Elements Distinctions: Air OR Water

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Mind Elements Body Distinctions

Air OR
Awareness • Reflexes gain a PP
and roll

Water
Perception • Strength

Earth
Willpower • Stamina

Fire
Intelligence • Agility

Talents Skills
Athletics
Charm
Covert
Deceit
Lore
Medicine
Melee
Menace
Milestones
Ranged
Spirits
Streetwise
Survival
Tactics
Technology
Dice Pool

at ’s

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Build a

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With
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Co ppo
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Talents
El

Sp
Di

Op

You always have these three dice

Stress Tracks
Physical Social
Mind Elements Body Distinctions
Air OR
Awareness • Reflexes gain a PP
and roll

Water Youngest Child of


Perception • Strength Avatar Aang
Earth Romantic Interest
Willpower • Stamina of Lin Bei-Fong
Fire Still a Kid in
Intelligence • Agility Many Ways

Talents Skills
Airbender: When performing an action involving Athletics
Airbending, double or step up your Element die.
Spend 1 PP to do both. Charm
Area Attack: Add a d6 and keep an additional effect die Covert
for each additional target. Deceit
Deflection: On a successful defense action, convert your
opponent’s effect die into an Asset. Spend 1 PP to do Lore
this even if your opponent succeeds. Medicine
Melee
Menace
Milestones
Ranged
Gain a Plot Point when...
Spirits
Streetwise
Survival
Tactics
Technology
Dice Pool

at ’s

ur t
n

ss ’s

+ + + + + +
Modify
so un
n
y
io
Build a

lic nt
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re nt
lt

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en

&
ct

Re , St
mp ne

t
ia

With
St ne
in
em

se
ec

Co ppo
st

po

or ush
As

Talents
El

Sp
Di

Op

You always have these three dice

Stress Tracks
Physical Social
Mind Elements Body Distinctions
Air OR
Awareness • Reflexes gain a PP
and roll

Water Trained by Grand


Perception • Strength Master Katara
Earth Level-headed
Willpower • Stamina and Practical
Fire Wolf-lynx Animal
Intelligence • Agility Companion

Talents Skills
Waterbender: When performing an action involving Athletics
Waterbending, double or step up your Element die.
Spend 1 PP to do both. Charm
Companion: Your wolf-lynx adds a d10 Resource die in Covert
addition to being a Distinction. Deceit
Healing: Step up your effect die when helping others
recover stress. Spend 1 PP to recover your own or Lore
another’s physical stress, or step down physical trauma. Medicine
Melee
Menace
Milestones
Ranged
Gain a Plot Point when...
Spirits
Streetwise
Survival
Tactics
Technology
Dice Pool

at ’s

ur t
n

ss ’s

+ + + + + +
Modify
so un
n
y
io
Build a

lic nt
t

ce
re nt
lt

io
en

&
ct

Re , St
mp ne

t
ia

With
St ne
in
em

se
ec

Co ppo
st

po

or ush
As

Talents
El

Sp
Di

Op

You always have these three dice

Stress Tracks
Physical Social
Mind Elements Body Distinctions
Air OR
Awareness • Reflexes gain a PP
and roll

Water
Perception • Strength Trained by the
Bei-Fongs
Earth
Willpower • Stamina Like a Rock
Fire
Never Got to Be
Intelligence • Agility a Metalbender

Talents Skills
Earthbender: When performing an action involving Athletics
Earthbending, double or step up your Element die.
Spend 1 PP to do both. Charm
Second Wind: Before making a defense action, you may Covert
move your physical stress die to the Trouble Pool, Deceit
then add a third die to your total.
Protector: You may make defense actions for allies. Lore
Remove your highest rolling die and step down your Medicine
effect die. Spend 1 PP to ignore this restriction.
Melee
Menace
Milestones
Ranged
Gain a Plot Point when...
Spirits
Streetwise
Survival
Tactics
Technology
Dice Pool

at ’s

ur t
n

ss ’s

+ + + + + +
Modify
so un
n
y
io
Build a

lic nt
t

ce
re nt
lt

io
en

&
ct

Re , St
mp ne

t
ia

With
St ne
in
em

se
ec

Co ppo
st

po

or ush
As

Talents
El

Sp
Di

Op

You always have these three dice

Stress Tracks
Physical Social
Mind Elements Body Distinctions
Air OR
Awareness • Reflexes gain a PP
and roll

Water Youngest Child


Perception • Strength of Firelord Zuko
Earth Out to Prove
Willpower • Stamina Something
Fire Kettle on
Intelligence • Agility to Boil

Talents Skills
Firebender: When performing an action involving Athletics
Firebending, double or step up your Element die.
Spend 1 PP to do both. Charm
Berserk: Add a die from the Trouble Pool to an attack Covert
action. Step up the die and return it when you’re done. Deceit
Sociable: Spend 1 PP to reroll during social conflict.
Lore
Medicine
Melee
Menace
Milestones
Ranged
Gain a Plot Point when...
Spirits
Streetwise
Survival
Tactics
Technology
Dice Pool

at ’s

ur t
n

ss ’s

+ + + + + +
Modify
so un
n
y
io
Build a

lic nt
t

ce
re nt
lt

io
en

&
ct

Re , St
mp ne

t
ia

With
St ne
in
em

se
ec

Co ppo
st

po

or ush
As

Talents
El

Sp
Di

Op

You always have these three dice

Stress Tracks
Physical Social
Mind Elements Body Distinctions
Air OR
Awareness • Reflexes gain a PP
and roll

Water Fire Nation


Perception • Strength Royal Honor Guard
Earth Natural
Willpower • Stamina Born Leader
Fire Pretty Much
Intelligence • Agility a Ninja

Talents Skills
Tactician: Allies step up their effect die when they use Athletics
an asset or complication you created.
Charm
Versatile: You may combine (and step up) two equal dice
in a pool, or split (and step down) a single larger die. Covert
Weaponmaster: Include a d10 Resource die when making Deceit
attack actions.
Lore
Medicine
Melee
Menace
Milestones
Ranged
Gain a Plot Point when...
Spirits
Streetwise
Survival
Tactics
Technology
Dice Pool

at ’s

ur t
n

ss ’s

+ + + + + +
Modify
so un
n
y
io
Build a

lic nt
t

ce
re nt
lt

io
en

&
ct

Re , St
mp ne

t
ia

With
St ne
in
em

se
ec

Co ppo
st

po

or ush
As

Talents
El

Sp
Di

Op

You always have these three dice

Stress Tracks
Physical Social

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