free rank in one of the following
particular…quirks. Tier 1 talents: Deft Hands or Unremarkable.
Mercenaries tend to fall into three categories: those Assassins also receive a discount when they purchase the
looking for the next paycheck, killers-for-hire, and free-range following talents with XP:
survivalists who lend their services as guides and escorts.
With an arsenal of talents, Mercenaries are excellent at Table 1-20: Favored Assassin Talents
tracking down their prey—whether they be big game, or other Tier Talent
human beings. While some Mercenaries rely on their wit and 1 Deflect
weapons to get by, others employ cunning and stealth to stalk 1 Parry
their marks. Still others make use of the world around them, 2 Precision
often using beasts of burden to snuff out a target. 2 Side Step
3 Backstab
A Mercenary’s career skills are Coordination,
3 Disarm
Skulduggery, Stealth, Survival, and Ranged. A Mercenary
4 Superior Reflexes
automatically gains a rank in three of these skills without
4 Unrelenting
spending experience.
5 Coup de Grâce

Bounty Hunter
A wanted poster, a missing person who needs to be found, a Ranger
mysterious beast terrorizing the crops—no matter the job,
Beyond the urban settings of Ba Sing Se or Republic City, in
there is a Bounty Hunter willing to take it for the right price.
the vast countryside and forests dotting the Earth Kingdom,
Specialists in multiple weapon types, a Bounty Hunter always
Rangers hunt down their targets with exceptional precision,
has the right tool for the job, as long as the job is to put the
and act as companionable travel guides along the dangerous
nail in the coffin.
routes between cities. Many Rangers spend so much time out
Bounty Hunters gain Melee (Heavy), Coercion, in the wilderness that they usually take on an animal
Vigilance, Ranged, and Survival as their additional career companion to aid them in these endeavors. The Ranger
skills. You gain a free rank in three of these skills. During excels at ranged combat and employs a variety of techniques
character creation, you also gain a free rank in one of the related to tracking and animal handling.
following Tier 1 talents: Quick Draw or Bought Info.
Rangers gain Ranged, Medicine, Knowledge
When you play as a Bounty Hunter, you may also (Geography), Animal Handling, and Coordination as
purchase the following talents at a discount: career skills. You gain a free rank in three of these skills.
During character creation, you also gain a free rank in one of
Table 1-19: Favored Bounty Hunter Talents the following Tier 1 talents: Forager or Swift.
Tier Talent
1 Bribery Additionally, Rangers receive a discount when they learn
1 Shady Deal the following talents:
2 Hunter
Table 1-21: Favored Ranger Talents
2 Crippling Blow
Tier Talent
3 Easy Prey
1 Outdoorsman
3 Nobody’s Fool
1 Rapid Reaction
4 Jury Rigged
2 Heightened Awareness
4 Moving Target
2 Longshot
5 Baleful Gaze
3 Animal Companion
3 Point Blank
4 Deadeye
4 True Aim
5 Beastmaster

20 | Character Creation | The Second Age


Step 4: Invest Starting Experience
Experience is the primary means by which players customize
their character. Each Player Character starts with a beginning Skill Training
pool of experience points which can be used to improve Each skill has five ranks of training available. A character may
aspects of the characters. Players will receive additional have already acquired one or more ranks of skill. Characters
experience to improve themselves as they progress in the may train additional skills and gain additional ranks during
campaign. character creation. No skill can be raised higher than rank
2 during character creation, unless specifically stated
Starting Experience otherwise by a rule or the GM.
The player should indicate each career skill on their
Characters begin with a budget of experience points character sheet based on the choices they made when
based on their archetype. The XP used during character picking an archetype and a career; they are less expensive.
creation are the same as the XP received during play. If a
player chooses to spend fewer XP during creation than their Training a career skill to the next highest rank costs five
budget permits, those points carry over into the game and can times the rank to which it is being raised. For example, training
be used later. Additional starting XP may be handed out at the a skill from rank 0 to rank 1 requires 5 experience points.
GM’s discretion. The following section details the ways that Improving a rank 1 skill to rank 2 would require 10 experience
players can spend XP. points. Ranks must be purchased sequentially.
Characters can also purchase ranks in non-career skills.
Improving Characteristics Each rank of a non-career skill costs five times the rank it is
New characters begin the game with starting points in their being raised to, plus 5 additional experience points. So raising
characteristics based upon their chosen character archetype. a non-career skill to rank 1 would cost 10 XP, and rank 2
However, characteristics can still be raised during character would cost 15 XP, and so forth.
creation by spending XP. Raising a characteristic to the next Ranks in skills may be purchased during character
highest rating costs ten times the value it is being raised to. creation or later during gameplay.
For example, raising a character’s Brawn from 3 to 4 would
require 40 experience points. Acquiring Talents
Each improvement must be purchased sequentially. This Talents are something any character may acquire by
means that raising a character’s Brawn from 3 to 5 would cost spending XP. This book is designed to be compatible with all
90 experience points. 40 for raising it to 4, and 50 more for (or most) GENESYS materials, official and homebrew. The
raising to from 4 to 5. It is important to remember that during talents in this book are not an exhaustive list. As always,
creation, no characteristic can be increased to higher than 5. check with your GM to see what other options might be
Because a character’s characteristics primarily govern a available.
character’s mastery of a given skill, characteristic ratings are Talents are organized into tiers, with each talent costing
crucial. Generally, characteristics affect how many are five XP times its tier level. Thus, Tier 1 talents cost 5 XP, but
rolled, while skill ranks represent how many of those are Tier 5 talents cost 25 XP. You can buy as many Tier 1 talents
upgraded to . It is important to consider increasing a for your character as you like, but if you want to purchase
character’s characteristics, as characteristics can only be talents in higher tiers, you have to follow this rule: to buy a
purchased during character creation, and not at any time talent in a higher tier, your character must have at least
during gameplay. one more talent in the tier directly below it. More on talents
is described in Chapter IV: Talents.

Advanced Start In addition, some archetypes (and all specializations) may


confer a free rank in a talent. These talents count for the
These character creation rules focus on creating new and fresh purpose of purchasing talents in a higher tier.
adventurers. However, you may want to start with characters
who have a bit more experience. In this case, you can give your
characters some additional XP to spend after character
creation. Another 50 XP can help your players push their
characters deeper into their talents, and hone their skills just
a bit more.
Alternatively, consider an advanced start in which the players
receive up to 100 XP, in addition to the XP budget granted by
their archetype, which can only be spent on attributes. This
encourages players to focus on increasing attributes to further
define what their character is good (or bad) at doing. As a
result, they have that much more XP to then spend on skills
and talents.

The Second Age | Character Creation | 21


Step 5: Determine Derived Attributes
Defense
Some of a Player Character’s attributes are based on other
choices made during character creation or over the course of
a campaign. Some of these attributes may change frequently
Defense determines how difficult a character is to hit in
over the course of play or may be modified by talents,
combat situations. Characters have both a ranged defense
equipment, or various special abilities.
and a melee defense. A character’s default value in both

Wound Threshold ranged defense and melee defense is zero. If a character’s


defense value is listed simply as “Defense” and not
A character’s wound threshold represents how much physical specifically defined by a separate ranged and melee values,
damage they can withstand before they are knocked out. then the same value is applied to both.
Wounds can be serious and lead to a Critical Injury (see Core Defense is most commonly gained by wearing armor or by
Rulebook, Chapter 6: Combat Encounters). They can be adopting a defensive position in combat, such as taking cover.
treated with the Medicine skill, but it may take time to recover Some special talents may also increase a character’s defense
more serious wounds. rating.
A character’s starting wound threshold is based on their Defense is either granted or added. If an effect says ‘Gain
archetype, adding the Brawn rating. After this initial value is Defense 2’, your base Defense rating is 2 and it does not stack
determined, your character’s wound threshold can be raised with other ‘Gain Defense N’ effects. You always calculate
by purchasing certain talents or by increasing the Brawn Defense with your highest ‘Gain Defense N’ effect as your
Characteristic. base Defense. If a description states ‘Add N defense’, then it
stacks on top of the base defense with other ‘Add defense’
Strain Threshold effects.
The max Defense value for any character is 4.
A character’s strain threshold represents how much stress a
character can withstand before becoming stunned, dazed, or
otherwise incapacitated. Strain represents psychological Soak
stress, mental damage, or a blow to one’s morale. Strain is A character’s soak value determines how much incoming
more easily suffered than wounds and can even be used as a damage the PC can shrug off before taking real damage. The
resource by players to trigger certain character abilities. soak value is subtracted from any incoming damage to the
Thankfully, character’s recover from strain more quickly than character. Any damage remaining after subtracting the soak
from wounds. value becomes wounds applied to the character’s wound
A character’s starting strain threshold is determined based threshold.
upon archetype, adding the Willpower rating. After this initial Soak does not apply when you are targeted by abilities
value is determined, the strain threshold can be raised by inflicting wounds, or which cause you to suffer strain.
purchasing certain talents or by increasing the Willpower
Characteristic. Your default soak value is equal to your Brawn rating.
Increases in Brawn increase your soak value. Additional soak
value bonuses are most often gained by wearing armor. Some
talents may also increase a character’s innate soak value,
while other talents may temporarily increase the value.

Step 6: Determine Motivation


Motivation provides a means to link all the different elements These aspects color the way your character perceives and
of a Player Character into one coherent persona. It serves to interacts with the world. Each general distinction breaks down
differentiate characters with similar classes by providing into a range of differing motivations to give players an
different reasons for their decisions. Often, Motivation also additional layer of narrative depth. The four facets of
sets up a thread that recurs across multiple adventures as the Motivation can also be leveraged by others when attempting
character continues to work toward achieving some lofty goal. to persuade, coerce, or otherwise influence the character
Motivation does not typically impact gameplay, but is intended during social encounters. Finally, a GM interested in a more
to add depth to the players’ roleplaying. Players should focus character-focused game can look to the player character’s
on linking the character’s background, career, and Motivation Motivations to craft compelling campaigns that include inner
together to create a detailed persona. emotional arcs for the characters in addition to their physical
journeys.
Motivation includes a character’s driving forces: what
ultimate goal is your character pursuing? What are they most
afraid of? What allows them to persevere in the face of
adversity? What flaws hinder their ability to pursue their
goals?
In Avatar: The Second Age, your character’s motivation
has four facets: Desires, Fears, Strengths, and Flaws.

22 | Character Creation | The Second Age


that they must sacrifice the enjoyment of the game for
themselves and fellow players simply because a given
EXAMPLE STRENGTHS Motivation would guide them away from an otherwise
Adaptable: No matter what life throws at your character, they reasonable decision.

Changing Motivations
always rise to the challenge. Your character is flexible and can
handle nearly every situation, no matter how grim or strange
the circumstances. Over time, a character’s attitudes can shift. Sometimes a
Analytical: Your character’s mind is like a computer, able to single dramatic event can force the character to reprioritize.
absorb a barrage of information and come to a logical Alternatively, an extended series of minor frustrations can be
conclusion. Your solutions always have the inarguable weight of enough to change how the character views the world. Of
reason, and you know how to pick your battles and when to bide course, if a player discovers that they does not enjoy their
your time. character’s Motivation, this can also be an important reason
Courageous: Fear of death has no place in your character’s to justify the change. Ultimately, changing Motivations is
heart. They laugh at danger and gladly push themselves to simply a matter of discussing the issue with the GM, so that
confront what others flee from. Your character is probably still the GM can offer input, and then adjust any narrative elements
afraid of something, though. with appropriate changes.
Curious: Life is a million mysteries, and your character wants to
learn about every one of them. Whether curiosity drives them Calling on Motivations
to meet new people, explore distant cultures, or learn fantastic If a player finds himself at a loss as to what their character
new truths and ideas is up to you. should do in each situation, the GM can look up their
Idealistic: What ideals your character believes in are up to you, Motivation and provide incentive for him to act by providing
but to your character, those ideals are nothing short of sacred. ‘bait’ that’s appropriate to the Motivation. For example, a
They may feel that everyone should live up to those same ideals, character with the Ambition Desire might be presented with
or simply adhere to the standards they have set for themselves.
the opportunity to usurp some authority for himself in some
Independent: When everyone else has failed or fallen, your
character knows they can still count on themselves. Your
character may get along with others just fine but makes sure not EXAMPLE FLAWS
to rely on them. Your character is always prepared to deal with Anger: Your character lashes out at themselves or others with
the situation and isn’t waiting for someone else to help. undue cause or with extreme force. They are quick to resort to
Patient: Your character is always willing to wait and knows the physical force to solve their problems.
power of being calm. By waiting for the right opportunity, they Compulsion: This could be addiction, fascination, obsession, or
avoid all manner of unpleasant and dangerous situations. impulsive behavior that is self-destructive or otherwise impedes
However, your character knows when to act swift and your character’s ability to function and be healthy.
decisively. Deception: Your character may be disloyal or a compulsive liar.
Spiritual: Your character is deeply spiritual and at times very They are concerned with their own wellbeing first and foremost,
knowledgeable about the goings on of the spirits. Their belief and they might always present themselves in the best possible
gives them a solid mental bedrock they can always rely on. light even when that isn’t the case.
Wise: Through years of experience and countless events, your Greed: Your character is never satisfied with that they have,
character has developed that rare quality: wisdom. The wise always wanting more. They are willing to flout the law or infringe
understand the truths of how their world works. Just as upon others’ rights in order to get what they want.
importantly, they know that sometimes, with the right effort, Laziness: Your character always seeks the path of least
those truths can be overcome. resistance and becomes intimidated by difficult or complex
Witty: Your character is extremely clever, with the right joke for tasks. They are complacent with the status quo.
a friend and the perfect insult for a foe. Some may love their Ignorance: Your character lacks a basic knowledge or
company, while others loathe their cutting remarks, but none understand of society’s norms. This may be due to their
can deny that your character has the sharpest tongue around. upbringing or their recent travel to another area of the world.
This could be more than just being ‘uneducated’; at some level,
Motivations in Play your character may be willfully ignorant.
Intolerance: For whatever reason, your character harbors some
Motivations exist to offer a player an additional framework for prejudices toward a group of people. These may be relatively
how the PC interacts with the world. They establish the “minor” biases, or they may give rise to an intense emotion of
character’s priorities, but they need not be a restriction. hatred or revulsion. Whatever form it takes, remember that
Rather, Motivations help suggest the character’s intuitive intolerance is based more in emotion than rationality.
response to the challenges they encounters. Notably, a PC’s Pride: Pride does not always have to be a Flaw, but it can easily
reactions must be colored by mitigating factors, so that a become one. Your character is arrogant, vain, or self-absorbed,
response is seldom based solely on a Motivation. or thinks highly of themselves at the expense of others.
Recklessness: Your character shows little regard for how their
Motivations are merely guides for roleplaying, giving the actions may affect themselves or others, due either to low self-
player a foundation from which to consider decisions as well esteem or lack of forethought. They are especially prone to
as determine reactions to circumstances. They can be used dangerous or inconsiderate actions.
to create or ease narrative tension, or advance character Timid: Your character is extremely risk averse, opting instead to
development. Motivations should never be treated as take more thorough or tried-and-true approaches. They may
blinders, disabling a character’s ability to consider all aspects take too long to act, or may be unable to act at all in the face of
of a situation to make a rational decision. Plays should not feel new or intimidating challenges.

The Second Age | Character Creation | 23


way; someone with the Justice Desire could stumble across EXAMPLE DESIRES
a helpless NPC that they feels inspired to assist.
Vengeance: At some point in the character’s past, they were
Ultimately, the GM can determine that the character’s brutally wronged. Now they seek vengeance and have a hard
Motivation would push him to succeed in certain situations time focusing on anything else.
and reward the player with beneficial bonuses for taking Wealth: Money motivates this character. Few of their choices
certain actions that are in character. are based less on the consequence of right and wrong, and more
on what will be best for their pockets.
Secret Motivations Power: The character wants to amass power and authority.
Once all the players have determined their character’s Their aspiration to rule may be linked to altruism or despotic
Motivations, the GM should note them and keep them handy desire, but in either case they want to control both their
as a reference as the campaign progresses. However, a situation and those around them.
player does not have to tell the other players their character’s Enlightenment: The character seeks spiritual and intellectual
Motivation. enlightenment above all else. They do not seek to bring it to
others, for they realize such a goal is innately personal. A walk
One of the joys of roleplaying with a group of players is the in the Spirit World is the ultimate existence.
opportunity to reveal a character’s story to the other players.
Glory: Fame and the spotlight beckon to this character. They
Coming right out and revealing Motivations openly may not want to perform great deeds, and be celebrated for all time.
always allow for such discovery, which is why players need
Justice: In a world full of wrongdoing, justice must be done. The
not share their Motivations. Some of the example Motivations character seeks to bring justice to those who deserve it.
provided might come with some inherent dangers, social
Discovery: Seeking out and discovering new lands, information,
repercussions, or chance of corruption that might run counter
artefacts or the wondrous secrets hidden among the
to the party’s overall goals. This is intentional, as sometimes landscape’s countless ruins drives this character’s actions. They
keeping a character’s Motivation secret might make things seek to be the first to discover what no one has.
hard for the group, but is excellent for creating tension and
Status: The character wants to elevate their social standing—
good roleplaying. gaining titles, commendations, and accolades. The character
If a character chooses to keep their Motivation secret they may come from humble beginnings or otherwise strive for a
can, with the GM’s permission, provide a ‘false front.’ the higher position than where they began.
player should be encouraged to give the appearance of acting Love: Love and intimacy drive the character. They will do
anything for those they care about, and may already have a true
love—or may strive to find companionship.
EXAMPLE FEARS Redemption: The character seeks to atone for past sins or
Change: Your character finds routine and stability comforting, mistakes. They may have been a criminal, bounty hunter, or
and fears changes that could upend their day-to-day routine. followed some pursuit that caused him to act they now regrets.
Commitment: The idea of making promises or being relied on
scares your character, who hates the idea. This fear of on behalf of the false Motivation, while furthering the goals of
commitment could manifest in relationships, on the job, or their original.
among family.
Death: The fear of death is deep and primal, and it drives a lot Roleplaying Awards
of our behaviors. There are a large number of ways this could
manifest in your character. Game Masters are encouraged to provide bonus experience
Expression: Your character has some behavior or means of points to players who do a good job of roleplaying the effects
expressing themselves privately that they do not want the world of their Motivations on their characters’ actions and decisions.
to know about. The nature of that behavior is up to you, keeping Good roleplaying of any kind should be rewarded, of course,
the setting in mind. but the way Motivation can sometimes limit or disadvantage a
Failure: Most people dislike failure, but some actively fear it. PC should certainly be considered when such rewards are
That fear may drive them to try to become absolutely perfect, contemplated.

Types of Motivation
or it may crush them into inaction. Maybe it does both.
Humiliation: Characters who are especially concerned with how
others view them are particularly sensitive to potential
humiliation. They go out of their way to avoid ever appearing In the following section, you have the chance to select or roll
foolish or wrong, even if that means passing up opportunity. randomly for a Desire, Fear, Strength, and a Flaw. If you do
Isolation: Your character fears being isolated from other people not care for the sample motivational facets, feel free to craft
and being doomed to live and die alone. Maybe this drives them your own, unique to your character. Whichever route you
to seek out relationships with anyone and everyone, even when choose, you should focus on linking your character’s
a relationship is unpleasant or unhealthy. background, archetype, career and specialization with their
Nemesis: Your character has a deadly foe, someone they fear. motivations.
The nature of this enemy is up to you, but we suggest you
consult with your GM. After all, your GM surely wants to bring Desire
this up in the game! This aspect of your character’s Motivation most closely tracks
Obscurity: Your character wishes to be remembered after they what we typically think of when we hear the term “motivation”:
are gone and works tirelessly to secure this legacy. it’s the reason why the character acts. What, more than
Poverty: For your characters, it’s all about wealth and security. anything else, does your character want or want to achieve?
They fear being without, and they work hard to amass money, This is the most important element of your character in a
supplies, or other valuable items to ensure their status. character-driven campaign, because it is how you signal to

24 | Character Creation | The Second Age


the GM the types of challenges you want your character to thing they fear, refusing to risk confronting their fear in order
face. Desire flavors the way your character approaches the to obtain their desires, or doing something terrible because
story. the object of their fear compels them to.
Desire represents the thing your character wants, although
they might not know what that is just yet. It provides a Strength
roleplaying touchstone for your character to help you answer Your character’s strength is one of the best things about them.
the question “What would my character do?” When your It’s the first thing you’d put on your character’s resume, the
character wants something, it’s easier for them to pursue it one word other people use when praising your character, and
because they’re driven—because they’re excited and the defining feature for which they’re known.
enthusiastic. A Strength is usually a personality trait or mental quirk that
Your character’s Desire does not need to be a noble or your character possesses that sets them apart. Being rich,
altruistic goal. However, as with the other facets of your athletic, or attractive are all certainly bonuses for a person, but
character’s Motivation, you should discuss your choices with they’re not defining qualities of one’s persona.
the GM. Having a negative or evil Desire, such as one that is
in conflict with the Motivations of the other PCs or the rest of Flaw
society, may disrupt the party dynamics or the course of the Everyone has an element of themselves that they’re not proud
adventure. of. Why should your character be any different? When
someone speaks ill of your character, this is usually the first
Fear thing they bring up. It’s also what gets mentioned when your
A character’s Fear represents the thing they dread. It might character’s friends say “They’re a great person, but…” that
be the character’s deepest insecurity, their bogeyman, or a “but” is your character’s Flaw.
deep-seated threat to their culture or life. Just like your Strength, your Flaw is primarily a part of your
Acting against a character’s fears and overcoming them character’s personality. It is a selfish Motivation, bad habit, or
makes for challenging encounters and rewarding moments of element of a persona that your character wishes they didn’t
roleplaying. Fear can be leveraged against individuals to have.
make them do terrible things, or force them to give up on their
desires entirely. Your character may succumb by avoiding the

Step 7: Choose Gear, Appearance and Personality


At this stage, the players have taken care of most of the equal to 10 silver pieces which equals 1000 copper pieces. In
mechanical elements of their characters. Now each player other words, 100 copper pieces is the same as 1 silver piece.
has the chance to consider additional details that help define
their character. These details tend to have a greater narrative
impact on how the characters operate and add richness and
Physical Description
depth to their existence. This means, however, that players The appearance of characters in The Second Age can vary
are able (and even encouraged) to be as creative as they like wildly. PCs may stem from a variety of nations and
when inventing the description of their character. backgrounds. When determining their character's’ physical
appearance, players should start by reviewing the information
Starting Gear presented about their character during creation. With a
character’s traits in mind, a player can then consider what
Player Characters in Avatar: The Second Age receive a physical details they want to embellish. Height, weight, build,
budget of copper pieces to spend on starting gear before hair, eyes, even scars and tattoos are all areas for a player to
gameplay begins. This budget is 500 copper pieces (5 silver consider.
pieces). Before their characters begin the game, players may
spend this money to purchase items from Chapter V: Gear
and Equipment for their character. They may not purchase
Personality
Rare (R) items unless specifically given permission by their A character’s personality is another place where players can
GM. get creative. Traits, quirks, habits, likes and dislikes — players
can be as thorough or concise as they wish.
Characters keep any unspent coins when they start the
game. In addition, once the player has finished spending their Motivations make a great starting point for consideration.
starting budget, they roll 10d10. Their character gains this They could even be the inspiration to create someone with a
many additional copper pieces as “pocket money” at the completely unexpected personality. An honorable, honest
beginning of the game. This additional money may not be person torn because of their obligation to underground
spent during character creation. Characters do not start the criminals is a classic trope.
game with any items apart from what they purchase with their Alternatively, players may feel free to develop a
starting money or any miscellaneous trinkets they feel are personality for a character overtime, letting the personality
appropriate for their character such as personal mementos or evolve over the course of the game based on the decisions
a journal. the players make.
Currency in The Second Age is represented in terms of
coins or pieces of copper, silver, and gold. 1 gold piece is

The Second Age | Character Creation | 25


Table 1-25: Character Creation Quick Reference
During character creation, you are required to make many choices. With the so much information available, and the
number of customizations offered, it may be helpful to use the following outline throughout the process.
You must choose one of each of the following:
 Archetype
o The archetype choice determines your character’s base rank in all characteristics, as well as your wound
and strain thresholds, and budget of experience points (XP).
o Each archetype confers a minor mechanical buff which may be one or more of the following: a free
talent rank, a free skill rank, or other unique ability.
 Career
o A career designates five skills as career skills. Your character gains a free rank in three of those five.
o A career gives you a unique career ability.
 Specialization
o A specialization designates five additional skills as career skills. A player gains a free rank in three of
these.
o Picking a specialization confers a free rank in a Tier 1 talent, provided in the description.
o Each specialization is listed with a table of nine Favored Talents. You receive a 5 XP discount when
acquiring these talents (to a minimum of 5 XP).
After these choices are made, each player receives a minimum of 500 copper pieces to buy starting equipment (excluding
rare items; subject to the Game Master’s discretion).
Finally, players may use their starting XP (determined by archetype) to raise Characteristic scores, gain ranks in their skills,
learn bending forms, or purchase talents.

26 | Character Creation | The Second Age


II – The Bending Arts
One of the most unique features about the world of Avatar is motions of one's hands and feet, certain benders can
the ability for individuals and creatures to bend the elements; effectively manipulate their element with only minimal
in-universe the study and refinement of this ability is known as movement of their body, such as by using just their head or
the bending arts. There are five known bending arts; four of torso. In even rarer cases, benders can perform their bending
them are specific to a physical element while the fifth relates without the aid of any physical movement at all, by instead
to the energy within the human body, creatures and plants all using sheer focus and force of will, a skill known informally as
around, and even the universe itself. psychic bending.
The four elemental bending arts are based on the four
classical elements—water, earth, fire, and air—and each are Learning the Bending Arts
manipulated through certain martial art styles which are Each element is also associated with a nation in the world; the
reminiscent of the qualities of the element itself. A more Water Tribe corresponds with waterbending, the Earth
aberrant and perilous technique is the ancient art of Kingdom with earthbending, the Fire Nation with firebending,
energybending, which predates the other four arts, as well as and the Air Nomads with airbending. However, other bending
the arrival of the Avatar and the formation of the four nations. affiliated groups exist, like the Foggy Swamp Tribe for
It involves bending the life energy within another being. Only waterbending and the Sun Warriors for firebending. Each
the Avatar has ever been known to bend energy itself. nation has its own revered bending masters, who train the
younger benders how to use their abilities and pass the
The bending arts are dependent on the energy, or chi,
culture on through the generations.
within the human body, relying on its flow through the body to
manipulate a specific element. A person can bend when they Although such ability is not uncommon, an individual’s
extend the influence of their chi beyond the body to interact bending talents must be developed over time. In most people,
with the environment. the ability to manipulate the elements appears at a young age.
Their gift often sets these individuals apart, as even untrained
Bending is a form of elemental spiritualism, allowing some
benders can bend the elements to their will. This does cause
of the world’s inhabitants to manipulate the material world
tension between benders and nonbenders.
around them. Though some degree of talent for bending
Misunderstandings between them throughout history have
seems to be inborn to certain people or families, true skill in
been the primary source of conflict in the world. The Avatar
bending requires a lifetime of lengthy and intensive study,
and the Order of the White Lotus are potent actors who try to
dedication and practice.
mitigate this conflict and maintain balance among the nations.
Each bending technique is largely channeled through
Even for those with innate talent, discipline and training
patterned movements and stances that give shape and focus
are necessary to fully realize their inherent bending abilities.
to the chi that allows one to bend. As such, benders are at
Finding a master to assist one in learning about the different
their most vulnerable when restrained or unfocused and
techniques can be difficult, for much knowledge was lost
unable to enact these motions with accuracy and clarity. Each
during the Hundred Year War. For many benders in different
bending style is tied thematically to the style of martial arts
parts of the world, using their talents is seen as taboo and thus
that inspired it, and thus, the motions of each style are quite
they may hide their abilities.
distinct. While bending is traditionally performed through the

Bending in Avatar: The Second Age


Bending permeates the world of Avatar, but not everyone has created as a result of this inherent limitation. Indeed, the
the ability to bend. Although heritage can play a role, it does central conceit of the series is that only the Avatar can
not appear to be the sole factor. All Air Nomads, for example, master the four elements.
had airbender children with each other, or non-benders.
Avatar Aang had nonbender and waterbender children when Playing a Bender
he married a waterbender. Benders can control and manipulate their surroundings, even
In Avatar: The Second Age, your character’s ability to bend take command of the field of battle. The elements can also be
the elements is represented by their ranks in the Bending used to inflict serious wounds or strain upon any foes.
Arts skill. Your character is a bender if they begin the game Bending techniques open tactical and strategic possibilities
with Bending Arts as a career skill, or they begin with at least completely unavailable to nonbenders. The power that
one rank in Bending Arts. Your character cannot use any bending bestows to a user can vary widely, and these
bending forms until they have at least one rank in the Bending mechanical distinctions are defined as bending forms.
Arts skill. Structured encounters in The Second Age may rely When you’re creating a new character who can bend the
heavily on bending forms, each of which has its own elements, consider the adventure you’ll be playing and the
description and prerequisites which are described in detail way this fits into the world. How well do they know their
later in this chapter. talents? Are they an earthbending architect who understands
Unless otherwise directed by your GM, your character may their philosophy well enough to construct rigid and sturdy
have mastery over one element only! Again, this is structures; or are they just a simple craftsmen who
ultimately at the discretion of your GM, but the spirit of the supplements their blacksmithing with firebending?
Avatar series necessitates the cultural and personal dynamics

The Second Age | The Bending Arts | 27


There may be some rare instances in which a nonbender bending known from the Avatar series are not. Still, you may
character could learn how to control the elements. There are use the forms in this book as a template for your own abilities.
many times in the Avatar universe in which a character has If your character attempts something that is not described
potential yet to be unlocked; this being a core motif of the by a form they have learned, or is explicitly a form your
series. Some may go their whole lives without ever realizing character hasn’t learned yet, the GM’s job is to equivocate that
they can bend the elements, or without ever learning how to task with your character’s ability and set the difficult
control it. Lion Turtles have been known to grant, or take accordingly. The check may be harder, or exert your character
away, the ability to bend the elements—and there’s been at more because it is a form untested, untrained, or simply
least one instance during which a spiritual-astral phenomenon unknown. As mentioned, your character must suffer at least 2
left individuals around the world with the ability to airbend. strain and make a Bending Arts skill check. Your GM may
In general, a GM should require good narrative cause for choose a characteristic other than Willpower if the situation
the sudden acquisition of these powerful abilities. seems appropriate. For example, you may use your Brawn to
use your bending to scale a cliff, but use your Intellect to heal
Bending Forms someone. Similarly, Bending Arts can effectively serve as its
The art of bending is a conscious effort on the part of your own Knowledge skill. Attempts to understand, comprehend,
character. A true master can tap into their inner chi and or know a particular fact about the history or culture of a
manipulate the environment to their will. Bending allows specific style can be rendered as a Bending Arts (INT) skill
someone to do things others might see as fantastic or even check.

Bending in Narrative
unbelievable: levitating boulders, jumping high into the air,
lighting the candles in a room, or blocking arrows with a sheet
of ice. Bending is how a bender can accomplish those tasks.
In Avatar: The Second Age, bending is both broad narrative
and combat-oriented abilities that allow players to perform
Encounters
impressive and imaginative feats. Bending techniques with Many bending abilities have use outside of battle. A
mechanical effects are referred to in this book as bending waterbender may create a bridge across a river out of ice
forms (or just forms). Forms are discussed in detail later in while an earthbender might dam up the river altogether. The
this chapter. forms listed later in this chapter are by no means an
Each form focuses on a specific task that can be exhaustive list of techniques that can be performed by
performed through the manifestation or manipulation of a benders. The players should insist upon, and the GM should
certain element. Many bending forms require a Bending Arts encourage, improvised uses for their bending abilities. With
skill check to activate specific effects, and nearly all forms GM guidance, players may even develop their own
require your character to suffer strain to perform. While some techniques.
bending forms can be incidentals or maneuvers, most forms Bending Arts skill checks are functionally handled like any
require the use an action during a structured encounter. other skill check, and called for in the same circumstances. As
with any other skill, you should generally only require a check
The Bending Arts Skill when there are dramatic results or consequences for failure.
For instance, a well-trained firebender who regularly
During the game, the Bending Arts skill can act as both a manifests and manipulates fire should not need a check to
combat skill, and a general skill. The skill represents your light a torch or campfire.
character’s understanding of and connection to the natural
and spiritual worlds, and their element in relation to it all. In general, a Bending Arts skill check is resolved by linking
However, practical application of that wisdom can take many the skill to your character’s Willpower characteristic. Many
forms. The Bending Arts skill can be used to attack forms specify different characteristics, so if you are adapting
opponents, protect allies, or when a character needs finesse one for use outside of a structured encounter, defer to that
in a sticky situation. By default, the Bending Arts skill is characteristic instead. Your GM has the final say in when a
governed by Willpower, but it may be unlinked from this skill Bending Skill check is required, and what characteristic the
depending on the form being used or at your GM’s discretion. action is linked to.

When your character performs any action that Narrating Concentration


requires a Bending Arts skill check (whether or not the
Quite a few bending techniques can be maintained over
check succeeds), they suffer 2 strain after resolving the
multiple rounds to provide an ongoing effect. In structured
check. This limits benders from using their abilities
encounters, your character does this by performing the
indiscriminately. Minor and narrative bending effects do not
Concentration maneuver. However, in narrative encounters,
impose this penalty. Some forms may specify more or less
strain in which case that value supersedes what is written tracking individual maneuvers can be unnecessarily tedious.
here, and some upgrades may reduce the burden on strain Instead, consider taking a narrative approach to concentration
entirely. and maintaining forms. You can decide that a character can’t
perform certain activities while also concentrating. A character
A Check with No Form might also start suffering strain in they try to sustain a form for
Inevitably, due to player inventiveness or unforeseen too long. Finally, if something happens that could interrupt a
challenges posed by the GM, a situation will arise where you character’s concentration, the player may make an Average
and your GM are unsure which bending forms apply to a ( ) Discipline check; failure means their character loses
described action. Although many actions and maneuvers are concentration and the form ends.
defined in this chapter, many minor or nuanced feats of

28 | The Bending Arts | The Second Age


Since bending is an inherently open-ended concept, The maneuvers listed here are available to all benders,
judging and resolving Bending Arts skill checks may seem but each element has its own bending form maneuvers as
challenging; really bending is just the means through which well, detailed in the later sections.
an end is achieved. Focus less on the “how” of the technique,
and more on what the task the form is accomplishing, or what Elemental Counter
obstacle bending is used to overcome. If the technique is Many skilled benders can counter and often redirect an
basically replicating the effects of a nonbending skill, assign opponent's form if they share the same elemental affinity.
the difficulty correspondingly while still considering the Your character may use this maneuver to set themselves
circumstances. Players can be the ones to conceptualize and up to counter an opponent. Until the end of their next turn,
describe how something is accomplished, and your GM sets when your character is hit by a form of their same element,
the difficulty (or determines the task impossible). your character may spend hhh generated by the attack to
Bending should not be a catch-all skill that eliminates the deflect the form, suffering half damage. The attacker may not
need for any others—indeed we see in the Avatar universe spend a to activate any of the form’s qualities against your
that this is not the case. Every element has its limits. Creating character. Your character may spend d generated by the
a water vortex to lift you up and cross the river is probably attack to redirect the form against the attacker as if they had
more difficult than simply swimming across, although your used the form, causing the attacker to suffer their own
character might find it easier if they aren’t trained in Athletics damage.
(or they don’t want to get their gear wet).
Resolving a Bending Arts check is really no different from
Concentrate
any other. If the check succeeds, the character achieves what While some effects last only for the duration of the action,
they set out to do. How exactly that happens is shown by the some elemental effects might require concentration to
positive and negative results in the dice pool, as interpreted sustain. If a bending form can benefit from concentration, the
by the GM and players. form’s description will note this.

Table 2-1: Penalties When Bending and at the end of Forms that can be sustained through concentration last
the section Table: 2-5: Spending a/h and t/d on until the end of the character’s next turn, or as noted in their
Bending Arts Skill Checks should offer additional insight description. If the character performs the concentrate
into how to handle penalties and the consequences for these maneuver during that next turn, the form’s effects last until the
types of checks. end of the character’s next turn instead. A form can be
sustained indefinitely by performing the concentrate
Table 2-1: Penalties When Bending maneuver each turn.
Penalty Condition
The character’s actions are hindered by heavy
Contested Bending
armor or a cumbersome weapon. If two benders of the same element are vying for control of a
The character is gagged, bound, or otherwise single mass of their element, they must make an opposed
unable to move. Bending Arts (WIL) check. To gain control of the element, a
The character is in circumstances that interfere bender must beat their opponent's skill check.
with their ability to concentrate, such as trying
to bend while treading water or hanging from Cooperative Bending

a rope, being buffeted by a sandstorm, or using In certain circumstances, multiple benders can work together
a Form that doesn’t target the character to accomplish larger and more powerful feats of bending. In
they’re currently engaged with. any cooperative bending attempt, one bender acts as the
primary bender for the attempt while any assisting characters
act as secondary benders. Two earthbenders can work
Bending in Structured together to lift a boulder beyond either of their abilities while
an airbender and waterbender can harmonize their bending

Encounters to shroud the party in a thick fog, putting the enemy at a


disadvantage. For narrative reasons alone it should be
There are no unique or tricky caveats or requirements for EXAMPLE: Contested Bending
Bending Arts skill checks in structured play. Bender
characters must still abide by the game’s action economy of An NPC earthbender is attempting to move the same boulder
incidentals, maneuvers, and actions. under control of a PC. Before doing so, they build their pool of
dice based on their rank in Bending Arts.
Bending Maneuvers The PC has a Chi rating of 3 and 2 ranks in Bending Arts. His 3
Bending maneuvers are limited to characters with at least one Chi grant him while Bending Arts 2 upgrades two of
rank in the Bending Arts skill. Like most maneuvers, these those dice into . His dice pool will have at least 4 dice before
don’t actually require checks, but affect your character’s applicable talents and abilities: .
options in encounters. Of course, you and your GM might also
describe common maneuvers in terms of bending when it The GM will build the opposing earthbender pool in the same
seems appropriate. For instance, a player might describe manner and the two characters will make their rolls. The
swimming as their character does it with their waterbending. character with the most s takes control of the boulder. On a
tie, the character with the most a takes control.

The Second Age | The Bending Arts | 29


obvious that users of the same element can easily assist one of the form deal more damage, and have their qualities (e.g.
another in bending skill checks. This is demonstrated many Blast, Stun, or Disorient) amplified.
times throughout the Avatar series, and should be emulated When you perform a Bending Arts skill check while your
in any game session. element is above silhouette 0, you must upgrade the difficulty
Sometimes, benders can use their different elements in of your skill check a number of times equal to half of the
unique and collaborative ways. Benders of distinct disciplines silhouette of the form, rounded down. For example, a
can bend cooperatively together, but narratively it must be silhouette 3 Fire Blast would require one upgrade.
something the character can feasibly manipulate with Remember, if you’re upgrading more dice than are in the pool,
bending. For example, a waterbender and an earthbender can then you simply add another difficulty. Bending larger
work together to bend mud (containing both water and earth); quantities of your element should not be just be a given—
earth and airbenders might both affect the same mass of there are severe consequences should something go wrong.
sand, whipping its particles around to buffet opponents with a Even the Avatar, the most powerful bender, runs the risk of
grainy vortex. In cases where two skilled benders cooperate destroying villages or hurting bystanders when they hurl
with different elements, upgrade one to a on a skilled around a rock the size of a small mountain.
assistance check to represent potential unforeseen
complications arising from mixing two elements together. Table 2-3: Bending Arts Skill Bonuses
Damage Modifier Quality Modifier
Bending Range Rank Sil.
(by Silhouette) (by Silhouette)
1 0 +0 +0
Combat checks can be either melee or ranged attacks,
and thus follow normal GENESYS rules for combat. A form’s 2 1 +1 +0
description will call for a Bending Arts combat check, in 3 2–3 +1 +1
which case the initial difficulty is set by Table 2-2: Ranged
Attack Difficulties. A form may sometimes specify its own 4 4–6 +2 +2
difficulty, and as such these skills checks generally are not 5 7 – 10 +3 +3
combat checks.
Note: common sense should come into play here. An
Forms will also frequently specify the range up to which increase of elemental size must always be limited by the
they can be used effectively. A bender may use their forms availability of the element; this is particularly true for
beyond the range listed in the description. Upgrade the waterbending and earthbending, but even a firebender or
difficulty of the check once for each band beyond the range airbender might have a harder time when they’re indoors.
described by the form. For example, performing a Fire Blast
which is normally short range against a target at medium
range means you would upgrade one to a .
Dealing Damage with
Table 2-2: Ranged Attack Difficulties Forms
Range Band Difficulty Added
Some bending forms are explicitly designed to attack an
Engaged opponent. When a form deals damage, treat it as you would
Short any other attack or weapon profile. A form's base damage is
Medium the rating of your character’s characteristic linked to that that
form. Some forms will have a damage modifier (“+X”). For
Long example, a bender with Brawn 3 using Air Swipe will do at
Extreme least 3 strain damage before adding additional damage due
to uncanceled s, in addition to any other modifiers from
talents or abilities. Base damage on top of s can add up
Silhouettes and Bending quickly, and each technique likely has a quality which can be
activated with a that can help deal more damage or turn the
Many of your character’s bending checks will be made during
tides of battle.
combat, narrated as a quick sequence of events. Much of the
time, the size and shape of the elements being hurled around Additionally, the damage of a bending form, and intensity
is of no consequence for resolving a skill check. However, we of its effects, would be amplified by the size and force of the
often see in the Avatar series that extremely talented benders element in-question. A Fire Blast the size of a house would hit
can perform amazing feats of bending while controlling an and explode harder than a mere fireball from the palm of one’s
immense mass of their element and no doubt you will want to hand. Table 2-3: Bending Arts Skill Bonuses provides
recreate those epic moments. The game can use silhouette some guidance to reflect these mechanical adjustments as
as a narrative value to help represent the size of the elements they may relate to silhouette. Your GM has the final say on
they control. how to represent the results of such fantastic skill checks.
By default, anytime a bender uses a form or manipulates
their element, the element is silhouette 0. You can use a The Environment
maneuver to increase the silhouette by one, to a maximum One of the recurring motifs throughout the series is that a
determined by your rank in Bending Arts (see Table 2-3: bender’s ability to manipulate their element depends as much
Bending Arts Skill Bonuses). You may choose instead to on their spirituality and skill as it does their natural
suffer 1 strain to do this as an incidental. Larger expressions environment. A character’s location can dramatically impact

30 | The Bending Arts | The Second Age


their ability to wield and control their element. In the series, No bending
During a solar eclipse; holding breath
Sozin’s Comet is an infamous example—during its passing, possible
the comet was named after Fire Lord Sozin after he used its Earthbending
influence over firebending to launch the Hundred Year War.
-1 strain When outdoors
The comet’s proximity gave the firebenders a near-unlimited
wellspring of power. As another example, earthbending In sand; in wet environments
prisoners were kept in Fire Nation prisons in the middle of the No bending
No earth within Extreme range
sea to deprive them of their ability to earthbend. possible

Table 2-4: Suggested Environmental Effects When Bending


In addition to their martial combat bonuses, benders will
Bonus Conditions experience a distinct advantage (or disadvantage) to their
Waterbending bending abilities depending upon where they are, the
Under the full moon; near a large body of weather, even the universe around them. Each of the
water such as an ocean or sea elements experiences great bonuses when they perform their
Under the moon (any other time); near a small techniques in synergy with their environment. Conversely, a
-1 strain to medium sized body of water; during the bender suffers immense setback when they attempt
rain techniques in unfavorable locations. A waterbender can
+1 strain During a new moon control the tides when they’re near a large body of water, but
unless they bring it with them, there is no water to bend in the
In an arid or hot environment desert. Earthbenders can be dangerous just about
No bending everywhere they go—but take the earth from beneath their
Lunar eclipse
possible feet and their skills mean nothing.
Airbending Table 2-4: Suggested Environmental Effects When
Confined, close quarters Bending details many circumstances during which benders
Firebending could experience bonuses—or setbacks—depending upon
the environment around them. The examples provided are not
No strain,
During a comet passing exhaustive, and are inspired from events and circumstances
↑ to
seen in the Avatar series. Players should feel free to consult
-1 strain In an arid or hot environment with their GM if they believe certain circumstances may
When the sun is at its peak warrant a or , more or less strain, or anything in between.
+1 strain During the rain; cold environment Bonuses can be cumulative. Players should feel free to modify
the kinds of bonuses (and under what conditions they apply).

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 him temporarily with a blow to the leg, or disarming him. This should be
agreed upon by the player and the GM, 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 Sustain a form without using a maneuver.
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 is short-circuited by splashing water, a gust blows
the MacGuffin to a farther range band.
The technique was more powerful than expected. One character engaged with the original target (chosen by the GM) is
hhh or targeted or otherwise affected by the form as well.
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.

The Second Age | The Bending Arts | 31


Bending Forms They’re more like Guidelines
“Bending Forms” are specialized bending techniques with
The unique techniques of the bending arts are referred to as specific outcomes and specific requirements for use. A
bending forms. Mechanically, forms work the same way
character will have to suffer strain, and use up their maneuver
talents do: they describe an action that the character may take
or action to activate predefined effects.
during narrative or structured play. Most benders will use their
forms in the heat of combat by making a combat skill check to From this point onward, your table can use some, all, or none
determine whether an action succeeds or fails. Unlike most of the rules for forms in this book. The tools are all provided in
skill checks, bending the elements offers more opportunity to the narrative dice system, and each component here is layered
modify the dice pool and define the outcome. In the following in such a way so that you can peel it back to reduce complexity
sections many of the iconic and widely-used techniques from where desired. Play with forms, but not their upgrades. Play
the Avatar series are defined through the existing game with just the Bending Arts skill and the elemental effects tables,
language of incidentals, maneuvers, and actions. similar to GENESYS magic.
Many techniques are represented by a unique form, but Whether you follow these structured definitions, or play more
the forms in this rulebook are not exhaustive. Similar to talents freeform, the approach is the same: does the character
and tiers, forms are categorized based on level of expertise.
succeed automatically or is there a chance for failure? If failure
Basic forms are for untrained benders and beginners.
can occur, it’s a skill check. If it’s not enough to warrant a full
Advanced forms are indicative of dedication to the bending
action, then is it quick enough to be an incidental or
arts. Some techniques require countless hours of training and
meditation to attain, however. These expert and master forms complicated enough to require a maneuver? How much of a
contain some of the most powerful and potent bending toll does the act take on the character’s body? What kind of
abilities seen in the world of Avatar. These categories are resources does the character require to pull it off? These
detailed later in this section and offer narrative insight into the considerations and others outlined in this chapter all come
kinds of abilities this author deems appropriate to each level. together to bring bending to life.

Acquiring Forms Advanced Forms


Your character automatically gains access to two of their Veteran benders have gained a familiarity over the basics and
forms if they have at least one rank in the Bending Arts skill. can more finely manipulate their respective elements.
Benders can acquire more forms by meeting requirements, Advanced forms are techniques that start to push the bender
such as increasing their Bending Arts skill, and spending XP to their limits, but enable them to perform more powerful
to acquire the form. When your character acquires a form, techniques and technical feats. Benders can sustain and
they immediately gain access to the base effect of the chain techniques together for potent combinations.
technique, listed in its description.
However, your GM has the final say on how a form might Expert Forms
be acquired (or whether they’re used in your game at all; see Expert bending forms are the result of truly dedicated benders
They’re more like Guidelines in the sidebar). Perhaps who spend much of their time training and honing their art.
benders may acquire other basic and advanced forms at any Experts have an easy time manipulating their element to their
time simply by spending XP; maybe in your game, new will, can sustain techniques almost indefinitely and can
characters know these forms by default, or they are given out transform them into devastating powers.
as adventure rewards. Expert and master forms may require
more effort beyond spending XP to learn, and perhaps must Master Forms
be taught or learned through roleplay, combat, training Certain, rare forms are attainable only in unique
montage, or other means. circumstances. These are not forms that your average bender
Knowledge of a certain technique could be hidden in a can teach themselves, but must be taught or learned through
bending scroll, which the players find as treasure, containing other means. Bending Masters and bending scrolls are two
techniques a character can acquire after rigorous study and sources for these powerful abilities which can turn benders
practice. Perhaps a certain technique can only be taught by into a formidable force of nature.
someone who already knows it; the characters may stumble Guru Laghima and Zaheer are the only two airbenders
upon—or deliberately seek out—a bending master of their known to achieve true flight; several waterbenders have been
element for that purpose. You are encouraged to lend your known to bloodbend outside of a full moon; mighty
flexibility to encounter new opportunities throughout the story earthbenders may control molten earth; and combustion is an
and develop your characters in a way that suits your playstyle arcane firebending art.
and campaign.

Basic Forms Form Descriptions


Newly created bender characters and young learners in the A form generally consists of a name, a mechanical profile, and
game have only just attained a beginner’s understanding of a base effect. The base effect is the technique at its simplest,
the bending arts. Unseasoned benders still struggle to and provides the foundation for any potential improvements.
manipulate even handfuls of the element and have trouble The following is a breakdown of each form. Each part of a form
sustaining and controlling the manipulated matter for conveys specific information.
extended periods of time.

32 | The Bending Arts | The Second Age


 Name: Every form has a name, usually drawn from or Transform effects represent the perfection of a form
inspired by the Avatar series, making it all the easier to through transformation by adding to its base effects or
remember! modifying an existing one. As a result, these effects are
 Activation: Most forms are active abilities. This usually passive and their benefits are permanent. When your
means, as with talents, you can choose when your character acquires a Transform effect, they must choose one
character uses the form (see page 97 of the of their known forms. When they use this form, they may
GENESYS Core Rulebook for more on actions, activate the effect if they meet the requirements. As with
maneuvers, and incidentals). Finesse effects, your GM has the final say.
 Requirements: Each form has its own requirements Although these effects are freely available, not all effects
in the form of experience points (XP) and a required will apply to all forms—and some may seem more potent
rank in the Bending Arts skill. Your GM has the final when applied to specific forms. For instance, you wouldn’t be
say on all requirements. able to add damage to a form that does not attack a target, or
 Combat profile: Some forms allow you to perform increase the difficulty of a form that does not call for a skill
special combat checks with your Bending Arts skill. check. See Table 2-6: Universal Bending Form Effects for
These forms include information about range, damage, a list of Finesse and Transform effects which are applicable
and critical ratings. to all elements.
 Rules: These are the rules that describe what the form
does. Using Form Effects
Improving Forms
When your character uses a form, they may only activate a
number of effects up to their rank in Bending Arts.
There are plenty of benders in the world, many of them far Finesse effects can be activated as an incidental when
more powerful than the players. Yet a high rank in the Bending making a Bending Arts skill check; Transform effects are all
Arts skill alone does not put one on the same level as the passive, and are always applicable to a form once they are
Avatar, or other masters. Just as we see in the Avatar series, acquired. Thus, Transform effects are considered to be
your character’s forms can be a reflection of their personality always active and count toward this number. An effect may
and life experience. Techniques can reflect their preferences, only be added once unless the effect specifies otherwise. You
training, and even their background. Players in The Second may not add an effect if it would increase the difficulty of the
Age can customize their own bending style by modifying their check beyond Formidable ( ) after any relevant
forms at-will, even permanently, through the use of various reductions, such as from talents.
improvements and effects. These limitations are just guidelines. It’s possible for
Like talents, some forms can gain new abilities through characters to surpass these limitations in exceptional
improved versions known as Expert and Master forms. scenarios, such as learning secret techniques from a master
These descriptions will be sections within the base form and or through other narrative circumstances. You may decide for
will follow the same formatting outlined above, with the your game that all effects are permanent, or all are incidental,
requirements and effects listed. By default, expert and master or that there simply is no limit!
forms require a certain rank in the Bending Arts skill and a
number of XP. Creating Forms
Although each form improvement has its own While Avatar: The Second Age offers a variety of unique and
requirements, the GM has the final decision on what is diverse abilities across the four elements, you may want to
required. As discussed earlier when acquiring forms, you create your own.
should discuss what kind of progression makes sense for your
table and story. Players should actively seek out narrative An aspiring GM may want to take the world of Avatar in a
justifications to enhance their abilities. different direction, or create abilities to represent a different
style or flair of bending. Or maybe you’re playing a character
Types of Form Effects whose goal is to try to invent a new form. Airbending masters,
for example, only acquire their tattoos after they innovate a
In addition to specific improvements for each form, a bender
new airbending technique; Avatar Aang received his tattoos
may have access to a variety of additional effects that let them
when he created the Air Scooter form.
perform ad-hoc techniques or hone a specific approach.
These effects are categorized as Finesse and Transform For any reason you might want to create a new elemental
effects. Finesse effects, once learned, can be used to modify form, here are some guidelines followed during the creation
any of your forms on-the-fly for a temporary effect, while of this book which you may find useful.
Transform effects grant permanent benefits to a single
specific form. Form and Function
Finesse effects represent learned techniques to modify When you set out to create a new form, consider how it will be
the base requirements of forms in the moment by changing used and what resources the character will have to expend to
the amount of strain suffered, increasing, or upgrading . use it. Bending abilities are primarily used for three purposes:
Once acquired, Finesse effects are available forever and offense, defense, and utility.
applicable to any form. Your GM may choose to waive the XP Any time a character makes a Bending Arts skill check,
requirement, give these effects out as rewards, not use them, they must suffer strain. How much strain should depend on
or use additional effects! the effect of the form, but this author follows the guidance
outlined in the GENESYS Core Rulebook for Magic actions

The Second Age | The Bending Arts | 33


A Form of Perfection
Upgrading a bending form simply means making it better. Mechanically, that means modifying existing effects in beneficial ways or
adding new abilities or qualities. The idea is to improve the form.
Narratively, this represents a bender’s continued training and learning about the nature of their element, and their unique bending
arts. Certain terms like Finesse and Transform have only minor mechanical purpose, but help to convey a certain narrative intent.
Finesse represents how players can modify their forms to serve their needs on the fly. This reflects the character’s deeper
comprehension of their bending art, and is why finesse effects need to be acquired only once.
Transform effects simulate how individual characters demonstrate preference and refinement of a specific form. These improvements
fundamentally alter the base effect of a form and should tend require some sort of narrative justification; the GM can simply ask players
how their characters have been able to hone these abilities. As stated, when a Transform effect is acquired, it is applied only to a specific
form and must be acquired separately for another form.

that 2 strain should be suffered, at a minimum. As seen with


talents, more or less strain can be suffered to call upon
Design
different feats of bending. Now that you’ve got a solid concept down, it’s time to actually
apply the game’s rules to create the ability. To give you some
Forms should fulfill a unique purpose beyond simply ideas, forms are classified as one of three types: offense,
copying an existing one. What sets the Air Vortex and defense, or utility. As the names imply, each of these has a
subsequent abilities apart is that each iteration introduces a core function: offense for dealing damage and inflicting
new aspect of the form while improving upon old ones. statuses, defense for protection from these things, and utility
Consider whether the ability being created would fit more for everything else. In addition to this basic function, bending
appropriately as an improvement to an existing form. forms can have one or more item qualities (see Chapter V:
You should consider the following aspects when you Gear and Equipment).
create your own form:
Offensive Forms
Concept: Determine what makes the form a unique Offensive bending forms allow your character to dish out the
bending ability, and what it should do overall. hurt. These forms nearly always require a combat skill
Design: Decide whether the form’s purpose is offense, check, and thus an action, to determine whether the attack is
defense, or utility and then pick item qualities for it. successful. Usually, this is the Bending Arts skill keyed to a
specific characteristic; you can determine which characteristic
Requirements: Select a characteristic for the Bending
is most appropriate based on the concept of the ability.
Arts skill check and a form tier.
Offensive forms are often accompanied by one or more
Finishing Touches: Name the form, and determine
item qualities and each element can be emphasized by mixing
whether it has any Expert or Master improvements.
a variety of qualities. Fire is easily reflected with the Burn and
Concept Blast qualities; the power of Air can be illustrated with its
ability to Disorient and Knockdown opponents; Water can
When you set out to create new bending techniques, the first
easily represent multiple qualities depending on whether it is
thing you should consider is what form this ability takes and
liquid (Stun) or ice (Pierce); Earth can be defined by its easy
what it should accomplish. Nothing mechanical is happening
ability to Ensnare or Push characters. These are just some
at this step of the process. Your goal is to describe the form
examples, and many forms can break this mold. You might
or improvement as it would apply within the narrative of your
use Burn to represent severe cold damage, or Stun to
story. Once you set your concept down, everything else will
represent a quick jolt of lightning.
follow.
Because bending attacks deal damage based on their
A second consideration of your concept should determine
Characteristic rating, treat them as if they were improvised
whether the idea is something wholly new, or just an
improvement or modification to an existing form. Does the
form have unique requirements, such as an existing form, or EXAMPLE: Conceptualizing a Form
control over a specific kind of one’s element (like ice or sand) Greg came up with the idea for spiked armor for his
and does it offer a distinct outcome from another form? If
earthbender (“Wouldn’t that just be neat?” he says). He wants
something similar exists, it may be prudent to consider
his character to prioritize going into melee combat while not
whether the concept is better-suited as an improvement to an
compromising his defense and asks the GM if he can use his
existing form (i.e. an Expert or Master improvement).
existing Earth Armor form to gain a new ‘Spiked Armor’
A final consideration is that nearly all active uses of improvement to deal damage to enemies who attacked him.
bending require a bender to suffer a minimum of 2 strain. An
important exception here would be made for airbending forms, “That’s a neat idea and could probably work when there’s
as they are generally nonlethal, and their bending art less Threat involved,” the GM says. “But what if it were an entirely
strenuous on the body. new form that got progressively more bonkers?” And Greg
agreed.

34 | The Bending Arts | The Second Age


an incidental (out of turn). Remember, if something requires a
EXAMPLE: Designing a Form skill check it is always an action.

Greg came up with the idea for spiked armor for his Unless the form is specifically something meant to be
accomplished at longer ranges, the effect of the core ability
earthbender and his GM agrees it would be cool.
should not go beyond short range. Try not to overload your
“So every time Haru takes a hit in melee,” Greg explains, “I ability with too many features and if you have a lot of ideas for
want him to hurt the attacker because his armor has spikes on what you want your ability to do, consider stashing some of
it.” those features and functionality behind Expert and Master
improvements.
“Well he can’t automatically deal damage, that’s basically
giving you a free attack for nothing. How about activating this Improvements should do more than just add or slightly
once per turn?” boost a single quality. They should fundamentally alter the
way the core ability works in a way that encourages a
They decided on an improvement for Haru’s existing Earth
character to specialize. Expert improvements generally tend
Armor form: “Once per turn after you’ve been hit by a melee to expand upon what’s already present: manipulating existing
attack, you can spend hhh or d to inflict 3 wounds on your requirements or increasing the potency of existing effects or
attacker.” qualities. Master improvements should be transformative and
After hashing out additional details, Greg’s GM then expand upon a form’s core ability in substantial ways, alter it,
realized this could be a whole new Form, unique to Haru with or even offer a completely new way to use the form. One
its own path of improvement. example is the waterbender’s Master Water Volley, which
adds new qualities and functionality when you use the form
For the new Spiked Armor form, Greg and his GM decide with ice instead of liquid water.
it’s an advanced form, requiring Bending Arts rank 3 just like
Earth Armor. It offers less protection, and doesn’t hinder Choose Requirements
movement. Its Expert improvement scales the wound infliction As a limiting factor to balance benders, bending needs a
to the bender’s rank in Bending Arts and the Master requirement. Generally, this means voluntarily suffering strain
improvement allows the bender to cover their entire body in a to active an ability. However, if an ability only functions as part
spiked sphere to make a crazy melee attack bouncing between of a skill check, you might additionally spend the symbols from
multiple targets. the check to trigger effects. In either case, the bender is giving
up a resource to activate the form. Most forms should require
a maneuver to use, either automatically creating effects or
weapons. That means a form’s base damage is additive. granting additional effects for future skill checks when active,
Critical ratings should also be considered and should not go while stronger abilities require both an action and a skill check
below 3, even for firebending. to create an effect.

Defensive Forms When considering the difficulty of a skill check, you should
default to Average ( ) unless the form offers some kind of
Defensive bending forms naturally protect your character or
utility, in which case the form should tend to be at least Hard
other characters from suffering damage or status effects.
( ). A form should not go above Daunting ( )
This effect doesn’t literally mean that your character is because there should be room for a player to increase the
always just covering themselves in their element, but using it difficulty when they want to add a Finesse effect which
in clever ways to mitigate damage taken, or decrease their increases difficulty.
chances of being hit altogether. Generally speaking, a
Another limiting factor on a form should be frequency. Is
defensive form will offer additional soak or bonuses to your
the form strong enough for its use to turn the entire encounter
defense rating(s). You can consider item qualities for
in their favor? If so, it should be limited to once per encounter,
defensive forms, but many qualities will not apply.
or even once per session if the effect is especially potent. If
Utility Forms the form doesn’t seem disruptive to be used multiple times in
Any bending form with an ability that isn’t directly offensive or an encounter, it’s probably fine to limit it to once per round.
defensive probably falls into this category. Some examples One example of this limitation is the Bloodbending form, which
include the Air Vortex, Seismic Sense, Octopus Form, or Jet defines both narrative and mechanical limitations.
Stepping. A final consideration is whether the character should have
The possible functions for a utility form are quite literally to spend experience points, or have attained a level of
limitless and before you set out to create one consider understanding in their Bending Arts skill. If you require a
whether the concept you’ve described is sufficiently narrow certain rank of Bending Arts, you can multiply that number by
enough in scope that a general Bending Arts skill check 5 to determine the amount of XP the form should cost to
wouldn’t apply instead. Like offensive and defensive forms, acquire. This number is entirely up to the GM to determine
item qualities can be applied to utility forms but keep in mind what is reasonable when it comes to a form’s requirements.
that some qualities are only applicable to dealing damage. When it comes to Expert and Master form improvements,
Core Ability follow the standard laid out in this book by pricing them at 10
Once you’ve figured out what kind of role your form will serve, and 15 XP, respectively. You can decide whether a certain
it’s time to define its core function. You’ll start by determining Bending Arts rank or form is also required.
whether the form is an incidental, maneuver, action or even A particularly narrative-driven campaign might decide that
the bender has created the idea for a new form in their mind,

The Second Age | The Bending Arts | 35


or written it out on a scroll, and must pass a Bending Arts anything change during the creation process that requires a
check or complete a skill challenge in order to actually create new narrative explanation?
the form. This can provide an exciting narrative justification for Finally, the bending form will need a name which should
a player looking to create a new form. evoke the kind of ability the form facilitates; Earth Armor, for
Finishing Touch example, is clear in what bonus it confers to the earthbender.

Once you have drafted up your final form, take a moment to


think about your original concept and the final result. Did

Table 2-6: Universal Bending Form Effects


NAME EFFECTS MODIFIER COST
Finesse
Increase the effective range band of your bending form. You may add this upgrade multiple
Range + —
times.
The form deals damage equal to twice the characteristic linked to the skill (instead of dealing
Empowered damage equal to the characteristic). If the attack has the Blast quality, it affects all characters + 15 XP
within short range instead of engaged.
Increase the difficulty of the check a number of times no greater than your rank in Bending Arts
Enhance Quality to boost a form’s quality rating by that number.
+ 15 XP

You may spend aa a number of times no greater than your rank in Bending Arts to affect that
Additional Targets + 15 XP
many additional targets with your form.

Reflexive You may suffer 1 additional strain to perform a bending maneuver as an incidental. +1 strain 10 XP
You may suffer 2 additional strain to decrease the Form’s difficulty by 1 to a minimum of easy.
Focused +2 strain 10 XP
This upgrade may be added multiple times.

Transform
You may suffer 1 less strain to perform this form after adding strain for other upgrades, to a
Good Form minimum of 0. You may apply this upgrade more than once; if you do, increase the cost by 5 XP N/A 5 XP
for each time you have Good Form on this form.
Concentration You ignore when concentrating to sustain this form. N/A 10 XP

Once per round, when you are the target of a combat check, and if you have not reached your
Counterstrike maneuver-limit, you may use this form as an Incidental (Out of Turn). You must spend hhh if N/A 15 XP
the form is a maneuver or hhhh if it is an action.

Form Strength The first quality you would activate with this form requires only a instead of its usual cost. N/A 15 XP

36 | The Bending Arts | The Second Age


Firebending
Unique among the bending arts, firebending is the only Master
element in which the user can spontaneously generate the
Passive
element. Firebending is the most aggressive and damaging of Requirement: 15 XP, Bending Arts 2
the four elements. However, it has very few defensive moves
and it is also the most unwieldy of the elements as many of its Whenever your character inflicts the Burn quality, they may
techniques impose an inherent difficulty overcome only by add their rank in Bending Arts to the weapon's base damage
masters of the art. when calculating the Burn damage.
The philosophy of firebending, when it was first created,
differs radically from that of the modern Fire Nation. Originally
Fire Blast
representing warmth, energy and life, the Fire Nation had Action
become fueled by greed and rage. Firebending is not totally Requirement: Free with Bending Arts 1
devoted to unleashing the power of fire on one's enemies. In Base Damage: WIL+1; Critical: aaaaa
practice, the focus is placed upon balance. Firebending, This basic ability produces miniature fireballs and missiles of
however it is accomplished, is about decisively acting on one's flame.
desires or goals. Some firebenders do so by becoming one Your character may suffer 2 strain to make a Bending
with the harmony of life, treating the flame as a living, Arts (WIL) combat check to project a powerful blast of fire
breathing thing. Others use their anger as a source of at a target within short range. This attack has the Burn 1
destructive power, a crude but effective path. quality.
Breath control is one of the first things taught to young
firebenders as without control of breathing, they are more Expert
prone to lose control of the fire that they are creating or Incidental
manipulating, leading to disastrous results. Firebending Requirement: 10 XP, Bending Arts 1
hinges on inner calm, discipline, and emotional and physical You may upgrade one to . If you do, Fire Blast gains the
stability such as a firm balanced form, rhythmic breathing and Blast quality with a rating equal to your rank in Bending Arts.
good health. Unlike other benders who depend on external
sources of their elements to bend, firebenders can create fire Master
using their internal heat source in addition to controlling Passive
already existent flames. Requirement: 15 XP, Bending Arts 3

Basic Forms
Lower the critical rating of your Fire Blast by 1.

Even firebenders who are only just discovering their abilities


Fire Kick
still have access to several basic forms that most beginners Action
discover and explore on their own. They require a basic Requirement: 10 XP, Bending Arts 2
understanding of the Bending Arts (rank 1 – 2) and at least 5 Base Damage: BRA+2; Critical: aaaaaa
XP.
With a swift jab from their feet, your character can create a
Manifest Fire fiery blaze of fury.
Your character may suffer 2 strain to make a Bending
Maneuver
Arts (BRA) combat check to deliver a fiery kick to an
Requirement: Free with Bending Arts 1
engaged target. This attack has the Burn 1, Disorient 2
Your character can suffer 2 strain to use this form to manifest qualities.
a small flame within short range. If there is already a source
of fire within short range, they suffer 1 strain instead. The Expert
flame lasts for the duration of the encounter or scene and can Passive
be extinguished as an incidental. Your character can use a Requirement: 10 XP, Bending Arts 2
maneuver to move the flame to another location, or to This attack gains the Push quality.
increase its silhouette.
Additionally, your character adds to your firebending
Master
checks when you are in cold or wet environments, and must Incidental
suffer 1 additional strain. During a comet, they only suffer a Requirement: 15 XP, Bending Arts 3, Fire Sweep
maximum of 1 strain to perform any firebending form, and you Once per turn, you may spend t on a successful Fire Kick to
upgrade one to a . perform Fire Sweep as an additional action.

Expert Fire Stream


Passive
Action
Requirement: 10 XP, Bending Arts 1
Requirement: 10 XP, Bending Arts 2
Your character has mastered their inner fire and is no longer Base Damage: INT+1; Critical: aaaaa
adversely affected by cold weather. Additionally, they are
Your character can shoot continuous streams of fire from their
immune to the Burn quality activated by a source of fire.
fingertips, fists, palms, or legs.

The Second Age | The Bending Arts | 37


Your character may suffer 2 strain to make a Bending Master
Arts (INT) combat check; using your hands or feet, you
Passive
create a stream of fire in a straight line up to short range which Requirement: 15 XP, Bending Arts 4
lasts until the end your character’s next turn.
Your character has mastery over the very temperature of the
The stream hits anyone in its path at the time of its
room they occupy.
creation; a character is hit when they pass through it for the
first time on their turn, or begin their turn engaged with it. A When your character uses Heat Control, they may instead
fire stream has the Burn 2 quality. perform the action to sap all heat from a target source. What
effect this has should be decided at the table, based on the
Expert context of the scene and the object being targeted.
Incidental
Requirement: 10 XP, Bending Arts 3 Advanced Forms
Before your character makes a check to perform Fire Stream,
Advanced forms generally require a firebender spend more
they may suffer 1 additional strain to increase the difficulty of
time practicing their art, in addition to gaining practical
the check by . If the check is successful, your character
experience.
creates a second stream which can be targeted in a different
direction. Unless stated otherwise in the description or by your GM,
advanced forms require at least 15 XP and a Bending Arts
Fire Strikes rank of 3.
Maneuver
Requirement: 5 XP, Bending Arts 1
Jet Stepping
Maneuver
Firebenders have the ability to enhance their martial arts with
Requirement: 15 XP, Bending Arts 3
jets of flame emitting from their fists or fingertips.
By using small bursts of flames beneath their feet, a
Your character may suffer 2 strain to add the Burn 1
firebender can quickly scale buildings or leap over
quality to their next Martial Arts combat check. Martial Arts
treacherous terrain.
combat checks while this form is active may be made up to
short range. Your character may suffer 2 strain to use this form to
enhance their movement until the end of their next turn. They
Expert treat difficult terrain as normal.
Incidental
Requirement: 10 XP, Bending Arts 2 Expert
Passive
You may spend a to increase the rating of the Burn quality
Requirement: 10 XP, Bending Arts 3
by 1 per a spent in this way.
Your character can use a second maneuver each round
Master without suffering the strain normally required to do so.
Incidental Additionally, the effects of Jet Stepping last for a number of
Requirement: 15 XP, Bending Arts 3 rounds equal to your rank in Bending Arts.
When your character performs a successful Martial Arts Master
combat check while Fire Strikes is active, they may spend a Incidental
t to increase the damage dealt by Burn equal to their ranks Requirement: 15 XP, Bending Arts 4
in Bending Arts.
Once per turn, your character can move up to short range
Heat Control without using a maneuver to do so.
Action
Requirement: 10 XP, Bending Arts 2
Incineration
Incidental, (Out of Turn)
Certain firebenders appear to have the ability to control heat. Requirement: 15 XP, Bending Arts 3
Your character can use this technique to heat liquids, heat
metal until it glows red, or even melt ice. Once per round, your character may suffer 2 strain to destroy
an incoming ranged projectile such as an arrow or small
In a structured encounter, your character may suffer 2 stone. Damage from this object is reduced by half.
strain to use this form to make a Hard ( ) Bending Arts
(CUN) check to target engaged weapon, armor, or other item Energy Reading
made of metal and damage it one step, as if by the Sunder
Action
quality.
Requirement: 15 XP, Bending Arts 3
Expert Firebenders are capable of sensing and guiding heat along
Passive energy pathways within a person’s body. When they use this
Requirement: 10 XP, Bending Arts 3 form, your character can ascertain the cause of ailments
Your character may use Heat Control against a target up to afflicting the mind and body, such as stress, memory loss, or
short range by default. even infection by a dark spirit.
In a structured encounter, your character may suffer 2
strain to make a Hard ( ) Bending Arts (WIL) check to

38 | The Bending Arts | The Second Age


heal an engaged ally of all status effects currently affecting This form utilizes a continuous stream of flame with a semi-
them. tactile quality that can be utilized as a whip.

Expert Your character may suffer 2 strain to create a whip of


Action flames until the end of their next turn.
Requirement: 10 XP, Bending Arts 4 The whip has all the qualities of a normal whip except it
also inflicts Burn 2 against opponents and it may be used
Once per encounter, your character may use this form to
beyond short range with the Range Finesse effect. Your Fire
make the skill check targeting a spirit up to short range. If
Whip gains the Vicious 1 quality against unarmored targets.
successful, they read the spirit’s aura and gain an
understanding of its being. Your character may choose one: While this form is active, your character can use Fire Whip
learn two facets of the target spirit’s Motivation, or all bending to make a Bending Arts (AGI) combat check against a
attacks against the spirit have a Pierce quality with a rating target within short range.
equal to your rank in Bending Arts.
Expert
Any social or combat check targeting the spirit generates Incidental
an automatic a. Requirement: 10 XP, Bending Arts 3

Heat Wave Your character may suffer 1 additional strain to create a


second Fire Whip which can be independently targeted. You
Action
must follow Two-Weapon Fighting rules to make any attacks
Requirement: 15 XP, Bending Arts 3
with both whips.
Base Damage: WIL+2; Critical: aaaa
Some firebender’s prefer to employ quick and stunning forms Master
to confuse and scatter their foes. Passive
Requirement: 15 XP, Bending Arts 4
Your character may suffer 3 strain to make a Hard
( ) Bending Arts (WIL) check to create a burst of heat Your Fire Whip can now reach up to medium range by default
which inflicts Disorient 3 against all opponents within short and has the Burn 3 quality. Additionally, the Vicious 1 quality
range, and deal Stun Damage to engaged characters. applies to lightly armored targets.

Expert Your character can grapple objects or targets with their


Fire Whip.
Incidental
Requirement: 10 XP, Bending Arts 4
Fire Sweep
Once per turn, your character can spend aaa or t to Action
redirect the heat onto a single target within short range, Requirement: 15 XP, Bending Arts 3
dealing additional Stun Damage equal to your rank in Bending Base Damage: BRA+2; Critical: aaaaa
Arts.
With a spinning kick, or sweeping movement of the arms or
Fire Shield even a weapon, a firebender can create rings and arcs of
flame to slice a broad area.
Action
Requirement: 15 XP, Bending Arts 3 Your character may suffer 2 strain to make a Bending
Arts (BRA) combat check to make a sweeping attack
One of firebending’s few defensive techniques, this form can
against adjacent targets within short range with your flames
be used to create a protective shield of fire in front of, or
and feet, or any weapon with Reach quality.
around, your character to deflect attacks and explosions.
The attack deals melee damage, has the Burn 3 quality,
Your character may suffer 3 strain to make an Average
and can knock a target prone by spending aa generated by
( ) Bending Arts (INT) check to create a whirling shield the check.
of flame around yourself which increases your soak by 1. The
shield lasts until the end of your next turn. Expert
Your Fire Shield inflicts 1 wound to any character who Incidental
engages or disengages your character for the first time each Requirement: 10 XP, Bending Arts 4, Fire Spin
round, and to characters who start their turn next to your Once per turn, you may spend t on a successful Fire Sweep
character. check to perform the Fire Spin maneuver without suffering the
strain required.
Expert
Passive
Requirement: 10 XP, Bending Arts 3
Expert Forms
Your character’s control over their firebending prevents Truly dedicated firebenders can perfect the use of forms that
characters of their choice from taking damage from the Fire capture the essence of their element.
Shield. Benders require at least 4 ranks in Bending Arts to acquire

Fire Whip
an expert form, in addition to spending 20 XP. Your GM may
waive these requirements or add others.
Maneuver
Requirement: 15 XP, Bending Arts 3, Fire Stream
Base Damage: AGI+1; Critical: aaaa

The Second Age | The Bending Arts | 39


Fire Spin Until the end of your character’s next turn, you ignore
difficult terrain and add to all combat checks targeting your
Maneuver character.
Requirement: 20 XP, Bending Arts 4
Your character may suffer 3 strain to use this form to spin in Master Forms
place vigorously, twirling fire around them in a burst up to
short range. All characters within range must make a Hard These abilities are rarely seen among the bending population.
( ) Resilience check. Characters who do not succeed Only an experienced and learned firebender can unlock the
suffer a number of wounds equal to your character’s rank in full potential of their element.
Bending Arts. These forms should require at least 25 XP and a Bending
Arts skill of rank 5. Additionally, the PC must learn the form
Lightning Redirection through a bending scroll, a master, or must otherwise be able
Incidental, (Out of Turn) to narratively explain how they came to hone this ability. Your
Requirement: 20 XP, Bending Arts 4 GM may waive these requirements or add others.
Discovered after observing the redirection techniques of
waterbending, a firebender can redirect the course of
Combustion
lightning. Maneuver
Requirement: 25 XP, Bending Arts 5
Once per encounter, your character may suffer 4 strain to Base Damage: WIL+4; Critical: aaa
redirect electricity or lightning targeting your character away
from themselves and the source. This ability cannot be used Some firebenders have the ability to concentrate energy
to directly target any specific object or character. through a tattooed third eye to project a ray of heat which
detonates with great force to create a precise, situated
Expert explosion.
Passive Your character may suffer 4 strain to use this form to
Requirement: 10 XP, Bending Arts 4 spend a maneuver preparing to blast a concussive force of chi
When your character would redirect lightning, you may specify at a target.
a target within medium range. Inflict strain and wounds equal As a follow up action, your character can attack a target
to your rank in Bending Arts on the chosen target. up to long range with a Hard ( ) Bending Arts (WIL)

Wall of Flames
check. This attack has the Blast 5 and Concussive 1 qualities.
You must have a clear line of sight to the target.
Action
Requirement: 20 XP, Bending Arts 4, Fire Stream Expert
Base Damage: INT+3; Critical: aaaaa Passive
Requirement: 10 XP
Once of the few defensive firebending techniques, this
controlled inferno acts as a significant barrier to incoming The attack also inflicts a number of strain equal to your
attacks. Willpower characteristic.
Your character may suffer 3 strain to make a Hard Master
( ) Bending Arts (INT) check to create a large column Incidental
or wall of fire at a target location up to short range until the Requirement: 15 XP
end of your next turn.
Your character may upgrade the difficulty of the check by 1 to
Targets engaged with Wall of Flames when it is first target objects or characters without direct line of sight.
created take the form’s damage, and this attack has the Burn
3 quality. When any character other than your own begins Lightning Generation
their turn engaged with the Wall of Flames, they suffer 2
Maneuver
strain. Requirement: 25 XP, Bending Arts 5
Ranged attacks made through the flaming object suffer
Your character may suffer 4 strain to use this form to focus
. their inner peace, separating positive and negative energies
Expert within, acquiring a buildup of energy which may be discharged
by using your action.
Passive
Requirement: 10 XP, Bending Arts 5 If your character is dealt damage before you can
Your Wall of Flames gains the Disorient 2 and Vicious 1 discharge, the attacker must succeed on a Hard ( )
qualities. Resilience check or suffer strain equal to your rank in
Bending Arts. You are considered discharged.
Rocket Feet If your character has not discharged, you may perform a
Action Daunting ( ) Bending Arts (WIL) check to send a
Requirement: 20 XP, Bending Arts 4, Jet Stepping bolt of lightning up to medium range, dealing damage to the
target. The attack deals 9 damage, has a Crit Rating of 3, and
Your character may suffer 3 strain to perform an Average
has Pierce 2, Vicious 2, and Concussive 1 qualities.
( ) Bending Arts (AGI) check to leap up to long range in
a single maneuver.

40 | The Bending Arts | The Second Age


If your character fails this check, it means they cannot Some firebenders are able to conjure huge amounts of flame
focus and their turmoil has overwhelmed their chi. h might to propel themselves at high speeds on the ground or through
cause the bender to suffer even more strain, while d could the air.
have disastrous consequences for the your character such as Your character may suffer 4 strain to gain limited flight
accidentally striking an ally or critical part of the environment assisted by their firebending until the end of their next turn.
with their lightning blast. Your character treats Difficult Terrain as normal, and they can

Propulsion move twice as far as usual.


Flight can be sustained, but is more strenuous than usual;
Maneuver
Propulsion imposes on all subsequent skill checks while
Requirement: 25 XP, Bending Arts 5, Rocket Feet
the form is sustained through concentration.
Your character may attempt other actions during flight, but
must upgrade the difficulty of the check by 1.

Table 2-7: Additional Firebending Effects


NAME EFFECTS MODIFIER COST
Finesse

Searing The form gains the Pierce quality with a rating equal to your character’s rank in Bending Arts. + 5 XP

If the form is successful, when the target suffers strain for any reason, they suffer 1 additional
Enervate + 10 XP
strain.

Blast The form gains the Blast quality with a rating equal to your character’s rank in Bending Arts. + 10 XP

Increase the form’s area of effect by one range band, or one unit. The form affects additional
Wide Flame + 10 XP
targets within effective range.
Third-Degree Reduce the form’s Critical Rating by 1. → 20 XP

Deadly The form gains the Vicious quality with a rating equal to your character’s rank in Bending Arts. → 20 XP

Sunder Your character may suffer 1 strain to add the Sunder quality to the form. +1 Strain 5 XP
Your character may suffer 2 additional strain to deal additional Stun Damage equal to your
Pressurized +2 Strain 10 XP
rank in Bending Arts.

The attack gains the Burn quality with a rating equal to the strain suffered. Your character may
Light ‘Em Up! +X Strain 15 XP
not suffer more strain than their rank in Bending Arts.

Transform

Deep Burn Your character may spend a t to ignore the target’s soak. N/A 10 XP

Ignition When your character generates t with this form, they may roll another and add its results
N/A 15 XP
to the check (only activate this effect once).

Residual Heat Your character may spend any number of a to inflict the same number of strain to all
N/A 15 XP
characters in engaged with your character.

Fire Arc On a successful hit, your character may spend aa to send a wide blazing arc up to short
N/A 10 XP
range in the direction of your target, inflicting Burn 1 on characters caught in the arc.

The Second Age | The Bending Arts | 41


Airbending
Airbending is the ability to control and manipulate air. Master
Airbending is notable for being the passive-defensive bending
Passive
art. Maneuverability and battlefield control are the specialty of Requirement: 15 XP, Bending Arts 3
the airbender.
Your character may use Bending Arts instead of Perception
Airbenders have the ability to enhance their movements
when they make checks related to hearing.
during battle. They can take giant leaps into the air, move at
high speeds, run on water and vertical surfaces, glide on air
currents to slow their descent and even spin around like a
Air Blast
tornado to move quickly and confuse opponents. They can Action
also create cushions of air to soften and blunt the falls of Requirement: Free with Bending Arts 1
heavy objects. Airbenders can project powerful gusts of wind Base Damage: AGI+1; Critical: aaaaaa
from their mouths. Master Airbenders can create vortices to This offensive form involves create a direct pulse or jet of
disorient and tornadoes to attack opponents. Airbenders are compressed air shot from the hands, feet, or mouth.
also capable of projecting solidified constructs of air to knock Your character suffer 1 strain to make a Bending Arts
an opponent off balance or to provide defense from projectile (AGI) combat check to thrust a blast of air at a target within
weapons. short range.
Airbending is based on using one’s own momentum as a
weapon, constantly building up inertia for explosive Expert
counterattacks that evoke the unpredictable nature and Incidental
explosive force of the wind. While being the most dynamic of Requirement: 10 XP, Bending Arts 2
the bending arts, the style lacks fatal finishing moves, being Whenever your character hits a target with an Air Blast, they
an almost entirely defensive art. may spend a number of strain up to their rank in Bending Arts
to disorient the target a number of rounds equal to strain
Basic Forms suffered in this way. If the attack already has the Disorient
quality, add this number to its rating instead.
Even airbenders who are only just discovering their abilities
still have access to several basic forms that most beginners Master
discover and explore on their own. They require a basic Passive
understanding of the Bending Arts (rank 1 – 2) and at least 5 Requirement: 15 XP, Bending Arts 3
XP. This attack has the Disorient 2 quality, and the Blast quality
Manipulate Air with a rating equal to your rank in Bending Arts.

Maneuver Air Cushion


Requirement: Free with Bending Arts 1
Incidental (Out of Turn)
Your character can use this form to manipulate small portions Requirement: 5 XP, Bending Arts 1
of the air within short range of you; they must suffer 1 strain Airbenders can make a cushion out of air to break anyone’s
to use this form in confined spaces or tight corridors and fall, including their own.
rooms. Your character’s control over the air lasts for the
duration of the encounter or scene, and can be relinquished Your character may suffer 1 strain to use this form to
as an incidental. Your character can use a maneuver to create an air cushion which protects yourself or any ally up to
manipulate the air and move it around with relative ease. medium range and reduces the overall distance fallen by one
range band.
Your character always seems to have direct control over
the air surrounding them. For this reason, adverse effects Expert
from weather do not affect you. Once per turn, your character Passive
may suffer 1 strain to perform the Concentrate maneuver as Requirement: 10 XP, Bending Arts 2
an incidental.
When you character uses this form, they may instead suffer a
Unless otherwise specified, all combat-based number of strain up to their rank in Bending Arts to protect that
airbending abilities inflict Stun Damage. many targets from fall damage.
Expert Air Funnel
Passive
Requirement: 10 XP, Bending Arts 1 Action
Requirement: 10 XP, Bending Arts 2
Your character’s attunement to their element makes them Base Damage: INT+2; Critical: aaaa
hypersensitive to the flow of air around them.
A novel airbending ability which creates a miniature vortex in
Your character can no longer be surprised and they add capable hands.
whenever they roll for initiative.
Your character can suffer 2 strain to use this form to make
a Bending Arts (INT) combat check to attack a target up to
short range. This attack requires some sort of projectile to be

42 | The Bending Arts | The Second Age


launched by the funnel, an object which may inflict wounds at This specialized form requires extremely skillful breath control
the GM’s discretion. The funnel lasts until the end of your to employ effectively and can be precise enough to shoot
character’s next turn. Air Funnel has the Auto-Fire quality. down a small insect, or large enough to cool magma into rock.

Expert Your character may hold their breath for a number of rounds
Passive equal to their Brawn characteristic plus their rank in Bending
Requirement: 10 XP, Bending Arts 3 Arts.

Your character no longer has to increase the difficulty of the Expert


check in order to activate the Auto-Fire quality when using Air Passive
Funnel. Requirement: 10 XP, Bending Arts 3

Air Strikes Using this form, your character can also magnify the sound
waves generated by a whistle, other instrument, or their own
Maneuver voice. Characters up to extreme range can hear your
Requirement: 10 XP, Bending Arts 2 character without issue, and you can make your voice boom
Another, more offensive form than is typical of airbenders are to try to intimidate opponents (add ).

With the Wind


punches and kicks powered by airbending.
Your character may suffer 1 strain to add the Stun 1 quality
to their next Martial Arts combat check. While this form is Incidental
active, Martial Arts combat checks may be made up to short Requirement: 10 XP, Bending Arts 2
range and deal Stun Damage. A common airbending technique, this form can be used to
enhance your character’s movement.
Expert
Passive After performing any airbending action, you may spend
Requirement: 10 XP, Bending Arts 3 aa to gain a free movement maneuver which does not count
toward the 2-per-round limit.
If your next Martial Arts combat check fails while this form is
active, you may still spend aa to trigger a blast of air to deal Expert
Stun Damage equal to your rank in Bending Arts to the same Action
target, or an adjacent one. Requirement: 10 XP, Bending Arts 2

Air Swipe Your character may suffer 2 strain to use this form to make a
Hard ( ) Bending Arts (WIL) check to bolster their
Incidental allies. If successful, all allies within short range add to their
Requirement: 10 XP, Bending Arts 2 next combat check.
Both offensive and defensive, this form conjures a wave of
compressed air capable of deflecting colossal projectiles, or
Master
attacking directly. Passive
Requirement: 15 XP, Bending Arts 4
Before they make a combat check, your character can
suffer 1 strain to upgrade the difficulty of the check to Your character may always perform a second maneuver
empower their strike with the force of air. The attack during their turn without suffering strain.
automatically generates a and has the Push quality.

Expert
Advanced Forms
Incidental (Out of Turn) Advanced forms generally require you to spend more time
Requirement: 10 XP, Bending Arts 3 practicing your art, in addition to gaining practical experience.
If your character is hit in the same round they performed an Unless stated otherwise in the description or by your GM,
Air Swipe, after the damage is calculated (but before soak is advanced forms require at least 15 XP and a Bending Arts
applied), they may suffer 3 strain to reduce the damage dealt rank of 3.

Air Barrage
by that hit by a number equal to 2 plus their rank in Bending
Arts.
Action
Master Requirement: 15 XP, Bending Arts 3
Passive Base Damage: AGI+1; Critical: aaaaa
Requirement: 15 XP, Bending Arts 4, Air Blade
A more advanced Air Blast, this form allows your character to
You may spend t generated when you perform a successful wail on a single target with multiple successive currents.
attack empowered by Air Swipe to trigger the Air Blade
incidental without suffering strain. Your character may suffer 2 strain to barrage a single
target up to short range with successive air blasts using any
Breath of Wind air under your control. Make a Bending Arts (AGI) combat
check to deal Stun Damage This form has the following
Maneuver qualities: Link 2, Disorient 3.
Requirement: 10 XP, Bending Arts 2
You may spend aaa or t to inflict strain against your
target equal to your ranks in Bending Arts.

The Second Age | The Bending Arts | 43


Expert When they use this form, your character may instead
choose to target an ally up to short range to protect them with
Incidental
Requirement: 10 XP, Bending Arts 4 an Air Shield.

Once per turn, you may spend t on a successful Air Blast to Master
perform Air Barrage as an additional action. Incidental
Requirement: 15 XP, Bending Arts 4
Master
Passive Air Shield now also grants a +1 melee defense bonus.
Requirement: 15 XP, Bending Arts 4 When they use this form, your character can choose to
spend a number of additional strain up to your rank in Bending
Air Barrage automatically generates a. When your character
Arts to amplify their Air Shield.
spends a t to perform Air Barrage, they may use the form
without suffering strain. Your character may target an ally up to medium range with
this form. Your character may choose any number of
Air Bomb additional allies within range per each strain suffered in this
Action way. Your character may increase the defense or soak bonus
Requirement: 15 XP, Bending Arts 3 granted by Air Shield per each strain suffered in this way.
Base Damage: WIL+1; Critical: aaaa Each point of strain suffered may only be spent on a single
additional effect.
Your character may suffer 2 strain to use this form to make an
Average ( ) Bending Arts (WIL) check, creating an Air Jet
outward blast of air up to short range, dealing Stun Damage
Action
to any character within range. This form has the Concussive
Requirement: 15 XP, Bending Arts 3
1 quality. You may use aa generated by this form to knock
Base Damage: INT+3; Critical: aaaaa
a target within range prone.
These prolonged blasts of air can be used to push objects and
Expert people back.
Incidental (Out of Turn)
Your character may suffer 2 strain to use this form to make
Requirement: 10 XP, Bending Arts 3
a Hard ( ) Bending Arts (INT) check to target a line up
If your character has not acted this round, they may use this to short range and blast the area with a constant and buffeting
form after a fall, jump, or other long-distance maneuver. The gust.
form’s qualities and effective range are each increased by one
This form inflicts Stun Damage to all targets within the
step per range band your character traveled in this way.
area, and knocks back any affected character. The small
Air Kick airstream lasts until the end of your next turn and counts as
difficult terrain to pass through. A character who passes
Action through the affected space must suffer Stun Damage equal to
Requirement: 15 XP, Bending Arts 3, Air Punches 2 plus your character’s rank in Bending Arts.
Base Damage: BRA+1; Critical: aaaaa
Your character may suffer 1 strain to use this form to make a
Expert
Bending Arts (BRA) combat check to deliver a blustery kick Passive
to an engaged target. This form has a Stun quality with a Requirement: 10 XP, Bending Arts 3
rating equal to your rank in Bending Arts. This attack has the Once per turn, you may spend t generated when you
Push quality. perform a successful Air Blast to perform a follow up Air Jet.

Air Shield Air Sweep


Maneuver Active
Requirement: 15 XP, Bending Arts 3
Requirement: 15 XP, Bending Arts 3, Air Kick
A common defensive tactic for most airbenders involves Base Damage: BRA+2; Critical: aaaa
creating a constant gust of air close to their own body.
A flourishing airbending form in which arcs or currents of air
Your character may suffer 2 strain to use this form to are used to knock people and objects over.
create a sphere of whirling air surrounding their body,
Your character may suffer 1 strain to use this form to make
protecting them from ranged attacks. a Bending Arts (BRA) combat check to sweep the feet of
Your character gains +1 ranged defense until the end of an engaged target with a wind-powered kick. This attack deals
your next turn. wounds. You may spend aa generated by this form to knock
the target prone.
Expert
Incidental Expert
Requirement: 10 XP, Bending Arts 3 Incidental
When they use this form, your character may choose to suffer Requirement: 10 XP, Bending Arts 4
1 additional strain so that Air Shield also grants them +1 soak Once per turn, you may spend t generated when you
for the duration of Air Shield. perform a successful Air Kick to perform the Air Sweep action.

44 | The Bending Arts | The Second Age


Air Scooter Your character may target themselves with this form, ignoring
the damage and negative effects, in order to ride the Air
Maneuver Vortex. When they use this form in this way, your character
Requirement: 15 XP, Bending Arts 3 doubles their movement maneuver, or can scale objects up to
This form creates a spherical ball of air that can be ridden by 30 meters high.
an airbender balancing on it like a top. Your character may target an opponent with this form; if
Your character may suffer 3 strain to create a small successful, you create the Air Vortex as usual and the target
controllable sphere of spinning air atop of which you can ride. must make an opposed Resilience Check versus Bending
Arts check. If they fail, they are lifted by the vortex and
While your character is riding it, Air Scooter grants adds 1 considered staggered until the end of their next turn, at which
defense, and your character may use a maneuver each turn point they can repeat the check if the Air Vortex is still active.
for moment which does not count toward the 2-per-round limit.
Your character treats difficult terrain as normal. Master
Air Scooter lasts until the end of your next turn. Incidental
Requirement: 15 XP, Bending Arts 4, Cyclone
Expert Once per turn, your character may spend t when they
Action
successfully perform Air Vortex to instead immediately create
Requirement: 10 XP, Bending Arts 4
a Cyclone without suffering additional strain.
Your character can instead choose to use this form to make
an Average ( ) Bending Arts (WIL) check to create a Suction
more powerful Air Scooter. You may increase the difficulty of Maneuver
this check a number of times up to your rank in Bending Arts. Requirement: 15 XP, Bending Arts 3
If successful, for each uncanceled s the Air Scooter lasts A relatively straight-forward technique used to bring people or
a round, and your character gains one free movement for objects toward the airbender.
each uncanceled a during each of those rounds. In addition,
Your character may suffer 2 strain to use this form to bring
your character can use their Air Scooter to travel along any
a small object within short range into their possession. The
surface, including 90 degree angles, up to medium [range]
object cannot be another character, currently held by another
height.
character, or an item that is tethered to something.
Master
Expert
Incidental
Requirement: 15 XP, Bending Arts 4 Incidental (Out of Turn)
Requirement: 10 XP, Bending Arts 3
When your character uses this form as an action, they can
After they are the target of a combat check, your character
also choose to make the Air Scooter larger. Your character
may suffer 1 strain to spend hh to disarm the attacker.
may spend uncanceled a to increase the silhouette of the Air
Scooter by one. For each increase, you may carry two Master
additional characters on your Air Scooter. a spent in this way Incidental
cannot be spent for extra movement. Requirement: 15 XP, Bending Arts 4

Air Vortex When this use this form, your character can instead choose
to suffer 3 strain to affect a character, or an object being held
Action
by another character, or that is securely attached to
Requirement: 15 XP, Bending Arts 3, Air Funnel
something.
A spinning funnel of air of varying size, this form can be used
If the target is another character, that character must roll
to trap or disorient opponents as well as to deflect any objects
an opposed Athletics versus Bending Arts check, losing
thrown at it.
their grip on the object on a failure. Your character may spend
Your character may suffer 2 strain to use this form to make a to bring the object to your own hands.
a Hard ( ) Bending Arts (INT) check to create a vortex
of swirling air at a target location up to short range. Expert Forms
While they are engaged with the Air Vortex, a character is
Truly dedicated airbenders can perfect the use of forms that
considered disoriented and remains this way until they are no
capture the essence of their element.
longer engaged with the Air Vortex. When a character begins
their turn next to the Air Vortex, they suffer 1 strain. Ranged Benders require at least 4 ranks in Bending Arts to acquire
attacks made through an area within short range of the vortex an expert form, in addition to spending 20 XP. Your GM may
have added to the check. waive these requirements or add others.
Air Vortex lasts until the end of your character’s next turn.
Your character may suffer 1 strain to use a maneuver to move
Cyclone
the vortex anywhere within short range of its starting point. Maneuver
Requirement: 20 XP, Bending Arts 4, Air Vortex
Expert A much larger spout of air, this form builds off of the
Passive foundation of another for more potent effects.
Requirement: 10 XP, Bending Arts 3

The Second Age | The Bending Arts | 45


If your character controls an active Air Vortex, they may A more offensive form than is typically used for airbending,
suffer 2 strain to use this form to intensify the vortex. The this form sends a slicing air current that can cut through stone
vortex becomes a much bigger Cyclone. or timber with ease.
While they are within short range of the Cyclone, a After your character makes an attack with a weapon (not
character is considered disoriented and remains this way until including unarmed attacks), they may suffer 3 strain to create
they are out of range of the Cyclone. When a character begins a blade of air and send it toward the same target up to short
their turn engaged with the Cyclone, they suffer 2 strain; range. The Air Blade deals additional wounds to the target
characters within range, but not engaged, suffer 1 strain equal to your rank in Bending Arts.
instead. Ranged attacks made through an area within medium
range of the Cyclone have added to the check. Your
Expert
character is immune to these effects. Passive
Requirement: 10 XP, Bending Arts 4
Cyclone lasts until the end of your next turn.
Weapon attacks empowered by Air Blade gain the Vicious 1
Expert quality (or increase an existing Vicious quality), and the
Action Sunder quality.
Requirement: 10 XP, Bending Arts 4
Your character can attempt to create a Cyclone from nothing Master Forms
by suffering 3 strain to make a Hard ( ) Bending Arts
These abilities are rarely seen among the bending population.
(INT) check, targeting a location up to short range.
Only an experienced and learned airbender can unlock the full
Spiritual Projection potential of their element.
These forms should require at least 25 XP and a Bending
Action
Arts skill of rank 5. Additionally, the PC must learn the form
Requirement: 20 XP, Bending Arts 4
through a bending scroll, a master, or must otherwise be able
Master airbenders who have a strong connection with their to narratively explain how they came to hone this ability. Your
spiritual side are capable of project that spirit into other GM may waive these requirements or add others.
locations.
Your character may suffer 4 strain to use this form make Tornado
a Hard ( ) Bending Arts (WIL) check to enter a Maneuver
meditative airbending trance and create a temporary Requirement: 25 XP, Bending Arts 5, Cyclone
incorporeal version of themselves. This projection can be An extremely powerful vortex of wind energy, this form is
used to communicate with other characters not in the same rarely seen to its potential outside of use by the Avatar
room as your character, and to phase through physical walls themselves.
and floors. For each uncanceled s, your character can
increase the range of this form. If your character controls an active Cyclone, they may
suffer 2 strain to intensify it even further, creating a large
The Spiritual Projection lasts for as long as the GM and Tornado. Your character may suffer 2 strain to use a
players determine would be reasonably appropriate to maneuver to move the vortex anywhere within medium range
communicate or oversee a vital piece of information, of its starting point.
extending or shortening the duration with a or h.
While they are engaged with the Tornado, characters are
Expert staggered until the end of their next turn. All characters within
Incidental medium range are considered disoriented (excluding your
Requirement: 10 XP, Bending Arts 4 character) until they are out of range of the Tornado. When a
character begins their turn within range of the Tornado, they
When they use this form, your character can choose to
suffer 1 to 3 strain, depending on how close they are to its
upgrade their skill check a number of times to communicate
center; engaged characters suffer 3 strain while characters at
with an agitated spirit, depending on the level of their
medium range suffer only 1. Ranged attacks made through an
opponent (one for Minion, two for Rival, or three for Nemesis).
area within medium range of the Tornado have added to
If they are successful, your character turns a combat the check. Your character is immune to these effects.
encounter with that spirit into a social one.
The tornado lasts until the end of your next turn.
Master
Passive
Expert
Requirement: 15 XP, Bending Arts 5 Action
Requirement: 10 XP, Bending Arts 5
When they use this form, your character can send their
Spiritual Projection to any place in the world they have been, Your character may attempt to create a tornado from nothing
or are generally aware of, with nearly-perfect precision. by suffering 4 strain to make a Daunting ( ) Bending
Arts (INT) check, targeting a location up to short range.
Air Blade Suffocation
Incidental
Requirement: 20 XP, Bending Arts 4, Air Swipe Action
Requirement: 25 XP, Bending Arts 5, Suction

46 | The Bending Arts | The Second Age


This rather sinister technique is one of the few forbidden Your character can spend a or t generated by this check to
bending arts, whereby an airbender manipulates the flow of inflict additional strain against a target.
air within a person’s body.
Your character may suffer 4 strain to use this form to make Untethered
an opposed Bending Arts (INT) versus Resilience check Action
against a target up to short range. Requirement: 25 XP, Bending Arts 5
If successful, the target is considered immobilized and The technique of this form is so rare that many consider Guru
staggered. At the beginning of their turn, a target suffers 3 Laghima’s crowning achievement to be only the stuff of myth.
strain per round (‘suffer’ ignores soak) while Suffocation is Your character may suffer 3 strain to use this form to make
active. This form lasts until the end of your character’s next a Daunting ( ) Bending Arts (WIL) check. For each
turn. uncanceled s, your character gains flight for a full round
A target under the effects of Suffocation may attempt to assisted by their airbending. After that many rounds, your
break suffocation at the end of their turn by making a Hard character can use the Concentrate maneuver to sustain the
( ) Resilience Check. If successful, the effect is effects of Untethered.
removed and the form is no longer considered active. While your character is in flight this way, they must
Expert upgrade the difficulty of any actions they attempt by one. Your
GM can cause your character to lose concentration if they
Incidental
generate hhh or d on a check they make in fight, which
Requirement: 10 XP, Bending Arts 5
causes them to fall to the ground and take commensurate fall
damage.

Table 2-8: Additional Airbending Effects


NAME EFFECTS MODIFIER COST
Finesse
Attacks made with this form gain the Disorient 2 quality. You may apply this multiple times to
Disorient increase the quality by 1 each time. If a form already has Disorient, this upgrade adds 1 to the + 5 XP
rating.

Blur Until the end of the round, your character adds an automatic h to the results of all combat
+ 5 XP
checks targeting you.

Manipulation If this form hits, your character may spend a to activate the Push quality on affected targets. + 10 XP

Disarm This form can disarm the target on a successful hit. + 5 XP

Inner Chi The form deals additional damage equal to your Willpower characteristic. + 10 XP

Your character may spend aa generated by your check to inflict a number of strain equal to
Outward Force → 20 XP
your character’s rank in Bending Arts to any character engaged with you.

Your character may suffer 1 additional strain to increase the form’s duration for one additional
Cycling Winds +1 Strain 5 XP
round per strain suffered in this way. This upgrade may be applied multiple times.

Blown Away Your character may suffer 1 strain to add the Push quality to the form’s attack. +1 Strain 15 XP
Your character may suffer up to 3 strain to improve their accuracy through airbending. For each
Accurate ~3 Strain 20 XP
strain suffered in this way, add to your character’s next Bending Arts skill check.
Transform
Knockdown Your character may spend aa to knock target prone. N/A 5 XP

Your character may spend t generated by this form to leap through the air and safely land up
Feather Foot N/A 10 XP
to medium range away.

Gale Force The form acquires the Stun quality with a rating equal to your character’s rank in Bending Arts. N/A 15 XP

Targets of this form treat all terrain as difficult terrain when engaged with or moving through this
Impediment N/A 10 XP
form.
Concussive The form gains the Concussive 1 quality. N/A 15 XP

The Second Age | The Bending Arts | 47


Waterbending
Waterbending is about manipulating water in its various While they are swimming, your character does not need to
forms. Relying on fluid and graceful movements, this style come up for air often; they have the ability to bring a bubble
acts in concert with the environment around them, turning of air from the surface with them. Unless otherwise specified,
their defense into their offense and using their own opponents using waterbending forms with liquid water deals Stun
force against them. Waterbenders can also manipulate the Damage.
molecular cohesion of water for cutting and grasping objects
or running on water. Water is the most versatile of the four Expert
elements. Many waterbending techniques have an ice variant Incidental (Out of Turn)
with varying effects and damage; waterbenders also have a Requirement: 10 XP, Bending Arts 1
good variety of support techniques to defend their allies or Your character may suffer 3 strain to use this form to add a
hamper their enemies. number to your soak value equal to your rank in Bending Arts
Unlike some other bending disciplines, waterbending until the end of the round.

Water Blast
focuses on turning an opponent's own strength against
themselves, rather than direct strikes. Since water can exist
in different physical states, waterbenders can freeze, melt, Action
evaporate, sublimate or condense water. The ability to alter Requirement: Free with Bending Arts 1
the physical state of water gives waterbenders an array of Base Damage: INT+1; Critical: aaaaa
defensive, evasive and offensive techniques in battle such as Waterbenders can create a mass of water, usually a globule,
encasing an opponent in ice, hiding behind a wall of mist, and hurl it at an opponent with astonishing force.
surfing on bodies of water on a platform of ice, and battering
enemies with lashing whips and waves. Your character may suffer 1 strain to use this form to make
a Bending (INT) combat check to project a small volume of
While a bender's victory in battle is usually based on skill water under against a target within short range. This form
and technique, a waterbender gains a notable advantage or deals Stun Damage.
disadvantage over other bending arts depending on the
amount of water in their vicinity. Waterbenders are more Expert
powerful at night than during the day due to their spiritual Incidental
connection with the moon. Waterbenders are at their most Requirement: 10 XP, Bending Arts 1
powerful during the full moon, and are powerless during a
When your character hits a target with this form, they can
lunar eclipse or when the Moon Spirit is in danger.
spend a generated by the check to slow them down by
Waterbenders also have the added benefit of Pierce on some
drenching them. The target moves at half speed until the end
of their attacks which negates damage resistance from armor.
of their next turn.
However, they do rely on their element being present for their
attacks so it is recommended that a waterbender carry around Master
a flask or gourd to carry some with them. Incidental

Basic Forms
Requirement: 15 XP, Bending Arts 3
Your character has learned how to pack a harder punch with
Even waterbenders who are only just discovering their their water.
abilities still have access to several basic forms that most When they use this form, your character may choose to
beginners discover and explore on their own. They require a increase the difficulty of their Water Blast form by one. If they
basic understanding of the Bending Arts (rank 1 – 2) and at do so, the form gains the Stun quality with a rating equal to
least 5 XP. your character’s rank in Bending Arts.

Manipulate Water
Maneuver Ice Sculpture
Requirement: Free with Bending Arts 1
Maneuver
Your character can suffer 1 strain to use this form to Requirement: 10 XP, Bending Arts 2, Phase Shift
manipulate water from any nearby source within short range.
Many waterbenders practice bending ice by creating large icy
If they are in a dry, arid, or hot environment your character
structures. Some continue to develop this skill for its artisanal
suffers 1 additional strain. Unless otherwise specified, your
and combat applications.
character cannot waterbend without a reasonable source of
nearby water. During a full moon, your character suffers a Your character may suffer 2 strain to use this form to
maximum of 1 strain to use any waterbending form, and they create a small wall, column, or other basic geometric shape
add to their Bending Arts skill checks. from any nearby water within short range. If they suffer 1
additional strain, your character can use this form to create a
Your character can use a maneuver to manipulate or
structure large enough to provide shelter in the wilderness. In
move the water with relative ease. As long as there is a source
a structured encounter, the Ice Sculpture lasts until the end of
of nearby water, your character can increase the silhouette of
your next turn.
water under their control by using only a maneuver.

48 | The Bending Arts | The Second Age


The Ice Sculpture can provide defensive cover to any or Coordination versus Bending Arts check to avoid being
character who hides behind it. immobilized until the end of their next turn.

Expert Master
Passive Incidental
Requirement: 10 XP, Bending Arts 2 Requirement: 15 XP, Bending Arts 3
Your character may suffer a number of additional strain up to When your character uses this form, they may instead suffer
their rank in Bending Arts to create the same number of similar 2 strain to skip the liquid phase. Additionally, when your
objects within short range at the same time. character uses ice in a waterbending form that assumes a
liquid state that form takes on a Pierce quality with a rating
Ice Slam equal to your rank in Bending Arts.
Action As an incidental (out of turn), your character may suffer 1
Requirement: 10 XP, Bending Arts 2, Phase Shift strain to use this form to spend hh generated by a combat
Base Damage: BRA+2; Critical: aaaaaa check targeting them to knockdown the attacker with their
With a sufficient amount of snow or ice around them, a skilled waterbending.

Soothing Waters
waterbender has wide control over the battlefield.
If there is a source of ice or snow nearby, your character
can suffer 1 strain to use this form to make a Bending Arts Action
(BRA) combat check. If successful, your character uses their Requirement: 10 XP, Bending Arts 2
Ice Slam to strike a target up to short range. This form has Skilled waterbenders can use their abilities to heal a sick or
the Push and Stun 2 qualities. injured person with water, which glows during the process.

Expert Once per encounter, your character may suffer 2 strain to


Incidental use this form to make an Easy ( ) Bending Arts (INT) check
Requirement: 10 XP, Bending Arts 2 to heal a target engaged character. The target recovers 1
wound per uncanceled s, and 1 strain per uncanceled a.
Your character can use this form with liquid water.
Your character may choose to suffer an additional number
Expert
of strain up to their rank in Bending Arts to increase the Stun Incidental
quality of this form by the number of strain suffered in this way. Requirement: 10 XP, Bending Arts 3
Your character may increase the difficulty to use this form by
Phase Shift to attempt to heal a target of an ongoing status effect. If
Maneuver successful, select one ongoing effect. It immediately ends, in
Requirement: 5 XP, Bending Arts 1 addition to healing wound and strain as outlined in the base
form.
Waterbenders possess the ability to alter the physical state of
the water they manipulate at-will. Master
Your character may suffer 1 strain to use this form to shift Incidental
a small volume of nearby water between states of solid, liquid, Requirement: 15 XP, Bending Arts 4
or gas. They may turn water into ice, ice into water, water into Your character may increase the difficulty of this form by
gas, or condense gas back into water. Your character cannot to attempt to heal a target of a Critical Injury. If successful,
skip from gas to ice or ice to gas. This may be done using their select one Critical Injury. This injury is healed in addition to
hands, their breath, or whatever method may be narratively healing wound and strain as outlined in the base form.
appropriate.
When your character uses ice in a waterbending form that Water Boxing
assumes a liquid state that form takes on the Pierce 1 quality. Maneuver
Expert Requirement: 10 XP, Bending Arts 2
Passive Your character may suffer 2 strain to use this form to enhance
Requirement: 10 XP, Bending Arts 2 their jabs, kicks, and other unarmed melee strikes with water
until the end of their next turn. While this form is active, your
Your character has mastered the art of persistent ice. When
character adds the Disorient 2 quality to Martial Arts combat
your character uses a waterbending form involving ice, that
checks they make.
form may last for a number of rounds equal to your character’s
rank in Bending Arts (rather than until the end of their next Expert
turn). This does not affect techniques which require liquid Passive
water to persist, such as the Water Vortex or Water Boxing. Requirement: 10 XP, Bending Arts 3
Waterbending attacks your character performs with ice While this form is active, your character also adds the Linked
also gain the Slash 1 quality. Your character may also affect 1 quality to their Martial Arts combat checks.
larger volumes of water by suffer additional strain equal to the
silhouette of the body of water (as determined by your GM). Water Spout
Your character may use this form to attempt to ensnare a Action
character in ice; the target must make an opposed Athletics Requirement: 10 XP, Bending Arts 2

The Second Age | The Bending Arts | 49


Advanced Forms
This rather complicated technique involves controlling a
whirlpool-like pillar of water, rotating it, and directing its
movement at the same time.
Advanced forms generally require you to spend more time
Your character may suffer 2 strain to use this form to make practicing your art, in addition to gaining practical experience.
a Hard ( ) Bending Arts (INT) check to create a vortex
Unless stated otherwise in the description or by your GM,
of swirling water at a target location up to short range until the
advanced forms require at least 15 XP and a Bending Arts
end of your next turn.
rank of 3.
While they are engaged with the Water Spout, characters
are considered disoriented and remain this way until they are Water Tentacle
no longer engaged with the Water Spout. When a character Maneuver
begins their turn next to the Water Spout, they suffer 1 strain. Requirement: 15 XP, Bending Arts 3, Water Whip
Ranged attacks made through an area within short range of
the spout have added to the check. Your character may suffer 2 strain to use this form to cover an
entire arm with water in a way that resembles a long tentacle
Your character may suffer 1 strain to use a maneuver to until the end of their next turn.
move the spout anywhere within short range of its starting
point. While Water Tentacle is active, your character can make
a Martial Arts combat check up to short range. Your
Expert character may act with the Water Tentacle as an extension of
Passive their body to perform incidentals or maneuvers with it as if it
Requirement: 10 XP, Bending Arts 3 were an arm. Your character suffers 1 strain per incidental or
maneuver they perform in this way.
Your character may target themselves with this form, ignoring
the damage and negative effects, in order to ride the Water Expert
Spout. When they use the form in this way, your character Action
doubles their movement maneuver, or can scale objects up to Requirement: 10 XP, Bending Arts 3
30 meters high.
Once per turn, your character may suffer 1 strain to use this
Your character may target an opponent with this form; if form to make a Hard ( ) Bending Arts (BRA) check
successful, you create the Water Spout as usual and the against a target within short range. For the first uncanceled
target must make an opposed Resilience Check versus s, choose one of the following qualities to apply: Blast 1,
Bending Arts check. If they fail, they are lifted by the spout Concussive 1, Disorient 2, Ensnare 1, Knockdown, Stun 3, or
and considered staggered until the end of their next turn, at Sunder. Additional qualities may be activated with ss per
which point they can repeat the check if this form is still active. additional quality. Uncanceled a can be spent to raise the

Water Whip rating of a single activated quality by one per a spent in this
way.
Maneuver
Requirement: 10 XP, Bending Arts 2 Master
Base Damage: AGI+1; Critical: aaaa Passive
Requirement: 15 XP, Bending Arts 4
This commonly used move involves creating a lashing tendril
of water to swipe at an opponent. Your character may use this form to make a combat check
using Bending Arts (BRA) instead of Martial Arts. They may
Your character may suffer 1 strain to use this form to
activate any of the qualities from the Expert Water Tentacle.
create a liquid whip from nearby water until the end of their
next turn. The Water Whip shares the qualities of a normal
whip, and it gains the qualities Stun 2 and Sunder and it may
Ice Gauntlet
be used beyond short range with the Range Finesse effect. Maneuver
Requirement: 15 XP, Bending Arts 3, Phase Shift
While this form is active, your character can use Water
Whip to make a Bending Arts (AGI) combat check against One of many waterbending techniques to do so, this form
a target within short range. focuses on creating a gauntlet of jagged ice around the
bender’s forearm and fist.
Expert Your character may suffer 2 strain to use this form to
Passive encase their forearm with an icy gauntlet until the end of your
Requirement: 10 XP, Bending Arts 3 their turn. While this form is active, increase the difficulty of
This form has the Link 1 quality. your Martial Arts combat checks by . Your character’s
unarmed melee attacks deal +2 damage and have a Critical
Master Rating of 3. In addition, they have the Pierce 2 quality and
Incidental Stun quality with a rating equal to your rank in Bending Arts.
Requirement: 15 XP, Bending Arts 4
Whenever you roll a t when attacking with Water Whip, you
Expert
may roll an additional and add its results to the pool, in Passive
addition to resolving the t. This effect may only be triggered Requirement: 10 XP, Bending Arts 4
once. The Pierce quality your character’s Ice Gauntlet form is equal
to their rank in Bending Arts

50 | The Bending Arts | The Second Age


Flow like Water
Incidental
Requirement: 15 XP, Bending Arts 3
Many waterbenders use their talents to enhance their
movement in a variety of ways, such as creating a sled
or temporary ramp of ice to slide across, or even using
the tides themselves to propel them across the field of
battle.
Your character may suffer 3 strain use this form to
enhance their movement and agility with their
waterbending until the end of their next turn. While this
form is active, your character ignores difficult terrain, and
can make a free movement maneuver which does not
count toward the limit of 2-per-round.
While this form is active, when your character moves
through an occupied space, those characters are
weighed down by the weight of their drenched gear. Until
the end of their next turn, a drenched character moves
at half speed.

Expert
Incidental
Requirement: 10 XP, Bending Arts 3
When they use this form, your character may instead
choose to suffer a number of strain up to their rank in
Bending Arts to cause this form to last for a number of
rounds equal to strain suffered in this way.

Water Cloak Expert


Maneuver Incidental
Requirement: 15 XP, Bending Arts 3 Requirement: 10 XP, Bending Arts 3
A waterbender can use this form to cover their body with water Once per turn, your character may spend t generated by a
as a form of armor to protect themselves from harm. Water Blast check to perform a follow up Water Volley attack
Your character may suffer 2 strain to use this form to bring as an additional action.
water within short range around their body to form a protective
layer until the end of their next turn. While Water Cloak is
Master
active, your character increases their defense by 1, and gains Passive
+1 soak. After the first time your character takes damage Requirement: 15 XP, Bending Arts 4, Phase Shift
while this form is active, the effects of this form end. When they use this form with ice instead of water, the form
gains the Ensnare 1 quality.
Expert
Passive Ice Blade
Requirement: 10 XP, Bending Arts 3
Maneuver
When your character uses this form, they gain additional soak Requirement: 15 XP, Bending Arts 3
equal to their rank in Bending Arts. Base Damage: +3; Critical: aaa

Water Volley A pragmatic and straightforward use of their talents,


waterbenders can create a sword-like blade of ice.
Action
Requirement: 15 XP, Bending Arts 3 Your character can suffer 2 strain to use this form to create
Base Damage: AGI+2; Critical: aaaaa a weapon from ice which lasts until the end of your next turn.
While this form is active, your character can use the Ice Blade
Your character may suffer 2 strain to use this form to make a to perform melee combat checks. You may decide at its
Bending Arts (AGI) combat check to barrage a single target creation whether the Ice Blade is one or two-handed, using
within short range. If successful, a volley of water blasts the appropriate combat skill to make an attack against an
pummels the target dealing Stun Damage in addition to engaged target.
drenching the target (they move at half speed until the end of
Your Ice Blade counts as an improvised melee weapon
their next turn).
with the following weapon profile: (Melee; Damage +3; Critical
Attacks made with Water Volley have the Auto-Fire 3; Range [Engaged]; Slash 1).
quality.

The Second Age | The Bending Arts | 51


Expert Maintaining concentration while plantbending is more
Incidental challenging for non-swampbenders and imposes while a
Requirement: 10 XP, Bending Arts 4 plantbending form is sustained.

When they use this form, or at any time while the form is Expert
active, your character may suffer 1 additional strain to create Passive
a larger weapon with the Reach and Defensive 1 qualities. Requirement: 10 XP, Bending Arts 4

Calming Mist Your character has grown particularly fond of thorns.


Attacks made with plantbending gain the Slash 1 quality,
Action
and lower the form’s Critical Rating by 1.
Requirement: 15 XP, Bending Arts 3, Soothing Waters
A skillful waterbender can create a cloud of refreshing mist in Master
tense situations to help calm a space around them. Incidental
Requirement: 15 XP, Bending Arts 5
Your character may suffer 2 strain to make an Average
( ) Bending Arts (WIL) check to cover an area up to short An enlightened waterbender understands that water is all
range with an invigorating mist until the end of their next turn. around them, not just in plants, but the air and even living
Allies within the area immediately heal 1 strain per creatures.
uncanceled a. Each time they begin their turn within the Your character may suffer 1 strain to use this form to drain
Calming Mist, an ally heals 1 strain. the water from any plants within short range to form a liquid
Expert mass of water. Additionally, your character can now bend the
water from or within other unconventional sources such as
Incidental
perfume, clouds, thick mud, polluted river systems, larges
Requirement: 10 XP, Bending Arts 4
trees, or even their own sweat.
When they use this form, your character can choose to
increase the difficulty by one. If they do so, you may add one Iceberg Spike
of the following effects: Action
 Allies within the area immediately recover from one Requirement: 20 XP, Bending Arts 4, Phase Shift
status effect; or Base Damage: BRA+3; Critical: aaaa
 Allies heal 2 strain each time they begin their turn Your character may suffer 3 strain to make a Hard ( )
shrouded by Calming Mist; or Bending Arts (BRA) check to cause a large spike to protrude
 Allies add to any skill checks they make within the from a large volume of water within short range. The ultimate
Calming Mist. shape and appearance of the glacial spike is up to you and
You may only apply one of these effects. your GM, but it takes up an area with a size of silhouette 2
(like a small car).
Expert Forms The Iceberg Spike deals damage to all characters within
the area, and has the Stun 3 quality. The space occupied by
Truly dedicated waterbenders can perfect the use of forms the Iceberg Spike becomes difficult terrain, as well as the
that capture the essence of their element. space immediately surrounding it. The Iceberg Spike counts
Benders require at least 4 ranks in Bending Arts to acquire as a structure and does not require concentration to sustain.
an expert form, in addition to spending 20 XP. Your GM may Iceberg Spike begins to melt at the end of the round, and
waive these requirements or add others. disappears after a number of rounds equal to your rank in
Bending Arts.
Plantbending
Maneuver Octopus Form
Requirement: 20 XP, Bending Arts 4 Action
Certain talented waterbenders can manipulate the water- Requirement: 20 XP, Bending Arts 4, Water Tentacle
saturated vines and roots of plant life. Your character may suffer 3 strain to use this form to make a
Your character may suffer 3 strain to control the water Hard ( ) Bending Arts (WIL) check to surround their
inside living plants within short range until the end of their next body with a number of Water Tentacles, provided there is
turn. While this form is active, your character may use any of sufficient water nearby, until the end of their next turn. Your
their waterbending forms using plants instead of water (where character creates a Water Tentacle for each uncanceled s,
the circumstances or narrative permit) by increasing the extending from an appendage or in an unoccupied space next
difficulty of Bending Arts skill check they make by one. A to your character.
native swampbender does not suffer this penalty (you should While this form is active, the area within short range of you
decide with your GM during character creation if your is considered difficult terrain, and your character’s ranged
character is from the Foggy Swamp Tribe or others). defense rating becomes 3 (unless it is higher). This form adds
Attacks made with plantbending gain the Ensnare 1 to subsequent Bending Arts skill checks your character
quality, and gain the Stun 3 quality (or increase an existing makes while the form is sustained through concentration.
Stun quality by 2). An attack cannot be made with more than Whenever your character makes an attack with a Water
one subtype (i.e., plantbending and ice). Tentacle while this form is active, that attack has the Linked
quality equal to the number of active Water Tentacles.

52 | The Bending Arts | The Second Age


Expert Bloodbending
Incidental
Action
Requirement: 10 XP, Bending Arts 4
Requirement: 25 XP, Bending Arts 5, a Full Moon
When they use this form, or while this form is active, your Base Damage: WIL+1; Critical: aaa
character may spend aa generated on any Bending Arts
The only bending technique to ever be outlawed, it is said that
skill check to create an additional Water Tentacle.
those who practice this dark art open themselves up to
While Octopus Form is active, your character increases madness. For narrative purposes, bloodbending should be
their soak value by 1 for every two Water Tentacles, and may restricted to use only during a full moon (or for practical
never control more than 8 tentacles. purposes, once per game session, assuming the encounter
When they are the target of a successful attack, in addition took place during a full moon).
to any damage your character might take, they lose control of Your character may suffer 4 strain to make an opposed
one tentacle. Your attacker may spend a generated by their Bending Arts (WIL) check to target one character within
attack to destroy additional Water Tentacles. short range and take control of their body until the end of your
next turn.
Master
Incidental (Out of Turn) If successful, the target character takes Stun Damage and
Requirement: 15 XP, Bending Arts 5 cannot use maneuvers or actions until the end of their next
turn. On their next turn, your character can cause the target
While Octopus Form is active and your character has not to use a maneuver to do simple things (such as move or open
taken their turn, when an opponent moves into or out of your a door), or take simple actions (such as swinging a sword). A
character’s engaged area, your character may suffer 2 strain target cannot be forced to use their active Talents, or any
to make a combat check with their Water Tentacle. bending forms.

Healing Waters At the end of each of their turns, a target must pass a Hard
( ) Resilience or Discipline check to break free from
Action
your character’s control. If they do not succeed, the target
Requirement: 20 XP, Bending Arts 4, Soothing Waters
suffers 1 strain.
Waterbenders possess the ability to heal injuries by
While this form is active, your character may use their
redirecting chi throughout the body, using water as a catalyst.
maneuver to cause a character under the effects of
Your character may suffer 2 strain to use this form to make bloodbending to use a maneuver, and they may use their
a Hard ( ) Bending Arts (WIL) check to heal a target action to cause a target to use a simple action.
engaged character. If successful, the target ignores the effect
of one Critical Injury (you and they choose) and heals a Expert
number of wounds equal to your rank in Bending Arts plus net Incidental
s. Additionally, they recover a number of strain equal to your Requirement: 10 XP, Bending Arts 5
rank in Bending Arts plus net a. Your character may choose to suffer a Critical Injury to
You may spend t or a number of a equal to the rating of decrease the difficulty of their next Bending Arts skill check by
a Critical Injury to heal it completely. three to a minimum of Easy ( ). If they do so, roll a d100 and
subtract 10 from the result (to a minimum of 01), suffering the
You may spend t or aa to remove an ongoing status
injury specified on the Critical Injury Result table.
effect.

Expert Plant Armor


Incidental Action
Requirement: 10 XP, Bending Arts 5 Requirement: 25 XP, Bending Arts 5, Plantbending
Once per encounter, your character may spend a Story Point Your character can suffer 3 strain to use this form to make a
to change a to a when they use this form to attempt to Hard ( ) Bending Arts (CUN) check to cover their body
revive an incapacitated character. If successful, the target is with nearby plant mass until the end of their next turn.
brought to one wound (or strain) below their current threshold, While Plant Armor is active, your character increases their
whichever they went over. defense by 2, and increases their soak by 3. The extra weight

Master Forms
of the plants hinders their movement, any they must use an
extra maneuver to move. While this form is active, Martial
Arts or Bending Arts combat checks your character makes
These abilities are rarely seen among the bending population.
have the Stun 3 quality (or increase an existing Stun quality
Only an experienced and learned waterbender can unlock the
by 2).
full potential of their element.
While this form is active, decrease the bonus soak each
These forms should require at least 25 XP and a Bending
time your character is hit by a combat check. Your character
Arts skill of rank 5. Additionally, the PC must learn the form
may choose to sustain this form without using the concentrate
through a bending scroll, a master, or must otherwise be able
maneuver; if they do so, the armor also deteriorates 1 bonus
to narratively explain how they came to hone this ability. Your
soak at the end of each round. The effects of this form end
GM may waive these requirements or add others.
when Plant Armor’s bonus soak value equals 0.

The Second Age | The Bending Arts | 53


Expert Your character may suffer 3 strain to use this form to make an
opposed Bending Arts (WIL) check to encircle a target
Incidental
Passive: 10 XP, Bending Arts 5 within short range to create balance or imbalance within them.
If the target is an enemy, this attack has the Pierce 3
Once per turn, your character may suffer 3 strain to increase
quality and they suffer Stun Damage.
the bonus soak value of their active Plant Armor form by 2.
While this form is active, your character may spend a If the target is an ally, they immediately recover from one
generated by any Bending Arts skill check they make to status effect and recover a number of strain equal to the
increase the bonus soak value currently attained through ‘damage’ this form generates.
Plant Armor by 1. If the target is a spirit, your character may shift the balance

Spiritbending of energy within them to either calm a non-Nemesis dark spirit,


or enrage a friendly one.
Action
Requirement: 25 XP, Bending Arts 5, Soothing Waters
Base Damage: WIL+3; Critical: aaaaa

Table 2-9: Additional Waterbending Effects


NAME EFFECTS MODIFIER COST
Finesse
Attacks made with this form gain the Disorient 2 quality. This upgrade may be added multiple
Hard Impact + 5 XP
times, increasing the quality by 1 and increasing the difficulty each time.
Wrecking Attacks made with this form gain the Knockdown quality. + 5 XP
Increase the form’s area of effect by one range band, or one unit provided there is a
Wide Waves + 10 XP
sufficient source of water nearby.
This form has a Critical Rating of 3 and gains the Vicious quality with a rating equal to your
Cutting Ice + 10 XP
rank in Bending Arts.
Your character may suffer 1 strain to drench the affected target on a success. They are
Drench +1 Strain 10 XP
limited to one maneuver until the end of their next turn.
Your character may suffer a number of strain up to their rank in Bending Arts to add the
Shape the Ice +X Strain 15 XP
Slash quality to your attack equal to the strain suffered in this way.
Transform

Stream the Water Your character may spend t generated with this form to immediately use a second
N/A 10 XP
waterbending form.
Frostbite This form gains the Burn 1 quality. N/A 10 XP
Stunning Slam Your character may spend aa generated by this form to activate the Push quality. N/A 10 XP

54 | The Bending Arts | The Second Age


Earthbending
Earthbending is the ability to manipulate rock and earth in its As long as they are touching the ground, your character is
various forms. Earthbending maintains a balance between always rooted. They may suffer 1 strain to use this form to
offense and defense. resist being knocked back, knocked prone, or staggered.
To be in close connection with their element, many Master
earthbenders choose to be barefoot. Like the element of earth
Incidental (Out of Turn)
itself, earthbenders are almost universally proud, enduring, Requirement: 15 XP, Bending Arts 3
durable and stubborn. Still, earthbenders can pack a powerful
wallop. As one of the more balanced elements, it has a Your character may suffer 1 strain to spend hh generated
healthy mix of offense and defense and many techniques by any opponent to use this form to push the target with their
have a lasting effect. However, it is not perfect. Earthbending earthbending.

Earth Blast
relies on being in contact with earth, so an earthbender is at a
disadvantage the less earth is nearby, and practically useless
in the air or at sea. Action
Earthbenders use their skills to shield themselves and Requirement: Free with Bending Arts 1
their allies. Many skilled Earthbenders absorb and intercept Base Damage: BRA+2; Critical: aaaaaa
attacks before overwhelming the opponent with superior A rudimentary technique, this form is one of the simplest of
force. Some can tunnel through the earth to outmaneuver the earthbending tradition. First you lift the rock, then you
their foes. Earthbenders have been known to use objects to throw it.
augment their bending. Earthbending is not limited to rock or Your character may suffer 1 strain to use this form to make
soil alone. A skilled earthbender can even manipulate other a Bending Arts (BRA) combat check to launch a small
earth-based substances including mud, slurry, sand, amount of earth at a target within short range, dealing
gemstones and coal. Refined metals, such as tempered iron damage.
and steel, are beyond the influence of all but the most
powerful earthbenders; however, even they are limited as Expert
highly refined metals lose their trace earth contents. Passive
Requirement: 10 XP, Bending Arts 1
Basic Forms This form gains the Stun quality with a rating equal to your
Even earthbenders who are only just discovering their abilities character’s rank in Bending Arts.
still have access to several basic forms that most beginners Master
discover and explore on their own. They require a basic Passive
understanding of the Bending Arts (rank 1 – 2) and cost at Requirement: 15 XP, Bending Arts 3
least 5 XP.
This for gains the Blast quality with a rating equal to your
Manifest Earth character’s rank in Bending Arts.
Maneuver
Requirement: Free with Bending Arts 1
Earth Gauntlet
Maneuver
Your character can suffer 1 strain to use this form to Requirement: 10 XP, Bending Arts 2
manipulate any small stones, or chunk of earth within short
range. They suffer 1 additional strain when they try to control Your character may suffer 2 strain to use this form to cover a
or manipulate wet earth or sand. Your character may portion of their body, such as their arm, with earth and rocks
manipulate the earth for the remainder of the encounter or until the end of their next turn.
scene, and may use a maneuver to manipulate or move the While this form is active, increase your character’s melee
earth or stones as they need. As long as there are additional defense by one; additionally, any melee damage they deal is
rocks or other sources of earth nearby, your character can increased by one.
increase the silhouette of earth under their control by using a
maneuver. Expert
Passive
Your character ignores difficult terrain when the hazards
Requirement: 10 XP, Bending Arts 2
are reasonable attributed to the earth (i.e. rocky grounds or
cliff sides). Because you are molding physical earth, many of While Earth Gauntlet is active, any Martial Arts combat check
your character’s forms do not require concentration. your character makes has the Stun quality with a rating equal
Descriptions will specify whether an effect ends (usually on your rank in Bending Arts.
their next turn), or whether it is permanent.
Master
Expert Incidental
Incidental (Out of Turn) Requirement: 15 XP, Bending Arts 4
Requirement: 10 XP, Bending Arts 1 Earth Gauntlet also has the Push quality.

The Second Age | The Bending Arts | 55


When you character uses this form, they may suffer 1 Once per encounter, your character may suffer 2 strain to use
additional strain to create a second Earth Gauntlet on another this form to make a Hard ( ) Bending Arts (CUN)
appendage. check to surround a small area with four simultaneous Earth
Structures, immobilizing those inside until the end of your next
Earth Shackle turn. Characters inside may attempt to break free by making
Action a Hard ( ) check with a skill that could reasonably help
Requirement: 10 XP, Bending Arts 2 them escape.
Earthbenders can quickly fashion cuffs or shackles out of rock Expert
to immobilize their opponents. Incidental (Out of Turn)
Your character can suffer 2 strain to use this form to make Requirement: 10 XP, Bending Arts 3
an Average ( ) Bending Arts (WIL) check to imprison a You can reflexively create a small structure to absorb a blow.
target within short range, immobilizing them until the end of
Once per turn, as long as they are in contact with the
your next turn. On their turn, the immobilized target can use
ground and have been attacked, after the damage is
their action to attempt to break free of Earth Shackle by
making an Athletics check with a difficulty equal to your rank calculated (but before soak is applied), your character may
suffer a number of strain up to their rank in Bending Arts to
in Bending Arts.
reduce the damage by that number.
Expert
Master
Maneuver
Incidental
Requirement: 10 XP, Bending Arts 2
Requirement: 15 XP, Bending Arts 3
Skillful earthbenders can use this form to move opponents
You’ve learned how to make your earth structures significantly
around a battlefield entirely.
denser.
Once per round, your character can suffer 1 strain to use
When they use this form, your character can suffer
this form to lift, push, or pull a target affected by earth shackle
additional strain up to their rank in Bending Arts to increase
within short range to any other location within short range of
the density of the Earth Structure. Characters who benefit
their starting point.
from the cover of Earth Structure add the number of strain
Earth Slam suffered to use this form as bonus soak value. An Earth
Structure created in this way lasts until the end of your next
Action turn, and requires concentration to sustain.
Requirement: 5 XP, Bending Arts 1
The earth is so malleable, and your character is able to treat Earthquake
nearly any wall, column, slab, or other chunk of earth like a Action
hammer to smash things with. Requirement: 10 XP, Bending Arts 2
Your character may suffer 2 strain to use this form to make Your character may suffer 2 strain to use this form to make a
an Average ( ) Bending Arts (BRA) check against an Hard ( ) Bending Arts (INT) check to strike the ground
opponent up to short range. If successful, you push any earth with their feet, fists, or a weapon. If successful, their actions
wall, column, or other small earthen object toward them, create a tremor rippling through the ground which affects all
moving the target back one range band. This form is not an characters within short range of your character. The tremor
attack, but still has the Stun quality with a rating equal to the permanently changes all terrain within affected range to
number of net s. difficult terrain. Any characters engaged with your character
Expert when this form is used are disoriented until the end of their
next turn. You may spend aa generated by this check to
Incidental
disorient all characters within range of your Earthquake.
Requirement: 10 XP, Bending Arts 1
Your character may choose to suffer an additional number of Expert
strain up to their rank in Bending Arts to increase the Stun Incidental
quality of this form by the number of strain suffered in this way. Requirement: 10 XP, Bending Arts 3

Earth Structure
Your tremors begin to resemble localized earthquakes,
jostling everyone around you.
Maneuver When you use this form, all characters within range are
Requirement: 10 XP, Bending Arts 2 disoriented and anyone engaged with your character
Your character may suffer 1 strain to use this form to becomes immobilized, in addition to being disoriented, until
create a small wall, column, or other geometric shape out of the end of their next turn. Your character may spend aa
an earth within short range. The Earth Structure can provide generated by this check to immobilize additional targets within
defensive cover from ranged attacks to characters who seek range per additional target.
its protection. When they use this form, your character can
suffer 1 additional strain to make the Earth Structure large Master
enough to provide sufficient shelter for themselves. Earth Incidental
structures created outside are permanent and do not require Requirement: 15 XP, Bending Arts 4
concentration to sustain. When they use this form, your character may suffer 4 strain,
instead of 2, to perform Earthquake as a maneuver, instead

56 | The Bending Arts | The Second Age


of as an action. Additionally, your character may choose to of armor or a turtleduck shell, and provides increased
increase the difficulty to use this form by one. If they do so, defense. While this form is active, your character has a
the form deals Stun Damage equal to your rank in Bending defense rating of 3 and increases their soak value by 1. Your
Arts to all affected characters. character moves at reduced speed, and their body counts as
a structure that a single character could use for cover.
Advanced Forms Expert
Advanced forms generally require you to spend more time Incidental
practicing your art, in addition to gaining practical experience. Requirement: 10 XP, Bending Arts 3
Unless stated otherwise in the description or by your GM, When they use this form, your character may suffer 1
advanced forms require at least 15 XP and a Bending Arts additional strain to increase the defense rating to 4, and the
rank of 3. soak bonus to 2. While Earth Armor is active, your character
may spend aa generated by any Bending Arts combat
Crystal Therapy check to shed off their Earth Armor to immobilize a target hit
Action by the combat check.
Requirement: 15 XP, Bending Arts 3 Master
While they possess a glowing crystal, your character may Incidental
suffer 2 strain to use this form to make a Hard ( ) Requirement: 15 XP, Bending Arts 4
Bending Arts (INT) check targeting an ally within short When they use this form, your character may choose to suffer
range. For each uncanceled s, the targeted ally heals 1 strain up to their rank in Bending Arts, instead of the usual 2
strain. Your character can heal additional allies engaged with strain. For each point of strain suffered in this way, Earth
the target for the same amount of strain by spending aa per Armor provides 1 defense and increases your character’s
additional ally. Your character may spend t generated by this soak value by one. A defense rating cannot go above 4 in this
check to cause an ally affected by Crystal Therapy to recover way.
from a status condition, and that character can ignore the
effects of one Critical Injury (with the lowest rating) until the
end of the encounter. After the check has been made, the
Earth Mannequin
Action
glowing crystal dims and is considered spiritually inert. Once
Requirement: 15 XP, Bending Arts 3, Earth Structure
per session, your character can make a Hard ( )
Bending Arts (WIL) check to reinfuse nearby crystals. An earthbender with a decent grasp and knowledge of
sculpting can craft replicas of human appendages or bodies
Expert from any rock source, and move them from place to place.
Incidental
Your character can suffer 2 strain to use this form to make
Requirement: 10 XP, Bending Arts 3
a Hard ( ) Bending Arts (CUN) check to create a
Your character may increase the difficulty of this form by one number of humanoid mannequins. For each uncanceled s,
to heal allies for additional strain equal to your rank in Bending your character creates one mannequin in a small area within
Arts. short range. The mannequins are controlled as a group. The
Master area covered by a group of mannequins has a hazard rating
equal to the number of mannequins in the group (see
Incidental
Environmental Effects in Core Rulebook Chapter 6). This
Requirement: 15 XP, Bending Arts 5
effect lasts until the end of your character’s next turn, however
When your character would use a glowing or infused crystal the mannequins are permanent.
to heal strain or remove status effects, they may choose to
Once per turn, your character may suffer 1 strain to use a
suffer 2 strain to turn the crystal into a negative jing crystal.
maneuver to move the Earth Mannequin group within short
The negative jing crystal gains the Stun quality with a range of its starting point.
rating equal to the number of strain healed when the charged
crystal was consumed. It also takes on any condition or status Expert
which may have been healed, or the quality required to inflict Maneuver
such a status. The negative jing crystal can be used to Requirement: 10 XP, Bending Arts 4
perform any earthbending form. If your character performs a While this form is active, your character may suffer 2 strain to
successful earthbending attack while using the negative jing make a Martial Arts combat check with the Earth Mannequin
crystal, they can choose to spend aa to afflict the target with group as though they were a Minion group with the Martial
the Stun, or removed status effect. You may spend an Arts skill.
additional aa or t to do both.
Earth Piston
Earth Armor Action
Maneuver Requirement: 15 XP, Bending Arts 3, Earth Structure
Requirement: 15 XP, Bending Arts 3, Earth Gauntlet Base Damage: WIL+2; Critical: aaaaa
Your character may suffer 2 strain to use this form to encase Your character can suffer 3 strain to use this form to make a
their entire body with rocks, pebbles, dust, or even crystals to Bending Arts (WIL) combat check to shoot a number of
create a form of armor until the end of their next turn. The small pillars and protrusions from the ground at the feet of
armor can take any physical or aesthetic form, such as a suit targets within short range. This form has the following

The Second Age | The Bending Arts | 57


qualities: Linked 2, Push, and Stun 2. When they use this difficult terrain. If your character has learned Sandbending,
form, your character may choose to target the ground beneath they can use this action in reverse, changing sand into solid
their own feet, using the Earth Piston to propel themselves up earth, instead immobilizing the target.
to medium range, or atop a small building. Structures created
by this form are permanent unless your character chooses for Expert
them to crumble. Passive
Requirement: 10 XP, Bending Arts 4
Expert When you perform Quicksand as an action, you may instead
Passive suffer a number of strain no greater than your rank in Bending
Requirement: 10 XP, Bending Arts 3 Arts to enlarge the area affected by one range band per strain
This form gains the Knockdown quality. suffered in this way, from a single space to an engaged area
to short range, etc.
Master
Incidental Seismic Sense
Requirement: 15 XP, Bending Arts 4
Incidental
When they use this form, your character can activate the Requirement: 15 XP, Bending Arts 3
Linked quality with a instead of the usual aa. Earth Piston
As long as your character is in direct contact with the ground,
gains the Blast quality with a rating equal to your character’s
they can sense the nearby vibrations of activity and
rank in Bending Arts.
movement within short range. This form adds to
Earth Wave Perception or Vigilance checks your character makes,
including for initiative. Your character cannot be surprised by
Action another character who is in contact with the ground.
Requirement: 15 XP, Bending Arts 3 Additionally, if your character has been blinded or their vision
Once per encounter, your character may suffer 3 strain to use is otherwise impaired, your character removes from any
this form to make an Average ( ) Bending Arts (WIL) check requiring vision or line-of-sight, including to perceive
check. If successful, your character creates a large wave of characters obscured by cover.
earth beneath their feet to ride upon, augmenting their Once per encounter, your character may choose to suffer
movement until the end of their next turn. strain up to their rank in Bending Arts to use this form to make
While this form is active and they are riding the Earth a Hard ( ) Bending Arts (WIL) check. If successful,
Wave, your character gains a free movement maneuver at the they know the general location of any moving creatures or
start of their turn that does not count toward the 2-per-round objects in each range band around them, one band per point
limit. Your character ignores difficult terrain. of strain suffered in this way.
If your character uses this form to move through an Expert
occupied space, characters in the path must make a Hard
Incidental
( ) Athletics or Coordination check to avoid the Earth Requirement: 10 XP, Bending Arts 4
Wave. Characters who fail this check are hit and knocked
prone, and suffer damage equal to your character’s rank in Your character may suffer a number of strain up to their rank
Bending Arts plus 2 per range band traveled. in Bending Arts to use this form to upgrade the difficulty once
of any Deception check a nearby character makes per strain
Expert suffered in this way.
Incidental
Requirement: 10 XP, Bending Arts 4
Master
Passive
When they use this form, your character may choose to suffer Requirement: 15 XP, Bending Arts 4
strain up to their rank in Bending Arts instead of the usual cost.
If they do so, the Earth Wave lasts for a number of rounds Your attunement to the vibrations in the earth lets you notice
equal to strain suffered in this way. more details.
Using this form, your character may substitute their
Quicksand Bending Arts skill whenever they make the following skill
Maneuver checks:
Requirement: 15 XP, Bending Arts 3  When they would roll Perception check while
Your character may suffer 1 strain to use this form to searching for a person or object of which they are
permanently shift a small unoccupied area of solid earth within aware, or which requires visual;
short range into a small area of soft sand. This sand can be  When they would roll a Vigilance or Discipline
created to cushion a character’s landing and to create difficult check to avoid being lied to;
terrain. This cannot be undone unless your character is a  Or whenever you perform a Stealth skill check to
sandbender or has learned the Sandbending form. avoid detection.
When they use this form, you may instead suffer 2 strain Once per encounter, your character may spend a Story Point
to make a Hard ( ) Bending Arts (INT) check to target to use Seismic Sense to make a Hard ( ) Bending Arts
an occupied space within short range to create a small area (WIL) check. If successful, your character knows for a fact
beneath a character’s feet. If successful, the target is whether any nearby character is lying or telling the truth. They
disoriented and the area where they are standing becomes can sense through a character’s increased heartrate, rapid

58 | The Bending Arts | The Second Age


breathing, or other tell whether they are being truthful. The By studying the martial arts style practice by metalbenders
GM must confirm or deny whether the character spoke from Zaofu, a skilled earthbender can render metallic
truthfully. weapons and armor obsolete.

Expert Forms
Once per turn, your character may suffer 4 strain to use this
form to make a Hard ( ) Bending Arts (WIL) check
targeting a number of characters within short range up to their
Truly dedicated earthbenders can perfect the use of forms
rank in Bending Arts. If successful, this form sunders the
that capture the essence of their element.
weapon, or a piece of their armor, by one level. Your character
Benders require at least 4 ranks in Bending Arts to acquire may spend a t on a successful check to instead take control
an expert form, in addition to spending 20 XP. Your GM may of an opponent’s armor with Metalbending, effectively
waive these requirements or add others. disrobing them of the armor and its benefits.

Crystal Ward Additionally, whenever your character attacks an


opponent wearing armor made of metal, they ignore 1
Action defense rating.
Requirement: 20 XP, Bending Arts 4, Crystal Therapy
Once per encounter, your character may suffer 3 strain to Metal Whip
make a Hard ( ) Bending Arts (WIL) check to cause a Maneuver
crystal in their possession to resonate and immobilize all Requirement: 20 XP, Bending Arts 4, Metalbending
spirits within medium range until the end of their next turn. Base Damage: AGI+1; Critical: aaaa
This form does not deal damage, but has the Stun quality with
A technique favored by the police forces of Republic City,
a rating equal to your character’s rank in Bending Arts. A spirit
skilled earthbenders can create and control whips made from
immobilized by this form suffers strain each time they begin
metal.
their turn under the effects of Crystal Ward.
Your character may suffer 2 strain to use this form to
Expert create a long length of wire or metal from nearby metal within
Incidental short range. The Metal Whip shares the qualities of a normal
Requirement: 10 XP, Bending Arts 4 whip, and it gains the Slash 1 quality and it may be used
When they use this form, your character may increase the beyond short range with the Range Finesse effect. While this
difficulty of the check by one to use Crystal Ward against a form is active, your character can use Metal Whip to make a
single dark spirit target within short range. If successful, your Bending Arts (AGI) combat check against a target within
character calms the negative energy within the dark spirit. short range. The attack has the Ensnare 1 quality.
This will turn a combat encounter with that spirit into a social Expert
encounter.
Incidental
Metalbending Requirement: 10 XP, Bending Arts 4

Maneuver When they use this form, your character may suffer 1
Requirement: 20 XP, Bending Arts 4 additional strain to create a second metal whip and use Two-
Weapon Fighting rules when attacking.
First developed by the prodigious earthbender Toph, this
Attacks made with Metal Whip also have the Sunder
technique allows an earthbender to detect, and manipulate,
quality.
minute traces of earth still present in metal.
Your character may suffer 2 strain to manipulate the earth Master
impurities of small metal objects up to short range until the Action
end of their next turn. While this form is active, your character Requirement: 15 XP, Bending Arts 5
may use any of their earthbending forms with metal instead of Your character can suffer 2 strain to use this form to make a
earth (where the circumstances or narrative permit); to do so, Hard ( ) Bending Arts (BRA) check to launch a Metal
your character increases the difficulty of the Bending Arts skill
Whip at a stationary target up to medium range. If successful,
check by one. Attacks made with this form have the Pierce 3
they can use the whip the pull themselves toward the target.
quality. Defensive forms which grant a soak bonus provide +1
If the target is a character, they suffer Stun Damage equal to
additional soak. Metalbending cannot be used to manipulate
uncanceled s generated by this check. Your character may
platinum or other ‘pure’ or heavily refined metals.
choose to spend aa to bring your target to you instead, if it
Expert is possible.
Incidental
Requirement: 10 XP, Bending Arts 4 Sandbending
Incidental
When they use this form, your character may suffer additional
Requirement: 20 XP, Bending Arts 4 (Unless Native
strain up to their rank in Bending Arts; attacks made while
Sandbender)
Metalbending is active have Pierce with a rating equal to the
strain suffered in this way. This alternative style of earthbending was first adapted for use
in the Si Wong Desert by the people who live there.
Master
Your character may suffer 2 strain to use this form to
Action
manipulate the fine particulates of sand and earth within short
Requirement: 15 XP, Bending Arts 4
range. Your character can shift sand into solid earth, or vice

The Second Age | The Bending Arts | 59


versa. Sandy spaces are considered difficult terrain. Your Master
character may use any of their earthbending forms with sand
Action
instead of solid rock; if they do so, they must suffer 1 Requirement: 15 XP, Bending Arts 5
additional strain, and upgrade the difficulty of the Bending Arts
skill check by one. Native sandbenders do not suffer this When they use this form, your character may instead choose
penalty. Attacks made with Sandbending have the Sunder to suffer 2 strain to make a Hard ( ) Bending Arts (INT)
quality. check targeting a small area within medium range. For each
uncanceled s, a target within the affected area is staggered.
Expert For each uncanceled a, an affected target takes 1 Stun
Incidental Damage.
Requirement: 10 XP, Bending Arts 4
While using this form, your character may spend aa on any Master Forms
Bending Arts skill check to blind their opponent until the end
These abilities are rarely seen among the bending population.
of their next turn. A blinded character adds to any check
Only an experienced and learned earthbender can unlock the
they make requiring vision or line-of-sight.
full potential of their element.
Sand Spout These forms should require at least 25 XP and a Bending
Action Arts skill of rank 5. Additionally, a PC should learn the form
Requirement: 20 XP, Bending Arts 4, Sandbending through a bending scroll, a master, or otherwise be able to
narratively explain how they came to hone this ability. Your
A technique favored by native sandbenders, this form creates GM may waive these requirements or add others.
a localized vortex of swirling sand and is often used to propel
sand-sailers. Dust Cloud
Your character may suffer 2 strain to use this form to make Action
a Hard ( ) Bending Arts (INT) check to create a vortex Requirement: 25 XP, Bending Arts 5
of swirling sand at a target location up to short range until the
Sandbender or no, many earthbenders rely upon and
end of your character’s next turn.
acknowledge the masterful technique of kicking up a lot of
While they are engaged with the Sand Spout, characters debris.
are considered disoriented and remain this way until they are
Once per encounter, your character may suffer 2 strain to
no longer engaged with the Sand Spout. When a character
make a Hard ( ) Bending Arts (INT) check to create a
begins their turn next to the Sand Spout, they suffer 1 strain.
large cloud of dust, sand, and other particulate earth around
Ranged attacks made through an area within short range of
them to provide cover and hinder vision in the area until the
the Sand Spout have added to the check. While this form
end of their next turn. The dust cloud affects all characters
is active, your character may suffer 1 strain to use a maneuver
within medium range of you.
to move the Sand Spout anywhere within short range of its
starting point. Any character in the dust cloud other than you is
considered blinded. Blinded characters suffer on their
Expert skill checks which require vision or line-of-sight. Your
Passive character may choose to extend immunity to these effects to
Requirement: 10 XP, Bending Arts 4 any character who is engaged with them. Your character may
When they use this form, your character may choose to spend a generated by this form to target any ally who is not
increase the difficulty of the check by one. If they do so, the engaged, but is within short range, to make them immune to
Sand Spout grows larger, affects all characters within short the effects of this form.
range, instead of engaged, and will Sunder objects, armor, Characters can move in and out of the cloud, and the Dust
and weapon within its area by one step each time that object Cloud does not move with you. Once per turn, your character
begins a turn in range of the Sand Spout. may use a maneuver to move the Dust Cloud to any space
within short range of you. Characters outside of the dust cloud
Tectonic add when they attack characters inside of it.
Maneuver
Requirement: 20 XP, Bending Arts 4, Earthquake Fissure
Your character may suffer 4 strain to use this form to make a Action
small area within medium range suddenly sink or rise sharply Requirement: 25 XP, Bending Arts 5, Earthquake
by 5 feet (1.5 meters). All characters within the affected area Base Damage: INT+3; Critical: aaa
must pass a Hard ( ) Coordination check, falling Master earthbenders can create localized fissures with such
prone if they fail. precision as to render a specific opponent off-balance.
Expert Your character may suffer 2 strain to use this form to make
Incidental a Hard ( ) Bending Arts (INT) check to strike the
Requirement: 10 XP, Bending Arts 4 ground and create a fissure along a specific path to attack a
target structure or character within short range. This attack
Your character may choose to spend t generated whenever has the following qualities: Disorient 3, Ensnare 2, Push, and
they use Earthquake to activate this form without suffering Stun 3. If successful, the Fissure deals damage and affects
strain. one character along its defined path for each uncanceled s.

60 | The Bending Arts | The Second Age


Expert Master
Incidental Incidental
Requirement: 10 XP Requirement: 15 XP, Bending Arts 5
When they use this form, your character may spend a to When your character uses this form, they may choose to
knock an affected character prone. Additionally, the form suffer strain up to their rank in Bending Arts. They downgrade
gains the Concussive 1 quality. per strain suffered in this way.
Master Rock Gloves
Passive
Maneuver
Requirement: 15 XP, Earth Piston
Requirement: 25 XP, Bending Arts 5, Earth Gauntlet
Your character may spend t generated whenever they use
A technique perfected and favored almost exclusive by the
Earthquake to activate this form as a maneuver, instead of as
notorious Dai Li, this form requires masterful finesse and
an action.
deadly precision.
Lavabending Your character may suffer 2 strain to use this form to create a
Maneuver pair of articulated hands made out of tiny rocks and stones
Requirement: 25 XP, Bending Arts 5 until the end of your character’s next turn. The Rock Gloves
are extremely dexterous and can be used to grapple of finely
Your character may suffer 3 strain to use this form to excite a manipulate objects, even up to medium range, as if they were
small unoccupied area of earth within short range to your character’s own hands.
superheat it into lava. The terrain becomes hazardous with a
rating of 10 (see Environmental Effects in Core Rulebook Once per turn, your character may suffer 1 strain to use
Chapter 6). Any character who passes through, or begins this form to launch their Rock Gloves at a target character up
their turn in, the lava suffers 10 wounds. to medium range. The character must pass a Daunting
( ) Coordination or Athletics check or they become
Your character may use this form to suffer 1 strain to use ensnared by your character. Additionally, your character may
any of their earthbending forms with lava instead of earth make ranged Martial Arts combat checks while using this
(where the circumstances or narrative permit). Your character form.
upgrades two difficulty when they make a Bending Arts skill
check with Lavabending. Attacks made with this form have the Expert
Pierce 4 and Burn 4 qualities. Your GM may choose to spend Incidental
hh to cause characters engaged with a target of a Requirement: 10 XP
Lavabending attack to suffer 2 wounds.
When a target of this form fails their check to resist its effects,
Expert your character may spend hh generated by the check to
Incidental inflict 3 strain.
Requirement: 10 XP, Bending Arts 5 Master
Uncanceled hh generated by your character’s Lavabending Passive
cannot be spent by the GM to inflict wounds; instead, your GM Requirement: 15 XP
must spend d to cause a character engaged with the target
Rock Gloves allow an earthbender to scale any earth or stone
of a Lavabending attack to suffer 2 wounds.
surface, at any angle, or even crawl along a ceiling. While this
In addition, your character may choose to spend aa to form is active, your character can climb up sheer earth
cause a character engaged with the target of a Lavabending surfaces as though it were normal terrain, and can even crawl
attack to suffer 2 wounds. along ceilings.

The Second Age | The Bending Arts | 61


Table 2-10: Additional Earthbending Effects
NAME EFFECTS MODIFIER COST
Finesse
Attacks made with this form gain the Disorient 2 quality. This upgrade may be added
Hard Impact + 5 XP
multiple times, increasing the quality by 1 and increasing the difficulty each time.
Wrecking Attacks made with this form gain the Knockdown quality. + 5 XP
The form affects one additional target within effective range. You may spend a to affect
Rooted Feet one additional target within effective range, and you may affecting multiple targets in this + 10 XP
way, spending a each time.

Attacks made with this form gain the Concussive 1 quality, or increase an existing
Concussive → 20 XP
Concussive quality by one.

Your character may suffer 1 additional strain to compress the earth for this form, causing
Compression +1 Strain 5 XP
it to hit harder; a successful attack deals one extra point of damage per each a.
Your character may suffer a number of strain up to their rank in Bending Arts to add the
Shape the Earth +X Strain 15 XP
Slash quality to their attack equal to the strain suffered in this way.
Transform
Your character may spend a t generated by this form to activate the Blast quality with a
Explosive Force N/A 10 XP
rating equal to their rank in Bending Arts.
Stunning Slam Your character may spend aa generated by this form to activate Push or Disorient 3. N/A 10 XP
Your character does not need to be in contact with the ground to use this form (does not
Separation is Illusion N/A 15 XP
apply to Seismic Sense).

62 | The Bending Arts | The Second Age


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 Empathy (Willpower)
includes both these new skills, and the skills from the Empathetic characters can attune themselves to the thoughts
GENESYS Core Rulebook that are used in this setting. It also and feelings of other characters, even if those characters say
includes rules covering animal companions, signature very little. This skill is like Perception, but strictly within a social
techniques, and other miscellany. context. Peering through the lies of another character or
reading their emotions are its primary uses. While the Charm

Avatar Setting Skills skill is used to influence a target to act a certain way, the
Empathy skill gives the Player Character a better
understanding of the target’s motivations and can provide the
The following sections will outline changes to existing skills, PCs with better insight on how to proceed.
and include a list of skills new to the Avatar setting.
Empathy is governed by Willpower, rather than Presence,

General Skills because it represents the ways in which people connect on


an interpersonal level, beyond the veneer of a personality.
Avatar: The Second Age introduces a few new skills unique Your character should use this skill if…
to roleplaying in the world of Avatar. A few skills from the
You want to attempt to understand one aspect of a target
GENESYS Core Rulebook are also listed here to note some
character’s Motivations.
key distinctions for the setting.
You are trying to bond with a target character in order to
Animal Handling (Agility) woo them for a particular purpose.
Animals make up a significant presence in the landscapes, You need to appeal to the heart of a target character or an
cities, and villages in the world of Avatar. From draft animals audience.
used for the purposes of transportation or farm work, or
combat mounts, to the companions who assist their owners in
Your character shouldn’t use this skill if…
completing small tasks, there are many reasons a character Your character is attempting to persuade a character using
may interact with animals. any sort of logical appeal. That would be Charm or
Negotiation.
Characters who want to work animals, teach animals to do
tricks, get them to follow commands, or even domesticate Your character attempts to mentally or physically strong-
them must make an Animal Handling check. This skill should arm a target into capitulation. This is what Coercion is for.
also be used for characters who want to ride anything from a
polar bear dog to a flying bison.
Setting the Difficulty
Empathy should be an opposed check, often against a
Your character should use this skill if… target’s Cool.
Your character flees from pursuers who are also mounted, or
fast enough to potentially catch up. Sailing (Intellect)
Your character tries to convince an approaching wolfbat to The Sailing skill is simply a reskin of the Operating skill found
back away by enticing it with rations. on page 62 of the GENESYS Core Rulebook. You should use
this skill for checks that require training, a sharp mind, and the
Your ostrich horse panics during a parade, and your
ability to keep track of a lot of information. This skill should
character needs to get the creature under control.
cover not just maritime vessels, but also sand-sailers and
Your character shouldn’t use this skill if… even submarines.
Your character travels by mount without any immediate Your character should use this skill if…
danger or inconvenience.
Your character prepares a ship for its voyage, or needs to
Your character makes an attack while on their mount. That know what preparation remains.
would be combat check using a combat skill. Consider adding
Your character is at the helm of a ship, maneuvering it in
additional difficulty in the form of one or more .
naval combat, or traversing the high seas.
Setting the Difficulty Your character attempts to tend to shore duties and
Animal Handling checks should be more difficulty depending mooring of a ship.
on how wild a creature is; generally, how far removed from Your sand-sailer need to make a hard bend to avoid falling
civilization and humanity is it? It’s probably easy to entice a off a cliff.
housecat or deerdog into following you with a piece of food,
Your character attempts to bring an airship to port.
but a wild sabretooth moose lion might be a daunting task.
Being a carnivore may even be cause to upgrade one or more Your character shouldn’t use this skill if…
into . Your character attempts a specific action onboard a ship,
such as climbing a rope ladder or mast. That might be
Athletics or Coordination instead.

The Second Age | New Skills and Rules | 63


Your character is giving orders to other members of a Your character wants to ascertain the probable layout of a
ship’s crew. Leadership would be a more appropriate skill building based on its outside appearance.
here.
Table 3-1: Skills for the Avatar Setting
Your character wants to upgrade the vehicle’s hardware.
That requires a Mechanics check. NAME CHAR TYPE SOURCE
Animal Handling Agility General This book
Setting the Difficulty Athletics Brawn General CRB (p 58)
Sailing checks naturally become more difficult for larger ships
Bending Arts Willpower* Combat* This book
and harsher conditions. Even hoisting the colors (raising one’s
flag) could go awry given the right circumstances. Nimbly Brawl* Brawn Combat CRB (p 67)
navigating through crushing waves and alongside rocky Charm Presence Social CRB (p 54)
coasts requires the highest degree of seamanship.
Coercion Willpower Social CRB (p 55)
Piloting (Agility) Cool Presence General CRB (p 59)
With the advent of technological innovation after the Hundred Coordination Agility General CRB (p 59)
Year War, Satomobile and airship travel has become much Deception Cunning Social CRB (p 56)
more commonplace. Under normal conditions and for regular
actions, a character is not required to make a Piloting check. Discipline Willpower General CRB (p 60)
When those actions are complicated by treacherous weather Empathy Presence Social This book
conditions, the use of a failing vehicle, or enemy assault, then
Culture Intellect Knowledge This book
the character piloting the craft must demonstrate their
expertise and aptitude for hand-eye coordination. Geography Intellect Knowledge This book

Nothing has changed about this skill apart from to say that it History Intellect Knowledge This book
will also cover high-speed ground vehicles, like automobiles Spirit World Intellect Knowledge This book
or motorcycles. In addition to the light aerial vehicles outlined Nature Intellect Knowledge This book
in the Core Rulebook on page 62.
Leadership Presence Social CRB (p 56)

Knowledge Skills Mechanics Intellect General CRB (p 60)


Medicine Intellect General CRB (p 61)
Players can never be expected to know as much about life in
the game setting as the characters who have lived there. Melee (Heavy) Brawn Combat CRB (p 68)
Knowledge skills serve to bridge this gap. They enable a Melee (Light) Brawn Combat CRB (p 68)
player to make decisions about their character’s actions that
Negotiation Presence Social CRB (p 56)
are informed by what their character might know.
Perception Cunning General CRB (p 62)
All dice results may be spent among the different
Knowledge skills with similar results for each. Additional s Piloting Agility General CRB (p 62)
represents the character’s recalling information or completing Ranged Agility Combat CRB (p 68)
research with remarkable haste, while a may be spent to
Resilience Brawn General CRB (p 63)
learn minor but possibly useful information about the subject.
t may be spent to learn relevant, beneficial information Sailing Intellect General This book
concerning the subject, perhaps a ship’s hull weak points in Skullduggery Cunning General CRB (p 64)
the case of Knowledge (Warfare), or information concerning
Stealth Agility General CRB (p 64)
dark spirits in the case of Knowledge (Spirit World). h may
be spent by the GM to omit a vital detail about the subject at Streetwise Cunning General CRB (p 65)
hand, while d may be used to seed the character with Survival Cunning General CRB (p 65)
misinformation and outright falsehoods.
Vigilance Willpower General CRB (p 65)

Culture Your character shouldn’t use this skill if…


Art, cuisine, architecture, and even fashion are all facets of Your character is trying to give directions to Chameleon Bay.
the day-to-day lives of the people living in this world. This would require a Knowledge (Geography) check.
Sometimes a character needs to know what to wear to an Your character is attempting to impress a noble from the
occasion or event; other times they may need to identify the Fire Nation. They should use the Charm skill instead.
make and model of an airship or seafaring vessel. A character
with a working knowledge of cultures is important to any Your character needs to know who won the Hundred Year
worldly party. War. That would be in the wheelhouse of Knowledge
(History).
Your character should use this skill if…
Your character is trying to remember the food or fashion Setting the Difficulty
required to blend in. The more obscure or rare a piece of the information, the more
Your character needs to recall the lyrics for and perform difficult this skill check becomes. Information that would be
their peoples’ war-chant before engaging in battle. classified or kept secret, for example the blueprint to the
palace of Ba Sing Se, would be very difficult to acquire and
thus out-of-reach of most player characters.

64 | New Skills and Rules | The Second Age


History Setting the Difficulty
The history of the world extends tens of thousands of years Geography checks are generally an average difficulty and
into the past. Some scholars spend their entire lives dedicated become more difficult the more information a character
to learning about just one era, sometimes even just a specific purports to know. If the location or identification of a landmark
dynasty or event or person. is key to the story, a GM may raise the difficulty where it is
appropriate.
This skill represents a character's knowledge and
understanding of history in all its facets. This could be
knowledge about past Avatars, kings or queens, nations, or
Nature
generally anything that isn’t covered by the other Knowledge A vast range of flora and fauna inhabit the world of Avatar;
skills. most of the animals present in the world are notably chimeras
or crossbreeds of two real world animals. There are certain
Your character should use this skill if… exceptions though, such as Kuei's pet bear, Bosco, the
Your character needs to recall past Avatars in the cycle, or the herbalist's cat, Miyuki, or the messenger hawk. Using the
beginning of an historical period. chimera as a jumping-off point, the GM should feel free to
include entirely new creatures whenever it would suit the
Your character tries to identify the origins of an ancient
narrative, keeping in mind that the source material is rife with
monument or statue recovered from a ruin.
plenty of unexplored opportunities like the buffalo-deer and
Your character attempts to recall a figure from legend, or the wolfbat.
the religion of a particular region.
Nature also represents a character’s knowledge of local
Your character shouldn’t use this skill if… flora and the understanding of some of its properties.
Your character attempts to read a map. That would use Characters may need to know the difference between a
Knowledge (Geography). deadly poison and a delicious tea.

Your character wants to chart a safe course through Your character should use this skill if…
ancient ruins. Once again, Geography. Your character needs to determine the difference between a
Your character attempts to recall the name of a revered poisonous and healing herb in each area along with
spirit in an old city. That could be Knowledge (Spirit World) or identifying unknown substances, or other natural oddities.
Knowledge (Culture). Your character wants to recognize a creature of an
unfamiliar species to determine its temperament.
Setting the Difficulty
Your character needs to know which trees produce the
History checks naturally become more difficult the more
sturdiest wood.
obscure or generally unknown the information might be.
Your character needs to recall climate and weather
Geography patterns in a given area.
Prior to the Hundred Year War, the world of Avatar was rigidly Your character shouldn’t use this skill if…
divided between the four nations, each of which had a unique Your character is trying to interact with a potentially unfriendly
defining landscape and geographical features; but the world creature. That would be Animal Handling.
is much smaller now, and anyone may traverse the continents
for nearly any reason (especially commerce). Knowledge Your character is trying to plot a course to avoid storms.
about the physical terrain, the landmarks, and the climate of a That would use Knowledge (Geography).
given region will always come in handy to travelers. Your character wishes to know which flower is of
significance to a tribe of waterbenders. This would be
Your character should use this skill if… Knowledge (Culture).
Your character wants to chart a course through dangerous
wilderness to a nearby village. Setting the Difficulty
Your character attempts to locate the Misty Palms Oasis The difficulty for a Nature check should be based upon both
while stranded in the Si Wong Desert. how often the character interacts with this species as well as
Your character wants to identify the highest peak in a the relative rarity of the creature; likewise, difficulty should
mountain range or other landmarks. vary depending on the flora in question, its general rarity, the
character’s understanding of its properties and the plant’s
Your character needs to know what garb they should bring general utility in the story. As always, the GM has the ultimate
when setting out into the local wilderness. discretion in determining how hard it is to find, identify, or
Your character shouldn’t use this skill if… comprehend natural phenomena.
Your character wants to recall information about Ba Sing Se.
This would require the Knowledge (Culture) or (History) skill.
Spirit World
The Spirit World is a parallel plane of reality that coexists
Your character needs to set a camp or deal with other alongside the mortal world, and is home to the spirits,
practical matters of traversing through wilderness. That would immortal supernatural entities which often embody different
use Survival. aspects of life and nature. In a time where the Spirit and
Your character tries to recall the history of a ruin. They material worlds are once again merged, knowledge about
would use Knowledge (History) for that. which spirits are good natured and which want to steal a
character’s face is more important than ever.

The Second Age | New Skills and Rules | 65


Your character should use this skill if… governed by a characteristic specified in the description of
that ability. Although each element is partial to one
Your character wants to identify a spirit, or learn about its
characteristic in particular, not all techniques will reflect that
disposition particularly to avoid angering it.
affinity. Players are encouraged to spread their characteristic
Your character wants to know how to reach the Spirit points out as well as opt for flexibility from the bending
World or a specific place within it. archetypes, rather than focusing on one specific
Your character attempts to communicate or interact with characteristic.
spirit. Narratively, this represents your earthbender character
Your character shouldn’t use this skill if… relying upon their strength (Brawn) to hoist a boulder, rather
than their mental discipline (Willpower) to maintain a form.
Your character tries to ascertain the origin of an ancient
More about the Bending Arts skill and characteristic
manuscript detailing spiritual knowledge. That would be
decoupling is explained in Chapter II: The Bending Arts.
Knowledge (History).
Your character is trying to meditate or project into the Spirit Your character should use this skill if…
World. That would be Discipline or a special ability or talent. Your character attempts to hurl a boulder through a series of
martial arts maneuvers.
Your character wants to know the importance of a
particular spirit to a group of people. Knowledge (Culture) Your character makes an attack with a blast of fire.
would be more appropriate. Your character freezes the ice of a river to make a bridge
Setting the Difficulty for passing.
Your character just farted and wants to cover their tracks
This check is generally difficult by default, as few individuals
by pushing the scent away from them.
have the knowledge required to successfully understand and
navigate the Spirit World. The check becomes more difficult Your character shouldn’t use this skill if…
per how much import the GM places on the information. Your character wants to perform some basic bending tasks,

Combat Skills
like knocking over a clay vase from afar with earthbending or
lighting the candles in a room with one’s firebending. These
are simple maneuvers and may only inflict strain at most.
In this book you’ll find one new combat skill, and a superficial
change to another. Setting the Difficulty
Bending Arts (Willpower) A Bending Arts check becomes more difficult the more
complex a task becomes. Bending a rock off a table might be
Sooner or later, characters at your table are going to want to relatively easy, but opening a human-sized hole in an earthen
bend the elements. If you are making a Bending Arts check wall might prove a little more challenging.
outside of a combat encounter, this skill is governed by
Willpower by default. Martial Arts (Brawn)
However, the Bending Arts skill is not expressly tied to a This is just a reskin of the Brawl skill from the GENESYS Core
single characteristic (e.g. Martial Arts is governed by Brawn). Rulebook. Why? Because setting fluff, that’s why.
For example, the skill check for each bending form is

Animal Companions
Several careers have the Animal Companion talent which companions, but not all animal companions can be mounts. If
allows them to acquire a permanent creature companion for a character loses their mount in some way, they can spend
as long as the creature survives. some time to befriend and train a new one, or buy an already
When a character acquires the Animal Companion talent, trained mount. Any mount the character rides can function as
the character must first find an animal and befriend it before it a pet; the GM may assign to Animal Handling checks to
can be trained. The Game Master and player should agree on control a mount the character has just met and attempts to
how long it would take to first find and befriend an animal, as ride.
well as how long it would take to train the animal before it can
be used as a Companion.
Using Creatures as Vehicles
As animal companions they can perform maneuvers and
Animal Companions can be powerful allies in combat as actions of their own, but when used as mounts they need to
well as social encounters. When engaged with the character, be treated more like vehicles. In cases where characters wish
the companion might grant on certain checks or impose to use beasts as their mount, those creatures are given
against opponents (or remove them from the character). several stats normally reserved for vehicles which includes
Ultimately, a companion can be used for whatever the player values for Silhouette, Speed, and Handling. However, riding
and the GM agree upon. The player should decide with the animals is not the same as driving a Satomobile or
GM what small bonus might be conferred when the motorcycle. These are living, breathing creatures with their
companion is first gained. own minds and instincts and a rider must constantly work to

Mounts succeed. Their bond with the animal is important.

The mount companion is typically an ordinary creature trained


to work as draft animal. All mounts are treated as animal

66 | New Skills and Rules | The Second Age


Unless otherwise stated, a mountable creature’s In addition to the above maneuvers and actions, rider and
silhouette is generally 2. Any animal with a silhouette 1 or mount may also perform the following actions:
smaller cannot be used as a mount unless stated.
Climb or Jump
Creatures, unlike vehicles, can maintain their speed over Riding beasts of silhouette 3 or less that have the Climb
most terrain, including rough and hilly landscapes. Certain special ability can be used to climb or leap over obstacles on
mounts like caribou deer or the polar-bear dog are truly built a successful Hard Athletics check.
for cold environments and will outperform any other animal in
these circumstances. Push
A beast’s stat block is the same as any other adversary. Large, bulky animals of silhouette 2 or larger are capable of
Wound and strain thresholds remain the same, along with using their weight as a weapon. A rider mounted on a creature
that has the Trample attack may convince the animal to push
defense and soak value. Attacks against the beast are
resolved as normal in personal scale combat. through solid objects or vehicles, knocking them out of the
way. The base difficulty for a Push action is a Hard Animal
If a Mount is taken out while carrying a rider, it and the Handling check for the rider if it is against an object or
rider fall to the ground. The rider will suffer 2 damage and 2 creature of the same silhouette. Difficulty is reduced by one
strain, plus 1 additional point per point of Silhouette. for every silhouette smaller the target is when compared to
Training a New Mount the beast. The animal may attempt to move an object only one
silhouette larger by upgrading the check to Daunting
Animal companions can be trained to acquire the Trained difficulty.
Mount ability; each rank of this ability confers to any
Animal Handling checks made while the creature is Wounds and Strain
mounted. These dice are in addition to the or indicated Animal Companions retain their wound and strain thresholds
by the handling characteristic, if any. as described in Chapter IX: Adversaries & Creatures.
Normally, training a beast for riding takes approximately When a companion is reduced to 0 wound or strain, it runs
four weeks of working with the animal. In the context of the away and hides until the encounter has ended; if either of the
game, this would usually happen during downtime and should pet’s thresholds are reduced to 0 by a Critical Injury, the
not occur more than once per session. The PC acting as the animal companion is killed.
trainer makes a Hard Animal Handling check against the
beast. The check difficulty is upgraded a number of times A pet can recover wounds and strain the same way a
equal to the creature’s Cunning. character does. After an encounter, the character may make
an Easy ( ) Medicine skill check. Each success recovers 1
A successful check adds Trained Mount 1 to the mount’s
wound. After a good night’s rest, a pet will recover all strain
abilities. a may reduce the time it takes to train the mount,
unless critically injured.
while h extends the time. t can indicate a particularly
successful training conferring Trained Mount 2. d may inflict When a pet suffers from a Critical Injury, it will need
a Critical Injury on the creature, the trainer, or both. A mount medical attention before it can heal the injury.
can never be trained higher than Trained Mount 4. If a mount suffers a critical injury, the difficulty of all skill
checks to ride or control the mount is upgraded once per
Mount or Dismount Critical Injury. A mount that suffers a Critical Injury of Hard
Mounting and dismounting a domesticated animal such as a severity or higher cannot function as a mount until the injury
trained shirshu, komodo rhino, or ostrich horses requires a has been healed.
maneuver. Successfully mounting an untrained or wild animal,
however, requires a Hard ( ) Animal Handling check Controlling the Companion
which may be harder depending on how ornery the GM feels Pets do not have skills like characters do. Whenever a
the animal is. Similarly, mounting a vehicle, sliding into the companion would perform a skill check, the character must
driver’s seat, or otherwise engaging a vehicle for steering or make an Animal Handling skill check. During skill checks, aa
piloting requires a maneuver as well. may be used to recover 1 strain while hh may, at the GM’s
Mounted Maneuvers and Actions discretion, cause the pet to suffer 1 strain.

Riding a beast and piloting or sailing a vehicle are functionally


the same, but with several key differences. The first is that
Companions in Combat
Animal Handling is used instead of Piloting or Sailing for all In structured play, a pet may perform one action and one
relevant skill checks. If a mount does not have the right saddle maneuver. The controlling character can also spend one of
or riding gear, the check difficulty is upgraded. Like vehicles, their own maneuvers to grant the pet a second maneuver; the
mounts do not have their own initiative slot, unless during the pet may also gain a second maneuver on an Animal Handling
course of action they are rendered riderless, in which case check that generates aa or more. Regardless of the source,
they revert back to their personal profile and function as an a pet may not perform more than two maneuvers during its
NPC. turn.

When it comes to maneuvers and actions, a rider may In combat, a pet will remain engaged with the controlling
perform any maneuver or action listed in Chapter VI: character unless instructed otherwise. To direct the pet to take
Vehicles provided the action or maneuver makes sense. actions or maneuvers, the controlling character must roll an
Players and the GM should employ common sense as to what Easy ( ) Animal Handling check as a maneuver. A mount
can and cannot be done by a particular creature. requires an Average ( ) Animal Handling skill check to

The Second Age | New Skills and Rules | 67


control. The difficulty is increased by one if the character Guard: The pet will perform the Guard action. The pet
commands the pet to attack. moves around the target and makes a threatening display to
opponents, trying to prevent them from running away. The
Pet Commands controlling character must make an Opposed Animal
Whenever a character uses Animal Handling, they can direct Handling v. Discipline check. If the check is successful, the
the pet with the following commands: target is immobilized. On the target’s next turn, they can try to
get away by making the opposed check again. If the pet
Assist: The pet can take the Assist maneuver and aid the
performs any other action while guarding a target, the
character they is engaged with. It is up to the GM and player Immobilized effect ends.
to agree upon what the creature can and cannot do.
Protect: While engaged with the character or an ally, the
Attack: The companion will attack the targeted opponent.
pet will take the Protect maneuver. Any opponent attacking
In the case of a mount, its attack replaces the character’s
the character receives on their attack dice pool.
attack while the character is mounted. If the character is not
mounted, the companion can make a separate attack. Retrieve: The pet can bring an item to either the character
or an ally. A companion cannot carry an item with an
Come: As an incidental, the character can instruct the pet
encumbrance rating larger than its silhouette plus 2. A pet can
to spend its maneuver to return to the character.
also be instructed pick up a specific item or drop it in a
Distract: The companion will perform a Distract location.
maneuver. The pet may fly around the target’s head or nip at
their ankles or otherwise distract the target. All checks the
target makes while distracted receive an additional .

68 | New Skills and Rules | The Second Age


Signature Techniques
Player characters have the potential to become ballad-worthy only one primary effect, so choose carefully! Your character
protagonists, developing unique capabilities that set them receives the benefits for the base ability only, unless you
apart from the ordinary inhabitants of the world. As the spend ability points to upgrade to the expert or master version.
characters gain knowledge and learn from their experiences, Unless stated otherwise, the benefits of each level of the
they may have the opportunity to sit down and develop a effect are cumulative, so if you spend ability points for the
technique or two of their own. Expert effect, your character still receives the benefits of the
Base effect.
Using a Signature When deciding on and describing a primary ability effect,
look to your character’s concept and what you know and have
Technique learned about them over the course of your adventures. Their
Signature Technique is central to who they are, and the
Signature Techniques are powerful by design, so there are journey they’ve taken. It defines your character.
some limitations on how they are acquired and when they can
be used. However, as you will see later in this section, Types of Signature Techniques
Signature Techniques can be customized with ability points Although all Signature Techniques will have some sort of
to reduce these restrictions. impact on the ongoing narrative, some can have primarily
narrative effects, allowing the character to instantly gain
After character creation and the game has begun, when a
character acquires their first fifth-tier talent, or earns their first access to something the group would not normally have. This
100 XP (whichever comes first), they may choose to develop could be knowledge or information crucial to the plot, or a
a Signature Technique. previously-undisclosed item that turns the tide of an
encounter. These abilities are powerful tools that allow the
By default, activating a Signature Techniques requires you players and GM to work together to tell a more collaborative,
to spend 2 Story Points. The effects of the Technique last until cinematic story. However, they can also pose a challenge to
the end of your character’s next turn, and the Technique may the GM as the character circumvents sections of an ongoing
only be activated once per session. Unless otherwise stated narrative.
or designed, activating a Signature Technique is an incidental.
As a general rule, a player should consult with the GM

Creating a Signature before using a Signature Technique with a narrative effect.


Together, the player and the GM can decide on the effect the
ability should have, fitting it into the narrative of the game.
Technique While Signature Techniques can be focused around a
clearly-defined narrative effect, they can also be
The overall structure of a Signature Technique is described
mechanically-oriented (i.e., a skill check). With narrative
here. Players can consult this information to design their own
abilities, the fact that a Signature Technique has a concrete
Signature Technique. Once finished, players will have a
outcome should not mean that the GM and players cannot
Signature Technique custom-tailored to their character.
derive storytelling opportunities from its use. In fact, the open-
1. Choose Primary Effect: The primary effect is the ended nature of an ability’s effects can provide chances for
core of your Signature Technique. It defines what the creative players and GMs to add to the story.
ability does when you activate it. Even at the base
One technique that GMs can use to encourage players to
level, these effects should be potent—their initial
add to the story with these game-changing abilities is to ask
limitations notwithstanding.
how the character achieves the effect described by the
2. Choose Improved Effects: The Expert and Master
Signature Technique. Some players take to this readily, filling
Effects create two additional tiers to your character’s
in the gap between the mechanics and the story. On the other
Signature Technique, supplementing the base ability
hand, some players might find this open-ended question
with more utility. These represent the characters’
intimidating, and so the GM might want to narrow things down
honing their Signature Technique over time.
to give the player a starting point.
Development of one’s technique through a lifetime of
experience. Specific questions from the GM can be useful for players
3. Determine Your Technique’s Origin: How does who get stuck. The following are a few queries that might help
your character come by or develop their a player fill in the narrative details of an otherwise purely
extraordinary talents? Did they learn from a master, mechanical effect:
or did they shape the ability through blood, sweat,  Does your character remember facing a problem like
and tears? this before?
4. Name Your Technique: Every Signature Technique  Does your character have a tool that might be helpful
should have a unique name—that’s what makes here?
them signature.
 What might your character have overlooked at first?
Step 1 – Choose a Primary Effect Creating the Base Ability
A primary effect is the core of a Signature Technique. The Signature Techniques with mechanical effects are, for the
effect tells you what your ability does—the benefit your most part, essentially skill checks (“spend 2 Story Points to
character gains from activating it. A Signature Technique gets make a Charm check for this once-per-session outcome”). If

The Second Age | New Skills and Rules | 69


successful, these potent abilities should allow the Player
Character to achieve some specific, otherwise unachievable
Defining the Primary Effect
effect and should have two general requirements: Once a player has determined what their Signature Technique
will do, they should put some thought into few other aspects
 The skill check should be at least Hard ( ) of its use: who is affected by the ability? For how long is the
difficulty and; ability active? Do the effects wear off or do they persistent
 The skill can only be one that is marked as a class throughout the encounter? Does using the Technique count
skill for the character; as an action, a maneuver, or an incidental? (If it’s a skill check,
This ensures that the Signature Technique is specific to then it must be an action).
the character’s archetype and role within the party, as well as Generally speaking, a Signature Technique should start
feeding into the narrative. The inclusion of a baseline difficult out ‘weak’ in order for its Expert and Master effects to provide
brings with it the element of suspense—what if I miss this? is the PC with room for improving their technique. Often, the first
the risk worth it? a player might think. This train of thought step to creating the base ability will be to describe how its use
adds to the drama of the encounter if the player thinks even relates to your character; in other words, what makes this a
their Signature Technique could have unforeseen signature technique that sets your character apart from
consequences. It also creates room for improvement, as the everyone else in the world. How is this technique not just
Player Character can upgrade the ability down the road to another skill check? The examples in the later section will
lower the difficulty of the skill check, reflecting their character include abilities which demonstrate how a solid, but brief,
growth and development. As a general rule, if the Signature description can really shape the expected outcome of a
Technique is more difficult than Hard, the effect should be Signature Technique.
proportionally more potent. After all, these abilities are meant
to be a reward for players. Step 2 – Choose Improved Effects
Crafting a Signature Technique with a purely narrative What sets these abilities apart from abilities, talents, and skills
effect can be challenging for players who are new to is that Signature Techniques are meant to be expanded. To
roleplaying. Narrative abilities essentially just happen with no reflect the lessons a player character learned, and in direct
input from the player beyond them stating that they use their correlation to the experience earned by the character, they
action, a maneuver or an incidental to invoke the effects of can choose to improve the base ability of their Signature
their Signature Technique. Technique.
In the case of a narrative effect, the ability may require The Expert and Master Effects create two additional tiers
more definition and refinement than a mechanical ability tied to your character’s Signature Technique, supplementing the
to a skill check. Below are some example effects for a base ability with more utility.
Signature Technique which can be considered predominantly
Expert and Master effects are no different than Primary
narrative in its effect:
effects apart from the fact that they are not immediately
 The character’s Signature Technique can be a sort- available. Each subsequent tier should not only improve upon
of Deus Ex Machina, whereby the player causes the last, but also expand the scope of the ability. This should
something to happen that may not have happened; not be taken to mean that a mechanical Signature Technique
 Techniques can confer instant benefits on the user, is just three separate skill checks, or that a character receives
or across the party, or a specific target, or the entire three unique benefits; improved effects should absolutely
enemy squad. This might be to temporarily increase relate to the base ability in some capacity. An ability which
your soak or decrease your opponent’s; or to halve permits the player to know any specific fact once-per-session
the damage you take or double the damage you should not be upgraded into an ability that grants bonus
deal; damage when active—unless, of course, that bonus damage
 Techniques can be completely passive, simply were being applied to a type of enemy whose obscure
granting the user instant access to knowledge, or an weakness has just been uncovered by the base ability of this
item crucial to the narrative; Signature Technique.
 Techniques can be used by players to literally pick For mechanical Signature Techniques, some
and choose a dice (or two) to reroll after a check has improvements are already obvious throughout the game.
been made under specific conditions such as a roll Downgrade the difficulty of the skill check, or upgrade it to
they make, or a roll made by an ally, or by an enemy. achieve a more potent effect. Techniques based on a certain
Alternatively, it could be a specific type of check or theme may, as an improvement, grant an ‘additional bonus’
only if a certain result is rolled, such as a d. when working with a series of skills governed by that
As you can see, Signature Techniques are meant to be Characteristic.
tools through which the Player Characters have a direct
impact on the narrative, quite literally shaping the story as it Step 3 – Determine Your
Technique’s Origin
unfolds. Signature Techniques should open up the possibility
for PCs to tinker with the party’s available resources (both in-
game and above-the-table) without tipping the balance The very nature of a Signature Technique implies that it is
entirely. Thus, PCs should experiment with narrative abilities unique to the character who developed it. Where did the
which modify strain, or skill check difficulty, stat bonuses, inspiration for this technique come from, and how does your
derived attributes, item attributes and qualities, or other character come by or develop their extraordinary talents?
mechanical limitations such as maneuver restrictions and Rather than grinding away at the proverbial whetstone, it
environmental conditions. is possible that the Player Character learned their technique

70 | New Skills and Rules | The Second Age


from a reclusive master, who sought to impart lasting wisdom character who has mastered this ability can make the most
on the character before they left the world. callous soldier of fortune balk and put away their sword.
In fact, developing a Signature Technique may even be Base: Once per session, when a combat encounter
used by the Game Master as a plot point in and of itself. A GM against one or more NPCs (not including beasts and non-
could design an entire adventure around a character’s self- sentient spirits), the character may spend 2 Story Points to
discovery, or even introduce an NPC who is willing to share make a Daunting ( ) Charm check. If they
this knowledge with the player. succeeds, the combat encounter instead becomes a social
encounter, with the PCs attempting to convince the opposition
Step 4 – Name Your Technique to back down, come around to their point of view, or accept a
Every Signature Technique needs an evocative name, compromise. The nature of these circumstances will vary for
something the players can get excited about when they invoke each situation and the NPCs involved, at the GM’s discretion.
it, “I call upon the Tradition of Heraldry! For the next two Expert: When activating Diplomatic Solution, the
rounds, my character gains an intimidation factor on all character may use any of their Presence skills, given the
attacking foes; they suffer 2 Setback as a result of being in relevant circumstances.
awe of the banners I carry.”
Master: The character may activate Diplomatic Solution
Naming an ability adds to the flavor of the world, and during their turn in combat, instead of only before combat
entices the players at the table to really get into roleplaying as begins.
their character.
Hard to Kill
Signature Techniques When your character steels their resolve and tightens their
grip on a weapon or a staff, they can shrug off the worst the
This section includes a brief list of example Signature
enemy throws at them. In moments of dire consequence, the
Techniques. Players should feel free to use these abilities as-
face down overwhelming opposition without taking a scratch.
is, or tweak them. They serve as examples of what can be
This might represent raw toughness and the will to power
accomplished using these guidelines, and can serve as a
through, or it might be an effect of spirits.
template for players to create their own abilities.
Base: While this ability is active, your character gains +4
As the structure is largely based off the “Heroic Ability”
soak.
from Fantasy Flights Games’ Realms of Terrinoth, any entry
from that section would work as a Signature Technique. Expert: While this ability is active, your character also
increases the difficulty of combat checks targeting them by
All the Facts one.
Your character has a knack for knowing vital information when Master: While active, this technique makes your character
it is needed. They might pick up on significant clues others immune to all damage; reduce all damage the character
missed at the scene of a crime, or recall an ancient Earth suffers to 0.
Kingdom song that sheds light on a situation. Whether your
character remembers important information they already Infamous Duelist
know or discovers something in the moment, their ability to do Even in the heat of battle at a massive scale, this character
so is extraordinary. It could be thanks to an eidetic memory, somehow manages to ignore the chaos around them to focus
years of study, spiritual connection, alchemy, or anything else. on an individual enemy target. The character has become a
Base: While this ability is active, during each of their turns master at this. When they focus on a target, all else seems to
your character learns (or remembers) an important fact about disappear around them as they stalk their prey. In turn, as the
a situation, person, creature, place, or object of their choice. character begins to attack, their target is forced to focus all of
The subject of the information must be either observable by its attention on staying alive through the coming onslaught. As
your character or directly relevant to the situation. they fight, they weave through the battlefield, ignored by all
others as they are locked in a duel to the end.
Expert: Additionally, while this ability is active your
character upgrades the ability of all checks they make once if Base: The character may activate Infamous Duelist to
the check relates to the new information. challenge another character currently in battle. For two
rounds, the two characters are locked in a duel. For the
Master: For each fact you learn using the ability, you gain
duration of the duel, the two can only make attacks targeting
a temporary Story Point that you or another player may spend
each other, and no other characters may target the two
before the end of the session. A temporary Story Point is
duelists with attacks.
removed from the pool when it is used, but it is not converted
to a GM Story Point. When you use these temporary Story Expert: While this technique is active, your character
Points, describe how the information your character learned upgrades one when attacking the target you are dueling
provided benefits the group. against.

Diplomatic Solution Master: While this technique is active, upgrade the


difficultly of all incoming attacks once.
The ability to bring belligerent parties to the negotiating table
is no task for the fainthearted, and it is absolutely Insightful Revelation
indispensable to those privy to the art of the deal. Whether Many adventurers may scoff at the highly educated individual,
with a warm smile, a stern command, or a withering glare, a mocking him as an ivory tower academic with no experience
in the real world. What most people don’t realize is just how

The Second Age | New Skills and Rules | 71


effective the academic can be when they applies their Master: The character may recall any location they has
formidable intellect and lengthy education to the task at hand. formerly visited with perfect clarity and know the most
When confronted with an impossible quandary, the character effective route.
can use their vast store of knowledge to analyze the problem
and arrive at a solution nobody else could have even Piece of Cake!
conceived. A combination of education and hard-earned life experiences
Base: Once per session, the character may spend 2 Story have made the character a more capable individual than they
Points to perform the Insightful Revelation action. If they does appear. When the time is right, they can put their vast
so, they makes a Hard ( ) Knowledge (Culture) check. experience to good use, making challenging things look easy,
If they succeeds, they learns some valuable information that and the impossible merely breaking a sweat.
they did not previously possess. What they learns is up to the Base: Once per session as a maneuver, the character
GM, but it must be valuable to the player in overcoming their may spend 2 Story Points to reduce the difficulty of all career
immediate encounter or situation, and the information cannot skill checks they makes by one, to a minimum of Easy, for the
be obtained by any other means. remainder of the encounter.
Expert: The character may spend t generated on a Expert: Once per session, once the character has
successful Insightful Revelation check to gain one additional activated Piece of Cake!, they may also use it to reduce the
piece of actionable information. difficulty of one non-career skill check they makes. This
Master: When making the Insightful Revelation action, the follows the same rules as using the Base ability to reduce the
character may replace Knowledge (Culture) with any other difficulty of career skills.
Knowledge skill. Master: Once per session, once the character has

Innovating Genius
activated Piece of Cake!, they may invoke it to reroll the skill
check for any career skill check they makes.
In this new frontier of technology, this character has learned
to push the limits of what many see as impossible. Engineers, Unmatched Insight
botanists, and others need to be on the cutting edge to stay To this character, people are their business—and business is
relevant. This character is able to whip up functional products, booming. This character has developed the astounding ability
devices, or consumables out of just the parts and resources to read others with only a moment’s glance, discerning
laying around. precisely what to say next in order to undermine their plans or
Base: The character may make a Daunting ( ) convince them to see things from the player’s perspective.
Mechanics check. If they succeeds, the character Base: The character may activate this ability to instantly
immediately uses available inventory in their immediate gain information about two of the target character’s four
vicinity to create an item that serves nearly any intended motivations. The information gained in this way should
function. The item functions until the end of the encounter, at include, at the very least, something relevant to the
which point it falls apart or is used up. The exact nature of the character’s current predicament.
item, as well as the end results, must be approved by the GM
Expert: Once Unmatched Insight has been activated, the
based on common sense and the ongoing story.
character may upgrade once any social skill check made if it
Expert: The character’s item lasts until the end of the is relevant to the information learned.
session.
Master: When trigger Unmatched Insight, the character
learns every facet of the target’s motivations.
Master: The character may use another skill, such as
Skulduggery or Knowledge (Nature) to conjure up an item
using relevant materials found around them. Signature Technique
Mental Compass Upgrades
Journeying the endless terrain of the world leads explorers to
master many different talents, not the least of which is the As your character grows in experience, they gain ability points
uncanny ability to know where to go no matter where they are to spend on upgrades for their Signature Techniques.
on the planet. This character is able to ascertain their position Obviously, upgrades improve the ability, but more importantly,
in the world simply by staring at the night sky, or identifying a they help to differentiate it. Even if two player characters have
particular geographic feature. similar primary ability effects for their Signature Techniques,
different choices of upgrades allow the players to diverge in
Base: The character may make a Hard ( ) purpose and story.
Knowledge (Geography) check. If they succeeds, the
character can pinpoint their exact location without a map or Your character receives ability points automatically based
other guide, discover a lost location, or identify a safe and on the XP they gain through play. Every time your character’s
quick path through any terrain. The exact nature of what the XP total increases by 50, they gain one ability point to spend.
character is trying to accomplish, as well as the end results, Your character does not gain ability points based on their
must be approved by the GM. starting XP determined by their archetype, nor on their first
100 XP earned once the game has begun.
Expert: Mental Compass may be activated with the
Geography or Survival skills. When your character gains ability points, you decide how
to spend them. Each upgrade includes a cost, and spending
the required ability points on an upgrade permanently adds

72 | New Skills and Rules | The Second Age


the benefit of that upgrade to your Signature Technique.
Some upgrades have a cumulative effect if you purchase it
Empower Allies
multiple times. Allies within short range add to their skill checks while the
technique is active.
The upgrades listed here are not exhaustive, and are
meant to be examples of what a player can achieve through Rejuvenation
the structure of the Signature Technique. In truth, nearly all When your character activates their Signature Technique, and
aspects of a technique can be gradually improved upon. at the beginning of each turn it remains active, your character
Duration heals 2 strain.

Your character’s Signature Technique effect lasts for one Rejuvenate Allies
additional turn for each purchase of Duration. When your character activates their Signature Technique, and
Cost: 1 Ability Point at the beginning of each turn it remains active, all allies within
short range heal 2 strain.
Frequency
Your character can activate their Signature Technique one Signature Technique
additional time per session for each purchase of Frequency.
Cost: 2 Ability Points Origins
Improvement Your character’s Signature Technique is an important part of
The first time you purchase this upgrade, it costs one ability who they are, so you’ll want to decide how they came by such
point and your character’s primary ability gains the Expert an impressive ability. It’s likely that during this process you’ve
effect. You may purchase this upgrade a second time for two already thought about the explanation of your character’s
ability points to gain the Master effect. ability and how they first discovered or developed it, in which
case you should discuss your ideas with the GM and make
Story sure you both agree on what it means for your adventure and
Your character only needs to spend one Story Point to campaign.
activate their Signature Technique. This upgrade can only be
purchased once. Example Players Creating
Cost: 2 Ability Points

Secondary Effects a Signature Technique


Add a secondary effect to your character’s Signature Tonya is ready to choose a Signature Technique for her
Technique. When you purchase this upgrade, select a character, a dashing swordsman of noble birth named
secondary effect from the following list (or make one of your Kentaro. Kentaro desires to be world renown, even though
own). You may purchase this upgrade a second time to he’s already nobility. Tonya has been playing with Kentaro for
choose a different effect, for a maximum total of two several sessions now and has really grown into the idea of a
secondary effects. As with the primary ability effect, you master swordsman wandering the countryside looking for
should work with the GM to come up with an exciting narrative fights to show off his skills, so she decides to go with the
explanation for each effect. Infamous Duelist template outlined above to reflect Kentaro’s
lust for combat. Seeing everything already perfectly in-line
Even if the primary effect is instantaneous, the duration of
with her character concept, Tonya decides to call the ability
the Signature Technique still matters for many secondary
“Wander and Lust”.
effects. Remember, a technique lasts until the end of your
character’s turn, or longer if you have upgraded it. Brandon has been playing his character, a wandering
merchant named Garboji, for a while now and has just
Cost: 1 Ability Point for first, 2 Ability Points for second
accrued his first 100 XP since the campaign began. After
Devastating reviewing the examples in the book, he decides that none of
the Signature Techniques really mesh with his character
While the ability is active, your character adds +2 damage to
concept, and so he creates his own.
one hit of each of their attacks.
Garboji knows lots of people and has become well-liked
Diminish by both the party and NPCs, so Brandon reasons that there
While the ability is active, enemies within short range add are probably a few people—maybe even from his past—who
to their skill checks. are bound to owe him favors (possibly for less-than-legal
reasons). In fact, Garboji’s origins betray his incorrigible
Drain greed, so Brandon decides that this is a technique Garboji has
When your character actives their Signature Technique and spent his whole life perfecting. He creates his Signature
at the beginning of each of their turns it remains active, Technique, “Spider-Snake Oil Salesman”, and determines
enemies within short range suffer 2 strain. that its primary effect is to sell any item at an incredible
markup to any character who could reasonably afford it, or
Empowered have a need for it. Although he’s not sure about its
While the ability is active, your character adds to their skill improvements, he’s considered Garboji’s career skills and
checks. settles on something to do with Negotiation.

The Second Age | New Skills and Rules | 73


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

Pro-bending, Duels and Martial Arts


The Avatar series draws heavily on East Asian history, should give you a good idea as to what airbending regulations
tradition, and mythology and one key focus is on martial arts might look like.
as a storytelling device. Duels, arena matches, and even If your character wants to participate, they’ll need to form
tournament fights are all featured throughout the series as a team of at least three benders from different bending arts
distractions, opportunities for character development, and as (teams may have more if they need to substitute a player
integral plotlines. between matches). Your characters may also join a team with
Avatar: The Second Age attempts to bring this aspect of NPCs, either preexisting in the world (like the Flaming Fire
the narrative to life through the guidelines and rules featured Ferrets) or by making up their own team name.
in this section. This author builds upon the foundations
outlined in Chapter 6: Combat Encounters (GENESYS Objective
Core Rulebook), including maneuvers (page 97), Range The aim of the match is to gain as much territory within thing
Bands (page 105), and Unarmed Combat (page 108). ring as possible within three minutes or, alternatively, to cause
your opponents to fall over the ring’s edge. Although most pro-
Pro-bending bending matches are likely to occur within official Republic
City arenas, a match can occur on any raised fighting ring
Pro-bending matches originated in the arenas of Republic City without rails or ropes on either team’s backside.
and now take place in one of the city’s architectural jewels—
a gilded, glass-domed arena which sits at the end of a long A single match consists of up to three rounds. Each round
pier extending into Yue Bay. Pro-bending is a popular pastime is three minutes long. More on timing later.
for benders and nonbenders alike. Every year, the sixteen
best teams in the league compete for the championship in the
elimination-style Pro-bending Tournament!
Characters take part in these
sanctioned arena matches for a variety of
reasons: there’s fame to be had, titles
and recognition to be obtained, and—of
course—money to win!

Participants
Pro-bending matches involve two teams
of three benders, one from each bending
art. This excluded airbending at the time
of the sport’s conception, since until very
recently only the Avatar’s son and
grandchildren possessed the ability.
However, the world is in constant flux.
Your table may decide to include
airbenders in the fun! If you do, pay close
attention to the League Notice—it

74 | New Skills and Rules | The Second Age


 Unnecessary roughness.
 Prolonged or continuous bending.
 Striking a target outside of the ring.

League Notice A player who intentionally breaks a rule will be


shown a yellow fan as a warning and will suffer a one-
zone penalty (they move back a zone).
Due to some miscreants in recent matches, the League would like
to remind all professional benders that the following rules will be A player who intentionally breaks a rule after
strictly enforced in the ring. receiving a yellow fan might be shown a red fan,
ejecting them from the match altogether. Of course,
Waterbenders the team with the ejected player must continue the
 Each water blast must not exceed one second in duration. match without a replacement.
There will be no more ‘firehose’ incidents! Intentional Cheating
 Your strike must be liquid—steam, fog, and ice will result
With fortune and fame on the line, PCs and NPCs
in ejection from the match. No fillings! alike have plenty of reason to break the rules. Before
 No outside water! Only water provided for the match, or the match even begins, characters may attempt to rig
within the ring, from your own zone. the ring, fix the match, or attempt other kinds of
Firebenders sabotage. The time before a match represents
limitless opportunity for a scene involving Coercion,
 Each fire blast must not exceed one second in duration. Skulduggery, and Deception and also offers a
Absolutely NO FLAMETHROWERS! chance for PCs who aren’t participating in the match
 No direct strikes to the head. to shine.
 No lightning. If a player wishes to intentionally cheat during a
match, first determine what they’re attempting. If
Earthbenders
they’re trying to make an illegal head strike, step over
 Metal and sand are not permitted in the ring. the line to get a closer shot at a target, or break one of
Regulation. Rock Disks. ONLY! the various bending regulations, that player must make
 No direct strikes to the head. an opposed Bending Arts versus Vigilance combat
check (using the Referee’s Vigilance skill). An attempt
 You may only pull disks from your zone. You may not
to cheat while attacking should always be harder and
intentionally break the disks into smaller pieces. The
riskier than a normal strike against an opponent. If the
disks must remain solid.
attack hits, calculate damage as normal against an
opponent, not the referee (unless striking them is the
point). While h on these rolls may represent a yellow
fan and zone penalties, d can easily mean the player
has been ejected from the match—even if you roll
plenty of s and a, hitting the referee is a sure-fire way
to be ejected.

Injuries and Healing


As with a normal combat encounter, characters will
suffer wounds and strain throughout the course of the match.
Consumable items that allow a character to instantly recover
Regulations and Referees wounds or strain are banned from being used during a round.
During a match, your GM assumes the role of referee and can Characters may roll a Simple (—) Cool or Discipline
throw out yellow and red fans if they catch a player breaking check to recover strain between rounds. A player may only
the rules or committing a foul. At the table, these matches are attempt to heal wounds once per match from a Medicine
largely theater of the mind and so any foul play which occurs check; other forms of healing (such as bending or consumable
will largely be narrative. items) are not allowed. If no one on the player’s team or
Fouls present great potential uses for h and d results. support staff can heal, the Pro-bending League’s regulation
Your GM should only consider using these options if at least physician on staff can aid with their Medicine skill ( ).
hh or d is rolled, and should never call foul on a Player Talents that allow characters to recover strain or wounds,
Character because the player was unaware or misinformed to shrug off critical injuries, or even ignore being incapacitated
about how the match works. Your GM, with the help of the are not only permitted, but encouraged! Such talents
dice results, has the ultimate say on when a player has fouled include—but are not limited to—Rapid Recovery, Second
or broken rules in a match. Such fouls might include: Wind, Hard Headed, and Indomitable.
 Stepping over a line into the wrong zone. When a character suffers a Critical injury during a match,
 Intentionally hitting the referee stand, or a referee, the match is halted and the player is removed from the ring;
with an element. however, an injured player may opt to continue if they feel
 Illegal head strikes (with earth or fire). capable. In either case, the match resumes once the player
 Knocking a player over the ropes or sides of the ring. has made their decision.

The Second Age | New Skills and Rules | 75


Knockouts Gaining
A character can only Territory
be knocked off the
At the start of a match,
back of the ring, not
each team must remain
the sides. If a
within their starting zone
character is knocked
(usually Zone 1, near
off the back of the
the center of the arena).
ring, they may not
Players from opposite
return to the ring until
teams can never occupy
the next round.
the same zone at the
If a player is same time.
knocked off the side of
A team can only
the ring, the match is
move forward over a line
halted and the player
and into a new zone, or
is permitted to rejoin
“gain territory,” when all
the round. The
three members of the
offending team suffers
opposing team have
a penalty of one zone
been knocked
and the match
backwards out of a
continues.
zone. Once the
If all three opposing team has been
members of a team knocked backwards out
are knocked off the of a zone, a player may
back of a ring within step into the next zone
one round, that team by spending a maneuver
loses and the match is to do so. When a team
over. “gains” a new zone, they
To knock a must now play from
character backward within that new zone, not
into another zone, simply trigger the Push quality on a crossing back into their original zone.
successful hit with aa or t. Push is a new item quality in
The Second Age and is explained further on page 98 of this
Range Bands and the Ring
book. A t may also be used to knock an opponent off the In Avatar, a physical arena known as the ring serves as the
back of the ring if, and only if, the attack successfully hits. stage for a pro-bending match. The ring is divided into two
halves and each half is divided into three zones: Zone 1, Zone
Running a Match 2, and Zone 3. Each team starts each round playing in Zone
1 of their respective halves of the ring.
In The Second Age, a pro-bending match should run just
like a normal combat encounter. Still, there are a few Each player must stay within Zone 1, without crossing the
exceptions and considerations you will want to make to keep line at the front or back of the zone. If a player is knocked out
an arena match exciting: of Zone 1 into Zone 2, they must now play within Zone 2. If
they are knocked out from Zone 1 or Zone 2 into Zone 3, they
 In addition to rolling initiative normally using
must now play within Zone 3. A player cannot advance zones
Vigilance or Cool, consider alternating each combat
unless all of their opponents have been knocked backwards
round which team goes first in order to better capture
out of their present zone.
the dynamic ebb and flow of these matches.
 Characters may only attack using their element’s In The Second Age, each zone represents a range band.
Blast form, or by making a Bending Arts combat Two adjacent zones are always short range from one another.
check using Brawn or Agility. All other bending When there is one or more zones between two zones,
forms are not permitted in pro-bending matches increase the range band between those two characters by the
(except in tiebreakers, as mentioned). Additional same amount. Thus, a pro-bender striking from their own
bending effects are permitted and encouraged. Zone 1 at a target in the opposing team’s Zone 2 would
 Each attack has the Push quality in addition to any consider that medium range, or long range if the opponent
other qualities it may possess. is standing in their own Zone 3. Of course, use your best
 When a PC suffers wounds greater than their judgement, keeping in mind the context of the arena and the
threshold, they are knocked out and suffer one range between characters. Striking from your own zone 3 at
critical injury per GENESYS Core Rulebook (page an opponent’s zone 3 should at least warrant a Hard ( )
112). combat check.
 Ignore the death results on the Critical Injury table
unless you really hate your characters for some
Scoring
reason. Like boxing in real life, a team wins a match by either winning
the most rounds or by a “knockout,” which in this case means
knocking all of the opponents off the ring within one round.

76 | New Skills and Rules | The Second Age


Even if a team has won two rounds, they still must play the circle. “Empty hand” striking, such as a normal punch or kick,
third round since a match can end from a knockout at any is not permitted. In addition to their elemental Blast form, a
point. player may use any form which augments their Martial Arts
abilities (such as Fire Strikes).
Winning a Round If a player falls or moves out of the circle, they lose the
You win a round by gaining territory before the end of each tiebreaker and the opposing team wins that round. If both
round. If no team has gained territory, but one team has fewer players fall out simultaneously, the player who lands first loses
players left in the ring by the end of the round, that team loses the tiebreaker (you may render this as a contested Athletics,
the round. If a team has fewer players, but gained more Coordination, or Bending Arts check). The character who
territory by the end of the round, that team still wins the round. lands second wins the tiebreaker, and their team wins the
Match Round v Combat Round round.

A match ‘round’ should not be confused with a combat ‘round.’ If the referee cannot determine which character landed
Each match round is essentially a combat encounter unto first, there will be a second tiebreaker using a different
itself. A single match round can last for multiple rounds of element. If each team has won a round, and the third round
characters from each team taking turns lobbing elements at ends in a tie, a tiebreaker is used to determine who wins the
one another. Winning a single combat round does not mean third round and the match.

Duels
the players have won the match.
In a “real” pro-bending match, each round is timed for 3
minutes. You can easily reflect this time limit by imposing a You know, like an Agni Kai or Lei Tai fight. Just duke it out,
round-limit on the combat encounter for each round. Each lol.
combat encounter should last three rounds—no more, no less
(unless there’s a total knockout, of course!). Afterward, Observers
determine which team won the round with the rules outlined
Players whose characters are not participating in a match or
in Winning a Round.
duel can still have fun with it: assume the role of rowdy crowd
Tiebreaking members or even bystanders on the opposing team. Heckle,
howl, cheer, and holler for your favorites during the match!
If a round ends in a deadlock, with neither team having gained
territory and an equal number of players in the ring, the winner
of the round must be decided in a tiebreaker “face off.” Combat Options
The referee tosses a coin (or rolls a dice) and the team This section will talk about existing rules and how to use them
that wins the toss gets to choose which element will go into effectively, and will talk about a few new features.
the face off. Each side sends their team’s respective bender
for that element. Maneuvers
The faceoff occurs in the center of the ring (marked with a Aim, Assist, Guarded Stance
circle) which may sometimes convert into a raised platform.
For the purposes of combat, characters in the circle are
considered engaged and cannot leave the circle. The
characters can use their respective elements, as well as
grappling, to try to knock or throw their opponent out of the

The Second Age | New Skills and Rules | 77


IV – Talents
Talent Tiers
Player characters are often distinguished by their special
abilities. Where a minor character might surrender to
overwhelming odds, a hero is expected to dramatically defeat
Some talents are more potent than others. They may have
their foe and triumph. Talents provide a game mechanic for a
more exciting abilities or just better mechanical boosts for your
character to perform tasks with beyond-average flair and
character. Talents are balanced into various tiers and create
ability. These generally represent specialized techniques or
an opportunity for characters to progress toward better
tricks that a character has mastered—typically through
abilities.
intense practice and study.
A talent’s tier determines how many experience points a
Talents are linked to a character’s identity, specifically
character must spend to acquire a talent.
their identity as represented by their career. A character is
likely to be more successful when engaged in actions for  Tier 1: Each talent costs 5 XP.
which they has both a skill and a talent appropriate for the  Tier 2: Each talent costs 10 XP.
situation.  Tier 3: Each talent costs 15 XP.
Talents have more narrow applications than skills,  Tier 4: Each talent costs 20 XP.
generally. If your character wants to climb a wall, they use the  Tier 5: Each talent costs 25 XP.
Athletics skills. Talents, on the other hand, modify how a Specializations confer a discount on certain talents, which
character uses that skill (such as rerolling a failed Athletics are described in Chapter I: Character Creation. This
skill check when attempting to c limb that wall). Talents may discount is 5 XP, to a minimum of 5 XP.
also modify some of your character’s other attributes (such as
When you are purchasing talents for your character, you
increasing their wound threshold), or perform actions normally
must follow one simple rule. After buying the new talent, your
not allowed by the rules (such as ignoring Critical Injuries).
character must have more talents in the next lowest tier. So,
Players gain most of their techniques and traits by if your character has two Tier 1 talents, they can only have a
spending their experience points to acquire them. Each talent single Tier 2 talent, and cannot have any Tier 3 talents. But if
has an experience point cost based on how powerful the talent your character has four Tier 1 talents, they can have three Tier
is. 2 talents, two Tier 3 talents, and a single Tier 4 talent.

Types A talent worksheet is included in the back of the book with


the other character sheets.

Multiple Ranks
There are many different types of talents. Some are
associated with an individual skill or closely-related group of
skills. These tend to be particular knacks that a character has
Most talents can only be learned once. However, some talents
acquired through the process of mastering that skill. In many
are ranked, which means they can be learned repeatedly.
cases, talents represent operational shortcuts—corners an
When a character learns a talent for a second—or later—time,
experienced individual knows can be safely cut or particularly
they gains an additional rank of the talent. These talents have
effective methods they can follow.
a cumulative effect: the more of them you purchase, the better
Other talents are simply natural abilities that fit in they become.
especially well with the use of that skill. These could include a
However, after you purchase the talent, subsequent
certain mental process, physical technique, or learned
purchases count as being in the next highest tier for the next
pattern. A number of talents are specifically associated with
time you want to purchase it. This means the experience cost
conflict and fighting. These combat talents represent
goes up, and this new version of the talent takes up one of
techniques that a character may have learned through
your more valuable talent slots in a higher tier.
practice and experience. Finally, some talents are associated
directly with specializations, and reflect the nature of those If a ranked talent is already at Tier 5 (or has reached Tier
specialized abilities. 5 after multiple purchases), that talent remains at Tier 5 for
any subsequent purchases.

Talent Descriptions
An explanation of the descriptions for each of the talents used Trigger explains whether a talent is always in use
in Avatar: The Second Age follows. Every entry includes the (Passive) or if a character must take some sort of action to
information required for gameplay. activate it (Active). If activation is required, the type of action
Every talent has a Name, making it easy for you to refer necessary is indicated. Some talents can be activated on
to the talent, and hopefully providing a bit of a colorful other characters’ turns, or in the middle of combat (counter
description as well as making it easier to recall its effects. maneuver, incidentals out-of-turn). If this is the case, the
Trigger will indicate such.
Each talent belongs in one of five Tiers, as described
previously in this chapter. The higher the tier, the more XP it Ranked indicates if a talent can be purchased multiple
costs for your character to purchase the talent. times (Yes) or only once (No).

78 | Talents | The Second Age


The final paragraph details the specific game Rules Talents are grouped by tier, and in each grouping the talents
involved in using the described talent. Some talents may have are listed alphabetically.
certain requirements before they can be purchased, and will If you’re a Game Master, keep in mind that this list does
specify in their description what that is. Talents with “(Expert)” not have to be exhaustive for your players. Using the talents
in their name require their base form. Likewise, you must have laid out here, don’t be afraid to build your own talents for your
the (Expert) level before you can acquire a “(Master)” talent. own game.

Talent Entries
The following is a list of the talents that are fairly universal to
all the different classes and characters in the world of Avatar.

Tier 1
When making any Knowledge skill check, your character can use this
Adverse Bending talent to spend a number of copper pieces equal to 50 times the
Tier: 1, Ranked difficulty of the check and automatically succeeds on the check with
Activation: Passive one uncanceled s. At your GM’s discretion, your character may not
Your character must have at least one rank in the Bending Arts skill be able to use this ability if the information sought is particularly
to benefit from this talent. Your character removes one per rank of esoteric or hard to find, or if the character is in a situation where they
Adverse Bending when you make a Bending Arts skill check imposed could not purchase information (such as marooned in the middle of
due to inclement weather, tight corridors, or other environmental the desert with no messenger hawk).
circumstances which might impede your character’s ability to bend.
This talent does not apply to added as a result of an opponent’s
Brace
Defense rating, wearing heavy armor, or incurred through Tier: 1, Ranked
concentration. Activation: Active (Maneuver)
As a maneuver, your character may suffer 1 strain to Brace
Animal Whisperer themselves. You remove per rank of Brace from your next skill
Tier: 1 check based on changing conditions, inclement weather, unstable
Activation: Passive surfaces, high winds, rocking boats, or other circumstances that
Your character gains an automatic a whenever they perform a skill would make 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 with
Your character may use this talent and a musical instrument to begin 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 Before making a social check, the character may perform a Bribery
rest of the encounter. maneuver and spend up to 50 copper per rank of Bribery. For every
50 copper spent, the character upgrades the ability of the skill check
Apothecary once. How the money accomplishes this can be up to the player and
Tier: 1, Ranked GM, but could take the form of gifts, favors, or even information, like
Activation: Passive blackmail, that gives the character the upper hand in the interaction.
When a patient under your character’s care heals wounds from
natural rest, they heal additional wounds equal to twice your
Clever Retort
character’s ranks in Apothecary. Tier: 1
Activation: Active (Incidental, Out of Turn)
Attunement Once per encounter, your character may use this talent to add
Tier: 1 automatic hh to another character’s social skill check.
Activation: Active (Incidental, Out of Turn)
Your character must have at least one rank in the Bending Arts skill
Deflect
to benefit from this talent. Once per turn, your character may suffer 3 Tier: 1, Ranked
strain to add hhh to the Bending Arts combat check of another Activation: Active (Incidental, Out of Turn)
character within short range and share your element. When your character suffers a hit from a ranged combat check, after
damage is calculated (but before soak is applied), your character may
Armor Master 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: Passive
While wearing armor, your character increases their total soak value
Deft Hands
by one. Tier: 1
Activation: Passive
Bought Info Your character adds an automatic aa to skill checks when they
Tier: 1 perform any activity requiring hand-eye coordination, such as picking
Activation: Active (Action) a pocket, performing a magic trick, or fine-tuning an engine.

The Second Age | Talents | 79


Duelist this check decreases by one per additional rank of Hard Headed, to
Tier: 1 a minimum of Easy ( ).
Activation: Passive Hidden Storage
Your character adds to their melee combat checks when engaged Tier: 1, Ranked
with only a single opponent. Your character adds when engaged Activation: Passive
with three or more opponents. Any large equipment, vehicle or other vessel that the character owns
Durable has one or more hidden compartments for smuggling appropriately-
sized gear. The number of compartments is up to the player, be
Tier: 1, Ranked
cannot be enough to hold a total encumbrance value of items more
Activation: Passive
than the character’s ranks in Hidden Storage. The size of the
Your character reduces any Critical Injury result they suffer by 10 per compartments is proportional to the size of the vessel or storage unit
rank of Durable, to a minimum of 01. in question. Any checks to detect these compartments have a
Formidable ( ) difficulty.
Elemental Strike
Tier: 1 Improvised
Activation: Passive Tier: 1, Ranked
Your character must have at least one rank in the Bending Arts skill Activation: Passive
to benefit from this talent. Whenever your character uses a bending The character adds +1 damage per rank of Improvised to any
form, they may add any one finesse effect without suffering the successful attacks made using an improvised weapon.
required strain, or increasing the difficulty. However, they may not add
any other finesse effect to the form. Jump Up
Tier: 1
Elementalist Activation: Active (Incidental)
Tier: 1
Once per round on the character’s turn, the character may stand up
Activation: Active (Incidental)
from prone or a seated position as an incidental.
Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. After your character knows the result of a Kill With Kindness
skill check to use a bending form, they may suffer 2 strain to trigger a Tier: 1, Ranked
quality (such as Burn or Stun) of that Form if the check did not Activation: Active (Incidental)
generate any a. After your character makes a Charm check, they may suffer 1 strain
Finesse to use this talent to cancel h equal to your character’s ranks in Kill
With Kindness.
Tier: 1
Activation: Active (Incidental) Knack for It
When making a Martial Arts or Melee (Light) check, your character Tier: 1, Ranked
may use Agility instead of Brawn. Activation: Passive

Forager When you purchase this talent for your character, select one skill.
Tier: 1 Your character removes from any checks they make using this
skill. Each additional time you purchase this talent for your character,
Activation: Passive
select two additional skills. Your character also removes from
Your character removes up to from any skill checks they make any checks they make using these skills. You cannot select combat
to find food, water, or shelter. Checks to forage or search the area or magic skills when choosing skills for this talent.
that your character makes take half the time they would normally.
Know Somebody
Good Company Tier: 1, Ranked
Tier: 1, Ranked Activation: Active (Incidental)
Activation: Active (Incidental, Out of Turn)
Once per session, when attempting to purchase a legally available
When attempting a Charm or Negotiation check, your character may item, your character may use this talent to reduce its rarity by one per
suffer a number of strain to downgrade the difficulty of the check a rank of Know Somebody.
number of times equal to the strain suffered. This number cannot
exceed your ranks in Good Company. Knowledge Specialization
When your character is the target of a Charm or Negotiation Tier: 1, Ranked
check, your character may suffer a number of strain to upgrade the Activation: Passive
difficulty of the check a number of times equal to the strain suffered. When your character first acquires this talent, choose one Knowledge
This number cannot exceed your ranks in Good Company. skill. When making checks with that skill, you may spend t to gain
additional s equal to your ranks in Intellect. This talent can be
Grit acquired multiple times, but each Knowledge Specialization can only
Tier: 1, Ranked be associated with one Knowledge skill.
Activation: Passive
Each rank of Grit increases a character’s strain threshold by one.
Let’s Ride
Tier: 1
Hard Headed Activation: Active (Incidental)
Tier: 1, Ranked Once per round during your character’s turn, your character can use
Activation: Active (Action) this talent to mount or dismount from a vehicle or animal, or move
If your character is staggered, they may use this talent, even though from one position in a vehicle to another as an incidental. In addition,
a character is normally unable to perform any actions when they are if your character suffers a short-range fall, from a vehicle or animal,
staggered. Your character makes a Daunting ( ) Resilience they suffer no damage and land on their feet.
check. If they succeed, they are no longer staggered. The difficulty of

80 | Talents | The Second Age


Meticulous Form Rapid Reaction
Tier: 1, Ranked Tier: 1, Ranked
Activation: Passive Activation: Active (Incidental, Out of Turn)
Your character must have at least one rank in the Bending Arts skill Your character may suffer a number of strain to add an equal number
to benefit from this talent. Once per round, after making a successful s to any Perception or Vigilance check to determine initiative order.
Bending Arts check, your character may suffer a number of strain no The number may not exceed their ranks in Rapid Reaction.
greater than their ranks in Meticulous Form to reduce the number of
h by that amount. You cannot reduce the total number of h below Rapid Recovery
the number of a. Tier: 1, Ranked
Activation: Passive
One with Nature
When your character heals strain after an encounter has concluded,
Tier: 1
they heal one additional strain per rank in Rapid Recovery.
Activation: Active (Action)
When in the wilderness, your character may make a Simple (—) Relic Hunter
Survival check, instead of Discipline, to recover strain at the end of Tier: 1
an encounter. Activation: Active (Incidental)
When your character makes a skill check to appraise a single relic,
Outdoorsman
lost treasure, artifact or ruin, they may introduce one fact about a
Tier: 1, Ranked
piece of history somewhere in the world. The character must give a
Activation: Passive brief explanation about the provenance and significance of the lost
Your character removes per rank of Outdoorsman from checks to treasure. Additional details, such as location or actual value, may be
move through difficulty terrain or manage terrain or environmental provided with additional aa or t, and all details are subject to GM
effects. Overland travel done with your character leading the way approval.
usually takes half the normal time (travel time does not decrease with
multiple ranks). Respected
Tier: 1, Ranked
Parry Activation: Passive
Tier: 1, Ranked When this talent is chosen, choose one social group, or strata or class
Activation: Active (Incidental, Out of Turn) (e.g. law enforcement, academia, outcasts, the poor, nobility, etc.).
When your character suffers a hit from a melee combat check, after Your character downgrades the difficulty of checks to interact with this
damage is calculated (but before soak is applied), your character may group equal to their ranks in Respected. In addition, once per session,
suffer 3 strain and reduce the damage dealt by that hit by a number your character may collect a small favor from a current or former
equal to 2 plus their ranks in Parry. This talent may only be used once member of a chosen social group, even if they do not owe your
per hit when the character is wielding a Melee weapon. character a favor.

Pep Talk Resourceful Mechanic


Tier: 1 Tier: 1, Ranked
Activation: Active (Incidental, Out of Turn) Activation: Passive
Once per encounter, whenever another character makes a social skill When your character makes a Mechanics check to repair system
check, your character may suffer one strain to use this talent to add strain or hull trauma on a vehicle, they repair one additional system
aa to the result of their check. strain or hull trauma per rank of Resourceful Mechanic.

Physician Salvager
Tier: 1, Ranked Tier: 1
Activation: Passive Activation: Active (Incidental)
Whenever your character makes a Medicine skill check to help a When the character makes a skill check to harvest components and
character recover wounds, the target heals one additional strain per parts from a device or item, they may spend aa or t to double their
rank of Physician. findings.

Plausible Deniability Second Wind


Tier: 1, Ranked Tier: 1, Ranked
Activation: Passive Activation: Active (Incidental)
Your character removes per rank of Plausible Deniability from all Once per encounter, your character may use this talent to heal an
Coercion and Deception checks they attempt. amount of strain equal to their ranks in Second Wind.

Quick Draw Shady Deal


Tier: 1 Tier: 1, Ranked
Activation: Active (Incidental) Activation: Passive
Once per round on your character’s turn, they may use this talent to When looking to purchase illegal, exotic, or black market goods, your
draw or holster an easily accessible weapon or item as an incidental. character may decrease an item’s rarity by one level per rank in
Quick Draw also reduces a weapon’s Prepare rating by one, to a Shady Deal. For each level an item’s rarity is decreased, its cost
minimum of one. increases by 50%.

Quick Strike Signature Form


Tier: 1, Ranked Tier: 1, Ranked
Activation: Passive Activation: Passive
Your character adds per rank of Quick Strike to any combat checks Your character must have at least one rank in the Bending Arts skill
they make against any targets that has not yet acted in the encounter. to benefit from this talent. When your character acquires this talent,
pick one action from the list of Forms known by your character to

The Second Age | Talents | 81


designate as their Signature Form. When your character uses this The character increases their wound threshold by two per rank of
form, after applying all relevant difficulty modifiers, reduce the Toughened.
difficulty of the check by one per rank of Signature Form to a minimum
of Easy ( ). Upon purchasing additional ranks of Signature Form, Torment
your character may pick a form they have already selected before, or Tier: 1
a new form. They may only reduce the difficulty of each form by the Activation: Passive
number of ranks of this talent selected for that form. If their target is disoriented, staggered, or prone, your character may
add to social skill checks they make to inflict strain and combat
Smooth Talker
checks.
Tier: 1, Ranked
Activation: Active (Incidental) Utility Pouch
When your character acquires this talent, choose one skill: Charm, Tier: 1
Negotiation, or Deception. When making checks with that skill, your Activation: Active (Incidental)
character may spend t to gain additional s equal to their ranks in Once per encounter, your character may spend one Story Point to
Smooth Talker. produce a previously undisclosed—but essential—small tool from
their utility belt, satchel, pockets, or backpack, with a rarity no greater
Sound Investments than four (4). This cannot be a weapon unless the weapon has the
Tier: 1, Ranked
Limited Ammo 1 quality.
Activation: Passive
At the beginning of each game session, your character gains copper Unremarkable
pieces equal to their ranks in Sound Investments times 100. How this Tier: 1
money is earned is up to the player and the GM, and could be actual Activation: Passive
investments, business dealings, or even a small legal or illegal side Your character’s appearance is so common that people have a hard
business. The GM can also decide that the current events of the time identifying distinguishing traits. Opposing characters add f to
adventure may make these funds temporarily unavailable. any checks made to identify your character once per rank of
Unremarkable.
Surgeon
Tier: 1, Ranked Veteran
Activation: Passive Tier: 1
When your character makes a Medicine skill check to heal wounds, Activation: Active (Incidental)
the target heals one additional wound per rank of Surgeon. When you take this talent, your character gains any non-bending
combat skill or Resilience as a career skill. In addition, once per
Swift
session, your character may collect a small favor from a current or
Tier: 1
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.
Your character does not suffer the penalties for moving through
difficult terrain (they move through it at normal speed without Weapon Specialist
spending additional maneuvers). Tier: 1, Ranked
Activation: Passive
Talk Shop
When your character acquires this talent, pick a weapon type. Your
Tier: 1
character adds a on all combat checks made using that weapon. You
Activation: Active (Incidental)
must select a different weapon each time you acquire this talent.
Your character may use this talent when making a Charm check
targeting an engineer, mechanic, scientist or similar individual to Wheel and Deal
count their ranks of Charm as equal to their ranks in Knowledge Tier: 1, Ranked
(Culture) or Mechanics. Activation: Passive
When they sell legal goods to a reputable merchant or business, your
Toughened character gains an additional 10% more coins per rank of Wheel and
Tier: 1, Ranked
Deal (based on the current value of the good or item).
Activation: Passive

Tier 2
Adverse Conditioning Balance
Tier: 2 Tier: 2
Activation: Active (Incidental) Activation: Active (Maneuver)
Once per encounter, your character may suffer 2 strain to remove Once per turn, your character can use this talent. They cannot be
from any one skill check. knocked prone, staggered, or disoriented until the end of their next
turn.
Bad Cop
Tier: 2, Ranked Bending Specialist
Activation: Active (Incidental) Tier: 2
Activation: Passive
Your character may spend aa from a Deception or Coercion check
to upgrade the ability of a single ally’s subsequent social skill check a Your character must have at least one rank in the Bending Arts skill
number of times equal to your ranks in Bad Cop. The check must to benefit from this talent. When your character acquires this talent,
target the same character as your character’s initial check, and it must choose one maneuver from the list of Forms for your element. You
take place during the same encounter. learn this maneuver without spending experience. You do not have to
meet the Bending Arts requirement for this Form.

82 | Talents | The Second Age


When your character uses this form, while their Bending Arts skill check, they may spend hhh or d from the check to perform a
is less than the requirement for this Form, suffer an additional number combat check as an out-of-turn incidental, adding to their pool.
of strain equal to the difference. When your Bending Arts skill meets
the Form’s requirement, they do not suffer any strain to use the base Crippling Blow
Form. Tier: 2
Activation: Active (Incidental)
Brash Driving
Your character may voluntarily increase the difficulty of a combat
Tier: 2
check by one to deal a crippling blow. If they succeed and deal
Activation: Active (Action)
damage, the target suffers one strain whenever they use a maneuver
Once per encounter, your character may perform Brash Driving when to move for the remainder of the encounter.
piloting an airship or sailing at sea. Your character selects an
opponent and makes an opposed Piloting or Sailing check. If you Daring Posture
succeed, the opponent cannot make any attacks against your Tier: 2, Ranked
character’s vehicle for a number of rounds equal to the number of Activation: Active (Maneuver)
uncanceled s. Your character must have at least one rank in the Bending Arts skill
Chi Disruption to benefit from this talent. Once per round, your character may use
this talent. Until the beginning of your character’s next turn, they may
Tier: 2
add a number of h no greater than their rank in Daring Posture to
Activation: Active (Action)
add an equal number of s to their next Bending Arts skill check.
Your character may use this talent to make a Hard ( ) Martial
Arts combat check. If they succeed, deal Stun Damage instead of Dazed
wounds. Additionally, if the target is a bender, the target cannot use Tier: 2
their Forms until the end of their next turn. Activation: Passive
Your character adds the Disorient quality with a rating of 2 to all
Combat Medicine
melee combat checks they make. If they would use a weapon which
Tier: 2, Ranked
already has the Disorient quality, add 1 to its rating instead.
Activation: Active (Incidental)
Before making a Medicine skill check, your character may choose to Defensive Training
apply Combat Medicine. This talent adds s equal to their ranks in Tier: 2
Combat Medicine to the result. After the check is resolved, the target Activation: Passive
suffers 2 strain. When your character wields a melee weapon, that weapon gains one
rank in the Defensive quality. If the weapon already has this quality,
Command
add 1 to it instead.
Tier: 2, Ranked
Activation: Passive Distraction!
Your character gains when making Leadership checks (or other Tier: 2, Ranked
checks to inspire, lead, or rally an audience) per rank of Command. Activation: Active (Action)
Inspired targets also add per rank of this talent to any subsequent Your character may use this talent to make an Average ( )
Discipline checks they make over the next 24 hours. Coordination, Deception, or Skulduggery check. For each s the
check generates, one adversary of your choice within short range
Confidence becomes disoriented. Your character may spend a from the check to
Tier: 2, Ranked inflict 1 strain on an affected adversary and may spend t from the
Activation: Active (Incidental) check to stagger a minion or rival within short range.
Your character may suffer 2 strain to decrease the difficulty of any
Fear checks they make by one level per rank of Confidence to a Dual Wielder
minimum of Easy ( ). Tier: 2
Activation: Active (Maneuver)
Controlled Bending Once per round, your character may use this talent to decrease the
Tier: 2 difficulty of their next two-weapon combat check by one.
Activation: Passive
Your character must have at least one rank in the Bending Arts skill Empath
to benefit from this talent. When your character acquires this talent, Tier: 2
pick one of the Finesse effects from the upgrade table for your Activation: Passive
element with a cost no greater than 10 XP. You may always apply this When your character would succeed on a social skill check to
finesse to your Forms without its associated cost. empathize, charm, or otherwise cozy up to another character, they
can choose to spend aa to upgrade their next skill check targeting
Coordinated Assault the same character in the same encounter.
Tier: 2, Ranked
Activation: Active (Maneuver) Encouraging Song
Once per turn, your character may use this talent to have a number Tier: 2
of allies engaged with you equal to your ranks in Leadership add a Activation: Active (Action)
to all combat checks they make until the end of your character’s next Your character uses their voice, instrument, or other showmanship to
turn. The range of this maneuver increases by one band per rank of put on an Encouraging Song. Make an Average ( ) Charm or
Coordinated Assault. Empathy check. For each s, one ally within medium range adds
to their next skill check. For each a, one ally benefiting from
Counterstrike
Encouraging Song heals 1 strain.
Tier: 2
Activation: Active (Maneuver) Fearsome
Once per round, your character may use this talent. Until the Tier: 2, Ranked
beginning of their next turn, when they are targeted by a combat Activation: Passive

The Second Age | Talents | 83


When an opponent becomes engaged with your character, your Knockdown
character may force the opponent to make a fear check with the
Tier: 2
difficulty equal to your ranks in Fearsome. At the GM’s discretion,
Activation: Active (Incidental)
some rival or nemesis adversaries may be immune to this talent.
After hitting with a melee attack, your character may knock the target
Good Cop prone by spending a t. If the target is larger than the character, it
Tier: 2, Ranked requires one additional t for each silhouette larger.
Activation: Active (Incidental)
Longshot
Your character may spend aa from a Charm or Negotiation check
Tier: 2, Ranked
to use this talent to upgrade the ability of a single ally’s subsequent
Activation: Active (Action)
social skill check a number of times equal to your character’s ranks in
Good Cop. The check must target the same character as your Once per round before making a non-thrown ranged attack, your
character’s initial check, and it must take place during the same character may use this talent to increase the maximum range of their
encounter. ranged weapon up to one range band per rank of Longshot. For each
band beyond the normal maximum range of the weapon, upgrade the
Heightened Awareness difficulty of the check by one.
Tier: 2
Activation: Passive Powerful Bending
Tier: 2
Allies within short range of your character add to their Perception Activation: Passive
and Vigilance checks. Allies engaged with your character add
instead. Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. When your character acquires this talent,
Heroic Recovery pick one of the Transform effects from the table for your element with
Tier: 2 a cost no greater than 10 XP. You may apply this upgrade to two
Activation: Active (Incidental) forms your character knows (chosen when you acquire this talent).
When your character acquires this talent, choose one characteristic.
Once per encounter, you may spend one Story Point to use this talent Precision
to have your character heal strain equal to the rating of the chosen
Tier: 2, Ranked
characteristic.
Activation: Active (Maneuver)
Hunter Once per round on your character’s turn, they may suffer a number of
Tier: 2 strain no greater than their ranks in Precision. Until your character’s
Activation: Passive next turn, they ignore their target’s defense rating (ranged and melee)
Knowledge (Geography), Ranged, and Survival are now career skills equal to strain suffered in this way.
for your character. They add to all skill checks when interacting Push Your Luck
with wild beasts and animals, including combat checks. In addition,
Tier: 2
they add +10 to all Critical Injury rolls against animals and beasts.
Activation: Active (Incidental)
Implacable Once per encounter, if your character would roll a skill check where
Tier: 2, Ranked the result generates no uncanceled s or f, you may suffer 2 strain
Activation: Passive to add sh to the pool.
When another character targets your character with a social skill Quick Fix
check, your character reduces any strain they suffer as a result of that
Tier: 2
check by 1 per rank of Implacable. Your character’s ranks in
Activation: Passive
Implacable cannot exceed their Presence.
You may spend a Story Point to allow your character to use this talent
Inspiring Rhetoric to temporarily repair one damaged item they are engaged with. For a
Tier: 2 number of rounds equal to your character’s rank in Mechanics, the
Activation: Active (Action) item may be used without penalty, even if it would normally be
unusable. When the effect ends, the item is damaged one additional
Your character may use this talent to make an Average ( )
step. If this would bring the object beyond repair, it is destroyed.
Leadership or Empathy check. For each uncanceled s, one ally
within close range recovers one strain. For each uncanceled a, one Researcher
ally benefiting from Inspiring Rhetoric recovers one additional strain. Tier: 2, Ranked
Inventor Activation: Passive
Tier: 2, Ranked On a successful Knowledge skill check, your character gains an
Activation: Active (Incidental) automatic a per rank of Researcher. Researching takes half the time
it usually would. Additional ranks do not decrease the time it would
When your character makes a check to construct new items or modify
take to research.
existing ones, use this talent to add a number of to the check equal
to ranks of Inventor. In addition, your character may attempt to Restoration
reconstruct devices that they have heard described but have not seen Tier: 2
and do not have any kinds of plans or schematics for. Activation: Passive
Knack for Bending Your character adds whenever they make a Medicine skill check
Tier: 2, Ranked to help themselves or a patient recover from poison, venom, burns,
Activation: Passive toxins, or other ailments.
Your character must have at least one rank in the Bending Arts skill Rude Words
to benefit from this talent. On a successful Bending Arts skill check, Tier: 2
your character adds an automatic a per rank of Knack for Bending. Activation: Active (Action)

84 | Talents | The Second Age


Once per encounter, your character can use this talent to make an bending to heal a character other than themselves, that character
opposed Deception check against a target within medium range. If heals one additional wound and strain per each of your character’s
successful, the target must attack your character during their next ranks in Spirit Healer.
turn.
Strong Arm
Scathing Tirade Tier: 2
Tier: 2 Activation: Passive
Activation: Active (Action) When your character uses thrown weapons, they treat the weapon as
Your character may use this talent to make an Average ( ) if it had additional range of one band per rank in Strong Arm, to a
Coercion or Leadership check. For each uncanceled s, one enemy maximum of long range.
within short range suffers 1 strain. For each uncanceled a, one
affected target suffers 1 additional strain. Stunning Blow
Tier: 2
Side Step Activation: Active (Incidental)
Tier: 2, Ranked When your character makes a melee combat check, they may suffer
Activation: Active (Maneuver) 2 strain to use this talent to add the Stun quality to the attack. The
Once per round, your character suffer a number of strain no greater rating of the Stun quality is equal to your character’s Brawn. If their
than their ranks in Side Step to use this talent. Until the end of your attack would already have the Stun quality, add 2 to its rating instead.
characters next turn, upgrade the difficulty of all ranged combat
checks targeting the character a number of times equal to the strain Vulgar Display
suffered by the character. Tier: 2
Activation: Active (Action)
Spirit Healer The character uses their voice, instrument, or other showmanship to
Tier: 2, Ranked
put on Vulgar Display. Make an Average ( ) Coercion or
Activation: Passive Skulduggery check. For each uncanceled s, one enemy within
Your character must have at least one rank in the Bending Arts skill medium range adds to their next skill check. For each uncanceled
to benefit from this talent. Whenever your character uses their a, one enemy affected by Vulgar Display suffers 1 strain.

Tier 3
Animal Companion Backstab
Tier: 3, Ranked Tier: 3
Activation: Passive Activation: Active (Action)
Your character creates a bond with a single animal approved by your Your character may use this talent to attack an unaware adversary
GM. This animal must be silhouette 0 (no larger than a dog). The bond using a Melee (Light) weapon. A Backstab is a melee attack, and
persists as long as the character chooses it to, although at the GM’s follows the normal rules for performing a combat check, using your
discretion, the bond may also be broken due to abusive treatment or character’s Skullduggery skill instead of Melee (Light). If the check
other extenuating circumstances. succeeds, each uncanceled s adds +2 damage (instead of the
normal +1).
As long as the bond persists, the animal follows your character,
and you dictate the animal’s overall behavior (although, since the Battle Meditation
animal is only bonded with the character, not dominated, it may still Tier: 3
perform certain inconvenient actions such as scratching furniture, Activation: Active (Action)
consuming rations, and marking territory).
Once per encounter, your character use this talent to make an
Once per round during an encounter, your character may spend Average ( ) Discipline or Cool check. If successful, they
one maneuver to direct their animal in performing one action and one increase one characteristic by one for the remainder of the encounter,
maneuver. The animal must be within hearing and visual range of the and they suffer 3 strain.
character (generally medium range) to do this. Otherwise, the animal
does not contribute to the encounter. The specifics of its behavior are Body Guard
up to you and your GM. Tier: 3, Ranked
For every additional rank of Animal Companion your character Activation: Active (Maneuver)
has, increase the permitted silhouette of the companion by one; this Once per round, your character may suffer a number of strain no
means your character can get a new companion, or your companion greater than their ranks in Body Guard to use this talent. Choose one
grows in size. ally engaged with your character; until the end of your character’s next
turn, upgrade the difficulty of all combat checks targeting that ally a
Anthem (Improved) number of times equal to the strain suffered.
Tier: 3
Activation: Passive Call of the Spirit Wilds
Your character must have purchased the Anthem talent to benefit Tier: 3
from this talent. While your character is playing their Anthem, enemies Activation: Passive
within range of its effect who can hear it add to their checks. Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. Whenever your character makes a Bending
Armor Master (Expert) Arts skill check to use a Form you apply the following: when the
Tier: 3 check generates a t, you roll an additional and add its results to
Activation: Passive the pool in addition to its normal effect; when the check generates d,
When wearing armor with a soak value of two or higher, your you roll an additional and add its results to the pool in addition to
character increases their melee and ranged defense by one. its normal effect. Each of these can only occur once per check.

The Second Age | Talents | 85


Chakras Aligned talent. Then, upgrade the difficulty of the combat check targeting your
character a number of times equal to the strain suffered.
Tier: 3
Activation: Passive Easy Prey
The character adds to all skill checks based on their Willpower Tier: 3, Ranked
characteristic. Activation: Active (Maneuver)

Chi Disruption (Improved) Your character may suffer 3 strain to use this talent. Until the start of
your character’s next turn, your character and allies within short range
Tier: 3
add to combat checks against immobilized targets.
Activation: Active (Incidental)
Your character must have purchased the Chi Disruption talent to Elemental Enduring
benefit from this talent. Your character may spend aaa generated Tier: 3
by Chi Disruption to immobilize the target. Activation: Passive

Contraption Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. Your character counts their Willpower
Tier: 3
characteristic as an additional soak bonus when they suffer damage
Activation: Active (Action)
from a bending arts combat check of a character who shares their
Once per session, your character can use this talent to make a Hard element.
( ) Mechanics check to fashion a device to solve a current
problem using the tools and other items on hand. This device must be Elemental Flair
approved by the GM and functions for the duration of the current Tier: 3, Ranked
encounter only. The items are lost in the process. A Story Point or a Activation: Active (Incidental)
t may be spent to make the contraption permanent. Your character must have at least one rank in the Bending Arts skill
Combat Bending to benefit from this talent. After making a successful Bending Arts
check, your character may choose to suffer a number of strain no
Tier: 3
greater than their ranks in Elemental Flair to convert the same number
Activation: Passive
of excess s into a.
Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. Your character does not add to any Elementalist (Improved)
Bending Arts checks for wearing heavy armor, using a shield, or not Tier: 3
having at least one free hand. Activation: Active (Incidental)
Your character must have at least one rank in the Bending Arts skill
Commanding Presence
to benefit from this talent. Whenever a Form’s quality or effect is
Tier: 3
triggered, you may spend one additional a to increase its rating by 1.
Activation: Active (Action)
Your character may spend a Story Point to use this talent to make an Field Commander
opposed Discipline check to force a target to leave an encounter. Tier: 3
This does not work on a Nemesis-level enemy. Activation: Active (Action)

Craftsman Your character may use this talent to make an Average ( )


Leadership check. If successful, a number of allies equal to your
Tier: 3
character’s Presence may immediately suffer 1 strain to perform one
Activation: Active (Incidental)
maneuver (out of turn). If there are any questions as to the order in
When your character makes a Mechanics skill check, they may suffer which allies act, your character is the final arbitrator.
a number of strain no greater than their ranks in Mechanics. They may
convert that many s into a. Full Throttle
Tier: 3
Deflect (Improved) Activation: Active (Action)
Tier: 3
While driving or flying, your character may use this talent to make a
Activation: Active (Incidental, Out of Turn)
Hard ( ) Piloting or Sailing check. If successful, the top speed
Your character must have purchased the Deflect talent to benefit from of the vehicle increases by one (to a maximum of 5) for a number of
this talent. When your character suffers a hit from a ranged combat rounds equal to your character’s Cunning.
check and uses Deflect to reduce the damage from that hit, after the
attack is resolved, you may spend d or hhh from the attacker’s Hard Headed (Improved)
check to use this talent. Then, your character automatically hits one Tier: 3
target within short range. The hit deals the attacker’s weapon’s base Activation: Passive
damage, plus any damage from applicable talents or abilities. Your Your character must have purchased the Hard Headed talent to
character can’t use this talent if the original attack incapacitates them. benefit from this talent. Your character may use the Hard Headed
Disarm talent to recover from being incapacitated due to exceeding their
strain threshold. On their next turn after having become incapacitated,
Tier: 3
they may make a Formidable ( ) Resilience check, even
Activation: Active (Incidental)
though an incapacitated character is normally unable to perform
After a successful combat check, your character may spend t or actions. If they succeed, they decrease their strain to one less than
aaa to disarm their foe. their strain threshold. The difficulty of this check decreases by 1 per
additional rank of Hard Headed, to a minimum of Easy ( ).
Dodge
Tier: 3, Ranked Heroic Will
Activation: Active (Incidental, Out of Turn) Tier: 3
When your character is targeted by a combat check, they may suffer Activation: Active (Incidental, Out of Turn)
a number of strain no greater than their ranks in Dodge to use this When you purchase this talent for your character, choose two
characteristics. You may spend a Story Point to use this talent to have

86 | Talents | The Second Age


your character ignore the effects of all Critical Injuries on any skill relic, artefact, scroll, or other item of historical value to the player
checks using those two characteristics until the end of the current character.
encounter. Your character still suffers the Critical Injuries, they just
ignore the effects. Natural
Tier: 3
Inspiring Rhetoric (Improved) Activation: Active (Incidental)
Tier: 3
When your character purchases this talent, choose two skills. Once
Activation: Passive per session, your character may use this talent to reroll one skill check
Your character must have purchased the Inspiring Rhetoric talent to that uses one of those two skills.
benefit from this talent. Allies affected by Inspiring Rhetoric add to
all skill checks for a number of rounds equal to your character’s ranks Nobody’s Fool
in Leadership or Empathy (whichever was used to make the Inspiring Tier: 3, Ranked
Rhetoric check). Activation: Passive
The difficulty of any Charm, Coercion, or Deception checks attempted
Intense Presence against your character is upgraded once for each rank of Nobody’s
Tier: 3, Ranked Fool.
Activation: Active (Incidental)
The character may suffer a number of strain equal no greater than Parry (Improved)
their ranks in Intense Presence to downgrade the difficulty of any Tier: 3
check using the Presence characteristic by the number of strain Activation: Active (Incidental, Out of Turn)
suffered. Your character must have purchased the Parry talent to benefit from
this talent. When your character suffers a hit from a melee combat
Intimidating check and uses Parry to reduce the damage from that hit, after the
Tier: 3, Ranked attack is resolved, you may spend d or hhh from the attacker’s
Activation: Active (Incidental, Out of Turn) check to use this talent. Then, your character automatically hits the
When attempting a Coercion skill check, the character may suffer a attacker once with the weapon your character is wielding. The hit
number of strain to downgrade the difficulty of the check a number of deals the weapon’s base damage, plus any damage applicable from
times equal to the strain suffered. This number cannot exceed their talents or abilities. Your character can’t use this talent if the original
ranks in Intimidating. When the character is the target of a Coercion attack incapacitates them.
skill check, the character may suffer a number of strain to upgrade the
difficulty of the check a number of times equal to the strain suffered. Point Blank
This number cannot exceed their ranks in Intimidating. Tier: 3, Ranked
Activation: Passive
Inventor (Improved) The character Critical rating of their by 1 (to a minimum of 1) per rank
Tier: 3 of Point Blank on a ranged attack made against an engaged target.
Activation: Passive
Whenever your character makes an Mechanics skill check to create, Pressure Point
modify, or repair something you apply the following: when the check Tier: 3
generates a t, you roll an additional and add its results to the pool Activation: Active (Incidental)
in addition to its normal effect; additionally, when the check generates When your character makes an unarmed Martial Arts combat check
d, you roll an additional and add is results to the pool in addition targeting a living opponent, they may use this talent to deal strain
to its normal effect. Each of these can only occur once per check. damage instead of wound damage, and inflict additional strain
damage equal to their ranks in Medicine.
Iron Body
Tier: 3, Ranked Rally!
Activation: Passive Tier: 3
Increase the Critical Rating of all incoming attacks by 1 per rank of Activation: Active (Action)
Iron Body. Once per encounter, your character may make a Hard ( )
Leadership check. On a success, their allies may take their turns
Known Blueprint immediately, rather than in the current Initiative order.
Tier: 3
Activation: Active (Action) Resolve
Once per encounter, your character may use this talent to make a Tier: 3, Ranked
Hard ( ) Mechanics check. Success means your character is Activation: Passive
intimately familiar with a building or vehicle’s design. They now know When your character involuntarily suffers strain, they suffer one less
the location of critical components or facilities within the building or strain per rank of Resolve, to a minimum of one.
vehicle as well as their own location. They can also plan
unconventional routes around obstacles. Scathing Tirade (Improved)
Tier: 3
Lethal Blows Activation: Passive
Tier: 3, Ranked
Your character must have purchased the Scathing Tirade talent to
Activation: Passive
benefit from this talent. Enemies affected by your character’s
The character adds +10 per rank of Lethal Blows to any Critical Injury Scathing Tirade add to all skill checks they make for a number of
rolls inflicted on opponents. rounds equal to your character’s ranks in Coercion or Leadership
(whichever was used to make the Scathing Tirade check).
Museum Curator
Tier: 3 Signature Form (Improved)
Activation: Active (Action) Tier: 3
Once per session, your character may use this talent to make an Activation: Passive
opposed Leadership check to convince one NPC to relinquish their

The Second Age | Talents | 87


You must have purchased the Signature Form talent to benefit from Targets healed by this character can ignore the effect of one Critical
this talent. When you acquire this talent, pick one Bending Form you Injury rated ( ) or lower.
know to be your new Signature Form (you can keep your current
Signature Form if you prefer). When you use your Signature Form, Unarmed Specialist
reduce the difficulty of the check by two instead of one to a minimum Tier: 3, Ranked
of Easy ( ). Activation: Passive
Reduce the Critical Rating of an unarmed combat check by 1 per rank
Stunning Blow (Improved)
in Unarmed Specialist. This does not apply to martial weapons.
Tier: 3
Activation: Active (Incidental) Well Rounded
Whenever your character successfully hits a target with a melee Tier: 3, Ranked
combat check, they may spend t to stagger the target one round per Activation: Passive
t. Your character chooses any two skills. They permanently become
career skills. If you purchase this talent again, your character chooses
Surgeon (Expert)
a number of skills equal your ranks in Well Rounded.
Tier: 3
Activation: Passive

Tier 4
continue to suffer strain beyond their threshold. If your character
Adrenaline Rush would perform an action while they are beyond their strain threshold,
Tier: 4 first roll a d100. If the number is less than or equal to your current
Activation: Passive strain, you are incapacitated and cannot act again until your current
Your character adds +2 damage to any successful attacks they make strain is less than your threshold or the injury is healed.
for each Critical Injury they are currently suffering.
Body Guard (Improved)
Back-to-Back Tier: 4
Tier: 4 Activation: Active (Incidental, Out of Turn)
Activation: Passive Your character must have purchased the Body Guard talent to benefit
While engaged with one or more allies, your character and those allies from this talent. Once per turn, when an ally protected by your
add to combat checks. If one or more allies engaged with your character’s Body Guard maneuver would suffer a hit from a combat
character also has Back-to-Back, the effects are cumulative to a check, your character may choose to suffer that hit instead of the ally.
maximum of .
Brazen Maneuver
Battle Meditation (Improved) Tier: 4
Tier: 4 Activation: Active (Action)
Activation: Active (Incidental) While driving, piloting, or sailing a vehicle, your character may use
Your character must have purchased the Battle Meditation talent to this talent to select one other vehicle within medium range and make
benefit from this talent. Your character may increase the difficulty of an opposed Piloting or Sailing check targeting the other vehicle’s
their Battle Meditation check to Hard ( ), and suffer 2 strain driver, pilot, or sailor. If successful, roll twice on the Critical Hit table
instead of 4. for vehicles. Choose one Critical Hit result to apply to your own
vehicle, and apply the other Critical Hit to your target’s vehicle. You
Bending Specialist (Improved) may spend t to add +20 to one Critical Hit result. The GM may spend
Tier: 4 d to add +20 to both Critical Hit results.
Activation: Passive
Brothers in Arms
Your character must have at least one rank in the Bending Arts skill Tier: 4
to benefit from this talent. Your character must have purchased the Activation: Active (Action)
Bending Specialist talent to benefit from this talent. When your
character acquires this talent, choose one action from the list of Once per session, your character may use this talent to make a Hard
bending forms for your element. You learn this action without ( ) Discipline check. If successful, your character and one ally
spending experience. You do not have to meet the Bending Arts skill per s within medium range gains +1 defense for the remainder of the
requirement for this form. While your Bending Arts skill is less than encounter. The effect ends for an ally if they are no longer within
the requirement for this form, any checks related to this form add . range.
When your Bending Arts skill meets the form’s requirement, any
Can’t We Talk About This?
related checks instead add .
Tier: 4
Beyond Limits Activation: Active (Action)
Tier: 4 Your character can use this talent to make an opposed Charm or
Activation: Active (Incidental, Out of Turn) Deception versus Discipline check targeting a single non-Nemesis
Once per encounter, when your character would become adversary within medium range. If the check succeeds, the target
incapacitated due to exceeding their strain threshold, you may spend cannot make attacks (or perform hostile actions) against your
a Story Point to use this talent. Then, your character is not character until the end of their next turn.
incapacitated and becomes Fatigued. Your character cannot use this You may spend aa to increase the length and effect by one
talent if their Fatigued rating is ( ). Additional details about additional turn, and spend t to extend the benefits to all of their
this condition can be found in Chapter III: New Skills and Rules on known allies within short range of the target.
page 74 of this book.
The effect ends immediately if your character or an ally attacks
For the remainder of the encounter, your character may not be the target. In addition, your GM may rule that some targets are
incapacitated due to exceeding their strain threshold and may immune to this ability. A beast-of-burden, for example, has no

88 | Talents | The Second Age


capacity to resolve a conflict through talking, nor would a Dark Spirit Enduring Form
consumed by rage.
Tier: 4
Chi Disruption (Supreme) Activation: Active (Incidental)
Tier: 4 Your character must have at least one rank in the Bending Arts skill
Activation: Passive to benefit from this talent. Once per encounter, whenever your
Your character must have purchased the Chi Disruption talent to character rolls a successful check to use a form, you may choose to
benefit from this talent. Your character may choose to suffer 1 strain spend aaa or t to sustain that form through the end of the
when they use the Chi Disruption talent to stagger a target if the check encounter. Forms sustained this way do not add to subsequent
is successful. skill checks.

Controlled Bending (Improved) Favored Weapon


Tier: 4 Tier: 4, Ranked
Activation: Passive Activation: Active (Incidental)

Your character must have at least one rank in the Bending Arts skill Whenever your character acquires this talent, choose one combat
to benefit from this talent. Your character must have purchased the skill. Once per encounter, your character may add their ranks in that
Controlled Bending talent to benefit from this talent. When your combat skill as additional a to one hit of a successful attack made
character acquires this talent, pick one of the Finesse effects from the using that skill. Each rank of Favored Weapon must be associated
upgrade table for your element with a cost no greater than 15 XP. You with a different combat skill.
may always apply this finesse to your forms without its associated Field Commander (Improved)
cost.
Tier: 4
Counterstrike (Improved) Activation: Passive
Tier: 4 Your character must have purchased the Field Commander talent to
Activation: Passive benefit from this talent. When your character uses the Field
Your character must have purchased the Counterstrike talent to Commander talent, your character affects a number of allies equal to
twice your character’s Presence. In addition, you may spend t to
benefit from this talent. Your character removes the imposed on
allow one ally to suffer 1 strain to perform an action, rather than a
their attacks when performing a Counterstrike.
maneuver.
Deadeye
Fortune Favors the Bold
Tier: 4
Tier: 4
Activation: Active (Incidental)
Activation: Active (Incidental)
After your character inflicts a Critical Injury with a ranged weapon and
rolls the result, your character may suffer 2 strain to use this talent. Once per session as an incidental, you may suffer 2 strain to flip one
Then, you may select any Critical Injury of the same severity to apply GM Story Point to a Player Story Point.
to the target instead. Frenzied Attack
Determination Tier: 4, Ranked
Tier: 4, Ranked Activation: Active (Incidental)
Activation: Passive When making a melee combat check, your character may suffer a
number of strain, then upgrade the ability of their combat check by
The character gains +3 to their strain threshold.
that number. The number cannot exceed their ranks in Frenzied
Discredit Attack.
Tier: 4
Activation: Active (Action)
Full Throttle (Improved)
Tier: 4
Once per encounter, your character can use this talent to make a Activation: Active (Incidental)
Hard ( ) Deception check to upgrade one of a target’s
Your character may suffer 1 strain to attempt Full Throttle as a
social checks until the end of the encounter. Upgrade an additional
maneuver and decrease its difficulty to Average ( ).
per aa or t.
In the Know
Distraction! (Improved) Tier: 4, Ranked
Tier: 4 Activation: Active (Action)
Activation: Passive
Once per encounter, your character can use this talent to spend a
Your character must have purchased the Distraction! talent to benefit Story Point to make an opposed Deception versus Discipline
from this talent. Targets affected by Distraction! add hh to checks check, downgrading the difficulty a number of times equal to your
your character and their allies. ranks in In the Know. The target believes one falsified fact per
Doublespeak uncanceled s.
Tier: 4 Incite the Crowd
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 encounter, your character can use this talent to spend a
range equal to your character’s Presence for the remainder of the Story Point to make a Hard ( ) Charm check. If successful, a
round and the next two rounds. number of characters up to twice your ranks in Charm become moved
Enduring by your character’s words and will attempt to take action, whether
against an organization or authority, or for the benefit of the party,
Tier: 4, Ranked
until the end of the encounter. This may be due to something your
Activation: Passive
character did or said, or just because of their predisposition.
The character gains +1 soak per rank of Enduring.

The Second Age | Talents | 89


Ingenious Solution Reflexive Bending
Tier: 4 Tier: 4
Activation: Active (Incidental) Activation: Active (Incidental, Out-of-Turn)
Once per session, before making a check your character may use this Your character must have at least one rank in the Bending Arts skill
talent to substitute a Knowledge skill of their choice instead of the skill to benefit from this talent. When an enemy generates hh on a
the check would normally require. You should explain how your combat check targeting your character, your character may use any
character’s ingenious solution made this possible—in laypeople’s known maneuver Form. Your character may not use a maneuver if
terms, anyway. doing so would incapacitate them.

Inspiring Rhetoric (Supreme) Scathing Tirade (Supreme)


Tier: Tier: 4
Activation: Active (Incidental) Activation: Active (Incidental)
Your character must have purchased the Inspiring Rhetoric talent to Your character must have purchased the Scathing Tirade talent to
benefit from this talent. Your character may choose to suffer 1 strain benefit from this talent. Your character may choose to suffer 1 strain
to perform Inspiring Rhetoric as a maneuver, instead of as an action. to use the Scathing Tirade talent as a maneuver, instead of as an
action.
Jury Rigged
Tier: 4, Ranked Secret Technique
Activation: Passive Tier: 4
Your character chooses one personal weapon or piece of armor and Activation: Passive
may do one of the following per rank of Jury Rigged: increase the When making a check using the Martial Arts skill, the character may
damage of the weapon by one; decrease the a cost on its Critical or use Willpower instead of Brawn. In addition, Martial Arts combat
any single other effect by one to a minimum of one; or increase checks that deal damage in this way deal additional damage equal to
armors ranged or melee defense by one. Alternatively, they can your character’s ranks in Discipline.
decrease the encumbrance of the item by two to a minimum of one.
This bonus increases the value of the item by 20% per modification. Seen Many Things
Tier: 4
Longshot (Improved) Activation: Passive
Tier: 4
Whenever your character would fail a Knowledge check, they may
Activation: Passive spend aa generated to reroll the check. This can only be done once
The character may perform the Longshot maneuver without per check.
upgrading the difficulty. In addition, successful ranged attacks made
using Longshot add a to the results for each rank in Longshot. Steady Aim
Tier: 4
Menace Activation: Passive
Tier: 4
Your character does not lose the benefits of the aim maneuver if they
Activation: Active (Maneuver)
perform other maneuvers (including moving) or actions.
Your character must have purchased the Animal Companion talent to
benefit from this talent. Once per round, your character may spend a Superior Reflexes
maneuver to instruct any suitably threatening creature linked through Tier: 4, Ranked
the Animal Companion talent to perform the Menace maneuver when Activation: Passive
the creature is with at least short range of the enemy. The target gains When your character purchases this talent, choose to add +1 melee
on their next combat check. defense or +1 ranged defense. You may purchase this talent only one
more time, choosing the other option the second time you acquire this
Moving Target talent.
Tier: 4, Ranked
Activation: Passive Tinkerer
If your character has already moved this round, increase your ranged Tier: 4, Ranked
defense by 1 per rank of Moving Target until the end of the round. Activation: Passive
When your character acquires this talent, choose one piece of
Powerful Bending (Expert) 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
Your character must have purchased the Powerful Bending talent to loses, breaks, or sells a modified piece of equipment, they may apply
benefit from this talent. When your character acquires this talent, pick Tinkerer to a new one.
one of the Transform effects from the upgrade table for your element
with a cost no greater than 15 XP. You may apply this upgrade to all ‘Tis but a Flesh Wound
of your current bending Forms at no additional cost (chosen when you Tier: 4
purchase this talent). Activation: Active (Incidental, Out of Turn)
When your character would suffer a Critical Injury, they may spend a
Quick Witted
Story Point to make a Hard ( ) Resilience check to prevent the
Tier: 4
Critical Injury and take half damage (rounded down).
Activation: Active (Action)
Once per encounter, after another character makes a social skill True Aim
check, your character may use this talent to make an Average ( ) Tier: 4, Ranked
Vigilance check. If successful, you may add a number of s or a Activation: Active (Maneuver)
(your choice) equal to your character’s ranks in Charm to the other Once per round, before your character makes a ranged attack, they
character’s check. If your character fails, they suffer 3 strain. may perform a True Aim maneuver. By performing this maneuver, the

90 | Talents | The Second Age


character gains all the benefits for aiming and also upgrades one ally within short range increases their ranks in Discipline by an amount
in their attack roll dice pool per rank of True Aim. equal to ranks in Trust the Captain.

True Understanding Unrelenting


Tier: 4, Ranked Tier: 4
Activation: Active (Incidental) Activation: Active (Incidental)
Bender only. Once per session, your character may suffer 2 strain to Once per round after resolving a successful melee combat check,
lower the difficulty of any Bending Arts skill check by 1 per rank of your character may suffer 4 strain to use this talent to make an
True Understanding to a minimum of Easy ( ) to use any form. additional melee attack as an incidental against the same target.
Increase the difficulty of the check by one if you are using a secondary
Trust the Captain weapon; increase the difficulty by two if you are using the same
Tier: 4, Ranked weapon.
Activation: Active (Action)
Your character may use this talent to make a Hard ( )
Leadership check. If successful, for the rest of the encounter any

Tier 5
Altered Deal than your character’s ranks in Animal Companion. For this purpose,
treat every two silhouette 0 animals as silhouette 1.
Tier: 5
Activation: Active (Action) Dire Animal Companion
Your character may spend one Story Point to make a Hard ( ) Tier: 5
Negotiation, Charm, or Coercion check to radically change a Activation: Passive
previously-made deal or bargain to your character’s advantage. You must have purchased the Animal Companion talent to benefit
Armor Master (Supreme) from this talent. If your character has at least one rank in the Animal
Handling skill, the animal companion they have bonded with through
Tier: 5
the Animal Companion talent increases its Brawn by one, to a
Activation: Active (Incidental, Out of Turn)
maximum of 5, and its wound threshold is increased by four. If the
Your character must have purchased the Armor Master talent to animal has a strain threshold, it is also increased by four; otherwise,
benefit from this talent. Once per round, when your character suffers your animal gains a strain threshold equal to half of yours. Your
a Critical Injury, they may suffer 3 strain to use the Armor Master character also chooses to increase any other characteristic, other
talent to reduce the Critical Injury result that they suffer by 10 per point than Brawn, by one to a maximum of 5. Your companion increases
of their soak, to a minimum of 01. one of its existing skill ranks by one, to a maximum of 5.
Backstab (Improved) Biggest Fan
Tier: 5 Tier: 5
Activation: Active (Incidental) Activation: Active (Action)
Once per encounter, you may spend a Story Point to add t to the Once per session, your character may spend a Story Point to make a
results of your attack action. This does not count as s, but as a result Hard ( ) Charm or Empathy check. If successful, one NPC of
in addition to the resolved dice roll. your character’s choice in the current encounter turns out to be your
character’s self-proclaimed “biggest fan.” The exact effects of this
Baleful Gaze vary depending on the NPC and the situation. They can include
Tier: 5 drastically decreasing the difficulty of social interaction skill checks
Activation: Active (Incidental, Out of Turn) the character makes targeting their biggest fan, the fan being willing
When your character is targeted by a combat check from within to perform minor or even significant favors for your character, or the
medium range, you may spend a Story Point to upgrade the difficulty NPC even becoming a recurring ally in the narrative.
of the check a number of times equal to your ranks in the Coercion At the GM’s discretion, this talent may not be able to target certain
skill. NPCs whose adversarial nature is vital to the plot, or NPCs who would
be unable to appreciate the character’s work such as beasts, spirits,
Battle Meditation (Supreme)
and enemies.
Tier: 5
Activation: Passive Coup de Grâce
You must have purchased the Battle Meditation talent to benefit from Tier: 5, Ranked
this talent. When performing the Battle Meditation action, each t Activation: Passive
may be spent to increase an additional Characteristic by one. On any successful combat check, for each t your character may roll
Beastmaster an additional , adding its results to the pool. Your character may do
this for any number of t rolled initially, and in addition to any t
Tier: 5
generated on successive rolls. You cannot add more to the pool
Activation: Passive
than you have ranks in Coup de Grâce. This effect cannot be stacked
You must have purchased the Animal Companion talent to benefit with the Call of the Spirit Wilds talent.
from this talent. Your character may have two animal companions with
a combined silhouette no greater than your character’s ranks in Craftsman (Improved)
Animal Companion. Your character spends one maneuver to allow Tier: 5
both to perform an action and a maneuver and resolves each Activation: Active (Incidental)
companion’s turn individually, choosing the order in which they When the character makes an Mechanics check to create, modify, or
activate. repair an existing piece of equipment or a vehicle, the character may
One or both of your character’s animal companions can instead spend a t to add a new quality or feature to the object.
be a minion group of animals with a combined silhouette no greater

The Second Age | Talents | 91


Crushing Blow Let’s Talk This Over
Tier: 5 Tier: 5
Activation: Active (Incidental) Activation: Action (Incidental, Out of Turn)
After rolling a melee attack but before resolving the check, your Once per game session, when a combat encounter against one or
character may suffer 4 strain to use this talent. Your weapon gains more sentient beings is about to begin, the character can spend one
the Breach 1 and Knockdown qualities, and destroys one item the Story Point to make a Daunting ( ) Charm check. If
target is wielding that does not have the Reinforced quality. successful, the encounter instead becomes a social encounter, with
the PCs attempting to convince the opposition to back down, come
Deadeye (Improved) around to their viewpoint, or accept a compromise.
Tier: 5
Activation: Passive The GM is the final arbiter of how the situation resolves without
violence, or how the combat encounter continues if the character’s
Deadeye also adds the Pierce quality to your next attack equal to check is unsuccessful.
ranks in Deadeye, in addition to the extra damage dealt by Deadeye.
Master
Dedication Tier: 5
Tier: 5, Ranked Activation: Active (Incidental)
Activation: Passive
When you purchase this talent for your character, choose one skill.
Each rank permanently increases a single Characteristic of the Once per round, the character may voluntarily suffer two strain to
player’s choice by one point. This cannot bring a Characteristic above decrease the difficulty of the next check using that skill by two, to a
6. You cannot increase the same Characteristic with Dedication twice. minimum of Easy ( ).
Deflect (Supreme) Master Operator
Tier: 5 Tier: 5
Activation: Passive Activation: Active (Incidental)
You must have purchased the Deflect talent to benefit from this talent. Once per round when piloting an airship, ground vehicle, or sailing a
If your character did not make a combat check during their previous marine vessel, the character may voluntarily suffer two strain to
turn, they suffers 1 strain when using the Deflect talent instead of the perform any action as a maneuver instead.
usual 3.
Mogul
Elementalist (Supreme) Tier: 5
Tier: 5 Activation: Active (Incidental)
Activation: Passive
Before making a check when buying or selling items, or undertaking
Your character must have purchased the Elementalist talent to benefit or paying off one’s debts, the character may choose to suffer two
from this talent. You automatically add aa to any Bending Arts skill strain. If the check succeeds, they sells the item for 25% more than
check to use a bending form which can be used to trigger any effects base cost, buys it for 25% less, pays off additional debt, or gain aa.
or qualities inherent to the form or its upgrades.
Parry (Supreme)
Full Throttle (Supreme) Tier: 5
Tier: 5 Activation: Passive
Activation: Passive
Your character must have purchased the Parry talent to benefit from
Your character must have purchased the Full Throttle talent to benefit this talent. If your character did not make a combat check during their
from this talent. When performing Full Throttle, the top speed of the previous turn, they suffers 1 strain when using the Parry talent instead
vehicle increases by 2 instead of 1. of the usual 3.
Indomitable Professor
Tier: 5 Tier: 5
Activation: Active (Incidental, Out of Turn) Activation: Active (Incidental, Out of Turn)
Once per encounter, when your character would be incapacitated due Once per round, your character can suffer 2 strain to allow an ally
to exceeding their wound or strain threshold, you may spend a Story within short range to count as having the same number of ranks in
Point to use this talent. Then, your character is not incapacitated until Discipline as your character for the next Discipline skill check that
the end of their next turn. If your character reduces their strain or character makes.
wounds to below their threshold before the end of their next turn, they
are not incapacitated. Psychic Bending
Tier: 5
Inspiring Leadership Activation: Active (Incidental)
Tier: 5
Activation: Active (Action) Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. You may suffer 3 strain to use a bending
Your character can use this talent to make a Hard ( ) form even if you are bound, at a disadvantage, or your appendages
Leadership check. If successful, a number of allies not exceeding are otherwise indisposed (such as a missing leg or both hands
your character’s Presence within medium range add s to their next wielding a weapon or holding onto something). Additionally, you
skill check. always ignore any normally imposed in these circumstances.
Is Anyone a Doctor? Psychic Bending does not apply to any situation during which it
Tier: 5 would be impossible to bend; i.e. you cannot firebend during an
Activation: Active (Incidental, Out of Turn) eclipse; waterbend in the middle of the desert; or earthbend on
wooden prison in the ocean.
Whenever an ally would fall below their strain or wound threshold,
your character may spend a Story Point to stabilize them instead, Signature Form (Supreme)
bringing them to 1 below their threshold. Tier: 5
Activation: Passive

92 | Talents | The Second Age


You must have the Signature Form talent to benefit from this talent. number of strain as additional damage against the target if the attack
When you acquire this talent, pick one bending form you know to be is a success.
your new Signature Form (you can keep your current Signature Form
if you prefer). You gain one additional upgrade slot for your Signature Warrior of the Elements
Form. Tier: 5
Activation: Active (Incidental)
Surgeon (Supreme) Your character must have at least one rank in the Bending Arts skill
Tier: 5
to benefit from this talent. Whenever your character would miss an
Activation: Passive
opponent targeted by your bending form, they may spend aaa or
Your character must have the Surgeon talent to benefit from this t generated by that check to immediately use another bending form
talent. Whenever this character attempts to heal any Critical Injury, as a maneuver. Your character must have an additional maneuver,
lower the difficulty of the check one per rank of Surgeon to a minimum and may not perform more than two maneuvers in a turn.
of Easy ( ). This includes all versions of Surgeon.
Way of the Elements
Unity of Spirit Tier: 5
Tier: 5 Activation: Active (Incidental)
Activation: Active (Incidental) Your character must have at least one rank in the Bending Arts skill
Your character must have at least one rank in the Bending Arts skill to benefit from this talent. Once per session, your character may
to benefit from this talent. Whenever your character suffers strain in spend a Story Point to perform any bending form as a maneuver
order to perform a bending form as an attack, they may deal the same instead of an action.

The Second Age | Talents | 93


V – Gear and Equipment
Skill, intelligence, and sheer luck are certainly valuable assets In The Second Age, the most important thing for a
in the world of Avatar, but even a farmer knows not to enter character is to be prepared. Fortunately, most equipment can
the Lower Ring of Ba Sing Se unarmed or to venture out into be procured from innumerable vendors throughout the world.
the countryside without a little protection. Benders know that Potions, bandages, messenger hawks, weapons and armor,
the most powerful weapon they can wield is the elements, but even ships and Satomobiles are all for sale—provided you
even their abilities can fall short of expectations in the face of have the coin. While most equipment is relatively easy to
an entire squad of elite warriors. Some of the most powerful come by, some items are exceedingly valuable and incredibly
benders of all time, even the Avatar, have still wielded rare. Not every town will carry bending scrolls, or even high-
weapons which helped enhance their natural abilities. quality weapons. Collectors, pirates, and other scoundrels
No matter who they are, characters rely on gear and may also stand in the way.
equipment to perform tasks regardless of how trivial or vital. In the following chapter, players can find information on
Smart characters prepare themselves for the situations common personal weapons, armor, and gear critical for
they’re most likely to encounter—and those unexpected. traveling the world from the Fire Nation capital to the Si Wong
You’ll never catch any decent thief without their lock picking Desert. They can also find out how coin can be earned easily,
kit. Guards and warriors know that even the best armor may and how it can be spent even easier.
not stop a determined foe, but they still know it can mean the
difference between life and death.

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 the crops from the outer ring of
Goods and services are paid for with coins. This is a universal
Ba Sing Se being imported to its inner-most ring. Other trade
term for everything from local units of currency with distinctive
is transcontinental. The world’s finest iron comes from Yu
names and denominations to international standards. Coins
Dao, and it’s no surprise this is a result of the mixed
have greater or lesser value depending upon the metal from
techniques due to firebenders and earthbenders working
which they are made. Thus, no matter what region or nation
together to refine the ore. Yet the best pies come from the Air
you are in, your coins are always legal tender.
Nomads and are treasured the world over.
With the advent of the Satomobile and cross-country
The trade of these goods across the continents, islands,
transportation like airships and trains, paper currency has also
and seas requires fleets of boats, airships, pilots, sailors, and
gained a special foothold in larger cities, especially Republic
other crew members who in turn require food, fuel, and
City. Of course, these paper notes operate essentially as
navigators to track the fastest routes; they also require
I.O.Us and are ultimately redeemable for their value in copper,
weapons to protect their precious cargoes from those with
silver, or gold.
less of an interest in lawful procurement.
Currency in The Second Age is represented in terms of
Trade organizations, corporations, guilds, and
coins or pieces of copper, silver, and gold. 1 gold piece is
governments regulate and tax this commerce wherever and
equal to 10 silver pieces which equals 1000 copper pieces. In
whenever the can. Many organizations purport to use this
other words, 100 copper pieces is the same as 1 silver piece.
wealth for the common good. Local authorities, such as those
that govern Republic City in the United Republic of Nations,
employ local police forces for the protection of valuable cargo. Motivations
Naturally where there are rules, there are those who break Sadly, being a wandering adventurer doesn’t pay very well.
them; just as the Earth Kingdom levies its tariffs, so, too, does Heroes and villains alike may have strange and mysterious
the black market circumvent them. Smugglers profit greatly by powers at their disposal, but everyone is beholden to coin. Not
transporting and selling restricted or taxed goods throughout even bending can put food on the table. Still, some characters
the world’s port cities. Some of these goods are simply stolen seem to have a natural knack for earning and are interested
weapons, food or fuel. Other goods hold no use in the hands in material wealth and the easy life of luxury they think such
of street criminals, but are of great value to collectors and wealth will bring them. Others seek adventure and want
scholars. Still, some smugglers merely catch the ire of airships or boats of their own.
dastardly rulers who prevent shipments of medicine to be
Characters may approach these tasks in several different
delivered to local dissidents.
ways. Some may use the gear and coin they obtain during
Characters in Avatar: The Second Age may be their adventures to keep themselves afloat. Stolen items could
unscrupulous pirates or stalwart warriors, but ultimately the be tracked by rightful owners, however, and characters who
aim is the same: make money where you can. attempt to sell a cargo of Fire Nation weapons may find the
Fire Nation Navy not far behind.
Most jobs the party takes on may have relatively low cash
rewards. Commodities such as replacement parts, new

94 | Gear and Equipment | The Second Age


weapons, or even ships might be awarded instead. This adventures, but avoids stockpiles of cash that would keep
grants the party access to the tools they need to take on new them from taking on new jobs.

Rarity
Some items are naturally more difficult to procure than others, but the difficulty can increase based on the law enforcement
depending on where characters find themselves at any given capabilities of the region (as determined by the GM).
time. The world is a big place, after all, and the vagaries and Selling illegal goods also requires a Streetwise check
intricacies of international trade mean that some items are and, again, can be modified. If hhh or a d are generated,
easy to find in certain places and very difficult to find in others. something has gone terribly wrong; the buyer may attempt to
Of course, some items are rare no matter where one goes, rob the characters, or the local law enforcement officials may
while other items are commonplace and inexpensive arrive to arrest everyone involved.
wherever you are.
Finding black market items always requires a Streetwise
Rarity in Avatar: The Second Age is a simple way of check, and the items may cost far more than the list price
measuring how difficult an item can be to find on a scale of 0- depending on their scarcity within a region. This varies from
10, with 0 being the easiest to track down and 10 being the place to place, so the GM should determine if an item is
hardest. But, whether an item is available for purchase should restricted or not, to what degree, and what the difficulty is to
never be solely a matter of rolling dice. Instead, the needs of track it down. Some items are marked with an (R) by their
the plot make it at least partially the GM’s decision. price, which means they are restricted and always count as
Nevertheless, for simple items, rarity provides an easy way for black-market items.
the GM to determine whether something is available and to let
the players easily track items down. Finding an item in a place Most black market merchants have established patterns,
requires a successful Negotiation check (although the GM customers, and habits that allow them to stay under the radar
may allow the character to use an appropriate Knowledge skill of the authorities and, more importantly, stay in business. The
check or talent instead). Player Characters may not have these connections and may
even be selling to a criminal who plans to turn around and
Table 5-1: Item Rarity resell the goods again. For that reason, PCs selling illegal
Rarity Difficulty Example items net one-quarter of the listed price with a successful
Streetwise check, one-half with two Success, and three-
0–1 Simple (—) Food, bandages quarters with three Success or more.
2–3 Potions, Jasmine tea Truly exotic and illegal items, like rare animals or stolen
4–5 Whale-tooth scimitar, weapons bending scrolls, can be sold for higher values, but these are
6–7 Smoke bomb, Kyoshi War Fan set based on the story and the difficulty it took to find then.
The rules above present the general rules for buying and
8–9 Air Glider, Fire Nation Uniform selling most black market items.
Bending Scroll, Spiritual
Selling and Trading
10+
Artefacts

This table lists the rarities, the corresponding check Selling legal items follows similar guidelines to selling illegal
difficulty to find items with those rarities, and examples of ones. PCs can generally sell an item for one quarter of its
items with those rarities. Depending on the circumstances, costs on a successful Negotiation check, increasing that to
and at the GM’s discretion, the rarity of certain items may be one-half with two Success, and three-quarters with three
modified to reflect the market environment. For example, Success or more.
while bandages may be a common item in nearly all markets, There are some cases in which the PCs might wish to
they may be harder to come by in war-ravaged communities. engage in trade; buying multiple items at one location, then
Likewise, weapons may be more common than usual when selling them at another location where they are rarer. These
being procured from a smith or near an ongoing conflict. actions can be handled narratively, but if the GM wishes to
use some mechanical guidelines for this process, here are
The Black Market some basic rules covering trading.
Whether black market items or legal items, trading works
Not all goods are available everywhere. A city might outlaw
the same. Selling the items follows the rules for selling items
weapons within its limits, and several regional authorities
listed above; however, when determining the sell price based
forbid explosives outright. Selling illegal goods is dangerous,
on the success of the Negotiation check, first multiply the cost
but lucrative for those with the nerve, and finding them often
of the item based on the difference in the item’s rarity between
means dealing with thugs and criminals like the Triple Threat
where the item was bought and where it is sold.
Triads.
Of course, these are merely general rules and do not
Exactly what is and is not illegal in each city is up to the
account for all sorts of details, such as buying in bulk,
Game Master, or may be specified in that area’s description.
marketing and advertising, and a litany of other factors that
Finding an illegal item typically requires a Knowledge
may affect prices and costs. Thus, all rules for buying, selling,
(Streetwise) check and can be modified by certain talents.
and trading are meant to be modifiable by the GM and players,
The difficulty generally depends upon the rarity of the item,
and are subject to the GM’s discretion.

The Second Age | Gear and Equipment | 95


Encumbrance
Lifting and Carrying
The Second Age is meant to be played as a fast-paced,
narrative-based game. Keeping track of the weight of every
item isn’t usually considered “fun” by many players, but it is
important to know when a character is burdened by the weight
of the very nice armor they just took from a Fire Nation armory;
Excessive Encumbrance
having an idea of how many days’ worth of rations a character Characters should not typically carry more than their
can carry as they marches across the Si Wong desert could encumbrance threshold. When necessity demands, however,
mean the difference between life and death. they can do so for a short time (suffering the effects described
Generally, players and the GM won’t always need to track above).
a character’s encumbrance (how much they is carrying on If a character needs to lift an object greater than their
their person). Occasionally, however, it may play an important threshold permits, such as an ally who has fallen, they must
part in the story, and a player needs to know if the weight, make an Athletics check. The difficulty is simple if the
mass, and collective bulk of their items impedes their actions. object’s encumbrance value is less than or equal to the
character’s threshold. Add 1 to the difficulty for every point
Encumbrance Values over, up to a maximum additional encumbrance of 4 and
difficulty of Daunting ( ). A ranger with a 2 Brawn and
Each item listed in this chapter has an encumbrance value. a threshold of 7, for example, tries to lift a rock with an
Most items that can be commonly carried have a value of 0 encumbrance value of 10. That’s 3 over, so the difficulty is
through 5—from relatively light objects (such as coins or Hard ( ). An earthbender, however, would be able to lift
clothing) to heavier items (like a bardiche or plate armor). The the rock with little to no difficulty.
encumbrance value of armor is discussed in more detail later,
and is different when it is worn, where the weight is distributed
evenly on the body, as opposed to when it’s carried, when it’s
Concealing Gear
just another item in one’s pack. Characters in The Second Age frequently carry small objects
Encumbrance doesn’t strictly represent weight. It also on their persons. Sometimes a character wants everyone to
represents mass, bulk, and how easy items are to carry to and see the massive hammer they’re carrying as well as the
fro. A fitted suit of armor isn’t much of a burden, while a bulky knives at their hips, knowing that their intimidating demeanor
crate of stink bombs is quite a haul. will let people know they won’t go down easy. Other times a
rogue character needs to slip in undetected which often
Small items like bending scrolls, shock gloves, or knives means looking inconspicuous.
have an encumbrance value of 1 or 2. Medium items such as
bows and swords might be a 2 or a 3 in encumbrance. Larger Items with an encumbrance value of 1 or less can be
items, naturally, will have much higher values. hidden on a person easily. No checks are required for
successful concealment unless a foe inspects the target up
If it becomes critical to the story to have more detail, close—usually with a physical pat down. In the latter case, the
encumbrance values can be assigned to multiple, identical searcher makes an opposed Perception check against the
items in bulk, particularly if they are stored in an effective
target’s Stealth. Add to the searcher’s check for every
manner. Certain items, like quivers or pouches, can also
encumbrance point over 1 that is due to the hidden item. If
modify the encumbrance values of items. Carrying 20 loose
there are multiple items, use the highest.
arrows would be a greater burden than carrying those arrows
in a quiver, for example. The Game Master should adjust this based on the
situation. An unusually large character might be able to easily
Encumbrance Threshold conceal items with an encumbrance value of 2, for example.
Of course, their size could still draw unwanted attention. The
All characters have an encumbrance threshold of 5, plus same rules can apply to similar situations—such as hiding a
their Brawn rating, which limits how much they can carry sword in a wagon of lumber. The GM should decide what
under normal conditions and without penalty. A total value of object can be hidden without notice, and add for
encumbrance value over the threshold means that the every point over that.
character is ‘encumbered,’ or burdened, and they suffer one
to all Agility and Brawn checks for every point of Encumbrance and Vehicles
encumbrance over their threshold. This is cumulative with any
other suffered for strain or other conditions. A ship’s cargo hold can house the amount of encumbrance
listed in its profile. Smuggling compartments have varying
Encumbered characters also lose their free maneuver limits. These small caches are usually secretly placed around
each turn they are encumbered. The character can still the vessel to avoid detection. Most smuggling compartments
perform up to two maneuvers, but each maneuver costs 2 have an encumbrance limit between 2 and 30 depending on
strain. Certain items, like backpacks, satchels, and quivers, their size and location.
can affect a character’s encumbrance threshold.

96 | Gear and Equipment | The Second Age


Item Qualities
Some equipment features special qualities that add variety (friend or foe) engaged with the original target suffers damage
and depth to the vast array of items in the Avatar universe. equal to the Blast rating (plus an additional wound per each
Some special qualities are inherent to certain items, while Success as usual).
others are general qualities that can be applied by the GM to In a relatively small and enclosed area, the GM might
specifically tailor an item to the story. decide that everyone in the room suffers damage.
Special qualities are generally either passive or active. If the Blast quality does not activate, the blast still occurs
Passive qualities are always on and require no activation on narratively, but bad luck or poor aim means that the explosion
the part of the user. Active qualities must be triggered by the may not catch anyone else in the radius. Even if the attack
user, often by spending one or more a to activate the effect. misses, the user may still trigger Blast if they spend aaa.
Item qualities usually have a number associated with In this case, the original target and everyone engaged with
them. This is their rating. Ratings affect qualities in different them suffer damage equal to the Blast rating of the weapon.
ways, depending on the quality in question.
Active qualities require aa to activate unless Burn
otherwise stated in their description. Weapon qualities can Active. The Burn quality inflicts damage over time. If an attack
only trigger on a successful attack, unless otherwise with this quality is successful, the target continues to suffer
specified. the base damage of the weapon or attack each round for a
number of rounds equal to the Burn rating. Damage is applied
Accurate at the start of each of the target’s turns.
Passive. Accurate weapons are easier to aim or wield, A victim might be able to stop the damage by rolling
whether through design or craftsmanship. For each level of around on the ground and making an Agility check as an
this trait, the attacker adds to their attack dice pools while action. This is an Average ( ) Coordination check on
using this weapon. hard surfaces, or an Easy ( ) Coordination check on grass
or soft ground. Jumping into a body of water stops the damage
Auto-Fire immediately. Waterbenders can also make an Easy ( )
Active. A weapon with Auto-Fire can be set to shoot in rapid Bending Arts check to put out fires or aide allies inflicted with
succession and potentially spray an area with projectiles. The Burn.
advantage in using Auto-fire is that it has the chance to hit
multiple targets or hit a single target multiple times. Concussive
Attacking with a weapon on Auto-fire is generally less Active. The weapon’s attack can leave the target shell-
accurate, and the attacker must increase the difficulty of the shocked from mighty blows or punishing shockwaves, unable
attack check by 1. The user may choose not to use the Auto- to perform any but the most basic actions. The target is
Fire quality on an attack; in this case, they cannot trigger the staggered for a number of rounds equal to the weapon’s
quality, but also does not suffer the aforementioned penalty. Concussive rating. A staggered target cannot perform actions.

If the attack hits, the attack can trigger Auto-fire by


spending aa. Auto-fire can be triggered multiple times. Each
Cumbersome
time the attack triggers Auto-fire, it deals an additional hit to Passive. A Cumbersome weapon is large, unwieldy,
the target. Each of these counts as an additional hit from that awkward, or heavy. To wield a Cumbersome weapon
weapon, and each hit deals base damage plus the number of properly, the character needs a Brawn rating equal to or
uncanceled Success on the check. greater than the Cumbersome rating of the weapon. For each
point of Brawn by which the character is deficient, they must
These additional hits can be allocated to the target, or to increase the difficulty of all checks made while using the
other targets within range of the weapon. If the attacker weapon by one.
wishes to hit multiple targets, they must decide to do so
before making the check. Furthermore, if they wishes to hit Defensive
multiple targets, their initial target must always be the target
Passive. Defensive weapons are particularly good at fending
with the highest difficulty and highest defense (if this is two
off incoming melee attacks. A character wielding a weapon
separate targets, the GM chooses which target is the initial
with the Defensive quality increases their melee defense by
target). The initial hit must always be against the initial target.
the weapon’s Defensive rating.
Subsequent hits generated can be allocated to any of the
other designated targets.
Deflection
Auto-fire weapons can also activate one Critical Injury for Passive. An item with the Deflection quality increases the
each hit generated on the attack per the normal cost; the
wearer’s ranged defense equal to its Deflection rating.
Critical must target the target of the specific hit.

Blast Disorient
Active. A weapon with Disorient can daze an opponent. When
Active. This weapon has a large spread, an explosive blast,
Disorient is triggered, the target is disoriented for a number of
or a general area of effect, like the detonation of a Varrick rounds equal to the weapons’ Disorient rating. Disoriented
Industries bomb or certain Firebending techniques. If the
targets add to all skill checks they perform.
attack is successful and Blast activates, each character

The Second Age | Gear and Equipment | 97


Durable Linked
Passive. Items crafted to last can endure damage that would Some weapons are designed to deal multiple blows with one
destroy less well-made works. When a Durable item would strike. When a character successfully attacks a target with a
become damaged, it loses the Durable quality instead. linked weapon, the weapon deals one hit. The wielder may
spend aa to gain an additional hit against the same target a
Ensnare number of times equal to the weapon’s Linked rating.
Active. A weapon with Ensnare binds a foe and restricts their Additional hits deal the weapon’s base damage plus damage
movements. When Ensnare is triggered, the target is equal to the s from the attack.
immobilized for a number of rounds equal to the weapon’s
Ensnare rating. An Ensnared target may attempt a Hard Pierce
( ) Athletics check on their turn to break free from the Passive. An attack made with this weapon ignores one point
effect. Immobilized targets cannot perform maneuvers. of soak for each rank of Pierce. If the weapon has more ranks
of Pierce than the target’s total soak, it completely ignores the
Finesse target’s soak. For example, Pierce 3 against a soak of 2
Passive. A weapon with this quality allows the user to perform ignores 2 points of soak, but the extra point of Pierce has no
the attack using their Agility rating rather than their Brawn further effect.

Prepare
rating.

Heavy Passive. Weapons with this quality require time to set up


Passive. Armor with this quality adds 1 additional soak, but before being used. The user must perform a number of
limits the wearer to one maneuver per turn. Because this preparation maneuvers equal to the weapon’s Prepare rating
quality limits physical movement, characters wearing such before making attacks with that weapon.
armor add
checks.
to their Martial Arts or Bending Arts combat
Push
Active. Weapons with the Push quality cause the target to
Inaccurate become disengaged from the attacker. When Push is applied
Passive. Inaccurate weapons are weapons of a shoddy or to a target, they are moved one range band away. Unless
inferior construction, which means they are less likely to be otherwise stated, Push requires aa to trigger, plus one
accurate or precise. Alternatively, the weapon’s nature may additional a per silhouette of the target beyond silhouette 1.
inhibit accuracy. Inaccurate weapons add to the attacker’s Push can be activated multiple times, increase the range band
dice pool, equal to their Inaccurate rating. by one. If the target is pushed into a solid barrier, the collision
inflicts one strain for each range band they would have moved
Inferior had they not hit the barrier.
Passive. An Inferior item is a lackluster example of its kind,
representing shoddy and poor craftsmanship. An Inferior
Reach
weapon generates an automatic h on all checks related to its Passive. Weapons with this quality allow the user to attack
use, and has its base damage decreased by one. Inferior targets at Short range. Due to the unwieldy nature of these
armor has its encumbrance increased by one and its defense weapons, melee attacks performed against an engaged target
decreased by one. If it does not have defense, decrease its suffer which cannot be negated.
soak value by one, to a minimum of zero.
Reinforced
Knockdown Passive. Items with this quality cannot be affected by Sunder.
Active. When Knockdown triggers, the target is knocked Armor with this quality ignores the Pierce quality.
prone. Unless otherwise specified, Knockdown requires aa
to trigger, plus one additional a per silhouette of the target Slash
beyond silhouette 1. Passive. Weapons with the Slash quality generate one
automatic a result per Slash rating. This quality should be
Light limited to a rating of one, and never above two.
Passive. Any weapon with the Light quality can be used
without incurring the additional difficulty of a two-weapon Stun
combat check. Light weapons can also be thrown, if need be. Active. A weapon with Stun deals strain to the target. When
the Stun quality is activated, it inflicts strain equal to the
Limited Ammo weapon’s Stun rating. Since this is strain, and not strain
Passive. A weapon with the Limited Ammo quality may be damage, Stun is not reduced by the target’s soak.
used to make a number of attacks equal to its Limited Ammo
rating before it must be reloaded with a maneuver. In addition, Stun Damage
each shot expends one of a limited number of rounds of ammo Passive. Some weapons deal Stun damage instead of regular
which, once used, must be purchased or otherwise obtained damage. In this case, the weapon deals damage as strain
before firing the weapon again. This also applies to thrown instead of wound. This damage is still reduced by a target’s
weapons. soak.

98 | Gear and Equipment | The Second Age


Sunder its encumbrance reduced by one and its soak value increased
by one.
Active. When activated, the attacker chooses one item openly
wielded by the target (such as a weapon, shield, or item on a Unwieldy
belt). That item is damaged one step: to minor if undamaged, Passive. An Unwieldy weapon is a weapon that can be
from minor to moderate, or from moderate to major. If a particularly awkward to use for those without impressive
weapon already suffers from major damage, it is destroyed. dexterity and hand-eye coordination. To wield an Unwieldy
Sunder requires one a to activate. If activated multiple weapon properly, the character needs an Agility characteristic
times in the same attack, each activation can be applied equal to or greater than the weapon’s Unwieldy rating. For
against the same weapon, potentially taking a weapon from each point of Agility by which the character is deficient, they
undamaged to destroyed in a single successful attack. must increase the difficulty of all checks made while using the
weapon by one.
Superior
Passive. A Superior item is a sterling example of its kind, Vicious
representing masterful craftsmanship. A Superior weapon Passive. When this weapon scores a Critical Injury or Hit, the
generates an automatic a on all checks related to its use, and character adds ten times the Vicious rating to the Critical roll.
has its base damage increased by one. Superior armor has With Vicious 3, for example, the victim adds +30 to their
Critical Hit result.

Weapons
Each weapon has a variety of characteristics that define its
abilities and distinguish it from other weapons. All weapons Encumbrance
share several characteristics, while many feature special Encumbrance is an abstract measurement of how heavy and
qualities that add additional rules to their operation. awkward something is to carry and transport. The higher the
encumbrance value, the more difficult the item is to carry.
Name
The general name of the weapon. This may be a broad label Hard Points
that applies to several closely related weapons. Many items can be customized, to an extent determined by
the number of modification points they have. The vast majority
Governing Skill of weapons have a limited number of Hard Points that
The combat skill used when attacking with this weapon. determine how many modifications can be made to the item.

Base Damage Price


The base damage the weapon inflicts. This is the minimum The price of the weapon on the open market. An (R) next to
damage inflicted if the attack with this weapon successfully the price means the weapon is restricted and cannot be
hits. Each net Success generated during the attack check bought on the open market, in which case the price listed is
adds one point of damage to this based damage rating. the closest average black market price.

Range Rarity
The range of the weapon. Range is measured in several The rarity of the item, before modifiers.
broad range bands. Melee weapons require the attacker to be
engaged with the target unless they have the Reach quality. Special
Ranged weapons have ranges listed as short, medium, long, These are the qualities or other special rules each weapon
or extreme. possesses. More in-depth descriptions of these qualities were
described above, while rules specific to a certain type of
Critical Rating weapon are detailed in the weapon’s description.
Indicates the number of a required to trigger Critical Injuries
using this weapon. If the weapon’s critical rating triggers, the
character rolls percentile dice on the corresponding Critical
Injury chart to determine the effect on the target. A Critical
Injury can only be triggered on a successful hit that deals
damage exceeding the target’s soak value.
Some weapons and talents modify this Critical Injury roll,
potentially making a Critical Injury more or less effective. In
addition, a character can only generate one Critical roll per hit
on a target. However, if the roll generates enough a to trigger
the critical rating of the weapon more than once, the character
can choose to add +10 to the Critical Injury roll for each
subsequent trigger.

The Second Age | Gear and Equipment | 99


Weapon Maintenance
Weapons will invariably begin to wear down after
Martial Weapons
extended use. Rolling a d result may indicate a Although many martial arts styles emphasize
weapon has broken down or is otherwise unusable unarmed combat, others utilize weapons as an
until it can be repaired. extension of the body. Martial weapons are
generally light and cover the hands. They
Weapons can be repaired using the Mechanics are easy to wield in close quarters and
skill depending on the complexity of the weapon. often designed with grips, or attach to
Basic weapons such as blades and simple bows can the forearm, to prevent them from
be repaired with the Mechanics skill while being dropped easily in close quarters
more complicated weapons like shock combat.
gloves or crossbows require someone
with more specialized knowledge. Metal claws, brass knuckles,
shock gloves, even rock gloves are all
Weapon repairs are generally examples of martial weapons, as are
classified as minor, moderate, or major. the various disciplines of unarmed
The magnitude of the required repairs combat and their attacks are covered
indicates two things: the severity of any by Martial Arts as well. Martial Weapons
penalties applied to the user when add their damage value to the user’s
using the defective weapon, and the Characteristic; damage done by Martial
difficulty rating of the necessary repairs. Weapons is thus the user’s Brawn
Repairing a weapon requires adequate Characteristic plus the weapon’s modifier.
time and tools, generally one to two hours
per difficulty level. If a character attempts A Martial Arts attack can only be performed when
repairs in less time, they increases the the attacker is engaged with their target.
difficulty by one. Likewise, if the
character lacks the proper tools, they
Brass Knuckles
increases the difficulty by one. These A simple piece of metal shaped to fit around the knuckles
factors are cumulative. to be used in hand-to-hand combat. These simply add
some extra damage to attacks with your fists.
Repairing the item also requires
some expenses be incurred. Raw Buckler
materials may need to be purchased, A protective device, meant to intercept attacks. It is not
but the GM may also opt instead to as sturdy as its larger cousin. It can be worn and
require players expend copper equipped with another weapon.
pieces. This sometimes can mean
that it’s easier to buy a new weapon Shock glove
rather than fix an existing one, but of A portable weapon that releases a powerful electrical
course that isn’t always possible. shock capable of rendering a victim unconscious. Shock
Weapons with minor damage gloves can stun and disorient your opponents and can turn
require an Easy ( ) check and users the tide in any melee brawl.
will incur until the weapon is
repaired. Nunchaku
This unwieldy weapon consists of two sticks connected at
Weapons with moderate damage
their ends with a short chain or rope. They take some skill
require an Average ( ) repair check
to use, since the inexperienced often wind up hitting
and impose one additional until it is
themselves with it.
repaired.
Weapons with major damage require a Hard ( ) Trident Dagger
repair check and are unusable until they are repaired. This dagger comes to a fine point and is shaped like a
miniature trident. Its fork-like shape can sometimes be
Weapon Descriptions used to catch incoming weapons and redirect their
thrust.
From the great forges of Yu Dao to a simple blacksmith’s
forge in a tiny Earth Kingdom village, the production of War Fans
arms is one of the most lucrative industries in the world. Shanzi, or fans, are often mad e of iron and used in
Every warrior who swings an axe, archer who lets loose an martial arts. They are used for defense and can be
arrow, or assassin throwing their knives seeks the highest thrown. These shanzi are the primary weaponry of the
quality of weapon they can afford—their life depends on it. Kyoshi Warriors and are usually used first when fighting.
The following list of weapons comprises those most
commonly found in the armories scattered around the Light Melee Weapons
world. They are organized by the skill associated with their These weapons are generally shorter than a few feet in
use. length and typically only require one hand to wield. They vary
greatly from daggers and short swords to battle fans, whips,

100 | Gear and Equipment | The Second Age


and hand axes. Attackers must be engaged with their target
to attempt an attack with a light melee weapon.

Table 5-2: 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
Disorient 2, Knockdown, add to
Bo Staff Martial Arts +1 5 Engaged 2 1 275 cp 2
airbending checks
Nunchaku Martial Arts +2 3 Engaged 1 0 150 cp 4 Unwieldy 3, Finesse, Stun 1, Linked 1
Trident Dagger Martial Arts +2 3 Engaged 1 1 300 cp 5 Pierce 1, Finesse
War Fans Martial Arts +2 4 Engaged 1 1 225 cp 5 Deflection 1, Light
Shock Gloves Martial Arts +3 2 Engaged 2 1 1200 cp 10 Stun 1, Vicious 1, Disorient 4
Buckler Martial Arts +0 6 Engaged 1 1 100 cp 1 Light, Defensive 1, Inaccurate 1
Knife Melee (Light) +1 5 Engaged 1 0 25 cp 2
Jaw Blade Melee (Light) +1 4 Engaged 1 0 75 cp 4
Whip Melee (Light) +1 4 Short 1 0 425 cp 4 Reach, Ensnare 1, Slash 1
Butterfly Sword Melee (Light) +1 3 Engaged 2 1 250 cp 3 Light
Ninjato Melee (Light) +1 3 Engaged 2 1 250 cp 6 Finesse
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 2
Disorient 3, add to earthbending
Warhammer Melee (Light) +4 4 Engaged 3 1 500 cp 4
checks
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

Hand Axe Electrified Kali Sticks


An average-sized axe that can come in all varieties. A water Metal prods used to stun and immobilize opponents upon
tribe axe may come with a blue-and-white blade and a contact. They are powered by a generator strapped to the
medium-length white handle. back of the user.

Dagger Ninjato
A small blade on a small hilt. This A short sword. It has a square grip, and a straight blade, with
weapon comes in all varieties and is a small edge on its tip.
often used as a secondary
weapon for close-quarters Jaw Blade
combat. Additionally, daggers can Primarily a hunting tool, made by sharpening the jawbone
be concealed easily and many make and teeth of a large arctic wolf. One side is rigid and is used
good off-hand weapons for fighters who as a saw, while the other is a blade side that is used for
favor dual wielding. hunting and scraping skins clean. It can be used to
amplify vibrations in the environment, allowing the
Battle Club character to accurately detect intruders.
A weapon used in the Southern Water Tribe.
The base is carved from a polar bear femur and Butterfly sword
has a design in blue paint on each side of the This is a short dao, or single-edged blade, also
blade. There is a heavy ball on the end and a known as Wu Dip Dao or Hu Die Dao. The top of the hilt is
notch for hooking opponent's weapons. A leather turned up so that the fighter can flip the sword around their
strap is attached for a more secure grip. thumb.

Broadsword Shield
It is a category of single-edge swords primarily used A protective device meant to intercept attacks. It can take a
for slashing and chopping (sabers). Due to its ease of beating.
use, this weapon can be easily dual wielded.
Staff
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

The Second Age | Gear and Equipment | 101


enhance bending abilities. Rules for use of the air glider as a handle. An experienced user can hook the ends together to
means of transportation are covered in Chapter VI: Vehicles. double the reach of the weapons.

Tiger blade War Hammer


Three weapons in one: a long pole with a hook at the end, a Like a sledgehammer in construction and appearance, it can
curved blade above the fist, and a spearhead beneath the be used to augment the potency of earthbending attacks.
These hammers can be dual wielded.

NAME SKILL DMG CRIT Range ENC HP Price Rarity Special


Lance Melee (Heavy) +3 5 Engaged 3 0 250 cp 3 Reach
Polearm Melee (Heavy) +4 4 Engaged 3 0 375 cp 4 Reach, Pierce 2
Lochaber Axe Melee (Heavy) +5 5 Engaged 3 1 600 cp 7 Reach, Pierce 1, Slash 1, Vicious 1
Guan Dao Melee (Heavy) +6 5 Engaged 4 1 650 cp 5 Reach, Slash 1, Cumbersome 2
Meteor Reach, Linked 1, Disorient 4, Unwieldy 4,
Melee (Heavy) +6 4 Engaged 4 1 550 cp 6
Hammer Knockdown
Katana Melee (Heavy) +6 3 Engaged 2 1 650 cp 7 Slash 1, Defensive 1
Naginata Melee (Heavy) +4 4 Engaged 4 1 375 cp 6 Reach, Pierce 2
Can be used when Engaged (Two-
Javelin Melee (Heavy) 5 5 Medium 2 0 300 cp 3 Handed), 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

Table 5-3: Heavy Melee Weapons

Heavy Melee Weapons


As the name implies, these weapons are large enough that
they require two hands to wield. Many large weapons fall into
this category, such as long swords, bardiches, warhammers,
and lances.
An attacker must be engaged with their target to attempt
an attack with a heavy melee weapon, although some
weapons may have the Reach quality. These weapons can
be used with one hand but the wielder suffers when
performing an attack.

Polearm
A large two-handed edged weapon, usually in the form of a
long metal or wood pole slightly taller than a person, with an
axe-like head. It has a scythe-like blade attached to a long
wooden pole.

Lochaber Axe
A weapon consisting of a pole with an axe head mounted at
its end. The axe itself is like tools used with crops, such as the
scythe, which is designed for reaping. The point on the back
of the blade is styled after the hook found on the original
Scottish Lochaber Axes, in which the hook can be used for
catching, hooking, and dragging clothing, skin, or weapons,
not unlike the hook sword.

Guan Dao
A type of pole weapon. It is very large and heavy and typically
used by a mounted soldier.

Meteor Hammer
A meteor hammer amounts to little more than a ball and chain.
Most variations of the weapon include a ball made entirely of
metal, but Earthbenders have taken a liking to balls made

102 | Gear and Equipment | The Second Age


from hardened stone or impure metals so that the weapon
itself can be used with their earthbending abilities.

Name SKILL DMG CRIT Range ENC HP Price Rarity Special


Sling Ranged 4 4 Medium 0 0 20 cp 1 Disorient 2, Prepare 1
Blow Gun Ranged 1 6 Short 1 1 175 cp 2 Stun Damage, Prepare 1, Activate ammo
Bola Ranged 5 4 Medium 1 0 225 cp 3 Ensnare 1, Linked 1, Unwieldy 2
Disorient 2, Unwieldy 3, Second Target
Boomerang Ranged 4 4 Medium 1 1 500 cp 4
on aaa
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

Table 5-4: Ranged Weapons

Katana bending attack. This also includes any weapon that can be
thrown. Using a ranged weapon while engaged with an enemy
A long, curved, slender, single-edged blade, with a increases the difficulty of the check by one.
circular guard. It has a long grp to accommodate to
hands. It is favored by the Kyoshi Warriors Spear & Javelin
and is one of the most effective means of Like the pike, this weapon is a long pole with a
cutting through organic material. pointy bit at the end. It can be used for
Naginata hunting, but its primary advantage is
that it is light enough to be thrown.
A pole weapon consisting of a
wooden shaft with a curved Sling
blade on the end. It has a A sling is a projectile weapon typically used to
thick, slightly curved katana- throw a blunt projectile such as a stone, clay, or lead
like blade connected to a long wooden pole. "sling-bullet".
Tower Shield Bola
A tall, broad shield meant to protect the user from incoming A bola consists of weighted lengths of cord which can be
ranged attacks. Its enormous size can be a burden to smaller thrown to entangle and knock down opponents.
individuals.
Boomerang
Ranged Weapons A small, L-shaped weapon made of metal. It is a thrown
Whether with one hand or both, ranged weapons are anything projectile that travels in a curved path and returns to its point
that can deal damage from a distance such as a bow or a of origin when thrown correctly.

The Second Age | Gear and Equipment | 103


Shuriken Crossbow
A concealed weapon that can generally be used for throwing, A weapon consisting of a bow mounted on a stock that shoots
and sometimes stabbing or slashing. projectiles. Its range is significantly shorter, but the damage it
deals is greater.
Stiletto
Small arrow-like darts. They are thrown much in the same way Ordnance
as throwing stars and can restrain an enemy by pinning their These are weapons that are necessarily wielded by an
clothes to a surface behind or below t hem. individual, but are instead ammunition or too large to be
Throwing Knives handled by an individual.

A variety of small knives can be designed so that they can be Tangle mine
thrown with varying degrees of accuracy. Weapons made with a bamboo frame and covered with dried
Net animal skin filled with skunk fish and seaweed. These mines
float in the water and detonate upon contact with another
Just a regular net weighted down on its edges so that it can object. They were invented by Hakoda of the Southern Water
be used for ensnaring targets. Tribe, who called the weapon the "Stink 'n Sink".
Stink bomb Ballista
A container that releases a pungent A large crossbow-like crew-served weapon that launches
odor capable of disorienting an heavy spear-like bolts, harpoons or explosive shells.
opponent.
Blasting jelly
Smoke bomb An explosive, volatile weapon used for
Canisters that release a thick demolition.
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
A smaller weapon that uses tension because of the surrounding ice.
to propel arrows.

Longbow
A larger version of the short bow, it
has a longer range and can deal
more damage.

104 | Gear and Equipment | The Second Age


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 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

Table 5-5: Armor


Armor
The effectiveness of armor has been the subject of fierce Defense is a score comprised of two separate ratings and will
debate for millennia. Ask any Kyoshi Warrior or Republic City always be listed as #/#. This represents the ranged defense
police officer, however, whether they would prefer going into and the melee defense rating, listed in that order. For
a skirmish without some sort of protective covering. Even the example, if a piece of armor provides 1 melee defense and no
world’s rogues understand the value of some simple leather ranged defense, it will read “0/1”.
armor which turns aside a knife in the dark. Regardless, many
fighters will say that a good piece of armor can be the Soak
difference between life and death. A suit of armor’s soak is added to the wearer’s Brawn, and
The type of armor any adventurer wears depends on a that sum is subtracted from any incoming damage. If an attack
variety of circumstances—what works best with their skillset, causes 10 damage, for example, a soak of 2 plus a Brawn of
how long they will be wearing it, how easy it is to move around, 3 reduces the damage suffered by 5 to a total of 5 points of
and the intensity of combat they expect to face. Of course, a damage.
good set of armor will require a good deal of money to finance
it. Encumbrance
In addition to armor, characters can also equip different Each full suit or discrete piece of armor has a listed
helms which also confer some defensive benefits. Helms and encumbrance rating. Armor encumbrance rating only comes
Armor together can turn even a paperweight into a formidable into play when the armor or piece is carried instead of worn.
punching bag. Furthermore, some helms and armors will, When the armor is worn, the encumbrance rating is reduced
when worn together, confer an additional ‘set bonus’ which by 3 points, to a minimum of 1.

Armor Types
can greatly enhance the features inherent to the armor.
Generally, stronger armor tends to be heavier and more
difficult to maneuver in while lighter armor providers less Below is a list of the most common types of armor worn by
protection but more mobility. soldiers, warriors, and other adventurers throughout the

Armor Characteristics
world.

Whether it’s a simple helmet or a sophisticated suit of plate


Wolf Armor
mail, every piece of armor has the following characteristics in Protective leather gear created from a great wolf pelt. This is
common. Armor also shares some characteristics with the preferred style of the Southern Water Tribe.
weapons, notably price, encumbrance, modification points,
and rarity. The descriptions of the latter characteristics can be Common Clothes
found above. These are just your average, everyday clothes. Worn by
everyone across the world, they provide little in the way of
Defense protection.
The armor’s defense adds equal to the defense rating
directly to the attacker’s dice pool. This reflects the armor’s
ability to deflect damage away from the wearer’s body.

The Second Age | Gear and Equipment | 105


Common Military Armor Traveling Clothes
A beige and green colored armor consisting of bracers, body Designed to be take a beating, these clothes provide a modest
armor, shin guards and a green colored belt-hung ge xie amount of protection and can last the wearer a long time. Has
(protective clothing). the Durable quality.

Fire Nation Armor


Red and black armor which may be accompanied by a helmet.
Some helmets may include a protective skull-shaped mask for
benders.

Gear
Although it may not be as exciting as a sword or as glamorous
as a shiny piece of armor, this basic equipment is often the Bean Tea
foundation for a successful attack or business venture, This chi-enhancing tea is a natural stimulant. When
especially when these are one and the same. Reliable tools, consumed, it improves strength and increases energy tenfold,
survival in inhospitable environments, repairing weapons and and is frequently consumed by military officials and soldiers,
armor, even keeping allies alive after things go wrong are all though used sparingly due to its rarity.
impossible if no attention is paid to outfitting yourself Characters who consume bean tea gain a temporary
beforehand. After all, even the world’s best bow is useless if increase in their max Strain Threshold of one point. This effect
you haven’t got the arrows to launch. can be stacked up to three times. Bean Tea effects last for
Some items provide long-term utility, and are always four hours.
considered to be in a character’s inventory. Other items are
meant to be used up and consumed, which is reflected in the Table 5-6: Gear
item’s description. Item Price Encum Rarity
Miscellaneous Sundries Airbender Staff 1500 cp 2 7
Backpack 100 cp +4 1
There are plenty of pieces of gear that characters are likely to
carry that are too mundane or inexpensive to track on their Bandages (3) 25 cp — 1
sheets. Journals, writing implements, pocket knives, coins, Bean Tea 500 cp — 7 (R)
casual clothing, shoes, inexpensive jewelry, snacks, or even
Climbing Gear 50 cp 1 2
mementos; all of these things and more are details that can
bring a character to life, but are not important enough to track. Disguise Kit 100 cp 1 3
PCs can assume that they have any number of miscellaneous Healing Draught 1000 cp 1 6
items on them, depending on what they feel their characters
Jasmine Tea 200 cp — 5
would carry.
Lockpick Kit 300 cp 1 5 (R)
Airbender Staff Lychee Nuts (5) 20 cp 1 2
An airbender staff is a wooden stave used primarily by Medical Kit 150 cp 2 4
airbenders to augment their bending. These versatile
instruments were a major part of Air Nomad culture and used Pro-Bending Headgear 400 cp 1 5
in the execution of several complex airbending techniques. Spark Rocks 10 cp 0 1
Staffs were constructed to unfold into fan-like gliders, which Tent 100 cp 3 2
enabled airbenders to fly while manipulating the air currents
around them. Tool Kit 250 cp 1 3
Torches (3) 5 cp 1 2
When your character uses their airbending to imitate flight
while equipped with an airbender staff, they add to any Utility Belt 250 cp — 4
bending checks they make to do so. Waterskin 100 cp 1 3

Backpack Weather Gear(Hot/Cold) 400 cp 4 3

Incredibly useful and comes in many styles and sizes. Wingsuit 2000 cp 2 7 (R)

Backpacks increase the wearer’s encumbrance threshold


by four.
Climbing Gear
An assortment of tools used to scale steep or sheer surfaces.
Bandages (3) When your character uses climbing gear, they add to
Bandages can be used to assist with wound recovery. any Athletics or Coordination checks they make to climb
something.
A character may consume a single bandage to add sa
to their subsequent Medicine check.

106 | Gear and Equipment | The Second Age


Disguise Kit known as the Fighting Cliffs. The cliffs, one white and one red,
face each other with a wide ravine between them, and early
More of a stage acting kit, a disguise kit comes with makeup Earth Kingdom peoples noticed that the ground of the ravine
and prosthetics to allow characters to conceal their identity was charred and black. Legend says that the cliffs were
and make themselves harder to identify. created in an ancient battle between earthbenders and
A successfully disguised character adds to any skill firebenders, and that the conflict was so "awesome" that the
check made to identify the disguised character. ground on which they fought soaked up their power and
animosity.
Jasmine Tea Tent
The combination of soothing properties found in green tea and
the scent of jasmine will help you reduce stress, anxiety, and Tents come in a variety of shapes and sizes and are used to
tension effectively. provide a makeshift shelter from the weather and environment
when undisturbed rest is necessary.
When consumed, if the character would voluntarily suffer
any strain, they suffer 1 fewer point of strain to a minimum of Whenever your character rests within a tent, they add
one. This effect lasts one hour. to any attempted strain recovery.

Healing Draught Tool Kit


These rare tonics are created by healers and scientists alike. A standard kit for any mechanic or engineer who needs to
They fill the drinker with a sense of warmth and nourishment, repair or make modifications to their ships, vehicles, or other
and can be used to ward off illness. While they do not heal equipment.
physical injuries, they alleviate the pain and can stabilize the Whenever your character attempts to craft, modify, or
incapacitated. repair an item they remove from any Mechanics check
A character who sips from a healing draught automatically to do so.

Torches (3)
heals 4 wounds. Each subsequent sip on the same day heals
1 fewer wound, to a minimum of 0. The full effect of the
draught is restored on the next day. A typical healing draught Torches are small, handheld sources of light used to
contains roughly 10 sips, but volume can certainly vary. illuminate up to short range.

Lockpick Kit A source of light provides light, and removes


checks due to darkness.
added to

A lockpick kit can help a character break into almost anything.


You add to all checks which involve picking a lock. Utility Belt
Tools inside this kit may break on t or hhh and need to be Often worn in conjunction with bags and backpacks, these
replaced at half of the item’s cost. belts are used to house common items for wandering
adventurers. Can conceal any item of encumbrance 1. This
Lychee Nuts (5) does not negate the item’s encumbrance, but makes the item
A nut in name only. This small, reddish brown fruit is notable harder to detect.

Waterskin
for its thick rind and its sweet taste, and is abundant
throughout the Earth Kingdom and Fire Nation.
A character who consumes a lychee nut automatically Frequently carried by waterbenders all over the world, this
recovers 3 strain. Each subsequent nut eaten on the same leather pouch of water contains just enough fresh liquid for a
day recovers 1 fewer strain, to a minimum of 0. The full effect bender to use in a pinch.
of the lychee nut is restored on the next day. When full, it contains enough water to use for a few ice
shards, or a single water whip and its encumbrance increases
Medical Kit to 2.

Weather Gear
A handy first-aid kit. These kits commonly contain bandages,
salves, and other small tools necessary to heal the injured.
Your character can perform Medicine checks to heal Cold weather gear features multiple layers of fur, leather, or
wounds and Critical Injuries without penalty. A medical kit may thick fabric to resist wind and trap body heat. Meanwhile, hot
only be used 5 times before its supplies must be replenished. weather gear tends to be loose, flowing, and made from light
fabric, to allow the skin to breathe while protecting it from the
Pro-Bending Headgear sun.
This gaudy-looking helmet adds an extra layer of cushion While your character is wearing cold or hot weather gear,
between the wearer’s pretty face and any incoming attacks. they remove added to checks they make due to adverse
weather conditions. When worn, the gear’s encumbrance is 1.
Whenever your character has pro-bending headgear
equipped and becomes disoriented, they are disoriented for
one less round.
Wingsuit
A prototype created by Asami Sato of Future Industries, some
Spark Rocks airbenders have been offered a chance to test out these
specially-designed suits that work with airbending to allow for
Spark rocks are tools used by Earth Kingdom citizens to start
gliding or short-term flight.
fires. They are mined from cliffs found south of Ba Sing Se,

The Second Age | Gear and Equipment | 107


Customization
Equipment and weapons in the Avatar universe are made in Description: This explains what the attachment is, and
every conceivable way. Some are handcrafted, others might what it does.
be stamped out of a Future Industries assembly line in a Compatibility: This explains what kinds of items you can
factory somewhere outside of Republic City. Even the latter put this attachment on.
may have a drastically different look from similar products
made in other parts of the world. The statistics and rules for Modifiers: This explains what the attachment does within
gear in The Second Age are framed in general categories to the mechanics of the game.
present clear, simple, and unified rules for their use, but the Hard Points: This is how many hard points you need
look of your character’s gear can be tailored both cosmetically empty to add this attachment.
and mechanically.
Price (Rarity): This is how expensive and common the
Players can purchase modifications to customize their attachment should be.
gear. Modifications can be inherent to the item itself, or
because of using attachments. Attachments are physical Weapon Attachments
items that attach to or are installed in items, vehicles, This list of basic weapon attachments is not exhaustive. You
weapons and armor to add capabilities or improve or change should use these examples to come up with your own
performance in some way. Attachments have a set of base attachments as well.
modifiers that they automatically grant when installed.
Modifications without attachments are simple changes to the Balanced Hilt
item, weapons, and armor which can alter the existing This attachment represents modifying a melee weapon’s
properties of the piece of gear. Upgrading an item with an balance (particularly around the hilt or haft) to make it easier
attachment is relatively straightforward and only requires to control.
about an hour of work.
Use With: This attachment can be applied to any
In terms of gaming mechanics, modifications fill up the weapons that use the Melee (Light) skill.
Hard Points listed in a piece of equipment’s qualities. Each
modification gives the item or vehicle some sort of bonus or Modifiers: The weapon gains the Accurate 1 quality, or
edge (extra soak for a piece of armor, or extra damage for a increases any existing Accurate quality by 1. If the weapon
weapon, for instance). In most cases, that’s as far as it goes. has the Inaccurate quality, it reduces that quality by 1 to a
The character spends money for their new attachment or minimum of 0 instead.
modification and gains an improved and unique piece of Hard Points: 1.
equipment specifically tailored to suit their needs. Price (Rarity): 1000 copper (6).

Attachments Duelist Cross Guard


This attachment represents modifying the cross guard of a
Attachments are physical components that can attach to items
sword to better catch and lock the blade of an opponent.
to improve their performance or add capabilities. Each
attachment requires a certain number of empty hard points in Use With: This attachment can be applied to any sword.
order to install it. Once you’ve installed the attachment, it now Modifiers: When an opponent resolves a melee combat
occupies those hard points, and they’re no longer considered check against the wielder, if the check generated at least one
empty. uncanceled h, the wielder may suffer 1 strain as an Incidental
(out of turn) to add hh to the results.
Installing Attachments Hard Points: 1.
Installing an attachment requires roughly an hour of work. The
character then spends the necessary coin on materials and Price (Rarity): 800 copper (5).
supplies, makes sure they has a tool kit, spends a couple of
hours at a workbench, and makes an Average ( )
Razor Edge
Mechanics check. This attachment represents sharpening a blade to a razor
edge, then reinforcing or treating that edge so that it can
If they succeeds, they successfully modifies their gear, withstand repeated blows.
and the item now benefits from the bonus provided by the
mod. If they fails, however, the mod is not installed and the Use With: This attachment can be applied to any close
materials and supplies are expended in the process. If they combat weapon that has a blade.
failed and their check generated at least one d while adding Modifiers: The weapon gains the Pierce 2 quality, or
an attachment, the attachment itself is rendered useless by increases any existing Pierce quality by 1. The weapon also
their tinkering; otherwise, their toolkit could break altogether. decreases its Crit rating by 1, to a minimum of 1.
Each additional modification made to equipment beyond Hard Points: 1.
the first increases the difficulty of the Mechanics check by one.
Price (Rarity): 1250 copper (6).
Attachment Description Serrated Edge
Each attachment entry has set information associated with the Adding jagged sawteeth to a bladed weapon means the
entry. wounds it makes are particularly brutal and damaging.

108 | Gear and Equipment | The Second Age


Use With: This attachment can be applied to any close Modifiers: While wearing this armor, your characters
combat weapon that has a blade. adds to Charm, Negotiation, and Leadership checks.
Modifiers: The weapon gains the Vicious 1 quality, or Hard Points: 0.
increases any existing Vicious Quality by 1. Price (Rarity): 1500 copper (5).
Hard Points: 1.
Price (Rarity): 75 copper (2).
Intimidating Visage
Warriors from many cultures paint or style their armor, or wear
Superior Weapon imposing masks or helms to intimidate opponents.
This weapon has been modified or created by a master Use With: This attachment can be applied to any armor.
craftsman and is better than other examples of its type. Modifiers: When wearing this armor, the user adds s to
Use With: This attachment can be applied to any weapon. Coercion checks they make, and f to Charm checks they
Modifiers: The weapon gains the Superior quality. make.

Hard Points: 1. Hard Points: 0.

Price (Rarity): 1000 copper (7). Price (Rarity): 125 copper (3).

Weapon Tassel Lightweight Metals


This attachment represents adding a tassel of cloth or other This armor has been modified by a metalbending craftsman
material to a weapon’s pommel, hilt, or other location to signify to offer the same protection without so much extra weight.
rank, or other significance. Use With: This attachment can be applied to any metal
Use With: This attachment can be applied to any sword armor.
or two-handed pole weapon such as a spear or bardiche. Modifiers: This armor reduces its encumbrance by 2, and
Modifiers: The weapon gains the Disorient 1 quality, or it adds one fewer to Stealth checks.
increases any existing Disorient quality by 1. Hard Points: 2.
Hard Points: 1. Price (Rarity): 1000 copper (6).
Price (Rarity): 350 copper (4).
Platinum Work
Armor Attachments This armor has been made entirely out of platinum, one of the
purest metals in the world.
This list of basic armor attachments is not exhaustive. You
should use these examples to come up with your own armor Use With: This attachment can be applied to any metal
attachments as well. armor.

Angled Plating Modifiers: This armor cannot be affected by


metalbending and gains the Reinforced quality. The armor
This attachment applies angled plates or mildly reflective also increases its encumbrance by 1.
surfaces to help deflect incoming ranged attacks.
Hard Points: 0.
Use With: This attachment can be applied to any armor.
Price (Rarity): 8000 copper (7).
Modifiers: The wearer increases their ranged defense by
1. Reinforced Steel
Hard Points: 1. This armor has been made from reinforced metals which
drastically increases its protective qualities.
Price (Rarity): 450 copper (4).
Use With: This attachment can be applied to any metal
Gilded armor.
Though it serves no practical purpose, many nobles like to Modifiers: This armor gains the Reinforced quality.
adorn their armor with gold leaf or other fanciful designs. It
Hard Points: 2.
certainly makes the wearer seem impressive, but acts as a
Price (Rarity): 3400 copper (5).
lure for every bandit within eyesight.
Use with: This attachment can be applied to any armor.

The Second Age | Gear and Equipment | 109


Crafting
Tinkerers, engineers, and craftsmen do more than just multiple times before wearing out, but are often quite
maintain and improve their own equipment; skilled artisans expensive due to their specialized nature.
frequently build their own devices. Whether their creations are The process of crafting an item takes one day, plus a
made 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 crafting their weapons, armor, and other items.
When a player wishes to have a character craft an item, the
Crafting the Item
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 particular 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 craft 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 craft 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 5-7: 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.

110 | Gear and Equipment | The Second Age


VI – Vehicles
In Avatar, there are a variety of means of transportation smaller craft (like a motorcycle) is much more likely to be
besides walking. Depending on where in the world you are, agile. Handling is dictated by a number of factors such as
those modes may vary significantly. Agile Satomobiles choke shape, control systems, mass, or just general awkwardness
the streets of Republic City. Monorails provide a means of in design.
traversing the inner and outer rings of Ba Sing Se. A wide Mechanically, a ship or vehicle’s handling characteristic
variety of commercial and military ships cross the seas and
dictates the number of or it adds to a player’s dice pool
oceans between landmasses on a regular basis. Even draft
when making Piloting or Sailing checks. Baseline handling is
animals and other spectacular creatures can help characters
0, with extremely agile ships adding Bonus and slow or
move from point A to point B much quicker than their own two
prodding ships adding Setback to all checks. Characters add
feet.
Setback equal to a ship’s negative handling value or Bonus
In fact, the world in The Second Age is reliant on such equal to a vehicle’s positive handling value.
transportation and is inseparable from them. Most vehicles
and mounts in the world are privately owned and operated and Speed
are treated with the utmost respect. For nomadic caravans or An abstraction of both speed and acceleration, a ship or
even pirates, their vessel may be the only home they know. vehicle’s speed characteristic dictates how fast an object
Presented in this chapter are a variety of common types moves relative to its environment and what maneuvers are
of ships and vessels found in the world, together with the available to the driver. The listed speed is a “maximum” value
game mechanics governing them. Mechanics governing the ship or vehicle can travel. A pilot can always choose to go
Mounts are covered in Chapter VII: Game Master under slower than their maximum speed. Speed 0 indicates a
Game Master Rules and Options. stationary ship or vehicle with higher values indicated an
increase speed. Speed 1, for example, might be a slow-
Vehicle Characteristics moving carriage or a lumbering transport ship, while Speed 5
might be a nimble moped or Satomobile.
Whether it's a tiny moped or motorcycle or a massive Earth
Kingdom airship, all ships and vehicles share a number of Silhouette
characteristics. These characteristics delineate such Much like the speed characteristic, silhouette is an abstract
attributes as the strength of a ship’s hull or how quickly a number used to describe a ship or vehicle’s size and mass
motorcycle accelerates from a stop. The characteristics relative to other ships and vehicles. Silhouette factors heavily
described here cover the bulk of important mechanical into scale and is used to calculate the difficulty of attacking
information about ships and vehicles. targets of different sizes. Generally, large ships are easy to
Handling: The measure of a ship or vehicles agility and hit, and small ships are hard to hit. Some ships, such as the
how well it responds to the driver. Fire Navy battleships, are exceptions to this rule, as they are
Speed: A ship or vehicle’s raw speed and how quickly it large ships fitted with smaller cannons to fill specific roles
within a fleet.
accelerates.
Silhouette: An abstract representation of the general size Silhouettes range from 0 to 10 (or even higher). Silhouette
0 is smaller than a human (such as a ship or vehicle
of a vehicle.
component) and silhouette 1 is about the size of an adult
Defense: A ship’s first line of defense against attack and human. Most Satomobiles and small freighters range from
accident. Representative of a vehicle’s extra plating or silhouette 3 to 4. Silhouette 10 and up is reserved for the very
deflective attributes, defense also represents any factors, largest battleships and airships.
technological or otherwise, that prevent damage from
reaching a vehicle’s armor. Hull Trauma Threshold
Armor: The measure of a ship or vehicle’s armor, similar Hull trauma threshold is the only things that stands between a
to soak on the personal scale. driver and untimely demise. It reflects a ship or vehicle’s
Hull Trauma Threshold: A reflection of the sturdiness of sturdiness and resistance to damage. The strength of a ship’s
a ship or vehicle’s construction and its ability to sustain keel, the sturdiness of a moped’s chassis, and the general
damage and continue operating. seaworthiness of a freighter are all measured by hull trauma
threshold. Like the wound threshold of a Player Character,
System Strain Threshold: The limit to which a ship or
hull trauma threshold represents the amount of physical
vehicle can be pushed or knocked about before important damage that a ship or vehicle can suffer before it's either
systems overload or shut down. crippled or destroyed. Hull trauma threshold is measured at a
Customization Hard Points: The number of spots much larger scale, meaning that one point of hull trauma
available on a ship or vehicle for customization and upgrade. equals roughly ten wounds on an individual.

Handling System Strain Threshold


Handling reflects the inherent agility and the ways in which a System strain threshold represents how well a ship or
vehicle responds to its pilots and crew. While a huge vehicle’s internal systems handle the workaday abuse heaped
battleship may lumber slowly through its maneuvers, a on them by their owners and the world at large. It is an

The Second Age | Vehicles | 111


aggregate of the efficiency and status of navigation systems, rating for each of its defense zones, dictated by its design.
engines, and power generating equipment, as well as a host The maximum amount of defense a ship or vehicle can
of other delicate systems needed to ensure peak have in any of its defense zones is four points, regardless
performance. Once a ship or vehicle suffers strain exceeding of its size.
its system strain threshold, its systems begin overloading and Most types of defense can be assigned or ‘angled’ to
shutting down until they can be repaired or otherwise different zones to shore up defense where it’s needed the
maintained. This negatively affects a vehicle’s performance most. Each ship and vehicle has a chart displaying its default
and can even temporarily cripple it on occasion, causing defense for each of its zones.
larger complications for its operator and/or passengers and
crew. Armor
The factors that can inflict strain are numerous and varied. Armor is a ship’s second line of defense, and the only
Commonly, a vehicle suffers strain due to the actions of its protection available to many ground vehicles. It soaks up
crew or operator as they push the vehicle or ship to (or damage from attacks and impacts that can penetrate a ship’s
beyond) its limits. Vehicles also suffer strain due to freak defense. The more passive of the two types of protection, ship
accidents caused by excess h, environmental hazards like and vehicle armor is made of several materials ranging from
icebergs or rocky coasts, large storms, or even the effect of common steel to rare platinum composites and advanced
certain types of weapons and attacks. Future Industries technology. Much like personal body armor
One key difference between system strain and regular worn by PCs, a ship or vehicle’s armor soaks a number of
strain is that system strain cannot be recovered by damage points equal to its rating. As it is based on a larger
spending a. It can only be restored through actions taken by scale, one point of a ship’s armor is equivalent to ten points of
the crew. soak on a personal scale.

Protection Vehicle Weapons


To protect their passengers, crews, and precious cargos, Vehicle weapons range from the light ballistae found on small
ships and vehicles use a few methods to avoid or deflect frigates to the massive mines dumped by Fire Nation
damage. In general terms, a ship’s protection is an amalgam battleships. In The Second Age, every vehicle-class weapon
of its maneuverability, the durability of its hull or chassis, and shares a number of common characteristics. These weapons
the strength and thickness of its armor. Whatever form these are very similar to the weapons found in Chapter VI: Gear
protections take, The Second Age divides them into two and Equipment, with some noted differences.
discrete statistics: defense and armor. Range: This is the maximum range of the weapon. Ships
and vehicles use a larger scale to measure ranges than
Defense personal scale.
Defense reflects a ship or vehicle’s ability to completely Damage: This number is the base damage the weapon
deflect or reduce the damage of incoming attacks or collisions inflicts with a successful attack. For every success generated
using point defense, raw speed, or other unique abilities during the attack, the attacker adds +1 damage to the base
inherent to the design of the ship or vehicle. This is a crucial damage.
protective system, the first line of defense for most seafaring
Critical Hit Rating: This number is the amount of a
vessels and even some ground vehicles. Defense works the
required to trigger Critical hits with the weapon. If enough a
same as described earlier; each point adds to any incoming
is generated and a Crit is triggered, the character firing the
attack roll made against a ship or vehicle. The amount of
weapon rolls 1d100 and determines their results against the
Failure generated by the Setback added to the attacker’s dice
Critical Hit Result Table for vehicles to determine the Crit’s
pool has the potential to greatly reduce or even negate any
effect on the target.
damage from the attack or collision, and the h generated also
lessens the chance of Critical Hits. Fire Arc: The direction or directions a weapon can be
fired, based upon its mounting. Fire arcs are discussed in
Silhouette and Defense Zones further detail later.
Ships (and those vehicles with defense) have several defense Special Qualities: Many weapons have special qualities
zones dictated by their silhouette. Anything with a silhouette 4 that affect their performance. These are the same types of
or lower has two defense zones: forward and aft. Ships with weapon qualities enumerated in Chapter V: Gear and
silhouette 5 or above have four defense zones: forward, aft, Equipment.
port, and starboard. Every ship comes with a pre-set defense

112 | Vehicles | The Second Age


Vehicle Combat
Combat engagements between starships and vehicles—from
dogfights above Republic City to high-speed chases through
Step 5: Repeat Until Encounter Ends
its crowded streets—function using the same basic combat Once the action has been resolved, the GM ends the
rules found in GENESYS Core Rulebook, Chapter 6. Ship encounter. At this point, any character abilities that may only
and vehicle combat is not intended to be a separate rules be used “once per encounter” reset and any abilities that last
system. Instead, it is designed to be an added layer of detail “until the end of the encounter” expire. Each PC also has a
on the standard combat rules that allows players to run chance to catch their breath and recover strain, and may take
structured gameplay encounters using airships, vehicles, steps to help heal any incapacitated characters.

Small Craft Combat


characters, boats, or any combination thereof.
When running encounters using ships and vehicles, it is
important to note that ships with silhouette 5 or higher have Combat between small, one-person vehicles and ships like
some different rules governing their actions. This is because biplanes and Satomobiles is relatively straightforward. The
these ships are quite a bit larger than biplanes and small pilot, or driver, is the sole crew of the vehicle and has one
freighters, with crews of dozens or even hundreds of maneuver and one action (or two maneuvers) during their
individuals. turn. This means they can maneuver around the battlefield
and fight, or just focus on moving around and not getting hit.
Combat Overview Small craft combat is quite abstracted as vehicles are
constantly moving and striving with one another for the upper
Ship and vehicle combat in The Second Age follows the hand (thanks to high speed and agility). It would be nearly
same basic order and rules as those detailed in Core impossible to map out every move made by smaller vehicles.
Rulebook, Chapter 6. It is listed again here for ease of Instead, the GM and players describe the actions the
reference. characters and NPCs take, embellish them with narrative flair,
Step 1: Determine Initiative and then make their skill checks to resolve the actions.

At the beginning of the first round of combat, all players and


NPCs need to determine in what order the characters will take
Large Ship Combat
their turns. This is referred to as the Initiative order. To Combat in larger craft of silhouette 5 or higher is, by necessity,
determine the Initiative order, each PC and NPC generally more abstract due to the complexity of the vessels and the
makes a Simple Perception or Vigilance check, although number of crew members involved. Like combat in small craft,
the difficulty of the roll may depend upon the situation at the large ships can only perform one maneuver and one action
discretion of the GM. during their turn. This is not an inherent quality of the ship,
however; it’s based on the pilot or captain’s actions and
Step 2: Determine Turn Order maneuvers. Along with the pilot (or sailor), each additional
Once all Initiative checks have been made, the GM notes crew member aboard can use their actions and maneuvers to
down the results of each check and ranks characters in order, man weapons, operate equipment, move about the ship, and
from highest number of s to lowest number of s. If two generally engage in combat along with the pilot. This all
checks are tied, the check with more a is ranked higher. A t happens in the same round, and is subject to Initiative order
will double the results. If a PC and an NPC are tied, the PC is just like personal combat.
ranked higher. This is the Initiative order. If two or more Player
Something to remember concerning ship combat with
Characters tie, they can decide amongst themselves when
vehicles of this size is that each ship is likely to have a
they will act in turn during that round.
substantial number of crew. GMs and players should not track
Step 3: Complete a Round of Turns all their Initiative slots and actions during the encounter.
Instead, only focus on those individuals who are doing things
Beginning at the top of the Initiative order, the players and GM
pertinent to the ongoing encounter, feel free to ignore the rest.
each take turns for the respective characters in that slot.
Players and the GM follow in order of Initiative from highest
results to lowest. Combat Turns
Step 4: Round Ends Much like personal combat, combat between ships and
vehicles in The Second Age is largely an abstract, narrative-
Once all NPCs and PCs have taken a turn, the round ends. At driven activity designed for quickness and ease of use. This
this point, certain effects that last until the “end of the round” is meant to better reflect the frenetic, cinematic, action-
may end. The GM also determines if the ongoing encounter adventure style of Avatar and to avoid bogging down a game
warrants additional rounds or if it has been resolved. If it must session with the minutiae of charts and grid maps. This means
continue, repeat step three using the same Initiative order that the maneuvers a ship performs are open to narration and
generated in step 1. If the action has been resolved and the the interpretation of both the GM and the players.
encounters is over, proceed to step 5.
Note: characters whose Initiative results were tied are not
required to act in the same turn order as the last round. PCs
Maneuvers
tied with NPCs always take their turns first. Less involved than actions, maneuvers are simple activities
that do not typically require a skill check. Beyond all the

The Second Age | Vehicles | 113


maneuvers in personal combat, there are several maneuvers range bands. Vehicle scale range bands follow the same rules
that apply specifically to ships and vehicles. These additional as regular range bands found in the Core Rulebook. The only
maneuvers follow the usual rules governing maneuvers. In difference is that these bands operate on a much larger scale.
addition, characters are assumed to be able to perform any As stated in that chapter, close range on vehicle scale
personal maneuvers such as dropping prone, managing gear, picks up where personal scale leaves off. However, the scale
or interacting with the environment (although the GM and is so much bigger that a single person could never use
players should use common sense as to what a character can maneuvers to move next to a target that’s “close” to him on a
and cannot do given the situation). This also includes vehicle scale—the distance may be a kilometer and could
maneuvers such as aiming. take an hour of walking to cover. Further range bands would
When ships or vehicles are in encounters, they should be even more extreme.
always track their current speed. A ship may be operating at This isn’t to say that ships and vehicles (especially smaller
any speed from zero to its maximum; however, accelerating craft below silhouette 4) can’t operate in standard range
and decelerating takes maneuvers to accomplish. bands. Any ship or vehicle able to move could cover the

Actions
distance measured by standard range bands quickly, and
individuals would measure their range to a vehicle or ship
using standard range bands. However, because ships and
In combat involving ships or vehicles, there are some
vehicles can cover those distances so quickly, it makes little
additional actions characters may perform that specifically
sense for them to measure distances in such (relatively) small
apply to the ship or vehicle they are operating. Some of these
increments.
actions are labeled as Pilot (or Sailor) Only actions. A ship or
vehicle may benefit from only one Pilot Only action per round, Therefore, vehicles and ships use a second set of range
no matter how many crewmembers are aboard. bands, referred to as vehicle scale range bands. As
mentioned previously, the shortest range band in this scale
Remember, any of the actions listed in Chapter VI can
(‘close range’) encapsulates all range bands in personal
also be performed in combats involving ships or vehicles
scale. This means a ship or vehicle able to move to a point
within the bounds of common sense.
within close range is also covering the equivalent of all five

Vehicle Scale Range range bands’ worth of distance in personal scale.

Bands
Like personal combat, ship and vehicle combat utilizes broad
and abstract range measurements referred to as vehicle scale

Taking Damage
As is the case with Player Characters in personal combat, is just a hulk of metal, effectively out of combat, and likely
there are two types of damage ships and vehicles suffer in being evacuated.
The Second Age: system strain and hull damage. System If the pilot or crew of a crippled ship is particularly
strain is similar to the strain suffered by PCs, and reflects light, desperate or foolish, they may attempt some temporary
temporary damage caused by glancing blows or pushing a repairs to either escape or rejoin the fray. By scavenging parts
vehicle to the limits of its capabilities. Hull damage is more from ruined systems, raiding the hold for any spares, and
serious and, consequently, more life-threatening. This is bypassing damaged components, along with a Hard [ ]
actual, physical damage that makes its way past the ship’s Mechanics check, the crew can bring the ship back to some
defenses and becomes hull trauma. Hull trauma is permanent semblance of operation. The ship reduces its hull trauma to
until repaired. one below its threshold but suffers the following penalties:

Hull Trauma
speed is reduced to 1, handling is reduced to -3, and all
weapon systems are inoperable until fully repaired. Any attack
that inflicts hull trauma against this ship immediately
A ship’s hull trauma threshold is a measure of a ship or
generates a Critical Hit, with +30 added to the roll. These
vehicle’s sturdiness and build quality. When a ship suffers
effects persist until the ship is fully repaired.
damage in excess of its armor, the excess converts into haul
trauma. When hull trauma exceeds the threshold, one of two
things happens. For vehicles silhouette 3 or smaller and of no System Strain
importance (a common Cabbage Car or a motorcycle driven System strain works the same way as strain suffered by
by nameless Equalist grunts, for example), it simply explodes, characters. A vehicle that suffers strain in excess of its system
killing the driver and any passengers. Alternatively, at the strain threshold quickly finds itself in an untenable situation.
Game Master’s discretion, the vehicle could simply be Engines overload, transmission shuts down, electrical fires
disabled. For larger vehicles, such as light freighters or start, and all manner of machine mayhem occurs as one by
airships with silhouette 4 or larger, the vehicle immediately one, essential systems go down and the ship becomes
suffers a Critical Hit from the Vehicle Critical Hit Table found unresponsive. Until the crew can make repairs, the ship
later in this section. Additionally, the ship’s systems shut becomes helpless.
down, it reverts to emergency power (if it has any) and the
ship may even stop moving altogether. At this point, the ship

114 | Vehicles | The Second Age


Component Criticals
In game terms, when a ship or vehicle exceeds is strain
threshold, the ship’s speed drops to 0 during the following
round. Most its systems (such as engines and weapons)
Of all the Critical Hit results, these have the potential to be the
cease operating as well. This means it cannot move, its
most devastating. Component Hit Criticals functionally
weapons cannot shoot, and its defense drops to 0. This might
disable, either temporarily or permanently, critical systems on
be a relatively minor situation if this is a ship sailing across the
a target vessel and can lead to a number of complications.
open ocean—or a more dangerous situation if the ship was
There are two charts for Component Hit Criticals, one for small
pulling into dock.
ships of silhouette 4 or lower, and one for large ships of
Any crew member can aid the ship in recovering strain by silhouette 5 or higher. The effects of most of these Crits stack,
performing repairs and damage control such as restarting and a ship can suffer more than one Component Hit Critical.
systems, bypassing fried circuits, and putting out fires. This is
accomplished through the Damage Control action. Repairing Hull Trauma
Ships and vehicles do recover from strain slowly over time.
For every full day a ship or vehicle spends without taking While system strain and the results of many Critical Hits are
strain, it reduces its strain by one. temporary, hull trauma is more permanent. Repairing hull
trauma requires three things—proper facilities, money, and
Critical Hits time—the latter two usually in abundance. Proper facilities
have enough tools, light, parts, and workspace to make the
Occasionally a lucky, well-placed shot or collision with a repairs necessary. This could be anything from a warehouse
particularly large or dangerous object does more to a ship to a port, or simply a well-stocked garage.
than bounce harmlessly off the armor. Lightning can short out Once a ship is in a proper facility for repairs, each point of
systems; searing fire blasts can pierce armor and hull alike to hull trauma restored costs roughly 500 copper pieces. This
incinerate crew alive; and rogue icebergs can tear into the cost is highly variable, however, and can fluctuate
side of any ship, leaving them powerless and adrift in the cold, dramatically based on the PCs’ reputation, the overall
murky depths. damage to the ship, the scarcity of parts, and countless other
A number of factors can lead to a ship suffering a Critical factors. The final cost for repairs, like many other aspects of
Hit. For example, it might suffer enough hull trauma to exceed The Second Age, is left to the GM’s discretion. A good rule
its hull trauma threshold, or a successful combat check could of thumb is that light damage (up to a quarter of a ship’s total
generate enough a or t to trigger a weapon’s critical rating. hull threshold) should take up to a few days, while any
When an attacker generates a Critical Hit, they rolls on the damage over that could take weeks or even months to repair,
Crit Table and their target suffers the listed effects. Just like depending on the severity of the damage.
personal combat, Critical Hits are divided into four levels. If it proves imprudent or impossible to get to a proper
Once a ship or vehicle suffers a Crit, it counts as suffering maintenance facility, the GM might choose to allow the PCs
that Critical Hit until it is repaired. This status counts even if to repair their vehicle using scavenged parts and their own
the effects of the Crit only last a single round. While a vehicle ingenuity. However, these repairs should be somewhat
is suffering the effects of a Crit, any additional Critical Hits inferior to the real thing, hard to perform (requiring several
generated against it add +10 to the roll per existing Crit. Hard [ ] or Daunting [ ] Mechanics checks)
and time-consuming. In short, they should be an arduous plot
point for the PCs to overcome, not a cheapskate way to avoid
getting work done at proper facilities.

Travel
Sea Travel
Even though the advent of world-shrinking technology has
made travel between nations much more commonplace, the
world is still largely unindustrialized and therefore travel
Travel by sea, while common, is not a typical mode of
across the vast continents can still take weeks depending on
transportation for most people. Most sea travel is the domain
where a character needs to go. Depending on your mode of
of commercial freighters and military vessels, but that does
transportation, a weeklong journey might cover the distance
not mean privately-owned ships or transport ferries cannot be
on foot between Omashu and Ba Sing Se whereas a week at
used to cover vast distances
sea might take you from Republic City to the Fire Nation. Air
travel, still new in the world of Avatar, can often be even
quicker and is unrestricted by difficult terrain. Air Travel
Ground Travel With the advent of the airship during the end of the Hundred
Year War, the technology itself has come a long way in the 70
years since its inception by Sokka and the mechanic at the Air
While there are a variety of means to traverse the continents,
Temple. Despite the many advances in airship technology,
many people in the world must still rely upon their own two
few airships are in production and few individuals have ever
feet. Ground travel is the most common form of travel and
flown in them. This form of travel, although rare, is one of the
includes not just a character’s feet, but their carriages, trains,
quickest means of transportation and some creatures, like the
monorails, mounts, and even Satomobiles.
sky bison, are comparable in speed.

The Second Age | Vehicles | 115


Navigation
conditions, this requires an Easy ( ) Geography check. As
conditions are rarely ideal for those racing against the clock
or charting unknown territories, the Game Master should
Although the world is growing smaller each day, even the
make heavy use of difficulty modifiers to increase the difficulty
mapped terrain can be rugged and unforgiving. Although
of the Geography check to reflect the circumstances under
many routes exist between central hubs such as Ba Sing Se
which it is being made.
and Republic City, there are always other ways to get where
one needs to be. For example, if the players were provided with false,
incorrect, or incomplete information, that may increase the
Navigating even the well-documented routes entails
difficulty of the check by one. If their vehicle is damaged or
knowing where one is and where one’s going, especially at
badly damaged, that could be another one or two difficulty
sea or in the air. Although compasses, maps, and stars can
added to the check. Bad maps, harsh weather, or difficult
certainly help, a navigator still needs to enter a bearing and
terrain might also increase the check.
double-check a vehicle’s final trajectory. Under ideal

Ship and Vehicle Modifications


For those special individuals who make their living at sea or engines, more swiveling turrets, better sensors, and other,
on the road, a ship is as much their home as it is a simple more esoteric modifications are commonplace.
means of transport or a company asset. As they live aboard it Like personal equipment, ships and vehicles can benefit
and get to know a ship’s various attributes, both positive and greatly by being modified. They follow the rules for
negative, it is not uncommon for the crew to make various attachments and mods as discussed in Chapter V: Gear and
modifications to the ship to better tailor it to their needs. By Equipment. The only difference is that installing ship or
tinkering with existing systems, or through the purchase of vehicle modifications can cost up to ten times as much as they
new parts and modification packages, a skilled and dedicated do at the personal level.
crew can improve a ship’s general comfort and performance
beyond what their designers initially imagined. More powerful

Vehicle Profiles
In this increasingly mechanized age, where whole nations are  Crew: One pilot.
urbanizing and massive battleships patrol the seas from the  Encumbrance Capacity: 25.
Fire Nation to the Water Tribes, even ground-based vehicles  Passenger Capacity: None.
are becoming ubiquitous and as essential to daily life as food  Price/Rarity: 30 silver pieces/4
and water. From the simplest, utilitarian trucks of Cabbage  Customization Hard Points: 2
Corp to the high-performance luxury Satomobiles from Future  Weapons: None.
Industries, vehicles are becoming ever common.
Snowmobile [Water Tribe]
Land Vehicles Used by members of the Southern Water Tribe after the
Vehicle transportation over land is not a new concept; Hundred Year War to cross the snowy landscape in the south.
civilizations have been using carts for millennia. However, the 2 4 2 1 2 4
mechanical revolution in Avatar has propelled development
SIL SPEED HNDLNG ARMOR HULL STRAIN
toward self-powered transport. Although some land vehicles
were used as far back as 100 AG, these were not 0 - - 0
commercially available and were generally reserved for FORE PORT STARBRD AFT
wartime purposes.
Now, especially in places like Republic City or Ba Sing Se,
 Manufacturer: Various manufacturers
motorized transportation has become commonplace.
 Crew: One pilot.
Motorcycle 

Encumbrance Capacity: 35
Passenger Capacity: 1
Commonplace in Republic City, they are a similar shape to
 Price/Rarity: 25 silver pieces/4
the moped, though larger in size. Motorcycles used by the
 Customization Hard Points: 1
Equalists are capable of releasing a smokescreen behind
 Weapons: None.
them. After the Anti-bending Revolution, the Republic City
Police Force integrated the motorcycle into their patrol units.
Satomobile
2 3 2 2 2 4 The Satomobile is an automobile developed and
SIL SPEED HNDLNG ARMOR HULL STRAIN manufactured by Future Industries. As Republic City's leading
0 - - 0 auto-manufacturer, Future Industries features state-of-the-art
technology and assembly lines capable of producing over one
FORE PORT STARBRD AFT hundred luxury Satomobiles every day.
3 3 1 3 2 4
 Manufacturer: Future Industries

116 | Vehicles | The Second Age


SIL SPEED HNDLNG ARMOR HULL STRAIN
Barge [Water Tribe]
0 - - 0
7 3 1 6 5 4
FORE PORT STARBRD AFT
SIL SPEED HNDLNG ARMOR HULL STRAIN
2 1 1 0
 Manufacturer: Future Industries
FORE PORT STARBRD AFT
 Crew: One pilot.
 Encumbrance Capacity: 50
 Passenger Capacity: 1 – 3  Manufacturer: Water Tribes.
 Price/Rarity: 50 silver pieces/3  Crew: One captain, 10 sailors and crew.
 Customization Hard Points: 2  Encumbrance Capacity: 500.
 Weapons: None.  Passenger Capacity: 10 passengers.
 Price/Rarity: 10 gold pieces/5
Cabbage Car  Customization Hard Points: 3
Cabbage Corp is a rival automaking company of Future  Weapons: None.
Industries, founded by the cabbage merchant and later owned
by his son, Lau Gan-Lan. Its only current automobile model is Battleship
the Cabbage Car, a cheaper, more compact alternative to The battleships are very large ships used by the United
Future Industries' various Satomobile models. Forces, the Northern Water Tribe, as well as the Fire Nation
3 2 2 2 2 3 and Earth Kingdom navies.

SIL SPEED HNDLNG ARMOR HULL STRAIN 8 3 2 5 5 4


0 - - 0 SIL SPEED HNDLNG ARMOR HULL STRAIN
FORE PORT STARBRD AFT 0 2 2 0
FORE PORT STARBRD AFT
 Manufacturer: Cabbage Corp
 Crew: One pilot.  Manufacturer: Various manufacturers and nations.
 Encumbrance Capacity: 45  Crew: One captain, 20 sailors and crew.
 Passenger Capacity: 1 – 3  Encumbrance Capacity: 250.
 Price/Rarity: 40 silver pieces/4  Passenger Capacity: 10 passengers.
 Customization Hard Points: 1  Price/Rarity: 50 gold pieces/10
 Weapons: None.  Customization Hard Points: 4

Sand Sailer [Earth Kingdom]
Weapons: To Be Determined

Used by the sandbenders to traverse across the Si Wong Cutter


Desert. Can also be used by airbending. They are used by Southern Water Tribe warriors as transport
5 5 2 3 3 4 ships 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: Sand Tribes.
 Crew: One pilot, one co-pilot.  Manufacturer: Water Tribes.
 Encumbrance Capacity: 80.  Crew: One captain, 5 sailors and crew.
 Passenger Capacity: 5 passengers.  Encumbrance Capacity: 300.
 Price/Rarity: 12 silver pieces/7  Passenger Capacity: 15 passengers.
 Customization Hard Points: 2  Price/Rarity: 75 silver pieces/6
 Weapons: None.  Customization Hard Points: 3

Marine Vessels
Weapons: To Be Determined

Travel by ocean and sea is ubiquitous among the peoples of


Ferry
Ferries are employed en masse to cross bodies of water
the world, and is still the most-used form of transportation on
throughout the Earth Kingdom and can be founding traversing
the planet. This list is by no means exhaustive, but more of an
inland seas, lakes, and large rivers.
idea of what one can expect to find in the Avatar world. For
nearly every conceivable purpose, a water craft has been 6 3 2 4 6 4
designed.
SIL SPEED HNDLNG ARMOR HULL STRAIN
1 2 2 1

The Second Age | Vehicles | 117


FORE PORT STARBRD AFT  Crew: One pilot, one co-pilot.
 Encumbrance Capacity: 40
 Passenger Capacity: 1 – 3
 Manufacturer: Various manufacturers and nations.
 Price/Rarity: 65 silver pieces/5
 Crew: One captain, 5 sailors and crew.
 Customization Hard Points: 2
 Encumbrance Capacity: 400.
 Weapons: None
 Passenger Capacity: 30 passengers.
 Price/Rarity: 65 silver pieces/5 Steambarge
 Customization Hard Points: 2
A large ship used for transporting goods between various
 Weapons: None.
locations around the world.
Frigate 5 3 3 4 4 4
A frigate is a universal style of ship employed by nations and SIL SPEED HNDLNG ARMOR HULL STRAIN
mercenaries alike. They can be used for transportation, to 2 2 2 2
spearhead raiding parties, and even as light warships. Their
attributes of frigates may vary wildly depending upon its FORE PORT STARBRD AFT
design and manufacture.
6 5 3 3 5 5  Manufacturer: Various manufacturers and nations.
 Crew: One captain, 5 – 10 sailors and crew.
SIL SPEED HNDLNG ARMOR HULL STRAIN
 Encumbrance Capacity: 450
1 2 2 1  Passenger Capacity: 10 – 20 passengers.
FORE PORT STARBRD AFT  Price/Rarity: 30 gold pieces/7
 Customization Hard Points: 3
 Weapons: None
 Manufacturer: Various manufacturers and nations.


Crew: One captain, 5 – 20 sailors and crew.
Encumbrance Capacity: 350.
Catamaran
 Passenger Capacity: 5 passengers. Catamarans are used as a means of seaborne transportation.
They can vary in size, ranging from being a one-person
 Price/Rarity: 9 gold pieces/7
transport to being large enough to comfortably house a flying
 Customization Hard Points: 4
bison and six people.
 Weapons: To Be Determined
5 4 3 2 3 3
Jet-ski [Fire Nation] SIL SPEED HNDLNG ARMOR HULL STRAIN
A mode of aquatic transportation used for high-speed travel
0 2 2 0
over rivers and lakes.
FORE PORT STARBRD AFT
3 4 3 2 2 5
SIL SPEED HNDLNG ARMOR HULL STRAIN
 Manufacturer: Varrick Global Industries, Water
0 1 1 1 Tribes.
FORE PORT STARBRD AFT  Crew: One captain, 5 – 15 sailors and crew.
 Encumbrance Capacity: 375
 Passenger Capacity: 10 – 20 passengers.
 Manufacturer: Various manufacturers and nations.
 Price/Rarity: 60 – 130 silver pieces/5
 Crew: One pilot
 Customization Hard Points: 3
 Encumbrance Capacity: 15
 Weapons: None
 Passenger Capacity: None.


Price/Rarity: 20 silver pieces/5
Customization Hard Points: 1
Airships
 Weapons: None Travel by air is not a new concept by any means. Airbenders
had been gliding for centuries before the genocide. The
Speedboat means to achieve mechanical flight were first devised by the
A mode of aquatic transportation powered by gasoline. It can Mechanist in 100 AG. With Sokka’s help, they designed a
travel at very high speeds across water. small balloon lifted through the energy of hot air.
Unfortunately, the prototype was lost to the Fire Nation, who
4 6 3 2 3 3 successfully reverse-engineered the hot air balloon for war.
SIL SPEED HNDLNG ARMOR HULL STRAIN Over the next 70 years, the nations and private ventures all
0 1 1 0 have sought to improve upon the designs.

FORE PORT STARBRD AFT Biplane


A compact airplane that was manufactured by Hiroshi Sato to
 Manufacturer: Future Industries, Varrick Global be used by the Equalists. It was later repurposed by Asami,
Industries

118 | Vehicles | The Second Age


who used Future Industries' resources to build them en 9 5 4 5 8 6
masse.
SIL SPEED HNDLNG ARMOR HULL STRAIN
4 6 3 2 3 4 2 3 3 2
SIL SPEED HNDLNG ARMOR HULL STRAIN FORE PORT STARBRD AFT
0 1 1 1
FORE PORT STARBRD AFT  Manufacturer: Future Industries.
 Crew: One captain, up to 20 crew.
 Manufacturer: Future Industries.  Encumbrance Capacity: 3000
 Crew: One pilot.  Passenger Capacity: Up to 20.
 Encumbrance Capacity: 50  Price/Rarity: 100 gold pieces/5
 Passenger Capacity: None  Customization Hard Points: 3
 Price/Rarity: 15 gold pieces/7  Weapons: TBD


Customization Hard Points: 2
Weapons: TBD Glider [Airbending Staff]
Air Nomads acquire their staves as a rite of passage to aid
Airship [Cabbage Corp] their bending. The staff can be opened mechanically and
Used by the Earth Kingdom Air Force and constructed by unleash tight canvas-like material through which an
Cabbage Corp. Cheaper and of inferior quality compared to experienced airbender can bend currents, allowing them to
other contemporary airships. glide or even fly short distances.

10 4 3 3 7 5 1 4 3 0 1 3

SIL SPEED HNDLNG ARMOR HULL STRAIN SIL SPEED HNDLNG ARMOR HULL STRAIN

1 1 1 1 0 - - 0

FORE PORT STARBRD AFT FORE PORT STARBRD AFT

 Manufacturer: Cabbage Corp.  Manufacturer: Various craftsmen


 Crew: One captain, 10 crew.  Crew: One airbender
 Encumbrance Capacity: 250  Encumbrance Capacity: 10
 Passenger Capacity: Up to 20.  Passenger Capacity: 1.
 Price/Rarity: 80 gold pieces/5  Price/Rarity: 25 silver pieces/5
 Customization Hard Points: 2  Customization Hard Points: 1
 Weapons: TBD  Weapons: None

Airship [Fire Nation] Wingsuit [Future Industries]


Used by the Fire Nation Air Force to transport troops and The wingsuit is being developed by Future Industries to be
attack enemy targets from the air. worn by the airbenders of the Air Nation; its purpose is to
replace the need to carry around a staff for gliding. As the suit
8 4 3 4 6 5 is in its experimental phase, there are few prototypes.
SIL SPEED HNDLNG ARMOR HULL STRAIN 1 4 2 0 1 3
2 2 2 1 SIL SPEED HNDLNG ARMOR HULL STRAIN
FORE PORT STARBRD AFT 0 - - 0
FORE PORT STARBRD AFT
 Manufacturer: Fire Nation
 Crew: One captain, up to 20 crew.
 Manufacturer: Future Industries.
 Encumbrance Capacity: 350
 Crew: One airbender.
 Passenger Capacity: Up to 20.
 Encumbrance Capacity: 10
 Price/Rarity: 120 gold pieces/7
 Passenger Capacity: None
 Customization Hard Points: 4
 Price/Rarity: 50 gold pieces/10
 Weapons: TBD
 Customization Hard Points: 2
Airship [United Republic]  Weapons: None.

Most airships in Republic City are used by the police. These


airships are large, metal, zeppelin-like vehicles employed by
Republic City's police force to patrol the city skyline from
above. They are manufactured by Future Industries.

The Second Age | Vehicles | 119


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 on 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 om 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 completely 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 completely destroyed, consumed in a particularly large and dramatic
150+ —
fireball. Nothing survives.

120 | Vehicles | The Second Age


VII – Game Master
Welcome to the first step in becoming an Avatar: The an unexpected situation, or needs a ruling on a game
Second Age Game Master. While running a roleplaying game mechanic, making a quick judgement call and assessing the
can be challenging, it can also be rewarding in ways different results later is perfectly acceptable.
from those associated with playing individual characters. This The GM’s primary goal is to create an entertaining and
chapter walks new GMs through the information needed to memorable game during which everyone has fun. There are
become an accomplished an entertaining Avatar GM. Novice numerous ways to achieve this end, and there can be many
and experienced GMs alike should still find useful information challenges along the way. GM and player cooperation creates
and advice for running this game from both a storytelling and the best environment for an entertaining game. Great ideas
mechanical point of view. from any of the participants should not be overlooked.
The GM has many responsibilities when running a This chapter delves into specific methods for GMs to run
successful game session. The GM creates the overall and plan their games. It provides guidance in preparing and
storyline for the adventure. They interacts constantly with the running the first game session, using published adventures,
players, describing the details their characters need to creating new stories, and developing a full-fledged campaign.
understand to enjoy the game. The GM plays the part of It includes adventure creation guidelines and mechanical
everyone the characters meet, and describes everywhere advice for good encounter design. It provides advice for
they go. They must think on their feet, and be ready to dealing with players and group dynamics in and out of the
improvise with characters and changing situations on the fly. game. It gives specific GM guidance for using Motivations in
The GM must interpret the game rules and be ready to apply character and story creation. It also advises on dice pool
them in a fair and consistent manner. interpretation, and how to maximize its use during the game.
This sounds like a lot, but fortunately, a GM need not be Finally, this chapter includes advice on what makes an
perfect in every respect, especially when first starting out. adventure or campaign fitting for the Avatar setting. It
Running a roleplaying game for friends doesn’t have to be like discusses the story elements and types that fit into navigating
refereeing a sports event. The GM should want to adjudicate the planet’s geography and turmoil.
the rules and run the best game possible, but it is more
important that everyone has a good time. When the GM hits

How to Run a Game


Running a game in Avatar: The Second Age requires The GM should learn basic combat rules—attacks,
players, planning, rules knowledge, and an interest in creating movement, and damage. Combat is likely in each game
a great deal of fun. This section guides new and experienced session. One of the GM’s primary responsibilities is to play the
GMs through a typical game, from the first game session part of all the adversaries, enemies, allies, and bystanders
onward. The first several sections are intended for beginner during the fight. Though the GM battles the Player Characters
GMs. The advice in the remaining sections is intended for tactically, they is not their enemy. They must roleplay the
GMs with a session or two of experience and can be safely combatants, making their tactical decisions based on what
skipped by GMs preparing for their first game. each one knows about the situation, and what their goals are.
While there are plenty of scenes where the enemies will stop
Preparing and Running the at nothing to eliminate the player party, this isn’t always the
case. There are plenty of other entertaining ways to end a

First Session scene, without necessarily killing everyone on one side.


Next, read the adventure. For the first game, using a
Game preparation is one of the GM’s key duties. Detailed published adventure is highly recommended, such as the
advice is provided later in this chapter. For now, read the adventure included in this rulebook. Using a published
rules. The GM doesn’t need to memorize all of them or adventure allows the novice GM to focus on learning how to
understand all their intricacies for the first game session. Their run the game, without the pressure of creating a good plot line
familiarity with the rules will grow with every game they runs. from scratch. The GM should highlight or jot down reminders
Focus on character creation rules, as this is the first contact about important plot points. Adventure and campaign creation
most players have with the game mechanics. They will usually will be covered later in this chapter.
look to the GM for guidance. The GM also prepares anything needed at the table
The GM should review any specific or unusual rules such as maps or player handouts. The table should be big
used in the adventure. They should write notes regarding enough for everyone to have space to write and roll dice, with
their use, along with page numbers of quick reference. This space in the center if the GM plans to use a map during
helps to speed play. Everyone learns the game more quickly combat. It is always a good idea to have extra dice and blank
by playing, so playing in a session run by another GM can character sheets around. The GM should consider creating a
improve practical application of the rules. It might also help couple of PCs prior to play. These can be used by players who
the GM find ideas for how they may or may not want to run don’t have one, don’t want to create one, or arrive late. Extra
their own sessions. characters can always be used as NPCs, if needed.

The Second Age | Game Master | 121


Dice Etiquette and Learning the Game
Protocol
Over the first few sessions, focus naturally falls on learning
the mechanics of the game system. As the GM and players
become more proficient, less time is needed for rules
Dice rolling is central to playing The Second Age. The dice
discussion and learning, and more can be spent on
used in this game go beyond a simple indication of success
roleplaying and story advancement. Players will look to the
or failure. The GM and players use the results to inform the
GM for rules explanations and interpretations, but they
story.
shouldn’t feel they must make a ruling in a vacuum. The GM
Players should always roll the dice where everyone can may ask for the player’s point of view, especially if everyone
see the results. While this prevents players from cheating, it is learning the game at the same time. The GM should be fair
allows the GM to see the exact die symbol results. The GM and impartial, and take the players’ points into account. In the
should normally roll their dice in the open. Like the players’ end, however, the GM’s word is final.
rolls, the GM’s results are open to interpretation. More
importantly, the players have ways to influence the dice pool,
and therefore need to see it most of the time. There are times
Running the First Session
when the GM may want to conceal the results. Occasionally, The first session normally begins with character creation.
an adversary will try something that may affect the PCs, but Some GMs use the entire first session to create characters.
they would only become aware of it if the roll doesn’t go the This gives the players ample opportunity to familiarize
adversary’s way. In this case, the GM probably doesn’t want themselves with the character creation process and their
to tip the adversary’s hand by revealing the results. options. It also allows them to discuss their character ideas in
Rolling dice in private affects the game in several ways. If detail, and devise preliminary background histories, keeping
the GM always conceals the roll, the players cannot influence their starting Motivation in mind. The GM should quickly
rolls as the system expects. Often, GMs interpret rolls in the review finished characters, mainly looking for obvious
name of providing a better game experience for everyone at mistakes.
the table. Starting the first adventure during the session is highly
recommended, even if it is only to introduce the characters to
Character Creation each other and experience a quick encounter. As play
progresses, the GM should try to move the story along, and
The GM should work with the players as they create their not get too hung up looking up rules for every action. Rules
characters. Before beginning, the GM needs to convey the proficiency comes with time, and the intricacies become
type of story anticipated in the session. This includes the clearer with practice.
starting location, time frame, backstory, and other details that
If the GM uses a published adventure, it will guide the
would influence the selection of character career,
story. If the GM creates their own story, they should keep it
background, and origin.
simple. Introduce new actions and concepts a little bit at a
The players will have their own ideas about the characters time. Plan at least one personal scale combat encounter, a
they want to play. If the GM finds that their character concept roleplaying focused encounter, and some time for the PCs to
significantly conflicts with the intended plot line, or doesn’t interact with and get to know each other. Later, the GM can
mesh well with the rest of the group, it is their call whether to add naval or vehicle combat, more intense encounters, and
permit the character in the adventure or campaign. However, other specialized rules. Note that it is natural for character
most players are willing to adjust their character concepts creation and combat to run slower for the first few sessions.
enough to satisfy the needs of the story, and still work with the
party. It is often useful to create characters around a group or Roll the Dice
concept. The custom dice and symbols, a system borrowed from
The GM should encourage the players to develop at least Fantasy Flights, will likely be unfamiliar and intimidating to
a basic background for their character, including their new players. The GM can get comfortable with this part of the
Motivation. The amount of information needed depends system by running them through a few example die rolls.
largely on the GM’s playstyle. Backgrounds can be as detailed Before the adventure, and perhaps before character creation,
or as basic as the GM and players want them to be. The GM the GM should roll the following sample checks, using stats
can and should use suggestions and plot points from the from pre-generated characters or beasts:
character backgrounds to tie them into the storyline.
 Melee Attack
Players throw unusual twists at every GM. One might want  Ranged Attack
to play a secret Bender character, while another might be an  Skill Checks
underhanded pirate out to make money by selling private  Initiative
information to anyone with the coin. Backgrounds that conflict
with each other can make for interesting storylines and drama, Continuing the Story
but the GM needs to be careful that it doesn’t divide the party
Once the first adventure is completed, what happens next?
and the players so much that it ruins all enjoyment of the
First, the GM should find out if the players had fun and discuss
game.
how the next session might be improved. If the campaign is to
continue, the GM should also award XP and other rewards
such as coins or equipment.

122 | Game Master | The Second Age


Next, the GM should give the players the opportunity to same time. This can also be used to diffuse situations in which
alter, adjust, or scrap their characters if they so desire. Players the party greatly disagrees on the correct course of action.
should not be burdened with characters they do not like, No matter the cause, splitting the party also splits the
especially when they are first learning the game. As players attention of the GM. This naturally focuses the GM’s attention
try out their characters, they may decide their original choices on one part of the group at a time, leaving the rest to wait until
do not match their play style or see other options they like the spotlight returns to them. The GM must be careful not to
better or simply find more fun to play. Players changing or let too much downtime pass between groups. In some cases,
creating new characters should not be penalized for doing so. the players might leave the table and go to different rooms or
The GM is free to follow up on the storyline from the first areas to avoid overhearing or disrupting a scene that their
adventure, or encourage the characters to move to a different characters are not a part of and cannot influence.
storyline. This might be another adventure or one of the GM’s
own creations. When the Party Goes Off the Rails
Managing the Party
One of the great attractions of roleplaying games for players
is the freedom to play their characters as they see fit. The
players almost always push the story in unexpected but
Managing and maintaining a gaming group takes work, even perfectly logical directions. One of the joys and responsibilities
when the players are friends. Sometimes schedules conflict of the GM is to keep the story moving when the unexpected
with game times. Sometimes there are distractions during the happens.
game. Personality differences may come to the forefront due
to differing play styles, or in reaction to issues brought up in Sometimes, the party’s actions completely depart from the
an adventure’s storyline. Players may become angry when prepared storyline. How strictly the GM tries to keep to the
things go badly for their characters, particularly if they feel envisioned storyline depends on the GM’s philosophy. Most
victimized by another player’s actions. allow the characters to pursue their own course for a while,
inserting clues, new NPCs, or events that eventually bring
Most of the time, none of these issues are enough to derail them back to the planned plot. More freewheeling GMs might
a campaign or split up a group. However, it can happen. forgo their storyline entirely and react to the characters’ new
Conflict can still make for some uncomfortable sessions, even actions and goals. Flexibility within the story is one key to
when properly addressed. great gaming sessions. Neither approach is wrong, unless the

Group Dynamics players become unhappy with the outcome.

There are two major group dynamics in play at the gaming Absent and New Players
table. One is between the players, while the second is Absent and no-show players are a common problem. Such
between their characters. Both are important to having fun absences can disrupt or derail a storyline, so it is best if the
during the game. Ideally, the players enjoy playing with each GM plans to deal with absences ahead of time. If the player
other, and their characters have enough in common to isn’t there, find a reason for the character to be off-screen
associate with each other without large amounts of tension. during the session. Many plausible reasons exist: perhaps
Disruptions to either of these cases can diminish the fun of they is sick, wounded, training, or taking care of other
playing. business, repairing the ship, or even detained by authorities.

When the Party Disagrees If the absent player’s character is central to the session,
someone else may run the character. If the character holds
Roleplaying is highly situational. As a story unfolds, the party
secret knowledge unknown to the rest of the group, the GM
often debates the desired course of action. This normally
may run the character. It is considered bad form to allow
works itself out as the party discusses its options.
serious injury or death to occur to the character while being
Disagreements due to roleplaying individual characters can
controlled by someone else.
be great moments in the game and Motivations will sometimes
facilitate conflicting interests. If a disagreement grows to the If the character is critical to the storyline, sometimes it is
point that it disrupts the fun of the game, it’s usually a good best to cancel the session and play when everyone can
time to take a break. Breaks may last just a few minutes or attend, especially if the storyline is something that every
may suspend the game until the next session. player wants to experience.
Sometimes, the GM can alter the in-game situation Sometimes players leave a group permanently, while
enough to provide a more obvious or agreeable path forward. others join mid-session. Bringing a new player into the fold
Compromise from the GM or other players to move the story can be exciting. It is often necessary to replace players who
along is normally acceptable and desirable, especially if the leave during a long campaign. The addition of a new character
situation is making one or more players uncomfortable at the shakes up the group dynamics and brings out new or
table. The party should be careful to avoid lingering unexpected opportunities within the game. However, not all
disagreements, as they can lead to bad feelings and possibly additions go smoothly, and considerations should be made
break up the group. regarding the storyline and the enjoyment of the group.

When the Party Splits Up


Before adding a new player, the group should discuss
whether that person meshes well with the current game and
Sometimes the best course of action is for the party to split up group. The GM could discreetly discuss the situation with
in the game. This normally happens when the action is spread each player to minimize hurt feelings if some players object.
out and the party needs to be in more than one place at the When the new player arrives at the table, the group and GM

The Second Age | Game Master | 123


should bring him up to speed on the current story, table rules, with intermittent humor, and feature moments of high drama
and any house rules in use. or tension.
Naturally, a new character’s arrival should be The GM should limit or avoid plots that run counter to
accompanied by a story reason for him to join the group. The expectations. It is also worth noting that if the GM wants to
GM or the player may create it, but it works best when it explore new ideas, a brief chronology is provided at the end
includes ideas from the new player and the existing group. of the book detailing the history of the Avatar universe.

Planning Game Sessions Running the Game


Planning each game session takes time and effort. While Running the game means more than managing the story. The
some GMs create highly detailed outlines and plans, others GM must also attend to the mechanical means of keeping the
run their games free-form, with minimal notes. Each GM game going. This section provides guidance on how to handle
eventually settles on a method that works for him with the time specific rules and other elements during the game session,
that they has. Different aspects of game planning rise and fall and on how the rules and elements interact.
in importance as the GM’s style, proficiency, and storytelling
develop. The novice GM should start with the guidance given Rules Adjudication
above about the first session and then integrate the following The GM is the final arbiter of all rules discussions. It is
advice when the game or story requires it. important that they listens to points the players might argue

Styles of Play
for their side of an interpretation. However, rules discussions
should not dominate playing time. After a short discussion, the
Different groups and GMs enjoy different ways of playing the GM should make a ruling to keep the game moving and
game. The GM should learn their group’s preferences and should review the rule in detail later. If the ruling was incorrect,
prepare sessions that enhance, if not cater to, their the GM may try to make it up to the player or group in question
expectations. The GM should still feel free to use other play in a future session, or they may simply acknowledge the
styles if a specific scene or encounter warrants it. Major play mistake and chalk it up as a lesson learned.
styles can be exploration and storytelling-focused or combat- Sometimes the GM feels the rules are unclear or that they
focused. Typical Avatar: The Second Age adventures will be has an unusual situation. The GM may create a house rule to
a mix of all three with an emphasis on combat. address the issue. They might also gain further insight from
Exploration and storytelling focus more on the overall plot discussing the issue with other GMs or rules-proficient
and the characters’ interactions with the fantastic locations, players, in person or in online gaming forums. However, rules
events and adversaries of the larger Avatar universe. Entire lawyering—using the minutia of the rules to gain an unfair,
sessions or more could pass without punching a single NPC. unexpected, or unintended advantage in a game—should be
Conflict comes usually because of environmental factors or avoided by both players and GMs.
NPC plans and reactions. Plot lines may be more intricate or
may tie into character backstories to a much greater degree. Interpreting the Dice Pool
Combat-focused play concentrates more on the tactical One of the GM’s primary responsibilities is to interpret the
moments of the game, with combat in nearly every session. results of the dice rolls. Given that the exact makeup of each
Fighting uses a significant portion of play time, limiting the dice pool varies wildly, the GM and the players have many
depth and complexity of other scenes. The players generally opportunities to translate the results into narrative effects.
like battling their foes directly by tactically outsmarting or During the heat of the game, the players may rapidly assess
overwhelming them. Large-scale combat with military ground a roll of the dice only for success or failure then quickly pick
forces and armadas is not too common. up the dice for the next check. The GM should discourage this,
especially if the story is at a critical juncture. While not every
Storytelling dice roll needs extensive interpretation, important moments
The core of every roleplaying game is the storyline. The should always be influenced by the dice results.
Player Characters are the main actors in a plot of the GM’s The die symbols generated by each check go well beyond
devising. The complexity of depth of the story depends greatly the simple task of indicating success or failure. Success
on the desires of the gaming group. A good story is an indicated by a can mean something different than if it
entertaining one, not necessarily the most complex. occurs on or . In the case of , a success might indicate
The GM needs to create at least a basic plot for the the character’s skill overcame all other challenges. If the same
adventure they wants to run. They should take ideas from the result occurred using , fortune may have stepped in at the
player character’s backgrounds to tie them closely into the right moment. The GM should inform the story via the dice
storyline. For example, a character’s response to an attacking whenever possible.
pirate might be quite different if the pirate turns out to be a
former colleague or a nemesis. Unexpected revelations, The Dice
conflicts of interest, and more increase the complexity and Boost and Setback dice indicate the influence of fortune and
potential enjoyment of the plot. misfortune in the results. Failure indicates that the inherent
difficulties of the situation, terrain, or task at hand were too
That Avatar Feeling much to overcome. Success indicates that luck, the Spirit
World, or a beneficial circumstance affected the outcome.
A crucial aspect of running an Avatar game is making it feel
like something that could have been seen on the television Ability and Difficulty dice represent the battle between a
screen. The game and plot should be fast-paced, entertaining, character’s natural abilities and knowledge versus the

124 | Game Master | The Second Age


inherent difficulty of the task at hand. Failure indicates that the heat, cold, or unusual weather like sandstorms may cause
task was just too hard to accomplish this time around. strain. Psychological pressure may also induce strain. It may
Proficiency and Challenge dice represent the come from a strong emotional reaction to loss, extreme anger,
character’s trained skilled versus the most difficult challenges. frustration, or other issues that distract a character from the
Like the Ability and Difficulty dice, success indicates the task at hand.
character’s training has prevailed, while failure indicates the Characters using certain talents may voluntarily suffer
circumstances were just too difficult to surpass. strain to mitigate damage and possibly other effects during
combat. The details are described in each relevant talent
The Results description. Benders, specifically, are often required to suffer
Advantage and Threat results are often less clear-cut in their strain to use their bending forms. Airbenders notoriously
influence on the dice pool. Sometimes they may trigger cannot deal physical damage with their abilities and instead
certain talents, abilities, or effects. They give the GM or player deal damage directly to an opponent’s strain threshold.
the opportunity to describe how the results place the character Suffering strain to perform techniques represents the physical
in a better or worse position than before the action. and mental fatigue of fighting. It is possible to win or lose a
Triumph and Despair indicators should generate fight due to incurring too much strain.
excitement at the game table. t indicates a critical success When assigning strain, the GM should consider how
that should also grant the character a great advantage in the different sources may interact in an encounter or scene.
encounter. d indicates a critical failure which should disrupt Creating a scene in which strain is a primary component is
the character and make the situation much worse. perfectly fine, but having a scene accidentally become
Instead of (or alongside) a narrative effect, many dice overwhelmed with strain can alter the narrative in unexpected
results may be spent per the tables referenced in the ways. Typically, the GM should assign one or two points of
GENESYS Core Rulebook, Chapter 6. Usually, the makeup strain for a given effect. When environmental conditions inflict
of the dice pool does not even align die types that are in direct strain, the amount of strain inflicted can serve as an indicator
opposition to each other. Instead, s, f, and other indicators of how dangerous the environment is.
are spread across different dice in different amounts. It is often
up to the GM to decide which of the s or f is most relevant Character Death
to the story interpretation. Death is a significant part of any roleplaying game. While
Player Character death is unlikely to happen in most game
Using Boost and Setback Dice sessions, the threat of death builds tension. How a player
Boost and Setback die are basic GM tools for manipulating reacts to their character’s demise depends largely on the
fortune and misfortune in the game. Beyond the normal player. Some take it in stride and are soon ready to create a
new one. Other players may be disappointed, upset, or angry,
guidelines for setting difficulty within the dice pool, and
especially those with a lot of time and effort invested into the
enable the GM to allow characters to try unusual or outright
character. The player may be particularly frustrated if the
insane ideas during play. The players enjoy the chance to try
character’s death is meaningless or cheap, or feels unfair.
creative solutions within the game, and the GM can regulate
While the GM may try to prevent a character death through
the difficulty through adding more Setback instead of saying
subtle or obvious means, such aid should be backed up by
no to the idea. Note that and are not normally upgraded
solid reasoning. Perceived favoritism in the GM’s handling of
to other types of dice.
different deaths between different PCs can lead to hurt
Alternatively, may be used to reward a PC for good feelings and angry players.
planning or creative thinking. may also be used in situations
not covered by the rules. If the PC comes up with a good idea Player Knowledge vs. Character
and the GM wants to allow it, they may add . This is
especially encouraged if the idea is in keeping with the spirit Knowledge
of the Avatar stories. Players generally know a lot more about a given situation than
the characters they are playing. It is important that they
Using Strain differentiate between information learned outside of the game
Strain is a non-lethal way for characters to suffer physical and and information that their characters are aware of. To aid in
psychological effects. For the GM, strain represents an the suspension of disbelief, players should not use
opportunity to add mechanical emphasis and consequences information their characters cannot logically know within the
to narrative aspects of the scene or combat. game.
In combat, the GM should not (often) overwhelm the PCs This is particularly true when the party is split, with
with strain, so that they have the opportunity to voluntarily take characters in different locations. For ease of play, the GM may
on strain to make additional maneuvers or to use talents. This allow all players to remain at the table while they play their
is especially significant for bender characters whose individual scenes. However, the uninvolved players should
elemental abilities often require them to suffer a great deal of not have their characters act upon any information gained by
strain. Extreme environments or circumstances may listening to the interaction between the GM and the rest of the
occasionally increase the amount of strain the GM inserts into group. On the other hand, in certain circumstances, the GM
the encounter. Environmental strain should be less of a may allow PCs from one group to communicate the
concern during average combat. information with PCs of another group.
Suffering strain emulates reacting to harmful Additionally, players may know a great deal about the Avatar
environmental effects. Enduring long periods of exposure to universe. While the use of such knowledge can add great

The Second Age | Game Master | 125


details to the game, players must be careful not to use three major encounters and a handful of minor ones. An
information their characters do not know about the universe additional bonus of 5 XP may be granted for reaching key
or political situation. It is highly unlikely, for instance, for the milestones or completing story arcs. Playing to a character’s
characters to know about Kuvira’s plot to rule the Earth Motivation should also be rewarded with 5 XP per session.
Kingdom while fans of The Legend of Korra are certainly The GM may also consider awarding extra XP for exceptional
familiar with the show’s plot. roleplaying or highly clever thinking.

Playing the Role The GM should give the players an idea of the source of
their XP. Any bonus XP that is awarded should be explained
GMs should always remember that they are playing the role to the players so they may aspire to those standards in future
of NPCs motivated by their own desires, fears, relationships, sessions.
and orders. How far the GM goes in portraying and performing
the character depends on the GM’s comfort level in acting out
the role. It is acceptable to speak in third person, such as “the
Managing Records and
Downtime
chi blocker attempts to threaten to push your temporarily
paralyzed companion into the bay unless you surrender.”
However, it is more engaging and immersive to perform using
Between sessions, the GM and the players should maintain
an in-character voice or accent, speaking directly to the
certain records. The GM and players should track XP (and it
characters as the NPC. The same scenario could then be said
should be awarded as needed). The players should update
as, “Drop your weapons now or your friend is going to rest at
their character sheets, particularly if they increase their
the bottom of the bay.” Most GMs use a mixture of these two
abilities or need to adjust their listed equipment. It is also
methods.
helpful if the GM or a player keeps a journal or notes about
Improvising each session. This makes it easier to remember the events of
the story so far and track the movements or names of NPCs.
Becoming a good GM requires many improvisational skills
that are used throughout the game session. For the GM, Not every new adventure picks up immediately where the
improvisational acting occurs when they plays the roles of previous one leaves off. Most should include downtime for the
NPCs reacting to character questions and actions. characters. This allows them to gain needed training and carry
Improvisational story changes occur regularly, as the GM out tasks that don’t need to be played out at the table. There
makes constant behind-the-scenes adjustments to keep the is no need to play out mundane events. The GM and players
plot moving forward. If the characters move in an unexpected should be ready to summarize what has occurred during the
yet logical direction, the GM must be able to create new downtime between adventures.
scenes or characters on the fly. Fortunately, these skills
improve with time and practice. Feedback and Improvement
Constructive feedback is critical for GMs, particularly new
Awarding and Spending GMs, to learn what they can do to improve the gameplay for
everybody. The GM should ask for feedback after every few

Experience Points
sessions, or after a particularly difficult or dull game.
Feedback may be taken as a group at the table, but many
players find it easier to discuss difficult situations one on one
The GM should award experience points after every session.
with the GM. Feedback may reveal issues mishandled by the
The target amount to award per session varies depending on
GM or players. However, feedback more commonly helps the
how fast the GM wants the characters to advance. A slower
GM alter their game to better fit player expectations, or vice
rate of advancement is typically 5 to 10 XP per PC per
versa.
session. This enables players to spend their XP about every
other session. Moderately paced advancement sets the target Players should feel free to bring up rules that they don’t
at about 15 – 20 XP, which enables the player to buy a new quite understand so the GM can both clarify and plan for the
talent, raise a skill, and so on once per game session. future, and they should provide feedback about how they think
Quickest advancement would place the target reward at 25 the game is going. Feedback goes both ways. If the GM
XP. It is better suited for shorter campaigns and becomes believes that a player isn’t having fun or is disrupting the group
hard to sustain in the long run. in some way, then they should pull that player aside and
address the issue. The goal of this feedback is to improve the
The amount awarded each session is typically 10 to 20 XP
way that the game is played and increase everyone’s
per character (adjusted for rate of play) for a game of two or
enjoyment.

126 | Game Master | The Second Age


Game Master Rules and Options
This section presents Game Master specific rules, such as
fear, and possible alternate versions of some rules. In Incorporating Motivations into
addition, it discusses the adjudication of some of the common
gray areas in certain rules, such as those involving
the Story
Motivations. The GM should allow the player to dictate how important their
character’s Motivation is to their experience. Motivation
Player Motivations focuses on the character’s internal drive and how that
influences their interaction with the world. If the player wants
Motivations are built-in story and roleplaying hooks for both to focus on their personal story, or consistently gain the XP
the player and the GM. The player uses Motivations to inform awards from adhering to their Motivation, the GM is
their character’s reactions to specific situations, offering a encouraged to incorporate their Motivation in the adventure
level of thought or detail beyond simply responding to the more often.
situation as presented. The GM uses Motivations to link the Not all Motivations need to provide deep story hooks. If a
characters more intimately with the ongoing storyline. Players player is more comfortable reacting to situations as they
adhering to their characters’ Motivations should be rewarded unfold, rather than dealing with a super-secret background
with additional XP, as well as more interesting plotlines. history with surprise appearances by past enemies or events,

Managing Motivations
then the GM should allow them to play that style. Some
players are happy to simply use their Motivation to justify their
The GM should track player Motivations and how they may current actions.
interact with a prepared adventure. Motivations, especially The potential interaction of character Motivations can
those determined randomly, may conflict with the PC goals of inspire the GM to weave a complex storyline, complete with
an adventure. After initial character creation, the GM should surprises from past or unknown connections between
be able to better predict how their Motivations may interact characters. This approach works best if the details trickle out
with the intended plot. during the adventure, foreshadowing larger revelations.
Players may keep their Motivations secret, possibly going However, an unexpected connection or reveal can add more
as far as establishing a decoy Motivation to cover their real tension or shock to an already climactic scene.
one. Secret Motivations add to the depth and tension of the
game, but also harbor possible story (and party) disruption Rewarding Motivations
when the secret is revealed. If the party has widely divergent Players should be rewarded for sticking to their Motivations,
Motivations, the GM should be prepared to step in should especially when circumstances in the game cause them to
player feelings be hurt if opposing Motivations are revealed. stray from their ideals. Outside of the XP rewards given at the
The GM may simplify the impact of Motivations on the end of a session, a player who adheres to their character’s
story by encouraging characters with similar or compatible Motivation should receive some sort of in-game reward, such
Motivations to combine them. If the characters have divergent as a useful item, helpful information, or an advantageous
Motivations, the GM may minimize the story complexity by de- situation. This reward works best when the character
emphasizing Motivation for those players who seem less adamantly sticks to their Motivation, even if it runs counter to
interested in using the mechanic, or by incorporating it into the goals of the group or otherwise impacts play.
fewer adventures. Conversely, characters not sticking to their Motivations
Characters should not change their Motivation often. should not be penalized. Motivations are there to guide a
When they do so, it should be for compelling story reasons, character’s choices, not dictate them. In fact, there are many
not because the bonus XP is too difficult to gain. Some times in which a character must set aside their own Motivation
Motivations may naturally end because the characters for the betterment of the group or to move the story along.
conclude a story integral to the Motivation. Some Motivations Mechanically, the reward for adhering to a Motivation is
change slowly, as a new Motivation begins to dominate the simple: 5 XP per session, with a rare chance for a 10 XP
character’s life or thinking. Change to Motivations should also reward for an exceptional session. Additional rewards are not
be reflected in the adventure or campaign. usually necessary, as they become regular awards normally
integrated into the campaign.
Don’t forget the Setback Dice! Motivation XP bonuses should not be automatically
Many talents grant a benefit that removes one or more from achievable in every game session. If possible, the GM should
use rewards or story issues to make sticking to a Motivation a
a skill check. However, since Setback are not normally
real choice. The character gains the bonus XP, but loses out
automatically included in the dice pool for a given check or task,
on some other reward and causes difficulty with the plot or
it is up to the GM to add them in. GMs should develop a habit of
other characters. Sticking to a Motivation should be an
regularly applying (or at least considering) to skill checks, so it interesting, and sometimes difficult, choice. Otherwise, the
does not become a game of applying a penalty simply to let the bonus XP is too easily achievable.
character take it away. While some checks automatically add ,
this tends to happen less often in social encounters than it does
in combat or piloting and sailing.

The Second Age | Game Master | 127


Using Fear
require another check for the same source of fear during the
same encounter, unless the circumstances significantly
change. The GM might require more fear checks in a story
The world is filled with frightful creatures, situations, and even
where fear is a key element. A character who is constantly
people. Wild creatures like the moose lion hunt their prey
afraid of losing their ship or a loved one might be required to
relentlessly. Equalists, still bitter at the loss and betrayal of
make more checks to reflect their ongoing concern and stress.
their leader Amon, use the fear of benders as a motivation and
wield it as a weapon against their enemies. War, combat, Typically, the effects of fear are determined by the results
intimidating adversaries, and environmental hazards may of a Discipline check. However, if the character has had time
instill fear in anyone, anywhere. Fear interferes with character to prepare for the situation, and is not taken by surprised, the
actions and goals. It may reduce a character’s effectiveness, GM may allow the character to use a Vigilance check instead.
make him hesitate, or even cause him to flee.
Within the game, fear is countered by the Discipline skill,
Determining Fear Difficulty
and occasionally the Vigilance skill. Like any other skill check, The difficulty of a fear check is a combination of circumstance
the GM sets the difficulty and adds the appropriate dice to the and the individual experiencing the fear. No two people
character’s dice pool. Interpreting the dice pool results is key respond the same way to a frightening situation. Where an
to determining the effects of fear, even on a successful roll. untrained civilian might freeze in fear when a fight breaks out,
The Discipline or Vigilance skill check represents the a trained soldier may act with confidence and effectiveness.
character's ability to act in the face of fear, not necessarily the This is not to say that the soldier is unafraid; it means that they
level of fear a character may feel. is better trained to deal with the fear.
Example circumstances and difficulties are shown in the
When to Make a Fear Check table below. The difficulty is initially set reflecting a frightening
Any time Discipline or Vigilance is used to counter fear it is situation for a person without prior experience in the events in
called a fear check. Not every frightening situation requires a question. The difficulty of the check can also be upgraded
fear check; they should be restricted to unusual depending on the circumstances at hand. Upgrades usually
circumstances or the first time a character experiences a depend on the circumstances of the check or the details of the
particularly frightening situation. A character fighting a pirate creature or character causing the fear. The GM may add
thug probably doesn’t need to make a check. But if the pirate’s Setback to represent other aspects of the situation, such as
infamous captain turns the corner, a check may be surprise. The GM may also add Bonus and other beneficial
appropriate. dice if the character’s resolve is supported by powerful allies
or other beneficial aid.
The frequency of fear checks is determined by the GM.
Typically, once a fear check is rolled, the GM should not

Table 7-1: States of Fear


State of Fear Check Difficulty Example(s)
Something momentarily frightening, such as someone
Startled leaping out of a closet to surprise you, or unsettling
circumstances like being alone in a spiritual place.
Confronting something supernatural or spiritual, such as
Spooked furniture that moves when you’re not looking, or voices in
an empty place, being stalked by a dangerous animal.
Actual dark spirits and other obviously spiritual occurrences,
Frightened being hunted by a pack of wild animals or malevolent
humans, danger that appears eminent or could be mortal.
Being actively hunted by a malevolent being or creature, or
Mortally Afraid
facing a situation likely to result in your death.
A hopeless and utterly terrifying situation, combat against
Utterly Terrified
incomprehensible beings.

Effects of Fear hhh or more, the character can be staggered for


their first turn, instead.
The GM should interpret the results of the dice pool. Some  Despair: The character is incredible frightened and
creatures or talents may dictate aspects of the results of a fear increases the difficulty of all checks by one until the
check they trigger. The GM may also create additional effects. end of the encounter.
h and a carry effects regardless of success and failure. If  Success: The character avoids any fear effects
multiple fear checks are needed, these results may cancel out except those triggered by h.
effects from earlier rolls.  Advantage: Gain on the character’s first check. If
Some suggested effects are as follows: multiple a, grant to an additional player’s first
check.
 Failure: The character adds to each action they
 Triumph: Can be spent to cancel all previous
takes during the encounter.
penalties from fear checks, or spent to ensure the
 Threat: The character suffers a number of strain
character need not make any additional fear checks
equal to the number of f. If the check generates
during the encounter, no matter the source.

128 | Game Master | The Second Age


Adventures with the Avatar
What if, along the course of their adventures, the players airbending before learning and mastering waterbending, then
encounter the Avatar? What if your party decides to explore earthbending, and finally firebending.
another era in the Avatar saga, living among Kyoshi or Roku While ultimately the GM (and perhaps the player if the
…or an Avatar yet-to-be-named? Perhaps the setting is made Avatar is a PC) can decide on how the Avatar learns and
up altogether, taking place in one of the many forgotten develops these abilities, it may also depend on the game
periods of time. Who is the Avatar and what is their role in this setting.
world?
Does the Avatar know they’re the Avatar? This can
Whether as an NPC or as a player character, the GM present a number of dramatic themes around which a GM
should not be without the tools necessary to facilitate a game could direct a whole campaign. Consider the journey of Aang
where the Avatar is core to the experience. and his friends. It took Aang many adventures over the course

The Avatar’s Role


of a year to travel the world in search of bending masters to
teach him the element. This same theme could be a central
feature of your own campaign: seeking a teacher, mastering
A central and recurring theme of Avatar: The Last Airbender
the four elements, and becoming a “fully realized” Avatar—
and Avatar: The Legend of Korra is the notion that the
one who has mastered the four elements and the Avatar
Avatar—the person—is the human embodiment of the Avatar
State.
Spirit Raava. As the only physical being capable of wielding
all four elements, it has been the Avatar’s duty to master the For players, even non-Avatar or nonbending characters,
four bending arts and use that power to maintain balance in traveling the world and even retracing a past Avatar’s
the world, and to act as a mediator between spirits and footsteps could be a lot of fun. It gives an Avatar PC some
mankind. something to strive for and, when accomplished, a
satisfactory gaming experience. The tension and drama which
The Avatar Cycle inevitably arise from the conflict of crossing political borders,
interfering in local affairs, and being the Avatar could make for
When the human Avatar invariably dies, the Avatar Spirit
a memorable campaign.
reincarnates the Avatar into a new human child, born into the
next nation of the cycle. The Avatar Cycle is based on the Since an Avatar PC will likely gain experience points at the
passage of the four seasons, which coincides with the order same rate of other players, one recommendation is to permit
in which the first Avatar, Wan, first learned the elements; fire the Avatar PC to learn and master forms of their element at a
related to summer, air to autumn, water to winter, and earth discount of 5 XP (to a minimum of 5 XP). This could represent
to spring. This is also the traditional order in which any the Avatar’s inherent knack for bending in general (being part-
incarnation masters the elements, usually beginning with the Spirit), and a native predisposition for their birth element. In
bending art of their own culture. this way, once an Avatar begins branching out into the other
elements, they will not be forced to sink all of their XP into a
The reincarnation cycle can only be broken, and this has
single element to feel effective. The GM should not forget the
been a point of contention and source of drama throughout
suggestions in the section on Masters later in this chapter
the series, if the Avatar is killed in the Avatar State, which this
which talk about the XP discounts toward learning and
chapter explores in greater detail in a later section.
upgrading forms with the assistance of a bending instructor.

The Four Elements This discount will greatly aide an Avatar character whose duty
it is to seek out and learn the four elements from a master
Unique among the benders across the world, only the Avatar anyway.
can wield and master the use of all four elements, beginning
with the bending art of their own birth nation.
Inner Conflict
Each Avatar has a particular element with which a low affinity
In general, this should not impose much of a burden on is established, dictated by the personality of that Avatar. This
the Game Master, or an Avatar Player Character. In fact, this element can be difficult to learn, sometimes proving
may be a relief for the player who has access to the forms of impossible to control until faced with a situation in which the
all four elements. Maybe the most difficult decision will be Avatar is forced to reach within and manifest the power. This
which form to master next. is a core concept from the series and its one we recommend
For an NPC Avatar, whether friend or foe, the forms they the GM and players adopt into their own stories featuring the
know will be whatever the GM decides is necessary or Avatar.
convenient for the ongoing adventure. For a player whose Although it is often the opposing element to the one of the
character is the Avatar, there should be some consideration Avatar's birth nation, this is not always the case. Avatar Roku
as to what forms the Avatar knows at the start of the game, found mastering waterbending particularly difficult, and
and how they will acquire new ones. earthbending was difficult for Avatar Aang due his

Mastering the Elements predisposition to indirectly engage in combat and evade


problems as often as possible. Despite being a native
The traditional order in which an Avatar masters the four waterbender, Korra actually favored her opposite element and
elements is Fire, Air, Water, and Earth beginning with the instead found mastering airbending the most challenging due
element of the nation or culture into which they are born. to her brash and direct nature, contrary to airbending's
Hence Avatar Aang was born an Air Nomad and mastered

The Second Age | Game Master | 129


philosophy of contemplation, measured action, and avoidance Character, as it serves as yet another plothook for the player
of conflict. to explore the Avatar as a character concept.
This tension drives the drama of the plot. Which element
does the Avatar struggle with, and what sort of self-actualizing Activating the Avatar State
journey will the character need to take in order to overcome A fully realized Avatar is one who has mastery not only over
this mental and spiritual obstacle? The resolution to such an all four elements, but over the Avatar State as well. This
inner conflict could be its own adventure. means that they can enter and exit into this state at-will.
Additionally, the Avatar may unconsciously enter the State in
As the GM, you get to decide how this turmoil impacts the
response to perception of mortal danger, utilizing the State as
Avatar NPC or PC. Perhaps they suffer a number of on all
a defense mechanism, or when under emotional distress.
checks with that element, or maybe it takes more XP to learn
and master its forms. Or, you could simply make the forms Reflexively
inherently more difficult to execute for the Avatar.
When the State activates without the Avatar calling on it, the
Simultaneous Bending Avatar's eyes glow white constantly, and Raava's spirit allows
for active channeling of the energy, skills, and knowledge of
The Avatar is capable of bending more than one element past Avatars through the body of the current Avatar, heavily
simultaneously. Avatar Aang first demonstrated this ability augmenting the current incarnation's bending abilities.
while stranded in the desert, when he bent water from a cloud
The State works this way almost exclusively when it is
into Katara's water pouch while flying with airbending at the
triggered as an instinctive, unconscious reaction, a 'defense
same time, and again in Ba Sing Se when he used his
mechanism' for when an Avatar's physical capabilities would
earthbending to recreate a zoo while traveling on the air
be insufficient to confront the current threat, or in situations of
scooter made by his airbending.
extreme emotion, specifically rage and sorrow. When the
Mechanically, a character can only perform a single action State is triggered this way, the current Avatar has little to no
during their turn with few rare exceptions. In the case of the control over the performed actions and may retain little to no
Avatar, who can perform two or more techniques memory of what happened, though this is not always the case.
simultaneously, we recommend that the GM follow rules
similar to those defined for Two Weapon Fighting. The If the Avatar suffers enough wounds to reach their
threshold, the Avatar State is reflexively triggered and lasts
character should choose a primary form, and designate all
until the Avatar is hit once more, at which point the character
others as secondary forms.
is knocked out.
Because forms may be keyed to a different Characteristic,
the Avatar must use whichever Characteristic is lowest to A Game Master or Player Character might use a Story
build the dice pool. They then compare the difficulty of the two Point to invoke the Avatar State if it has not been mastered,
to four forms and selects the check with the highest base or the GM may simply ask the player to make an appropriately
difficult Resilience or Discipline check (or any check as the
difficulty. Finally, that difficult is upgraded a number of times
equal to the number of different elements being used at once. occasion dictates), causing the Avatar to pass into the Avatar
For example, if the Avatar is using both a Fire and a Water State if they fail. While in a reflexive Avatar State, the Player
form, the difficulty will be upgraded twice. Recall that has no control over their Avatar character’s actions until the
PC can be calmed down or otherwise subdued.
upgrading a means changing it to a .
If the Avatar succeeds on their skill check, they hit with Masterful
their primary form as normal. They may then spend aa to When the State is used intentionally, the Avatar's eyes glow
hit with their secondary forms as well; if there is more than one momentarily, and during that time the current Avatar stores
secondary form, each must be activated separately with aa. the knowledge and energy needed so that it can be released
A t can be used to activate any number of secondary forms once exiting the State, taking only the power needed for a
at once. specific task.

The Avatar State This reduces the danger of being killed in the Avatar State
and enables a more willful, controlled use of the Avatar State's
The strongest and most powerful ability that the Avatar can power. This can only be done by an Avatar who has mastered
invoke is the Avatar State. It allows the Avatar to channel vast the State as it is a conscious use rather than an instinctual
cosmic energies and the knowledge of previous Avatars, response. Mastery of this technique is part of what
granting them increased strength and the ability to perform distinguishes an Avatar as "fully realized".
especially powerful and extraordinary feats of bending. While
in this state, the Avatar has access to bending techniques that Using the Avatar State in Play
may have not yet been learned in their current lifetime but has The Avatar State presents further challenges to the Game
no conscious control over the resulting actions, which can Master when it comes to ruling how the state will affect the
cause great collateral damage. character mechanically. Ultimately the decision is up to each
GM as they determine what is necessary for the story.
It is possible for an Avatar to control the Avatar State, but
this requires great spiritual discipline and concentration. An Of course the easiest approach would be to simply lower
Avatar with full mastery of the Avatar State has conscious the difficulty or strain requirements of any form the character
control over the State and can enter and exit it at will. Indeed, uses while in this state. But what if you want to differentiate
gaining control over the Avatar State should be a central between the reflexive use and masterful use of this state?
theme to any campaign featuring the Avatar as a Player After all, the PC should be rewarded with greater benefits if

130 | Game Master | The Second Age


The Spirit World
they set out to master the Avatar State; otherwise, what stops
them from relying on its reflexive form?
Unconscious activation of the state could grant the As part spirit, the Avatar possesses an innate connection to
character access to unlearned forms, or temporary access to the Spirit World and is at their strongest in that realm, due to
all of a form’s improvements. Perhaps all of the character’s being surrounded by spiritual energy. The Avatar must use
are upgraded to when making a Bending Arts skill check; their connection to the Spirit World to be the bridge between
some should also be upgraded to reflect the possibility for the two worlds in order to keep peace between them and
disastrous consequences of unleashing this raw and ensure harmony.
unchecked power. When in the Spirit World, the Avatar should act as though
However, if the player activates the Avatar State at-will, they are in the Avatar State.
the benefit may be a decreased level of difficulty, or a waiver Using the Discipline skill, it should be possible for the
of any strain costs. Maybe as the GM, you require the PC to Avatar character to attempt to cross into the Spirit World at-
declare which specific bending form they intend to augment will; visits to the Spirit World in this way are not physical
before they activate the Avatar State. journeys, and as a result the Avatar cannot use their bending
Limitations abilities while in the Spirit World.

In terms of use, the GM should impose some restrictions on


the activation of this unique and godlike ability. A general
Energybending
recommendation is to limit the activation of the Avatar State The Avatar also possesses the ability to bend energy itself,
to once-per-session, like a Signature Technique. Maybe the although few Avatars have learned this technique, and even
player can always activate the Avatar state by spending a fewer have used it.
Story Point.
Avatar Aang learned to bend the energy of life itself from
Perhaps the Avatar suffers no strain to perform bending the last living lion turtle and used it to remove Phoenix King
techniques while in the Avatar State, but when they exit the Ozai's firebending, ending the Hundred Year War. He later
state they suffer strain equal to their threshold, representing used it to end Yakone's reign of terror in Republic City by
the sheer exhaustion we see the Avatar suffer throughout the stripping him of his waterbending. Korra was also taught this
series when this state is invoked. The reason we recommend ability after connecting with Aang when she lost her bending.
this limitation is because no one wants to see the Avatar Aang used this ability to restore her bending and she likewise
character absolutely dominate each and every encounter; did the same for Lin Beifong and many other victims of Amon's
they may be central to the plot of the series, but the supporting unique technique.
cast of characters should always feel like they serve a role in
the group as well. While the series only ever really shows energybending in
its capacity to give or take away bending ability it is
Mastering the Avatar State reasonable to imagine that the technique may be used to
create a broad range of spiritual effects. It is possible that
In the series, we see Guru Pathik attempted to teach Aang to spiritbending is subtype of energybending, for example.
control the Avatar State by helping him clear his chakras, but
Aang could not let go of Katara in exchange for cosmic power. Much like the Avatar State, the use of this ability should
Fire Sage Kaja informed Roku to clear his mind, but Roku be limited to once-per-session and should be relevant to the
found emptying his mind of thoughts to be quite challenging narrative circumstances leading up to its use.

The Avatar Narrative


and was initially unable to do so. Keep in mind, the Avatar
State is often activated by danger or emotional turmoil.
Indeed, learning to control the Avatar State is a crucial rite With a character as powerful and near-omnipotent as the
of passage through which all avatars must prevail. The road Avatar, it can be challenging to facilitate a game where the
should not be easy, even for a prodigal practitioner of the players feel like their characters’ actions carry weight; that
bender arts. There are countless stories about past avatars their choices matter. If you have an Avatar NPC, consider the
who, in their attempt to learn to master the Avatar State, central conflict of your adventure, or your campaign overall.
caused great destruction in their unbridled and powerful form. Ask yourself, “Why isn’t the Avatar stopping this?” If you can’t
In his youth, Avatar Roku accidentally caused a volcano in the think of a reason, maybe it’s time the players met the Avatar,
Fire Islands to erupt leading to the creation of Crescent Island. or try to think of a plausible scenario for the Avatar’s absence.
Such risks should be present in any story you try to tell
In The Second Age, that scenario is the disappearance
involving a character who is also the Avatar.
of Avatar Korra after she defeats Zaheer. In The Legend of
Learning to control the Avatar State should absolutely be Korra, Korra’s retreat lasts for three years and the world
a source of conflict for any Avatar character whether continues turning in her absence. Notably, the Earth Kingdom
controlled by a player or the GM. The journey to becoming a is being reorganized after the collapse of the monarchy.
fully realized Avatar should not be an easy one; the GM Warlords, governors, petty kings, raiders, and would-be
should challenge the players, and the Avatar PC in particular, emperors all are vying for control in this power vacuum. Enter:
on the road to spiritual enlightenment. the players, stage right.
The adventures and encounters experienced by the party Of course you can choose to allow one of your players to
should include many trials targeting the Avatar character, and assume the Avatar character, someone familiar or unknown.
encouraging the use of bending to arrive at creative solutions You can play during any time or era in the history of Avatar—
to puzzles, combat, and other challenges. known or unknown. With named Avatars, we have some

The Second Age | Game Master | 131


context for their actions and their lives; we see the struggles
faced by Avatars Kuruk, Kyoshi, and Roku. But if you decide
to invent your own Avatar, in a past yet to be remembered (or
a future yet to be born), you’ll have to consider how they fit in
to your world. Are they a driving force, or a passive observer?

Central Tension
Just one of the many ways a story can be told, the central
tension is the main problem of the story and is often the driving
force behind a plot. In The Last Airbender, the central tension
is the inevitable confrontation with the Fire Lord. In The
Legend of Korra, it could be argued that the central tension
across all 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 Avatar.
Unsurprisingly, a core tenet of the Avatar series is that the
plot centers on its titular character. Thus the stories you tell
may also revolve around this character and their impact on
the world.

Gravitas
When you include the Avatar in your narrative, you should
expect the party’s actions to have potentially considerable
outcomes; the mere presence of the Avatar may escalate your
narrative to extremes—or it may serve as a counterbalance to
the party, keeping them in check. The Avatar may even be the
antagonist (perhaps the players threw the world out of
balance by starting a border dispute).
Whether the Avatar is an NPC or a Player Character,
consider the following questions, as the answer to each can
have a considerable impact on the narrative of your
adventures.
 About how old is the Avatar? Do they know they are
the Avatar?
 What is the public opinion toward the Avatar? Are
they revered or feared? Loved or hated? Admired or
admonished?
 What are the major factions in your world and who
are their leaders? How might their ambitions come
into conflict with the Avatar?
 Does the Avatar have a specific antagonist or
nemesis? Are they being hunted down or otherwise
persecuted?
Your answers to these questions, and countless others
which will arise over the course of play, will shape the world
in which the PCs are dropped. Many of these questions can
be used to determine what the driving force of your adventure
even is. It would be relatively simple to start your players (one
of whom is the Avatar) in the middle of a chase and tell them,
“The Avatar is being hunted down!” As the GM, figuring out
‘Who’ and ‘Why’ can be informed by the actions taken by the
players.
Perhaps less important than who the antagonists are, you
as the GM must know who the PCs are: what do they need?
What would they do next? When you consider the motivations
of not just the players, but their characters, you add a level of
emotional authenticity to the story.

132 | Game Master | The Second Age


Masters
In The Second Age, many nonbenders like Guru Pathik.
characters are emergent in Apprentices, especially the
their bending abilities, only just Avatar, owed their masters a
beginning to discover their debt of gratitude and likely
connection to the natural world would not have triumphed
and the spirits. Many in this era without the wisdom and
are unaware of their true knowledge of their teachers.
potential, because for Many would later go on to
modernity bending has become mentors to other
become a mundane spectacle young benders, as well.
and utilitarian resource. Masters typically come in a
Benders are forced to learn variety of archetypes
what they can on their own, or throughout all kinds of media.
search for guidance in ancient, You should familiarize yourself
hard-to-find documents. with any number of your
However, a lucky (and favorite stories, as you’ll be
sometimes wealthy) few enjoy certain to find a mentoring
the guidance of a master who figure. Some of those
teaches students how to archetypes follow.
control and shape the
elements. The master was once in
the hero’s shoes. Though
Below you will find your heroes have begun an
guidance for using masters in unusual journey, the master
The Second Age campaigns, has been in exactly their shoes
exploring how the master before.
archetype is used in Avatar to
enhance a story. A suggested process is provided for creating The master appears disheveled or behaves erratically.
master NPCs with rich histories and personalities, as well as The master’s behavior or appearance give the player’s the
guidance for creating a master’s stat block. impression that they might be doomed right from the start.
The master is a social outcast, or misfit. Another
Guiding Voice classic trope, the master just does not fit in to the very society
they is trying to introduce the heroes to.
The master is a classic literary archetype common to heroic
The master is scornful, unreliable, or forceful. An
fiction throughout the ages. The primary role of masters is to
abrasive master can cast doubt on a master which can be
share their knowledge and wisdom with less experienced
used to amplify just how important the master’s teachings will
heroes. Avatar has many such characters throughout its
come to be.
canon, the most iconic of whom may perhaps be the Dragon
of the West, Uncle Iroh. However, masters can have a darker
counterpart who tempts and lures the hero toward a less noble Creating a Master
path. In mythology, this is the Trickster, another timeless
Masters can be pivotal figures in any bender’s story (even
archetype. This character also possesses secret knowledge
nonbenders can benefit from masters), making the creation of
and experience. Avatar’s trickster would be Princess Azula,
masters an important step for any game that intends to include
who tempts and taunts Prince Zuko throughout his
them. This section helps GMs create masters with colorful
development.
histories, rich personalities, and unique statistics. While this
Researching classic literary mentors can be helpful in section allows quick master generation, it is wise to carefully
designing mast figures for The Second Age, and GMs with consider how a mentor figure fits into a campaign. GMs could
well-designed and well-played masters can elevate a good further enrich masters with Backgrounds and Motivations.
game to a great one. Masters can have their own story arcs
While most masters are powerful benders, some might not
that allow their relationships with their students to grow and
be able to bend the elements at all. Perhaps the mentor is a
evolve over the course of a campaign. They can also have
master swordsman, or an eccentric inventor, or a renowned
storied histories, which the GM can reveal in bits and pieces
martial artist. Masters might have worked closely with
over the course of play. These elements can combine to form
benders, as Master Piandao did in his work with the White
a satisfying subplot that helps provide continuity between
Lotus. A scholar who has studied the history of the Four
adventures while also providing tangible benefits to the party.
Nations can also be a suitable mentor. Masters who are
Iconic Masters nonbenders can still benefit substantially from the creation
process.
The Avatar universe is brimming with classic mentor figures
from which GMs can take inspiration to craft their own, unique Master History
masters and instructors. Noble rulers like King Bumi, and
Masters aren’t born as such; they’re former students with a
humble heroes like General Iroh, or Toph Beifong, or even
history of their own filled with adventures, mistakes, and

The Second Age | Game Master | 133


lessons learned. GMs should consider three important GMs should feel free to create their own nemesis-level NPCs
questions to summarize a master’s pertinent history: First, or even modify the stat blocks included in Chapter IX:
how did the master acquire their skills? Second, what did the Adversaries & Creatures to create their own masters.
master do during (or after) the Hundred Year War? Finally,
how has the master integrated to the general peacetime which Master Skills
followed? When building a master for the party, the GM should look at
Even the most broad and basic answers to these open- the master’s skill suite, choose half of the skills listed, and give
ended questions should provide GMs with a framework of the the master two ranks in each of those skills. The GM should
master’s prior experiences. After each question, potential take the other half of the skills listed and give the master four
answers are explored to guide and inspire GMs to create ranks each in those skills.
unique histories. Even if the mentor has little interest in Finally, the GM should select two skills not listed in the skill
reminiscing with the PCs, considering these questions suite. The master should gain one rank each in those skills, to
provides something to latch onto when playing the character. represent how diverse and well-rounded their experiences
are.
Master Personality
To get a sense of a master’s personality, there are some
Master Talents
general mentoring styles and complications to consider as a In addition to the talents listed for any particular nemesis
starting place. Creating a teaching style to define how the template, GMs can select an additional five talents, ignoring
master interacts with their students can guide the GM into tree prerequisites. However, if a talent requires having
acting as the character. another talent to activate (such as an Expert or Master talent),
the improved talent cannot function without the base talent.
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 upgrades a master possess,
sand in the Si Wong Desert. When creating a master, the GM the master first gets all of the Basic Forms of the appropriate
should carefully consider what their teaching style is meant to element. Then, add the PCs’ collective ranks in Bending
reflect. The GM might decide that the master behaves Arts. The GM can select a number of upgrades for the master
differently toward specific members of the party. Some equal to the party’s combined ranks in Bending Arts.

Using a Master
masters might have a different style for each student, tailoring
methods to get the best from each.

Teaching Complications Once per game session, a Player Character may attempt to
Few mentors are perfect. Most have already seen war, learn their next skill rank, Bending Form, Form upgrade, or
experienced great loss, and endured traumatic events. Some talent from their master at a reduced XP cost. The attempt to
wear the scars of the past physically, but most carry wounds learn is based on a skill check with a difficulty equal to the cost
much deeper. When bending students seek instruction, they of the Skill, Form, Talent, or upgrade divided by 5. Doing this
may find their mentor needs rescuing from inner demons signifies that you are buying that ability during the session,
before they can receive any instruction. regardless of success, and requires you to have enough XP
to buy the ability at normal XP cost.
GMs should use complications as an opportunity to
explore a master’s character flaws. Complications can later This applies for any PC who knows an NPC who can teach
the means by which PCs interact with their master, or create them, such as a bending Master, a war veteran, a scholar, or
new problems for the PCs that can serve as adventure hooks anyone who has the ability and is willing to teach the PC.
or complicate existing quests. The check takes 24 in-game hours and represents the
Complications are also an excellent way to help the GM character investing the time and effort toward learning from
create a character arc for a master. Overcoming one their instructor. This amount of time can be broken up over the
complication while adding more creates a sense of narrative course of several in-game days. The PC will benefit from this
thrust as the mentor grows and changes. A master might once the in-game time requirement has been satisfied, or the
overcome a fear of the Fire Nation only to replace it with end of the game session occurs, whichever comes first.
anger. The master’s actions might lead to suffering a terrible Depending on how well the PC trains, they could master the
wound in combat. GMs can use complications like this to new ability quickly. Additional results can be applied
serve as milestones for mentor development, creating narratively and mechanically to show how well or how poorly
memorable scenes along the way. the training goes, whether any strain is recovered or suffered
during the process, etc.
NPC Masters Success on these checks represent the training going well
Master stat blocks should be as unique as master and allows the character to purchase the new ability for 5
personalities, and below is some basic guidance for creating fewer XP, to a minimum of 5 XP. Failure means the PC must
masters. To start, all Masters should be nemesis-level NPCs. still purchase the ability, but at normal XP rates.

134 | Game Master | The Second Age


Skill Challenges
Every player and Game Master can see it in their head: the explanations on how they would use these skills during the
perfect chase scene. Three Player Characters are in hot skill challenge.
pursuit of a cat burglar NPC—they’ve just escaped to the However, during a skill challenge a PC may only use
rooftops; in their dark outfit they’re hard to spot, even under skills designated as Career skills. Additionally, a player
the moonlight. If the PCs cannot catch up to them, they will cannot use the same skill twice in a row. Another PC may use
make off with the jewels with their heads on a spike. that skill instead, and the initial player can use a different skill.
The thief is several structures away, but one of the PCs, Skill challenges track the party’s overall Successes v.
the party ranger, makes a successful leap across the gap in overall Failures. Regardless of how difficult a challenge is, i.e.
the rooftops. Another uses their waterbending to form a small how many total Successes the part attains, if they accumulate
ice bridge for they and their ally to cross. 3 overall Failure results, the party fails the challenge.
With just the party ranger only one rooftop behind, they Of course, it does not have to be so black and white. As
narrowly misses the next rooftop and quickly grabs a ledge as the GM, you can easily say that that if the group fails, they
they tumbles between the buildings; as the rest of the party have to make another Skill check to escape the
worries for their ally, the thief has disappeared from sight. The consequences.
slowest among them spots a shortcut to the right leading to
an open and busy, and they risk it; the thief will want to get
lost. But the waterbender’s grasp of the bending arts allows
Challenge the Players
him to swiftly glide across rooftops using a bounty of water A typical skill challenge requires the party to accumulate three
from a nearby rooftop tank. Successes in order to beat the challenge. Thus, the difficulty
comes is related to how many successes the party requires to
With only meters to spare, the bender manages to cut the move beyond the challenge; more required Success means
thief off from the crowd, allowing their allies to catch up to help more risk of Failure.
subdue the thief.
When designing skill challenges, keep in mind that a
What is a Skill simple challenge may only need the party to accumulate 3
successes. A more difficult one might be 6, and a truly
impossible challenge may require 9 Success results (but the
Challenge? increment need not be in threes).
As failures accumulate, the consequences could be
A skill challenge is an attempt to capture a dramatic action
anything from taking damage to making a final encounter
sequence and boil it down into a number of skill checks. As
more difficult; say the players couldn’t navigate quietly
you can see from the encounter above, the tension came not
throughout the corridors and so the watchmen are now
from combat or social skill checks, but from whether the
reinforcing the center of the keep. It should be entirely
players were going to succeed on each successive general
dependent upon the circumstances of the challenge and
skill check.
narrative.
Skill challenges are good for dramatic sequences like a
There should always be a maximum number of failures to
moonlight rooftop chase: a bad guy is getting away, trying to
fail the challenge, and not pass the test. Three is usually a
escape, maybe they knows something or is trying to do
good number.
something. Or maybe the players must make a daring escape
from a collapsing structure. You can call for a Coordination Consider what happens narratively if they fail only one or
check; a character who succeeds can leap across the gaps two skill checks during the challenge, but succeed overall.
and close the distance. An athletics check might have similar One or two failures should not necessarily impede the players
results. Perception could mean the difference between taking or making the skill checks more challenging (although h and
a shortcut or previously unnoticed path, and certain demise. d certainly might). Players should have a chance to recover
from their failures, and carry on to gain enough Successes to
Of course, not all challenges should revolve around the
pass the challenge.
physical skills. Challenges can be puzzles or social
encounters, as well.
Using the Skill Challenge
The Skill Challenge Skill challenges are a great opportunity to take something like
a montage scene, or a chase sequence, or escape a
As a non-combat experience, the skill challenge has a few
collapsing structure...they can be used to hold a powerful
differences from other types of encounters.
Nemesis at bay, perhaps someone the party could not likely
The Player Characters’ goal in a skill challenge is to defeat, until an ally NPC shows up to help them fight.
accumulate a target number of s on skill checks before they
It's not important that every character be able to
accumulate three failures. The more s you have to
participate in every skill challenge. It is sufficient to simply
accumulate, the more difficult a challenge becomes.
have just enough skill challenges that every character gets a
The Game Master’s role should be to inform the players chance to shine. Otherwise if every challenge is always a
what skills will be most useful during the challenge. Players physical challenge, only those characters will feel useful.
should be encourage to come up with other skills, and provide
Not every skill check needs to be turned into a skill
challenge. GMs should carefully consider when to use the

The Second Age | Game Master | 135


challenge in place of a typical encounter; challenges may be pulley system which could be used to haul the treasure to the
best implemented when the stakes are high, rather than for surface.
handling mundane tasks. As important to consider as what the
 A second Mechanics check, or aa or a t on the
PCs have to gain if they succeed is what consequences they
first enables the player to deduce that the party has
face when they fail?
10 rounds to transport as many parcels as they can,
Although not everything may end in death, these may be and get themselves out, before the structure
rare opportunities the players feel that their character’s lives collapses.
(or goals) are truly on-the-line. Geography: A successful Hard ( ) Geography

Example Skill Challenges


check allows the players to locate the tunnel leading to a
network of crude stairs, possibly leading to the surface.
This section briefly describes some generic Skill Challenges Rope and Pulley
which you can use in your adventures, or as a jumping-off
If they notice this system, the PCs will deduce from its size
point to create your own unique challenges.
that it will take more than one circuit it lift all the parcels out of
A skill challenge may be a single, large hurdle designed the collapsing structure; perhaps it can only hoist 3 packages
for the players to overcome, or it may be broken up into or one PC at a time. Additionally, they will notice the system
multiple smaller challenges which the players must face in needs to be repaired before it can be used. Repairing the
succession. Many of these sub-challenges can be plucked system requires 3 Successes before 3 Failures.
one challenge or adapted for another to help you craft unique
Athletics: A Hard ( ) Athletics check can be used
and compelling dramatic sequences.
to help reassemble the pulley and later to pull the parcels out
Each skill challenge is named for convenience and given of the structure. Each Success result counts as one success
a brief description of narrative circumstances precipitating the toward this aspect of the skill challenge.
Skill Challenge. Skill Challenges are then broken up into
Mechanics: A successful Hard ( ) Mechanics
Special Rules, Primary Skills, and sections for overall
check may also be used to repair the pulley system, with each
Success or Failure of challenge. Additionally, some
successful result counting as one success toward the Rope
challenges may be divided into sub-challenges (also named)
and Pulley challenge.
with their own unique Special Rules, Primary Skills, or
Success and Failure criteria.  A t result should confer to players who use the
pulley system to lift parcels out.
The Harrowing Escape Bending Arts: A successful Hard ( ) Bending Arts
The Player Characters have just defeated a large spirit or check can allow bender characters to explain how their
bandit encampment. Through whatever circumstances, the bending assisted the pulley system’s repair; this could be
PCs have only a limited amount of time to grab as much of plantbending vines as rope, or using metalbending to repair
their horde as they can; the origin of this horde of wealth can crucial parts, or whatever else the player can imagine and the
be anything as it applies to your story. There are number of GM agrees.
parcels (12 works well) that they can transport, but they are
deep beneath the earth and can only barely see the exit that Success
lies high above—or maybe they can’t see it at all. Upon completion of the rope and pulley system, the players
can begin to transport the treasure up and out of the cavern.
Special Rules
Time Limit: 10 rounds until the structure collapses. Failure
Failure indicates that the players have damaged the rope and
Hazards: If at any point during the challenge a player
pulley system in their attempt to reassemble it.
character generates hh, ask the other players to make a
Hard ( ) Perception check; if they succeed, they are Secret Tunnel
able to warn the character who generated the threat of a
If the party notices the tunnel on the far wall (it may be too
failing rock, causing them to avoid it; if they fail, the character
dark to see), they may instead choose to haul the loot out
receives 2 wounds and on their next check. Success and
either by hand or through other means. They would notice that
Failure results do not count toward the skill challenge criteria.
the parcels can only be carried one at a time, unless they have
 Likewise, a d could inflict a critical injury. some kind of draft animal, a cart, or can explain some other
means. 1 Success for each package before 3 Failures, or until
Primary Skills the round limit is reached.
Perception: A successful Hard ( ) Perception check
Geography: A Hard ( ) Geography check allows
will cause the player to notice something odd beneath the loot
and to see that the parcels are large enough that only one can the player to carry a container out of the complex labyrinthine
be carried by hand at a time. staircase, and to navigate their way back to the room.

 A second Perception check, or aa or a t on the  Failure here means that the PC got lost while looking
first will let the player notice the “something” beneath for the exit, and must add to their next check.
the cache is a map carved onto the floor; the PCs Perception or Survival: A Daunting ( )
gain when making Geography checks. Perception or Survival check enables the players to notice
Mechanics: A successful Average ( ) Mechanics seemingly-imperceptible shifts in the air patterns, or a faint
Check will tell inform the players that there is an old rope and whiff of air, allow him to navigate himself and a package to the
exit, as well as navigate back to the room.

136 | Game Master | The Second Age


 Success here should also confer to the PCs which would involve travel through the use of the animal
Perception and Geography checks for the remainder companion.
of the encounter.  Failure here imposes on those same checks.
Success: The players can still overcome this challenge Geography: If the PC succeeds on a Hard ( )
regardless of the number of parcels they manage to take back Knowledge (Geography) check the party spots a shortcut
to the surface. If they were required for a particular reason, through difficult and hazardous terrain.
perhaps the consequences for a partial delivery are
proportional to the number of packages left behind.  Success should allow the players to ‘buy time’ to get
where they need to go, adding +1 to the failure
Failure: If the party accumulates too many Failure results
threshold of the challenge.
before the round limit is reached, their spirits are broken, and
the underground system begins to collapse faster. Nature: Similarly to Geography, the PCs may notice trails
or other natural features which present favorable travel
Run for It conditions. The character must pass a Daunting ( )
Whether they’re ditching the loot, or they’re running out of Knowledge (Nature) check. This skill may be used more
time, the players might choose to just run on out of the than once.
collapsing system. Each failure causes the number of rounds  A failed Nature check could mean that the party got
remaining to reduce by one. lost, costing them time. The number of successes
Athletics: An Average ( ) Athletics check lets the needed to complete this challenge increases by 1.
player escape within one round. Additionally, Athletics could An Average ( ) Nature check does not count toward
be used to push a small obstacle out of the way. success or failure, and allows the party to forage for food.
Coordination: A Hard ( ) Coordination check can Success grants the party on other checks made that day.
be used by the player to hurdle across broken or uneven A Hard ( ) Nature check enables the PC to try to
terrain with no additional setback, escaping within one round. predict the weather.
Geography: A Hard ( ) Geography check allows  A success allows them to accurately predict and
the player to remember the details of the map and escape avoid a storm system, buying them time and
within one round. increasing the failure threshold of this skill challenge
Success by one.
The party makes it out of the collapsing structure, with or  Failure results in an inaccurate prediction, costing
without all of the loot. the party valuable time, increasing the success
threshold by one and imposing on all checks for
Failure the remainder of the day.
Those who did not make by the last round perish under the Athletics: Your experience traveling long distances and
weight of the structure, unless they make a last-minute skill your endurance allow you to guide some of your less-
check using any of the skills above, or another if they can experienced companions. You must pass an Average ( )
make a compelling case to the GM. check. This skill may be used more than once.

On the Road Again… Resilience: You take on extra responsibility during your
travels setting up camp, cooking, guard duty, breaking
For one reason or another, the Player Characters need to firewood, etc. You must succeed on a Hard ( ) check.
travel across the country as quickly as possible; travel by sea
This skill may be used more than once.
and air is not possible. Time is of the essence. They could be
escaped convicts who stole some ostrich horses and are  t here might allow the party to bypass the nightly
heading toward the border. Or maybe they were hired to rest requirement and travel through the night,
recapture these criminals before they escape jurisdiction. effectively gaining more time. Add one to the failure
Certain members, or all of, the party are framed for a crime threshold of this challenge.
they did not commit and are to be arrested. Or maybe the PCs  Failure means that the character suffers on their
receive word that they are needed urgently elsewhere, and next check.
immediately begin their travels. History: Passing a Daunting ( ) check allows
Special Rules the PC to recall the location of nearby ruins used during the
Hundred Year War.
This challenge requires 6 successes before acquiring 3
failures. Unless otherwise noted, each skill may only be used  Success means the party finds the ruins which can
to acquire 1 success toward the challenge requirements per provide safe shelter. They receive on all checks
day. the next day.
Time limit: The party has only 3 days to acquire these  Failure means you are unable to find the ruins, and
successes, and must stop to rest each night. have to spend the night camping in the open
exposed to the elements. PCs suffer on all checks
Primary Skills the next day.
Animal Handling: If the characters are using animals for Perception: An Easy ( ) check lets you realize that
travel, and they succeed a Hard ( ) Animal Handling
some of the party is less experienced and you are able to
check, it means they are able to keep their animals well-fed
grant to their next check. This does not count toward
and in good health. They also gain on subsequent checks

The Second Age | Game Master | 137


success or failure of the overall challenge. The party may only Resilience: At the beginning of every other round,
make this skill check once. beginning with the second, the PCs must make a Hard
A Hard ( ) check represents your attempt to find a ( ) check to stay alert.
short cut. This skill check may only be made once.  Success means all PCs remain alert and are one
Survival: A Hard ( ) check represents the PCs step closer to completing the challenge.
innate ability to pursue a target or outrun a pursuer.  In addition to counting as a failure, the PCs add
to their checks for the remainder of the skill
 A successful Survival check increases the failure challenge.
threshold by one, buying the players more time to
reach their destination. Primary Skills
 A failure will increase the success threshold of the Athletics or Coordination: Climbing atop a rock or a large
challenge by one, in addition to counting as a failure tree gives you a better vantage point. You can spot
for the challenge overall. approaching danger and the package. A successful Average
( ) check also grants to any Perception check. Can
Success also be used to cover ground quickly if the party is on the
After three days the PCs arrive at their intended destination; move.
or ahead of schedule, if the party accumulates the required
number of successful skill checks before that, allowing them Charm or Intimidate: If discovered by any locals, you
to establish an ambush. may attempt to persuade, bluff, or intimidate them into
keeping silent about your presence with a Hard ( )
Failure check.
The PCs arrive too late to accomplish their primary goal or, if Nature: With a Hard ( ) check you can find a
they reach their failure threshold before the final day, are suitable place for the party to hide without disrupting the local
ambushed by their pursuers. animal population, or telegraphing your presence.

The Waiting Game  The party gains until the end of the challenge on
all Stealth checks.
The Player Characters are to rendezvous with an escaped
prisoner and help him to safely cross the border, or reach a Perception: You are able to spot potential danger or a
designated safe house. This skill challenge can easily be really great hiding place if you can make a Hard ( )
adapted for any scenario where the PCs need to wait in hostile check.
territory for the delivery or arrival of any item or person of
Success
interest.
The prisoner, or other person or item of interest, reaches the
Special Rules PCs and they make for the border or other destination as
Whatever the circumstances may be, the target of interest quickly and quietly as possible.
should become targetable at sundown. The PCs have been
Failure
instructed to accomplish their task undetected by sunrise with
The PCs are detected before the rendezvous and they are
or without the package. This challenge requires 6 successes
forced to improvise. They can travel deeper into foreign
before 3 failures. Unless otherwise noted, each skill may only
territory to try to intercept the target or they can retreat.
be used to acquire 1 success toward the challenge
requirements for the entire night.
Treasure Hunt
Time limit: At sundown, the GM should roll a d10 to
The PCs acquire an old treasure map. They are determined
determine how many hours the PCs wait before the prisoner,
to find the lost treasure. However, the map is really old and
package, or other object of interest shows up. If the result is 1
it’s quite difficult to read. How the characters came upon this
or 10, then the party was either too eager, or waited too long,
map is entirely up to the narrative of your adventure. Perhaps
and the rendezvous is unsuccessful. Do not inform the PCs if
a retired adventurer, unable to leave home, hires the PCs to
this happens. Let them decide what course of action to take
recover a buried item depicted on their old map; or maybe the
come sunrise.
map was picked up at an antique shop or inscribed on the
Group checks: The PCs must complete both group skill walls of some ruins. Maybe the PCs were hired to find, or are
checks as part of this skill challenge. Group checks are unique competing with another group of treasure hunters to locate, a
from other skill checks in that the outcomes affect the entire lost artifact.
party. A PC may only make one Group check per round and
cannot make the same group check two rounds in a row. Special Rules
This challenge requires 3 successes before 3 failures. Unless
Stealth: At the end of every other round, beginning with
otherwise noted, each skill may only be used to acquire 1
the first, the PCs must make a Hard ( ) check to remain
success toward the challenge requirement.
undetected.
 Success means the party remains undetected and is Primary Skills
one step closer to completing the challenge. Decipher: Some of the writing and markings on the map are
 Failure causes the party to be detected by a local ancient or spiritual in nature. You are able to decipher some
resident or some form of wildlife or spirits. The details identifying an important landmark with a Hard ( )
success threshold for the skill challenge increases check.
by one. Diplomacy: With an Average ( ) check you make
friends with some of the locals and they share stories of their

138 | Game Master | The Second Age


adventuring days, or about local myths and legends. Some of Streetwise: You can find a local expert by passing an
their details provide clues to deciphering the map. Average ( ) check; the expert’s knowledge on ancient
 Failure here could result in when negotiating and maps and cartography enable him to decipher many of the
increase the success threshold by one, representing map’s symbols and details. The party gains to the next skill
the locals withholding information from you, or check.
collaborating with rivals. Success
History: On a Hard ( ) check, you recall knowledge The PCs decipher the map and know where the cache is
of this geographical area in the annals of some library, and its located. They arrive at the site before any other interested
history gives your character insight into numerous landmarks parties.
and structures depicted on the map.
Failure
Nature: With an Easy ( ) check, you are able to identify
By the time the PCs decipher the map, someone else has
many of the landmarks coded into the map and you gain to
already beaten them to the treasure. Now they have to figure
all checks for the remainder of the challenge.
out how to resolve this conflict and obtain the item.
Geography: Your excellent navigational skills allow you
to pinpoint which natural landmarks represent your next step
by passing a Hard ( ) check.

The Second Age | Game Master | 139


Creating Encounters, Adventures, and Campaigns
Adventures are the core of each game session. Creating new
adventures can be one of the most exciting and enjoyable Plot Situation Characters Required
aspects of becoming a Game Master. Creating an interesting Abduction Abductor, Abducted, Guardian
story that is also fun and mechanically balanced is Adultery Deceived partner, Two Adulterers
challenging. This section will help the GM create their own
Lover, Object of Passion, person or
game using its three core elements: encounters, All Sacrificed for Passion
Thing Sacrificed
adventures, and campaigns.
Ambitious Character, Coveted
Ambition
The Second Age Adventures Conflict with a Spirit
Thing, Adversary
Mortal, Immortal
Avatar: The Second Age is focused on the period of Crimes of Love Lover, Beloved, Separating Force
upheaval and uncertainty after Avatar Korra let the Spirit Daring Enterprise Bold Leader, Goal, Adversary
Portals remain open following the Harmonic Convergence. Deliverance Unfortunates, Threatener, Rescuer
This time frame fits into the narrative of Season 3 of Avatar: Disaster Vanquished, Victor, Messenger
The Legend of Korra in which the Earth Queen is Discovery of Dishonor Discoverer, Guilty
assassinated by an airbender known as Zaheer. The world is An Enemy Loved Beloved Enemy, Lover, Hater
out of balance, with Equalists still working from the shadows, Enigma Interrogator, Seeker, Problem
minor Earth kings vying for the throne against the ‘Great
Familial Hatred Two Conflicting Family Members
Uniter’, pirates raiding the coasts, and general unrest among
Preferred Kinsman, Rejected
the nations of the world. Familial Rivalry
Kinsman, Object

Building Stories Fatal Imprudence


Imprudent person, Victim or Lost
object
Mistaken One, Victim of Mistake,
Georges Polti wrote a book in which he claimed there were Faulty Judgment
Author of Mistake, Guilty Person
only Thirty-Six Dramatic Situations and that all plots stem from
one of these 36, or are a combination of several. These are Involuntary Crimes of
Lover, Beloved, Revealer
Love
not a full list of the only possible plots to exist, but are merely
guidelines for developing plothooks and understanding crucial Family or Friend slain, Witness,
Loss of Loved Ones
Executioner
narrative components.
Madness Madman, Victim
Along with each dramatic situation are the key elements Mistaken Identity Victim, Clueless Killer, Revealer
required for each plot. For instance, in order to run an Jealous one, Object of Jealousy,
abduction scenario, at the very least an abductor NPC, an Mistaken Jealousy Supposed Accomplice, Author of
abducted NPC (alive or otherwise), and a guardian NPC (to Mistake
jumpstart the party’s search) are all required. Beyond that, any Murderous Adultery Two adulterers, the Betrayed
additional NPCs are the result of the character’s interaction Obstacles to Love Two lovers, Obstacle
with the world and the whims of the GM. Two or more Opposing Parties,
Obtaining
The 36 Writer Plots Pursuit
Object, Arbitrator
Fugitive from Punishment, Pursuer
You are probably already familiar with some, if not most of the Recovery of Lost Seeker, Object or Person found
thirty-six plots outlined above; at the very least you may have Remorse Culprit, Victim, Interrogator
heard of them before. But what do you do with this information Revenge Avenger, Criminal
now? There are nearly unlimited ways to interpret each of Revolt Tyrant, Conspirator(s)
these plots, and a myriad of options for the structure of the Rivalry Between Master
plots themselves. It would take a lifetime to explore them all. Master, Apprentice, Object
and Apprentice
Instead, let’s look at one of the plots and devise some possible Heroes, Beloved Victim, Need for
options based off that template. Sacrifice of Loved Ones
Sacrifice
Take the Revolt plot, for instance. This is not a typical Hero, Messenger, Person or Thing
Self-Sacrifice for Ideal
adventure plot, but it would allow us to build an adventure sacrificed
around the entire party, not just a single character. This plot Persecutor, Usurper, a Power in
Usurpation
requires two major players – a tyranny, and any number of Authority
conspirators. Giving the tyrant some Rival-level henchmen Vengeance by Family Avenging Kinsman, Guilty
won’t hurt either, but may not always be necessary for the upon Family Kinsman, Relative
drama. Spending just a few minutes brainstorming, we have Victim of Cruelty or Unfortunates, Master or Unlucky
the following plot possibilities: Misfortune Person
In a coastal village, disparate laborers of the former Fire
Table 7-2: Plot Situations
Nation colony have determined that the provincial Earth king
The PCs own reputation is not well-respected, looking
has become corrupt and needs to be put down, and they enlist
very dishonorable to the nobility surrounding the king. If the
the aid of the PCs in their gambit.
PCs don’t step up, it might be too late for them as well.
One of the PCs has gone too far in their dealings with
An NPC leading the revolt takes matters into their own
others and once-loyal servants now seek to overthrow them.
hands, leading a rebellion against the king.

140 | Game Master | The Second Age


One of the PCs instigates a revolt as a power grab – does the priority, as players are focused on finding out the how and
anyone know they’re behind it? why of a situation than on merely fighting their way through.
An entire region of the Earth continent is engulfed in civil This mode of play encourages dialogue between players
war. How is this possible? Who started this? Will other towns, and the GM. Improvisation and quick thinking are critical, as
cities, and villages follow suit? What role do the PCs play and players tend to ask questions that are unexpected or can
which side do they take? potentially derail the plot. Lots of talking takes up time as well,
As you can see, many of these plots play with the and particularly chatty players could keep the story moving at
traditional notion of PCs as protagonists and switch up their a very slow rate unless the GM makes a conscious effort to
roles and, by extension, the structure of the story. The fifth move things along.
plot point could open with the PCs in the middle of a riot, not Players who want to play a game emphasizing roleplaying
aware that one of their own has started this. This works tend to invest a great deal of time and effort into their
especially well in a group where private note-passing is character’s personality and backstory, so the GM should be
common, or one in which players can meet early (even on a prepared to craft adventures and campaigns around the
different day) to work out covert details. players more than on providing set pieces for the PCs to
The first plothook, by contrast, is a stereotypical, mission- explore. The GM should also make it clear that all types of
based adventure, and the fourth and sixth are most likely characters are necessary for the game. Combat-oriented
combat-intensive. Thus, a good GM can come up with many characters should still be given chances to use their
different types of campaigns just from one basic plot thread. impressive martial skills whenever possible and not get left
behind when dealing with NPCs.
Using the thirty-six plots means more than just handing
the PCs a mission and telling them to “fetch.” It’s about Combat-Focused
cultivating stories you normally couldn’t tell in other mediums,
This style of play focuses on everything combat-related. The
and prompting the PCs to take a more personal stake in the
Player Characters solve most of their situations with violent
events of their characters’ lives. The adventure who sits in a
encounters. These encounters are built around moving from
tavern waiting for a character to hand him something to do is
one combat to the next, with enough variety to allow
less likely to be moved by the events of their life than the
characters with different fighting styles, such as hand-to-hand
adventure who strikes out to right the wrongs going on in their
or vehicle combat, to shine. Overall, this mode of play focuses
own backyard.
around the mechanics of the game, letting roleplaying move

Setting the Stage slightly further into the background.


This is not to say that roleplaying is not an important part
The Second Age is built around three types of settings: of the game. It just means that the players spend their time
encounters, adventures, and campaigns. Encounters are describing their actions in detail, painting a vibrant, action-
individual scenarios during a gaming session that together packed scene for everyone to add to. Missions are
make up an adventure. Adventures are grouped together to straightforward: go assault this compound, take out the fleet’s
comprise campaigns. flagship, and defend a merchant caravan from attack. As with
Regardless of the scenario, every game of The Second roleplay-focused games, combat-oriented games still need a
Age has fundamental building blocks that help define the variety of character types to move the story along. No
mode of a game, along with the types of NPCs the Player character should be penalized for creating a character that
Characters will encounter and ways for the GM to start, isn’t solely geared toward fighting everyone and everything.
progress the story, and finish. This section describes the basic Following the rules and mechanics of The Second Age is
points found in any game and how to make encounters, critical to keeping this mode of game moving forward. The GM
adventures, and campaigns fun and exciting. should become very familiar with both the combat rules and
how talents and skills work to keep the action from losing
Modes of Play momentum. Stopping to read about the basics of combat is
guaranteed to frustrate most players who enjoy this kind of
Before the GM begins any adventure or campaign, they and game.
the players should decide what mode or style of play they
want from the game. Are they looking for non-stop action, full
of combat and suspense? Are they more interested in role
Assembling the Cast
playing, dialogue, and intrigue? Do they want to span the Every story needs a cast of memorable characters.
world or stick to a few key locations? Determine the mode of Sometimes, the major characters are outlined first, with the
play goes a long way in shaping everything about any story developing around their goals and actions. Sometimes
encounter, adventure, or campaign. There are two main the plot comes first, generating characters to fulfill certain
modes of play: one that focuses on roleplaying and the other roles or cover aspects of the story. Usually, the characters and
concerned with combat and action. Neither is better or worse, plot are developed together and complement each other.
and most games should use a blend of the two, either within
individual encounters, or alternating intense action sequences Creating Non-Player Characters
with deep plot interaction among the characters. The Game Master is responsible for portraying all the other

Roleplaying
characters in the game. Populating the world with a variety of
unique characters may seem daunting, but it is simpler than it
These types of games put the players deep in a tapestry of appears. There are three major types of Non-Player
characters, intrigue, and interwoven narratives. The story is Characters in The Second Age, described below.

The Second Age | Game Master | 141


Table 7-3: Personality Traits for NPCs
If you’re having trouble coming up with something unique about a Non-Player Character, roll on the table below once or twice to find
a jumping-off point for a character personality. Ignore opposing or nonsensical results—or don’t.

d100 Personality Trait d100 Personality Trait


01 – 02 Angry 51 – 52 Easily startled
03 – 04 Morose 53 – 54 Jovial
05 – 06 Perky 55 – 56 Nervous tic
07 – 08 Allergic 57 – 58 Grossly overweight
09 – 10 Suspicious 59 – 60 Aggressive
11 – 12 Fidgets 61 – 62 Bad breath
13 – 14 Bad odor 63 – 64 Flirtatious
15 – 16 Helpful 65 – 66 Condescending
17 – 18 Easily distracted 67 – 68 Missing limb
19 – 20 Vain 60 – 70 Trails off
21 – 22 Raspy voice 71 – 72 Very old
23 – 24 Silent 73 – 74 Unusual voice
25 – 26 Brown noser 75 – 76 Germophobic
27 – 28 Out of style 77 – 78 Laughs inappropriately
29 – 30 Childish 79 – 80 Clueless
31 – 32 Chatty 81 – 82 Hates benders
33 – 34 Dry-humored 83 – 84 Dim-witted
35 – 36 Absent-minded 85 – 86 Snobby
37 – 38 Gluttonous 87 – 88 Brash
39 – 40 Flamboyant 89 – 90 Gearhead
41 – 42 Bored 91 – 92 Partially deaf
43 – 44 Severe cough 93 – 94 Gruff
45 – 46 Xenophobic 95 – 96 Conniving
47 – 48 Rude 97 – 98 Missing eye
49 – 50 Walks with limp 99 – 00 Hiding something

To keep things interesting, the GM should strive to inject roughly equal in power. This puts a face on the action of which
most NPCs with a modicum of personality to make them the villain is a part. This is especially helpful when the faction
memorable and less bland than NPCs before them. is unlikely to be defeated by the Player Characters. The villain
Something as simple as an accent or a quirk will make even can be defeated, even if the overall organization cannot. The
the plainest of NPCs something that the PCs will remember. villain may be known from the beginning or revealed as the
plot develops.
Stock NPCs Major villains must be memorable. They are most effective
Stock NPCs are the unnamed masses the Player Characters if their handiwork is seen in operation, even when they are not
encounter, negotiate with, and battle in most game sessions. around. Villains must antagonize the party at every
They are often minions or rivals. Stock NPCs in The Second opportunity to motivate the PCs and set up a rivalry for good
Age include the average cabbage merchant, chi blocking role playing. That’s not to say every villain must be
henchman, foot soldier, and highway bandit. Many stock outlandishly evil, but major villains should be worse than the
NPCs don’t even need statistics, or can rely on standard stats average bad guy.
provided in this book. Stock NPCs usually don’t have much of
a backstory, or at least not one that directly influences the Villains in any adventure for The Second Age usually
adventure. They tend to be short-term contacts or come about as a means to an end (bringing ‘order’ to a chaotic
adversaries. world, uniting a divided people, ravishing a countryside, etc.).
Contenders include very powerful benders, accomplished
Villains pirates, mercenaries, or even a politician.
Most adventures and campaigns include one or more major
villain opposing the Player Characters. While the villain could
Recurring Characters
be something generic, like the Earth Army, it is much more Recurring characters are those whom the PCs encounter on
effective to make them an individual person or small group a regular basis. They usually have names and often the GM

142 | Game Master | The Second Age


will create specific stats for each. Recurring characters might Game Master’s role to play the part for every other character
be enemies or allies of the party. They can be anything from in the game. Breathing life into a character is one of the most
a stock NPC to a major villain. Rivals and nemeses are rewarding parts of the game; each player should strive to
typically recurring characters. make their character unique and memorable.
Recurring Characters help make the world a more familiar
place. They also save the GM a lot of planning time. It is much
Giving Your Character a Voice
easier to rely on an old favorite character than to come up with One of the most entertaining parts of playing any roleplaying
a new one for every session. The GM should find ways to game is making characters come to life through unique traits
integrate them into the storyline. Turning background or qualities. Players have the advantage of focusing on a
characters into leading characters is a way to build a more single character at a time and may invest a significant amount
layered and interesting story. It may also encourage players of time into creating a character’s backstory, personality, and
to take a greater interest in the characters overall. quirks. The character’s Motivation are driving forces behind
their personality. The GM should encourage players to use
Creating Memorable NPCs these tools as a skeleton on which to add interesting touches.
Many players even enjoy changing their voice, adopting an
Creating an entertaining and memorable ally or enemy is
accent when their character speaks. Not everyone has such
challenging. An NPC must engage the interest of the players;
skill, of course. For players who want to play straight, using
it is usually worth the extra effort. Ideally, players should enjoy
the player’s own voice is perfectly acceptable.
interacting with these characters and recall them fondly well
after the game is over. Cast of Thousands
There is no single formula for creating a successful For some GMs, the idea of portraying every other person on
character. Books and other resources that discuss characters the planet may seem impossible. However, the job of the GM
in novels and stories are equally helpful when researching is to move the story along and let the players have fun, not
better character creation. However, there are character create an entirely unique personality and backstory for every
elements with which every GM can start. NPC they meet.
Select the character’s background, including their place of The exceptions, of course, are the antagonists and
origin. Most locations have distinct cultural elements that important NPCs, who should be created using the same
enhance or limit their role in the game. The chances of the character creation rules as those for the PCs. These NPCs
PCs encountering an airbending warrior, for example, are should be well-defined in both personality and purpose.
nigh impossible. Select the character’s most influential
For “stock” NPCs, it is sufficient to give them one particular
experience from home and what they learned from it. Even
personality trait to help PCs remember them. Archetypes work
characters who move around the world are influenced by the
well here: the exceedingly bored bureaucrat, aggressively
attitude or environment of their place of origin.
rude bounty hunter, or naïve celebrity. However, to make
What is the character’s current and former profession? even stock NPCs notable, it is fine to break from the norm.
Specifically focus on how the character’s current profession Not every character needs a unique voice, but small changes
influences their actions. Even NPCs have a past to be in speech can help.
exploited by the GM or other players. Flesh out the character’s
personality. This is a wide-open category. Personality traits Improvising
run the gamut from arrogant and overbearing to kind and wise. One of the most important skills for any GM to master is
Pick a few basic traits and highlight them when interacting with improvisation, both for dialogue and for thinking on one’s feet
the Player Characters. due to changes in the story. Even when running another a pre-
Give the character a distinct physical appearance: tattoos, scripted adventure with NPC dialogue and plotted-out stories,
scars, distinctive armor or clothing, unusual hair, and other there are still many times when the GM must react to
memorable physical attributes. Major characters should be unexpected questions or actions. The GM should prepare to
immediately recognizable. This is especially true of villains. alter the adventure based on the way the game plays out in
Develop the character’s voice. Selecting an accent, pitch, or order to keep the plot moving forward. If the players come up
tone of a voice is a crucial element in differentiating them from with something for which the GM is unprepared, they must be
other characters. If the GM is not good at or comfortable with able to improvise entirely new scenes or NPCs on the fly.

Creating and Running


accents or other voices, they should at least describe the
character’s voice from time-to-time.
Outline how the character treats others. Plan not only how
the NPC will interact with the Player Characters, but how their Encounters
friends and enemies will as well. The NPC may not treat
everyone the same or fairly, and the differences can reveal Encounters are the building blocks of adventures, which in
more layers of the character to the players. turn are used to assemble campaigns. Encounters represent
a single, notable event in the game, such as combat or a
Playing a Character as roleplaying scene that involves making several skill checks to
move the story along. Depending on the group’s play style and

the GM
the amount of time available, a session typically includes
anywhere from two to four encounters. This section describes
ways to craft fun, exciting, and interesting encounters for your
Like all roleplaying games, in The Second Age, each player adventure.
takes on the role of a character in the Avatar universe. It is the

The Second Age | Game Master | 143


Keeping Encounters Exciting Pacing in Encounters
One of the key tasks for the GM is to keep encounters exciting While most encounters will be very straightforward on the
and the players engaged. Even the most intense fight scene surface, many have their own internal pacing to allow multiple
can sometimes devolve into both sides rooting themselves events to occur. Even a ‘simple’ combat could have certain
and throwing ranged attacks in the hopes of doing some stages when things happen, such as the arrival of
damage, forcing the encounter to slow to a crawl. The best reinforcements, a countdown of turns until a bomb goes off,
way to keep combat exciting is to inject unexpected events: or until some enemy escapes during a chase. When planning
the rock the players are hidden behind suddenly disintegrates encounters, the GM should note when events occur or what
as an earthbending adversary enters the scene. Anything that conditions trigger them, in addition to creating conditions that
makes the players think on their feet in the heat of the moment end the encounter beyond the death of one side or the other.
is good for combat. The narrative structure of the dice pool should always
During play, the GM should always watch for signs that serve as a guide for coming up with ideas to make encounters
players might be getting bored or are stuck in a rut. Are they exciting. A particularly good or bad roll should signal an abrupt
talking amongst themselves rather than focusing on the change in the dynamic. When things get slow in a scene, a
encounter? Are they distracted by something outside the classic trick from old noir novels and adventure serials is
game table? Are they lost in thought when you call their name having someone ‘kick in the door’. An unexpected event
to let them know it’s their turn? If the GM sees these signs, breaks the slow pace or even boredom of a scene by forcing
they should ramp up the action and throw something the PCs to act.
unexpected at the Player Characters. This trick should be used sparingly and only when it makes
sense. Doing it too often means the PCs may never get a
Controlling Encounter Difficulty chance to rest, regroup, or come up with their own solutions
Building a balanced and fair encounter is an exercise in to move the story forward. Make sure it also makes sense in
controlling combat and environmental difficulties. While not the context of the situation; it would be ludicrous if the
every encounter needs to be a fair fight, most of the time, the characters’ ship was boarded when there are no nearby
player characters should have a decent chance of winning or vessels floating around.
escaping. Adversaries in combat encounters consist of
minions, rivals, and nemeses. When selecting adversaries, Producing the Plot
the GM must compare their attack skills and defense with Creating a good adventure means concocting an entertaining
those of the Player Characters. If they use comparable dice, and plausible plot. Adventure ideas may come from a variety
they are appropriate individual opponents. If the PCs are of sources, but it takes the GM to weave them into a playable
outnumbered, their opponents should include more minions game session. Complicating matters is the fact that player
and rivals, which are less of a threat individually, but are more actions alter the plot almost immediately. Since players have
effective in numbers. Individually, their combat abilities should a habit of moving the story in unexpected directions, it falls to
be one or two dice lower than those of the PCs. the GM to create an adventure that can adapt to change and
Balancing narrative scenes is less of a concern. to take multiple possible outcomes into account.
Mechanically, such scenes are usually focused on skill
checks. The GM simply needs to confirm that any adversaries
The Story Arc
they selects have a roughly even chance of opposing the Much like a novel or other story, an adventure story arc should
Player Characters’ skill checks. However, it is perfectly contain a beginning, middle, and a climactic end. The
acceptable for opponents to have greater skills and abilities in beginning introduces the situation and the antagonists. The
these scenes, especially when dealing with new PCs. middle develops the events and the character actions. The
end ties up the major plot points in a dramatic finish.
Using Other Dangers Building Encounters
Beyond the threat of adversaries, encounters might involve
After outlining a plot and noting adversaries, the GM should
other types of situations that prove just as dangerous.
divide the major plot points into encounters. Adventures
Environmental hazards, such as lava, sandstorms, or harsh
usually handle encounters one of two ways. They can be
weather, pose just as much of a threat as a ranger with a
highly linear in nature, with one encounter leading directly into
longbow. In these types of encounters, the skills and abilities
the next, or they can be more free-form, with the next
of the characters are more important than combat skills:
encounter dependent on the exact outcome of the one before
Athletics to swim across a raging river, Sailing to steer the
it. Of the two types, the free-form variety allows for the most
PCs’ frigate throw dangerous waters, or Coordination to cross
flexibility during the session. Highly linear adventures run the
a narrow ledge to get to safety.
risk of making the players feel like they’ve been railroaded into
Environmental or situational hazards can also be added to specific situations, with no control over their own actions.
a combat encounter to make it even more dangerous. As a Giving the players at least the illusion of free will is critical to
rough guide, the inclusion of some hazards, such as a blazing maintaining the fun.
fire, should count as a single adversary in its own right when
determining the number of enemies the PCs will face in an Adventure Pacing
encounter. Of course, if the intention for the encounter, Avatar adventures should be fast-paced, much like the
especially a climactic scene, is to up the risk, then additional television show. While there is a place for investigation,
dangers may simply be added to make the PCs’ task more political intrigue, or slower events, they should be
daunting. interspersed among skirmishes, chase scenes, dramatic
confrontations, and outright battles. The GM should keep the

144 | Game Master | The Second Age


action moving along at all times. Action does not always mean Corridor, doorway, and hallway fights should be
combat, however. The GM should dispense with any minimized or eliminated whenever possible. These battles
encounter or scene that feels overly mundane, especially if it typically discourage movement, as characters take cover or
can be explained in a narrative. clog the doorway. A better solution is to get the characters into
Adventures are often at their best if the GM keeps the the larger (and hopefully more interesting) room or space
action fast-paced and quick-moving. If the players are at a beyond the threshold before the battle begins.
loss as to how to proceed, the GM should feel free to give End boring chases quickly. Chases should be fast,
them just enough additional information to move them along exciting, dangerous, and finish quickly. If it becomes apparent
to the next scene. If the players spend too long mulling over a one side will never catch the other, the GM should find a way
certain situation or become stalled over a specific plot point, to end it and move on to the next scene. Unexpected
the GM can introduce something new to which the PCs must obstacles, a sudden burst of speed, or a mysterious
react. The other benefit of doing this is that it makes the disappearance behind a momentary impediment can halt a
players feel like they are part of a larger world that moves chase immediately.
forward even when they do not. PCs who consistently use the same Initiative order or
Dramatic Action choices may be making good tactical moves, but might also
be irritating to those who never go first. The GM can mitigate
Not every scene or encounter must involve high drama.
this issue by initiating battles with those who normally act
However, major events should have a dramatic focus. The
later, while the rest are otherwise occupied.
GM should create major moments that significantly impact the
overall storyline. The outcomes of these encounters should
have real consequences for the plot. The characters will lose
Directing the Session
their means to escape from a villain if they don’t capture the A session of The Second Age should focus on the uncertainty
frigate. If every chi blocker isn’t detained, the Equalists will be of this familiar, but strange world where the Avatar is
alerted to the presence of the characters’ group, putting the struggling to cope with their identity and humanity must live
whole party in jeopardy. Most dramatically, some characters alongside the Spirit World once again. While the Player
may not make it through an encounter alive. If the players are Characters are free to go about their business as they wish,
truly concerned about the outcome of the encounter and its they should be driven to achieve a better understanding of the
effects on their characters, it quickly raises the level of drama spirits and a sense of personal growth. While the PCs may be
in the scene. Failure to succeed in one part of an adventure tempted and even encouraged to act heroic in these uncertain
sets up a chain of events, making it more difficult or almost times, their noteworthy and honorable (or dishonorable)
impossible to succeed as the storyline progresses. deeds should generate a reaction from the world around
them. GMs should keep this in mind when playing NPCs and
Encounter Variety improvising new characters and situations on the fly.
Each adventure includes a variety of encounter types, but The
GMs must remember that the Player Characters are the
Second Age games should feature exploration just as often
stars of the show. No matter how complex or exciting the plot,
as combat. This gives a greater opportunity for characters of
the PCs should always feel they are the center of attention.
every type to contribute significantly to the story. Most
Following this notion, each individual player should get a
adventures should be a mixture of combat, role playing,
moment to shine within an adventure. It is common for players
exploration, and confrontation encounters. Some may mix in
to create characters focused on roles they enjoy playing, often
investigation, training, and other forms of play less common
with an effort to diversify the party and make sure all potential
in typical role playing games. Encounters should also vary in
bases are covered. When crafting an adventure, the GM
location and adversaries.
should build in moments for each of those character types, or
Developing Individual Adventures specific characters, to significantly contribute to the story. In
When creating the campaign, it is not necessary to fully flesh short, give players a chance to shine both in-game and out.
out all adventures at the beginning. The GM may elect to
develop each adventure in order of play. By waiting until the
Prior to the Start of Play
adventure is needed, the GM may adapt the specifics to the Character creation or adjustment should be completed before
exact situation as it has developed in the game. At this point, the start of play. The GM should check in with the players: did
the adventure concept should be outlined and developed. they have fun? Where do they feel they are struggling most,
New locations should be mapped out and the appropriate mechanically or in terms of the story? This is an excellent
NPCs created or noted. opportunity to make sure everyone is on the same page.

Boring Battles The Opener


Battle scenes and skirmishes may happen in most any locale. As the GM, it is your job to set the tone and scene at the
However, some locations are naturally more available during beginning of each session – set the stage. In Avatar, each
the campaign. Setting too many encounters in these locations episode is specifically titled as the chapter of a book and each
quickly becomes monotonous and restrictive. They should be season represents a complete book in the series. The GM
ignored or abandoned, but limited and controlled by the GM, should strive to create this narrative backdrop for the party so
spontaneous battles notwithstanding. Likewise, if PC tactics that they can become immediately familiar with the setting and
become too predictable from skirmish to skirmish, the GM so they know what they might expect.
should introduce surprise elements to break the PCs out of For example, the campaign included with this rulebook is
their routing. a ‘book’ titled The Great Uniter and its constituent adventures
are the episodes within that book.

The Second Age | Game Master | 145


Ending the Session necessary to understand every connection to every story idea
from the beginning. A loose, logical progression of major
Ending a session is different than ending the adventure. events will form a skeletal plot that can be detailed as play
Ending a session occurs midstream, when the players do not proceeds, especially when creating individual adventures.
have enough time to complete the adventure in one sitting. Much like adventures, campaigns usually have a beginning,
The players should note the status of their characters, and jot middle, and end, though it may use multiple adventures within
down the exact situation they left to easily remind everyone each act.
where the game should pick up next time. Sessions are often
ended on cliffhangers, to keep the suspense and excitement Linear and Non-Linear Campaigns
alive until the next session. The GM may decide to award XP Like adventures, campaigns may use a linear or non-linear
for longer adventures. Otherwise, they may elect to award it progression of stories. Linear progressions allow one story to
all at once, when the adventure is complete. build directly on the events of the previous adventure.
Concluding the Adventure However, they tend to restrict Player Character freedom to
take the story in unexpected directions. The GM must spend
An adventure is typically finished once the major plotline is time and resources to keep the PCs on track and the players
complete. If the adventure is part of a larger campaign, some might feel railroaded if it disrupts their illusion of choice too
subplots or story elements may carry over to the next much.
adventure. As stated before, campaign story arcs typically
span multiple adventures. The GM should award XP and A non-linear campaign takes more planning, but allows for
grant other rewards at this time. Players are free to advance a lot more flexibility in play. In a non-linear campaign, the
their characters between adventures. results of an adventure dictate which adventure comes next.
When outlining the campaign, the GM can create a flowchart
Running a Full Campaign or tree of adventures where a positive, negative or other
outcome links up with an adventure that is based on that
Campaigns are to adventures what the Avatar books are to result. Some adventures may be skipped by the Player
individual episodes. A campaign is a long-term story arc in Characters, depending on the exact layout of the flowchart.
which the action that occurs within the story of each adventure GMs that like to give the players a lot of leeway in the direction
is just a piece of the puzzle of the overall story. Campaigns of the campaign may find that the non-linear approach allows
give the players time to play, develop, and advance their the story arc to proceed easily, even if the circumstances or
characters. Running a highly detailed campaign is not specifics change.
necessary; a GM might opt to run largely unconnected
adventures with the Player Characters as the only constant. Including a Major Villain
However, developing a larger story arc gives the players the Like adventures, campaigns usually include at least on major
chance to attain a greater goal than what can be villain opposing the Player Characters. Creating such a villain
accomplished in a single adventure. and including them in individual adventures was described
earlier in this chapter.
Defining the Campaign The Game Master needs to keep a few factors in mind
Campaigns in The Second Age are an opportunity to explore when creating and using a major villain for a campaign. Like
a new world, where every character and every nation teeters Player Characters, major villains (or any important NPCs)
on the edge of uncertainty due to the actions of Avatar Korra. gain XP and increase their skills and abilities over time. As the
The Spirit Portals are left to remain permanently open after PCs grow in power, so too should the villain on a one-to-one
the Harmonic Convergence. Airbending has been basis to keep them strong enough to be a threat to the PCs.
reintroduced to the world. Spirits and mankind alike must once Even in sessions where the PCs didn’t directly confront the
again find a way to live together in peace. villain, the GM should grant XP to the villain to take into
Characters may come from all walks of life. Some account training and other adventures they were engaged in
characters may have a shady past, or perhaps they are off-screen.
downright corrupt and dangerous. Other characters may Of course, a major villain could merely serve as an
simply want to acquire wealth through legitimate means, or ‘invisible’ threat, making the PCs’ lives miserable, but rarely
explore the world in search of ancient relics and cultural appearing in person. In this scenario, the villain makes their
artefacts. Still others may want to hone their abilities and presence known through proxy agents, distinctive messages,
become a bending master, perhaps even attempt to discover or even communication directly with the PCs. This saves the
yet unknown techniques. Depending on the type of campaign villain for direct confrontation in later scenes. In this scenario,
the GM wants to run, the PCs could find themselves on the the villain may be intentionally built up with far more power
frontlines of a war between two peoples, or amid a skirmish at than the PCs in early sessions, being roughly equal in abilities
sea. Alternatively, the GM could send the PCs on a hunt to by the time the PCs meet up face-to-face.
recover lost knowledge. Exploration of the self and of the
world are key to successful campaigns in The Second Age. Including a Master
Outlining the Campaign In The Second Age, many characters are emergent in their
bending abilities, only just beginning to discover their
Campaigns are made of multiple adventures, usually three or connection to the natural world and the spirits. Many in this
more, that require multiple game sessions to complete. Some era are unaware of their true potential, because for modernity
campaigns can last weeks, months, or even years in real time. bending has become a mundane spectacle and utilitarian
When creating a new campaign, the GM should outline the resource. Benders are forced to learn what they can on their
major events, locations, and characters of the story arc. It isn't

146 | Game Master | The Second Age


own, or search for guidance in ancient, hard-to-find Rewarded players for adhering to their characters’
documents. However, a lucky (and sometimes wealthy) few Motivations also keeps the party happy.
enjoy the guidance of a master who teaches students how to Rewards that occur at the end of a campaign should be
control and shape the elements. impressive and grander in scale. They should significantly

Selecting Locations improve the party’s situation, tie directly to the overall plot, and
be impressive enough to satisfy or impress the players. If the
The world of Avatar is filled with fantastic locations as well as PCs continue in a follow-up campaign, be careful when doling
exotic, and sometimes familiar, environments. GMs should out the rewards and be ready for them to come into play in the
select spectacular locations when creating their adventures next campaign.
and campaigns. For example, the harsh conditions of the Si
Wong desert, the frozen tundra of the South Pole, or even the Dealing with Party Changes
dense forests of the Foggy Swamp all offer drastically different Long-running campaigns increase the likelihood that players
environments with their own flavor and hazards. While some must leave before the campaign is finished. Fortunately,
adventure types may be run at any of these locations, they will extended storylines provide multiple situations for a character
otherwise be enhanced by selecting one that complements to leave and a new character to be introduced. GMs should
the NPCs and envisioned plot. Even if a location itself isn’t look for natural opportunities to do so, such as between
particularly dangerous or exotic, the inhabitants might be, adventures or when the players are in a port city or other
providing even more ideas for the GM to use in creating location where they might meet a new addition to the crew or
encounters and adventures. party.
Selecting individual encounter locations is also important. Usually, a player leaves due to scheduling conflicts, as
They should be interesting in some fashion, whether through other life events influence playing time. However, if one or
location, layout, environmental effects or hazards, or even the more players leave because they are not enjoying the game,
characters or creatures encountered. Avoid setting final the GM should get feedback from them and the remaining
battles or encounters in mundane locales and hallways. players and consider altering the game. If the remaining
These should be epic locations that add greatly to the players are okay with the current direction and there is little
atmosphere and actual gameplay. the GM can do to keep the departing players, there may not

Adventures & Encounters Inspired be much to change.

by Motivation Keeping the Campaign on Task


Keeping the campaign moving forward can be challenging
The flexible nature of the campaign format allows GMs to
when the players take the story in unexpected directions.
insert adventures or encounters prompted by sudden
Remember, most campaign outlines can withstand a lot of
character actions, which are informed by their Motivation.
flexing and adjustment. Feel free to insert additional
When planning a campaign, the GM should outline several
adventures, perhaps special adventures to deal with an
encounters and a couple of adventures appropriate to the
unexpected twist, into the outline at any time. If the players
PCs’ Motivation incentives. Prepared encounters make these
want their characters to follow a path that is completely
spontaneous actions easier for the GM to deal with on the fly.
inappropriate for the campaign or create subplots along the
If the GM prefers a style of campaign that relies much way, it is usually time to run an individual adventure or series
more on player decisions than on GM plotting, they should of encounters to play out the situation.
regularly mine the PCs’ Motivation for encounter ideas. Entire
adventures and campaigns may be constructed around these Concluding the Campaign
two mechanics and the situations they produce. The conclusion of a campaign should be the highlight of the

Planning Rewards entire story arc. Being Avatar, it should include an impressive
skirmish or battle, along with a dose of drama for the
Every adventure in the campaign should have built-in characters. All major plot points should be resolved logically
rewards. Rewards may be money, equipment, vessels, and satisfactorily for the players.
influence, or even new skills or talents. Receiving a favor,
Many campaigns end early due to unforeseen
being introduced to an influential figure are both examples of
circumstances or player or GM fatigue. If interest is waning,
intangible, but valuable, rewards. Having a debt forgiven or
the GM should end the game in a satisfying way, rather than
access to a safe area are other examples.
letting it fall apart. Concluding a long-running campaign
Story rewards are also a must for adventures. Completing should be a major celebratory achievement.
an adventure should alter the characters’ immediate situation.

The Second Age | Game Master | 147


VIII – The Avatar Setting
Avatar: The Second Age takes place in a world that is home Fire Nation, and the Air Nomads. Each has a unique society,
to humans and chimerical animals, intersecting with a Spirit wherein people known as benders can manipulate and control
World. the element of their nation using the physical motions of
Power is balanced among four great Nations: Water, martial arts to channel their body’s inner chi, or spiritual
Earth, Fire, and Air. An order made up of men and women energies. Each location has diverse geographical layouts,
lead each Nation. They call themselves Waterbenders, civilizations, climates, and demography, and culture.
Earthbenders, Firebenders, and Airbenders. The most For clarity, events are dated in the Avatar universe in
powerful Bender in the world is the Avatar, the spirit of the relation to whether they occur before Fire Lord Sozin’s
planet incarnate. They alone masters all four of the elements genocide of the Airbenders (BG) or after the genocide (AG).
and maintains world order. Human civilization is divided into
distinct regions: The Water Tribes, the Earth Kingdom, the

The Spirit World


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

148 | The Avatar Setting | The Second Age


During the Harmonic Convergence in 9,829 BG, Vaatu hidden from the world because, when submerged, they looks
was defeated by a merger of Wan with Raava, and like an ordinary island.
subsequently locked inside the Tree of Time for ten thousand
years. During the next Harmonic Convergence in 171 AG, The Avatar
Vaatu permanently merged his essence with Unalaq's, The Avatar formed initially when Wan permanently fused with
becoming the Dark Avatar Spirit. Their form, however, was Raava during the Harmonic Convergence of 9829 BG; it is the
purified through spiritbending by Avatar Korra during their human embodiment of light and peace through the connection
battle. Thus, Vaatu receded into Raava and the Avatar, where with the Avatar Spirit. As the only physical being with the
he will continue to grow stronger and eventually break free. ability to bend all four elements, it is considered the Avatar's

Tui & La
duty to master the four bending arts and use that power to
keep balance among the four nations of the world, as well as
These ancient and powerful spirits keep balance in the Water between mankind and spirits.
Tribe. Known as Tui and La in the spirit world, they are two of When the Avatar dies, they are reincarnated through
the oldest spirits on Earth. Legend says that the Ocean and Raava into the next nation, dictated by the cyclic order: fire,
Moon spirits permanently crossed over from the spirit world air, water, and earth. Mirroring the order in which the first
into the mortal world near the beginning of time. They created Avatar, Wan, learned the elements, this is also the traditional
the oasis in the North Pole and took the form of two koi fish. order in which any one incarnation is to master the elements,
Over the ages, few have known the Ocean and Moon spirits' beginning with the bending art of the Avatar's birth nation. The
true identities. But when a young lieutenant named Zhao reincarnation cycle can only be broken if the Avatar is killed
looted an underground Earth Kingdom library, he discovered while in the Avatar State, Raava is removed from the Avatar
that the Ocean and Moon were actually the two koi fish. He and destroyed, or the Avatar Spirit is compromised by a
kept this knowledge a secret for years, knowing it would spiritual infection.
provide him a strategic advantage if he ever invaded the North
Pole. Upon the death of an Avatar, Bending masters from the
successive nation conduct a search to find the child
Legend says that the moon was the first waterbender -- it reincarnate. The successor is expected to show signs of
pushed and pulled the tides and from this, waterbenders continuity with the one who died, such as being born within a
learned to waterbend. Waterbenders are strongest at night, week of the death. These Benders carefully train the new
when there is a full moon. Avatar to prepare him for his high position. First, they

The Painted Lady becomes proficient with his native element. Then, when the
Avatar reaches maturity, they travels the world and studies
Known for her gentleness and healing abilities, the Painted with Masters from the other three Bending disciplines. Upon
Lady is a powerful and benevolent spirit who watched over the completion of his training, the Avatar possesses sole control
river town of Jang Hui, until a Fire Nation factory moved in and of all four elements.
began polluting the river. It was this event that drove the
As part spirit, the Avatar possesses an innate connection
Painted Lady away, leaving the villagers to fend for
to the Spirit World and is at their strongest in that realm, due
themselves. As is the case with many other spirits, only
to being surrounded by spiritual energy. The Avatar used that
spiritually enlightened people can see the Painted Lady. Once
connection to the Spirit World to be the bridge between the
Katara helped the villagers of Jang Hui to drive away the Fire
two worlds to keep peace between them and ensure harmony.
Nation and clean the river, the Painted Lady revealed herself
After the Harmonic Convergence in 171 AG, however, Avatar
to Katara and thanked her.
Korra left the spirit portals open and renounced her role as the
Ran & Shaw bridge between the two worlds to let humans and spirits live
together in harmony.
Revered by the Sun Warriors, Ran and Shaw are two
The Avatar is also capable of recalling memories from past
Firebending masters who are also ancient dragons. In order
lives. This ability, however, can be injured or even completely
to learn Firebending from them, any potential student must
severed. Avatar Aang unintentionally weakened his
present themselves to the dragons. Ran and Shaw examine
connection to all his past lives who came before Avatar Roku
you and read your heart and soul. If they deem you worthy,
when he broke off his relationship with the Fire Nation Avatar,
they will teach you, if they don't, they will destroy you on the
though he managed to restore the connection. When Raava
spot. Many people have presented themselves to Ran and
was ripped out of Avatar Korra by Vaatu and subsequently
Shaw over the years, but the dragons have deemed worthy
destroyed, Korra's link to her past lives via Raava was
only a few people, including Aang, Zuko, and General Iroh.
completely severed despite the light spirit's revival.
The Lion Turtle The Avatar also possesses the ability to bend energy
This is the oldest, most ancient creature in the Avatar world. itself, although few Avatars have learned this technique, and
Lion Turtles existed since the world began, and pre-date the even fewer have used it. Avatar Aang learned it from the last
era of the Avatar. This Lion Turtle is the last of his kind. The living lion turtle and used it to remove Phoenix King Ozai's
rest were hunted and killed thousands of years ago. The Lion firebending, ending the Hundred Year War. He later used it to
Turtle possesses timeless wisdom and powerful, spiritual end Yakone's reign of terror in Republic City by stripping him
energy. Not all Avatars have met the Lion Turtle. In fact, Aang of his waterbending. Korra was also taught this ability after
was the first in many ages. connecting with Aang when she lost her bending. Aang used
this ability to restore her bending and she likewise did the
Because they is so old, a large, overgrown forest has same for Lin Beifong and many other victims of Amon's
sprouted on the Lion Turtle's back. The Lion Turtle stays unique bloodbending technique. Upon mastering control of

The Second Age | The Avatar Setting | 149


the Avatar State, after having learned to bend the four
elements, an Avatar is referred to as "fully realized".

Earth
Earth, also known as the world of Avatar, the Mortal World, or and ring-tailed winged lemurs. Forming the new Air Nation,
the Physical World, is the world divide into the four nations they also had a representative on the United Republic
and home to a multitude of species. The world is a common Council, a spot held by an Air Acolyte and later Tenzin, the
name for the sum of human civilization, specifically human youngest son of Avatar Aang, until 171 AG.
experience, history, or the human condition in general. The After the Harmonic Convergence, nonbending individuals
World of Avatar plays home to benders and hundreds of across the world began manifesting airbending abilities.
chimerical creatures. Earth is surrounded by a vast void Tenzin has undertaken the task to train a group of airbender
known as outer space. volunteers into a new generation of Air Nomads, to fortify a
The world of Avatar is host to four distinct megacultures, still-recovering Air Nation and to perpetuate the bending
each representative of one of four elements, as well as a traditions of his culture. After the insurrection of the Red Lotus,
young, sovereign state created by Avatar Aang after the Tenzin decided that the Air Nation would roam the world,
conclusion of the Hundred Year War. The United Republic of helping people of all nations to stop corruption and disorder.
Nations is unique in that it is a melting pot of cultures from all Although the Air Nation continues to prosper, citizens from all
over the world and is representative of all elements. over the world discover their newfound airbending abilities
What follows is a brief description of the peoples and every day, challenging Tenzin and the Air Nation to rebuild the
locations which sets the tone for the adventure at the back of culture of the Air Nomads. After the Harmonic Convergence
this book “The Great Uniter”. of 171 AG, however, airbending resurfaced across the world
in several nonbenders, and the Air Nation was formed to carry
Locations on the Air Nomad tradition.

Prior to the Hundred Year War, the world was divided into four
Air Temple Island
ethnographic independent nations: The Air Nomads, the Air Temple Island is a small isle located off the coast of
Water Tribe, the Earth Kingdom, and the Fire Nation; Republic City in Yue Bay. Comprised of several structures,
however, following the Harmony Restoration Movement, the the temple was built by Avatar Aang himself and is home to
founding of the United Republic of Nations introduced a fifth Tenzin, his wife Pema, and their four children Jinora, Ikki,
nation. Each location has unique physical geography, Meelo, and Rohan, as well as the Air Acolytes. Also residing
landmarks, climates, and demography which conform to the on the island are colonies of flying bison and ring-tailed
quality or attributes of the nation's corresponding element. winged lemurs.
The Air Nomads have four temples located in the north, Eastern Air Temple
south, east, and west of the Earth. There are two main Water
The Eastern Air Temple was one of the two temples
Tribes, situated north and south of the Earth Kingdom, the
exclusively housing female airbenders. Like the other
most expansive and populated state in the world. The Fire
temples, its population was completely exterminated during
Nation is an archipelago of volcanic islands west of the Earth
the Air Nomad Genocide.
continent. Each nation has a predominant season, and
geography has a great influence on the customs and culture The Eastern Air Temple is one of the four original temples
of each country. of the Air Nomads and, sometime after the end of the Hundred
Year War, became inhabited by a group of Air Acolytes.
Air Nomads Before the war, it was one of the two air temples, the other
being the Western Air Temple, which exclusively housed
The Air Nomads were a civilization composed of people who
female airbenders. Guru Pathik resided here for a
practiced the art of airbending. Although they were nomadic,
considerable amount of time, as he waited years for Aang to
many did inhabit four major air temples, each built on remote
come so he could teach the Avatar how to properly control the
locations, only easily reachable with flying bison. Air nomads
Avatar State. This is the temple where many avatars,
were a highly spiritual group of people. With an economy was
including Avatar Aang, Avatar Korra, and Avatar Kuruk, came
based solely on agriculture, they were the smallest of the four
to train and develop a deeper connection to the Spirit World.
nations, but all their members were benders.
Before their genocide, the Air Nomads were an Northern Air Temple
ecclesiastic and monastic society that lacked social strata. The Northern Air Temple is a temple that hosted only male
The highest Air Nomad political body was the Council of monks. It is in the upper reaches of the northern Earth
Elders until the genocide carried out by the Fire Nation. Kingdom, built upon a snow-capped mountain. This temple
To preserve Air Nomad culture, Avatar Aang founded the was also a victim of the Air Nomad Genocide, along with all
Air Acolytes, a group of nonbenders who volunteered to learn the other air temples. By 100 AG, it had become renowned for
the ways of the Air Nomads. Airbending also began to slowly its arbitrary colonization by Earth Kingdom refugees, who
resurface through Aang's youngest son, Tenzin, and Tenzin’s were led by the mechanist. Up to that point, the area had
three eldest children. undergone rapid industrialization.
Having restored the buildings to their former glory, they
occupy the air temples, along with the newfound flying bison

150 | The Avatar Setting | The Second Age


Western Air Temple Nation on the city during the Hundred Year War ever ended
in a loss for the tribe, including the tumultuous Siege of the
The Western Air Temple was a counterpart of the Eastern Air North. After the fall of Ba Sing Se, the Northern Water Tribe
Temple, maintaining only female airbenders. It is situated in boasted the only major city in the world to not be under Fire
an island mountain range due north of the Fire Nation. Unlike Nation jurisdiction.
the other air temples, this one consists of multiple small
structures and portions versus merely a single large one. It, The Northern Tribe is an independent state ruled by a
too, fell victim to the Air Nomad Genocide, which decimated hereditary chiefdom. As the oldest division of the three main
all its population. The temple is also notable in that, contrary Water Tribes, the Northern Tribe culture dominated both the
to the other three temples, it is situated underneath the edge North Pole as well as the South Pole for centuries.
of a cliff, as opposed to a mountaintop. The spires seem as The people of the Northern Water Tribe are traditionally
though they were constructed upside-down, and because of conservative and very spiritual, but still open to change and
that, the temple is generally difficult to locate for passers-by. reform. The Northern waterbending style is the most
The temple features some interesting recreational spots, widespread form, practiced by waterbenders at both poles
such as a giant Pai Sho table, an all-day echo chamber, and and in the United Republic of Nations, as raids on the
an air bison obstacle course and racetrack. Its design allows Southern Water Tribe led to the southern style becoming
wind to flow into even the deepest chambers, which made the nearly extinct during the Hundred Year War.
Air Nomads feel quite at home.
Southern Water Tribe
Southern Air Temple The Southern Water Tribe is an independent state at the
The Southern Air Temple sits atop a peak in the remote Patola South Pole and the southern division of the Water Tribe. A
Mountain Range, and is one of the four original Air Nomad federation of several smaller tribes, the South is ruled by an
temples; when Avatar Aang was born here, it was also a Elder Council, who also elects the tribe's chief. The Southern
dormitory for male-only airbenders. Though it remained Water Tribe achieved its independence only after the Water
uninhabited for the duration of the Hundred Year War, the Tribe Civil War in 171 AG; before, the tribe had been an
Southern Air Temple was restored to its former glory shortly autonomous tribal confederation under the Northern Water
after the conflict's end by the Air Acolytes, who remained to Tribe's jurisdiction.
settle in the temple grounds to preserve Air Nomad culture Before the Hundred Year War, the South was thriving and
through many of their observances. had a unique culture and waterbending style. After a series of
The Southern Air Temple was another of the four brutal Fire Nation raids, however, the South Pole was left
sanctuaries owned by the Air Nomads. It is the one located devastated and almost without any waterbenders. Its people
closest to the Southern Water Tribe and exclusively housed are hardy and resilient, but intelligent enough to outlast (and
male airbenders. This region is notable for being the outsmart) genocide.
childhood home of Avatar Aang, and it was also the place Its people are scattered across various villages and
where Avatar Roku learned airbending. settlements. Unlike its thriving sister tribe, the people of the
Located inside the Air Temple, this great hall is filled with Southern Water Tribe were teetering on the edge of extinction
statues of all the previous Avatars. It is a spiritual place that during the Hundred Year War due to Fire Nation raids.
the Avatar uses to connect with their previous lives. The only However, following the Siege of the North, several
way to open the sanctuary door is by using Airbending. And volunteers traveled from the Northern Water Tribe to help
only the elder monks and the Avatar were allowed inside the rebuild their sister tribe under the auspices of bringing
sanctuary. “civilization” and technological development. Their true
purpose was to extract the wealth of oil beneath the southern
Water Tribe tribe. Through their efforts, the South underwent a major
The Water Tribe is a collective term for the nation of people expansion, and by 171 AG, it had a large harbor city as its
who practice the art of waterbending. It is one of the original capital, along with numerous other smaller cities and villages
four nations and its citizens primarily inhabit the northern and scattered around the South Pole.
southernmost regions of the globe, near both poles. Many After a brief civil war, the Southern Water Tribe declared
people of Water Tribe ethnicity also live in the United Republic itself independent from its northern counterpart.
and there is a small community of waterbenders that populate
the Foggy Swamp in the Earth Kingdom, although they were Foggy Swamp Tribe
isolated from their sister tribes for generations and others The Foggy Swamp Tribe is the third and most elusive of the
were largely unaware of their existence until they were three Water Tribes. The tribesmen are descendants of
stumbled upon by Avatar Aang and his friends. individuals who migrated from the South Pole to the Foggy
The people of the Water Tribe are generally peaceful, and Swamp in the Earth Kingdom, where they established a
strive to live in harmony with nature and the other nations of separate faction that eventually developed a distinct culture
the world. There are two primary divisions of the Water Tribe, and bending style separate from those of the two polar tribes.
the Northern Tribe and the Southern Tribe, though both were Though an outlying expanse of the tribe, this vast and
at least de jure governed by the Northern chief until 171 AG. mysterious wetland occupies a considerable portion of the

Northern Water Tribe southwestern Earth Kingdom. It provides an ideal residence


for the Foggy Swamp Tribe, who are descended from
The Northern Water Tribe is the largest division of its nation immigrants of the Southern Water Tribe. The Swamp has an
and is located on an island situated near the North Pole. The extensive array of fauna and flora, the latter of which are just
capital city prospers in its isolation. No attack from the Fire

The Second Age | The Avatar Setting | 151


a series of roots connected to one central tree, the towering on the city. During the Hundred Year War, Ba Sing Se was
banyan grove. the safest place for refugees displaced by the Fire Nation.
Although technologically unsophisticated, the tribe Thus, a large diaspora of benders from all over the world call
consists of clever and agile waterbenders who have the Earth Kingdom capital home.
developed a specialized bending style adapted for swamp Its residents are a hardy people, coming from a lineage
use. Specifically, the form employed by swampbenders differs spanning over 5,000 years. In addition to their resilience,
significantly from conventional waterbending, as it primarily many residents of Ba Sing Se are themselves charismatic to
involves rigid bending motions and the manipulation of plant the effect that it can uplift their social status. Those living in
life. the Lower Ring are always looking to move inward.

Earth Kingdom Full Moon Bay


The Earth Kingdom is a massive continent led by an earth Full Moon Bay is a secluded cove in East Lake, located just
monarch and is home to people who practice the art of south of Ba Sing Se. It is the location of a hidden ferry station
earthbending. Being the largest of the four nations, it is that refugees from all over the southern portion of the Earth
ethnically diverse with a variance of customs and cultural Kingdom come to on their way to Ba Sing Se.
traditions. The people of the Earth Kingdom are strong and
persistent. The geography of the Earth Kingdom varies
Great Divide
tremendously, ranging from wooded forests to blazing This is the biggest canyon in the entire Avatar world. The
deserts, mountainous terrain, swamps, and grassy plains. Divide was either the result of millions of years of erosion or
the actions of angry earth spirits, depending on whose history
This vast realm spans an entire continent as well as
you believe. But there's no disputing the peril involved in
several subsidiary islands; it is the largest and most populated
crossing the Divide. There are many ways to die on the floor
sovereignty in the world and encompasses much of the
of the canyon, including by the jaws of a canyon crawler.
eastern hemisphere. Like the Fire Nation, the Earth Kingdom
is ruled by a central monarchy. The people of the Earth Be sure to stop at the nearest Canyon Guide Station.
Kingdom are proud and strong and adhere to a philosophy of They’re the last stop for visitors before descending into the
peaceful coexistence and cooperation with the other nations Great Divide. And it's also the last place to ditch your food to
of the world. Earthbenders use their abilities for defense and avoid attracting canyon crawlers.
industry and fiercely defended their cities against Fire Nation
attacks during the Hundred Year War. It also has a large
Si Wong Desert
economy based on agriculture and limited industry, though it The Si Wong Desert is the largest desert in the world. It is
is not as economically powerful as the Fire Nation, which almost impossible to successfully navigate. It is sparsely
benefits from advanced technology. inhabited by sandbender tribes—earthbenders who have
adapted to the harsh conditions of the arid environment.
The Earth Kingdom is characterized by significant ethnic
and cultural diversity, a consequence of the country's vast Serpent’s Pass
territorial expanse. Thus, it suffers from high levels of local
The Serpent's Pass is a narrow strip of land between the East
autonomy and ethnic conflict, both of which began
and West Lakes that links the southern and northern halves
accelerating as the central government grew weak. Despite
of the Earth Kingdom. It is one of the very few direct paths to
this division, the people's recognition of the Earth Kingdom as
the capital, Ba Sing Se. The pathway is named after the
a single political entity is largely strengthened through the
serpent which guards the point at which the East and West
communal belief in a shared history and identity. However, the
Lakes meet. Here, the Serpent's Pass dips below the lakes
recent assassination at the hands of the airbender and Red
for a limited distance. These adversities make the Serpent's
Lotus member Zaheer has left the kingdom in chaos.
Pass a typically avoided entryway into Ba Sing Se, and most
Ba Sing Se refugees prefer to go by ferry instead.
Ba Sing Se is the monolithic capital of the Earth Kingdom, Omashu
encompassing nearly the entire northeast corner of the
The second largest city in the Earth Kingdom, Omashu is a
country. It was the last great Earth Kingdom stronghold after
bustling metropolis whose gates are guarded by an army of
the fall of Omashu. Ba Sing Se means "impenetrable city", an
Earthbenders. It is the capital of its province. Only Ba Sing Se,
honorary reference to its two insurmountable walls, the gates
the titanic capital of the Earth Kingdom, is larger. It was one
of which have no hinges and can therefore not be opened in
of the last great strongholds of the Earth Kingdom before its
any way aside from the use of earthbending.
fall in the months before the end of the Hundred Year War.
Within the Outer Wall lies a large expanse of farmland, Previously ruled by King Bumi, Omashu was taken over by
Lake Laogai, and several mountains. Between the Outer and the Fire Nation and renamed New Ozai. During the Day of
Inner walls of the city is the agrarian zone: a large Black Sun, King Bumi single-handedly liberated Omashu, and
undeveloped stretch of land, used primarily for farming and all the powerless firebenders abandoned the city.
nature walks. Although it is also a valuable wildlife refuge, the
Inside the walled city, the unique Omashu delivery system
agrarian zone's most important function is to be a massive
is used to transport goods throughout the city. Earthbenders
land buffer between the Outer Wall and the Inner Wall, where
transport goods throughout Omashu using lifts and chutes.
all of the Ba Sing Se residents live.
Omashu residents are crafty and ingenious, like their former
The city is by far the largest in the world, essentially being mad king Bumi. Navigating their city requires a level of
more of a small country than a mere city. As a testament to its intelligence only residents could possess and the history of
grandeur, the Earth Kingdom's roadway network is centered their city is shrouded in mystery and spiritual reverence.

152 | The Avatar Setting | The Second Age


Earthbenders built the city several centuries ago by carving it
out of a mountain. The mountain on which it's built rises out of
Capital City
a deep chasm and the only way to get to the gates of Omashu This city is one of the larger cities of the four nations. It has a
is by walking a long, narrow path over the chasm. distinct layout consisting of the Royal Plaza, a forum located
directly past the harbor; an industrial district surrounded by
Zaofu numerous establishments and homes; and Royal Caldera
Zaofu is an autonomous city state, home of the Metal Clan, City, a residential district situated within the crater of a
and regarded by some as the safest city in the world. The dormant volcano hosting the Fire Nation Royal Palace and
clan's matriarch, Suyin Beifong, constructed the settlement various homes of Fire Nation elite.
entirely out of metal in the Earth Kingdom. Owing to its extensive defenses, the Fire Nation Capital is
regarded as one of the most heavily fortified cities in the world,
Countryside alongside Ba Sing Se. This level of protection along with the
Much like the outskirts of Republic City, the Earth Kingdom prowess of the Fire Nation Navy prevented capital from
countryside is dotted with innumerable smaller cities, villages, becoming a major battleground during the Hundred Year War.
and settlements. Millions upon millions of citizens live Despite this, it came under attack on at least one occasion,
throughout the largest continent on the planet, which spans during the failed Invasion of the Fire Nation on the Day of
nearly half the circumference of the entire globe. Individuals Black Sun.
who carve out a living wherever they can must be both
resilient yet adaptable. Mainland
Although the Fire Nation is truly an archipelago, its largest
Fire Nation island is often referred to as the ‘mainland’. This island is
The Fire Nation is home to people who practice the art of home to the Fire Nation capital as well as several minor,
firebending and is an absolute monarchy led by the Fire Lord. outlying villages, cities, and settlements. Mainlanders are
Being composed of several major islands and located on the well-versed in Fire Nation history and culture and are often
equator, the nation is an archipelago. Its economy is the connected to nobility by some degree. Mainlanders pride
largest and most powerful in the world with a strong industrial themselves on their physique and bending technique. Most
sector and advanced technological developments. The citizens have an adept understanding of Martial Arts, if not a
climate is normally humid and warm which allows for a master’s grasp of the skill.
diversity of flora and fauna to thrive. In addition, the Fire Nation culture is enrapt with spiritual
The Fire Nation is the second-largest nation in terms of performance. Although their overall connection to the Spirit
area, following the Earth Kingdom, while its economy is the World has dwindled, their ritualism has remained intact,
most powerful in the world; its strong industrial sector and leaving Mainlanders with a base connection to their inner chi.
extensive technological developments not only enabled the
Fire Nation to create an extremely powerful military, but also
Ember Island
initiated the worldwide modernization and globalization. Ember Island is a renowned resort area located in the outer
Before the foundation of the United Republic and the following islands of the northern Fire Nation. Set among palm trees and
global technological revolution, it was also the strongest and luscious vegetation, it is home to many luxurious resorts and
most advanced country in the world. vacation homes for the wealthy and powerful. Many high-
ranking Fire Nation officials have vacation homes here and
Despite their ultimate loss after the Hundred Year War, the island is viewed as the top vacation destination in the Fire
Fire Nation culture has changed very little in 70 years. Still
Nation.
proud, Fire Nation citizens hold the honor of others in the
highest regard. The nation’s capital, known simply as “The The private beaches are surrounded by mountains and
Capital” is a monument to the storied legacy of the Fire Nation dunes which create a private atmosphere for visitors. The
and the nobility of its monarchy. The people of the Fire Nation island is less known as being the home of Ta Min in the years
have desire and will, and the energy and drive to achieve what following Avatar Roku's death, as well as Lord Zuko's home
they want. Fire Nation society places a great emphasis on after he abdicated his throne in 167 AG.
respect and honor, especially toward the nobility and elders; Ember Island houses an open-air arcade, which features
the concept of the famed Agni Kai stems from these beliefs. many games and is popular with younger crowds. The
The Fire Nation possesses an industrialized economy, beaches are among the most popular in the country and host
fueled by raw resources it had extracted from its former many popular kuai ball games. One of the most well-known
overseas colonies. They possess a robust middle class, with small theaters in the Fire Nation, the Ember Island Theater is
a large degree of disposable income and liberal social a popular destination for anyone visiting the island.
protocols, especially among its youth. Education is For those who call Ember Island home, living in a vacation
widespread, though during the Hundred Year War, its primary hotspot has forced residents to adapt to reflect their divergent
purpose was indoctrination. During the Hundred Year War, social circumstances. Many individuals are outspoken and
the Fire Lord expanded the territory of the Fire Nation to cunning which is reflected in the commercial ventures offered
access the resources of the Earth Kingdom, populating by Ember Island including the Ember Island playhouse, the
oversea colonies with forcibly relocated peasants. Over time, open-air Arcade, and the many beaches and boardwalks.
these grievances were forgotten, and the colonies themselves
became prosperous, so much so that the citizens resisted Bhanti Tribe
efforts to return them to the Fire Nation. Still, mainland citizens The Bhanti Tribe is an oft-forgotten sect of Fire Nation
looked down upon those from the colonies, regarding them to citizens, due in part to the fact that their settlement lays at the
be uncultured. southern tip of the archipelago. The tribe and its members

The Second Age | The Avatar Setting | 153


have strong spiritual connections to the world around them, makes wealth in the United Republic something that must be
and the Bhanti Tribe is the direct predecessor to the Fire Sage striven for, not something that one is simply born into. Sports
lineage. Although this village is small and isolated, several its like pro-bending have given way to high-paying jobs for
members still venture out into the world from time to time to proprietors of such businesses. The automobile industry has
bring back news of the outside world as well as to replenish also proven to be an undertaking of great profit.
food stock and to reintroduce the sky bison into its natural
habitat. Individual tribe members tend to have a very Republic City
pronounced spiritual connection and are often inclined to Republic City is the capital city of the United Republic of
intellectual studies. Nations as well as one of the largest and most modern cities
in the world, with a population of millions. Located on the
Shu Jing shores of Yue Bay, it is built upon a former Fire Nation colony
Shu Jing is a town located on one of the eastern islands of the and was founded after the conclusion of the Hundred Year
Fire Nation. Situated on a cliff that houses a system of War as a haven for immigrants and refugees from across the
waterfalls, it is one of the many small, peaceful settlements four nations. Republic City boasts significant high-rise
tucked away throughout the Fire Nation islands. The village of development as well as the widespread use of automobiles,
Shu Jing is famous for its most well-known resident, the motorcycles, and airships.
renowned sword master, Piandao, who lived above the village Citizens of Republic City tend to be very outspoken. With
in a large castle. A military deserter, he is believed to have a free press and constant updates on the political goings-on
once fought a battle against one hundred Fire Nation soldiers of day-to-day affairs, many citizens are well-informed and thus
and won, defeating them all. inclined to voice their opinions. Living in the hustle and bustle
Shu Jing and the region that surrounds it is a renowned of several million individuals also tends to leave benders and
haven of pristine natural beauty and wildlife. The town is nonbenders alike agile enough to traverse the crowded and
located at the heart of a vast expanse of grassy hills, most of busy streets.
which are rocky and steep in terrain. Due to the rough surface
of the land, trees are only sporadically found in the area. Shu Yu Dao
Jing itself is situated at the edge of a canyon, through which The first and oldest of all Fire Nation colonies. Many of the
flows a small river. Though narrow, multiple waterfalls and Fire Nation families there emigrated from the mainland over
cataracts dot the canyon, where the rock is black in coloration. 100 years before Avatar Aang ended the Hundred Year War,
when Yu Dao was only a tiny village at the bottom of a valley.
Boiling Rock Together with Earth Kingdom settlers already living there,
The Boiling Rock is a massive Fire Nation prison. Its name is they built the magnificent city of Yu Dao, famed for its
derived from the fact that the prison is on an island in the metalworking produced using firebending and earthbending
middle of a boiling lake on a volcanic island. The Boiling Rock expertise. Yu Dao is one of the richest cities in the world.
is where the most dangerous prisoners in the Fire Nation are Immediately after the conclusion of the Hundred Year
held, domestic and foreign alike. War, Fire Nation citizens comprised the upper classes of Yu

United Republic of Nations Dao while the Earth Kingdom subjects filled the ranks of the
merchant and lower classes. Still, everyone was better off
The youngest of all realms in the world of the Avatar, the than they were. Despite these distinct classes, Fire and Earth
Republic has been around for less than 100 years. After the citizens commingled and cohabitated.
Hundred Year War was over, the Fire Nation colonies in the
After the War, Yu Dao became the boiling point of tension
Earth Kingdom were granted independence as a fifth nation.
and inception of the United Republic of Nations. A year after
Avatar Aang envisioned it as a place where people from the creation of the Harmony Restoration Movement, as Fire
all cultures, benders and nonbenders, could live together in Lord Zuko attempted to evict Fire Nation citizens, he
peace. As such, its culture is an amalgamation of the other encountered stiff resistance from Fire and Earth citizens alike
four nations' cultural identities. It is run from its capital, who felt their lives would be uprooted after generations of
Republic City, by a president. Prior to 171 AG, the nation was living in Yu Dao. Together with Avatar Aang and Earth King
led by five members of an assembly, called the United Kuei, the Fire Lord met to discuss what could become of Yu
Republic Council, comprised of a single representative from Dao whose people seemed to identify with neither and both
each nation, except for the Water Tribe which had a separate the Fire Nation or Earth Kingdom.
representative for its northern and southern divisions.
Although it is young, many people have come to call this
Senlin Village
new nation home, and some are young enough to not Senlin Village is a small farming settlement located within a
remember a time before the foundation of the Republic. It is a dense forest in the southern United Republic of Nations. The
bustling and vibrant culture, a melting pot of the other nations surrounding woodland is protected by a typically peaceful,
where benders and nonbenders were meant to live in though occasionally enraged, spirit known as Hei Bai.
harmony. Good intentions, however, do not always translate The Black and White Spirit, Hei Bai, had guarded the
to a peaceful outcome. Thus, Republic City and its outlying village's forest for thousands of years and remained there. Hei
territories are awash with growing dissatisfaction of the status Bai, furious that his home had been burned down by the
quo. invading Fire Nation military, transformed into a frightening
With no royalty as in other cultures, the nobility are not a and destructive creature.
class in the United Republic because of the nation's break
from the traditional governing systems of the world. This

154 | The Avatar Setting | The Second Age


With the help of Avatar Aang and his friends, the village its hidden location in the mountains, Makapu Village was
managed to placate the ravaged spirits by offering Hei Bai a untouched by the Fire Nation for the duration of the Hundred
single acorn, a symbol of hope for the return of the forests. Year War. The citizens of Makapu Village are a very cunning
breed. Additionally, the rich volcanic soils and spiritual energy
Taku Ruins of Mt. Makapu have given Makapu villagers a keener sense
Located along the western shores of the Earth Kingdom, the of their inner energies than most.
once great city of Taku was an important trading post. The Mt. Makapu is a tall active volcano which is located near
town was used to move goods brought from ships to various the village. The volcanic activity in the region produces rich
locations in the Earth Kingdom. The Fire Nation recognized soil used by the villagers for farming, yet the village lives under
the city's strategic location and attacked it very early on in the the constant threat of volcanic eruption and certain
war. It was one of the first Earth Kingdom cities destroyed. destruction.
Taku now lies abandoned on the shores of the United
Republic of Nations, formerly the northwestern Earth Outskirts
Kingdom. The outskirts of Republic City are comprised of a variety of
Makapu Village former Earth Kingdom villages and Fire Nation colonies.
These settlements dot the countryside and are home to
Makapu Village is a small farming village located on the millions of citizens spanning thousands of miles.
slopes of Mt. Makapu in the northeastern United Republic of Perseverance and ingenuity are favored traits for eeking out
Nations. a living in these conditions. Although the city is usually within
The village was originally settled because its fertile a day or two journey, many individuals never leave home and
volcanic soil was conducive to fruitful agriculture. Because of often take on the businesses and farms of their parents

The Second Age | The Avatar Setting | 155


“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

History
The Avatar world has an extensive history dating back more Whenever the people have to venture into the wilds to collect
than twenty thousand years. This section lists historical food, the lion turtles bestowed upon the hunters the ability to
events in a timeline. The history of this world can be roughly control one of the elements. Eventually, most the cities lost
divided into two parts, the time before the Avatar and the time contact and knowledge of each other's existence, and
of the Avatar. developed unique cultures.
Prior to the Avatar's creation, lion turtles served as the
protectors of mankind, allowing the humans to erect cities
9,850 BG — Year of the Dragon
atop their shells. Whenever the inhabitants of their cities Wan is born.
would venture into the Spirit Wilds, the creatures would
bestow the people with the ability to bend the element the
9,848 BG — Year of the Horse
turtle was affiliated with; the power was to be returned upon Jaya is born.
their reentry to the city. However, after the creation of the
Avatar, the lion turtles denounced their roles as protectors of
9,832 BG — Year of the Dog
mankind, and the people were left to make their own homes Wan steals the element of fire from a lion turtle to incite
scattered across the world, which eventually led to the division rebellion and steal food from the Chou family. For his crimes,
of the world into the four nations. Wan is banished into the Spirit Wilds where he befriended the
spirits and learned the Dancing Dragon firebending form.
The Beginning (before 9,830 BG — Year of the Rat
Wan severs the link connecting Raava and Vaatu, in the
9,829 BG) process releasing chaos into the world. Wan and Raava begin
their journey together to master the other elements.
Tui and La manifest in the physical world, assuming mortal
forms as koi fish. 9,829 BG — Year of the Ox
The Mother of Faces gives birth to Koh, the Face Stealer; A large group of firebending settlers, led by Jaya, are killed by
however, they soon become separated. dark spirits during a battle in the Spirit Wilds.
Vaatu breaks through the barriers that separate humans and The second known Harmonic Convergence occurs. Wan
spirits, allowing both to travel between the spirit and mortal and Raava become permanently bonded, making Wan the
worlds. first Avatar.

Era of Raava (19,829 BG — 9,829 BG) Wan defeats and locks away Vaatu in an elemental barrier
in the hollow of the Tree of Time. Wan orders the spirits to

c.19,829 BG — Era of Raava return to their world and separates the two realms by sealing
the spirit portals located at the North and South Poles.
Raava, the spirit of light and peace, duels with her
In the advent of the Avatar, the lion turtles collectively
counterpart, Vaatu, the spirit of darkness and chaos. The first
decided that their task as protectors of mankind was done and
known Harmonic Convergence occurs.
that they would no longer grant any more bending powers.
Unknown date before 9,850 BG
Humans begin to build their cities on the shells of lion turtles
to protect themselves from the dangers of the Spirit Wilds.

156 | The Avatar Setting | The Second Age


First Age of the Avatar
by Fire Sages, much as the Air Nomads were led by their
monks. Over time, however, one sage rose to prominence
above the others, ruling the Fire Nation as a sovereign, and
(c. 9,829 BG — 171 AG) the office became hereditary, beginning the line of Fire Lords.
The vast Earth Kingdom is gradually united under the
Pre-Hundred Year War (9,829 BG — political authority of the city-state of Ba Sing Se. The King of
Ba Sing Se becomes Earth King, overlord of all the smaller
1 BG) kingdoms within the Earth Kingdom, some of which retain their
own hereditary lordship.
Unknown date before 3,829 BG Avatar Yangchen of the Air Nomads is born in the Western
As humanity left the cities established on the lion turtles, they Air Temple, after the death of her predecessor. Her reign as
begin to come in to contact with each other. The different Avatar is a peaceful one, due to her fierce dedication to
peoples begin to wage war against each other, forcing Wan keeping balance and serving the world. She dies around 345
to intervene to maintain peace. His efforts, however, are of BG, and Avatar Kuruk is born in the Northern Water Tribe.
little success. The violent conflicts continue until his death and Avatar Kuruk tries to kill Koh, the Face Stealer, as revenge
beyond. The next Avatar is born into the cycle after Wan's for stealing the face of his fiancée Ummi. This event is
death. confusing to place chronologically, as if Koh's description of
c. 3,829 BG the event is taken literally, it would have happened c. 800-700
BG, over three hundred years before Kuruk's death.
The airbending Guru Laghima achieves weightlessness and
lives his final forty years without touching the ground. 312 BG — Year of the Dragon
830 BG Avatar Kuruk dies; Avatar Kyoshi of the Earth Kingdom is
born.
A past Avatar defeats Hundun and mortally wounds his
brother, forcing the conjoined twin kings to retreat to the Spirit 270 BG — Year of the Dog
World. Avatar Kyoshi kills the warlord Chin and founds Kyoshi Island;
Unknown date before 345 BG the War of Chin the Conqueror ends with the victory of the
Earth Kingdom government. The 46th Earth King restores his
Wan Shi Tong brings his library from the Spirit World into the reign over the whole Earth Kingdom, though civil unrest
physical world. begins to spread on the continent. The day of Chin's death is
Humanity splits into the four nations, each divided by the remembered as Avatar Day in Chin Village and Kyoshi Day
respective bending arts. The Air Nomads learn the art of on Kyoshi Island.
airbending from the flying bison, the Earth Kingdom learn the Sometime after this event, a peasant uprising in Ba Sing
art of earthbending from the badgermoles, the Sun Warriors Se spurs Kyoshi to create the Dai Li. In the process, the Earth
learn the art of firebending from the dragons, and the Water Kingdom is turned into a constitutional monarchy.
Tribes learn the art of waterbending by observing the pull of
the moon on the ocean tides. 82 BG — Year of the Horse
A group of waterbenders from the Northern Water Tribe Avatar Kyoshi dies at age 230; Avatar Roku of the Fire Nation
construct a large city out of ice to unite the various tribes is born. Fire Lord Sozin is born the same day as Roku.
inhabiting the North Pole region.
66 BG — Year of the Dog
Following a civil unrest, the Water Tribe —which was
Avatar Roku is confirmed as Avatar at his sixteenth birthday,
originally centered on the North Pole— splits into two groups:
and leaves the Fire Nation to master the elements.
one stayed at the North Pole, while the other group went out
to settle the South Pole. Relations with their sister tribe were 58 BG — Year of the Horse
later healed, and the two tribes would gather together at
Fire Lord Sozin ascends the throne, following the death of his
annual New Moon celebrations.
father.
A large group of waterbenders from the Southern Water
Tribe, who are wandering through the Earth Kingdom, 55 BG — Year of the Rooster
discover the Foggy Swamp and, comfortable with the large Avatar Roku destroys the Fire Temple on the winter solstice
amount of water there, decide to stay, forming the Foggy while stuck in the Avatar State during his training.
Swamp Tribe. The Southern Water Tribe never learns of this
offshoot and the Foggy Swamp Tribe itself later forgets its own 54 BG — Year of the Dog
origins. Avatar Roku returns to the Fire Nation after twelve years of
The Sun Warriors gradually fade into obscurity as their travel and marries Ta Min, a noblewoman from the Capital.
civilization declines, leaving many ruins across their island
archipelago. The Sun Warriors are believed to have gone 50 BG — Year of the Tiger
extinct, though in reality a handful hiding in the ruins would Guru Pathik is born.
continue their culture for centuries. The art of firebending,
however, was passed on to the other inhabitants of the 37 BG — Year of the Rabbit
islands. These would gradually coalesce into the "Fire Avatar Roku discovers the first Fire Nation colonies in the
Nation". Originally the Fire Nation was a spiritual people ruled Earth Kingdom and confronts Fire Lord Sozin. Roku and

The Second Age | The Avatar Setting | 157


Sozin engage in battle, resulting in Roku destroying part of the
Fire Nation Royal Palace.
55 AG — Year of the Pig
Prince Ozai is born to Fire Lord Azulon and his wife, Ilah.
12 BG — Year of the Dragon
Avatar Roku is killed while fighting a volcanic eruption at age
64 AG — Year of the Monkey
seventy; Avatar Aang of the Air Nomads is born. Ursa is born to Jinzuk and Rina.

Bumi of Omashu is born. 75 AG — Year of the Goat


2 BG Kuei is born to the 51st Earth King, becoming heir to the
throne of the Earth Kingdom.
Aang receives his tattoos after inventing the air scooter
technique, making him the youngest airbending master in 79 AG — Year of the Pig
recorded history. The 51st Earth King dies. Kuei becomes the 52nd Earth King.
1 BG Because of the new Earth King's youth, Long Feng is
appointed Regent of Ba Sing Se, and becomes the Earth
Aang and his eccentric childhood friend Bumi would slide King's most trusted advisor. Taking advantage of his position,
down the Omashu delivery system for fun. Aang played with Long Feng suppresses knowledge of the war from the young
his friend Kuzon in the Fire Nation. prince and takes complete control of the city.

The Hundred Year War (0 — 100 82 AG — Year of the Tiger


AG) Hahn of the Northern Water Tribe is born.

83 AG — Year of the Rabbit


0 AG — Year of the Dragon Jet of the Earth Kingdom is born.
Avatar Aang is confirmed as Avatar at the age of twelve, four
years earlier than normal, because the monks were fearful of Prince Zuko is born to Prince Ozai and Princess Ursa.
a possible war. The monks decided to send Aang to the Yin is born.
Eastern Air Temple to continue his training. Distraught and
confused by his destiny, he flees from the Southern Air 84 AG — Year of the Dragon
Temple with his flying bison, Appa. Upon getting caught in a Princess Yue is born to Chief Arnook of the Northern Water
storm and being pulled underwater, Aang enters the Avatar Tribe and his wife. A sickly infant, Yue is healed by the Moon
State and encases himself in ice near the South Pole. Spirit, Tui, by having some of its life spirit infused within her.
Fire Lord Sozin begins what would be the Hundred Year Sokka is born to Chief Hakoda and Kya of the Southern
War by attacking the other nations. He uses the power of a Water Tribe.
comet, later renamed Sozin's Comet in his honor, to launch a
Suki is born on Kyoshi Island.
genocidal attack on the Air Nomads to kill the Avatar. This
resulted in almost complete extinction of the Air Nomads with 85 AG — Year of the Snake
the sole survivor being Avatar Aang.
Mai of the Fire Nation is born to Ukano and Michi.
The Fire Nation launches a massive coordinated invasion
Princess Azula is born to Prince Ozai and Princess Ursa.
of the Earth Kingdom, slowly but surely advancing across the
continent over the course of the next hundred years. The city Katara is born to Chief Hakoda and Kya of the Southern
of Taku is destroyed during the process. Water Tribe.
Azulon is born. Ty Lee and her six identical sisters are born into a noble
Fire Nation family.
15 AG — Year of the Goat Ho Tun is born.
In an attempted invasion of the North, the Fire Navy and the
Northern Water Tribe engage in battle, ending in Northern 87 AG — Year of the Goat
Water Tribe victory and the capture of Fire Navy troops and Toph Beifong is born to Lao Beifong and Poppy Beifong of
uniforms. Gaoling.

20 AG — Year of the Rat 92 AG — Year of the Rat


Fire Lord Sozin dies at age 102; Fire Lord Azulon ascends the Penga is born.
throne.
94 AG — Year of the Tiger
39 AG — Year of the Goat Iroh begins his legendary Siege of Ba Sing Se.
Jeong Jeong of the Fire Nation is born.
The Southern Raiders attack the Southern Water Tribe in
40 AG — Year of the Monkey an attempt to kill the last Southern waterbender. Chief
Hakoda's wife Kya sacrifices herself to save the eight-year-
The Fire Nation begins raids on the Southern Water Tribe,
old Katara, the true last waterbender of the Southern Water
destroying its city and systematically capturing its
Tribe.
waterbending population.
Hama is taken prisoner by the Fire Nation. 95 AG — Year of the Rabbit
Iroh breaks through the Outer Wall of Ba Sing Se.

158 | The Avatar Setting | The Second Age


Iroh's son Lu Ten is killed in the siege of Ba Sing Se, causing The Fire Nation establishes administrative control of the
Iroh to end the operation after six hundred days. Serpent's Pass by establishing a fortified bridge.
Princess Ursa conspires with Prince Ozai to kill Fire Lord First day of the eighth month: An attack on the Fire Nation
Azulon to save Zuko and make Ozai Fire Lord. With Azulon's Capital led by Avatar Aang during a solar eclipse in an attempt
passing at age ninety-five, Ozai succeeds him as Fire Lord to defeat the Fire Lord fails, leaving many of the Fire Lord's
and Ursa is banished from the Fire Nation Capital. enemies imprisoned.
Prince Zuko becomes Heir to the throne of the Fire Nation. During the eclipse, King Bumi liberates Omashu from the
Fire Nation.
97 AG — Year of the Snake Prince Zuko betrays the Fire Nation and joins the Avatar's
Prince Zuko is banished to capture the Avatar after an Agni quest to oust Fire Lord Ozai.
Kai with his father, Fire Lord Ozai. He is accompanied by his
uncle, Iroh. Avatar Aang begins his firebending training with Prince
Zuko.
99 AG — Year of the Goat General Iroh breaks free from the Fire Nation Capital City
Avatar Aang is awakened from one hundred years of Prison.
suspended animation by Katara and Sokka and begins his
Sometime after the first day of the eighth month: Sozin's
waterbending training with Katara.
Comet returns, enhancing the firebenders' powers one
Prince Zuko locates the Avatar and begins to hunt him hundred-fold.
down after his first attempt to apprehend him fails and causes
Fire Lord Ozai crowns himself Phoenix King and appoints
much damage to the village of the Southern Water Tribe.
Azula as Fire Lord.
There is a massive jail break at a Prison rig for
The Order of the White Lotus, led by General Iroh, frees
earthbenders, and all inmates escape.
Ba Sing Se from Fire Nation rule in the liberation of Ba Sing
Avatar Roku informs Aang on the winter solstice that Se, effectively liberating the entire Earth Kingdom.
Sozin's Comet will arrive by summer's end, telling him that
Aang meets an ancient lion turtle, the world's oldest living
Ozai must be defeated by the time of its arrival.
being, and learns the lost art of energybending.
The Fire Sages are accused of treason and imprisoned by
Prince Zuko and Katara defeat Azula during her
Admiral Zhao.
coronation as Fire Lord in the Comet-Enhanced Agni Kai. This
The village of Gaipan is destroyed and the villagers causes Azula to lose her remaining sanity.
evacuate.
Utilizing Sozin's Comet, Ozai launches a major attack on
Avatar Aang begins his firebending training with Jeong the Earth Kingdom with his armada of Fire Nation airships to
Jeong, however, his training ends prematurely when Admiral decisively end the war with a sheer display of force and
Zhao attacks Jeong Jeong's camp. destruction.

100 AG — Year of the Monkey An attack launched by Toph, Sokka, and Suki succeeds in
destroying the armada while Aang battles Ozai.
The Fire Nation is repelled at the battle for the Northern Air
Temple, but they acquire an experimental war balloon in the Avatar Aang defeats Ozai using the Avatar State and uses
aftermath. energybending to strip him of his firebending.
The Fire Nation invades the Northern Water Tribe but is Phoenix King Ozai is imprisoned for various war crimes.
repelled by Aang after he temporarily fused with the Ocean Prince Zuko ascends to the throne as Fire Lord, vowing to
Spirit, La, who was enraged with Admiral Zhao for killing the the Nations that he will dedicate his rule to rebuilding the world
Moon Spirit, Tui. with the help of the Avatar.

Post-Hundred Year War (100 AG —


La imprisons Admiral Zhao in the Fog of Lost Souls in
retaliation for Tui's death.
Princess Yue sacrifices her life to become the Moon Spirit. 171 AG)
This is made possible by the small bit of spirit that Tui infused
within her to bring her to life as a baby. 100 AG — Year of the Monkey
Omashu falls to the Fire Nation. The Harmony Restoration Movement is launched to remove
Avatar Aang begins his earthbending training with Toph. the Fire Nation colonies from the Earth Kingdom.

An attempt to break through Ba Sing Se's Outer Wall, 101 AG — Year of the Rooster
using a giant drill and led by Princess Azula, fails. Toph founds the Beifong Metalbending Academy.
Ba Sing Se falls to the Fire Nation through an internal coup In response to the Harmony Restoration Movement, Kori
d'état led by Princess Azula and the Dai Li. Morishita creates the Yu Dao Resistance and attempts to
Avatar Aang is slain by Azula, and subsequently brought assassinate Fire Lord Zuko.
back to life by Katara with spirit water. A crisis at Yu Dao causes Fire Lord Zuko to remove his
High-security prisoner General Iroh is imprisoned by support from the Harmony Restoration Movement,
Princess Azula and the Dai Li. threatening to plunge the world into war once again.
Dai Li operative Joo Dee is appointed Supreme
Bureaucratic Administrator of Ba Sing Se by Princess Azula.

The Second Age | The Avatar Setting | 159


Avatar Aang averts the war, with the notion that the
nations can live together in peace. He forms the Air Acolytes
144 AG — Year of the Dragon
from the Official Avatar Aang Fan Club. Noatak at 14, runs away after defending Tarrlok from Yakone
and bloodbending them both.
102 AG — Year of the Dog
Zuko, with the help of Team Avatar and his sister, Azula,
151 AG — Year of the Pig
embark on a search for Ursa, which leads them to her new life Tonraq, heir apparent for the Northern Water Tribe chiefdom,
in Hira'a. leads a battalion against an invasion of their home by
barbarians. He destroys a spirit forest in the process, resulting
Yu Dao and other Fire Nation colonies create a joint in his banishment by the tribal chief, his father.
government of Fire Nation and Earth Kingdom
representatives, beginning the progression toward the Unalaq takes Tonraq's position as heir apparent.
formation of the United Republic of Nations. Tonraq settles in the South Pole.

Between 102 — 119 AG 152 AG — Year of the Rat


Aang and Katara marry and have two children: Bumi, a Mako and Asami Sato are born.
nonbender, and Kya, a waterbender.
Aang and Zuko establish the United Republic of Nations,
153 AG — Year of the Ox
a fifth nation with Republic City as its capital. Avatar Aang dies; Avatar Korra of the Southern Water Tribe
is born to Tonraq and Senna.
The Fire Nation gifts a large statue of Aang to Republic
City as a symbol of peace and goodwill. 154 AG — Year of the Tiger
Toph travels the world to teach metalbending. Bolin is born.

119 AG — Year of the Rabbit 155 AG — Year of the Rabbit


Tenzin, the youngest son of Aang and Katara and the only Desna and Eska are born.
airbender among their children, is born.
Lightning Bolt Zolt is born.
157 AG — Year of the Snake
The Order of the White Lotus visits Korra's family at the South
120 AG — Year of the Dragon Pole and confirm Korra's claim to be the Avatar.
Lin Beifong is born. 158 AG — Year of the Horse
Hiroshi Sato is born. Yasuko, Hiroshi Sato's wife, is murdered during a robbery of
Around the same time, the cabbage merchant founds the Sato estate by the Agni Kai Triad.
Cabbage Corp. Zaheer, Ming-Hua, Ghazan, and P'Li attempt to kidnap
126 AG — Year of the Dog Korra, but are apprehended by Chief Sokka, Tenzin, Tonraq,
and Fire Lord Zuko. The criminals are imprisoned in different,
Suyin Beifong is born. specialized prisons across the world.
128 AG — Year of the Rat 160 AG — Year of the Monkey
Yakone is placed on trial for his crimes against Republic City. Mako and Bolin's parents are killed by a rogue firebender.
After attempting an escape, he loses his bending to Avatar
Jinora, the eldest child of Tenzin and Pema, is born.
Aang.

130 AG — Year of the Tiger 163 AG — Year of the Pig


Ikki, the youngest daughter of Tenzin and Pema, is born.
Noatak, eldest son of Yakone and later known as the
revolutionary Amon, is born. 165 AG — Year of the Ox
133 AG — Year of the Snake Meelo, the first son of Tenzin and Pema, is born.
Tarrlok, youngest son of Yakone, is born. 167 AG — Year of the Rabbit
134 AG — Year of the Horse Fire Lord Zuko passes the title of Fire Lord to his daughter,
Izumi, and becomes an ambassador for peace.
Iroh, grandson of Zuko, is born.
Mako and Bolin leave the Triple Threat Triad and decide
135 AG — Year of the Goat to live with Toza in the Pro-bending Arena.
Pema is born.
170 AG — Year of the Horse
138 AG — Year of the Dog After passing her final firebending test, Korra goes to Republic
Hiroshi Sato founds Future Industries. City in order to begin her airbending training with Tenzin.

142 AG — Year of the Tiger The Anti-Bending Revolution publicly begins with the
destruction of the Pro-bending Arena during an Equalist
Toph resigns as Chief of Police. attack.
Amon removes Tarrlok's bending.

160 | The Avatar Setting | The Second Age


Second Age of the Avatar
The Equalists launch an attack on Republic City. During
their attack, the insurgents occupy the capital as well as Air
Temple Island, and overthrow the United Republic Council.
Amon removes the bending of several prisoners made during
the battle, including Lin Beifong's.
(171 AG — Present)
Rohan, Tenzin and Pema's second son, is born during the 171 AG — Year of the Sheep
battle.
Korra leaves the spirit portals open and denounces the
The United Forces' First Division is destroyed by the Avatar's role as the bridge between the two worlds, assuming
Equalists' biplane armada upon attempting to take Republic a more general peacekeeper role.
City back.
The Water Tribe Civil War ends. The Southern Water
Avatar Korra's bending is taken away by Amon during the Tribe becomes independent with Tonraq as its new chief.
Equalist victory rally, though she manages to unlock her
Desna and Eska become the new co-chiefs of the
airbending and expose Amon as a waterbender from the
Northern Water Tribe.
Northern Water Tribe, dealing a strong blow to the support of
the Anti-Bending Revolution. Amon flees Republic City with After a millennium of exile in the Spirit World, Hundun
his brother Tarrlok, who kills himself and Amon while crossing reenters the mortal world to take revenge on the Avatar and
the Mo Ce Sea. throw the world into chaos. Korra defeats and kills Hundun,
however, restoring balance in the Spirit World.
Avatar Aang's spirit restores Avatar Korra's bending with
energybending and passes on that knowledge to her. Korra Many nonbenders gain airbending abilities across the four
consequently restores Lin Beifong's bending, as well as the nations, including Bumi, Kai, and Zaheer.
bending of every other innocent person that lost it. Korra is banished from Republic City by President Raiko.
171 AG — Year of the Sheep The Earth Queen Hou-Ting orders the Dai Li to kidnap
airbenders throughout Ba Sing Se.
Asami Sato assumes control of Future Industries as CEO.
Zaheer escapes his prison and subsequently frees his
Bumi retires from the United Forces and moves to Air
teammates Ghazan, Ming-Hua, and P'Li.
Temple Island with Tenzin and his family.
Korra becomes the first metalbending Avatar.
The United Republic Council is dissolved in favor of a
democratically elected president, the nonbender Raiko. Zaofu is attacked by the Red Lotus in search of Korra.
Korra breaks ties with Tenzin and begins her spiritual Earth Queen Hou-Ting is assassinated by Zaheer and the
training with Unalaq. Inner Wall of the city is brought down by Ghazan, plunging the
Earth Kingdom in chaos.
Korra journeys to the heart of the South Pole and re-opens
a dormant spirit portal on the winter solstice. The Red Lotus attacks the Northern Air Temple and
threatens to destroy the revived Air Nation if Avatar Korra
Korra finds out the truth about how Unalaq framed his
does not surrender herself.
brother to become Chief of the Water Tribes.
P'Li is killed by Suyin.
The Water Tribe Civil War starts.
Bolin becomes the second known non-Avatar who can
Korra is swallowed by a dark spirit, which causes her to
lavabend.
temporarily lose her memory. She later reconnects with the
first Avatar, Wan, and regains most of her memories. Ghazan destroys the Northern Air Temple.
Jinora leads Korra into the Spirit World. Zaheer becomes the second person in history to be able
to fly.
Korra reopens the Northern spirit portal after Jinora's life
is threatened by Unalaq. Ming-Hua is killed by Mako.
The third known Harmonic Convergence occurs. Ghazan commits suicide to bury Mako and Bolin.
Unalaq frees Vaatu and becomes the first Dark Avatar Zaheer is imprisoned once again.
after fusing with the spirit of darkness. He purges Raava out Jinora receives her airbending tattoos and is anointed as
of Korra and destroys the light spirit. a master.
Unalaq perishes after Vaatu's spirit is cleansed by Korra Korra is officially welcomed back to Republic City.
using Unalaq's own spiritual cleansing technique.
The airbenders return to their nomadic roots, promoting
Korra starts the Avatar Cycle anew, though she no longer peace, balance, and harmony around the world while Korra
has a connection to the past Avatars. recuperates.

The Second Age | The Avatar Setting | 161


Organizations and Society
Society is well-developed in the Avatar universe. Each nation Social classes are usually based upon titles, wealth, and
possesses a distinct social structure, ranging from the power. Although people are mostly born into their social rank,
ecclesiocracy of the Air Nomads to the absolutism of the Fire there are some exceptions in which people can gain a higher
Nation. position through service, as seen with Long Feng.

Air Nomads
Air Nomad is a collective term for a nation of people who recruit volunteers to be trained in the ways of the Air Nomads.
practice the discipline of airbending. One of the four major This was proven to be a daunting task, as most of their new
nations, the Air Nomads were wanderers but have four air prospects rejected the idea of leaving their loved ones and
temples, one at each corner of the globe, hidden away atop worldly possessions behind. However, they discovered a
mountain ranges in the northern Earth Kingdom and on three group of airbenders captured by Earth Queen Hou-Ting, who
remote islands. The theocratic Air Nomads were home to a was conscripting airbenders into an army. The new
monastic order of men and women who practiced airbending. airbenders were rescued and chose to hone their new powers
Unlike the other nations, the people of the Air Nomads were, under Tenzin's tutelage at the Northern Air Temple. Tenzin
without any known exception, all benders due to the high level and the volunteers found it difficult to meet halfway due to
of spirituality of their people. Tenzin's expectations of them being a complete reflection of
The Air Nomads made up the smallest of the four nations the old Air Nomads. Eventually, both parties made amends
in the world. They had a small economy, based entirely on and resumed training. Following the insurrection of the Red
limited agriculture. The population of the Air Nomads was Lotus, the new Air Nation returned to its nomadic roots, but,
small compared to even the Water Tribe and was far smaller unlike their predecessors' reclusive nature, they instead
than either of the world's two major powers, the Fire Nation dedicated themselves to bringing peace and balance to the
and the Earth Kingdom. world.

In 0 AG, the Air Nomads were the victims of genocide at Council of Elders
the hands of the Fire Nation. Ironically, the sole known
The Council of Elders was a group consisting of the theocratic
survivor of the massacre was the very person the Fire Nation
leaders of the Air Nomads. Each of the air temples had its own
sought to kill in its quest for supremacy: the twelve-year-old
council of head monks or nuns, their members being both the
airbender and Avatar, Aang, who had run away from the
political and the religious authorities.
Southern Air Temple shortly before the Hundred Year War
began and became trapped in suspended animation in a The Northern and Southern councils were composed of
globe of ice along with his lifetime friend, Appa. One hundred head monks, and the Eastern and Western councils were
years later, he was awakened and released by Katara and composed of head sisters, in accordance with the primary
Sokka, who helped him succeed in his quest to restore gender residing in each respective temple. The Southern Air
balance and peace to the warring nations. Temple had five head monks. Members of the Council of
Elders were the only ones allowed to enter the air sanctuary
A year after the war, Avatar Aang discovered a group of
in each air temple, other than the Avatar. They were also the
Earth Kingdom citizens who had built a fan club in his honor;
ones responsible for identifying the Avatar when they were
he eventually transformed them into the Air Acolytes, a
born into the Air Nomads.
community of nuns and monks dedicated to upholding Air
Nomad culture. Years later, Aang's marriage to Katara
blessed him with an airbending son, Tenzin, who was
Air Acolytes
extensively taught by Aang in airbending and Air Nomad The Air Acolytes were founded in 101 AG from the members
culture. The population of the Air Acolytes grew, prompting of the Official Avatar Aang Fan Club. Aang himself taught the
Aang to spearhead the restoration of the air temples to serve members of the group the ways of the Air Nomads and
as their new homes. Aang built a fifth air temple in the newly christened them the "Air Acolytes", rather than a mere fan
established fifth nation, the United Republic of Nations, called club.
Air Temple Island. Tenzin who became the Air Nation's They are an order of monks and nuns who reside on Air
representative in the United Republic Council, came to reside Temple Island and in the four original air temples. Although
on the island with his wife, Pema, and their four children, three they are not airbenders themselves, they carry on the
of whom are known airbenders. teachings, culture, and traditions of the Air Nomads through
In 171 AG, the energy shift caused by Harmonic practice, as taught to them by Avatar Aang.

Water Tribe
Convergence bestowed countless non-benders with
airbending abilities, prompting Tenzin and Avatar Korra to

The Water Tribe is a collective term for the nation of people isolated from their sister tribes for generations and others
who practice the art of waterbending. It is one of the original were largely unaware of their existence until they were
four nations and its citizens primarily inhabit the northern and stumbled upon by Avatar Aang, Katara, and Sokka.
southernmost regions of the globe, near both poles. Many The people of the Water Tribe are generally peaceful, and
people of Water Tribe ethnicity also live in the United Republic strive to live in harmony with nature and the other nations of
and there is a small community of waterbenders that populate the world. There are two primary divisions of the Water Tribe,
the Foggy Swamp in the Earth Kingdom, although they were

162 | The Avatar Setting | The Second Age


the Northern Tribe and the Southern Tribe, though both were
at least de jure governed by the Northern chief until 171 AG. Dai Li
The Dai Li is the secretive and elite police force of Ba Sing Se
Military who work to capture, interrogate, and imprison political
The military of the Water Tribe comprises the Northern Water dissidents. The organization was founded by Avatar Kyoshi
Tribe's regular military, the Southern Water Tribe's militia, and with the aim of "protecting the cultural heritage of Ba Sing Se",
the Foggy Swamp Tribe's forces. Due to their independence effectively protecting the Earth King's interest against
and separate location, these forces have rarely been united, subversive individuals and groups.
and the northern and southern troops were at least once
involved in a civil war. Kyoshi Warriors
The Kyoshi Warriors are an order of female warriors named
For a long time, the military of the Water Tribes was much
after Avatar Kyoshi, who founded them to protect her
smaller and considerably less sophisticated than that of the
homeland, Kyoshi Island. With their unique and individual
heavily populated Earth Kingdom or the highly industrialized
fighting style, these elite fighters ensured the safety and
Fire Nation. Each tribe had its own militia, oftentimes not well
isolationism of their homeland during the Hundred Year War.
equipped and outnumbered, instead relying on knowledge of
the country and the deep pride and willpower typical of a Though their fighting style and clothing mimic those of
warrior race. Only after the Hundred Year War and the Avatar Kyoshi, they seemingly did not implement any of the
merging of the Northern and Southern Tribe's governments, a bending arts in their physical movements. They are clad in
standing army and navy were formed under the North's ornate, armored, green kimonos, metal headdresses, and
leadership. However, after the Southern independence, the white-faced makeup designed to intimidate opponents. The
Southern and Northern military were divided again, now led Kyoshi Warriors used metal fans as their main weapons like
by their respective Chiefs. Avatar Kyoshi, but also implemented katanas and retractable
shields. The warriors' most prominent fighting style was not
Varrick Global Industries about strength, but rather about using their opponent's' force
Varrick Global Industries is a global shipping enterprise based against them. Primarily, the warriors dealt with the disorderly
in the Southern Water Tribe. It was founded by Varrick from a traders and travelers who, after a night of carousing in the port
single canoe, and later expanded into an empire responsible of Kyoshi, often stumbled into the village and caused trouble.
for several consumer and technological innovations in the
Avatar World. In 171 AG, it became the official shipping Royal Earthbender Guards
partner of Future Industries and co-supplier to the South The Royal Earthbender Guards of Ba Sing Se, commonly
during the Water Tribe Civil War. known as the King's Guards, are earthbending warriors within
the Earth Kingdom affiliated with neither the Dai Li nor the
Earth Kingdom army. They instead serve as personal protectors of the earth
monarch.
The Earth Kingdom is one of the world's four nations. As elite troops of Ba Sing Se, they are tasked with
Spanning an entire continent as well as several subsidiary guarding the Royal Palace, serving as gatekeepers of the
islands, it is the largest and most populated sovereignty in the Outer and Inner Walls of Ba Sing Se, and acting as sub-
world and encompasses much of the eastern hemisphere. commanders for the Ba Sing Se army troops. They are also
The kingdom is ruled by a monarchy which operates under responsible for the safety of any properties belonging to the
the rule of a king or queen. earth monarch, such as the royal vault.

Five-Seven-Five Society Sandbenders


The Five-Seven-Five Society is an organization of young These are Earthbenders who have adapted to life in the Si
women who specialized in the art of poetry, with a focus on Wong Desert. Their skills differ greatly from those of ordinary
traditional haiku. Earthbenders.

Ba Sing Se University As their name indicates, sandbenders bend sand. They


move quickly out in the desert, thanks to their specialized
Ba Sing Se University is a major institution of thought which
"sand-sailers". Since economic opportunities are limited in the
educates scholars throughout the Earth Kingdom. It is the
desert, Sandbenders get by however they can. They've been
greatest university in the world, per its enrollment materials.
known to scavenge for dead animals, or even steal from
The university campus is a major landmark in the Middle Ring
passing travelers at the nearby cantina.
of Ba Sing Se.

Council of Five Beetle-headed tribe


These desert-dwellers pre-date all other tribes in the Si Wong
The Council of Five is a group consisting of the five highest-
Desert. Legend has it that their beetle-like headpieces date
ranking generals in the Earth Kingdom Army. As such, it is the
back to ancient times when their ancestors lived underground
highest authority in the Earth Kingdom military and oversaw
and survived the attacks of giant gilacorns (see animals) by
the country's entire war effort against the Fire Nation during
mimicking the appearance of the nasty-tasting Sour Beetles -
the Hundred Year War.
- the only creatures on the desert floor not palatable to
gilacorns.
Their opportunistic streak and flexibility help make them
skillful traders -- they have an uncanny ability to see saleable

The Second Age | The Avatar Setting | 163


potential in almost anything presented to them. It's their rather war's end, they became mercenaries, and by 102 AG, they
easygoing nature that makes them every tribe's first choice were hired as the security detail of the Earthen Fire Refinery.
with whom to trade and swap. The original group consisted of five members, each of

Fire Nation
whom specialized in a different type of weapon or fighting
style, though their preferred weapons were not well adapted
for close-combat. After the Rough Rhinos became
The Fire Nation is one of the world's four nations and five
mercenaries, they allowed former members of the army to join
sovereign states. It is an absolute monarchy led by the Fire
them.
Lord and home to most firebenders. Geographically, the
nation is located along the planet's equator in the western
hemisphere and is composed of several islands. Its capital is
Yuyan Archers
simply known as the Fire Nation Capital. The Yuyan Archers were a group of elite, highly skilled Fire
Nation archers. Since at least 91 AG, they were under Colonel
The Fire Nation is the second-largest nation in terms of Shinu's command, and used to guard the Pohuai Stronghold.
area, following the Earth Kingdom, while its economy is the The Yuyan Archers were used for very stealthy missions
most powerful in the world; its strong industrial sector and where precision and accuracy were vital for success, and they
extensive technological developments not only enabled the were one of the Fire Nation's secret weapons.
Fire Nation to create an extremely powerful military, but also
initiated the worldwide modernization and globalization.
Before the foundation of the United Republic and the following
Fire Days Festival
global technological revolution, it was also the strongest and The traveling Fire Days Festival is a Fire Nation sponsored
most advanced country in the world. event that brings Fire Nation culture to its citizens forced to
live away from their homeland. This event travels to former
Ember Island Players Fire Nation colonies, now multicultural cities along the Earth
Kingdom’s western shores, staying for a few weeks at a time
The Ember Island Players are a local acting troupe who at each location.
perform at the Ember Island Theater, which is Ember Island's
only theater. They do not have a reputation for quality acting, A variety of Fire Nation people attend the festival, from
but they take themselves seriously and almost always pack soldiers on leave, to civilians. They are always happy when
the house. the festival comes to their town (though they are usually
miserable the rest of the year.) The entertainment includes
Fire Sages cultural exhibits, jugglers, puppets, fireworks, magicians,
dragon dancing and authentic Fire Nation music and food.
The Fire Sages are an organization that serves as the
religious authority of the Fire Nation and is responsible for
identifying the Avatar's incarnation when they are born in the United Republic of Nations
Fire Nation. Their additional duties include guarding the The United Republic of Nations, more commonly known as
temple and conducting weddings and funerals for the Royal the United Republic, is a sovereign state created by Avatar
Family and for those who seek their spiritual advice. Aang and Fire Lord Zuko after the end of the Hundred Year

Military War. It was formed from the oldest Fire Nation colonies
established in the western Earth Kingdom and was created to
The military of the Fire Nation is the unified armed forces of serve as a society where benders and nonbenders from all
the Fire Nation. It was the world's most powerful military four nations could live and thrive together in peace and
during the Hundred Year War, and saw many glorious harmony. The United Republic is known for having a unique
victories in battle throughout the span of the conflict. culture, which was shaped by immigration and a technological
A large number of personnel comprise the Fire Nation revolution.
military, of which the majority are volunteers, though in war The middle and lower classes of the United Republic can
times conscription also does occur. The Fire Nation's army is be described by the unintentional bias that the nation holds
the second largest in the world in terms of numbers, after the toward its bending population in terms of power and status.
Earth Kingdom, and it maintains the largest navy. The Fire
The United Republic Council was made up solely of
Nation military also possesses advanced and powerful
benders in 170 AG. While the inclusion of representatives
military equipment, giving it huge military capabilities and
from each continent should in theory have created an equal
power projection solidifying itself as the most powerful military
balance in power, this power was distributed among benders
force in the world.
only. This was not always the case in the council, but the truth
New Ozai Society of bias among government officials was made an undeniable
fact when four of the five councilmen incited a curfew for
The New Ozai Society was a reactionary rebel organization nonbenders because the council suspected they were all
founded by Ukano, which sought to restore glory to the Fire Equalists who would attempt to overthrow the council, a
Nation through the reinstatement of Fire Lord Ozai. decision brought on by prejudice and mass hysteria. Most

Rough Riders
lower-class citizens appear to be nonbenders, as evidenced
by the whole of the Dragon Flats borough, a place resembling
The Rough Rhinos were an elite group of Fire Nation komodo a ghetto for nonbenders, being put under the curfew,
rhino cavalry who worked on a freelance basis, claiming their suggesting everyone there was a nonbender.
loyalty to the Fire Lord during the Hundred Year War. After the

164 | The Avatar Setting | The Second Age


Cabbage Corp Threats, such as Shady Shin, are known to solicit recruits at
Central City Station.
Cabbage Corp is a rival auto manufacturing company of
Future Industries, founded by the cabbage merchant and later United Republic Council
owned by his son, Lau Gan-Lan. Cabbage Corp’s only The United Republic Council was the governing body of the
marketable automobile model is the Cabbage Car, a cheaper, United Republic of Nations until early 171 AG. It was a
more compact alternative to Future Industries' various deliberative assembly composed of non-elected
Satomobile models. The company is also the airship supplier representatives from the Earth Kingdom, Fire Nation, Air
for the Earth Kingdom Air Force. Nation, and both the Northern and Southern Water Tribes.
By far the largest competition to Future Industries, The Council discussed governing and political affairs inside
Cabbage Corp specializes in deploying more affordable the City Hall, along with acting as the commanding body of
options to the Future Industries products. This often comes at the United Forces. The Council also served as judge and jury
the expense of quality. in the case of important trials. However, after the Anti-bending
Revolution proved that the Council was flawed in its
Future Industries composition and unable to handle the challenges of new
Future Industries is a large business conglomerate founded political movements, it dissolved itself in favor of democratic
by Hiroshi Sato and owned by his daughter, Asami Sato. elections of the first president of the United Republic.

Other
Using state-of-the-art technology and innovative ideas such
as the assembly line, the factory produces over one hundred
luxury Satomobiles daily. Despite high demand, Future
Industries' only known competitor is Cabbage Corp, which Some organizations transcend these national boundaries.
produces the cheaper, more compact Cabbage Car.
Order of the White Lotus
Equalists The Order of the White Lotus, also known as the White Lotus,
The Equalists are an organization of radical revolutionaries, is an ancient and formerly secret society that transcends the
formerly led by Amon, that operate within Republic City. They boundaries of the four nations, seeking philosophy, beauty,
oppose the use of bending, which they see as inherently and truth. They are devoted to the sharing of ancient
oppressive and inequitable and seek to "equalize" society knowledge across national and political divides, and on Avatar
through its elimination using terrorist and tactical methods. Aang's request, they also concern themselves with the task of
Because of this, the Equalist movement was occasionally finding, training, and protecting each new Avatar.
referred to as the "Anti-
bending Revolution" Order of the
before Amon's death.
Red Lotus
Triple Threat The Red Lotus is a global
militant anarchist
Triads organization, founded by
The Triple Threat Triad, Xai Bau as a splinter
also known as the Triple faction of the Order of the
Threats, is the largest of White Lotus after the
the triads that operate in Hundred Year War. Until
Republic City. Led by 171 AG, the organization
Viper, they are the only operated through sleeper
gang that consists of cells, keeping their
waterbenders, existence unknown to the
earthbenders, and world. The Red Lotus'
firebenders, as agenda is to have the
opposed to the other humans and spirits
single-element focused coexist again and usher in
gangs. The Triple a new world order by
Threats work out of the dismantling the
back of a restaurant established nations and
near Central City their leaders, which they
Station. Downtown originally planned to do by
Republic City is their releasing Vaatu from his
turf; however, all the prison within the Tree of
city's triads are Time, and later by
constantly involved in assassinating world
various territorial wars. leaders and ending the
Members of the Triple Avatar Cycle.

The Second Age | The Avatar Setting | 165


IX – Adversaries and
Creatures
The world is a vast, incredibly diverse place. There are simplifies combat and makes minions more dangerous while
thousands upon thousands of chimerical creatures and allowing GMs to include large numbers of adversaries.
unique environments dotted throughout the Avatar landscape. Minions are only deployed in groups of the same type. The
Whether spirit or corporeal, they are all a part of the same minion group has a single wound threshold, shared by all
world and all contribute to its balance (or imbalance). members of the same group. This wound threshold is equal
Generally, there are three different levels of opponents to the sum of the wound threshold of every member of a
and allies that characters will readily encounter in the world, group. Each time any member of the group suffers wounds,
with different levels of threat posed to the average party. the wounds are applied to the group’s threshold. Individual
Although some variation is to be expected, the broad members of the group are defeated one at a time, each time
categories are minions, rivals, and nemeses. the total wounds suffered exceeds that group member’s share
of the wound threshold. Working as a group allows minions to
Minions use skills. A minion group gains 1 skill rank for each member
of the group beyond the first, if that skill is on the minion’s list.
Minions are the most common NPCs encountered in the
Avatar universe. These are nameless individuals who provide Minions are killed by Critical Injuries. If a minion suffers
the muscle to flesh out encounters. Squads of Equalists, a Critical Injury, it is immediately incapacitated. If a group
packs of Triple Threat gang members, and groups of highway suffers a Critical Injury, it suffers one minion’s worth of
bandits flexing their muscles are all examples of minions. wounds.

Rivals
Their only real threat is in numbers, and a minion is not
expected to stand toe-to-toe with a Player Character.
Minions are typically not real threats when encountered Rivals are more dangerous than minions but still inferior to
alone. Unfortunately, they are seldom encountered alone, as most Player Characters. Fire Nation officers, gang
they tend to operate in small groups to increase their lieutenants, cunning bounty hunters, and capable engineers
effectiveness. Minions will rarely be more than a minor are all examples of rivals. Rivals are very like PCs in many
obstacle to most parties of PCs, a delaying tactic that can respects, being generally more innately gifted and better
stand in the way of achieving a goal that a more powerful trained than minions. They possess skills and operate
enemy wishes to see prevented. Minions also tend to have individually rather than in groups. They are generally less
lower wound thresholds than other NPCs, making it very likely skilled than the PCs, and seldom possess more than 2 ranks
that they’ll drop in one or two hits. in any one skill.

GMs can use minions as adversaries, either as individuals Rival Rules


or in groups. However, unless the minion has relevant Rivals follow most of the same rules as Player Characters do,
attributes of 3 or higher, individual minions are more likely to except as noted here.
fail than succeed on all but the simplest combat checks. GMs
should only use minions in this fashion if they wish to pit the Rivals suffer Critical Injuries normally. However, when
PCs against an easy combat challenge. The more typical way a rival exceeds their wound threshold, they can be killed
to use minions is to deploy them in groups, as described later outright (instead of incapacitated) at the GM’s discretion.
in this section. Rivals cannot suffer strain. When a rival would suffer
strain, they suffers an equivalent number of wounds instead.
Minion Rules They can use abilities or invoke effects that would cause him
Minions have several unique rules that reflect their status as to suffer strain; this simply causes him to suffer wounds
disposable adversaries. instead. Remember, because they does not suffer strain, they
Unless otherwise specified, minions do not suffer cannot recover it, either. Like minions, if a rival is
strain. Anything that would inflict strain on a minion inflicts incapacitated, the GM can decree whether they was killed or
wounds instead. Minions also cannot voluntarily suffer strain. rendered unconscious based on the circumstances.
This means that when a minion is taken out of combat due to GMs can decide to track strain on certain rivals, even
exceeding their wound threshold, it is up to the GM whether though this is not the norm. This does create extra work for
they was incapacitated or killed, depending on the the GM, but it also allows some additional granularity for rivals
circumstances. who might prove important to the plot. This allows the GM to
Minions do not possess skills. One thing that makes create nemesis-class characters with weaker-than-average
minions significantly weaker than PCs is their lack of skills. statistics.
They can compensate for this my operating as a group. A
minion’s profile lists several skills in which that minion type Nemeses
gains ranks when acting as a group. The nemesis is the opposite of a Player Character. An Earth
Kingdom general, the head of the Dai Li, a powerful bender,
Minions can fight as a group. As noted previously, the
or a deadly assassin are examples of potential nemeses.
GM does not have to deploy minions in groups. However,
They are identical to PCs in virtually every respect, and may,
deploying them in a group has several advantages. It

166 | Adversaries and Creatures | The Second Age


in fact, be more powerful; this is necessary to ensure that they Upgrade the difficulty of all combat checks targeting this
pose a threat to an entire party. Nemeses frequently possess character once per rank of Adversary.
several talents, have high attributes and skills, and wield
equipment that rivals the gear of even the best-supplied
Dramatic Riposte
parties. Nemeses suffer strain and wounds normally and do Incidental (Out of Turn)
not have any special rules governing their operations. Ranked: Yes
Once per round, this character may use Dramatic Riposte to
Adversary List perform an additional action. Additional ranks in this talent
increase the number of times Dramatic Riposte may be used
The following is a list of adversaries the GM can use in their per round.
adventures. These adversaries are divided into several
Abilities: These are special abilities that are not skills or
groups, depending on their affiliations and motives. Each
talents.
adversary’s profile is also broken down into several discrete
sections, as follows: Forms: These list the bending form options available to
the adversary.
Name: The adversary’s name or type, plus whether it is a
minion, rival, or nemesis. Equipment: This is the adversary’s equipment. The entry
only lists important gear such as weapons, armor, and other
Description: A section describing the adversary and its
vital pieces of equipment. Items such as clothing, spare
size (where appropriate).
change, torches, and so forth are not listed but are still present
Characteristics: The rating of the adversary’s six basic if it makes sense (and at the GM’s discretion). Any bonuses
Characteristics. from equipment are already added to the profile.
Soak/Defense and Thresholds: These are the It is important to note that adversaries do not always follow
adversary’s soak, their defense (listed ranged value first, the same rules that Player Characters do. These profiles are
followed by melee value), and their wound and strain generated for simplicity and ease of use, so non-essential
thresholds. Only nemeses have listed strain thresholds. If a information can be omitted. For example, some characters
GM wishes to give a rival a strain threshold, it should have the may have equipment exceeding their encumbrance threshold.
same value as the listed wound threshold. However, they do not suffer from being over-encumbered.
Skills: Skills (if any) possessed by the adversary. If the Additionally, some adversaries, specifically creatures,
adversary is a minion, these skills only apply in a group. may have additional attributes listed based on their
Talents: Talents (if any) possessed by the adversary. functionality and abilities within the game. Certain draft
Adversaries may have the following unique talents: animals, for example, will be accompanied by statistics like
those seen in Chapter VI: Vehicles.
Adversary
Passive
Ranked: Yes

United Republic of Nations


Though less than a century old, the United Republic of Blocking. Because of this, a Grunt may be wielding any
Nations has become a top player in the socio-economic and number of weapons from a bola to a shock glove.
political landscapes of the planet. For most of its existence,
2 2 2 2 2 2
the Republic was governed by a council comprised of five
members, one representative from each nation. Despite their BR AGI INT PRE CUN WIL
best efforts, however, a bustling criminal underground swelled 2 5 0 0
up to fill the cracks left behind or forgotten by the Republic
SOAK WOUND R/M DEFENSE
bureaucracy.
The animosity between benders and non-benders is
greater here than anywhere else in the world; here, it was Skills (group only): Martial Arts, Ranged Weapons, and
benders who sat on the council while violent criminals with Vigilance.
incredible bending abilities ruled over the streets. For the city’s Talents: None.
nonbending citizens, there seemed to be no representation or
Abilities: Flanking (may add to all attack checks when two
solace until the Equalists came onto the scene promising a
or more are engaged with a character).
new way of life.
Equipment: Bolas, Shock Glove
Equalist Grunt [Minion]
The rank-and-file of the Equalist revolution are not much Equalist Chi Blocker [Rival]
different from the common street thugs seen traipsing around Some members of the Equalist movement utilize chi blocking
Republic City. They receive their martial arts training from to combat benders. Equalists must train tirelessly to perfect
hidden Equalist compounds dotted throughout the city as well this art and those that do are incredibly useful tools in the fight
as its surrounding countryside. Although most Equalist Grunts against bender oppression.
fight using martial arts and have not yet learned the art of Chi 3 3 2 1 2 3

The Second Age | Adversaries and Creatures | 167


BR AGI INT PRE CUN WIL SOAK WOUND R/M DEFENSE
3 10 0 0
SOAK WOUND R/M DEFENSE Skills: Bending Arts 2, Melee (Light) 2, Coercion 1,
Knowledge: Streetwise 2.

Skills: Martial Arts 2, Vigilance 1, Perception 2, Melee (Light) Talents: Adversary 1, Confident.
2, Medicine 1. Abilities: Triple Threat (may add to all attacks when
Talents: Adversary 1, Expert Chi Disruption, Counterattack. engaged in a group of three Triple Threats).

Abilities: None. Forms: Respective elemental Blast, and one other Basic
Form.
Equipment: Equalist Gear.
Equipment: Light Clothing.
Equalist Lieutenant [Nemesis]
Rarely are Equalist operatives in the field alone. After Amon,
Triad Recruiter [Nemesis]
many Equalist cells went dark, each carrying on its passive Some members of the triad are special recruiters, whose main
operations, led by their respective Lieutenants until the signal task is to find suitable conscripts within the Triple Threat turf,
finally came. Who – or what – is compelling these new particularly young and strong benders. Recruiters generally
Equalist leaders to act is largely unknown. operate alone, as they normally do not have to fear being
attacked.
3 5 4 4 2 4
4 4 2 4 4 4
BR AGI INT PRE CUN WIL
BR AGI INT PRE CUN WIL
4 18 20 0 1
5 16 16 1 1
SOAK WOUND STRAIN R/M DEFENSE
SOAK WOUND STRAIN R/M DEFENSE

Skills: Martial Arts 3, Vigilance 1, Perception 2, Melee (Light)


2, Discipline 1, Leadership 2 Skills: Bending Arts 3, Skulduggery 1, Perception 2, Coercion
2, Negotiation 1, Deception 2.
Talents: Adversary 1, Chi Disruption, Counterattack,
Commanding Presence, Chi Disruption (Expert), Deadly Talents: Adversary 1, Bribery, Convincing Demeanor, Lethal
Accuracy, Attack of Opportunity Blows, Natural Enforcer.

Abilities: Lead by Example (Add to the attacks of any Abilities: Extortion (Add any Coercion or Deception
minions attacking a character that has already been attacked checks to demoralize characters, or get them to do a job).
by Equalist Lieutenant this round). Forms: Access to one Advanced Form, all Basic Forms of
Equipment: Electrified Kali Sticks, Padded Armor, Goggles their element.
Equipment: Trident Dagger, Poison Vial, x amount Silver
Street Thug [Minion] pieces.
Skullduggery needs doing, and there are always thugs to get
it done. Beat Cop [Minion]
For non-benders, a job in law enforcement can be dangerous;
3 2 1 2 2 2
especially when they have you running the beat in Triad
BR AGI INT PRE CUN WIL territory.
3 5 0 0 3 2 2 1 2 2
SOAK WOUND R/M DEFENSE BR AGI INT PRE CUN WIL
3 5 0 0
Skills (group only): Melee (Light), Coercion.
SOAK WOUND R/M DEFENSE
Talents: None
Abilities: Shakedown (may upgrade 1 dice on Coercion Skills (group only): Perception, Melee (Light), Vigilance.
checks to frighten the party into giving them money if there
are at least the same number of minions as characters). Talents: None.

Equipment: Dagger Abilities: Patrol Route (All attempts to lose the tail of the Beat
Cop in their precinct of Republic City add ).
Triple Threat Triad [Rival] Equipment: Police Uniform, Truncheon.
The Triple Threats consider themselves an ‘equal opportunity’
organization – all benders have an equal chance to join their Metalbender Officer [Rival]
crew. People looking for a fight, the down and out, and The Metalbending Police Force is the elite division of the
orphans tend to seek out these jobs. Republic City Police Department, open only to earthbenders
who can manipulate the metal cables used to navigate the city
2 3 2 2 2 3
and take down criminals. The officers are deployed in small
BR AGI INT PRE CUN WIL groups by patrol airships that constantly circle the capital's
3 12 0 0 boundaries.

168 | Adversaries and Creatures | The Second Age


3 4 2 1 2 3 detectives have a network of street thugs who can act as eyes
and ears, when needed.
BR AGI INT PRE CUN WIL
5 13 1 0 3 3 4 2 3 4

SOAK WOUND R/M DEFENSE BR AGI INT PRE CUN WIL


8 14 18 1 1
Skills: Martial Arts 2, Bending Arts 2, Perception 2. SOAK WOUND STRAIN R/M DEFENSE
Talents: Nobody’s Fool.
Abilities: Metal-Slinging (Add any grappling maneuvers, Skills: Perception 2, Bending Arts 4, Coordination 2, Martial
and allows Metalbender Officers to move at double speed Arts 3.
when they have access to their metal coils and are not Talents: Adversary 1, Nimble, Nerves of Steel, Quick Strike,
subjected to Chi Blocking). Field Commander.
Forms: Metalbending, two basic earth forms. Abilities: Metal-Slinging (Add any grappling maneuvers,
Equipment: Metalbending Police Force Armor, Truncheon, and allows Metalbender Detectives to move at double speed
Riot Shield, Metal Coils. when they have access to their metal coils and are not
subjected to Chi Blocking).
Metalbender Detective [Nemesis] Forms: Metalbending, two Advanced Earth Forms, all Basic
The police force operates efficiently and attempts to produce Earth Forms.
minimal damage to the city. Detectives are only deployed Equipment: Metalbending Police Force Armor, Truncheon,
when officers fail to apprehend a suspect the first time. Most Riot Shield, Metal Coils.

Earth Kingdom
The military of the Earth Kingdom is the body primarily
responsible for the defense of the Earth Kingdom. It consists
Dai Li Agent [Rival]
of an army, navy, air force, and several specialized divisions. The Dai Li are highly skilled earthbending masters, whose
It is considered to be one of the most powerful armed forces talents even surpassed those of the Earthbender Guards of
in the world, as demonstrated by its ability to stave off assaults the Royal Palace. They are adept at using their stone shoes
from the more sophisticated Fire Nation forces for the majority to cling to sheer rock surfaces, such as walls or ceilings.
of the Hundred Year War. Mastery of this wall technique has been a part of their training
ever since their inception and was therefore one of their most
The Inner Ring of Ba Sing Se houses a small army unto itself, used skills. Agents will usually work in pairs.
comprised of a Royal Guard; a separate organization, known
as the Dai Li was created by Avatar Kyoshi and exists to 3 4 2 3 3 4
gather intelligence and “protect Earth Kingdom culture.” Even BR AGI INT PRE CUN WIL
earth citizens take care of themselves, demonstrating their
5 15 1 1
hardy nature through their earthbending talents or rigid
perseverance. SOAK WOUND R/M DEFENSE

Royal Earthbender Guard [Rival] Skills: Melee (Light) 2, Bending Arts 2, Martial Arts 2, Charm
The Royal Earthbender Guards of Ba Sing Se, commonly 2, Deception 2.
known as the King's Guards, are earthbending warriors within
the Earth Kingdom affiliated with neither the Dai Li nor the Talents: Adversary 1, Counterstrike, Parry.
army. They instead serve as personal protectors of the earth Abilities: Earthen Shoes (allows agent to move silently, scale
monarch. The Royal Earthbender Guards sport a uniform very walls, even cling to the ceiling; can be used to gain on
different from that of normal Earth Kingdom soldiers, wearing Stealth checks).
heavier, dark green full-body armor with a green plume on top
Forms: Earth Gauntlet, Rock Gloves, all Basic forms.
of the helmet.
Equipment: Dai Li Robes, Surveyor’s Chains, Sigil of the
3 1 2 2 2 3 Earth Kingdom.
BR AGI INT PRE CUN WIL
Dai Li Director [Nemesis]
5 17 0 1
A good director will operate in the open, with his target
SOAK WOUND R/M DEFENSE unaware of their constant surveillance. They carry a binding
"weapon" called surveyors' chains within their robes, which
Skills: Melee (Light) 2, Resilience 1, Discipline 2, Bending they threw from their sleeves to ensnare and hold prisoners,
Arts 2. particularly other earthbenders, in order to inhibit their
Talents: Bodyguard. bending.
Abilities: None.
Forms: One Advanced form, all Basic forms. 3 4 4 3 5 4
Equipment: Royal Guard Uniform, Sword, Warhammer BR AGI INT PRE CUN WIL
5 18 25 1 1

The Second Age | Adversaries and Creatures | 169


SOAK WOUND STRAIN R/M DEFENSE shown to function in battle as an impromptu shield against fire
blasts.

Skills: Melee (Light) 3, Bending Arts 4, Martial Arts 3, Charm 3 2 1 1 1 3


2, Deception 2. BR AGI INT PRE CUN WIL
Talents: Adversary 1, Counterstrike, Deadly Accuracy, Parry, 3 8 0 0
Plausible Deniability.
SOAK WOUND R/M DEFENSE
Abilities: Network (upgrades one on any Deception or
Charm checks made against a character so long as the Dai Li
is aware of them). Earthen Shoes (allows agent to move Skills (group only): Discipline, Ranged Weapons, Vigilance,
silently, scale walls, even cling to the ceiling; can be used to and Bending Arts.
gain on Stealth checks). Talents: None.
Forms: Earth Gauntlet, Rock Gloves, one Advanced form, all Abilities: None.
Basic.
Forms: Basic Earth Forms.
Equipment: Dai Li Robes, Earthen Gloves, Earthen Shoes,
Surveyor’s Chains, Sigil of the Earth Kingdom. Equipment: Earth Kingdom Military Uniform, Pouch of
Stones.
Farmer [Minion]
Just your average, everyday Earth Kingdom citizen.
Earth Army Captain [Rival]
Officers and captains wear yellow armor instead of the
2 2 2 2 2 1 standard green variant and are often a part of a cavalry
BR AGI INT PRE CUN WIL complement consisting of ostrich horses and heavier armor.
2 3 0 0 4 2 2 1 2 3
SOAK WOUND R/M DEFENSE BR AGI INT PRE CUN WIL
3 13 0 1
Skills (group only): Knowledge: Geography, Melee (Light), SOAK WOUND R/M DEFENSE
Vigilance.
Talents: None. Skills: Melee (Light) 2, Martial Arts 1, Leadership 2, Bending
Abilities: Rural Native (may reduce the negative effects of Arts 2.
terrain by +1 provided they are not in an unfamiliar Talents: Adversary 1.
environment). Abilities: Military Precision (may add to checks made to
Equipment: Pitchfork (Trident w/ Inferior quality). destroy structures or use co-operative bending). Earth Coin
(may spend an action to hurl a silhouette 2 slab of earth at the
Bandit [Minion] opponent, causing them to make an opposed Agility check
Petty criminals and hired ruffians litter the countryside to avoid the object; targets engaged with object either jump
throughout the Earth Kingdom, tending to congregate outside out of the way or take a number of damage ignoring soak
large cities and ports. Bandits comprise everyone from equal to the Rival’s Brawn rating; earthbenders can make a
pickpockets and muggers to gang members and killers. Bending Arts (BR) check to instead redirect the disc in a
different direction).
3 2 1 1 2 1
Forms: One advanced form, two basic forms.
BR AGI INT PRE CUN WIL
Equipment: Earth Kingdom Captain Uniform, Pouch of
2 7 0 0
Stones, Warhammer.
SOAK WOUND R/M DEFENSE
Earth Army General [Nemesis]
Generals rarely, if ever, accompany their own men into battle
Skills (group only): Melee (Light), Ranged Weapons, and thus their presence anywhere should indicate the Earth
Perception. Kingdom’s substantial vested interests.
Talents: None. As a meritocratic organization, generals in the Earth Army
Abilities: Ambush (may add to all Vigilance checks to are always vying for recognition, honor, and ultimately a
determine Initiative by characters if they were undetected position on the Council of Five. Each general is in charge of
before combat). bases located in the Earth Kingdom.
Equipment: Axe. 5 3 4 2 4 3

Earth Army Soldier [Minion] BR AGI INT PRE CUN WIL


Earth Kingdom soldiers, both benders and nonbenders, carry 5 17 18 1 2
a wide variety of weapons from spears, swords, and other SOAK WOUNDS STRAIN R/M DEFENSE
various polearms to more unusual weapons such as
hammers, axes, and sickles. Soldiers are typically attired with
specially-armored conical helmets, which have also been

170 | Adversaries and Creatures | The Second Age


Skills: Bending Arts 2, Vigilance 2, Leadership 2, Melee engaged with it either jump out of the way or take a number
(Light) 2, Discipline 2, Resilience 1. of damage ignoring soak equal to the Rival’s Brawn rating;
Talents: Adversary 1, Dual Wield, Field Commander. earthbenders can make a Bending Arts (BR) check to
instead redirect the disc in a different direction).
Abilities: High Command (any Leadership check made to
Forms: One expert form, two advanced forms, all basic forms.
bolster Earth Kingdom troops add to the troops above any
already given by the roll). Earth Coin (may spend an action to Equipment: Earth Kingdom General Uniform, Pouch of
hurl a silhouette 2 slab of earth at the opponent, causing them Stones, Warhammer (x2).
to make an opposed Agility check to avoid the object; targets

Fire Nation
Fire Sage [Rival]
charge of blockades and a considerable number of ships, but
still have nowhere near as much power as an admiral.
The Fire Sages are an organization that serves as the
religious authority of the Fire Nation and is responsible for 2 3 2 2 3 3
identifying the Avatar's incarnation when they are born in the BR AGI INT PRE CUN WIL
Fire Nation. Their additional duties include guarding the 2 11 0 1
temple and conducting coronations, weddings, and funerals
for the Royal Family and for those who seek their spiritual SOAK WOUND R/M DEFENSE
advice.
2 2 3 2 3 4 Skills: Melee (Light) 2, Geography 1, Leadership 2, Sailing 2.

BR AGI INT PRE CUN WIL Talents: Adversary 1, Fencer, Rapid Reaction.
2 13 1 0 Abilities: Naval Superiority (may add to all attack checks
when engaged with any character untrained in Sailing, so long
SOAK WOUND R/M DEFENSE
as they are on a boat).
Forms: One advanced form, all basic forms.
Skills: Bending Arts 3, Decipher 2, Perception 2, Medicine 2,
Discipline 2, Knowledge (History) 1, Knowledge (Culture) 1. Equipment: Naval Captain Military Uniform, Sword.

Talents: Adversary 1. Fire Navy Admiral [Nemesis]


Abilities: Naval Superiority (may add to all attack checks Admiral is the highest rank in the Fire Nation Navy, preceded
when engaged with any character untrained in Sailing, so long by commander. The title has been used since the inception of
as they are on a boat). the navy and gives whoever bears the title high authority and
command over an entire fleet. Admirals are appointed directly
Forms: Energy Reading, one advanced form, all basic forms.
by the Fire Lord. Above all else, Fire Admirals value the honor
Equipment: Sage Robes. and respectability of their supporters.

Fire Navy Private [Minion] 3 5 3 2 4 4


Privates are not considered officers and are under the BR AGI INT PRE CUN WIL
command of a ship's lieutenant. They are the lowest rank in 3 18 18 1 1
the Fire Nation forces.
SOAK WOUND STRAIN R/M DEFENSE
2 2 2 2 2 2
BR AGI INT PRE CUN WIL Skills: Bending Arts 4, Leadership 3, Melee (Light) 2, Sailing
3 5 0 0 2, Geography 1.
SOAK WOUND R/M DEFENSE Talents: Adversary 1, Fencer, Disarm, Sea Legs.
Abilities: Fleet Tactics (When engaged in ship combat with
Skills (group only): Martial Arts, Ranged Weapons, at least one allied ship present, any time that both ships make
Discipline, and Sailing. the same action such as firing weapons or ramming enemy
Talents: None. ships, the each subsequent ship after the first gains on that
action).
Abilities: None.
Forms: One expert form, two advanced forms, all basic forms.
Equipment: Sword, Naval Uniform.
Equipment: Naval Admiral Military Uniform, Sword.
Fire Navy Commander [Rival]
A commander is in charge of the captains and responsible for
carrying out an admiral's commands. They are also placed in

Water Tribes

The Second Age | Adversaries and Creatures | 171


The chain of command is not well defined in the Water Tribe. 4 2 3 1 2 3
There is no overall military commander of the Water Tribes
BR AGI INT PRE CUN WIL
and as such, command is divided between the two polar
factions. Any formal operations are usually spearheaded by a 4 10 0 1
tribal chieftain. In reality, only the Northern Water Tribe has SOAK WOUND R/M DEFENSE
anything resembling an organized military.

Northern Soldier [Rival] Skills: Melee (Heavy) 2, Survival 1, Perception 2, Athletics 2.


Talents: Uncanny Senses, Hunter.
As a result of the industrialization of the tribe after the war, the Abilities: Wolf Spirit (as a maneuver, may add to next
Northern Water Tribe's military changed greatly. A standing melee attack).
army was formed and its equipment was improved; by 151 Form: Two basic forms.
AG, machetes and spears had become the most common Equipment: Wolf Pelt Armor, Spear, Dagger.
weapons.
The standard weaponry of machetes and spears Water Tribe Chieftain [Nemesis]
remained largely the same for twenty years, though a new Little more than the leader of a particular Water Tribe
uniform was introduced. Less thick and bulky, this new dark settlement, the chieftain is responsible for mustering warriors
blue uniform allows greater freedom of movement. It consists and benders together and leading them into battle or scouting
of a padded jacket, a leather helmet with fabric neck guard, operations. In principle, all chiefs are equal and can convene
lined trousers and high boots. Since at least 150 AG, the army together to make joint decisions. In practice, both the North
also makes use of pack animals and mounts, most notably the and the South are ruled by Chiefs; Desna and Eska in the
Arctic camel and the buffalo yak. High-ranking officers wear a north and Hakoda in the south.
dark blue coat with a Water Tribe insignia
5 3 2 3 2 4
3 2 3 1 2 3 BR AGI INT PRE CUN WIL
BR AGI INT PRE CUN WIL 5 20 20 2 1
3 12 1 1 SOAK WOUND STRAIN R/M DEFENSE
SOAK WOUND R/M DEFENSE
Skills: Discipline 2, Leadership 3, Martial Arts 2, Perception
Skills: Melee (Light) 3, Melee (Heavy) 2, Survival 1, 1, Vigilance 1.
Perception 2, Athletics 2.
Talents: Uncanny Senses, Parry. Talents: Adversary 1, Water Cloak, Water Boxing, Phase
Abilities: Military Discipline (North Soldiers gain +1 to their Shift, Heroic Fortitude, Inspiring Rhetoric, Inspiring Rhetoric
initiative check). (Expert), Natural Leader.
Form: One advanced form, two basic forms. Abilities: Chieftain’s Vigilance (when the Water Tribe
Equipment: Northern Army armor, Leather Helmet, Spear, Chieftain is attacked, they add to determine Initiative order
Machete. to himself and any guards they have, and grants them on
Water Tribe Warrior [Rival] any attacks made in the first round). Wolf Spirit (as a
maneuver, may add to next melee attack).
Without any formal military, most warriors in the Northern or
Southern tribes tend to be able-bodied individuals who are Forms: One expert form, one advanced form, all basic forms.
capable of holding a weapon, or wielding their waterbending Equipment: Wolf Pelt Armor, Wolf Pelt Helmet, Waterskin,
offensively. Spear.

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 Initiate [Minion]
White Lotus after the Hundred Year War. Until 171 AG, the Before they can become sentries, aspiring benders of the Red
organization operated through sleeper cells, keeping their Lotus begin as initiates and must show their dedication to the
existence unknown to the world. cause.

The Red Lotus' agenda is to have the humans and spirits 2 2 2 2 3 3


coexist again and usher in a new world order by dismantling BR AGI INT PRE CUN WIL
the established nations and their leaders. Their first attempt
2 5 0 0
involved freeing Vaatu from his prison in the Spirit World, but
this was thwarted by Avatar Korra and her friends. A second SOAK WOUND R/M DEFENSE
attempt was made by Zaheer, who assassinated Earth Queen
Hou-Ting. Although he was successful in destabilizing the Skills (group only): Martial Arts, Deception, and Coercion.
Earth Kingdom, it came at great cost to his organization.
Talents: None.
Forms: Only the respective elemental Blast form.
Abilities: None.

172 | Adversaries and Creatures | The Second Age


Equipment: Trident Dagger, Staff, Red Lotus Symbol. Ming-Hua, the opportunity is ripe for four new bending
masters to take the reins of this organization.
Red Lotus Sentry [Rival]
4 3 2 2 3 4
The Red Lotus sentries are low-ranking members of the Red
Lotus. Although they are not operatives themselves, sentries BR AGI INT PRE CUN WIL
are the muscle of most Red Lotus operations, carrying out 4 15 18 1 1
many responsibilities too great to entrust to initiates, but too
SOAK WOUND STRAIN R/M DEFENSE
mundane to bother a Red Lotus Master.
3 2 2 1 3 3
Skills: Deception 2, Bending Arts 4, Martial Arts 2, Perception
BR AGI INT PRE CUN WIL 2.
3 10 0 1 Talents: Adversary 1, Dodge 2, Mental Fortress, Precision,
SOAK WOUND R/M DEFENSE Sixth Sense.
Abilities: Ancient Knowledge (Whenever conditions would
Skills: Martial Arts 2, Vigilance 1, Deception 2, Coordination add to the bending of Red Lotus Master such as being outside
2, Bending Arts 3. as an Airbender, that bonus is doubled. If no conditions affect
Talents: Chi Blocking, Indistinguishable. the Red Lotus Master, they can remove for free).
Abilities: Secret Society (Increases the challenge rating of a
Forms: One master form, two expert forms, two advanced
character attempting to pass themselves off as a member of
forms, all basic forms.
the Red Lotus by +1).
Forms: One advanced form, two basic forms. Equipment: Trident Dagger, Glider Staff, Red Lotus Symbol,
Equipment: Trident Dagger, Staff, Red Lotus Symbol. Bending Scroll.

Red Lotus Master [Nemesis]


They say when one Master falls, a Sentry rises to take their
place. With the disappearance of P’li, Ghazan, Zaheer, and

White Lotus
The Order of the White Lotus, also known as the White Lotus,
is an ancient and formerly secret society that transcends the
White Lotus Sentry [Rival]
boundaries of the four nations, seeking philosophy, beauty, Sentries of the White Lotus are stationed at various White
and truth. They are devoted to the sharing of ancient Lotus bases throughout the world tasked with guarding the
knowledge across national and political divides, and on Avatar world’s most nefarious bending criminals and other tightly-
Aang's request, they also concern themselves with the task of guarded secrets.
finding, training, and protecting each new Avatar. 2 3 3 2 1 3
Shortly after the Hundred Year War's conclusion, the BR AGI INT PRE CUN WIL
society stopped concealing itself from the public eye and
3 14 0 1
began to serve the world and the Avatar more openly, though
several aspects of their operations remained secret. SOAK WOUND R/M DEFENSE

White Lotus Initiate [Minion] Skills: Martial Arts 2, Empathy 1, Knowledge: Spirit World 2,
As the White Lotus is no longer a secret society, many more Discipline 2, and Bending Arts 4.
members are present in the Order than in the past, including
multiple leaders and many sentries and initiates tasked with Talents: Martial Artist, Nimble.
duties such as training the Avatar or guarding dangerous Abilities: Secret Society (Increases the challenge rating of a
benders. character attempting to pass themselves off as a member of
the White Lotus by +1).
2 2 2 2 1 3
Forms: One advanced form, two basic forms.
BR AGI INT PRE CUN WIL
2 5 0 0 Equipment: Staff, War Fan, White Lotus Symbol.

SOAK WOUND R/M DEFENSE White Lotus Master [Nemesis]


Masters of the White Lotus are among the world’s wisest
Skills (group only): Bending Arts, Martial Arts, Empathy, and scholars in both the bending arts and the spirit world. Only
Knowledge: Spirit World. truly enlightened individuals can ever attain the rank of
Master, fewer still ever go on to become a Grand Lotus. It is
Talents: None. said that an enlightened master has the ability to travel to the
Abilities: Strength in Numbers (may add to all Discipline Spirit World through meditation, and rumors abound that
or Vigilance checks made against fear effects or surprise those who achieve Grand Lotus status also have prolonged
attacks when there are more than two White Lotus Initiates life.
together).
4 3 4 2 3 5
Equipment: Staff, War Fan, White Lotus Symbol.

The Second Age | Adversaries and Creatures | 173


BR AGI INT PRE CUN WIL Abilities: Ancient Techniques (Once per round, when in
combat with a bender, White Lotus Master may suffer two
5 18 22 1 2
strain and treat the bending as if he was a bender of the same
SOAK WOUND STRAIN R/M DEFENSE type with three ranks in Resistance).
Forms: One Master form, two expert forms, two advanced
Skills: Empathy 2, Bending Arts 5, Martial Arts 2, Knowledge: forms, all basic forms.
Spirit World 4. Equipment: Staff, War Fan, White Lotus Symbol, Spirit Scroll.
Talents: Adversary 1, Martial Artist, Unarmed Specialist,
Secret Technique, Chakras Aligned, Spiritual Guru, Pressure
Point, Master Healer.

Creatures and Spirits


A vast range of fauna inhabit the world of Avatar; most of the SOAK WOUND R/M DEFENSE
animals presented are notably chimeras or crossbreeds of
2 2 1
two real world animals. Although not all creatures intend to
harm the players, they will defend their territory and their lives SILHOUETTE SPEED HANDLING
if provoked.
Note: for roleplay purposes, the Martial Arts skill is listed Skills: Bending Arts 3, Vigilance 2, Perception 2.
simply as Melee for most creatures and spirits. This is purely
Talents: Calming Presence.
an aesthetic distinction for the ease of narrating events.
Abilities: Earth Senses (when making perception checks, the
Creatures Badgermole is not hindered by darkness and can sense
things out of its line of sight within range. Any earthbending
attack made against the Badgermole suffers ), Digging
Armadillo Lion [Rival] Claws (before using a maneuver to move, a Badgermole may
This large animal has the body and head of a lion. The fur on spend a maneuver to dig, allowing the character to use that
its feet and lower part of its face is white. Its main trunk and move maneuver to travel through loose soil or similar terrain.
the upper parts of its legs are covered by shaggy brown hair. At the GM's discretion, this excavation can result in a low,
Its back is topped by an armadillo-like segmented carapace, narrow tunnel that others can use).
which extends to cover the top of its head. It has an armadillo-
Equipment: Big claws (Melee; DMG 6; CRIT 3).
like hairless tail. When startled, the armadillo lion can curl up
into an armored ball, much like the three-banded armadillo. Boar-q-pine [Rival]
4 3 2 1 3 1 This animal is enormous, almost as large as a fully-grown
BR AGI INT PRE CUN WIL flying bison. Native to large Earth Kingdom forests, it has the
body and general appearance of a boar, except that its body
5 16 1 1 is covered in quills like a porcupine. It has a large head
SOAK WOUND R/M DEFENSE compared to the rest of its body, and from it emerge a pair of
sharp, white tusks. However, in youth, these creatures
resemble their porcupine half more, being small, not much
Skills: Resilience 3, Coercion 3, Melee 2. bigger than a hand, and also appearing more rodent-like
Talents: Brace, Brute Strength, Enduring 1. rather than like a large boar. They also appear to be much
Abilities: Carapace Armor (when taking a defense stance, more docile, which is to be expected with young creatures.
the Armadillo Lion’s soak is increased by one and its general The boar-q-pine is known to be extremely bad tempered
defense Is increased by 1; it adds to each attack for every and vengeful, yet also very shy and prone to adorable
consecutive turn it uses this ability). waddling. It is carnivorous and is a predator of koala sheep;
Equipment: Big paws (Melee; DMG 6; CRIT 3). both species are some of the few that inhabit the Black Cliffs.
3 4 3 1 1 1
Badgermole [Rival] BR AGI INT PRE CUN WIL
An enormous mammal, the badger mole has the shovel-
shaped claws and long tail associated with the mole and a 5 15 0 1
badger-like body. It has brown fur, a white face, and a white SOAK WOUND R/M DEFENSE
stripe running down its back. The badger mole seems to be
the natural predator of the wolfbats and can earthbend by
Skills: Coercion 3, Survival 3, Ranged 1, Melee 2.
slamming its paws into the ground and motioning with its
stance to move the dirt around. It also seems to enjoy music Talents: Disorient, Frenzied Attack, Enduring 2.
and becomes tranquil when it hears music playing. Abilities: Charge! (Once per encounter, a boar-q-pine can
5 3 2 2 2 2 use its free maneuver to move from medium range to engaged
to attack a target. Along with allowing the boar-q-pine to close
BR AGI INT PRE CUN WIL
quickly with its prey, a charge also adds 2 damage to the
5 21 0 1 attack and target is Disoriented on a successful hit.), Barbed

174 | Adversaries and Creatures | The Second Age


Hide (when a Boar-q-pine is hit by a melee attack, the GM can 3 13 0 0
spend hh to inflict 1 wound [ignoring soak] on the attacker).
SOAK WOUND R/M DEFENSE
Equipment: Tusks (Melee; DMG 6; CRIT 3.
2 3 -1
Buzzard Wasp [Rival] SILHOUETTE SPEED HANDLING
Native to the Si Wong Desert, these creatures are six-legged
insects that have a vulture-like head and a bee or wasp-like Skills: Coordination 2, Athletics 2, Melee 3, Survival 3.
body, hence their name. They have brown, white, and gray
stripes on their abdomen, and their necks are dark gray with Talents: None.
a light gray ruff at the body. These creatures also have wings Abilities: Overrun (A crawler may spend a to hit an additional
attached to their thorax and are capable of flight. Their beaks target with a successful melee check, provided the additional
and talons are razor sharp. target is engaged with the first target.
The buzzard wasps live in caves they dug out of Si Wong Equipment: Talonfeet (Melee; DMG 4; CRIT 5; Range
Rock. The gooey substance on their cave walls is produced [Short]) Big maw (Melee; DMG 3; CRIT 3; Range [Engaged]).
by the females and has the flavor of rotten penguin meat, as
Silhouette: 2.
Sokka remarked when he tasted it. It is the equivalent of
honey and produced in a similar way, and fed to the young. Dragon [Nemesis]
They will attack if provoked by intruders in their nest and
The dragons are the original practitioner of firebending,
become aggravated by loud noises. In such cases, they can
capable of breathing fire. The species demonstrated the true
be considered dangerous. They primarily feed on carrion, but
way of firebending to the Sun Warriors' civilization, a
will hunt live game if they are desperate for food.
precursor to the modern-day Fire Nation, as well as to Wan,
2 4 1 1 3 3 the first Avatar. As such, dragons are highly respected by both
the Sun Warriors and the Fire Nation.
BR AGI INT PRE CUN WIL
2 7 1 1 Dragons are intelligent creatures, capable of
communicating with humans. Although generally living in
SOAK WOUND R/M DEFENSE 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.
Skills: Coordination 3, Melee 2, Survival 3. 6 6 5 4 3 6
Talents: None. BR AGI INT PRE CUN WIL
Abilities: Flight (Buzzard wasps can fly, making them more 7 30 40 2 3
difficult to hit); Swarm (Halve the damage dealt to the swarm
SOAK WOUND STRAIN DEFENSE
before applying soak unless the weapon has the Blast or Burn
quality [Regardless of whether or not that quality is activated]); 3 4 2
Territorial (buzzard wasps are incredibly territorial, and gain a SILHOUETTE SPEED HANDLING
Boost to all melee checks made when attacking any intruders
into what they consider their territory.
Skills: Bending Arts 3, Knowledge: History and Spirit World
Equipment: Talon and beak (Melee; DMG 3; CRIT 3; Range
3, Vigilance 2, Charm 2.
[Engaged]).
Talents: Dramatic Riposte 1, Adversary 2, Chakras Aligned,
Silhouette: 1.
Confident, Fearsome.
Canyon Crawler [Rival] Abilities: Eternal Flame (any attempt to bend the fire of a
The canyon crawler is a dangerous animal that primarily dragon by any non-dragon character or creature has its
inhabits the canyon of the Great Divide, but its habitat is difficulty upgraded with ; the difficulty of any other
spread throughout the arid terrain of the western Earth attempt is upgraded with ).
Kingdom. Though the crawler prefers live meat and its various Equipment: Avatar Roku once equipped his dragon, Fang,
useful features make it the perfect hunter, the canyon crawler with a riding saddle.
is primarily an omnivorous scavenger that is willing to eat
whatever it can find. Eel hound [Minion]
Crawlers resemble a mix of a crocodile, an ant, and a The eel hound is a large, amphibious lizard that exhibits the
spider. It has four eyes on either side of its face and a forked ability to swim and run quickly. It is at least eight feet tall and
tongue in a sharp-toothed jaw. Much like a traditional roughly twenty-five to thirty feet long with dark green scales,
arachnid, the crawler retains a two-segmented body made up except along its ventral side, from its jaw to its tail. The eel
of a cephalothorax and an abdomen, to which its four skinny hound is green in color with a lighter shade on its underbelly,
legs attach. The canyon crawler's name is derived from its and a darker shade of green on top of its body.
arachnid-like characteristics and from its ability to run up The eel hound has a very wild nature which can make it
sheer mountain walls. The canyon crawler also uses multiple challenging to train. For this reason, very few people attempt
sensitive nostrils with which it easily detects the scent of food. to do so; therefore, eel hounds are not commonly used for
3 3 2 1 3 1 mounts. Once properly trained, however, the eel hound is
surprisingly tame and can be used to swim through water or
BR AGI INT PRE CUN WIL run on land at great speeds; it was credited by the great

The Second Age | Adversaries and Creatures | 175


Swordmaster Piandao as being the fastest known animal over 5 22 1 1
land and water.
SOAK WOUND R/M DEFENSE
2 4 1 1 1 2 3 3 1
BR AGI INT PRE CUN WIL SILHOUETTE SPEED HANDLING
2 6 0 0
SOAK WOUND R/M DEFENSE Skills: Bending Arts 2, Vigilance 2, Empathy 2.
2 4 2 Talents: None.
SILHOUETTE SPEED HANDLING Abilities: Wind Bellow (flying Bison may spend an action to
release a bellow charged with airbending, forcing all creatures
Skills: Athletics 3, Coordination 3, Resilience 1. within short or engaged range to make an Opposed
Resilience check against the Flying Bison’s Bending Arts
Talents: Expert Swimmer. skill or be pushed to medium range); Flight (flying bison can
Abilities: Rejuvenation (when in water, Eel Hounds can forgo fly, making them more difficult to hit).
their action to heal 1 strain per turn. If this strain was incurred Equipment: Sometimes equipped with a riding saddle and
due to running or swimming long distanced, the strain is reins.
recovered at a rate of 2 per round).
Equipment: Sometimes equipped with a riding saddle. Giant Rhinoceros Beetle [Rival]
The giant rhinoceros beetle is a large insect named for its
Fire Ferret [Minion] immense size and facial prongs. Often seen in its native
The fire ferret is an arboreal mammal indigenous to the habitat, the Si Wong Desert, it is commonly used by the
bamboo forests of the central Earth Kingdom. The fire ferret beetle-headed merchants as a beast of burden.
is a docile and friendly creature. Once tamed, it can easily be This gargantuan insect possesses an enormous green
kept as a pet and is obedient and loyal to its owner. The fire shell that serves as protection. It exhibits prongs, small beady
ferret can also be trained to do certain stunts, and is frequently eyes, and six legs, as are ubiquitous in insects.
seen in traveling circuses.
4 4 1 1 1 1
1 3 3 1 3 1
BR AGI INT PRE CUN WIL
BR AGI INT PRE CUN WIL
4 15 0 0
1 5 0 0
SOAK WOUND R/M DEFENSE
SOAK WOUND R/M DEFENSE
2 3 2
SILHOUETTE SPEED HANDLING
Skills (group only): Coordination 2, Stealth 2, and
Skulduggery 1.
Talents: Natural Rogue. Skills: Melee 3, Survival 3, Resilience 3.

Abilities: Faux Innocence (Fire Ferrets may act as if they had Talents: None.
2 ranks in the Deception skill when attempting to divert Abilities: None.
suspicion away from themselves). Equipment: Massive Horn (Melee; DMG 8; CRIT 3; Range
Flying Bison [Rival] [Short]).

The flying bison, also known as sky bison and air bison, lived Silhouette: 2.
in the air temples along with the Air Nomads. Some bison also
live in the Fire Nation, tended to on an island by the Bhanti
Goat Gorilla [Rival]
Tribe. Prior to the Hundred Year War, many flying bison lived The goat gorilla is a large creature found typically within
in the air temples. They were highly respected by the Air mountainous and forested areas of the Earth Kingdom,
Nomads, who regarded them as the first airbenders. generally far from large settlements. Although a rather
rampant beast in the wild, the gorilla goat can be quite lovable
Their pelts make sky bison high-value targets for and docile in captivity, as well as useful in manual labor.
poachers. Rumor has it that the upper-class citizens of Ba
Sing Se even view bison veal as a delicacy. Goat gorillas are hostile toward intruders who trespass
into their territory and do not hesitate in attacking those they
All flying bison employ airbending to fly, using their wide identify as threats. They often initiate a confrontation,
tails to steer through air currents and to defend themselves ramming opponents repeatedly until they fall. These creatures
from attacks. They are also able to use their mouths to use their massive arms as weapons, raising them high to gain
airbend. Since young flying bison are incapable of flight for a momentum before smashing them to the ground. Despite their
week or two after they are born, the herd will stay close to the violent nature, however, it is possible to coexist with goat
ground to protect them. Though docile, flying bison can be gorillas, given that passersby and co-inhabitants of the area
fierce and powerful opponents if pressed or enraged, maintain a respectable distance from key goat gorilla territory.
possessing great physical strength and airbending skills.
Goat gorillas can become relatively docile in captivity.
5 3 3 1 2 4 When trained, they can serve as figures of security while still
BR AGI INT PRE CUN WIL showing qualities of obedient pets. Flopsie, a goat gorilla

176 | Adversaries and Creatures | The Second Age


belonging to the eccentric King Bumi, was a perfect example SOAK WOUND R/M DEFENSE
of this. Goat gorillas seem to be intelligent to a certain degree,
as Flopsie was able to recognize his owner as well as his
name. In addition to this, they seem to retain certain pieces of Skills (in groups): Coordination, Melee, Survival, Vigilance,
information, such as the layout of particular locations and the Skulduggery.
identity of previously observed figures. Flopsie exhibited Talents: None.
these skills upon recognizing Aang, before taking him around
Abilities: Ornery (Add to all check made to handle,
Omashu in search of Bumi.
domesticate, or otherwise work with a hog monkey).
5 3 2 3 3 1 Equipment: Small fists (Melee; DMG 2; CRIT 4; Range
BR AGI INT PRE CUN WIL [Engaged]).
6 21 0 0 Silhouette: 1.
SOAK WOUND R/M DEFENSE
Iguana Parrot [Minion]
The iguana parrot, also known as the reptile bird, is a
Skills: Coordination 2, Athletics 3, Melee 3, Perception 2, hybridized creature that inhabits the Earth Kingdom. It is a
Survival 3. favorite pet of sailors and pirates. This creature has feathers
Talents: Enduring 1, Crippling Blow 1, Grapple and is capable of flight, but also possesses several reptilian
characteristics as well. It has a parrot-like beak, a feathered
Abilities: Wild Heart (upgrade difficulty of checks to train a
tail, and wings ending in claws, and it moves on four limbs
goat gorilla by one); Pounce (If the gorilla goat uses the aim
when it chooses not to fly. Its feet also seem to lack the
maneuver, it also gains Knockdown on its next attack).
reversed toe characteristic of many modern birds, and it has
Equipment: Massive arms (Melee; DMG 8; CRIT 3; Range a small dorsal fin on its back.
[Engaged], Disorient 2).
1 4 3 1 4 1
Silhouette: 2.
BR AGI INT PRE CUN WIL
Hog Monkey [Minion] 1 5 0 0
SOAK WOUND R/M DEFENSE

Skills: Deception 2, Stealth 1.


Talents: Eagle-Hawk Awareness.
Abilities: Mimic (An Iguana Parrot may make a Deception
check to mimic the sound of a human voice they have heard
within the last week. The difficulty is 2 when repeating words
the parrot heard said, and 3 to replicate the sound of the voice
speaking words other than those the parrot heard them say).

Komodo Rhino [Rival]


The komodo rhino is an animal from the Fire Nation, bred both
as a beast of burden and for its meat in komodo sausages.
During the Hundred Year War, the Fire Nation used these
The hog monkey is a primate that inhabits the Earth Kingdom.
creatures as cavalry mounts or as beasts of burden, often
It is considered difficult to tame and does not take well to being
decorating them in red.
ridden, though it can usually be coerced into doing so with
lychee nuts. The komodo rhino has a thick, "tough as steel" hide, which
serves as natural protection for its body. Three large, curved
The hog monkey has a vaguely canine face, a long tail,
horns dominate its face; two curving down from its forehead
and the body of a primate. It appears to run on its knuckles
and one curving upward from its snout.
and has a long tail. In addition, the hog monkey has reddish
eyes and a dog-like snout that is full of sharp teeth, including 6 1 1 2 1 2
two tusks protruding from the lower jaw. Its fur is brown on BR AGI INT PRE CUN WIL
most of its body, although the area around its face and head
is of a much darker shade. 9 20 0 1

The hog monkey commonly roams in troops or small SOAK WOUND DEFENSE
packs, and can often be found in the outskirts of fishing 2 2 1
settlements. Although it does not really resemble a hog in any SILHOUETTE SPEED HANDLING
way, its noises are swine-like in nature. The hog monkey
tends to be a troublesome animal if it is let loose in the city.
Skills: Survival 2, Athletics 2, Discipline 1, Brawling 2.
2 4 3 1 3 1
Talents: Show of Might, Fearsome, Enduring 3.
BR AGI INT PRE CUN WIL
Abilities: Unstoppable (adds to any checks made to resist
2 11 0 0
halting effects or disorientation, and imposes on any

The Second Age | Adversaries and Creatures | 177


attempts to stop or disorient a Komodo Rhino); Beast of Abilities: Awe-Inspiring (Lion Turtles are such awe-inspiring
Burden (komodo rhinos add 20 to their encumbrance creatures that anyone attempting to attack them suffers one
threshold). Setback to their check), Energy Bending (The Lion Turtle can
Equipment: Sometimes equipped with armor and a riding use and teach the art of energy bending. This allows them to
saddle. Horns (Melee; DMG 8; CRIT 3; Range [Engaged]; make a formidable Bending Arts check to remove the ability
Pierce 2). of opponents to access the Bending Arts skills)
Equipment: Sometimes has remnants of human civilization
Lion Turtle [Nemesis] on its back island.
Silhouette: 10.

Lion Vulture [Rival]


The lion vulture is a cabbage-loving oddity native to the Fire
Nation. It is a large bird that has the head and wings of a
vulture and 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 white. Its feet and under-body are that of a
lion, with tawny colored fur. Its love of cabbages is particularly
odd, given the nature of the base animals forming this
chimera. They have been featured as circus animals, but their
rarity means little is known about how intelligent these
creatures really are.
2 2 3 2 3 1
BR AGI INT PRE CUN WIL
2 8 1 1
The lion turtle, also called Ancient One by the spirits, is a
chimerical hybrid of a lion and a turtle and the largest known SOAK WOUND R/M DEFENSE
animal in the world. In the era of Raava, lion turtles populated
the Spirit Wilds, where they served as protectors of mankind Skills: Coordination 2, Melee 2, Vigilance 3.
by housing human cities on their backs.
Talents: None.
Lion turtles could survive for centuries if unharmed and
reach the size of a small island, developing hard shells that Abilities: Flight (Lion vultures can fly, making them more
eventually grow plant life that can sustain several species of difficult to hit).
animals. This effectively creates small ecosystems on the Equipment: Talons (Melee; DMG 3; CRIT 5; Pierce 1,
backs of lion turtles, which neither benefit nor harm the hosts Finesse, Range [Engaged]).
in question. Lion turtles were so enormous that their hearts Silhouette: 1.
can weigh over 120 tons, which is comparable to the
combined weight of twelve flying bison. Messenger Hawk [Minion]
Although from the same species, lion turtles had distinct
markings on their foreheads indicating the element to which
they were attributed. Lion turtles are intelligent creatures who
demonstrate the ability to both speak and understand human
language, unlike many other creatures in Avatar. They are
solitary creatures that disperse as much as possible and
remain hidden through various means. Terrestrial lion turtles
buried themselves in the ground and did not surface unless
summoned, while aquatic lion turtles partly submerged
themselves underwater to avoid detection.
6 6 6 6 6 6
BR AGI INT PRE CUN WIL
12 60 60 3 3
SOAK WOUND STRAIN DEFENSE

Skills: Bending Arts 5, Knowledge: History 4, Knowledge:


Geography 3, Knowledge: The Spirit World 5, Empathy 4,
Discipline 4, Perception 3.
Talents: Spiritual Guru, Chakras Aligned, Calming Aura,
Researcher, Well Travelled, Empathy, Mental Fortress,
Natural Mediator.

178 | Adversaries and Creatures | The Second Age


The messenger hawk is a moderately-sized raptor that can be Burden (Ostrich horses add 10 to their encumbrance
used to transport message scrolls carried in canisters tied to threshold).
their backs, with different colored ribbons used to indicate the Equipment: Sometimes equipped with armor and a riding
importance or intended receiver. These hawks are regularly saddle. Hind-legs (Melee; DMG 3; CRIT 3).
used to deliver messages throughout the Fire Nation, its
colonies, and the Earth Kingdom, and can be bought at post Platypus Bear [Rival]
offices, such as the one located in Fire Fountain City, which The platypus bear is a large mammal endemic to the forests
have large roosting towers for the birds. and valleys of the Earth Kingdom, where it typically resides
Tamed messenger hawks have a calm temperament, and, near rivers. Wild platypus bears have an aggressive nature
if properly trained, are able to deliver messages to almost and are prone to accidentally laying eggs when frightened.
anywhere. They are known to be loyal to their owners. They The platypus bear is quite vicious and is known to attack
also seem to know the importance of their jobs and are humans; when it does attack, it uses its clawed paws and its
regarded as more intelligent than other birds in the Fire rudder-like tail, which also helps it swim. Platypus bear
Nation. They are used by both the Fire Nation government assaults are even more likely to occur when a baby platypus
and ordinary civilians for their message-carrying ability. bear is involved, as a mother platypus bear is protective of her
1 3 2 1 1 1 young. However, despite its wild nature, the platypus bear can
also be trained and domesticated, having been used as both
BR AGI INT PRE CUN WIL
a circus animal and a brute enforcer and having been kept as
1 5 1 1 a pet.
SOAK WOUND R/M DEFENSE 4 2 1 1 2 1
BR AGI INT PRE CUN WIL
Skills (in groups): Coordination, Melee, Knowledge
4 16 0 1
(Geography).
SOAK WOUND R/M DEFENSE
Talents: None.
Abilities: Flight (Messenger hawks can fly, making them
more difficult to hit); Tamable (Downgrade difficulty of checks Skills: Survival 3, Melee 3, Coercion 2.
to train messenger hawks by one). Talents: Fearsome, Brawler.
Equipment: Talons (Melee; DMG 3; CRIT 5; Pierce 1, Abilities: Strong Jaw (when a Platypus Bear makes a
Finesse, Range [Engaged]). successful combat roll, they may spend aaa to bite down
Silhouette: 0. on the opponent, preventing them from moving out of
engaged range until the beginning of the creature’s next turn
Ostrich Horse [Rival] and imposing to their next attack).
The ostrich horse is a docile creature used extensively by Equipment: Big claws (Melee; DMG 6; CRIT 3).
people all over the world as a cavalry mount, beast of burden,
or form of transportation. Particularly, highly trained ostrich Polar Bear Dog [Rival]
horses equipped with armor serve as the primary mount of the The polar bear dog is a large, white-furred animal that was
Earth Kingdom military and are often used in battles by historically feared and hunted by members of the Water Tribe.
several divisions. Ostrich horses used by the military appear The vicious behavior of polar bear dogs is like that of real polar
in body armor that covers their heads, necks, and parts of their bears, though when properly tamed, their behavior is more
sides. Reliance on ostrich horses as a primary means of akin to that of domesticated dogs. Due to their size and
transportation is not restricted solely to the military, as they seemingly loyal nature, these animals can be trained as
are common among civilians as well. mounts to cross the snowy plains of the polar regions.
Although they have a generally calm temperament, ostrich 3 5 3 1 1 2
horses have been known to buck and kick their riders as well
BR AGI INT PRE CUN WIL
as nearby bystanders when startled or agitated. Wild ostrich
horses are solitary and can be found near human settlements. 3 14 0 0

4 3 2 1 1 1 SOAK WOUND R/M DEFENSE

BR AGI INT PRE CUN WIL 2 3 2

4 10 0 0 SILHOUETTE SPEED HANDLING

SOAK WOUND R/M DEFENSE


Skills: Survival 3, Perception 2, Athletics 3, Vigilance 2,
2 3 2
Melee 2.
SILHOUETTE SPEED HANDLING
Talents: Expert Swimmer, Natural Hunter.
Abilities: Tireless (Polar Bear Dogs upgrade to on
Skills: Athletics 2, Melee 1, Resilience 2, Vigilance 3.
any checks involving swimming or running long distances);
Talents: Enduring. Keen Smell (add a to a polar bear dog’s Perception checks)
Abilities: Steadfast (Ostrich Horses and their owners receive Equipment: Big paws (Melee; DMG 6; CRIT 3), sometimes
to skill checks when being ridden as a mount); Beast of equipped with a riding saddle.

The Second Age | Adversaries and Creatures | 179


Ring-Tailed Lemur [Minion] Sand Shark [Nemesis]
The ring-tailed winged lemur is a small animal closely related The sand shark is a large carnivorous predator that lurks
to the winged lemur. The species was discovered after the underneath the surface of the Si Wong Desert, searching
end of the Hundred Year War, and these creatures reside at through the sand for mobile prey.
the different air temples. Like their cousin, the Winged Lemur, The sand shark is a solitary ambush predator that
Ring-Tailed Lemurs make great companions and can be constantly moves underground in search of prey. It remains
trained to perform a variety of tasks. largely inconspicuous apart from the distinct dorsal fin that
1 4 3 1 2 1 appears when it nears the surface and the movement of
nearby dunes when it navigates through the sand. It prefers
BR AGI INT PRE CUN WIL
to leap out of the sand and launch any terrestrial organisms
1 6 0 0 on the surface into the air while it extends its mouth, largely
SOAK WOUND R/M DEFENSE preventing prey from escaping its reach. The sand shark's
body shape allows it to move through the sand with relative
ease and reach speeds that surpass that of sand-sailers, even
Skills: Perception 2, Skulduggery 2, Coordination 1. powered by airbending.
Talents: None.
6 3 1 1 1 1
Abilities: Understanding (any Intelligence rolls made by a
BR AGI INT PRE CUN WIL
Ring-Tailed Lemur to understand speech gain , and any
Animal Handling rolls made to communicate with a Lemur 10 30 30 0 1
receive ). Companion Animal (once per encounter, may SOAK WOUND STRAIN R/M DEFENSE
make an Easy ( ) Empathy check targeting an engaged
character; that character recovers 1 strain per success).
Skills: Survival 3, Stealth 3, Melee 4.
Saber-tooth Moose Lion [Nemesis] Talents: Dramatic Riposte 1, Natural Hunter, Quick Strike,
The saber-tooth moose lion is native to the forests of the Adversary 1.
southern Earth Kingdom. Its large teeth, long horns, and Abilities: Unhinge Jaw (when the Sand Shark makes an
ferocious attitude make it a formidable creature. Although it attack, it can unhinge its jaw as a maneuver. If it then
appears intimidating, the saber-tooth moose lion is, for the succeeds on its attack, or can swallow the creature up to its
most part, a friendly animal; however, if a mother feels silhouette by spending a t), Devour (can spend t to begin
something is threatening its cub, it can become very violent. to devour a target after a successful attack. The target is
The saber-tooth moose lion stands at least ten feet high, ensnared and automatically takes damage at the beginning of
with brown fur, a long muzzle, and a pair of palm-shaped the Sand Shark’s turn. A creature that is killed is completely
antlers on its head. Its body and tail are feline in appearance devoured and digested).
and its two enlarged upper fangs extend past its lower jaw. It Equipment: Massive claws, teeth (Melee; DMG 14; CRIT 3)
also has large clawed paws. Smashing tail (Range [Short]; Concussive, Disorient 2, Pierce
The moose lion cub is very small, approximately the size 3).
of a small dog. The cub is very intelligent and friendly, and it
vaguely resembles a light brown hippo with a mid-length Sea Serpent [Nemesis]
bushy tail and large ears. As it lacks an adult's large teeth and The serpent is a large aquatic creature that inhabits the waters
antlers, it appears harmless and playful. It is difficult to identify of the Earth Kingdom, specifically the lakes surrounding the
one as a moose lion until its horns and fangs have grown in. Serpent's Pass, which was named after the creature; fear of
the serpent was instilled by nearby lore, as exhibited by graffiti
4 4 2 2 2 3 reading "abandon hope" carved into one of the posts at the
BR AGI INT PRE CUN WIL entrance of the pass.
4 20 0 0 This ferocious animal lives mostly on fish and other water
SOAK WOUND R/M DEFENSE creatures, but it will attack and eat just about anything—it has
even been known to attack ships when looking for a meal. The
serpent lets out a loud, blood-curdling scream just before it
Skills: Melee 3, Survival 3, Resilience 3, Coercion 4. attacks.
Talents: None. 5 6 1 1 1 3
Abilities: Pounce (If the moose lion uses the aim maneuver, BR AGI INT PRE CUN WIL
it also gains Knockdown on its next attack); Charge! (Once
8 20 20 0 0
per encounter, a moose lion can use its free maneuver to
move from medium range to engaged to attack a target. Along SOAK WOUND STRAIN R/M DEFENSE
with allowing the moose lion to close quickly with its prey, a
charge also adds 2 damage to the attack and Disorient 2).
Skills: Athletics 4, Stealth 3, Perception 2, Vigilance 2.
Equipment: Horns (Melee; DMG 8; CRIT 4; Range
Talents: Adversary 1, Swift, Expert Swimmer, Targeted Blow,
[Engaged]); Fangs (Melee; DMG 3; CRIT 2; Range
Deadly Accuracy, Rapid Reaction, Enduring 3.
[Engaged]).
Silhouette: 2.

180 | Adversaries and Creatures | The Second Age


Abilities: Destruction (when attacking a structure, either SILHOUETTE SPEED HANDLING
natural or made by bending, the serpent adds to its
attempt).
Skills: Survival 4, Stealth 3, Coordination 3.
Equipment: Massive claws, teeth (Melee; DMG 10; CRIT 3)
Smashing tail (Range [Short]; Concussive, Disorient 2, Pierce Talents: Expert Tracker 2, Natural Hunter.
3). Abilities: On the Scent (when tracking prey by scent, Shirshu
ignore all penalties due to time and can remove one d or f
Scorpion bee [Minion] from the result of a tracking attempt); Enhanced Senses (add
Scorpion bees live in colonies and are not the friendliest of a to shirshu’s Perception checks).
insects; they will swarm and cover a person from head to toe, Equipment: Sometimes equipped with a riding saddle.
but will not sting unless provoked by sudden movements or
loud noises, as they demonstrated while resting on Avatar Unagi [Nemesis]
Aang. Smoke proves to be helpful in getting rid of them as it The unagi is a carnivorous predator that will consume
makes the bees tired. Scorpion bees will never attack a anything that it encounters in the water, with a preference for
character unprovoked and will always attack in swarms. the elephant koi found in the waters surrounding Kyoshi
1 3 1 1 1 1 Island. It can launch powerful streams of water from its mouth
as a means of subduing prey and deterring external threats.
BR AGI INT PRE CUN WIL
Because of its aggressive nature, the residents of Kyoshi
0 3 1 1
Island typically avoid the bay in which the unagi is found.
SOAK WOUND R/M DEFENSE Despite its tendency to lash out, the unagi has an instinctive
fear of anything that exceeds it in size, and it can be
Skills: Ranged 1, Melee 1, Stealth 2. controlled, to some extent, by its barbels, as demonstrated by
Aang when he forced the unagi to spray water over the
Talents: Coordinated Assault. burning Kyoshi Village.
Abilities: Venom (after being stung by a swarm of Scorpion
5 6 2 1 2 1
bees, a character must make a Hard ( ) Resilience
check. If they fail, they are disoriented for 1 round, +1 round BR AGI INT PRE CUN WIL
for each additional failure; they suffer 1 strain per h 10 25 20 1 1
generated). Swarm (Halve the damage dealt to the swarm
SOAK WOUND STRAIN R/M DEFENSE
before applying soak unless the weapon has the Blast or Burn
quality [Regardless of whether or not that quality is activated]).
Equipment: Stinger (Melee; DMG 1; CRIT 4). Skills: Athletics 3, Stealth 2, Perception 1, Ranged 2.
Talents: Dramatic Riposte 1, Adversary 2, Swift, Expert
Shirshu [Rival] Swimmer, Rapid Reaction, Uncanny Senses.
The shirshu is a large, quadrupedal creature found in the Abilities: Water Pressure (when using a ranged attack, the
southern Earth Kingdom. Its highly developed sense of smell
Unagi may spend two strain to upgrade to a . If the attack
and ability to paralyze a target make it well suited for both
succeeds, the target is prevented from closing range bands
tracking and hunting respectively.
next turn and suffers one additional strain).
Tamed shirshus are mainly used for their superior tracking
Equipment: Massive claws, teeth (Melee; DMG 12; CRIT 3)
ability; they can detect a particular scent anywhere in the
Smashing tail (Range [Short]; Concussive, Disorient 2, Pierce
world, paralyze their prey from afar without doing permanent
3).
damage, are extremely fast and agile, and can travel over
great distances without tiring significantly. Shirshu saliva Viperbat [Minion]
contains powerful toxins, making it highly valuable; it is used
Often living in large colonies, it is known to be easily
in the production of paralyzing darts.
aggravated and ill-tempered. Despite their naturally
Despite its size and weight, the shirshu has outstanding aggressive temperament, domesticated viper bats are known
agility and can hold its own in close combat situations. Using to exist. The viper bat primarily resembles a rattlesnake in
its powerful claws, it can easily protect itself from most threats, body, the only exceptions being the facial details and wings.
though in the majority of cases, close combat is unnecessary: Its wings give it great speed and agility, and its fangs supply
the shirshu's tongue can reach up to several meters and a penetrating bite. The viper bat bears a dull, red marking that
incapacitate opponents before they have a chance to get runs the length of its back and has a softer, sand-colored
near. Its critical weakness is its highly sensitive sense of underbelly.
smell, which can be overwhelmed by strong scents, effectively
"blinding" it and, in some cases, inducing a frenzied panic. 1 4 1 1 1 1
BR AGI INT PRE CUN WIL
3 6 3 1 4 1
1 7 1 1
BR AGI INT PRE CUN WIL
SOAK WOUND R/M DEFENSE
3 14 0 0
SOAK WOUNDS DEFENSE
Skills (in groups): Coordination, Melee.
2 3 -1
Talents: None.

The Second Age | Adversaries and Creatures | 181


Spirits
Abilities: Flight (viperbats can fly, making them more difficult
to hit); Poison (A successful melee attack from a viperbat
injects a poison into the target. The target makes a Hard
( ) Resilience check. Failure deals 2 wound, ignoring Wan Shi Tong [Nemesis]
soak, plus 1 strain per h generated. d generated on this roll
can be spent to cause the poison to remain in the target’s
system, affecting him again next round).
Equipment: Fangs (Melee; DMG 3; CRIT 5; Pierce 1,
Finesse, Range [Engaged]).
Silhouette: 0.

Wolf [Rival]
The wolf is an animal that inhabits the polar regions of the
world, as well as some areas of the Earth Kingdom,
particularly in rural regions secluded from human settlement.
These creatures are known to travel in packs, especially when
searching for prey. Much like their real-world counterparts,
these creatures can be aggressive and territorial toward
potential threats.
3 4 3 2 3 1
BR AGI INT PRE CUN WIL Wan Shi Tong is an ancient, wise, and powerful spirit who
collects information for his Spirit Library, and thus is the most
3 13 0 0
knowledgeable being among humans and spirits. He never
SOAK WOUND R/M DEFENSE misses an opportunity to learn new facts or boast about his
vast intelligence, though he has developed an indifference for
Skills: Survival 3, Athletics 1, Coercion 2, Melee 2. studying human technology since leaving the physical world.
Although his regular shape is that of a huge black-and-white
Talents: Expert Tracker, Knockdown. barn owl, when angered he can assume much more
Abilities: Pack Tactics (allows for a wolf to activate frightening forms.
Knockdown using only on success if the target has been Long before his encounter with Team Avatar, Wan Shi
attacked by two or more wolves in the same round); Territorial Tong brought his library from the Spirit World to the physical
(wolves are incredibly territorial, and gain a Boost to all melee world. Together with his band of knowledge-seeking foxes, he
checks made when attacking any intruders into what they collected knowledge from all over the world, which he
consider their territory. displayed in his library in hopes that humanity would use it to
Equipment: Big paws (Melee; DMG 6; CRIT 3). better itself.

Wolfbat [Minion] Although he left his great collection of knowledge available


to the mortal world for many years, he eventually became
They are territorial animals so if you ever hear their distinct angry at humankind when he observed humans using the
howl it's best to turn back and not disturb them. Wolfbats are library's knowledge solely for the purpose of getting an edge
a nocturnal animal, only leaving the caves at night. They tend on one another, such as when Admiral Zhao of the Fire Nation
to congregate in large groups, making them even more once stumbled upon the library and learned about Tui and
dangerous. Their only predator is the gigantic badgermole, La's mortal forms, information he used to help the Fire Nation
but they are also frightened by fire. The wolfbat does not build conduct a large scale invasion of the Northern Water Tribe.
nests. Consequently, the wronged owl spirit banned humans from
2 3 1 1 1 1 his study.

BR AGI INT PRE CUN WIL Wan Shi Tong has a contentious relationship with the
Avatar, and humans in general, but on rare occasions the
2 6 1 1
great knowledge spirit will allow into his Spirit Library a true
SOAK WOUND R/M DEFENSE friend to the spirits.
5 6 6 5 6 5
Skills (in groups): Perception, Coordination, Melee. BR AGI INT PRE CUN WIL
Talents: None. 10 60 45 0 0
Abilities: Flight (wolfbats can fly, making them more difficult SOAK WOUND STRAIN R/M DEFENSE
to hit).
Equipment: Claws (Melee; DMG 2; CRIT 5; Range
Skills: Melee 3, Survival 3, Resilience 3, Coercion.
[Engaged]).
Talents: Dramatic Riposte 1, Adversary 2.
Silhouette: 0.
Abilities: TBD.

182 | Adversaries and Creatures | The Second Age


Equipment: Horns (Melee; DMG 8; CRIT 4; Range BR AGI INT PRE CUN WIL
[Engaged]); Fangs (Melee; DMG 3; CRIT 2; Range
1 5 1 1
[Engaged]).
SOAK WOUND R/M DEFENSE
Silhouette: 2—3.

Dark Spirits Skills (in groups): Coordination, Melee.


Dark spirits are spirits who have become unbalanced due to Talents: None.
the influence of the darkness, destruction, and chaotic energy
within people. Despite Vaatu's defeat by Avatar Korra and Abilities: TBD.
Raava, spirits are still susceptible to turning dark depending Equipment: Dark Hand (Melee; DMG 3; CRIT 5; Pierce 2,
on the state of the environments they considered important. Finesse, Range [Engaged]).
Particularly, the Water Tribes experienced several Silhouette: 2.
incidences of dark spirit attacks following the Hundred Year
War, due to the destruction of a sacred spiritual forest in the Koh [Nemesis]
North Pole and progressive spiritual neglect in the South Pole. Koh the Face Stealer is one of the most ancient and
Dark spirits attack seemingly at random, with many lurking in knowledgeable spirits in all of the Spirit World. Nearly as old
sacred places, or areas with great spiritual imbalance that as the Ocean and Moon Spirits, he is the only known
have become neglected over time. individual to remember them crossing over to the physical
With the Spirit Portals open, dark spirits are no longer world, where they took the forms of koi fish. He is a malevolent
impervious to most bending attacks, and are particularly entity with the body of an enormous centipede-like creature
susceptible to spiritbending. Like other spirits, they are also and resides under an ancient tree in the Spirit World. His self-
capable of possessing humans, thereby subjecting the host to chosen name reflects his ability to literally steal the faces of
mortal danger. other beings who express emotion and he can use them at
will by "blinking".
Dark Spirits [Minion] Koh is a perilous force who can be dangerous to meet. He
2 3 2 1 1 3 has the ability to steal the face of anyone or anything that
BR AGI INT PRE CUN WIL shows emotion to him, which is why those who are aware of
his power attempt to remain inexpressive while in his
1 9 1 1
presence. He possesses a sadistic personality, constantly
SOAK WOUND R/M DEFENSE trying to goad the slightest bit of emotion out of his visitors by
frightening them with his monster-like appearance, or taunting
Skills (in groups): Coordination, Melee. them with his many faces, even if it is the Avatar.

Talents: None. However, Koh's actions suggest he is amoral rather than


purely evil. He stole Ummi's face to punish Avatar Kuruk for
Abilities: TBD. his arrogance, but willingly told Avatar Aang the names and
Equipment: Dark Hand (Melee; DMG 3; CRIT 5; Pierce 2, location of the Moon and Ocean Spirits and the danger they
Finesse, Range [Engaged]). were in, and led him to his past Avatar lives. He is cryptic and
often speaks in riddles.
Silhouette: 0 – 1.
6 5 6 6 6 6
Dark Spirits [Rival]
BR AGI INT PRE CUN WIL
5 4 2 2 2 4
10 60 60 3 3
BR AGI INT PRE CUN WIL
SOAK WOUND STRAIN DEFENSE
1 5 1 1
SOAK WOUND R/M DEFENSE
Skills: Coordination 2, Athletics 3, Melee 4, Survival 3,
Coercion 2.
Skills (in groups): Coordination, Melee.
Talents: Dramatic Riposte 2.
Talents: None.
Abilities: Terrifying (Upon first seeing Koh, a character must
Abilities: TBD. make a Hard ( ) Fear check); Impervious (Koh is
Equipment: Dark Hand (Melee; DMG 3; CRIT 5; Pierce 2, susceptible only to damage dealt only by bending
Finesse, Range [Engaged]). techniques).
Silhouette: 1. Equipment: Needle arms (Melee; DMG 12; CRIT 3; Range
[Engaged], Pierce 3.
Dark Spirits [Nemesis] Silhouette: 3.
9 5 4 3 3 6

The Second Age | Adversaries and Creatures | 183


X – 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 many Earth Kingdom under the banner of a new Earth Empire. She
residents of the megacity have begun to question whether intends to demonstrate her conviction by quelling the unrest
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 liberally by the GM to invoke PC backgrounds, or Motivations
of new players with a broad view of the abilities they possess as plot hooks.
and the world they can explore. Specifically, it sets the Player When the game session begins, the PCs have only a brief
Characters on the path to shaping their own story, developing amount of time to survey their surroundings. It is likely that the
their bending techniques or investing in the world around PCs do not yet know one another—this is all right. In a few
them. It can also be used to establish the players within an moments, they will find themselves irrevocably woven
alternative timeline of events from The Legend of Korra and together in a tapestry of the antagonist’s making.
as the catalyst for future adventures.
They will learn about who their captors are working for,
In this adventure, the Player Characters begin in media and meet a mysterious Nemesis NPC who gives them an
res as passengers on the Ba Sing Se monorail heading even stranger opportunity. Finally, the adventure provides an
outbound from the Middle Ring to the Lower Ring. The open-ended egress from which you can jump off into one of
reason(s) for each character being aboard this train at this the many adventure hooks outlined in the last section
particular time should be up to the Players and the Game Episode III: …Into the Fire.
Master, with the GM keeping in mind that the train will never
arrive at its intended destination. Still, this scene can be used

184 | The Great Uniter | The Second Age


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 a number of 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 which greatly contrast with the usual
greens, browns, and yellows inherent to Earth
Kingdom couture.
Perception: One individual in particular 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 is seen checking a watch
he pulls from his lapel pocket.
 aa or t: The PC(s) recognize this gentleman from
a recent newspaper in which it was written that Dr. Boost Dice and Setback Dice
Peng Dao, a representative of Cabbage Corp., These dice are independent of the difficulty of the check, and
traveled to Ba Sing Se University to discuss a represent external factors. make the check more likely to
research 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

The Second Age | The Great Uniter | 185


standing near a well-dressed man in glasses who appears to
be checking the time. “They’re a liability, Chen. You heard what the boss
said; we need clean up this mess!”
 aa or t: Any PC(s) who succeeds on this check
with this result should be given a note from the GM
alerting them [confidentially] that the figure is
The PCs, along with Dr. Dao, are being held as captives
attempting to discreetly hold a device in their other
in caverns near the Eastern Lake similar to those seen at Full
hand.
Moon Bay, just south of Ba Sing Se. When appropriate, say
INTERRUPT! through interrogation, the GM can reveal that the players got
The players should be given a very brief moment to digest there through earthbending and smuggler tunnels with secret
whatever they’ve learned before the quiet conversations are railways, but the GM can ad lib the details if pressed by the
brought to an abrupt end by an unintelligible shout, followed players.
by an explosion. Regardless of how much information is Their captors are several unknown operatives who may or
learned by the PCs, knowledge alone cannot stop this may not be the individuals responsible for the attack on the
particular incident; though the information they acquire can train; their intended target was Dr. Dao, the well-to-do
certainly be used to help them make it through the remainder gentleman who traveled from Republic City to Ba Sing Se
of this scene. University to discuss a research agreement on the Spirit Vines
Direct the PCs to make a Hard ( ) Resilience check. overtaking Republic City. Peng Dao is seeking funding for his
Failure means the PCs take up to 3 points of strain. Any research into harnessing spiritual energies and Ba Sing Se
amount of s should reduce the number of strain taken by 1 University has the money. The PCs have been taken as well
per Success to a minimum of 1. The GM may handle a, as a result of being in the wrong place at the wrong time.
Disadvantage, t or d results however they feel is In addition, alongside the Player Characters and Dr. Dao
appropriate, up to and including dealing wounds or a Critical may be several other passengers from the monorail,
Injury. Once the damage has been done, the GM should depending on how many NPCs you feel you need as a GM to
continue the session by reading the following: keep the plot moving along; these NPCs would likely be
terrified and most will mostly be unwilling to speak if the PCs
attempt to strike up conversation. Some example NPCs are
An explosion rattles the train and its passengers from provided later.
the outside as the carriage careens away from the
The players should now have the opportunity to take in
stone railway, diving straight into the farms far
beyond the slums of the Lower Ring. For a moment, their surroundings and formulate some course of action. If
you and everyone aboard experience a sensation of successful, an Easy ( ) Survival check will reveal to them
weightlessness as the car flies off the rails. You brace that they are, in fact, underground. An Average ( )
for an impact that never comes. Instead, the fading Perception check informs the players that they are clearly
light of the setting sun instantly turns dark and you being held captive with the other passengers (the other PCs
feel a cool breath of air envelope you before the and Dr. Dao, if not additional NPCs). The PCs will likely also
shock impact knocks you out. notice that all their starting gear and equipment has been
taken from them. Once they escape, they will find this
equipment being conveniently held in a separate room.
Unfortunately for them, the players are merely ‘collateral
Players may attempt an Empathy check in which case
damage’ in the kidnapping attempt of Dr. Dao perpetrated by
the GM should feel free to ad-lib NPC personalities, thoughts,
parties unknown—which organization the assailants
and emotions. One or several players may also attempt a
represent is left open to interpretation, in order to allow you as
Skulduggery check to attempt to break free from the cuffs.
the GM to bring the world to life as it fits the players’ interests.
The difficulty and odds of success here are entirely up to the
The players may be aware of Dr. Dao’s presence on the whims of the GM; if the player can reasonably narrate how or
train, but they should not yet have any indication about the why their character could free themselves, the GM should play
culprits behind the bombing (they may not even know they along. The restraints here aren’t meant to hinder the players,
were on the train). The carriage itself did not land on the but to encourage them to flex their thinking skills and give
ground, but rather it fell into a cavern that was quickly opened them a real opportunity to start roleplaying.
up by an earthbender to swallow the carriage and, quite
literally, cover up the disappearance of the doctor. One INTERRUPT!
possibility to explain the existence of these caverns are that Each player should only be given the opportunity to make a
they represent smuggling tunnels into and out of Ba Sing Se. single check before the guards arrive. Just as the players
complete their actions, a group of three NPCs appear; where
The GM can use this brief pause in events to assess
a wall once enclosed their holding cell, a doorway-like hole
player reactions and plan accordingly for any optional
encounters. After a few moments, read aloud the following:
Hello Darkness, My Old Friend
Being captives inside of a completely unlit cavern will not
“I know they weren’t supposed to be brought down directly harm the Player Characters, but neither will the lack of
here…we only needed Dr. Dao, but they were injured
light benefit them. Unless they can procure some source of
and we couldn’t just leave—”
light, any PC making Brawn or Agility-based checks suffer on
those checks due to poor visibility.

186 | The Great Uniter | The Second Age


has appeared due to Chen the guard earthbending an While most of the adversaries in this scene are likely in it
entrance from the wall. for the money, Chen is motivated by a love for his country and
Before the PCs can react, read or paraphrase the his people. He sincerely believes any efforts to restore Earth
following (if you are not including additional NPCs just ignore Kingdom sovereignty are worthwhile and virtuous, but he
those bits): doesn’t share the conviction of his fellow guards that change
should come at the expense of innocent lives. As a GM, you
have the power to determine whether this NPC remains an
antagonist, or can be swayed to assist the party.
Without warning, the far wall opens, and a soft green
light creeps into the holding cell. It becomes apparent
to you that you are not the only ones being held
Chen, Earthbender [Rival]
captive. In fact, several other passengers, including In the event of combat, the following stat block and features
the well-dressed gentleman from the train, are being can be used directly, or as a rough template. Ultimately, an
held in this dark, damp holding area. NPC should have whatever skills they need to accomplish
what they’re supposed to.
One guard motions toward the bespectacled man and
3 3 2 2 1 2
the other two aggressively rip him up off the ground
and carry him out through the threshold as he BR AGI INT PRE CUN WIL
whimpers in futile protest. Another of the guards 3 15 1 0
looks over the remaining captives saying, “The rest of
you can stay here until further notice.” SOAK WOUND R/M DEFENSE

Skills: Martial Arts 2, Bending Arts 2, Vigilance 2, Discipline


Scene 2: Escape 2, Resilience 1, Mechanics 1, Perception 2, Geography 1.
Talents: Adversary 1.
At this point, the players have a variety of options limited only
Abilities: None.
by their imaginations. To get out of this predicament, the
players will have to devise an escape attempt. Forms: Earth Gauntlet, Earth Blast, Earth Slam, Immobilize,
Stone Fist.
They can attempt to talk to the guards, inquiring after who
they are and why they’re being held captive; they can certainly Equipment: Light Clothing.
attempt to escape right away but will likely not get very far due
to their restraints (which are made of unbendable platinum) Crystal Cavern Grunts [Minion]
and the three guards blocking their only escape route. 3 2 2 1 1 1
The PCs can also attempt to induce the guards to fight; a BR AGI INT PRE CUN WIL
close hit or NPC Disadvantage result would certainly permit 3 5 0 0
the Game Master to explain how a character then managed
to free up their arms or legs—this world is modeled after a SOAK WOUND R/M DEFENSE
cartoon, after all, and sometimes an outlandish escape
attempt can keep the players and the GM desiring more fast- Skills: Martial Arts 1, Perception 2, Vigilance 2.
paced action.
Talents: None.
Fighting their way out is not meant to be the PCs only
means of escape from this particular predicament. Having the Abilities: None.
players locked up and trapped this early in the adventure can Equipment: Regular clothing.
jumpstart the players’ creative juices and provide an incentive It should be apparent to the party that Chen is hesitant
for them to assume the roles of their characters and act as about the entire operation; he may be persuaded to help the
their characters might in these sticky situations. Perhaps an captives slip away. If the PCs can pass a Hard ( )
aspect of the environment can help aid the players. Is one of Charm check, Chen will mutter something about ‘keeping his
them a firebender, can they heat the cuffs? Maybe you decide honor’ before discreetly (“accidentally”) dropping the cuff keys
the cuffs themselves are platinum, but the chain binding is of as he and the other two guards close the “door” behind them.
a lesser quality. If there is a waterbender among the group, The players can use these to unlock their restraints, but will
recall that the cell was described as feeling ‘damp’ – is there still be stuck in a doorless, windowless hole in the ground.
a small puddle of water somewhere?

Bandits and Bogeymen


Other Options
The players are being held by a band of hired goons led by a
yet-unknown metalbender for a reason also unknown to the Due to their inventive nature, Player Characters have a habit of
players. Among these mercenaries is a Rival-level NPC coming up with plans of their own. In the event they proceed
named Chen who clearly has some misgivings about what he in a direction that is unforeseen, either by this adventure or by
and his cohorts are doing. Kidnapping a foreign doctor is no the Game Master, their plans should never be dismissed out of
petty crime, after all, and the destruction of a monorail in hand. If their plans are reasonable or help drive the plot, they
transit is considered a capital offense by laws of the Earth should be allowed to play them out. If these plans intersect
Kingdom (though who remains to enforce those laws is a with any of the scripted options, try to weave them together.
different issue altogether).

The Second Age | The Great Uniter | 187


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

188 | The Great Uniter | The Second Age


die. If the PCs are overwhelming them, have them retreat and few, if any, resources for the upkeep of this particular
the next encounter can result in an ‘increased’ number as a station.
result of the NPCs alerting their buddies.
At least one of these NPCs is a Nemesis-level
The players might want to take a bit of time to explore their
metalbender—Shintu the Disciple—who was earlier referred
surroundings; the GM should give let them [briefly] make
to as ‘the boss’ by one of the guards.
some checks. A character can make an Average ( )
Several (but not most) of the other NPCs could be Rival- Knowledge (Geography or History) check to learn that this
level earthbenders (including Chen). The remaining NPCs would have been the sister port taking in refugees from the
should be Minion-level characters in groups of 3 or more. If famed Full Moon Bay, and that it was once used as a
the players encounter these adversaries during their escape, checkpoint for refugees during the Hundred Year War.
each group of minions should be accompanied by no more People, mostly refugees, traveled from all over the world to
than two Rival-level earthbenders. come to this secluded dock, hidden from the Fire Nation,
For Player Characters who are just beginning, this is a seeking haven and safe passage into Ba Sing Se.
sufficient challenge, and much of it could be overcome If the players roll for Perception, the GM might tell the
through stealth or diplomacy, rather than fighting. Remember PCs that the center appears to have repurposed—possibly by
that these NPCs are also human—they have strengths, flaws, brigands, bandits, and pirates—as some sort of base of
desires and fears of their own. operations or hideout. As the Player Characters explore their
The goal for the players—at this point—should be to surroundings or deliberate among themselves on how to
escape. They may want to find out why they were taken and proceed, the GM should feel at liberty to divulge (or withhold)
what is going on generally. As the GM, your job is to engage as much information about their assailants as is necessary to
the PCs with dialogue from the NPCs intermittently between spark player interest.
combat or stealth encounters where appropriate; in addition, This area contains only two obvious means through which
the GM should entice the players to go after Dr. Dao and his the players can exit the docks: they can attempt to take one
assailants. Different facts about his kidnapping can be alluded of the three boats out of the bay or they can head back into a
to (or made up) that tie-in directly with a PCs Motivation. If tunnel on the opposite wall, which leads down some stairs,
NPC enemies are left conscious, they can be interrogated back into the complex and circles back around to their cell
and, if successful, may divulge more information about who from the other side. A third, hidden option can be discovered
they are, where they are, why they are there, and what they if they can investigate the cavern to discover the hidden exit
intend to accomplish by kidnapping Dr. Dao. on the opposite side of the docks. What they’ll see is stone
As the GM, your job is to ultimately guide the players into and earth—but a matter of meters separates this spacious
the docks. cavern and the outside world.

Scene 3: Pursuit
If the players attempt to hijack a boat, they will be
confronted by its skeleton crew (two rival earthbenders and
Shintu). To discover (and open) the hidden exit, they will need
By now, the Player Characters should be free—whether they
a character to earthbend the door open. This could be Chen
escaped or were released. They may have even acquire more
the reluctant guard, a Player Character, or one of the other
information about their current predicament.
hostages which the party may or may not have freed.
Regardless of their circumstances, the PCs will ultimately
In either case, the players will eventually be confronted by
find themselves escaping the makeshift tunnels, caverns, and
Shintu, the metalbender in charge of this particular operation.
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.

Despite these grandiose trappings, the entire facility


looks and feels abandoned. Moss can be seen
growing along the wall in several locations, growing
over the stone staircases to the watchtowers. Several
pillars are cracked or near-collapsing, and the towers
themselves look as though they have seen better
days. One of the towers has, in fact, collapsed in on
itself. You can tell the Earth Kingdom has provided

The Second Age | The Great Uniter | 189


Shintu the Disciple
Shintu (信徒; [SHIN-tu] “Disciple” or
"follower" in Chinese) is a
metalbending engineer with a notably-
absent left arm. What looks like
melted skin covers the shoulder, and
what's left of her armpit on that side of
her body. Her arm was lost as a result
of a devastating assault by
firebending criminals in the slums of
Ba Sing Se. In its place, she has
learned to use her metalbending to
control and manipulate a crude, but
dexterous prosthetic metal arm. She
often transforms 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 imperialist scum” is
something Shintu might say). 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. Talents: Adversary 1.
Shintu is usually accompanied by two Rival-level NPC Abilities: Metal Arm (once per turn as a maneuver, Shintu
earthbenders and will disengage from combat if the odds are can suffer 1 strain to metalbend her arm into any small tool or
against her—she is smart and she should be thinking ahead. one-handed weapon; she gains on all checks made with
She hopes to see the United Republic of Nations territory this tool or weapon; attacks made in this way are made using
rightfully returned to the Earth Kingdom and she believes improvised weapon rules).
kidnapping Dr. Dao is the necessary “first step” toward this Forms: Metalbending, Earth Piston, all basic forms.
reclamation; if she can frighten the doctor enough to forgo his
Equipment: Light Clothing.
research aspirations with Ba Sing Se University, she hopes
other foreigners will follow suit. NPC Earthbenders [Rival]
What Shintu has not been told is that the kidnapping is 4 2 2 1 1 3
part of a much broader stroke on a canvas behind closed
doors. Thus, she knows very little of her benefactor. Shintu BR AGI INT PRE CUN WIL
has been told to capture the doctor and bring him to an 4 10 0 0
abandoned fortress near Senlin Village. SOAK WOUND R/M DEFENSE
Shintu — Metalbender [Nemesis]
3 4 3 3 2 5 Skills: Martial Arts 2, Bending Arts 2, Vigilance 2, Discipline
2, Resilience 1, Mechanics 1, Perception 2, Geography 1.
BR AGI INT PRE CUN WIL
Talents: Adversary 1.
3 20 20 1 1
Abilities: None.
SOAK WOUND STRAIN R/M DEFENSE
Forms: Earth Blast, Earth Structure, Immobilize.

Skills: Mechanics 3, Bending Arts 3, Martial Arts 2, Vigilance Equipment: Light Clothing.
2, Discipline 2, Resilience 1, Mechanics 2, Perception 2,
Knowledge (Culture) 2. Bon Voyage, Au Revoir
Whether they choose to commandeer a ship or they
Motivation: Shintu considers herself a patriot and fights for a
earthbend through the main entrance, the Player Characters
romanticized Earth Kingdom which excludes foreign
will be confronted by Shintu. At the start of the encounter, the
influence.
GM should read aloud the following:

190 | The Great Uniter | The Second Age


escort them out and open the door for them. Otherwise, their
Before you stands a young dark-skinned woman, attempts to steal a ship will begin a combat encounter with
perhaps no older than 20. You can see that she’s Shintu and her companions.
missing an arm, but has a prosthetic arm in its place.
Shintu will only fight the players off so she can escape with
As you look her up and down, you can tell that she’s
in charge, despite her short stature; she is carrying Dr. Dao; he is the target, and the PCs would merely be
herself with a purpose that evades you. collateral damage. She will seem reserved in fighting and try
to make her way to the ships, or will do everything she can to
She cracks a threatening smile as she eyeballs your get the PCs off her ship(s). If necessary, Shintu will sacrifice
entire party before speaking, “My name is Shintu and the other ships if she can get on a different one from the PCs
you’re not supposed to be here.” She pauses before to escape out into the bay.
asking, “How did you get out of your cell?” If the PCs first encounter Shintu at the wall, she will offer
to earthbend a door for them to leave.

If the players don’t respond, Shintu will interject: Ultimately, the Player Characters will leave this dock with
or without Dr. Dao. Although a damsel-in-distress, the doctor’s
presence serves merely as an optional plot hook for a branch
of encounters wherein the party can fight his captors now, or
“It doesn’t matter. Look, I’m feeling generous today.
chase after them to rescue him. Doing so will put them on the
I’ll let you all walk away if you promise not to
interfere. Dr. Dao here has an appointment with path to discovering the secrets of Dr. Dao’s research, thus
someone who very much wants to meet him to talk uncovering the plot (and reasoning) behind his capture.
about his research. Let us take the doctor and we’ll The specifics of what Dr. Dao’s research is, and who
let you walk out of here—no hard feelings.” Shintu is working for, are left deliberately vague. These are
clues to be uncovered over the course of several divergent
encounters. The missing answers are left to be filled in by you,
If the PCs headed for the ships and intend to commandeer the GM, as your players discover who their characters are—
one, Shintu will warn the party: and what interests them—and what sorts of stories they want
to tell.
The idea is to draw your players in, either with this initial
“I told you that we’d let you leave this place. I didn’t
plot hook, or by opening the door for them to make their own
say anything about taking our boats. There’s an exit
at the opposite end of the docks along that high-rising story—literally and figuratively. If they do not rescue Peng
wall of stone there. This is your last chance and my Dao, or do not care to follow up on his hooks, they’ll either
patience is wearing thin.” wander off on foot in the open world, or sail away by boat into
the Eastern Lake.
For escorting the passengers, the PCs should each be
If the party heeds her warning, they will have no trouble commended. If they rescue and escort Dr. Dao, the doctor will
discovering the exit and will be able to leave. Shintu will even explain his recent experiments.

The Second Age | The Great Uniter | 191


Episode II: Out of the Frying Pan…
Scene 1: Departure
Should the party commandeer one of the ships, they will
need to pass an Average ( ) Sailing check in order to
make way for whatever destination they choose; depending
As the party plots their next move, the Game Master should on how the players acquired the vessel could change a
remind them of any obligations they took on while effecting number of things. If they had to use force, perhaps their battle
their escape. damaged some core component of the ship, in which case a
Did the party respond favorably to the young boy, taking Mechanics check could be make the necessary repairs.
the map of his district in Ba Sing Se? Did they agree to help Once in possession, the opportunity to investigate the
the other prisoners escape their cells, or did they leave them boat and explore their immediate surroundings.
behind to suffer in darkness? What has become of Dr. Peng
Dao, the researcher from Cabbage Corp – did the party try to The players should be encouraged to make one (or more)
rescue him from his captors, or did they leave him to his of the following skill checks: Perception, Knowledge
unknown fate? (Geography), Sailing, Mechanics, or Survival. The difficulty
of each check should be Average but the GM may raise or
After each encounter, you can see how every decision lower the difficulty as needed. Success or failure can mean a
made by the party begins to shape the outcomes which befall variety of things. If the PCs pass any of the checks, the GM
them, and how their actions impact the overall narrative. can provide the following information based upon the check:
Perhaps the party rolled so particularly well that they even
managed to convince Chen, the earthbending bodyguard, to Perception: A single uncanceled success is all it takes for
abandon his ignoble cause to aid them in their escape. the party to know that the ship has an unfamiliar layout (if any
PC should know what to expect with a Ferry). In general there
While Episode I was merely a brief introduction intended is an upper deck, a lower deck, and a cargo hold.
to familiarize new players with the mechanics and atmosphere
of Avatar: The Second Age, from here on out the story could  aa: The cargo hold is filled to about half capacity
go in any direction. A GM should be prepared to think of new with mostly empty crates and containers, apart from
characters, encounters, and scenarios on the fly. When it three sealed crates. When opened, the players will
comes to the party—you can’t plan for everything. find glowing crystals from the Crystal Catacombs.
 t: One of the rooms is locked, and it is clearly the
One important decision can help the GM guide players
Captain’s Quarters.
through “The Great Uniter” and it depends on whether the
players took a boat. Although the players have the opportunity Geography: A successful Geography check will tell the
to (and will frequently) wander ‘off the rails’, the boat players they’re in Full Moon Bay, leaving from the direction of
specifically serves as another plothook for the party. Within, it the Ferry Waystation and Ba Sing Se train depot.
contains the figurative and literal keys to uncovering more  aa: They realize there’s a river to the east, and
information about the party’s abductors and their plans for Dr. where there’s a river, there are villages and towns.
Dao.  t: They know that the Eastern Lake feeds into
Modernized Ferry Copper Lake, which runs off into Kongulan River and
then Chameleon Bay which is connected to the
Ferries are employed en masse to cross bodies of water Eastern Sea and the rest of the world.
throughout the Earth Kingdom and can be founding traversing  aa or t: Players can choose where they want to
inland seas, lakes, and large rivers. This particular ferry has go next without any undue setbacks, delays, or
been downsized, but upgraded with an engine for additional mishaps.
speed and maneuverability. It even has some modern
amenities including a renovated kitchen and it even has a Survival: There’s plenty of food and other supplies in the
small spa. kitchen.
 a: The beds are cozy and there are plenty for
5 4 3 4 5 4
everyone (including any other prisoners rescued).
SIL SPEED HNDLNG ARMOR HULL STRAIN  t: The ship even has several first aid kits, and plenty
1 1 1 1 of tea.
FORE PORT STARBRD AFT Mechanics: A successful Mechanics check is all that is
needed for the PCs to see that this is not a standard Earth
Kingdom ferry. It has been modernized in a variety of ways.
Manufacturer: Unknown.
 a: Find out the ship has been upgraded and given
Crew: One captain, 2 sailors and crew.
an engine.
Encumbrance Capacity: 400.  t: Players are provided with the Modernized Ferry’s
Passenger Capacity: 20 passengers. stat block.
Price/Rarity: 85 silver pieces / 7. Sailing: Success is required to make way and to change
course.
Customization Hard Points: 2.
 aa or t: Find out the ship has been upgraded and
Weapons: None.
given an engine.

192 | The Great Uniter | The Second Age


As they continue to explore the ships, the players will find
the personal effects of its former inhabitants, which will shed
Set Sail
light on their background and their possible motivations. Assuming the players took the ship and were successful in
making way, they’ll have had the opportunity to plot a course.
Based solely on the trinkets and clothing onboard, most of They could choose to go in just about any direction, and this
them outwardly appear to be Earth Kingdom citizens. may be the moment they decide to wander off to explore areas
At least one of them was keeping a journal, and the that are not planned for The Great Uniter. This is okay! As the
following may be read aloud or otherwise provided to the players wander, the GM’s role is to build the world around
players: them, to make it come to life with NPCs and towns through
which they can travel.
Thus, the players succeeding their Sailing and Geography
[day 1] I’ve taken on another search-and-rescue with checks is presumed to mean that they are heading wherever
Shintu. Bringing that father and daughter together they want. Within their geographic vicinity are the following
after the assassination really made me feel like I was key locations from Avatar canon: Chameleon Bay, the Si
making a difference in peoples’ lives. Shintu gave me
Wong Desert, Full Moon Bay, and even the Serpent’s Pass.
a new bunkmate, though…Chen, I think his name
Several optional encounters are keyed here to assist the GM
was. She said he wants to use his bending to help
people. in bringing the party on-track with the narrative of The Great
Uniter.
[day 6] We had eggs and picken for breakfast again
today…Shara wouldn’t even sneak an extra slice of
On Foot or Wandering
bacon for me, she says “I cook it, I eat it” but I saw If they did not take the ferry, the players will leave the Eastern
her give some to Chen… Waystation through the entrance which was opened through
earthbending either by Shintu, Chen, or a party member. To
[day 13] Shintu said we’ll be in Ba Sing Se by their north, the party will find the Halan Desert and of course
tomorrow, but she hasn’t said why. Ba Sing Se to revisit. In the east, Copper Forest awaits the
party, shrouding Chameleon Bay and the thriving port-town of
[day 15] It’s been two days and she still has us Chameleon City.
looking for some sort of cabbage man, a doctor I Even further north is Chalang Forest and along that river
think?
is the undepicted Chalang City. Although only some of these
locations were ever named in the show, fewer were ever
[day 16] New kid Chen found the guy we’re looking
spoken-of by characters. Thus, many of the locations
for, who is apparently not some kind of cabbage
available to GMs and players are sprinkled with unnamed
spirit. Shintu wants us to keep tailing him.
villages, towns, forests, cities, ruins, mountains, and other
features ripe for exploration.
[day 18] Kuvira’s really making a difference in the
Lower Ring, it’s like she was born for this. I was They party may have a clear idea on what they want to
terrified after Queen Hou-Ting was murdered, but do—they could want to spend time in iconic Ba Sing Se for
when Kuvira asked for the people of Ba Sing Se to leisure, to explore, or to follow up on leads related to their
help each other and help themselves, I couldn’t just backstory (what were they doing in Ba Sing Se, anyway?); or
sit around and do nothing. The city was tearing itself they may seek out other destinations they recall from the
apart… I don’t know what this United Republic doctor Avatar universe, straying far from the scene. The alternative
has to do with helping rebuild the Earth Kingdom,
is that the PCs may feel utterly lost and directionless.
though. Shintu says our buyer can help rebuild Ba
Sing Se. In both cases, the GM can use the optional encounters at
the end of this chapter (or create your own) to steer the
[day 22] He does something different every night. players toward the plot of the adventure. Every new town and
He’s gone to the Jasmine Dragon in the Upper Ring a NPC presents an opportunity to introduce plot hooks for
couple of times, but he’s also been to the Middle, and optional encounters, which do not necessarily connect to the
even Lower Ring. Is he sight-seeing? greater story, or they can be used to gauge the party’s
collective interests and formulate an entirely new plot. They
[day 23] Shintu said we’re making a move on the can also serve as an introduction to a character or scenario to
doctor tomorrow. She wants Chen there, but she told bring the party on-track with the story. The GM should not feel
me to go back to the ship and wait for her to get back. obligated to do this, nor should the GM force the party to stick
to a preplanned plot. A GM should be prepared to think of new
characters, encounters, and scenarios on the fly and to bring
Smooth Sailing to life the story being told by the players.
After letting the party investigate the ship, decide what to do
next, and chatter amongst themselves, the GM will likely find
herself being pulled in drastically different directions. Of
course, if the players never took the ship and left the Full
Moon Bay waystation on foot, then they are probably already
wandering. This section is broken down into several sections
outlining some guidance for GMs.

The Second Age | The Great Uniter | 193


Whatever path they choose, it is important to remember Should the party venture forth with the narrative of the
that your role as the GM is to mediate the PCs’ actions vis-à- adventure, the GM should continue to Scene 2 below.
vis skill checks, and to narrate the world as it evolves from the Otherwise, feel free to skip ahead to the end of this chapter
consequences of those actions. Forcing the players to go where several optional encounters have been laid out for
down a predetermined route could prove ineffective and convenience.
unenjoyable for everyone involved.
Still, there are times when it is appropriate for the GM to Scene 2a: Let Bygones Be
provide the party with a little nudge—in any direction. Having
This scene is a direct narrative continuation of The Great
a player make a Knowledge or Perception check on the fly
Uniter. Players should have the option to return to this scene
and feeding them important details from earlier encounters
at any time or may be led to it after an optional encounter.
and sessions the player may have overlooked, but the
character might have remembered. You could also use a Before returning to this scene, it’s important to consider
nearby NPC, or introduce a new one, to point the PCs in the what the antagonists have been up to while the PCs were out
right direction. gallivanting around. What progress have they made toward
their goals? Have the players made any choices, friends, or
Don’t forget the train! allies which could hinder those goals? Remember that the
players are looking to feel that their choices matter, and
It’s important to remember if the players are on foot that they reflecting those choices in the narrative as it develops is the
just narrowly eluded their captors and were on an Earth way to do that.
Kingdom passenger transport that just…disappeared. The
If the party has been wandering by foot and cannot seem
waystation to Ba Sing Se is visibly close (perhaps just on the
to find a place to go, or are perhaps lost and dwindling in
horizon), and the authorities have no doubt begun to sweep supplies, they should happen upon a small, yet bustling
the entire area looking for the missing train, passengers, and village during the next in-game day. This can be Pingdao
most importantly: the perpetrators. What the party does is up described below. It can also be any other made up village in
to them, but you should remember that they may have any location where the players happen to be (call it Laowei or
information key to the investigation. Copper Village if you’re struggling).
Consider keeping the party on their toes, forcing them to If the party fails its Sailing or Geography checks, they
make an Average ( ) Perception check the moment they won’t be in the Eastern Lake for very long. Through inclement
see daylight. If they succeed, they’ll notice a few people who weather or mechanical mishap, the ship will ultimately crash—
appear to be heading their way—maybe these are the Royal convenient for the party that it would land in the small clearing
Guard, or Kuvira’s personal security. Perhaps they’re Shintu’s that you see to the immediate south of Full Moon Bay up
backup. Who they are and what sort of encounter they’ll bring above.
with them is entirely up to you as the GM; the circumstances In Avatar: The Last Airbender, this was the location of the
can fit almost any narrative, and force the players into action farm and barn where Appa stayed during his lost days. It’s
if there’s a lull in gameplay. become a bustling, but humble village in the 70 years since.
The town of Pingdao.

194 | The Great Uniter | The Second Age


Merely a setting for a character introduction, the details
are secondary; this could be the third among a dozen other Not for the first time you notice a very tall man who’s
towns the party wanted to visit throughout their off-the-rails been following you for some time. He seems to have
adventuring. The following example of Pingdao is simply the been watching you, perhaps working up the gumption
stage for the introduction of an NPC who can reel the PCs to approach, or maybe planning something a bit more
back into the web of the narrative. sinister.
Read aloud the following to the players if their Sailing and
Geography go poorly:
As far as the party is concerned, they don’t really know
one way or the other. Regardless, the party will deal with
Piànzi however they see fit and, if they do so diplomatically,
As your ship tosses violently back and forth, you see he will confide in them several details. As the GM you can
a growing coastline on the horizon. You do not see choose to divulge all, some, or none of this information as the
any docks or beaches, and you yell to the others to
circumstances necessitate.
brace for impact against the rocks. The wreck is a
haze to you, but you remember being tended to by  He recently lost possession of an ornamental
several strange faces—were they on the ship? You lockbox containing what he claims is an heirloom of
fade out of consciousness and awaken many hours great sentimental value to him.
later in a small bed.  In addition to simply passing by, he reveals that he
was on his way to Ba Sing Se, as that is where he
was heading when he was jumped by highway
Whether in Pingdao, Laowei, or elsewhere, the players brigands and his lockbox taken from him.
should eventually stumble into Piànzi and learn of his offer to  He was traveling with a friend who was supposed to
help find his missing parcel. rendezvous with him a few days ago; Piànzi is visibly
disturbed by his friend’s tardiness.
Mysterious Piànzi  He doesn’t much care for Kuvira, her ambition, or her
Piànzi (骗子; [PEE-uhn’zuh] “Deceiver” or “Conman” in visions for Ba Sing Se and the rest of the Earth
Chinese) is a notably tall man with a slender profile. His skin Kingdom—apart from her new railways.
is much darker than most of the folks in town, which causes  He’s from Republic City, but he was traveling to Ba
him to stand out when he’s not wearing his long-sleeve coat Sing Se from the Misty Palms Oasis in the Si Wong
and slacks; beneath his open jacket, his clothes are adorned Desert.
in gold trimming, belying his noble or wealthy background.  He explains that he travelled from Republic City to
The party may run into him at the local tavern, or he may catch the Misty Palms Oasis to convene with the spirits
their interest in the town square. who have made their home there.
Once he’s explained himself, Piànzi will make his pitch. He
Piànzi — [Nemesis] is looking to hire the PCs to return toward Ba Sing Se to
retrieve his missing lockbox and meet him outside of the walls
of the city. Should they ask, Piànzi offers to pay the party 2000
3 4 3 3 5 4
copper pieces…per person (such a high number so very early
BR AGI INT PRE CUN WIL on may be an irresistible reward for new players, and it’s a
3 20 20 1 1 not-so-stealthy way for the GM to hook the players into the
plot). He will also promise to put the players in contact with
SOAK WOUND STRAIN R/M DEFENSE
members of his ‘organization’ which he states is highly
influential and supports a “good cause.”
Skills: Stealth 3. Once they receive the package, he explains, they are to
Talents: Adversary 1, Chi Disruption, Chi Disruption (Expert), continue en route to Ba Sing Se and meet him at the Jasmine
Chi Disruption (Master). Dragon in the Upper Ring. What they will not know, nor could
Abilities: None. they possibly find out at this point in time, is that Piànzi is a
member of a powerful shadow organization, and that he is not,
Equipment: Light Clothing in fact, the legitimate owner of the contents within the lockbox.
Piànzi will have been a few steps ahead of the party and, To which organization Piànzi claims membership is up to you;
when they arrive, he’ll be among the first to know about it. it could be the Equalists, or the Red Lotus, or an entirely new
Word travels fast about outsiders showing up, especially if faction created by you.
they’re looking for lodgings or wares. Wherever and whenever
Piànzi first encounters the party, the GM should roll a Stealth Devising a Plan
check with a difficulty of the party’s highest rank in If the PCs are willing to help Piànzi, the next step will be to
Perception. A successful check means that Piànzi is able to devise a plan for recovering his lockbox. Narratively, it does
skulk about unnoticed by the party; if he fails describe him not matter where the players find the package—it’s a
sticking out of the crowd, looking equally as displaced as they McGuffin, a literary device meant to push the plot along. The
do, to the players. Alternatively, the PCs can all make an GM should have Piànzi offer clues about where the heirloom
opposed Perception check against Piànzi’s Stealth skill. could have ended up, and these locations may be inferred
Whatever the case may be, when the Player Characters
invariably run into Piànzi, you may alert the PCs thus:

The Second Age | The Great Uniter | 195


from the party’s interests. This could be near Serpent’s Pass,
either waystation of Full Moon Bay, even as far as Republic
City or the Si Wong Desert. If the PCs have gone elsewhere
and ran into Piànzi there, the GM can refer to Chapter VIII:
The Avatar Setting for additional inspiration and details
about other places.
The only prerequisite factor here is that the players accept
Piànzi’s offer and set out to where they believe the lockbox
can be found. Their goal is to get moving, because regardless
of where they wind up, the encounter is designed to be
roughly the same. Remember: no matter where they go, the
players will ambush a small courier group who have been
tasked with delivering the lockbox to Ba Sing Se.
Of course, the players may decline the offer and instead
choose to wander off; if they do so, the GM should refer to the
earlier part of Episode II where guidance can be found should
the players stray away from the narrative. Optional
encounters can be found at the end of this chapter.

Intercepting the Lockbox


If the PCs accept Piànzi’s request, it may not matter in which
direction they choose to go. As mentioned before, the parcel
is a literary device meant to push the plot along, cajoling the
party into ambushing a small group of Earth Kingdom
couriers. Based upon the clues provided by Piànzi, the party
might make a Hard Geography check and, if they succeed,
should be directed by the GM to head toward the Serpent’s
Pass.
Although the story has been written with the party
approaching from the south and intercepting the couriers prior
to their crossing of Serpent’s Pass, it may be just as likely that
they approach the Pass from the north and are, instead,
ambushing the couriers on their approach to Ba Sing Se.
Ultimately what matters is that the party meets the couriers
before the couriers arrive in Ba Sing Se to deliver the parcel.
As the GM, you may choose to resolve this as a time-skip, case, the GM should use this opportunity to compel the NPCs
overnight journey, or even a Skill Challenge centered on the actions forward, whether the party intervenes or not. How will
hazards of overland travel (see Chapter VII: Game Master). Piànzi feel? Why is this lock box so heavily guarded, and
However, it is also possible to take your time and permit the where is it being taken? These are all threads which can be
party to explore their surroundings while they make the explored in great detail by a curious table of players.

Scene 2b: Ambush!


journey. This could mean providing them with any number of
opportunities to flex their skills: random combat encounters
with highway bandits, combat or social encounters with spirits
(who have a predilection for any remaining wilderness), or This scene is a direct narrative continuation of The Great
even puzzle encounters which require the PCs to user their Uniter. Players will not have the option to return to this specific
bending and nonbending skills in imaginative ways. Keep in point-in-time in the story; if they wait too long (more than a
mind how long it might take the couriers to reach their week in-game), their window of opportunity to intercept the
destination—what happens if the party is too late? Earth Kingdom couriers has likely closed, as the package
should have been delivered to Ba Sing Se—skip to Section
Whatever the case may be, eventually the party must 3.
attempt to rendezvous with the courier in order to progress the
narrative of “The Great Uniter”. If the party passed their earlier If the players progress further into The Great Uniter,
Geography check, the narrative turns in favor of the party: they’ve probably already pondered aloud as to the contents of
they have the option (once they arrive) to set up camp and the mysterious lockbox. At this point, no one has told them
stake out for the courier thus allowing them to ambush the anything, not even Piànzi. Even if he’s coerced into giving up
‘shady brigands’ and gain to their Initiative checks. details, Piànzi doesn’t actually know what’s in the box— as it
was never his family heirloom. He and his missing partner
If they fail the Geography check, they will simply ‘catch were tasked by their cohorts with bringing the box to Republic
up’ to the brigands—soon discovering that the brigands are, City.
in fact, agents of the Earth Kingdom. In either case, move on
to Scene 2b: Ambush! When the party meets up with the couriers, they may very
well find out what’s in the box.
Of course, the party could be too late and the couriers
If the party passes their Geography check and arrives
have already left the location and pressed onward. In this
before the couriers, the GM can read the following out loud

196 | The Great Uniter | The Second Age


(some or all of it may not pertain to the party if they went up head. Otherwise, the party may verbally interact with the
somewhere other than the entrance of the Serpent’s Pass): couriers; skip ahead to Talking, if so.
If the party failed the Geography check, they will arrive
right behind the couriers. The party cannot sneak up on the
You can smell the water from the lakes, including Full couriers and are caught off-guard with no plan. The following
Moon Bay, the nearer you get to your destination. As can be read out loud:
you cross over the next foothills, you see the
imposing, serpentine rock-way on the horizon. With
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
imposing, jagged rock-way on the horizon.
You quickly situate yourself on a clearing with some
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. These could be
Piànzi’s bandits—but it’s too late, and you’ve been
Despite the inherent dangers, a few still choose to
spotted. A small truck and an ostrich horse come to a
make the trek in the name of haste. With the
stop.
extension of the Ba Sing Se monorail to the north of
Serpent’s Pass, travelers brave enough to cross 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
yourselves and state your business.
Encourage the players to make a few brief checks to pass the
time by asking them what they do now that they’ve arrived to
their destination (Geography, History, Survival, etc.). You may
Either the players comply with the orders of the Earth
use them to convey the following information:
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 on with the social aspect of the encounter
History: It is named after the serpent which 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 roughly-structured Social Encounter.
bearing the name of the pass is affixed to the entrance, and There will be a variety of dialogue boxes that the GM can read
the words "abandon hope" are carved into one of the posts of aloud to inform the party (and progress the plot), or can use
the gateway to the pass, serving as a warning to any as guidelines and make up his own dialogue for the NPCs.
passersby and adding to the strong fear felt at the location. The party may experience all, or very few, of the options
outlined here. Whether a certain response or piece of
As the GM, you have the freedom here to take as long or information warrants a social skill check is entirely up to the
as short amount of time as you like to let the players explore GM.
their immediate surroundings. Some may want to observe the
region overlooking Serpent’s Pass; but the players might Read aloud the following if the party indicates they want to
simply wish to proceed. talk:

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
a distance) that these people are not, in fact, highway bandits and turns to face the player characters. He eyes your
but are wearing Earth Kingdom uniforms. How they choose to party up and down before uttering a very stiff “Colonel
proceed from there is entirely up to them. Perhaps they don’t Chang”.
care—or perhaps they are unaware—and choose to rush in
head-on simply to instigate a fight and hope for the best (if The men surrounding Colonel Chang are silent and
there is time, maybe they jumped a party of innocent travelers still as stone. The colonel takes another two steps
by mistake). If they rush in, you can skip to the Fight! section

The Second Age | The Great Uniter | 197


Running a Social Encounter
It is important to remember that the purpose of a social encounter is not to slow the story down with unnecessary dice rolls, but to
emulate the very real potential for tense negotiations to go from smooth to sour at the drop of the wrong faux pas. Generally, a social
encounter should only occur if there are two or more parties with competing interests. Each party has an opportunity to present its
argument—their side of the story; the overall outcome is which side ‘wins’ the discussion. Whose interest takes precedent? GMs can
be very flexible as to what a success outcome can signify. The outcome of a social encounter may not effect characters in the long-
term, but they should at least have short-term consequences for the PCs and NPCs. Suffering strain, not wounds, will be a common
occurrence in a social encounter. PCs should expect to take on strain throughout the duration of the encounter. Below is a description
of social skills and what they can be used for in Social Encounters.
Charm – This means getting the target to see things from your perspective; can be useful in negotiations or situations where you need
to obtain something form the target. Can be opposed by Vigilance or Discipline.
Coercion – Physically threatening the target, even so much as simply waving their sword. Used to convince the target that you will
cause them harm if they do not capitulate. May not always coerce the target, but it should alter NPC behavior. Typically opposed by
Discipline.
Deception – Tell a convincing lie to the target to make them believe something untrue. Players will need to roll for Discipline to discover
if they are being lied to. Opposed by a character’s Vigilance and Discipline.
Empathy – Connecting with a character on a personal level can be challenging, but rewarding. Players can gain valuable bonuses in the
case of success, such as or learning about the NPC’s Motivations, but might acquire Setback if they fail to relate with the NPC.
Deception and Cool can oppose or trick up Empathy.
Leadership – Players may command allies and targets to perform tasks that may cause them harm; they can reassure allies, inspire
others to their cause, and convince an unwitting ally to pledge their loyalty. Only a character with Discipline can oppose Leadership.
Negotiation – Characters will often need to negotiate deals, trade items, or convince targets to compromise on a vested interest.
Negotiation should be opposed by Negotiation.

closer toward the party, toward the back end of the Colonel Chang
truck.
Colonel Chang is a member of the Royal Earthbender Guards
of Ba Sing Se, known as the King's Guard by the commoners.
“These men are under orders, and you are impeding
These guards are earthbending warriors within the Earth
on our time table. You are welcome to cross
Serpent’s Pass with us—safety in numbers, you Kingdom affiliated with neither the Dai Li nor the army. They
know—but you will need to move along otherwise.” instead serve as personal protectors of the earth monarch.
Since the assassination of Queen Hou-Ting, many Royal
Guards—particularly Chang—feel as though they have failed
Despite his surprising cordiality, Colonel Chang is at their jobs and are looking to adapt to the quickly-changing
particularly pointed on the word “will.” He should provide the structure of government brought about by the Provisional
following answers to general questions without any skill Chancellor Kuvira, who has brought her own personal elite
checks: metalbending warriors to serve as her closest guards. Feeling
relegated to mundane tasks below his title, Colonel Chang is
Who are you? My name is Colonel Chang and this is incredibly resentful of Kuvira and has little interest in her
Captain Kong. We are servants of the Earth Kingdom. leadership.
[Captain Kong would likely let out a mumble or a grunt at this
remark]. Although he seems approachable, Chang is still a Royal
Guard and takes his title very seriously. He will be cordial with
What are you doing? Our business here is classified, but the PCs, even moreso if he believes they endorse Earth
we would be happy to oblige any citizen trying to cross the Kingdom tradition over Kuvira’s version of progress. He does
Serpent’s Pass safely. not know the contents of the lockbox, but he believes
Tell us about Serpent’s Pass / this area / the Earth whatever it is must be important. Chang met with Tien Satoru,
Kingdom. You don’t know? If you aren’t aware of the dangers an Earth Kingdom engineer and innovator living in Republic
inherent to the Serpent’s Pass, then that’s all I need to know City. Tien is the grandson of Earthen Fire Refinery’s own
that you shouldn’t be here. Serpent is in the name! [Brush up Satoru and the inventor of a device that “will change the
on your Earth Kingdom lore]. course of nonbender history”. Chang listened patiently as Tien
We need the lockbox. This parcel is intended for direct babbled on about his prototype and understood very few of its
delivery to the Provisional Chancellor herself and we are duty- implications. At most he understands that it’s a metal
bound to safeguard its transport. Anyone who gets in the way contraption.
of that is an enemy of the State and will be dealt with Captain Kong
accordingly. Captain Kong is a captain of the Earth Kingdom army. As
such, he wears yellow armor instead of the standard green
variant and per the standard operating procedure of the Earth

198 | The Great Uniter | The Second Age


Kingdom army, Kong is accompanied by his trusted mount, Abilities: None.
Cho, a vivacious and swift ostrich horse. The captain is smug Forms: Earth Gauntlet, Earth Armor, Earthquake, all Basic
and resentful of Colonel Chang and the rest of the Royal forms.
Guards; he believes their failure to protect the queen is Equipment: Royal Guard Uniform, Sword, Warhammer.
evidence of their corruption and he fully supports Kuvira in her
endeavors, buying in to her message about the inherent Captain Kong (Earth Army Captain)
corruption of monarchies, and her vision of the future. A
lifelong military man, Captain Kong aspires to become a
[Rival]
General and a member of the Council of Five—or whatever 4 4 2 1 2 3
takes its place. BR AGI INT PRE CUN WIL
Captain Kong has little patience for non-Earth Kingdom 5 13 15 1 1
citizens and even less so for a party of multicultural bandits. SOAK WOUND STRAIN R/M DEFENSE
He understands that more than coincidence brought the PCs
to this critical junction in his caravan’s travels. He knows only
what he needs to know, and that’s good enough for him. Skills: Melee (Light) 2, Martial Arts 1, Leadership 3, Bending
Arts 2, Coercion 3.
Negotiations Talents: Adversary 1.
During a social encounter, the party can (and likely will)
Abilities: Military Precision (may add to checks made to
attempt to convince the Colonel to hand over possession of
destroy structures or use co-operative bending). Earth Disc
the box, but this would be incredibly unlikely. They would need
(may spend an action to hurl a silhouette 2 slab of earth at the
to make a Formidable ( ) Charm check to opponent, causing them to make an opposed Agility check
succeed, and should include or depending on whether to avoid the disc; targets engaged with disc either jump out of
the Colonel is favorable to the party. A favorable Daunting the way or take a number of damage ignoring soak equal to
( ) Coercion or Negotiation check might convince the Rival’s Body rating; earthbenders can make a Bending
the Colonel to surrender the lockbox. Deception and Arts (BR) check to instead redirect the disc in a different
Leadership will be far less likely to return any results while direction).
Empathy may allow the PCs to gain the Colonel’s favor.
Forms: Earth Tremor, Earth Piston, Earth Fist, Earth Blast.
Any attempts at persuading or negotiation, or gaining
Equipment: Earth Kingdom Captain Uniform, Pouch of
favor with the Colonel will be interpreted by Captain Kong as
Stones, Warhammer.
subterfuge and he will not relinquish the lockbox without a
fight. Depending on whether he views Colonel Chang as a Cho the Ostrich Horse [Rival]
traitor, he may open his attack on the party by attacking
Captain Kong’s Ostrich Horse.
Chang first, forcing Chang to choose a side.
If the party pushes too hard, or especially if they fail a 4 3 2 1 1 1
Deception or Coercion check, they’ll be in for a fight. BR AGI INT PRE CUN WIL

Fight! 4
SOAK
10
WOUND
0
R/M DEFENSE
0

Perhaps the party was too stubborn, or a little headstrong, or


maybe they were just bored…either way, there’s a fight. If the 2 3 2
players arrived at Serpent’s Pass before the couriers, they SILHOUETTE SPEED HANDLING
should get a boost to their Initiative roll. In this scenario, they
should roll Perception since they had the advantage of being
able to scope the scene. If the party arrived after the Earth Skills: Athletics 2, Melee 2, Resilience 2, Vigilance 3.
Kingdom couriers, they get no advantage and instead should Talents: Enduring.
roll Vigilance since they’ll need to rely on their guts to gear- Abilities: Steadfast (Ostrich Horses and their owners receive
up for a fight they were not likely anticipating. Ultimately, these
to skill checks when being ridden as a mount); Beast of
are merely suggestions and the choice is up to the GM as to
Burden (Ostrich horses add 10 to their encumbrance
which skill is appropriate based on the circumstances of the
threshold).
moment.
Equipment: Sometimes equipped with armor and a riding
Commander Chang (Royal Earthbender saddle. Hind-legs (Melee; DMG 3; CRIT 3; Push).

Guard) [Rival] Earth Army Soldiers [Minion]


4 2 2 2 3 3 Accompanying Captain Kong and Commander Chang are a
BR AGI INT PRE CUN WIL complement of four to eight Earth Army soldiers, all
nonbenders. They know absolutely nothing about their
5 20 20 0 1 mission other than their intended purpose to make any would-
SOAK WOUND STRAIN R/M DEFENSE be bandits think twice before attacking their caravan. Earth
Kingdom soldiers, both benders and nonbenders, carry a wide
Skills: Melee (Light) 2, Resilience 3, Discipline 3, Bending variety of weapons from spears, swords, and other various
Arts 3, Leadership 4, Negotiation 2. polearms to more unusual weapons such as hammers, axes,
Talents: Adversary 1, Bodyguard. and sickles. Soldiers are typically attired with specially-

The Second Age | The Great Uniter | 199


Scene 3: Critical Junction
armored conical helmets, which have also been shown to
function in battle as an impromptu shield against fire blasts.
3 2 1 1 1 3 Whether they have the box or not, the party is at a crossroads,
BR AGI INT PRE CUN WIL literally and figuratively: do they go to the Jasmine Dragon and
return the box to Piànzi? Maybe the party no longer trusts
3 8 0 0 Piànzi, since they may realize that he was lying in the first
SOAK WOUND R/M DEFENSE place. Do they lie and say they couldn’t acquire it (when they
did)? Do they never return to him at all, and just hope he
doesn’t find out what happened (he will know the courier was
Skills (group only): Bending Arts, Discipline, Ranged (Light),
ambushed since he knew it existed at all)? Perhaps the party
Vigilance, Melee (Light).
fails to capture the parcel, and decides to skip out on Piànzi’s
Talents: None. errand altogether.
Abilities: None. If they retain the box for themselves, the party may
Forms (group only): Earth Blast, Earth Structure. become a target of the Provisional Chancellor, who may send
Shintu after them, if they are acquainted. This could happen
Equipment: Earth Kingdom Military Uniform, any one-handed
before they ever see Piànzi again. Perhaps actual bandits
or ranged (light) weapon.
(like Gombo) were hired to retrieve Earth Kingdom property—
Interruption! or by Piànzi, who wanted to cover his bases and intends to
Whether the players obtain the lockbox or not, the encounter double-cross the party.
may be interrupted by an event of some kind. Perhaps the
colonel and captain will surrender rather than give their lives Much Ado about Nothing
over an item they know nothing about. If the party is in As it was described earlier, the lockbox acts as a McGuffin—
Serpent’s Pass, it could be the serpent. If they’re in the Si a plot device used to compel the party in reacting one way or
Wong Desert, it might be sandbenders or the sand shark. another. However, that does not mean that the contents of the
Perhaps a spirit was awakened by the fighting and lashes out box are irrelevant to the plot; on the contrary, the box contains
indiscriminately at everyone. Whatever the case may be, it is a critical piece of information and hardware that would weave
important for the GM to use this as an opportunity to break up the players into a deeply-entwined narrative on an
what might be a one-sided fight, and to provide the PCs with international scale.
one last opportunity to obtain the lockbox amidst the contrived As they have already seen, at least two parties are
chaos of the scene. interested in this box: Piànzi and the Earth Kingdom (more
Sea Serpent [Nemesis] specifically, Provisional Chancellor Kuvira). A third, yet
unmentioned, party also desires the contents of this box: the
This ferocious animal lives mostly on fish and other water Equalists of Republic City.
creatures, but it will attack and eat just about anything—it has
even been known to attack ships when looking for a meal. The Each party has an interest in acquiring the contents of this
serpent lets out a loud, blood-curdling scream just before it parcel which, as Satoru put it, will “change the course of
attacks. nonbender history forever.” While each party is aware that the
contents can be weaponized, few are fully aware of what the
5 6 1 1 1 3 device actually is or does.
BR AGI INT PRE CUN WIL Fortunately, as a Game Master, you have the unique
8 20 20 0 0 position of knowing all. The contents of the box are twofold: a
schematic for a flintlock mechanism, and the mechanism
SOAK WOUND STRAIN R/M DEFENSE
itself. Indeed, it is a firearm. The decision to introduce firearms
into the Avatar universe was made with deep consideration of
Skills: Athletics 4, Stealth 3, Perception 2, Vigilance 2. the themes and motifs present in the series.
Talents: Adversary 1, Swift, Expert Swimmer, Targeted Blow, Enter Tien Satoru, a nonbender engineer who identified
Deadly Accuracy, Rapid Reaction, Enduring 3. the possibility of shrinking Fire Nation turret barrels, and using
natural materials to imitate the ignition of an explosive
Abilities: Destruction (when attacking a structure, either
substance, propelling a small object across a great distance
natural or made by bending, the serpent adds to its
with breakneck velocity. Although not an Equalist himself,
attempt).
Satoru was inspired by the plight of nonbenders to “level out”
Equipment: Massive claws, teeth (Melee; DMG 10; CRIT 3) the playing field between those with the awe-inspiring ability
Smashing tail (Range [Short]; Concussive, Disorient 2, Pierce to manipulate the world around them, and those who cannot;
3). the “great equalizer” as many have called it.
If the players are on the verge of winning, Commander
Chang will surrender, as he values his life and freedom more
than he fears what the collapsing Earth Kingdom government
will do to him. Captain Kong will continue to fight only if he still
has Cho. If his mount goes down, he will surrender. No matter
what they do, this scene ends on a sort of climax.

200 | The Great Uniter | The Second Age


Thus, if the party opens the box before returning it, or they package in tow, the party will need to make their way back to
retain the package for themselves, they will likely stumble the walled city, specifically the Upper Ring. Perhaps they’ll
upon its contents. In-character, they will have little-to-no traverse Serpent’s Pass, or take a ferry across Full Moon Bay
understanding of the device or the schematics. The players, back to the waystation and train depot. If they have not
though, will undoubtedly know what a flintlock is. already tried to get back into the city since the capture in
Episode I, the GM should see this as an opportunity to
Honorable Couriers: Returning to impede the party’s progress with heightened security detail.
These could be generic Earth Kingdom soldiers, Royal
Piànzi Guards, Kuvira’s own private security forces, or perhaps a
Assuming the party honors their commitment to Piànzi, they blend of the three. After all, a terrorist attack against one of
will return to him in Ba Sing Se, specifically meeting him at the the Earth Kingdom monorails would certainly warrant an
Jasmine Dragon as they requested. Hopefully with the increased presence of military and guards.
Access to the city would likely be highly restricted, and the
Firearms? In my Avatar? slow trickle of commuters and travelers would come to a crawl
Practically speaking, explosive materials and combustion were when they are all being searched for contraband of any kind.
Having just barely restored order to Ba Sing Se, the
present in The Last Airbender; and earthbending-based
Provisional Chancellor does not want to be seen as weak and
firework projectiles are shown to be in use as well. The
will be fervently seeking out the perpetrators—or perhaps a
introduction of high-grade metalworking, proliferated
scapegoat. If they’re not careful, the PCs could draw too much
metalbending, and fireworks without earthbending in The unwanted attention.
Legend of Korra imply that the circumstances under which such
a mechanism could be crafted do exist. Lockbox in tow
With the package in their possession, the players not only
The components and theoretical understanding for such a
have to smuggle themselves back into Ba Sing Se, but now a
mechanism exist in the universe; all that is needed is a
royal parcel which has undoubtedly been reported missing by
compelling narrative to synthesize these elements together.
now. As the GM this presents an opportunity for you to
challenge the PCs in their attempt to reach the Jasmine

The Second Age | The Great Uniter | 201


Dragon. Perhaps they get through the outer wall, but require
passports to go beyond the Middle Ring—maybe they’re Immediately you see a long carpet stretching out
recognized as passengers from the missing train and are before you, leading to the serving counter in the back.
wanted for questioning. Whatever the circumstances, the Two golden dragons dancing with one another
party should be coming into Ba Sing Se very hot. adorned on a jade-colored rug. On either side, you
see square and circular tables, some with ongoing
Empty-handed games of Pai Sho.
Even if they fail to obtain the lockbox, the party may still honor
their word and rendezvous with Piànzi, if only to report that In the far corner, you can see Piànzi already sitting
they were overwhelmed. Although the party might still be and sipping tea. It appears as though he doesn’t even
accosted by security at any point throughout their travel from notice that you’ve walked right in.
the outer wall to the Upper Ring, they’ll be much less likely to
subject themselves to heightened scrutiny without holding
such a wanted package. When the party finally approaches Piànzi, he will wait to
speak until spoken to, reacting accordingly to whether they
Entering Ba Sing Se deliver favorable news, and the package. If the party delivers
Whether it’s because the party successfully stole the the parcel, Piànzi will thank them, provide them with their
package, or because you want to introduce a little challenge, reward, and invite them to meet up with his companion
getting in to Ba Sing Se can be a small task in and of itself. (mentioned earlier).
Perhaps one of the convoy soldiers managed to radio a The party may instead attempt to betray Piànzi and retain
message back to the capital which is now on higher alert. Or possession of the parcel, in which case they will need to make
maybe their faces are recognized at the gate by other an opposed Deception check against Piànzi’s Discipline
survivors of the train, or are plastered on Wanted posters. skill. If they fail the check, Piànzi will call them out on their lie,
Whatever the case may be, you have the opportunity to but profess that he is outnumbered and would not want to
challenge the players to be creative about how they enter the make a scene in the Jasmine Dragon. Unbeknownst to the
city. Maybe they attempt to bribe the guards blocking their PCs, (they could make a Daunting Perception check),
way; they could make a Streetwise check, or use their Piànzi signals to his companion, who has been playing Pai
underworld connections, to recall the existence of a nearby Sho the whole time, that they have been betrayed by the party
smuggler’s route; or perhaps they make a History or Culture and that she is to follow them. Whether Piànzi ambushes the
check and successfully remember the Crystal Catacombs, party the same day or not is up to the GM.
and a few potential entries into these expansive underground Finally, the party could report of their failure to retrieve the
networks. heirloom—whether Piànzi empathizes is up to the GM, and
Does the party have a couple powerful earthbenders? It is would necessarily depend upon the impression Piànzi initially
possible that they could use their ability to scale the massive received of the Player Characters; he will generally be willing
stone Outer Wall, even one or two at a time, to get to the top. to overlook failure and offer a second, substantially more
If they do scale the wall, what do they find up top? Canonically difficult, opportunity unless he has been slighted in some way.

To the Wind
there are many guards posted all over its perimeter, and the
Dai Li even ordains that posted soldiers actually live on and
inside of the wall. This would likely be a much more dangerous It is entirely possible that the PCs, with or without the lockbox,
path to take. decide to renege on their word to Piànzi and they just head off
These are only a few examples of what can be done. As for new adventures. In this case, as mentioned earlier, keep
the GM of your own game, you get to choose what sorts of in mind the many vested interests who would actively seek the
challenges the party can face, and you decide how their PCs to reclaim the lockbox.
actions, or reactions, have consequences for their future The party may have a clear idea on what they want to do—
selves. they could want to spend time in iconic Ba Sing Se, follow up
on their backgrounds and Motivations, or they may seek out
Reporting to Piànzi other destinations they recall from the Avatar universe,
With or without the parcel, when the PCs arrive at the Jasmine straying far from the scene. The alternative is that the PCs
Dragon, read the following: may feel utterly lost and directionless. In both cases, the GM
can use optional encounters such as those at the end of this
chapter to steer the players toward the plot of the adventure.
You approach the world-renown tea shop located in Every new town and NPC is a new opportunity to present
the Upper Ring of Ba Sing Se, the Jasmine Dragon. one-off optional encounters, with seemingly no connection
Walking up the stone staircase, you enter its
to the greater story, or they can be used to gauge the party’s
courtyard. A fountain decorates its center. Before you
collective interests and formulate an entirely new plot. They
is a massive jade-color structure decorated with gold
and ivory trimmings. Its two front windows are can also serve as an introduction to a character or scenario to
intricately designed with a repeating square pattern. bring the party on-track with the story. The GM should not feel
During business hours, its doors remain open, and so obligated to do this, nor should the GM force the party to stick
you walk straight in. to preplanned plot. A GM should be prepared to think of new
characters, encounters, and scenarios on the fly.

202 | The Great Uniter | The Second Age


Episode III: …Into the Fire
Burning Desires
This section describes a list of potential, but completely
optional, encounters that could be injected into “The Great
Uniter”, stem off of it, or run as stand-alone sessions. The list
A Fire Nation noble is throwing an extravagant party to show
is by no means exhaustive, and are merely suggested
off her prized possessions, including among them a massive
scenarios for GMs to integrate or adapt.
ruby cut by ancient earthbenders. Just three nights before the
Each scenario is sectioned off through its title, and party, she received a threat from local gang leader Gombo
describes a plot as a problem presenting itself to the party for threatening her and her estate. The noble needs the party’s
a reaction. Scenarios will also contains hooks and clues; help to super proof her property from thieves the night they
hooks will detail how to lure PCs into the plot, while clues show up.
provide insight into how the plot could be progressed. All
Antagonist: Gombo [Nemesis Fighter/Bounty Hunter], and
scenarios are prepopulated with at least one NPC described
his gang of Rival-level Rangers and Bounty Hunters.
as either a guide, antagonist, or otherwise integral figure in
the scenario. Guide: Lady Baozhai [Rival Archaeologist], a collector of fine
things
The Beetle King Hooks: The party might encounter Gombo and his gang
anywhere between Ba Sing Se, through the Earth Kingdom
The elusive beetle-headed merchants have been frequenting up to the United Republic of Nations borders. Lady Baozhai
the Misty Palms Oasis more often lately. Reports claim that would likely live closer to the URN, but it is possible she has
they are being driven from their underground settlements in an estate in Ba Sing Se.
the Si Wong Desert following recent attacks. While some
claim the giant gilacorn is to be blame, having returned from Clues: This story has a lot of potential for Avatar fans because
extinction, others believe that a man known as “the Beetle it presents a character from the series (Gombo) in a scenario
King” is behind the recent attacks. for players. In The Legend of Korra, we see Gombo ‘stealing’
from Queen Hou-Ting and bemoaning the Avatar’s choice to
Antagonist: Jiachong, the Beetle King help her tax the people hurting the most. Gombo could very
Hooks: After overhearing their murmurs at the Misty Palms well see Lady Baozhai as an appropriator of Earth culture and
Oasis, the party might be approached by several beetle- wealth, and this could feed into the overall theme of “The
headed merchants and offered the chance to investigate. Great Uniter” about the pitfalls of ‘us v. them’ mentality.

Festival of Masks
Clues: Per the legends, the subterranean ancestors of the
beetle-headed merchants, the first humans living in the Si
Wong Desert, were constantly attacked by giant gilacorns
During their travels, the party comes across a modest village
until they mimicked the appearance of sour beetles, the only
celebrating during the Festival of Masks. As they pass through
creatures on the desert floor not palatable to gilacorns.
town, they are encountered by a spirit disguised as an old
However, these giant gilacorns were said to have gone extinct
merchant who hands the PCs free masks of ornate quality.
by 100 AG.
The masks they receive each represent a negative human

Bending the Rules emotion and once the mask is put on, that’s all anyone sees.
The party must learn to accept their flaws or else the masks
A band of benders are poaching flying bison and cannot be removed; the PCs will need to learn to overcome
badgermoles, as well as kidnapping nonbenders. Led by a their fears, and control their negative emotions.
nonbending scientist, they are rumored to be conducting Antagonist: Longmeng the Taunting [Nemesis Spirt];
experiments on the nonbending captives to see if they can Abilities: Deep Stupor (targets make an opposed Empathy
somehow force them to learn bending from their animal Check; if they fail, they take strain per failure ignoring soak).
counterparts. Hooks: Such an encounter could occur in any obscure town,
Antagonist: Yu Wei [Nemesis Astrologer/Tinkerer], and his throughout any point in the party’s travels, or during any
Rival bender trio Barrel (Firebender), Boulder (Earthbender), excuse for a festival.
and Barney (Waterbender) Clues: Intermittent Fear checks should keep the party on
Hooks: Per the usual kidnapping scenario, the party would no their toes. Resolving this encounter could take only as long as
doubt encounter reports about missing persons. They could it takes for each player to make a successful Fear and
even receive direct pleas for assistance. Alternatively, they Empathy check in succession. This is a great opportunity to
could follow up on poaching reports, and discover the tailor the scenario toward PC motivations and other backstory
kidnappings by mistake. hooks.

Hazed and Confused


Clues: As one of the many factions trying to harness and
weaponize the new spiritual energies in the world, Yu Wei is
a scholar of the Spirit World and believes there’s more fact
On a trip through the wilderness, or sailing through a
than fiction behind the myth that these animals were the “first
particularly thick fog, the party finds themselves lost in the
benders.”
Spirit World. An unassuming spirit greets them to explain that
they have only 72 hours to get back home before it’s too late.

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Nightmares and
Antagonist: Fu Shi the Hunting Spirit [Nemesis Spirit] looks
like two snakes coiling around one another in an endless loop.
Guide: Pao Shi [Rival Spirit] is a small rabbit-like spirit who
warns the party of their impending peril. With the right Dreamscapes
Knowledge or social check, Pao Shi will give the party clues
as to what happens in 72 hours (“the hunt”), and can be While resting, the party is targeted by a large trickster spirit
tricked into revealing that he is the Hunting Spirit Fu Shi. who induces nightmares, and feeds off of the party’s anxieties
and fears in their sleep. The party must repel this spirit,
Hook: At any point in the adventure, the players may find through any means necessary.
themselves instantly transported into the Spirit World.
Antagonist: Mong Shi the Dream-Eater [Nemesis Dark Spirt];
Clues: As previously mentioned, a key theme of The Second Abilities: Drowsy (Mong Shi can suffer 3 strain to force all
Age explores the tension between humans and spirits. Here enemies to roll an opposed Discipline check; failure means
is yet another opportunity to explore that tension. the target falls asleep at the beginning of their next turn until

The Lost Ways


the end of that turn); Nightmare Fuel (Ranged; DMG 9; CRIT
4; Extreme range; Pierce 3, Stun Damage) which is rolled as
an Average Perform check.
Deep in the valleys within the mountains surrounding Mt.
Makapu in the northwestern earth kingdom, a band of Hooks: This scenario could be introduced any time the party
refugees wearing traditional air nomad clothing show up is resting, perhaps in a restless inn, or near a roadside shrine.
outside of Makapu Village, and rumors begin to quickly spread The PCs may also stumble across Mong Shi in their
about ‘lost airbenders’. At the request of their elder leader, adventures if they cross a place where the natural world has
they have come out of hiding to confirm their elder’s been tarnished such that Mong Shi saw it fit to punish
suspicions: airbending has been reborn in the world. humans.
Guide: Bacha Hua (Nepali/Hindi for “Left Over”) Clues: The party could use their Perform skill to oppose
Mong Shi’s efforts, and perhaps even drive him back. If they
Hooks: The party can hear about these refugees over the
can manage to strike him in his physical form, he would leave
course of their travels, with the rumors becoming more
them alone for good.
extravagant the farther away from Makapu they are. They
should hear about airbenders performing ‘amazing feats’ not
unlike the Avatar. Martial Remedies
Clues: How did the recluse make this discovery? Who are A village herbalist is revealed to be a skilled martial artist when
these people and what are their motivations? he is witnessed stopping a thief by the party. He does not want
his secret revealed to people and will offer tea, perhaps
New Recruits wisdom if he respects the party enough.
Guide: Chen Yu (Nemesis Monk/Astrologer]
The Player Characters have been invited to join the illustrious
White Lotus organization and have been taken on by a White Hooks: This is another scenario that could play out at just
Lotus master as her initiates. Although they come from about any moment throughout the party’s adventure.
drastically different backgrounds, the PCs must work together Clues: It is also another opportunity for the party to potentially
to succeed with their initiation. On the day of their final test, a find a Master.
mysterious man shows up and attacks their master, killing her
and threatening the PCs to cease their initiation or suffer the
consequences. Before they can react, he vanishes. Who is
Mother of all Fish
this mysterious man? Is he Red Lotus, or something far more Certain interested parties in the Northern Water Tribe are
sinister? hosting a fishing competition. The contest also purports to be
Antagonist: Unnamed bender [Nemesis] a spiritual ceremony, and an observation of traditional offering
to the great Tigerswordfish spirit. The winner of the contest
Guide: Lianda, White Lotus Master [Nemesis Firebender] receives an ugly fish hat, all-you-can-eat fish, and a small
Hooks: If the party is comprised strictly of benders, this type purse of coins, as well as renown throughout all the Northern
of scenario should be made available to them after they’ve Water Tribe as a master fisherman, and appeaser of the spirit
gained some experience. Since Lianda is a member of the of the seas.
Order of the White Lotus, it’s doubtful that she would avail Antagonist: Captain Keimar [Nemesis Captain/Sailor], who
herself to inexperienced benders, or nonbenders. has been sabotaging other contestants, including the PCs. He
Clues: This premise makes for a great opening encounter for intends not only to catch the most fish, but to capture the
a new campaign. It serves the purpose of putting together a Tigerswordfish spirit itself.
party of seemingly-unrelated characters, while simultaneously Tigerswordfish; Abilities: Plunge (Tigerswordfish may
introducing them to a larger-than-life campaign setup upgrade next attack difficulty to cause enemy vessel to take
scenario. on water in). Equip: Spirit Maw (Melee; DMG 10; CRIT 4;
Engaged)
Hooks: Yet another example opportunity to entice players to
use vehicles and travel the seas, this scenario could be
encountered in any port city where characters might talk about
such a venture. Captain Keimar might just happen to make a

204 | The Great Uniter | The Second Age


Pirate Radio
public challenge, or declaration of intent to capture the great
spirit, in the same city through which the players are traveling.
Clues: Once again, this is another scenario that fits in with the Controversial pirate radio host “Lightning Lee” is intercepting
overall motif of humanity learning to live in balance with the and brokering international political secrets, inadvertently or
spirits. Keimar presents an opportunity for the players to make deliberatively sowing dissent in the Earth Kingdom by outing
a choice that could have significant consequences for the the Upper Ring’s dirty laundry. Although many elite officials
spiritual balance of the world: do they let Keimar make an from all over the world want him silenced, many of the
attempt to capture a spirit, or do they intervene? commoners look up to Lightning Lee as a hero.

Mountain Labyrinth Guide: Lightning Lee [Nemesis Entertainer/Diplomat] whose


one-of-a-kind experimental radio allows him to broadcast all
While traveling through the mountains, the party is besieged over the Earth Kingdom no matter where he is.
by a storm when they come upon an ancient temple built into Hooks: Most likely, the party is being offered a job by the
the mountainside. A monk offers them shelter, and when the Earth Kingdom (vis-à-vis Provisional Chancellor Kuvira) to
party accepts and is inside the temple, the doors close behind hunt down Lightning Lee, but it’s possible that instead the
them and the monk reveals himself to be a trickster spirit. party overhears one of his broadcasts at a tavern sympathetic
Antagonist: Chenfu the Trickster [Nemesis Spirit] to Lee’s grand plan.

Hooks: The GM may use any mountain travel or inclement Clues: Lightning Lee might be in Ba Sing Se, Omashu, or
weather as an opportunity to engage the players with this Republic City. A scenario like this could easily relate to the
scenario. events of “The Great Uniter”. Even after Episode I, an
electrifying personality like Lightning Lee would be all over the
Clues: Since they’re not in the Spirit World, their bending kidnapping of a foreign scientist, and would want to publicize
should still work. This can be an opportunity for the GM to this. Those responsible would certainly want Lee to shut up—
create unique puzzles for bender characters to encourage permanently.
them to use their abilities imaginatively.

Precarious Passage Pirates of Mo Ce Sea


Marine piracy is on the rise as water tribe outcasts, and people
The party stumbles upon a pacifist temple in the middle of the struggling to survive, take to the seas in search of fortune.
mountains, but its residents are terrified of benders. To pass Many of those ranking among the crew are disparate or
through their passage, the party must subject themselves to displaced waterbenders who have left the crowded Northern
be bound and gagged. While the monks are helpful, offering Water tribe; using their abilities, they harness the ocean itself
the party food, supplies, and a place to sleep, they are as a weapon against unsuspecting merchant ships.
cautious. Little does the party know that bandits have taken
up nearby to kill benders and take their belongings. Antagonist: Captain Himaru [Nemesis Captain/Pirate], and
his animal companion, and Rival-level crew of Pirates,
Antagonist: Rinzler [Nemesis Ranger/Bounty Hunter]; Sailors, and Waterbenders.
Animal Companion: Pacho the Goat Gorilla [Rival]
Hooks: If the party has a boat and is traveling, they would
Guide: Pondo [Rival Monk], who knows where Rinzler is likely encounter Cpt. Himaru in the Mo Ce Sea, or the shipping
hiding and would reveal that he arranged a deal with Rinzler lanes leading to the Northern Water Tribe. Additionally, it is
for protection if the party guarantees to help save them from likely that they would begin to hear rumors about pirate activity
Rinzler. the closer they got to this part of the world. If the pirate captain
Hook: Another great opportunity for a random encounter, this poses a large enough problem, the party might even be
scenario could hook the player characters in at any mountain approached by the Earth Kingdom or Fire Nation
scene. governments to put them down.

Peace and Passivity


Clues: Captain Himaru provides the GM with an excellent
opportunity to give the players a taste of marine combat and
storytelling. Geography and Sailing checks would be
A monastery of air acolytes needs help removing an necessary in this scenario.
infestation of nuisance and slightly dangerous critters. They
insist, however, that the creatures are not harmed as the party
removes them. Raiders of the Lost Art
Antagonist: Hog Monkeys [Minion] The History Department at Ba Sing Se University is hiring all
willing participants to scour the globe for historical artefacts
Guide: Ren [Rival Monk], head of the monastery.
regarding ancient bending societies.
Hooks: If the party needs some extra coin, or is traveling and
Antagonist: Huu Ming [Nemesis Archaeologist/Monk], a rude
the GM needs another random encounter, this is a perfect
playboy with dry-humor and a short temper. Huu wants to be
scenario.
the first to uncover the secrets to benders’ history.
Clue: As seen in Avatar: The Last Airbender, hog monkeys
Guide: Tomi Lang [Rival history professor] is an adjunct
love lychee nuts.
professor at Ba Sing Se University who specializes in Spirit
World and History knowledges.
Hook: If the party is itching for adventure and genuine
exploration, this scenario presents a perfect opportunity for

The Second Age | The Great Uniter | 205


Spoiled Fruit
exactly that. They could conceivably hear about a job like this
at any major trading hub
Clues: This scenario could be used by the GM to inform the A farming village has lost their livestock and crops to a strange
plot of “The Great Uniter” by inserting Tomi Lang as the affliction which seems to be attracting small spirits and
individual from Ba Sing Se University with which Dr. Peng Dao strangers—or did the strangers bring both?
was supposed to meet. Additionally, the scenario provides a
Antagonist: Senji the Masked [Nemesis Diplomat/Monk];
chance for players to explore several key locations from the
Senji is disfigured after a close encounter with a lion spirit. The
Avatar series including the Sun Warriors and Taku ruins.
GM should describe him as having certain cat-like physical

Spiritual Burning qualities, but he should still be recognizably human. He leads


a group of former-monks-now-cultists trying to better
A platoon of firebenders in Fire Nation uniforms are burning a understand the spirits and the Spirit World.
forest near Senlin village for no apparent reason. The villagers Hooks: No doubt the player characters would hear rumors
are in disbelief, horror, and shock. What is the Fire Nation up about a ‘nearby village’ whose crops and livestock were
to? Are the benders actually soldiers? What if Hei Bai stricken with some unknown sickness. They may even hear
becomes disturbed and starts another rampage? direct pleas from villagers in a nearby market, begging anyone
Antagonist: Lieutenant Kohaku [Nemesis to investigate.
Firebender/Warrior] and his platoon of firebender and warrior Clues: Here the antagonist could be the spirits, a group of
rivals and minions. Potentially Hei Bai. cultists, or both. The cultists might instead be benevolent,
Hooks: The party might randomly encounter these even help the party understand what is happening to the
firebenders if they were to find themselves near Senlin village. livestock and crops. Senji and his cultists should be presented
Additionally, they would likely hear rumors about spiritual in a strange light, though, to provide the party with an incentive
disturbances, people vanishing into the Spirit World, or about to investigate. As with most other spiritually-oriented plots
uniformed Fire Nation soldiers marching through Earth presented in this section, the spiritual activities could very
Kingdom territory. easily lend itself to the “The Great Uniter”, where multiple
factions have an interest in studying (and harnessing) spiritual
Clues: One of the key themes of The Second Age is the energy.
conflict between humans and spirits. This plot lends itself to
this motif, forcing the players to make a choice between
intervening and preserving balance, or looking away as the
Shock Collar
firebenders torch forests to the ground. In addition, these Haruto has made a name for himself, claiming he has
activities could relate to motives of any of the antagonists in “mastered the element of lightning” and stands accused of
“The Great Uniter.” kidnapping people off the streets of Ba Sing Se and Republic
City, forcing them into silver shackles, laboring away in his
Spiritual Vampires silver mines. He claims they are working off debts, but rumors
suggest he treats them as slaves, shocking them by the silver
Strange things have been happening in Republic City. One of collars around their necks; some say this happen at the press
the weaker triads has amassed a lot of power in a short of a button, but others say it happens at the snap of finger.
amount of time, and spirits living in the city have become Can he really bend lightning? What is he doing with all that
corrupted in their wake. The triad’s benders, once laughed at silver?
for being among the weakest, are now incredibly strong. Even
the police seem unable to halt their progress. Adversary: Haruto [Nemesis Firebender/Merchant]

Antagonist: Ketsuki [Nemesis] fire bender and spiritualist Hooks: The party would likely hear rumors from mountain
villages about a cruel foreman ‘nearby’ (perhaps,
Hooks: The Player Characters can be tasked with infiltrating conveniently, the range of mountains nearest to the players).
the triad. If they’re in Ba Sing Se or Republic City, they’ll no doubt come
Clues: The party may learn that they achieved this with the across reports of kidnappings.
help of someone who gave them devices that can amplify their Clues: As one of the best electrical conductors, it makes
skills by siphoning the energy of surrounding spirits, sense Haruto would use silver to facilitate his shock collars—
corrupting them and turning them into dark spirits. Naturally, is that why he mines it, or does he have another level to his
the spirits are not happy about this. aspirations?

Spiritual Vengeance Sumo Bending


A shaman requests an escort for her quest to placate a spirit The party stumbles across an underground wrestling ring for
that annually threatens her village. benders. Any of the four elements may participate in these
Antagonist: Wei Fong the Vengeful [Nemesis Spirit] one-on-one or tag-team fights where users are handicapped
according to their element. What the players don’t know is that
Guide: Jaya [Rival-level Waterbender herbalist]
someone is rigging the fight.
Clues: One of many opportunities for PCs to explore the
Antagonist: Palak [Nemesis Entertainer/Merchant]
dynamic between spirits and humans in the second age of the
Avatar. Hooks: If the party is looking to make some extra coin, this
could be a scenario the GM can use to engage them.

206 | The Great Uniter | The Second Age


Clues: Each element should be handicapped according to its Guides: Tai [Rival Firebender], Hank [Rival Airbender], and
weakness. Waterbenders should be made to stand on coals, Trix [Rival Waterbender]; each possess all basic forms of their
while firebenders must wade in 6 inches of water at all times. respective element.
Likewise, earthbenders must balance atop pillars while Hooks: The PCs might encounter this trio at any time
airbenders are weighted down with chains. throughout their travels.

Thunderous Applause Clues: While Minister Popo presents a pleasant social


encounter, the loan shark angle presents both a more difficult
A huge storm is wracking the countryside, forcing the party to social challenge, and a potential combat encounter.
seek shelter. In their search for a nearby town, they come
across a roadside shrine filled with other weary travelers. Wandering Master
They are forbidden entry by a short and frail woman who
demands that the PCs tell a rousing tale to appease the Along their travels, the player characters meet a nonbender
shrine’s spirit, or else they will be barred from seeking shelter samurai master who harbors a deep-seated hatred for
here. benders; he habitually challenges them to duels to prove
himself their better. When he encounters the party, he
Antagonists: Mun Shin [Rival] blocks the door to the shrine. challenges each bender PC to a one-on-one duel.
She’s not really the antagonist, per se, but she will give a
feeble attempt to stand between the party and the shrine. Antagonist: Satoshi [Nemesis Warrior/Assassin]; Talents:
Deflect 2, Expert Deflect, Master Deflect, Parry 2, Expert
Meifen the Drama Queen [Nemesis Spirit]; Abilities: Hard to Parry, Master Parry; Equip: Samurai robes (+1 DEF), Katana
Please (add to all social checks against Meifen); General (Melee; DMG 6; CRIT 4; Slash 2; Defensive 1)
Disdain (characters suffer 1 additional strain if they try to use
humor to appease Meifen) Hooks: As with the last few scenarios, the Wandering Master
lends itself to be a random encounter at any point in the
Hooks: Such a scenario could happen at any moment; as a party’s adventure.
break in the action, or when there is a lull of activity.
Clues: If any of the PCs manage to beat Satoshi, he could tag
Clues: As a social encounter, Meifen cannot be ‘defeated’ but along as a Master NPC who imparts wisdom and aids on
rather appeased. The idea here is for the GM to encourage future missions.
the players to put on a small improv performance, regaling
Meifen perhaps with the drama of their own adventures so far.
Widow’s Peak
‘Til Death Do Us Part A perilous peak is said to be terrorized by an earthbender who
claims dominion over the entire mountain. A village at its base
A grief-stricken waterbender attempts in vain to use the feels helpless in their attempts to travel or stray up the
forbidden art of bloodbending to revive their recently- mountain for precious resources like wood and water. The
deceased beloved. Failure in this attempt drives them into earthbender attacks those who venture too far up the
madness. Over the next several months, they perfect their mountain.
prohibited talents using recently-deceased bodies from the
cemetery. Now, even the living are among those reported Antagonist: Jinguo [Nemesis Earthbender/Commander], a
missing. partially-deaf, very old and very chatty former commander of
the Royal Guard.
Antagonist: Jaryn [Nemesis Waterbender]; Forms:
Bloodbending, all basic Forms Hooks: Many opportunities for this encounter exist: the PCs
might simply stumble across the wrong mountain and be
Hooks: Such a story could conceivable haunt the halls of any attacked; Jinguo could instead approach the party and offer
tavern, inn, or pass-through town. The PCs would no doubt them a job; rumors would inform the party of a real jerk of a
encounter stories about a village where the graves are mountain hermit.
overturned and rumors about disappearing people.
Clues: Jinguo’s background leaves a lot of wiggle room for
Clues: To really utilize certain narrative atmospheres, the GM backstory. He could be a disgraced member of the Royal
might rely on the passage of time to tell a story like this. Such Guard who faced Queen Hou-Ting’s wrath for dereliction of
a plot could be introduced piecemeal, hooking the characters duty. He might just be an old, crotchety villager with a grudge;
over the course of several sessions. The waxing and waning but perhaps he was wronged in some way. Is he just a
of the moon can serve as both a clue and a plot device. persecuted hermit, or does he have his reasons for hiding out

The Traveling Trio


on his mountain?

A traveling trio of benders (fire, water, and air) are wandering Zealots Amok
performers looking to gain the favor of a local lord by A group of zealots in Gaoling are preaching about a Celestial
performing at his reception. They know the Lord needs to be Mandate—the spiritually divine right of their leader to rule the
convinced, and the trio asks for the party’s assistance. Little city and province of Gaoling. The zealots are coercing people
do the PCs realize that the trio is on the run from loan sharks. to fall in line, and to reform traditions so that they may
Antagonist: Minister Popo [Rival Diplomat] is a brash, appease the spirits. Some spirits like this idea and are
gluttonous, and condescending man. tormenting dissenters. Now, commoners have begun to riot.
Terry Two-Lips [Nemesis Merchant/Pirate] is the predatory Antagonist: Tao Feng [Nemesis Diplomat/Astrologer], who
lender after the trio. leads his Rival-level Zealots (Earthbenders, Monks,

The Second Age | The Great Uniter | 207


Assassins), and his Minion-level Believers. The GM may also
refer to Chapter IX: Adversaries & Creatures for stats on
Dark Spirits or may make up their own spirit antagonist.
Hooks: As is the case with most plot hooks, the party would
likely encounter stories about Tao Feng and his followers
throughout their travels. The closer they get to Gaoling, the
more pertinent those reports could be. The party may even
stop in Gaoling along the way to some other destination,
maybe for rest and supplies, only to find out that not all is what
it seems in Gaoling.
Clues: 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.
The spiritual presence in Gaoling can be fed into by the
events of Book Two, where Avatar Korra left open the spirit
portals; this spiritual activity, let alone the revolt, would no
doubt draw the attention of Provisional Chancellor Kuvira,
which might be used by the GM as a way to reintroduce Shintu
and the plot of “The Great Uniter”.

208 | The Great Uniter | The Second Age

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