Avatar : The Last Airbender Setting Doc - Setting Intro - These rules are intended to facilitate a Words of Power campaign, set in the years during Aang's time as the avatar. The central conflict of the time is that the Fire Nation has attacked the rest of the world. The Air Nomads are scattered. The Water Tribes are isolated. The Earth Kingdom stands as a final bulwark against the Firelord's attempts to seize the world. Many of their villages have been captured and put to work by the invading Fire Nation forces. Aside from the main military thrust, every day marks another step the Firelord takes to ensure not only victory but that he can't be defeated. This means chasing the missing avatar, driving the sky bison to extinction, pressing Earth Kingdom informants, and violating the Spirit Realm. War is no simple thing and it will touch every facet of the world, in one way or another. Players may take on the role of benders or non-benders from any of the nations. The factions table reflects only the culture they were raised in. The rules have been organized in a way that hopefully reflects not only the mechanics but the tone of Avatar : The Last Airbender. Storytellers should feel free to be creative within the setting. Whether the game takes place before or after Aang wakes up, whether Aang is the avatar at all, whether a player is an avatar, or if the game has nothing to do with the avatar - these are things for the Storyteller to decide. This document simply seeks to lower the barrier to entry for running a game that is themed on the show. Have fun! - Tables - - Factions Tag1 Tag2 - Fire Nation [Direct] [Independant] Earth Nation [Hospitable] [Modest] Air Nomads [Pacifist] [Spiritual] Northern Water Tribe [Traditional] [Isolated] Southern Water Tribe [Resourceful] [Unrefined] - Stances Armor Word Tag - Fire Military 4/4/4/4 [Blast] [Intimidating] Fire Elite 4/4/4/4 [Continuous] [Challenger] Airbending 1/1/1/1 [Evade] [Unthreatening] Earthbender Rural 3/3/3/3 [Launch] [Imprecise] Earthbender Military 4/4/4/4 [Armor] [Stable] Southern Water 2/2/2/2 [Wave] [Spirited] Northern Water 2/2/2/2 [Form] [Precise] Weaponmaster 6/6/6/6 [Sunder] (Choose two weapons, you have mastery while in this stance) - Weapons Hit/Damage - One-Handed 1d6/1d6 Two-Handed 1d8/1d10 Ranged 1d6/1d4 - Rule Changes - * Specific Fates (Tags) can only be taken from master benders, as determined by the Storyteller * Weapons follow the unarmed rules, unless a tag or stance grants weapon mastery * Armor is replaced by stances, magic items still exist and will override stance armor * Everyone can start with one stance, in addition to normal character creation * Switching stances consumes an action * When leveling up, you may choose a stance instead of a word or tag (weaponmaster may be taken multiple times) * Your armor is equal to the maximum of your highest stance *Example : You know the Weaponmaster, Airbending, and Southern Water styles. You begin combat in Airbending. You have 6/6/6/6 armor (because Weaponmaster is your highest known). You take 3 damage to your noggin, leaving you at 3/6/6/6. You switch into Weaponmaster. You still have 3/6/6/6. * Freeform magic is replaced by contextual bending * Non-avatars may only take one element (Fire, Earth, Air, Water) * Subspecialties are only available at level up (Metal, Healing, Ice, Lightning, Plants, etc) * Bending requires materials as contextually appropriate (fire mostly does not) * It is strongly encouraged to curate the deck for this setting, many words will not be usable within your element * Counterspelling is replaced by responding to spells with your own * Must counter with a full spell of your own * The number of words on each side will be used to determine the outcome * Elements may be used alongside stance words * This means that you can [Fire] [Blast], without a drawn word, if you are in Fire Military stance. Without Drawn Words to expand the effect, it will be treated as a basic ranged attack at 1d6/1d4. Reminder of how unarmed works : * Unarmed attacks are 1d6/1d4 and can only damage unarmored or bound hitzones. * Unarmed attacks deal HP damage to bound hitzones, even if they are armored * Grab attacks can be made only with an empty hand. * Grabs do not deal damage, but can start a bind. * Grabbing can only be used on opponents on the same ring as you. * The grabber must first land an attack roll. * After determining where they grab, an opposed 1d6 roll is used to determine if the part is bound. * A bound enemy must win another opposed roll before they can either use that body part or move away. * Whatever (probably body part) is doing the binding is also considered bound. * Successfully breaking a bind does not consume an action but failing does. - Beastiary - # Fire Nation Fire Nation Soldier (Bender) HP 4/4/4/4 Words Fire Blast Crescent Kick