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This product was created under license. GENESYS and its logo, and GENESYS FOUNDRY and its logo, are trademarks of
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distinctive likenesses thereof, are trademarks of Fantasy Flight Games.
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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
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
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
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.
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?
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.
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
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
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
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
Chi Blocker
4 ‘Tis but a Flesh Wound
5 Indomitable
Pugilist
5 Master
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
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
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
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
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.
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
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.
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
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.
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,
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
Basic Forms
Lower the critical rating of your Fire Blast by 1.
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
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.
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.
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.
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 ).
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.
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 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
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
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
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.
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.
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
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.
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
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.
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.
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
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.
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
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.
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
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).
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,
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)
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.
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
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
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
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
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
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
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).
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.
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
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.
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.
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.
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)
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
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.
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
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
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.
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
Prepare
rating.
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.
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.
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
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
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.
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.
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.
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
Incredibly useful and comes in many styles and sizes. Wingsuit 2000 cp 2 7 (R)
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.
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,
Price (Rarity): 1000 copper (7). Price (Rarity): 125 copper (3).
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
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
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.
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
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
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.
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
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.
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 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
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
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.
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.
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.
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 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
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.
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
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
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
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.
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
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
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
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.
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.
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.
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.
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
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
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.
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.
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
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.
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
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.
Water Tribes
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.
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.
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
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
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.
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.
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
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:
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:
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.
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
Fight! 4
SOAK
10
WOUND
0
R/M DEFENSE
0
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.
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.
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.
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?
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,