Professional Documents
Culture Documents
Avatar The Second Age
Avatar The Second Age
GENESYS and its logo are trademarks of Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games
characters and character names, and the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. This work
contains material that is copyright Fantasy Flight Games and/or other authors.
www.FantasyFlightGames.com
Avatar: The Last Airbender, Avatar: The Legend of Korra, and any names, characters, logos, and images from the Avatar
series are registered trademarks of Viacom International Inc.
CREDITS ............................................................................ 1 WEAPONS .................................................................................. 100
ARMOR ..................................................................................... 106
INTRODUCTION ................................................................ 1 GEAR ........................................................................................ 107
WHAT IS THIS BOOK, AND HOW DO I USE IT? ........................................... 1 CUSTOMIZATION.......................................................................... 109
SETTING ......................................................................................... 2 CRAFTING .................................................................................. 111
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
four classical elements through martial arts in a world Se? Looking for your chance to ride on your own, personal
inhabited by chimerical animals, spirits, and technology. sky bison? You can even go toe-to-toe with chi blocking
If you are already familiar with GENESYS and you want to Equalist grunts while navigating the underworld of Republic
get started, skip to Chapter I: Character Creation for more City!
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.
Fire Nation
single representative from each nation, except for the Water
Tribe which had a separate representative for its northern and
southern divisions.
The Fire Nation is home to people who practice the art of
firebending and is an absolute monarchy led by the Fire Lord.
Being composed of several major islands and located on the Bending Arts
equator, the nation is situated geographically across an One of the most unique features about the world of Avatar is
archipelago. the ability to bend the elements. The bending techniques,
Its economy is the largest and most powerful in the world waterbending, earthbending, firebending, and airbending,
with a strong industrial sector and advanced technological correspond with the Water Tribe, Earth Kingdom, Fire Nation,
developments. The climate is normally humid and warm which and Air Nomads, respectively.
allows for a diversity of flora and fauna to thrive. Each nation has its bending masters, who train the
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
Warrior 3
4
Elemental Flair
Enduring Form
4 Tinkerer
Bending Warriors set themselves apart through the constant
5 Flow of the Elements
use of their ability to fight, and to control the battlefield. A
Warrior must undergo rigorous training to hone their bending
Spiritualist
art and to temper their body for resistance. Still, even a
Warrior who can wield the elements must acquire a basic
understanding of physical martial arts and weapons training.
The four elements are all dependent upon the flow of energy
A Warrior counts the following as career skills: Athletics, within the body known as chi, and none are more attuned to
Discipline, Martial Arts, Melee (Light), and Resilience. You that flow than the Spiritualist. These characters use their art
gain a free rank in any three of these skills. At character as channel through which they achieve enlightenment, and
creation, you gain a free rank in one of the following Tier 1 grow a closer connection to the Spirit World.
talents: Elemental Strike or Elementalist.
Spiritualist count the following skills as career skills: Cool,
Warriors gain a discount when purchasing the following Coordination, Perception, Medicine, and Knowledge
talents: (Spirit World). A free rank is gained in any three of these
skills. During character creation, you gain a free rank in one
Table 1-1: Favored Warrior Talents of the following Tier 1 talents: Attunement or Rapid Reaction.
Tier Talent
1 Meticulous Form Additionally, a Spiritualist gets a discount when learning
1 Second Wind the following talents:
2 Powerful Bending
2 Knockdown Table 1-3: Favored Spiritualist Talents
Tier Talent
3 Battle Meditation
1 Physician
3 Combat Bending
1 Signature Form
4 Reflexive Bending
2 Bending Specialist
4 Determination
2 Confidence
5 Warrior of the Elements
3 Call of the Spirit Wilds
3 Resolve
4 Secret Technique
4 True Understanding
5 Unity of Spirit
Merchant 4
4
Can’t We Talk About This?
Incite the Crowd
5 Biggest Fan
Furs, gems, ores, spices, fish and grain—some people love
to spend money, and others love to make it. Merchants are in
the business of making money, and having their money make
more in turn. Merchants know how to get the best deals and Diplomat
earning the most coin with the least effort, whether through a
Sabotage, intrigue and politics—while the Entertainer excels
winning smile or a smart investment.
at crowd control, the Diplomat is at their best in one-on-one
A Merchant starts with the following career skills: conversations where a specific target needs to be persuaded.
Discipline, Streetwise, Perception, Negotiation, and Diplomats are cunning, intelligent and tend to dominate
Charm. The player may choose three of these skills in which whatever room they’re in. These characters employ subtlety
to gain a free rank. At character creation, you gain a free rank and deception to convince others that it was actually their own
in one of the following Tier 1 talents: Sound Investments or plan all along.
Know Somebody.
Diplomats count the following as career skills: Deception,
Additionally, Merchants receive a discount when Discipline, Perception, Leadership, and Knowledge
purchasing the following talents: (History). You may choose three of these skills in which to
gain a free rank. During character creation, you gain a free
Table 1-7: Favored Merchant Talents rank in one of the following Tier 1 talents: Clever Retort or
Tier Talent Bought Info.
1 Sound Investments
1 Wheel and Deal A Diplomat can also purchase the following talents at a
2 Confidence discount:
2 Push Your Luck
3 Intense Presence
Table 1-9: Favored Diplomat Talents
Tier Talent
3 Well Rounded
1 Respected
4 Fortune Favors the Bold
1 Smooth Talker
4 In the Know
2 Inspiring Rhetoric
5 Mogul
2 Scathing Tirade
3 Commanding Presence
3 Nobody’s Fool
4 Discredit
4 Doublespeak
5 Altered Deal
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 Table 1-11: Favored Commander Talents
Tier Talent
Tier Talent
1 Second Wind
1 Rapid Reaction
1 Weapon Specialist
1 Respected
2 Crippling Blow
2 Command
2 Stunning Blow
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
Archaeologist
5 Is Anyone a Doctor?
Sailor
Captain
The Sailor excels at sailing and the sea has made them
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
determination in the face of even the harshest storms at sea
Not surprisingly, Sailors gain Sailing, Discipline,
speak volumes of their leadership qualities.
Survival, Melee (Light), and Vigilance as career skills, and
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
skills. During character creation, you gain a free rank in one
In addition to these talents, Sailors also receive a discount
of the following Tier 1 talents: Hard Headed or Respected.
when purchasing the following talents:
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 Offensive Driving
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
Additionally, Rangers receive a discount when they learn
1 Bribery
the following talents:
1 Shady Deal
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
Starting Experience
may train additional skills and gain additional ranks during
character creation. No skill can be raised higher than rank
2 during character creation, unless specifically stated
Characters begin with a budget of experience points otherwise by a rule or the GM.
based on their archetype. The XP used during character
creation are the same as the XP received during play. If a The player should indicate each career skill on their
player chooses to spend fewer XP during creation than their character sheet based on the choices they made when
budget permits, those points carry over into the game and can picking an archetype and a career; they are less expensive.
be used later. Additional starting XP may be handed out at the Training a career skill to the next highest rank costs five
GM’s discretion. The following section details the ways that times the rank to which it is being raised. For example, training
players can spend XP. a skill from rank 0 to rank 1 requires 5 experience points.
Improving a rank 1 skill to rank 2 would require 10 experience
Improving Characteristics points. Ranks must be purchased sequentially.
New characters begin the game with starting points in their Characters can also purchase ranks in non-career skills.
characteristics based upon their chosen character archetype. Each rank of a non-career skill costs five times the rank it is
However, characteristics can still be raised during character being raised to, plus 5 additional experience points. So raising
creation by spending XP. Raising a characteristic to the next a non-career skill to rank 1 would cost 10 XP, and rank 2
highest rating costs ten times the value it is being raised to. would cost 15 XP, and so forth.
For example, raising a character’s Brawn from 3 to 4 would
Ranks in skills may be purchased during character
require 40 experience points.
creation or later during gameplay.
Each improvement must be purchased sequentially. This
means that raising a character’s Brawn from 3 to 5 would cost Acquiring Talents
90 experience points. 40 for raising it to 4, and 50 more for
Talents are something any character may acquire by
raising to from 4 to 5. It is important to remember that during
spending XP. This book is designed to be compatible with all
creation, no characteristic can be increased to higher than 5. (or most) GENESYS materials, official and homebrew. The
Because a character’s characteristics primarily govern a talents in this book are not an exhaustive list. As always,
character’s mastery of a given skill, characteristic ratings are check with your GM to see what other options might be
crucial. Generally, characteristics affect how many are available.
rolled, while skill ranks represent how many of those are Talents are organized into tiers, with each talent costing
upgraded to . It is important to consider increasing a five XP times its tier level. Thus, Tier 1 talents cost 5 XP, but
character’s characteristics, as characteristics can only be Tier 5 talents cost 25 XP. You can buy as many Tier 1 talents
for your character as you like, but if you want to purchase
talents in higher tiers, you have to follow this rule: to buy a
talent in a higher tier, your character must have at least
Advanced Start one more talent in the tier directly below it. More on talents
These character creation rules focus on creating new and fresh is described in Chapter IV: Talents.
adventurers. However, you may want to start with characters In addition, some archetypes (and all specializations) may
who have a bit more experience. In this case, you can give your confer a free rank in a talent. These talents count for the
characters some additional XP to spend after character purpose of purchasing talents in a higher tier.
creation. Another 50 XP can help your players push their
characters deeper into their talents, and hone their skills just
a bit more.
Alternatively, consider an advanced start in which the players
receive up to 100 XP, in addition to the XP budget granted by
their archetype, which can only be spent on attributes. This
encourages players to focus on increasing attributes to further
define what their character is good (or bad) at doing. As a
result, they have that much more XP to then spend on skills
and talents.
Motivations in Play
Motivations are merely guides for roleplaying, giving the
player a foundation from which to consider decisions as well
as determine reactions to circumstances. They can be used
Motivations exist to offer a player an additional framework for
to create or ease narrative tension, or advance character
how the PC interacts with the world. They establish the
development. Motivations should never be treated as
character’s priorities, but they need not be a restriction.
blinders, disabling a character’s ability to consider all aspects
Rather, Motivations help suggest the character’s intuitive
of a situation to make a rational decision. Plays should not feel
response to the challenges they encounters. Notably, a PC’s
that they must sacrifice the enjoyment of the game for
reactions must be colored by mitigating factors, so that a
themselves and fellow players simply because a given
response is seldom based solely on a Motivation.
Motivation would guide them away from an otherwise
reasonable decision.
EXAMPLE FLAWS
Anger: Your character lashes out at themselves or others with undue cause or with extreme force. They are quick to resort to physical
force to solve their problems.
Compulsion: This could be addiction, fascination, obsession, or impulsive behavior that is self-destructive or otherwise impedes your
character’s ability to function and be healthy.
Deception: Your character may be disloyal or a compulsive liar. They are concerned with their own wellbeing first and foremost, and they
might always present themselves in the best possible light even when that isn’t the case.
Greed: Your character is never satisfied with that they have, always wanting more. They are willing to flout the law or infringe upon
others’ rights in order to get what they want.
Laziness: Your character always seeks the path of least resistance and becomes intimidated by difficult or complex tasks. They are
complacent with the status quo.
Ignorance: Your character lacks a basic knowledge or understand of society’s norms. This may be due to their upbringing or their recent
travel to another area of the world. This could be more than just being ‘uneducated’; at some level, your character may be willfully
ignorant.
Intolerance: For whatever reason, your character harbors some prejudices toward a group of people. These may be relatively “minor”
biases, or they may give rise to an intense emotion of hatred or revulsion. Whatever form it takes, remember that intolerance is based
more in emotion than rationality.
Pride: Pride does not always have to be a Flaw, but it can easily become one. Your character is arrogant, vain, or self-absorbed, or thinks
highly of themselves at the expense of others.
Recklessness: Your character shows little regard for how their actions may affect themselves or others, due either to low self-esteem or
lack of forethought. They are especially prone to dangerous or inconsiderate actions.
Timid: Your character is extremely risk averse, opting instead to take more thorough or tried-and-true approaches. They may take too
long to act, or may be unable to act at all in the face of new or intimidating challenges.
Changing Motivations character with the Ambition Desire might be presented with
the opportunity to usurp some authority for himself in some
Over time, a character’s attitudes can shift. Sometimes a way; someone with the Justice Desire could stumble across
single dramatic event can force the character to reprioritize. a helpless NPC that they feels inspired to assist.
Alternatively, an extended series of minor frustrations can be
Ultimately, the GM can determine that the character’s
enough to change how the character views the world. Of
Motivation would push him to succeed in certain situations
course, if a player discovers that they does not enjoy their
and reward the player with beneficial bonuses for taking
character’s Motivation, this can also be an important reason
certain actions that are in character.
to justify the change. Ultimately, changing Motivations is
simply a matter of discussing the issue with the GM, so that
the GM can offer input, and then adjust any narrative elements
Secret Motivations
with appropriate changes. Once all the players have determined their character’s
Motivations, the GM should note them and keep them handy
Calling on Motivations as a reference as the campaign progresses. However, a
player does not have to tell the other players their character’s
If a player finds himself at a loss as to what their character
Motivation.
should do in each situation, the GM can look up their
Motivation and provide incentive for him to act by providing One of the joys of roleplaying with a group of players is the
‘bait’ that’s appropriate to the Motivation. For example, a opportunity to reveal a character’s story to the other players.
EXAMPLE FEARS
Change: Your character finds routine and stability comforting, and fears changes that could upend their day-to-day routine.
Commitment: The idea of making promises or being relied on scares your character, who hates the idea. This fear of commitment could
manifest in relationships, on the job, or among family.
Death: The fear of death is deep and primal, and it drives a lot of our behaviors. There are a large number of ways this could manifest in
your character.
Expression: Your character has some behavior or means of expressing themselves privately that they do not want the world to know
about. The nature of that behavior is up to you, keeping the setting in mind.
Failure: Most people dislike failure, but some actively fear it. That fear may drive them to try to become absolutely perfect, 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 foolish or wrong, even if that means passing up opportunity.
Isolation: Your character fears being isolated from other people and being doomed to live and die alone. Maybe this drives them to seek
out relationships with anyone and everyone, even when a relationship is unpleasant or unhealthy.
Nemesis: Your character has a deadly foe, someone they fear. 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 this up in the game!
Obscurity: Your character wishes to be remembered after they are gone and works tirelessly to secure this legacy.
Poverty: For your characters, it’s all about wealth and security. They fear being without, and they work hard to amass money, supplies,
or other valuable items to ensure their status.
Roleplaying Awards
deep-seated threat to their culture or life.
Acting against a character’s fears and overcoming them
Game Masters are encouraged to provide bonus experience makes for challenging encounters and rewarding moments of
points to players who do a good job of roleplaying the effects roleplaying. Fear can be leveraged against individuals to
of their Motivations on their characters’ actions and decisions. make them do terrible things, or force them to give up on their
Good roleplaying of any kind should be rewarded, of course, desires entirely. Your character may succumb by avoiding the
but the way Motivation can sometimes limit or disadvantage a thing they fear, refusing to risk confronting their fear in order
PC should certainly be considered when such rewards are to obtain their desires, or doing something terrible because
contemplated. the object of their fear compels them to.
Personality
beginning of the game. This additional money may not be
spent during character creation. Characters do not start the
game with any items apart from what they purchase with their
A character’s personality is another place where players can
starting money or any miscellaneous trinkets they feel are
get creative. Traits, quirks, habits, likes and dislikes — players
appropriate for their character such as personal mementos or
can be as thorough or concise as they wish.
a journal.
Motivations make a great starting point for consideration.
Currency in The Second Age is represented in terms of
They could even be the inspiration to create someone with a
coins or pieces of copper, silver, and gold. 1 gold piece is
completely unexpected personality. An honorable, honest
equal to 10 silver pieces which equals 1000 copper pieces. In
person torn because of their obligation to underground
other words, 100 copper pieces is the same as 1 silver piece.
criminals is a classic trope.
During character creation, you are required to make many choices. With the so much information available, and the
number of customizations offered, it may be helpful to use the following outline throughout the process.
You must choose one of each of the following:
Archetype
o The archetype choice determines your character’s base rank in all characteristics, as well as your wound
and strain thresholds, and budget of experience points (XP).
o Each archetype confers a minor mechanical buff which may be one or more of the following: a free
talent rank, a free skill rank, or other unique ability.
Career
o A career designates five skills as career skills. Your character gains a free rank in three of those five.
o A career gives you a unique career ability.
Specialization
o A specialization designates five additional skills as career skills. A player gains a free rank in three of
these.
o Picking a specialization confers a free rank in a Tier 1 talent, provided in the description.
o Each specialization is listed with a table of nine Favored Talents. You receive a 5 XP discount when
acquiring these talents (to a minimum of 5 XP).
After these choices are made, each player receives a minimum of 500 copper pieces to buy starting equipment (excluding
rare items; subject to the Game Master’s discretion).
Finally, players may use their starting XP (determined by archetype) to raise Characteristic scores, gain ranks in their skills,
learn bending forms, or purchase talents.
Other Bending Rules elements experiences great bonuses when they perform their
techniques in synergy with their environment. Conversely, a
Already this book has outlined the general approach to bender suffers immense setback when they attempt
bending, advising you to follow the rules for magic outlined in techniques in unfavorable locations. A waterbender can
the Magic Rules section on page 210 of the GENESYS Core control the tides when they’re near a large body of water, but
Rulebook. This section offers some additional insight to help unless they bring it with them, there is no water to bend in the
guide you and your GM adjudicate your bending outcomes desert. Earthbenders can be dangerous just about
consistently and fairly.
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
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.
Barrier Utility
Elements: Fire, Air, Water, Earth
Elements: Fire, Air, Water, Earth
Concentration: No
Concentration: Yes
Difficulty: Easy ( )
Difficulty: Easy ( )
Characteristic: Any
Characteristic: Willpower
Utility bending covers all the minor things that we expect
Many practiced benders can use their element to protect
benders to be able to accomplish with their elements, such as
themselves and their allies. In structured encounters, the
levitating a clay cup, lighting the candles in a room, drying off
outcome is fairly straightforward: this form helps to reduce
incoming damage. However, a barrier form can take on much clothes, or juggling stones. If an Easy ( ) check seems too
variety depending on the narrative. Your character may create easy for what you want to accomplish, then consider adding
a bubble under the ocean so they can travel underwater, a + per additional desired effect. Though if you are increasing
boundary that protects them from flames as they walk through difficulty, then what you want to do is probably beyond the
a burning building, or even a barrier that deflects an onrushing scope of utility forms.
Master Forms
rockslide.
Just as we see in the Avatar series, your character’s forms For any reason you might want to create a new elemental
can be a reflection of their personality and life experience. form, here are some guidelines followed during the creation
Techniques can reflect their preferences, training, and even of this book which you may find useful.
For the new Spiked Armor form, Greg and his GM decide it Additionally, the damage of a bending form, and intensity
requires Bending Arts rank. It offers less protection, but doesn’t of its effects, might be amplified by the size and force of the
element in-question. A fire blast the size of a house would hit
hinder movement. Its Expert improvement scales the wound
and explode harder than a mere fireball from the palm of one’s
infliction to the bender’s ranks in Discipline and the Master
hand. Table 2-3: Bending Arts Bonuses provides some
improvement allows the bender to cover their entire body in a
guidance to reflect these mechanical adjustments as they
spiked sphere to make a crazy melee attack bouncing between may relate to silhouette. Your GM has the final say on how to
multiple targets. represent the results of such fantastic skill checks.
Defensive Forms
form have unique requirements and does it offer a distinct Defensive bending forms naturally protect your character or
outcome from another form? If something similar exists, it may other characters from suffering damage or status effects.
be prudent to consider whether the concept is better-suited as This effect doesn’t literally mean that your character is
an improvement to an existing master form (i.e. an Expert or always just covering themselves in their element, but using it
Master improvement), or as an additional effect for a basic in clever ways to mitigate damage taken, or decrease their
form. chances of being hit altogether. Generally speaking, a
A final consideration is that nearly all active uses of defensive form will offer additional soak or bonuses to your
bending require a bender to suffer a minimum of 2 strain. An defense rating(s). You can consider item qualities for
important exception here would be made for airbending forms, defensive forms, but many qualities will not apply.
as they are generally nonlethal, and their bending art is less
strenuous on the body. Utility Forms
Any bending form with an ability that isn’t directly offensive or
Design defensive probably falls into this category.
Now that you’ve got a solid concept down, it’s time to actually The possible functions for a utility form are quite literally
apply the game’s rules to create the ability. To give you some limitless and before you set out to create one consider
ideas, forms are classified as one of three types: offense, whether the concept you’ve described is sufficiently narrow
defense, or utility. As the names imply, each of these has a enough in scope that a general Bending Arts skill check
core function: offense for dealing damage and inflicting wouldn’t apply instead. Like offensive and defensive forms,
statuses, defense for protection from these things, and utility item qualities can be applied to utility forms but keep in mind
for everything else. In addition to this basic function, bending that some qualities are only applicable to dealing damage.
forms can have one or more item qualities (see Chapter V:
Gear and Equipment). Core Ability
Once you’ve figured out what kind of role your form will serve,
Offensive Forms it’s time to define its core function. You’ll start by determining
Offensive bending forms allow your character to dish out the whether the form is an incidental, maneuver, action or even
hurt. These forms nearly always require a combat skill an incidental (out of turn). Remember, if something requires a
check, and thus an action, to determine whether the attack is skill check it is always an action.
successful. Usually, this is the Bending Arts skill keyed to a
Unless the form is specifically something meant to be
specific characteristic; you can determine which characteristic
accomplished at longer ranges, the effect of the core ability
is most appropriate based on the concept of the ability. should not go beyond short range. Try not to overload your
Offensive forms are often accompanied by one or more ability with too many features and if you have a lot of ideas for
item qualities and each element can be emphasized by mixing what you want your ability to do, consider stashing some of
a variety of qualities. Fire is easily reflected with the Burn and
Focus: Decrease the difficulty of the form by one after applying all additional modifications. This may be added multiple
times, decreasing the difficulty of the form by one additional step each time. A check may never be reduced below a +2 Strain
minimum of Easy.
Range: Increase the range of the form by one band. This may be added multiple times, increasing the range by one range
band each time.
+
Strength: The first quality you would activate with the form requires one fewer a instead of its usual cost. +
Barrier at a target.
As a follow up action, your character can attack a target
Concentration: Yes
up to long range with a Hard ( ) Bending Arts (WIL)
Difficulty: Easy ( )
check. The attack gains the Concussive 1 quality. The attack
Characteristic: Willpower
also gains the Blast and Stun qualities with a rating equal to
Although firebending is not known for its supportive and your character’s ranks in Discipline. You must have a clear
defensive techniques, fire can still be used to create an line of sight to the target.
effective boundary or temporary shield to reduce damage for
your character and their allies. In narrative encounters, your Expert
character may wrap themselves in a ball of flame to stay warm Activation: Active (Incidental)
in the cold, reduce the impact of a deluge of rain, or even Requirement: 10 XP, Bending Arts 5
vaporize an incoming projectile. Your character may upgrade the difficulty of the check by 1 to
Master Forms Your character has mastered their inner fire and is no longer
adversely affected by cold weather. Additionally, they are
Many advanced firebending abilities require a great deal of immune to the Burn quality attributed to a source of fire.
practice and commitment to form. Truly dedicated firebenders
can perfect the use of forms that capture the essence and full Fire Whip
potential of fire. Some of these abilities are rarely seen among Form Type: Construct
the bending population. Activation: Action (Maneuver)
Form Type: Attack Wall of Flames gains the Disorient 2 and Vicious 1 qualities.
Activation: Active (Action)
Requirement: 25 XP, Bending Arts 5
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Empowered: Instead of the normal effect of this form, the target decreases the ability of any skill checks they make by
+
two.
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +
Haze: The target is disoriented until the end of the character’s next turn. +
Sweltering Heat: Affected targets must make a Hard ( ) Resilience check or suffer strain equal to the
+
character’s ranks in Discipline.
Heat Control: Instead of the usual effect of this form, the character chooses an engaged weapon, armor, or other object
and heats it such that the item is damaged one step. Alternatively, the character may instead sap all heat from a target +1 Strain
source. What effect this has should be based on the context of the scene and the object being targeted.
Ambient Temperature: The target's strain and wound thresholds are reduced by an amount equal to the character's
+
ranks in Discipline. This effect may not be combined with the additional target effect.
Turn Up the Heat: Affected targets must make an Average ( ) Discipline check (this can be considered a fear
check. See the GENESYS Core Rulebook, page 243) or become staggered until the end of their next turn. This effect +
may be added multiple times, increasing the difficulty of the Discipline check by one each time.
EFFECTS MOD
Barrage: The attack gains the Linked quality with a rating equal to the character’s ranks in Discipline. +
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Blazing Arc: If the attack hits, the character may spend aa to send a blazing arc up to short range from the point of
origin of the target, inflicting 1 wound to characters caught in the arc. You may trigger this multiple times, spending aa +
each time. This may be added a second time, reducing the a required to trigger its effect by one to a minimum of a.
Burn: The attack gains the Burn quality with a rating equal to the character's ranks in Discipline. +
Deadly: The attack gains the Vicious quality with a rating equal to the character’s ranks in Discipline. +
Ferocity: The attack’s Critical rating is reduced by one to a minimum of 2. This may be added multiple times, decreasing
+
the Critical rating by one each time (to a minimum of 2).
Fire Missiles: The attack gains the Guided quality with a rating equal to the character’s ranks in Discipline. +
Fire Stream: If the attack hits, you may spend aa to concentrate on the form until the end of your next turn. For the
duration of this effect, characters who begin their turn in or move through the area between you and the target take +
damage equal to you ranks in Discipline.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Ignition: If the attack is successful, the character may spend t to perform an additional firebending action. This second
→
action cannot be another attack.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
Searing: The attack gains the Pierce quality with a rating equal to the character’s ranks in Discipline. +
Third Degree: If the attack deals damage, the target must immediately make a Hard ( ) Resilience check or
+
suffer wounds and strain equal to the character's ranks in Discipline.
Backdraft: If the attack hits, the character may spend aa to create hazardous terrain with a rating equal to the
+
character’s ranks in Discipline.
EFFECTS MOD
Fire Strikes (self only): Instead of the usual effect of this form, the firebender adds damage equal to their ranks in
Discipline to Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 3. In addition,
such checks may be made up to short range and gain the Burn quality equal to the bender’s ranks in Discipline. For the —
duration of this form, whenever your character performs a successful Martial Arts combat check, you may spend a to
increase the base damage dealt by the Burn quality by 1 per a spent this way.
Leap: Instead of gaining the regular benefits of the form, while affected your character may use a maneuver to move
horizontally and/or vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded —
down.
Heat Wave (self only): Instead of the usual effect of this form, the character may target themself. If successful, until the
end of their next turn, all characters suffer 1 strain at the start of each turn they begin engaged with the character. Every +
uncanceled ss increases this strain by 1.
Living Flame (self only): For the duration of the form, the character’s firebending forms automatically increase by 1
+
silhouette. You may add this multiple times, increasing the silhouette of the fire by 1 each time.
Empowered: Instead of the normal effect of this form, the target increases the ability of any skill checks they make by
+
two.
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Propulsion (self only): Instead of the usual effect of this form, the character may target themself and gain flight (see
GENESYS Core Rulebook page 100). For the duration of this form, you ignore difficult terrain and add to all combat +
checks targeting your character.
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +
Flame’s Retreat: The affected character may spend a to disengage from an opponent. +
Incineration: Once per round for the duration of the form, the character may suffer 2 strain as an out-of-turn incidental
+
to destroy an incoming ranged projectile.
Shield of Fire: The form inflicts 1 wound on any character who engages with or disengages from the target. +
Heat Wave: The form inflicts 1 wound and 1 strain on any character who begins their turn within short range of the
target. For the duration of the form, your character may spend hhh or d generated by opponents to redirect heat onto
+
a single target within short range, dealing Stun Damage equal to you ranks in Discipline plus Willpower. Doing so ends
the effect of the form.
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Energy Guiding: Select one ongoing status effect the target is suffering; this effect immediately ends. Additionally, the
→
target immediately heals Strain equal to the character’s ranks in Discipline.
+ = to Crit
Heal Critical: Select one Critical Injury the target is suffering. If successful, the Critical Injury is also healed.
severity
Restoration: Select one ongoing status effect (blinded, disoriented, staggered, immobilized, poisoned, etc.) the target is
+
suffering. If successful, this status effect immediately ends.
Empowered: The form heals 2 wounds for each uncanceled s, instead of the normal effect. +
Basic Forms
typically available to all airbenders at character creation.
Airbenders seem to have direct control over the currents
of air surrounding them. For this reason, your character Airbenders have access to the following forms: Afflict, Attack,
ignores any imposed on skill checks as a result of Augment, Barrier, Control, and Utility. A brief description of
inclement weather. each actions’ narrative effect follows below. A table of
Air is the element of freedom. Once per encounter, your possible effects for each action in structured encounters can
character may spend a Story Point to cause a form’s duration be found at the end of the Airbending section.
to last until the end of the encounter without the use of a
concentration maneuver. The effect of the form ends if the Afflict
airbender is incapacitated or decides to end it as an incidental. Concentration: Yes
Unless otherwise specified, all airbending attacks Average ( )
inflict Stun Damage. Characteristic: Cunning
Airbending Maneuvers
Airbenders can use the air to vex their foes with a whirlwind
of annoyance, setbacks, and other discomforting afflictions. It
The maneuvers listed in this section are exclusive to could be just a small nuisance, such as perpetuating a
airbenders. Like most maneuvers, the actions described do constant breeze in a target’s face. A more powerful, swirling
not require a skill check. gust could possibly induce vertigo in a foe. These minor uses
of the form should be opposed (either by the target’s
Feather Foot Discipline or Resilience), or Easy ( ) if the target is a minor
Airbenders can be extremely agile and light on their feet. character. Still, airbending afflictions can be far more
When your character performs this maneuver, until the end of dangerous than an unsavory breeze; an airbender can
their next turn, whenever they generate a t while airbending, disperse the air around a foe and make it hard for them to
they may leap through the air and safely land in an breathe… or even siphon the air from within their very body.
unoccupied space up to medium range away. If such a check is not opposed, it should at least be Hard
( ), if not Daunting ( ).
Manipulate Air
Your character can manipulate small portions of the air within
short range. Your character’s control over the air lasts for the
duration of the encounter or scene, and can be relinquished
as an incidental. Your character can use a maneuver to
Barrier
to create a small controllable sphere of spinning air atop of
which they can ride. The air scooter lasts until the end of your
Concentration: Yes character’s next turn. While your character is riding it, Air
Difficulty: Average ( ) Scooter grants adds 1 defense, and your character may use
Characteristic: Willpower a maneuver each turn for moment which does not count
toward the 2-per-round limit. Your character ignores difficult
Through the versatility of their movements airbending masters
are difficult to hit. The most common defensive tactic for an terrain.
airbender involves circling around enemies, but an airbender Expert
can still deflect attacks by throwing up gusts of air close to
Activation: Active (Action)
their bodies, or even around their allies. Though the air can
Requirement: 10 XP, Bending Arts 4
rarely stop an attack outright, the form is often used to
conserve energy and open a window of opportunity. Your character can instead choose to use this form by
suffering 2 strain to make an Average ( ) Bending Arts
Control (WIL) check to create a more powerful Air Scooter. If
Concentration: Yes successful, for each uncanceled s the Air Scooter lasts a
Difficulty: Easy ( ) round, and your character gains one free movement for each
Characteristic: Intellect uncanceled a during each of those rounds. In addition, your
character can use their Air Scooter to travel along any surface,
Using this forms in a narrative encounters gives the airbender including 90 degree angles, up to medium [range] height.
direct influence over a large area. They might create whirlwind
to harry foes trying to cross an open field, or perpetuate a Master
strong gale to create an impassable boundary. Typically the Activation: Active (Incidental)
effect is temporary, and often it is stationary; however, Requirement: 15 XP, Bending Arts 5
airbenders have an easier time than most in rerouting their
When your character uses this form as an action, they can
element and bending it to their whims. The Environmental
also choose to make the Air Scooter larger. Your character
Effects section on page 110 of the GENESYS Core
may spend uncanceled a to increase the silhouette of the Air
Rulebook can also offer valuable assistance in determining
Scooter by one. For each increase, you may carry two
the effects of this form.
additional characters on your Air Scooter. a spent in this way
Utility cannot be spent for extra movement.
Concentration: No Hypersensitivity
Difficulty: Easy ( )
Form Type: Augment
Characteristic: Any
Activation: Passive
Requirement: 15 XP, Bending Arts 3
Your character may suffer 3 strain to use this form make Expert
a Hard ( ) Bending Arts (WIL) check to enter a Activation: Active (Incidental)
meditative airbending trance and create a temporary Requirement: 10 XP, Bending Arts 5
incorporeal version of themself. This projection can be used
Your character can spend t generated by this check to
to communicate with other characters not in the same room
reduce the target’s strain threshold by half (rounded down).
as your character, and to phase through physical walls and
floors. For each uncanceled s, your character can increase
the range of this form. The Spiritual Projection lasts for as long
Untethered
as the GM and players determine would be reasonably Form Type: Augment
appropriate to communicate or oversee a vital piece of Activation: Active (Action)
information, extending or shortening the duration with a or Requirement: 25 XP, Bending Arts 5
h. Concentration: Yes
The technique of this form is so rare that many consider Guru
Expert Laghima’s crowning achievement to be only the stuff of myth.
Activation: Active (Incidental)
Requirement: 10 XP, Bending Arts 4 Your character may suffer 3 strain to use this form to make
a Hard ( ) Bending Arts (WIL) check. If successful,
When they use this form, your character can choose to your character gains flight for the duration of the encounter
upgrade their skill check a number of times to communicate and does not need to spend a maneuver to concentrate on
with an agitated spirit, depending on the level of their the form, or to stay aloft as usual for flight (see GENESYS
opponent (one for Minion, two for Rival, or three for Nemesis). Core Rulebook page 100). While your character is in flight this
If they are successful, your character turns a combat way, they must upgrade the difficulty of any actions they
encounter with that spirit into a social one. attempt by one. Your character ignores difficult and
Master impassable terrain, and characters add to all combat
checks targeting your character. Your GM can cause your
Activation: Passive
character to lose concentration if they generate hhh or d
Requirement: 15 XP, Bending Arts 5
on a check they make in fight, which causes them to fall to the
When they use this form, your character can send their ground and take commensurate fall damage.
Spiritual Projection to any place in the world they have been,
or are generally aware of, with nearly-perfect precision.
Suffocation
Form Type: Afflict
Activation: Active (Action)
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Blinded: The target is blinded until the end of the character’s next turn. Blinded characters cannot see and suffer
+
on all checks.
Empowered: Instead of the normal effect of this form, the target decreases the ability of any skill checks they make by
+
two.
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain. +
Slowed: Affected targets must spend an extra maneuver to advance a range band. +
Sonic Boom: Affected targets may only perform one maneuver, and lose their free maneuver until the end of their next
+
turn.
Suppressed: Instead of the normal effect of the form, the target adds an automatic f to any skill check they make until
the end of the character’s next turn. If the technique is successful, you may spend aa to add to all ranged attacks —
and Bending Arts skill checks within short range of you.
Winds of Fortune: After the target makes a check, you may change one to a face displaying a h. +
EFFECTS MOD
Air Funnel: The attack deals damage as normal (wounds). The attack gains the Auto-fire quality. (You must increase
+
the difficulty by one to use the Auto-fire quality as normal.)
Barrage: The attack gains the Linked quality with a rating equal to the character’s ranks in Discipline. +
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Bombard: The attack gains the Stun quality with a rating equal to your character’s ranks in Discipline. The attack gains
+
the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality as normal.)
Disarm: If the attack hits, you may spend aa to disarm the target. +
Disorient: The attack gains the Disorient quality with a rating equal to the character’s ranks in Discipline. +
Manipulative: The attack gains the Push quality. This may be added multiple times, increasing the quality by one each
+
time.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Air Blades: The attack gains the Pierce quality with a rating equal to the character’s ranks in Discipline. This may be
+
added only if the character is wielding a weapon.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
Gale Force: The attack gains the Knockdown quality. The attack also gains the Stun quality with a rating equal to the
+
character’s ranks in Discipline.
EFFECTS MOD
Air Strikes (self only): Instead of the usual effect of this form, the character adds damage equal to their ranks in
Discipline to Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 4. In addition,
such checks may be made up to short range and gain the Push quality. For the duration of this form, whenever an attack —
misses, you may still spend aa to trigger a blast of air which deals Stun Damage equal to your character’s ranks in
Discipline to the same target.
Leap: Instead of gaining the regular benefits of the form, while affected your character may use a maneuver to move
horizontally and/or vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded —
down..
Blur: Affected characters automatically add h to checks targeting them. This may be added multiple times, increasing
+
the h added to skill checks by one each time.
Breath of Wind (self only): In addition to the usual effects of this form, the character can magnify sound they create by
a whistle, instrument, or their own voice. Characters up to extreme range can hear your character without issue, and you
can make their voice boom to try to intimidate opponents (add ). For the duration of this form, the character can spend +
a maneuver to force all characters within medium range to make an Average ( ) Resilience check as an out-of-turn
incidental. Characters who fail this check suffer 1 strain.
Empowered: Instead of the normal effect of this form, the target increases the ability of any skill checks they make by
+
two.
Haste: Targets affected by the form can always perform a second maneuver during their turn without spending strain
+
(they may still only perform two maneuvers a turn).
Propulsion (self only): Instead of the usual effect of this form, the character may target themself and gain flight (see
GENESYS Core Rulebook page 100). For the duration of this form, you ignore difficult terrain and add to all combat +
checks targeting your character.
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Twisting Wind: Targets affected by the form increase their Defense rating by 1 until the end of their next turn whenever
+
they perform a maneuver to move.
Winds of Fortune: After the target makes a check, you may change one to a face displaying a a. +
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +
Scatter Before the Wind: Ranged attacks made against an affected target automatically add f to the attack. This may
+
be added multiple times, increasing the f automatically added by one each time.
Reflection: If an opponent makes a ranged attack against an affected target and generates hhh or d on the check,
+
after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack.
EFFECTS MOD
Deafen: The affected area is beset by a cacophony of noise, making it impossible for characters to hear anything that
+
isn’t right next to them. For the duration of the form, characters must be engaged to communicate with sound.
Ensnare: Characters within range of the form are immobilized until the end of their next turn. This may not be combined
+
with Hindrance.
Precision: Instead of the normal range, the form affects only a small area of terrain (large enough to encompass a
single target and any engaged characters). This may be added one more time, decreasing the area of effect down to just +
the area of a single target.
Vortex: A swirling wind twists at the point of origin, kicking up dust and debris in the affected area. The terrain becomes
hazardous and has a hazard rating of 1; characters in the affected area suffer 1 strain (instead of wounds) at the
beginning of their turn (see GENESYS Core Rulebook, page 111 for more). This may be added multiple times, +
increasing the hazard rating by one each time. For the duration of this form, your character may perform a maneuver to
move the vortex anywhere within short range of its current position.
Hindrance: For the duration of the form, targets within range of the form must suffer 1 strain to perform their first
→
maneuver on their turn. This may not be combined with Ensnare.
Expand: Instead of the normal range, the form affects all terrain within medium range of the point of origin. This may be
+
added multiple times, increasing the affected range by one range band each time.
Obscurity: The form creates concealment with a rating of one, adding the same number of or to skill checks
within the affected area, depending on the circumstances of the skill check. This may be added multiple times, +
increasing the concealment rating by one each time.
Impassable: Instead of the normal effect of the form, all affected terrain is considered impassable. +
Shockwave: Characters within the affected area must immediately make an Average ( ) Athletics, Coordination,
+
or Bending Arts check. Characters who fail this check are knocked prone.
Strong Winds: In addition to the effects described by the Vortex effect, a character standing in the form’s point of origin
must immediately make an Average ( ) Resilience check. Characters who fail are lifted by the vortex and +
considered staggered until the end of their next turn, at which point they must repeat the check if the form is still active.
Augment
concentrated form immediately ends.
Unless otherwise specified, your character cannot
waterbend without a reasonable source of nearby water. Concentration: Yes
Difficulty: Average ( )
Waterbending Maneuvers Characteristic: Cunning
The maneuvers listed in this section are exclusive to The element of water is fluid and dynamic, two attributes
waterbenders. Like most maneuvers, the actions described which give waterbending some of the most bolstering forms.
do not require a skill check. A waterbender can enhance themselves to skate around an
Plantbending
recover from one status effect; or
Allies within short area of the target immediately
Form Type: Attack, Augment, Barrier, Construct, Utility recover 2 strain; or
Action: Active (Incidental) Allies within short area of the target add to the
Requirement: 20 XP, Bending Arts 4 next skill check they make.
Water Vortex
First practiced by members of the Foggy Swamp Tribe, adept
waterbenders can manipulate the water-saturated vines and
roots of plant life. Form Type: Construct
Activation: Active (Action)
EFFECTS MOD
Water Volley: The attack gains the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality
+1 Strain
as normal.)
Barrage: The attack gains the Linked quality with a rating equal to the character’s ranks in Discipline. +
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Bombard: The attack gains the Stun quality with a rating equal to your character’s ranks in Discipline. The attack gains
+
the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality as normal.)
Disorient: The attack gains the Disorient quality with a rating equal to the character’s ranks in Discipline. +
Frostbite: The attack gains the Burn quality with a rating equal to the character’s ranks in Discipline. +
Guided: The attack gains the Guided quality with a rating equal to the character’s ranks in Discipline. +
Ice: The attack gains the Pierce quality with a rating equal to the character’s ranks in Discipline. +
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the
+
character’s ranks in Discipline.
Vine Grip (Plantbending only): The attack gains the Knockdown quality. The attack also gains the Ensnare quality
+
with a rating equal to the character’s ranks in Discipline.
Waterlogged: The attack gains the Sunder quality. In addition, after performing the technique, you may spend aa to
+
drench the target. They cannot perform more than one maneuver until the end of their next turn.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Cutting Ice: The attack gains a critical rating of 2. The attack also gains the Vicious quality with a rating equal to your
+
character’s ranks in Discipline.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
Water’s Grasp: The attack gains the Ensnare quality with a rating equal to the character’s ranks in Discipline. +
EFFECTS MOD
Water Boxing (self only): Instead of the normal effect, the character adds damage equal to their ranks in Discipline to
Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 4. In addition, such checks
—
may be made up to short range and gain the Disorient quality with a rating equal to the character’s ranks in Discipline.
For the duration of this form, unarmed combat checks also gain the Linked 1 quality.
Leap: Instead of the normal effect, while affected your character may use a maneuver to move horizontally and/or
—
vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded down.
Empowered: Instead of the normal effect, the target increases the ability of any skill checks they make by two. +
Flow as Water: Instead of the normal effect, the target can immediately move up to one range band away and ignores
difficult terrain. Additionally, the target can move once per round as an incidental. This movement is not a maneuver -
does not count toward the maneuver limit per turn.
Growth (Plantbending only): The form increases the silhouette of the target by one. This may be added multiple times,
increasing the target’s silhouette by one additional step each time. Each increase in silhouette increases the target’s +
soak by one.
Soothing Waters: Targets affected by the form suffer one less strain whenever they voluntarily suffer strain. +
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Water Tentacle (self only): The form covers an entire appendage (usually an arm) with water that lasts until the end of
your next turn. The tentacle can reach up to short range and may be used as an extension of the waterbender to perform
any action as if it were the character’s own arm. This may be added multiple times, increasing the tentacle’s effective
+
range each time. In addition, after performing the technique, you may spend aa to create an additional water tentacle
covering the other arm. Melee combat checks made with a tentacle have the following qualities: Knockdown, Ensnare 2,
Stun 3, or Sunder.
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
EFFECTS MOD
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +
Water Cloak (self only): For the duration of the form, your character can spend a maneuver to increase their soak by
+
one until the end of their next turn. This may be added multiple times, increasing the soak bonus by one each time.
Reinforced: The barrier makes the target’s soak immune to the Pierce and Breach qualities. This cannot be combined
+
with Additional Target.
Deflect: For the duration of the form, whenever an affected target suffers a hit from a combat check, after damage is
calculated but before soak is applied, the character may suffer 3 strain to reduce the damage of the hit by two plus their +
ranks in Discipline. This talent can only be used once per hit and requires a free hand.
Plant Armor (Plantbending only): The barrier covers the target’s entire body with nearby plant mass until the end of
their next turn. For the duration of the form, the target’s defense rating is 2, and their soak is increased by a number
equal to the character’s ranks in Discipline. The target’s movement is hindered and must perform two maneuvers to
move between range bands. Each time the target is hit by an attack, decrease Plant Armor’s bonus soak value. The +
form does not require concentration, but the bonus soak value is reduced by one at the end of each of your next turns
without it. In addition, once per turn, your character may suffer 3 strain to increase the Plant Armor’s bonus soak value
by 2.
EFFECTS MOD
Water Whip: Instead of the normal effect, the form creates a liquid whip that lasts until the end of the character’s next
turn. The whip can be used to attack through a Bending Arts (Agility) combat check and has the following profile: Range: —
Short; Damage; +1; Crit 4; Ensnare 2, Linked 2, Stun 2.
Additional Construct: The form creates one additional item, weapon, or structure. In addition, after a successful
check, you may spend aa to create one additional item, weapon, or structure (and may trigger this multiple times, +
spending aa each time).
Ice Gauntlet: Instead of the normal effect, the form creates gauntlet of ice that lasts until the end of the character’s next
turn. The gauntlet can be used to perform a Martial Arts combat check and has the following profile: Damage: +2; Crit 3; +
Pierce and Vicious equal to the character’s ranks in Discipline.
Lasting: The object, item, or structure created by the form does not require concentration, and lasts for a number of
+
rounds equal to the character’s ranks in Discipline.
Size: The character may create a more complicated object with rudimentary moving parts, a two-handed melee
weapon, or an object up to silhouette 2. This may be added multiple times, increasing the silhouette of a structure by one +
each time. Additional increases have no effect on objects or weapons created by this form.
Reinforced: Objects created by the form have the Reinforced quality (immune to Pierce and Breach). +
Iceberg Spike: Instead of the normal effect, the form snap-creates a large chunk of ice from a large source of water
within medium range of the character. The spike takes up an area the size of a small vehicle (like a Satomobile).
Characters who are within range of the iceberg at the time of its creation must make an Average ( ) Athletics or
Coordination check. Your character may spend hhh or d generated to immobilize or knock a character prone.
Characters who fail take damage equal to your character’s ranks in Discipline. The area around and including the +
iceberg spike becomes difficult terrain. The iceberg does not require concentration, but will melt on its own without it,
decreasing its silhouette by 1 at the end of the character’s next turn. In addition, after they perform the technique, your
character may spend aa to increase the size of the iceberg by 1 per aa spent in this way and may do so multiple
times, spending aa each time.
Water Spout: The character creates a whirling pillar of water no larger than silhouette 2 that lasts until the end of their
next turn. Your character may perform a maneuver to move the spout anywhere within short range of its point of origin.
+
While they are engaged with the water spout, other characters are considered disoriented. When a character begins
their turn next to the water spout, they suffer 1 strain. Your character is immune to these effects.
EFFECTS MOD
Calming Mist: The form surrounds the affected target with an invigorating mist out to short range until the end of their
+
next turn. Each time an ally begins their turn within this form, they heal 1 strain. This form may be concentrated on.
+ = to Crit
Heal Critical: Select one Critical Injury the target is suffering. If successful, the Critical Injury is also healed.
severity
Restoration: Select one ongoing status effect (blinded, disoriented, staggered, immobilized, poisoned, etc.) the target is
+
suffering. If successful, this status effect immediately ends.
Revitalize: Instead of the normal effect, the target recovers wounds equal to your character’s ranks in Discipline.
+
Additionally, the target ignores the effect of one Critical Injury until the end of the encounter.
Soothing Waters: Targets affected by the form recover an additional 3 strain at the start of their next turn. +
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Empowered: The form heals 2 wounds for each uncanceled s, instead of the normal effect. +
Regeneration (Plantbending only): Targets affected by the form recover an additional 3 wounds at the start of their
+
next turn.
Revive Incapacitated: The character may select targets who are incapacitated. +
Bending Earth
them, literally swimming through the ground. Your character
may suffer 2 strain to use this maneuver to move anywhere
within medium range, ignoring difficult terrain. Your character
The following section discusses special rules for how
disappears into the earth beneath their feet and reappears
earthbenders interact with the Bending Arts skill, and offers
from below ground at the target location. The pathway the
an overview of the basic forms (actions and maneuvers) that
character follows must lay between two points connected
are typically available to all firebenders at character creation.
underground or otherwise comprised of an element they can
Earthbenders have an innate mastery over the ground bend.
beneath their feet. Your character ignores difficult terrain
when the obstacles and hazards can be attributed to the earth
(e.g. rocky ground, unstable mountain pass). In addition, your
Basic Forms
character does not need to perform the concentrate maneuver Earthbenders have access to the following forms: Attack,
for certain forms as noted. As long as they are touching the Augment, Barrier, Construct, Control, and Utility. A brief
ground, your character may always suffer 2 strain to resist description of each actions’ narrative effect follows below. A
being knocked back or knocked prone as an out-of-turn table of possible effects for each action in structured
incidental. encounters can be found at the end of the Earthbending
Earth is the element of substance. Once per encounter, section.
your character may spend a Story Point to trigger up to three
different qualities or form effects instead of one. These must
Attack
be effects that can be triggered by spending a or t. Concentration: No
Difficulty: Easy ( )
Unless otherwise noted, your character must always
Characteristic: Brawn (if melee), Agility (if ranged)
be in contact with the ground to perform a Bending Arts
skill check to use earthbending. Earthbending can be used to strike an opponent down
through overwhelming force. The attack form includes any
Earthbender Maneuvers combat check or other action that directly or indirectly deals
The maneuvers listed in this section are exclusive to damage or strain to an enemy. Offensive earthbending can
earthbenders. Like most maneuvers, the actions described do take shape in many ways. Examples include a hurling a large
not require a skill check. stone at an opponent, a punch delivered by a rock-covered
fist, slashes from metallic slivers, and even a barrage of sandy
Earth Wall bullets. Since most attacks typically happen in structured
Earthbenders can readily create small walls with no difficulty. combat encounters, use the table to help determine the
Your character may suffer 2 strain to perform this maneuver difficulty whenever you want your character to attack
someone with their bending.
An earthbender finds little difficulty using their element to Earthbenders require at least 3 ranks in Bending Arts to
block incoming blows for your character and their allies. An acquire these special forms, in addition to spending XP.
earthbender can cover themselves in earth armor, and even Perhaps the character must learn the form through a bending
levitate a shield to defend allies from afar. Some barriers can scroll, a master, or must otherwise be able to narratively
even be strong enough to protect the earthbender from an explain how they came to hone this ability. Your GM may
onslaught of harsh elements. When you use your waive these requirements or add others.
earthbender’s Barrier form in narrative situations, define what
kind of protection you want the barrier to offer. Then set the Seismic Sense
difficulty, relying on the table of additional effects if you need Form Type: Augment
guidance or inspiration. Activation: Active (Action)
Requirement: 15 XP, Bending Arts 3
Construct As long as your character is in direct contact with the ground,
Concentration: Automatic they cannot be blinded or deafened, is unaffected by light
Difficulty: Easy ( ) conditions, and cannot be surprised by another character who
Characteristic: Intellect is in contact with the ground. Additionally, your character
Earth and stone have been used by benders and nonbenders removes from any check requiring vision or line-of-sight,
to make objects and structures since the dawn of history. An including to perceive characters obscured by cover. Your
earthbender can make the construction of a hearty earthen character adds an automatic s to Initiative checks they make.
wall look like child’s play—the great walls of Ba Sing Se are a Characters who target you with a Deception check must
monumental testament to the earthbenders’ Construct form. upgrade the difficulty once.
The corresponding table of additional Construct effects offers Once per encounter, your character may use this form to
guidance for using this form outside of structured encounters. make an Average ( ) Bending Arts (WIL) check. If
Because earthbenders are shaping the very earth around successful, they can sense the nearby vibrations of activity
them when they do this, the changes can be permanent. For and movement within short range, and can distinguish
this reason, you do not need to perform the concentrate between stationary objects and moving people.
maneuver to retain the effects or benefit of the Construct form.
Expert
An earthbender can still reverse any changes, or end the
Activation: Passive
effects of their Construct form, as an incidental.
Requirement: 10 XP, Bending Arts 4
Control Using this form, your character may substitute their Bending
Concentration: Automatic Arts skill whenever they make the following skill checks:
Difficulty: Average ( ) When they would roll Perception check while
Characteristic: Intellect searching for a person or object of which they are
This form demonstrates an earthbender’s direct control and aware, or which requires visual;
influence over a large swathe of ground. An earthbender can When they would roll a Vigilance or Discipline
create a web-work of factures radiating out from their location check to avoid being lied to;
and cause foes to fall prone, or cover their retreat with a cloud Or whenever you perform a Stealth skill check to
of pebbles, dust, and other loose earth debris. More advanced avoid detection.
earthbenders can turn the ground beneath their foes’ feet to
mud or sand, and the cruelest can use their bending art to
Master
bury their foes alive completely. Of course, an earthbender Activation: Active (Action)
Requirement: 15 XP, Bending Arts 5
Before the character attempts an earthbending form, they When they use this form, the character may choose to suffer
may choose to suffer 1 strain to bend fine, particulate earth strain up to their ranks in Discipline. They downgrade per
instead up to medium range. If they do, upgrade the difficulty strain suffered in this way.
of the Bending Arts skill check once.
You may spend aaa or t on a sandbending skill check
to blind any target within short range. Blinded characters
cannot see and suffer on all checks.
EFFECTS MOD
Breach (Lavabending only): The attack gains the Pierce quality with a rating equal to twice the character’s ranks in
→
Discipline.
Blast: The attack gains the Blast quality with a rating equal to the character’s ranks in Discipline. +
Bombard: The attack gains the Stun quality with a rating equal to your character’s ranks in Discipline. The attack gains
+
the Auto-fire quality. (You must increase the difficulty by one to use the Auto-fire quality as normal.)
Hinder: The attack gains the Ensnare quality with a rating equal to the character’s ranks in Discipline. +
Impact: The attack gains the Knockdown quality. The attack gains the Disorient quality with a rating equal to the
+
character’s ranks in Discipline.
Manipulative: The attack gains the Push 1 quality. This may be added multiple times, increasing the quality by one each
+
time.
Splash (Lavabending only): If the attack hits, you may spend aa to inflict 2 wounds on another target within short
+
range.
Additional Target: The form affects one additional target engaged with the original target. In addition, after performing
the technique, you may spend aa to affect one additional target also engaged with the original target (and may trigger →
this multiple times, spending aa each time).
Concussive: The attack gains the Concussive 1 quality. This may be added multiple times, increasing the quality by one
→
each time.
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to the
+
character's ranks in Discipline.
Earth Piston: The attack gains the Linked and Stun qualities with a rating equal to the character’s ranks in Discipline.
+
You may spend aaa to move your character up to medium range using one of the pistons to jettison the character.
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage
equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of +
engaged.
EFFECTS MOD
Earth Gauntlet (self only): Instead of the normal effect, the earthbender adds damage equal to their ranks in Discipline
to Martial Arts combat checks, and their Critical rating for unarmed combat checks becomes 3. In addition, such checks
gain the Stun quality with a rating equal to the character’s ranks in Discipline. For the duration of this form, you increase
your character’s defense rating by 1 (to a maximum of 4). In addition, whenever the character performs a successful —
Martial Arts combat check, you may spend aa to push a target up to one range band away from the character. This
may be added multiple times, increasing the defense rating by one each time (to a max of 4), and adding one to the
check.
Leap: Instead of gaining the regular benefits of the form, while affected your character may use a maneuver to move
horizontally and/or vertically a number of range bands away equal to half of the character’s ranks in Discipline, rounded —
down.
Earth Wave: Instead of the normal effect, the target can immediately move up to one range band away and ignores all
difficult terrain. Additionally, the target can move once per round as an incidental. This movement is not a maneuver and
does not count toward the maneuver limit per turn. Characters in the path of the Earth Wave must make an Average
+
( ) Athletics or Coordination check as an out-of-turn incidental to avoid the wave. Characters who fail are knocked
prone and take Stun Damage equal to uncanceled s. You may spend aa to push affected characters up to one range
band.
Empowered: Instead of the normal effect of this form, the target increases the ability of any skill checks they make by
+
two.
Fortitude: The target increases their wound threshold by a value equal to the character's ranks in Discipline for the
+
duration of the form.
Swift: Targets affected by the form ignore the effects of difficult terrain and cannot be immobilized. +
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Rock Gloves (self only): The character can move across vertical surfaces as easily as horizontal surfaces, even crawl
along ceilings. In addition, when your character attempts to reduce the damage taken from falling, reduce the difficulty of
+
the Athletics or Coordination check by one. For the duration of the form, the character can detach the gloves and use
them to attack, grapple, or interact with people or objects up to medium range as if they were the character’s own hands.
EFFECTS MOD
Earth Armor (self only): The barrier sets the target’s defense rating to 2 but reduces their maneuverability. An affected
target can only move once per turn using a maneuver. Their encased body counts as a structure which can provide
cover. This may be added up to two more times, increasing the defense rating by one each time (to a maximum of 4), —
and adding one to the check. For the duration of this form, you may spend aa generated by any Bending Arts skill
check to immobilize a target within short range; doing so ends the effect of Earth Armor.
Additional Target: The form affects one additional target within range of the form. In addition, after performing the
technique, you may spend a to affect one additional target within range of the form (and may trigger this multiple times, +
spending a each time).
Add Defense: Each affected target gains ranged and melee defense equal to one (does not stack with existing armor
+
bonuses). This may be added multiple times, increasing the defense gained in this way by one (to a maximum of four).
Empowered: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. This
+
cannot be combined with Compression.
Reinforced: The barrier makes the target’s soak immune to the Pierce and Breach qualities. This cannot be combined
+
with Additional Target.
Compression: The barrier confers a soak bonus equal to your ranks in Discipline instead of the normal effect. This
+
cannot be combined with Empowered.
Deflect: For the duration of the form, whenever an affected target suffers a hit from a combat check, after damage is
calculated but before soak is applied, the character may suffer 3 strain to reduce the damage of the hit by two plus their +
ranks in Discipline. This talent can only be used once per hit and requires a free hand.
Sand Devil (Sandbending only): For the duration of the form, whenever an affected target is targeted by a combat
+
check, you spend hh generated by the attack to inflict 3 strain on the attacker.
EFFECTS MOD
Metal Whip (Metalbending only): Instead of the normal effect, the form creates a metal whip that lasts until the end of
the character’s next turn. The whip can be used to attack through a Bending Arts (Agility) combat check and has the
following profile: Range: Short; Damage: +1; Crit 4; Ensnare 2, Linked 2, Slash 1, Sunder. For the duration of the form,
the character may choose to make an Average ( ) Bending Arts (Brawn) check to launch the metal whip at a
—
stationary target up to medium range. If successful, they can use the whip to pull themselves toward the location and
you may spend aa to bring the target to you instead, if possible.
Additional Construct: The form creates one additional item, weapon, or structure. In addition, after a successful check,
you may spend aa to create one additional item, weapon, or structure (and may trigger this multiple times, spending +
aa each time).
Earth Mannequin: Instead of the normal effect, the form creates a number of humanoid mannequins. For each
uncanceled s, the character creates one mannequin within range. Mannequins are controlled as a group. The area
covered by a group of mannequins is considered difficult terrain and has a hazard rating equal to the half the number of
mannequins in the ground, rounded down (see Environmental Effects, GENESYS Core Rulebook page 110). Once +
per turn, the character may spend a maneuver to move the mannequins up to short range. For the duration of the form,
your character may suffer 2 strain to perform a maneuver to cause the group of mannequins to attack; the mannequins
attack as though they were a Minion group with the Martial Arts skill.
Lava Star (Lavabending only): Instead of the normal effect, the form creates a shuriken-like projectile that lasts until
the end of the character’s next turn. The star counts as a ranged weapon and can be used to attack through a Bending
Arts (Agility) combat check. The weapon has the following profile: Range: Short; Damage: 7; Crit 3; Breach 1, Burn
equal to the character’s ranks in Discipline, Sunder. This effect requires the earthbender to perform the concentrate +
maneuver. For the duration of the form, if an attack with a lava star misses, you may spend aaa to make another
attack against the same target at the end of the round using a number of equal to the character’s ranks in Discipline.
The second attack has the same difficulty as the first.
Size: The character may create a more complicated object with rudimentary moving parts, a two-handed melee weapon,
or an object up to silhouette 2. This may be added multiple times, increasing the silhouette of a structure by one each +
time. Additional increases have no effect on objects or weapons created by this form.
Reinforced: Objects created by the form have the Reinforced quality (immune to Pierce and Breach). +
Earth Prison: Instead of the normal effect, the form simultaneously surrounds a small area with walls on all sides,
immobilizing characters inside for the duration of the form. Characters trapped inside may attempt to break free on their +
turn with an Average ( ) Athletics, Coordination, or Bending Arts check.
Zao Fu Style (Metalbending only): Instead of the normal effect, the character may targeting a number of characters
within short range no greater than the character’s ranks in Discipline. If successful, a weapon wielded or armor worn by
an affected character is Sundered one step (to minor if undamaged, from minor to moderate, or from moderate to major;
if an item already suffering major damage is damaged again, it is destroyed). In addition, after a successful check, you +
may spend aa to Sunder each affected item one additional step (and may trigger this multiple times, spending aa
each time). You may spend t on a successful check to instead take control of an affected character’s armor or weapon,
effectively disarming the character or disrobing them of the armor and its benefits.
EFFECTS MOD
Earthquake: Other characters within range of the form are disoriented until the end of their next turn. In addition, after
using this form, you may spend aa to immobilize an affected character until the end of their next turn (and may trigger
+
this multiple times, spending aa each time). This may be added a second time, decreasing the a required to
immobilize an affected character by one.
Earth Shackle: Instead of the normal effect, the character may select a target within short range to immobilize with
rocky manacles. The affected target may attempt to break free of Earth Shackle by making an Athletics check with a
difficulty equal to the character’s ranks in Discipline. For the duration of the form, you may perform a maneuver to lift, +
push, or pull an affected target within range up to one range band. This may be added multiple times, increasing the
number of affected targets by one each time. Earth Shackle may not be combined with any other effect.
Earth Slam: Instead of the normal effect, the form projects a silhouette 2 wall, column, or other earthen object toward or
away from a location within medium range. If successful, characters in the path of the object must immediately make an
Average ( ) Athletics or Coordination check as an out-of-turn incidental to avoid the structure. Characters who fail +
are knocked prone and take Stun Damage equal to uncanceled s. You may spend aa to push affected characters up
to one range band.
Hinder: Characters within range of the form are immobilized until the end of their next turn. +
Precision: Instead of the normal range, the form affects only a small area of terrain (large enough to encompass a
single target and any engaged characters). This may be added one more time, decreasing the area of effect down to just +
the area of a single target.
Vortex (Sandbending only): A swirling wind twists at the point of origin, kicking up dust and debris in the affected area.
The terrain becomes hazardous and has a hazard rating of 1; characters in the affected area suffer 1 strain (instead of
wounds) at the beginning of their turn (see GENESYS Core Rulebook, page 111). This may be added multiple times, +
increasing the hazard rating by one each time. For the duration of this form, your character may perform a maneuver to
move the vortex anywhere within short range of its current position.
Lava Flow (Lavabending only): Instead of the normal effect, the affected area is considered hazardous terrain and
→
has a hazard rating equal to twice the character’s ranks in Discipline (see GENESYS Core Rulebook, page 111).
Dust Cloud: The area offers concealment with a rating equal to half the character’s ranks in Discipline rounded up. For
+
the duration of the form, you may perform a maneuver to move the Dust Cloud up to one range band.
Entangle: A character who begins their turn within the affected area of the form must roll an Average ( ) Athletics
or Coordination check (as part of their maneuver) in order to move out of the affected area. Characters who fail this
check remain in place until their next turn, where they must repeat the check for the duration of the form. In addition, +
after using the form, you may spend a to add (or for allies) to the check characters must make to leave the
affected area.
Expand: Instead of the normal range, the form affects all terrain within medium range of the point of origin. This may be
+
added multiple times, increasing the affected range by one range band each time.
Obscurity: The form creates concealment with a rating of one, adding the same number of or to skill checks
within the affected area, depending on the circumstances of the skill check. This may be added multiple times, +
increasing the concealment rating by one each time.
Impassable: Instead of the normal effect of the form, all affected terrain is considered impassable. +
Tectonic: Characters in the affected area must immediately make a Hard ( ) Coordination check as an out-of-
turn incidental, becoming staggered on a failure. You may spend a to cause a character in the affected area to fall +
prone (and may trigger this multiple times, spending a for each character).
In addition, The Second Age supports the following rules: Bending Arts Willpower* Combat* This book
Brawl* Brawn Combat CRB (p 67)
Heroic Abilities (Realms of Terrinoth, pages 74-80);
Favors (Shadows of the Beanstalk, pages 53-55). Charm Presence Social CRB (p 54)
Coercion Willpower Social CRB (p 55)
Avatar Setting Skills Cool Presence General CRB (p 59)
Coordination Agility General CRB (p 59)
The following sections will outline changes to existing skills,
Deception Cunning Social CRB (p 56)
and include a list of skills new to the Avatar setting.
Discipline Willpower General CRB (p 60)
General Skills Empathy Willpower Social This book
Culture Intellect Knowledge This book
Avatar: The Second Age introduces a few new skills unique
to roleplaying in the world of Avatar. A few skills from the Geography Intellect Knowledge This book
GENESYS Core Rulebook are also listed here to note some History Intellect Knowledge This book
key distinctions for the setting.
Nature Intellect Knowledge This book
Animals make up a significant presence in the landscapes, Leadership Presence Social CRB (p 56)
cities, and villages in the world of Avatar. From draft animals Mechanics Intellect General CRB (p 60)
used for the purposes of transportation or farm work, or
Medicine Intellect General CRB (p 61)
combat mounts, to the companions who assist their owners in
completing small tasks, there are many reasons a character Melee (Heavy) Brawn Combat CRB (p 68)
may interact with animals. Melee (Light) Brawn Combat CRB (p 68)
Characters who want to work animals, teach animals to do Negotiation Presence Social CRB (p 56)
tricks, get them to follow commands, or even domesticate Perception Cunning General CRB (p 62)
them must make an Animal Handling check. This skill should
Piloting Agility General CRB (p 62)
also be used for characters who want to ride anything from a
polar bear dog to a flying bison. Ranged Agility Combat CRB (p 68)
Your character should use this skill if… Resilience Brawn General CRB (p 63)
Your character flees from pursuers who are also mounted, or Sailing Intellect General This book
fast enough to potentially catch up. Skullduggery Cunning General CRB (p 64)
Your character tries to convince an approaching wolfbat to Stealth Agility General CRB (p 64)
back away by enticing it with rations. Streetwise Cunning General CRB (p 65)
Your ostrich horse panics during a parade, and your Survival Cunning General CRB (p 65)
character needs to get the creature under control.
Vigilance Willpower General CRB (p 65)
Your character shouldn’t use this skill but a wild sabretooth moose lion might be a daunting task.
if… Being a carnivore may even be cause to upgrade one or more
Your character travels by mount without any immediate into .
danger or inconvenience.
Your character makes an attack while on their mount. That
Empathy (Willpower)
would be combat check using a combat skill. Consider adding Empathetic characters can attune themselves to the thoughts
additional difficulty in the form of one or more . and feelings of other characters, even if those characters say
very little. This skill is like Perception, but strictly within a social
Setting the Difficulty context. Peering through the lies of another character or
Animal Handling checks should be more difficulty depending reading their emotions are its primary uses. While the Charm
on how wild a creature is; generally, how far removed from skill is used to influence a target to act a certain way, the
civilization and humanity is it? It’s probably easy to entice a Empathy skill gives the Player Character a better
housecat or deerdog into following you with a piece of food,
The history of the world extends tens of thousands of years Your character tries to recall the history of a ruin. They
into the past. Some scholars spend their entire lives dedicated would use Knowledge (History) for that.
to learning about just one era, sometimes even just a specific
dynasty or event or person.
Setting the Difficulty
Geography checks are generally an average difficulty and
This skill represents a character's knowledge and become more difficult the more information a character
understanding of history in all its facets. This could be purports to know. If the location or identification of a landmark
knowledge about past Avatars, kings or queens, nations, or is key to the story, a GM may raise the difficulty where it is
generally anything that isn’t covered by the other Knowledge appropriate.
skills.
Your character should use this skill if… Your character should use this skill if…
Your character wants to identify a spirit, or learn about its Your character attempts to hurl a boulder through a series of
disposition particularly to avoid angering it. martial arts maneuvers.
Your character wants to know how to reach the Spirit Your character makes an attack with a blast of fire.
World or a specific place within it. Your character freezes the ice of a river to make a bridge
Your character attempts to communicate or interact with for passing.
spirit. Your character just farted and wants to cover their tracks
Your character shouldn’t use this skill by pushing the scent away from them.
Objective
The aim of the match is to gain as much
territory within thing ring as possible
within three minutes or, alternatively, to
cause your opponents to fall over the
ring’s edge. Although most pro-bending
matches are likely to occur within official
Republic City arenas, a match can occur
on any raised fighting ring without rails or
ropes on either team’s backside.
A single match consists of up to three
rounds. Each round is three minutes
long. More on timing later.
Metal and sand are not permitted in the ring. Illegal Forms
Regulation. Rock Disks. ONLY! A player may attempt to use a form other than Attack,
No direct strikes to the head. or to add prohibited effects to their Attack form. Under
the watchful eye of the referee, they must suffer 2
You may only pull disks from your zone. You may not
strain in addition to the form’s usual cost to make a
intentionally break the disks into smaller pieces. The
referee-opposed combat check to use the form.
disks must remain solid. Obvious use of unsanctioned forms cracks open the
door to ‘prolonged and continuous bending’ fouls.
Crossing the Line
Intentionally crossing out of your zone can give you an
unfair advantage when striking at your opponents—
that’s why it’s a foul! But what the referee doesn’t
know, doesn’t hurt.
Once per turn, you may use your maneuver to
cross into an adjacent zone. Stepping toward the
waterbender could lose their cool and firehose an opponent opposing team reduces the difficulty to attack by one to a
unintentionally; and a firebender must be careful not to let their minimum of Easy ( ), but provokes an opposed Vigilance
flames linger. Your GM, with the help of the dice results, has versus Stealth check from the referee. If the ref succeeds,
the ultimate say on when a player has fouled or broken rules you’ve been spotted and a foul is called. If you would step into
in a match. Such fouls might include: the same zone as an opponent, your next combat check
Stepping over a line into the wrong zone. against that player is upgraded once.
Unintentionally hitting the referee stand or a referee
with an element. Injuries and Healing
Illegal head strikes (with earth or fire). As with a normal combat encounter, characters will suffer
Knocking a player over the ropes or sides of the ring. wounds and strain throughout the course of the match;
Unnecessary roughness or unsportsmanlike conduct. however, a match should not end in death. Consumable
Prolonged or continuous bending (attacking multiple items that allow a character to instantly recover wounds or
opponents, sustaining forms). strain are banned from being used during a round.
Striking at a target outside of the ring. Characters may roll a Simple (—) Cool or Discipline
Of course, you might intentionally decide to commit a foul or check to recover strain between rounds. A player may only
otherwise play dirty. If a player wishes to cheat during a attempt to heal wounds once per match from a Medicine
match, first determine what they’re attempting. check; other forms of healing (such as bending or consumable
items) are not allowed. If no one on the player’s team or
In most instances, a player will roll an opposed Vigilance
support staff can heal, the Pro-bending League’s regulation
check (using the Referee’s Vigilance). For example, if a
player wants to make an illegal strike (e.g., head strike, physician on staff can aid with their Medicine skill ( ).
Tier 1
Adverse Bending Bought Info
Tier: 1, Ranked Tier: 1
Activation: Passive Activation: Active (Action)
Your character must have at least one rank in the Bending Arts skill When making any knowledge skill check, your character can instead
to benefit from this talent. Your character removes one per rank of use this talent to spend an amount of currency equal to fifty times the
Adverse Bending when you make a Bending Arts skill check imposed difficulty of the check and automatically succeed on the knowledge
due to inclement weather, tight corridors, or other environmental check with one uncanceled s (instead of rolling). At your GM's
circumstances which might impede your character’s ability to bend. discretion, your character may not be able to use Bought Info if the
This talent does not apply to added as a result of an opponent’s information is particularly sensitive or difficult to find, or buying it
Defense rating, wearing heavy armor, or incurred through doesn't make narrative sense.
concentration. Brace
Animal Whisperer Tier: 1, Ranked
Tier: 1 Activation: Active (Maneuver)
Activation: Passive As a maneuver, your character may suffer 1 strain to Brace
Your character gains an automatic a whenever they perform a skill themselves. You remove per rank of Brace from your next skill
check to interact with animals. check based on changing conditions, inclement weather, unstable
surfaces, high winds, rocking boats, or other circumstances that
Anthem would make a skill check more difficult.
Tier: 1
Activation: Active (Maneuver) Brawler
Tier: 1
Your character may use this talent and a musical instrument to begin Activation: Passive
or continue playing an inspiring anthem. While your character is
playing the anthem, allies within short range who can hear it add Your character adds a to combat checks that are unarmed or made
to checks they make. The anthem and its effects end immediately if with an improvised weapon.
your character does not use this talent during their turn. Once the
Bribery
anthem has ended, your character cannot use the talent again for the
Tier: 1, Ranked
rest of the encounter.
Activation: Active (Maneuver)
Apothecary When making any social skill check, your character can instead use
Tier: 1, Ranked this talent to spend an amount of currency equal to fifty times their
Activation: Passive ranks in Bribery to upgrade the ability of the skill check once per each
When a patient under your character’s care heals wounds from fifty currency spent this way. At your GM’s discretion, your character
natural rest, they heal additional wounds equal to twice your may not be able to use Bribery if the target is not open to accepting
character’s ranks in Apothecary. gifts, favors, or even information (like blackmail) that gives your
character the upper hand in the interaction.
Attunement
Tier: 1
Clever Retort
Activation: Active (Incidental, Out of Turn) Tier: 1
Activation: Active (Incidental, Out of Turn)
Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. When your character suffers a hit from a Once per encounter, your character may use this talent to add
bending combat check that shares their element, after damage is automatic hh to another character’s social skill check.
calculated but before soak is applied, your character may suffer 3
Customer Service Experience
strain reduce the damage of the hit by two plus their ranks in Bending
Tier: 1, Ranked
Arts. This talent can only be used once per hit.
Activation: Active (Incidental)
Armor Master After your character makes a Charm check, they may suffer 1 strain
Tier: 1 to use this talent to cancel h equal to your character’s ranks in
Activation: Passive Customer Service Experience.
While wearing armor, your character increases their total soak value
Deflect
by one.
Tier: 1, Ranked
Activation: Active (Incidental, Out of Turn)
When in the wilderness, your character may make a Simple (—) Relic Hunter
Survival check, instead of Discipline, to recover strain at the end of Tier: 1
an encounter. Activation: Active (Incidental)
Outdoorsman When your character makes a skill check to appraise a single relic,
Tier: 1, Ranked lost treasure, artifact or ruin, they may introduce one fact about a
Activation: Passive piece of history somewhere in the world. The character must give a
brief explanation about the provenance and significance of the lost
Your character removes per rank of Outdoorsman from checks to treasure. Additional details, such as location or actual value, may be
move through difficulty terrain or manage terrain or environmental provided with additional aa or t, and all details are subject to GM
effects. Overland travel done with your character leading the way approval.
usually takes half the normal time (travel time does not decrease with
multiple ranks). Respected
Tier: 1, Ranked
Parry Activation: Passive
Tier: 1, Ranked
Activation: Active (Incidental, Out of Turn)
Balance Your character must have at least one rank in the Bending Arts skill
to benefit from this talent. When your character acquires this talent,
Tier: 2
select one of the effects from Table 2-6: Universal Form Effects.
Activation: Active (Maneuver)
You may add the chosen effect to any form without its associated
Once per turn, your character can use this talent. They cannot be modification.
knocked prone, staggered, or disoriented until the end of their next
turn. Coordinated Assault
Tier: 2, Ranked
Bending Specialist Activation: Active (Maneuver)
Tier: 2
Once per turn, your character may use this talent to have a number
Activation: Passive
of allies engaged with you equal to your ranks in Leadership add a
Ranked: Yes
to all combat checks they make until the end of your character’s next
Your character must have at least one rank in the Bending Arts skill turn. The range of this maneuver increases by one band per rank of
to benefit from this talent. When your character acquires this talent, Coordinated Assault beyond the first.
choose one Form not typically accessible to their element: Construct
or Control (Fire), Construct or Heal (Air), Afflict or Control (Water), Crippling Blow
Afflict or Heal (Earth). Your character can now use the basic effect of Tier: 2
this form. They may not add any additional effects while using this Activation: Active (Incidental)
form. Your character may voluntarily increase the difficulty of a combat
check by one to deal a crippling blow. If they succeed and deal
Brash Driving
damage, the target suffers one strain whenever they use a maneuver
Tier: 2
to move for the remainder of the encounter.
Activation: Active (Action)
Once per encounter, your character may perform Brash Driving when Daring Posture
piloting an airship or sailing at sea. Your character selects an Tier: 2, Ranked
opponent and makes an opposed Piloting or Sailing check. If you Activation: Active (Maneuver)
succeed, the opponent cannot make any attacks against your Your character must have at least one rank in the Bending Arts skill
character’s vehicle for a number of rounds equal to the number of to benefit from this talent. Before making a Bending Arts check, your
uncanceled s. character may add a number of h to the results to use this talent to
add an equal number of s. The number may not exceed your
Chi Disruption
character’s ranks in Daring Posture.
Tier: 2
Activation: Active (Action) Dazed
Your character may use this talent to make a Hard ( ) Martial Tier: 2
Arts combat check. If they succeed, deal Stun Damage instead of Activation: Passive
wounds. Additionally, if the target is a bender, the target cannot use Your character adds the Disorient quality with a rating of 2 to all
bending forms until the end of their next turn. melee combat checks they make. If they would use a weapon which
already has the Disorient quality, add 1 to its rating instead.
Combat Medicine
Tier: 2, Ranked Defensive Stance
Activation: Active (Incidental) Tier: 2, Ranked
Before making a Medicine skill check, your character may use this Activation: Active (Maneuver)
talent to add s equal to their ranks in Combat Medicine to the results. Once per round, your character may suffer a number of strain no
After the check is resolved, the target suffers 2 strain for each rank greater than their ranks in Defensive Stance to use this talent. Then,
your character has in Combat Medicine. until the end of your character's next turn, upgrade the difficulty of all
melee combat checks targeting your character a number of times
Command
equal to the strain suffered.
Tier: 2, Ranked
Activation: Passive Distraction!
Tier: 2, Ranked
Activation: Active (Action)
84 | Talents | The Second Age
Your character may use this talent to make an Average ( ) check by 1 per rank of Implacable. Your character’s ranks in
Coordination, Deception, or Skulduggery check. For each s the Implacable cannot exceed their Presence.
check generates, one adversary of your choice within short range
becomes disoriented. Your character may spend a from the check to Inspiring Rhetoric
inflict 1 strain on an affected adversary and may spend t from the Tier: 2
check to stagger a minion or rival within short range. Activation: Active (Action)
Your character may use this talent to make an Average ( )
Dual Wielder Leadership or Empathy check. For each uncanceled s, one ally
Tier: 2
within close range recovers one strain. For each uncanceled a, one
Activation: Active (Maneuver)
ally benefiting from Inspiring Rhetoric recovers one additional strain.
Once per round, your character may use this talent to decrease the
difficulty of their next two-weapon combat check by one. Instinctive Form
Tier: 2
Empath Activation: Active (Incidental)
Tier: 2
Your character must have at least one rank in the Bending Arts skill
Activation: Passive
to benefit from this talent. When your character acquires this talent,
When your character would succeed on a social skill check to pick any one form other than Attack. Once per encounter, your
empathize, charm, or otherwise cozy up to another character, they character may suffer 2 strain to use the selected form as a maneuver,
can choose to spend aa to upgrade their next skill check targeting instead of as an action. Your character may not add any additional
the same character in the same encounter. effects to the form.
Tier 3
does not contribute to the encounter. The specifics of its behavior are
Animal Companion up to you and your GM.
Tier: 3, Ranked
Activation: Passive For every additional rank of Animal Companion your character
has, increase the permitted silhouette of the companion by one; this
Your character creates a bond with a single animal approved by your means your character can get a new companion, or your companion
GM. This animal must be silhouette 0 (no larger than a dog). The bond grows in size.
persists as long as the character chooses it to, although at the GM’s
discretion, the bond may also be broken due to abusive treatment or Anthem (Improved)
other extenuating circumstances. Tier: 3
As long as the bond persists, the animal follows your character, Activation: Passive
and you dictate the animal’s overall behavior (although, since the Your character must have purchased the Anthem talent to benefit
animal is only bonded with the character, not dominated, it may still from this talent. While your character is playing their Anthem, enemies
perform certain inconvenient actions such as scratching furniture, within range of its effect who can hear it add to their checks.
consuming rations, and marking territory).
Once per round during an encounter, your character may spend
Armor Master (Improved)
one maneuver to direct their animal in performing one action and one Tier: 3
maneuver. The animal must be within hearing and visual range of the Activation: Passive
character (generally medium range) to do this. Otherwise, the animal When wearing armor with a soak value of two or higher, your
character increases their melee and ranged defense by one.
Chi Disruption (Improved) Your character may suffer 3 strain to use this talent. Until the start of
Tier: 3 your character’s next turn, your character and allies within short range
Activation: Active (Incidental) add to combat checks against immobilized targets.
Your character must have purchased the Chi Disruption talent to Elemental Flair
benefit from this talent. Your character may spend aaa generated Tier: 3, Ranked
by Chi Disruption to immobilize the target. Activation: Active (Incidental)
Contraption Your character must have at least one rank in the Bending Arts skill
Tier: 3 to benefit from this talent. After making a successful Bending Arts
Activation: Active (Action) check, your character may choose to suffer a number of strain no
greater than their ranks in Elemental Flair to convert the same number
Once per session, your character can use this talent to make a Hard of excess s into a.
( ) Mechanics check to fashion a device to solve a current
problem using the tools and other items on hand. This device must be
approved by the GM and functions for the duration of the current
Pressure Point Whenever your character successfully hits a target with a melee
Tier: 3 combat check, they may spend t to stagger the target one round per
Activation: Active (Incidental) t.
When your character makes an unarmed Martial Arts combat check Surgeon (Improved)
targeting a living opponent, they may use this talent to deal strain Tier: 3
damage instead of wound damage, and inflict additional strain Activation: Passive
damage equal to their ranks in Medicine.
Targets healed by this character can ignore the effect of one Critical
Rally! Injury rated ( ) or lower.
Tier: 3 Unarmed Specialist
Activation: Active (Action)
Tier: 3, Ranked
Once per encounter, your character may make a Hard ( ) Activation: Passive
Leadership check. On a success, their allies may take their turns
Reduce the Critical Rating of an unarmed combat check by one per
immediately, rather than in the current Initiative order.
rank in Unarmed Specialist. This does not apply to martial weapons.
Resolve Well Rounded
Tier: 3, Ranked
Tier: 3, Ranked
Activation: Passive
Activation: Passive
When your character involuntarily suffers strain, they suffer one less
Your character chooses any two skills other than Bending Arts. They
strain per rank of Resolve, to a minimum of one.
permanently become career skills. If you purchase this talent again,
Scathing Tirade (Improved) your character chooses a number of skills equal your ranks in Well
Tier: 3 Rounded.
Activation: Passive
Tier 4
their Battle Meditation check to Hard ( ), and suffer 2 strain
Adrenaline Rush
instead of 4.
Tier: 4
Activation: Passive Bending Specialist (Improved)
Your character adds +2 damage to any successful attacks they make Tier: 4
for each Critical Injury they are currently suffering. Activation: Passive
Your character must have purchased the Bending Specialist talent to
Back-to-Back
benefit from this talent. When your character uses the form acquired
Tier: 4 by the Bending Specialist talent, they may choose to add any of that
Activation: Passive
form’s additional effects which are available to all elements with
While engaged with one or more allies, your character and those allies access to that form.
add to combat checks. If one or more allies engaged with your
character also has Back-to-Back, the effects are cumulative to a Beyond Limits
maximum of . Tier: 4
Activation: Active (Incidental, Out of Turn)
Battle Meditation (Improved) Once per encounter, when your character would become
Tier: 4 incapacitated due to exceeding their strain threshold, you may spend
Activation: Active (Incidental) a Story Point to use this talent. Then, your character is not
Your character must have purchased the Battle Meditation talent to incapacitated and becomes Fatigued. Your character cannot use this
benefit from this talent. Your character may increase the difficulty of talent if their Fatigued rating is already . Additional details
about this condition can be found in Chapter III: New Skills and
Rules of this book.
Your character chooses one personal weapon or piece of armor and Scathing Tirade (Supreme)
may do one of the following per rank of Jury Rigged: increase the Tier: 4
damage of the weapon by one; decrease the a cost on its Critical or Activation: Active (Incidental)
any single other effect by one to a minimum of one; or increase
armors ranged or melee defense by one. Alternatively, they can Your character must have purchased the Scathing Tirade talent to
decrease the encumbrance of the item by two to a minimum of one. benefit from this talent. Your character may choose to suffer 1 strain
to use the Scathing Tirade talent as a maneuver, instead of as an
This bonus increases the value of the item by 20% per modification.
action.
Longshot (Improved)
Tier: 4
Secret Technique
Tier: 4
Activation: Passive
Activation: Passive
The character may perform the Longshot maneuver without
When making a check using the Martial Arts skill, the character may
upgrading the difficulty. In addition, successful ranged attacks made
using Longshot add a to the results for each rank in Longshot. use Willpower instead of Brawn. In addition, Martial Arts combat
Tier 5
Altered Deal Once per encounter, you may spend a Story Point to add t to the
results of your attack action. This does not count as s, but as a result
Tier: 5
in addition to the resolved dice roll.
Activation: Active (Action)
Your character may spend one Story Point to make a Hard ( ) Baleful Gaze
Negotiation, Charm, or Coercion check to radically change a Tier: 5
previously-made deal or bargain to your character’s advantage. Activation: Active (Incidental, Out of Turn)
Armor Master (Supreme) When your character is targeted by a combat check from within
medium range, you may spend a Story Point to upgrade the difficulty
Tier: 5
of the check a number of times equal to your ranks in the Coercion
Activation: Active (Incidental, Out of Turn)
skill.
Your character must have purchased the Armor Master talent to
benefit from this talent. Once per round, when your character suffers Battle Meditation (Supreme)
a Critical Injury, they may suffer 3 strain to use the Armor Master Tier: 5
talent to reduce the Critical Injury result that they suffer by 10 per point Activation: Passive
of their soak, to a minimum of 01. You must have purchased the Battle Meditation talent to benefit from
Backstab (Improved) this talent. When performing the Battle Meditation action, each t
may be spent to increase an additional Characteristic by one.
Tier: 5
Activation: Active (Incidental)
On any successful combat check, for each t your character may roll Your character must have purchased the Elementalist talent to benefit
an additional , adding its results to the pool. Your character may do from this talent. Whenever your character successfully uses a
this for any number of t rolled initially, and in addition to any t bending form, they may activate any one of that form’s qualities
generated on successive rolls. You cannot add more to the pool without spending the required a.
than you have ranks in Coup de Grâce. This effect cannot be stacked
Full Throttle (Supreme)
with the Call of the Spirit Wilds talent.
Tier: 5
Craftsman (Improved) Activation: Passive
Tier: 5 Your character must have purchased the Full Throttle talent to benefit
Activation: Active (Incidental) from this talent. When performing Full Throttle, the top speed of the
When the character makes an Mechanics check to create, modify, or vehicle increases by 2 instead of 1.
repair an existing piece of equipment or a vehicle, the character may
Indomitable
spend a t to add a new quality or feature to the object.
Tier: 5
Crushing Blow Activation: Active (Incidental, Out of Turn)
Tier: 5 Once per encounter, when your character would be incapacitated due
Activation: Active (Incidental) to exceeding their wound or strain threshold, you may spend a Story
After rolling a melee attack but before resolving the check, your Point to use this talent. Then, your character is not incapacitated until
character may suffer 4 strain to use this talent. Your weapon gains the end of their next turn. If your character reduces their strain or
the Breach 1 and Knockdown qualities, and destroys one item the wounds to below their threshold before the end of their next turn, they
target is wielding that does not have the Reinforced quality. are not incapacitated.
Deadeye also adds the Pierce quality to your next attack equal to Your character can use this talent to make a Hard ( )
ranks in Deadeye, in addition to the extra damage dealt by Deadeye. Leadership check. If successful, a number of allies not exceeding
your character’s Presence within medium range add s to their next
Dedication skill check.
Tier: 5, Ranked
Activation: Passive Is Anyone a Doctor?
Tier: 5
Activation: Active (Incidental, Out of Turn)
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.
Rarity
Some items are naturally more difficult to procure than others, The difficulty generally depends upon the rarity of the item,
depending on where characters find themselves at any given but the difficulty can increase based on the law enforcement
time. The world is a big place, after all, and the vagaries and capabilities of the region (as determined by the GM).
intricacies of international trade mean that some items are Selling illegal goods also requires a Streetwise check
easy to find in certain places and very difficult to find in others. and, again, can be modified. If hhh or a d are generated,
Of course, some items are rare no matter where one goes, something has gone terribly wrong; the buyer may attempt to
while other items are commonplace and inexpensive rob the characters, or the local law enforcement officials may
wherever you are. arrive to arrest everyone involved.
Rarity in Avatar: The Second Age is a simple way of Finding black market items always requires a Streetwise
measuring how difficult an item can be to find on a scale of 0- check, and the items may cost far more than the list price
10, with 0 being the easiest to track down and 10 being the depending on their scarcity within a region. This varies from
hardest. But, whether an item is available for purchase should place to place, so the GM should determine if an item is
never be solely a matter of rolling dice. Instead, the needs of restricted or not, to what degree, and what the difficulty is to
the plot make it at least partially the GM’s decision. track it down. Some items are marked with an (R) by their
Nevertheless, for simple items, rarity provides an easy way for price, which means they are restricted and always count as
the GM to determine whether something is available and to let black-market items.
the players easily track items down. Finding an item in a place
requires a successful Negotiation check (although the GM Most black market merchants have established patterns,
may allow the character to use an appropriate Knowledge skill customers, and habits that allow them to stay under the radar
check or talent instead). of the authorities and, more importantly, stay in business. The
Player Characters may not have these connections and may
This table lists the rarities, the corresponding check even be selling to a criminal who plans to turn around and
difficulty to find items with those rarities, and examples of resell the goods again. For that reason, PCs selling illegal
items with those rarities. Depending on the circumstances, items net one-quarter of the listed price with a successful
and at the GM’s discretion, the rarity of certain items may be Streetwise check, one-half with two Success, and three-
modified to reflect the market environment. For example, quarters with three Success or more.
while bandages may be a common item in nearly all markets,
they may be harder to come by in war-ravaged communities. Truly exotic and illegal items, like rare animals or stolen
Likewise, weapons may be more common than usual when bending scrolls, can be sold for higher values, but these are
being procured from a smith or near an ongoing conflict. set based on the story and the difficulty it took to find then.
The rules above present the general rules for buying and
The Black Market selling most black market items.
Not all goods are available everywhere. A city might outlaw Selling and Trading
weapons within its limits, and several regional authorities
forbid explosives outright. Selling illegal goods is dangerous, Selling legal items follows similar guidelines to selling illegal
but lucrative for those with the nerve, and finding them often ones. PCs can generally sell an item for one quarter of its
means dealing with thugs and criminals like the Triple Threat costs on a successful Negotiation check, increasing that to
Triads. one-half with ss, and three-quarters with sss or more.
Exactly what is and is not illegal in each city is up to the Trade can often be handled narratively, but if the GM
Game Master, or may be specified in that area’s description. wishes to use some mechanical guidelines for this process,
Finding an illegal item typically requires a Knowledge here are some basic rules covering trading.
(Streetwise) check and can be modified by certain talents. Whether black market items or legal items, trading works
the same. Selling the items follows the rules for selling items
listed above; however, when determining the sell price based
Table 5-1: Item Rarity on the success of the Negotiation check, first multiply the cost
Rarity Difficulty Example of the item based on the difference in the item’s rarity between
0–1 Simple (—) Food, bandages where the item was bought and where it is sold.
2–3 Potions, Jasmine tea Of course, these are merely general rules and do not
4–5 Whale-tooth scimitar, weapons account for all sorts of details, such as buying in bulk,
marketing and advertising, and a litany of other factors that
6–7 Smoke bomb, Kyoshi War Fan may affect prices and costs. Thus, all rules for buying, selling,
8–9 Air Glider, Fire Nation Uniform and trading are meant to be modifiable by the GM and players,
Bending Scroll, Spiritual and are subject to the GM’s discretion.
10+
Artefacts
Guided Linked
Some weapons are designed to deal multiple blows with one
Active. Certain weapons, like boomerangs, and bending
strike. When a character successfully attacks a target with a
forms may benefit from have their course altered after being
linked weapon, the weapon deals one hit. The wielder may
fired. If Guided is triggered, the controlling character may
spend aa to gain an additional hit against the same target a
make a combat check at the end of the round as an out-of-
number of times equal to the weapon’s Linked rating.
turn incidental. The difficulty of the check is Average ( );
Additional hits deal the weapon’s base damage plus damage
instead of building the ability of the pool normally, add
equal to the s from the attack.
equal to the weapon’s Guided rating. If the check is
successful, the weapon strikes the target, and the attack is
resolved normally.
Pierce
Passive. An attack made with this weapon ignores one point
Guided requires aaa to activate, unless otherwise of soak for each rank of Pierce. If the weapon has more ranks
specified in the weapon’s description. The Guided quality can of Pierce than the target’s total soak, it completely ignores the
activate on any subsequent combat check it makes, target’s soak. For example, Pierce 3 against a soak of 2
representing the projectile continuing to circle back to the ignores 2 points of soak, but the extra point of Pierce has no
target. further effect.
Heavy Prepare
Passive. Armor with this quality adds 1 additional soak, but Passive. Weapons with this quality require time to set up
limits the wearer to one maneuver per turn. Because this before being used. The user must perform a number of
quality limits physical movement, characters wearing such preparation maneuvers equal to the weapon’s Prepare rating
armor add to their Martial Arts or Bending Arts combat before making attacks with that weapon.
checks.
Push
Inaccurate Active. Weapons with the Push quality cause the target to
Passive. Inaccurate weapons are weapons of a shoddy or become disengaged from the attacker. When Push is applied
inferior construction, which means they are less likely to be to a target, they are moved one range band away. Unless
accurate or precise. Alternatively, the weapon’s nature may otherwise stated, Push requires aa to trigger, plus one
inhibit accuracy. Inaccurate weapons add to the attacker’s additional a per silhouette of the target beyond silhouette 1.
dice pool, equal to their Inaccurate rating. Push can be activated multiple times, increase the range band
Inferior
by one. If the target is pushed into a solid barrier, the collision
inflicts one strain for each range band they would have moved
Passive. An Inferior item is a lackluster example of its kind, had they not hit the barrier.
representing shoddy and poor craftsmanship. An Inferior
weapon generates an automatic h on all checks related to its Reach
use, and has its base damage decreased by one. Inferior Passive. Weapons with this quality allow the user to attack
armor has its encumbrance increased by one and its defense targets at Short range. Due to the unwieldy nature of these
decreased by one. If it does not have defense, decrease its weapons, melee attacks performed against an engaged target
soak value by one, to a minimum of zero. suffer which cannot be negated.
Knockdown Reinforced
Active. When Knockdown triggers, the target is knocked Passive. Items with this quality cannot be affected by Sunder.
prone. Unless otherwise specified, Knockdown requires aa Armor with this quality ignores the Pierce quality.
to trigger, plus one additional a per silhouette of the target
beyond silhouette 1.
Superior
Passive. A Superior item is a sterling example of its kind,
representing masterful craftsmanship. A Superior weapon
generates an automatic a on all checks related to its use, and
has its base damage increased by one. Superior armor has
its encumbrance reduced by one and its soak value increased
by one.
Unwieldy
Passive. An Unwieldy weapon is a weapon that can be
particularly awkward to use for those without impressive
dexterity and hand-eye coordination. To wield an Unwieldy
weapon properly, the character needs an Agility characteristic
equal to or greater than the weapon’s Unwieldy rating. For
each point of Agility by which the character is deficient, they
must increase the difficulty of all checks made while using the
weapon by one.
Vicious
Passive. When this weapon scores a Critical Injury or Hit, the
character adds ten times the Vicious rating to the Critical roll.
With Vicious 3, for example, the victim adds +30 to their
Critical Hit result.
Weapons
Each weapon has a variety of characteristics that define its
abilities and distinguish it from other weapons. All weapons
share several characteristics, while many feature special
qualities that add additional rules to their operation.
Name
The general name of the weapon. This may be a broad label
that applies to several closely related weapons.
Governing Skill
The combat skill used when attacking with this weapon.
Dagger Staff
A small blade on a small hilt. This weapon comes in all A generic wooden or metal staff. The famed Air Nomad glider
varieties and is often used as a secondary weapon for close- falls into this category, as it can be used as a staff and to
quarters combat. Additionally, daggers can be concealed enhance bending abilities. Rules for use of the air glider as a
easily and many make good off-hand weapons for fighters means of transportation are covered in Chapter VI: Vehicles.
who favor dual wielding.
Tiger blade
Battle Club Three weapons in one: a long pole with a hook at the end, a
A weapon used in the Southern curved blade above the fist, and a spearhead beneath the
Water Tribe. The base is handle. An experienced user can hook the ends together
carved from a polar bear to double the reach of the weapons.
femur and has a design in
blue paint on each side of the blade. There is a heavy ball on Heavy Melee Weapons
the end and a notch for hooking opponent's weapons. As the name implies, these weapons are large enough that
A leather strap is attached for a more secure grip. they require two hands to wield. An attacker must be
Broadsword engaged with their target to attempt an attack with a
heavy melee weapon, although some weapons may
It is a category of single-edge swords primarily used for have the Reach quality. These weapons can be used
slashing and chopping (sabers). Due to its ease of use, with one hand but the wielder suffers when
this weapon can be easily dual wielded. performing an attack.
Electrified Kali Sticks Polearm
Metal prods used to stun and immobilize opponents upon A large two-handed edged weapon, usually in the form of
contact. They are powered by a generator strapped to the a long metal or wood pole slightly taller than a person, with
back of the user. an axe-like head. It has a scythe-like blade attached to a
Jaw Blade long wooden pole.
Bola
A bola consists of weighted lengths of cord
which can be thrown to entangle and knock down
opponents.
Boomerang
A small, L-shaped weapon made of metal. It is a thrown
projectile that travels in a curved path and returns to its point
of origin when thrown correctly.
Shuriken
A concealed weapon that can generally be used for throwing,
and sometimes stabbing or slashing.
Ordnance Ballista
These are weapons that are necessarily wielded by an A large crossbow-like crew-served weapon that launches
individual, but are instead ammunition or too large to be heavy spear-like bolts, harpoons or explosive shells.
handled by an individual.
Blasting jelly
Tangle mine An explosive, volatile weapon used for demolition.
Weapons made with a bamboo frame and covered
with dried animal skin filled with skunk fish and
Ice torpedoes
seaweed. These mines float in the water and These are warheads full of blasting jelly with a lit fuse inside.
detonate upon contact with another object. Waterbenders can propel them because of the surrounding
They were invented by Hakoda of the ice.
Southern Water Tribe, who called the
weapon the "Stink 'n Sink".
A beige and green colored armor consisting of bracers, body Bean Tea 500 cp — 7 (R)
armor, shin guards and a green colored belt-hung ge xie Climbing Gear 50 cp 1 2
(protective clothing). Disguise Kit 100 cp 1 3
Red and black armor which may be accompanied by a helmet. Jasmine Tea 200 cp — 5
Some helmets may include a protective skull-shaped mask for Lockpick Kit 300 cp 1 5 (R)
benders. Lychee Nuts (5) 20 cp 1 2
Designed to be take a beating, these clothes provide a modest Pro-Bending Headgear 400 cp 1 5
amount of protection and can last the wearer a long time. Has Spark Rocks 10 cp 0 1
the Durable quality.
Tent 100 cp 3 2
Disguise Kit
When your character uses their airbending to imitate flight
while equipped with an airbender staff, they add to any
bending checks they make to do so. More of a stage acting kit, a disguise kit comes with makeup
and prosthetics to allow characters to conceal their identity
and make themselves harder to identify.
Tool Kit
These rare tonics are created by healers and scientists alike.
They fill the drinker with a sense of warmth and nourishment,
and can be used to ward off illness. While they do not heal A standard kit for any mechanic or engineer who needs to
physical injuries, they alleviate the pain and can stabilize the repair or make modifications to their ships, vehicles, or other
incapacitated. equipment.
A character who sips from a healing draught automatically Whenever your character attempts to craft, modify, or
heals 4 wounds. Each subsequent sip on the same day heals repair an item they remove from any Mechanics check
1 fewer wound, to a minimum of 0. The full effect of the to do so.
draught is restored on the next day. A typical healing draught
contains roughly 10 sips, but volume can certainly vary. Torches (3)
Lockpick Kit Torches are small, handheld sources of light used to
illuminate up to short range.
A lockpick kit can help a character break into almost anything.
A source of light provides light, and removes added to
You add to all checks which involve picking a lock. checks due to darkness.
Tools inside this kit may break on t or hhh and need to be
replaced at half of the item’s cost. Utility Belt
Lychee Nuts (5) Often worn in conjunction with bags and backpacks, these
belts are used to house common items for wandering
A nut in name only. This small, reddish brown fruit is notable adventurers. Can conceal any item of encumbrance 1. This
for its thick rind and its sweet taste, and is abundant does not negate the item’s encumbrance, but makes the item
throughout the Earth Kingdom and Fire Nation. harder to detect.
A character who consumes a lychee nut automatically
recovers 3 strain. Each subsequent nut eaten on the same Waterskin
day recovers 1 fewer strain, to a minimum of 0. The full effect Frequently carried by waterbenders all over the world, this
of the lychee nut is restored on the next day. leather pouch of water contains just enough fresh liquid for a
bender to use in a pinch.
Medical Kit When full, it contains enough water to use for a few ice
A handy first-aid kit. These kits commonly contain bandages, shards, or a single water whip and its encumbrance increases
salves, and other small tools necessary to heal the injured. to 2.
Your character can perform Medicine checks to heal
wounds and Critical Injuries without penalty. A medical kit may Weather Gear
only be used 5 times before its supplies must be replenished. Cold weather gear features multiple layers of fur, leather, or
thick fabric to resist wind and trap body heat. Meanwhile, hot
Pro-Bending Headgear weather gear tends to be loose, flowing, and made from light
This gaudy-looking helmet adds an extra layer of cushion fabric, to allow the skin to breathe while protecting it from the
between the wearer’s pretty face and any incoming attacks. sun.
Whenever your character has pro-bending headgear While your character is wearing cold or hot weather gear,
equipped and becomes disoriented, they are disoriented for they remove added to checks they make due to adverse
one less round. weather conditions. When worn, the gear’s encumbrance is 1.
Modifiers: The weapon gains the Vicious 1 quality, or Price (Rarity): 1500 copper (5).
increases any existing Vicious Quality by 1.
Intimidating Visage
Hard Points: 1.
Warriors from many cultures paint or style their armor, or wear
Price (Rarity): 75 copper (2). imposing masks or helms to intimidate opponents.
Superior Weapon Use With: This attachment can be applied to any armor.
This weapon has been modified or created by a master Modifiers: When wearing this armor, the user adds s to
craftsman and is better than other examples of its type. Coercion checks they make, and f to Charm checks they
make.
Use With: This attachment can be applied to any weapon.
Hard Points: 0.
Modifiers: The weapon gains the Superior quality.
Price (Rarity): 125 copper (3).
Hard Points: 1.
Price (Rarity): 1000 copper (7). Lightweight Metals
This armor has been modified by a metalbending craftsman
Weapon Tassel to offer the same protection without so much extra weight.
This attachment represents adding a tassel of cloth or other Use With: This attachment can be applied to any metal
material to a weapon’s pommel, hilt, or other location to signify
armor.
rank, or other significance.
Modifiers: This armor reduces its encumbrance by 2, and
Use With: This attachment can be applied to any sword
it adds one fewer to Stealth checks.
or two-handed pole weapon such as a spear or bardiche.
Hard Points: 2.
Modifiers: The weapon gains the Disorient 1 quality, or
increases any existing Disorient quality by 1. Price (Rarity): 1000 copper (6).
Hard Points: 1. Platinum Work
Price (Rarity): 350 copper (4). This armor has been made entirely out of platinum, one of the
purest metals in the world.
Armor Attachments Use With: This attachment can be applied to any metal
This list of basic armor attachments is not exhaustive. You armor.
should use these examples to come up with your own armor
Modifiers: This armor cannot be affected by
attachments as well.
metalbending and gains the Reinforced quality. The armor
Angled Plating also increases its encumbrance by 1.
This attachment applies angled plates or mildly reflective Hard Points: 0.
surfaces to help deflect incoming ranged attacks. Price (Rarity): 8000 copper (7).
Use With: This attachment can be applied to any armor.
Modifiers: The wearer increases their ranged defense by
Reinforced Steel
This armor has been made from reinforced metals which
1.
drastically increases its protective qualities.
Hard Points: 1.
Use With: This attachment can be applied to any metal
Price (Rarity): 450 copper (4). armor.
Gilded Modifiers: This armor gains the Reinforced quality.
Though it serves no practical purpose, many nobles like to Hard Points: 2.
adorn their armor with gold leaf or other fanciful designs. It Price (Rarity): 3400 copper (5).
Silhouette and Defense Zones Special Qualities: Many weapons have special qualities
that affect their performance. These are the same types of
Ships (and those vehicles with defense) have several defense weapon qualities enumerated in Chapter V: Gear and
zones dictated by their silhouette. Anything with a silhouette 4 Equipment.
Taking Damage
As is the case with Player Characters in personal combat, later in this section. Additionally, the ship’s systems shut
there are two types of damage ships and vehicles suffer in down, it reverts to emergency power (if it has any) and the
The Second Age: system strain and hull damage. System ship may even stop moving altogether. At this point, the ship
strain is similar to the strain suffered by PCs, and reflects light, is just a hulk of metal, effectively out of combat, and likely
temporary damage caused by glancing blows or pushing a being evacuated.
vehicle to the limits of its capabilities. Hull damage is more If the pilot or crew of a crippled ship is particularly
serious and, consequently, more life-threatening. This is desperate or foolish, they may attempt some temporary
actual, physical damage that makes its way past the ship’s repairs to either escape or rejoin the fray. By scavenging parts
defenses and becomes hull trauma. Hull trauma is permanent from ruined systems, raiding the hold for any spares, and
until repaired. bypassing damaged components, along with a Hard ( )
Hull Trauma
Mechanics check, the crew can bring the ship back to some
semblance of operation. The ship reduces its hull trauma to
one below its threshold but suffers the following penalties:
A ship’s hull trauma threshold is a measure of a ship or
speed is reduced to 1, handling is reduced to -3, and all
vehicle’s sturdiness and build quality. When a ship suffers
weapon systems are inoperable until fully repaired. Any attack
damage in excess of its armor, the excess converts into haul
that inflicts hull trauma against this ship immediately
trauma. When hull trauma exceeds the threshold, one of two
generates a Critical Hit, with +30 added to the roll. These
things happens. For vehicles silhouette 3 or smaller and of no
effects persist until the ship is fully repaired.
importance (a common Cabbage Car or a motorcycle driven
by nameless Equalist grunts, for example), it simply explodes,
killing the driver and any passengers. Alternatively, at the System Strain
Game Master’s discretion, the vehicle could simply be System strain works the same way as strain suffered by
disabled. For larger vehicles, such as light freighters or characters. A vehicle that suffers strain in excess of its system
airships with silhouette 4 or larger, the vehicle immediately strain threshold quickly finds itself in an untenable situation.
suffers a Critical Hit from the Vehicle Critical Hit Table found Engines overload, transmission shuts down, electrical fires
Critical Hits Once a ship is in a proper facility for repairs, each point of
hull trauma restored costs roughly 500 copper pieces. This
Occasionally a lucky, well-placed shot or collision with a cost is highly variable, however, and can fluctuate
particularly large or dangerous object does more to a ship dramatically based on the PCs’ reputation, the overall
than bounce harmlessly off the armor. Lightning can short out damage to the ship, the scarcity of parts, and countless other
systems; searing fire blasts can pierce armor and hull alike to factors. The final cost for repairs, like many other aspects of
incinerate crew alive; and rogue icebergs can tear into the The Second Age, is left to the GM’s discretion. A good rule
side of any ship, leaving them powerless and adrift in the cold, of thumb is that light damage (up to a quarter of a ship’s total
murky depths. hull threshold) should take up to a few days, while any
damage over that could take weeks or even months to repair,
A number of factors can lead to a ship suffering a Critical
depending on the severity of the damage.
Hit. For example, it might suffer enough hull trauma to exceed
its hull trauma threshold, or a successful combat check could If it proves imprudent or impossible to get to a proper
generate enough a or t to trigger a weapon’s critical rating. maintenance facility, the GM might choose to allow the PCs
When an attacker generates a Critical Hit, they rolls on the to repair their vehicle using scavenged parts and their own
Crit Table and their target suffers the listed effects. Just like ingenuity. However, these repairs should be somewhat
personal combat, Critical Hits are divided into four levels. inferior to the real thing, hard to perform (requiring several
Hard [ ] or Daunting [ ] Mechanics checks)
Once a ship or vehicle suffers a Crit, it counts as suffering
and time-consuming. In short, they should be an arduous plot
that Critical Hit until it is repaired. This status counts even if
point for the PCs to overcome, not a cheapskate way to avoid
the effects of the Crit only last a single round. While a vehicle
getting work done at proper facilities.
is suffering the effects of a Crit, any additional Critical Hits
generated against it add +10 to the roll per existing Crit.
Travel
Even though the advent of world-shrinking technology has includes not just a character’s feet, but their carriages, trains,
made travel between nations much more commonplace, the monorails, mounts, and even Satomobiles.
world is still largely unindustrialized and therefore travel
across the vast continents can still take weeks depending on Sea Travel
where a character needs to go. Depending on your mode of
transportation, a weeklong journey might cover the distance Travel by sea, while common, is not a typical mode of
on foot between Omashu and Ba Sing Se whereas a week at transportation for most people. Most sea travel is the domain
sea might take you from Republic City to the Fire Nation. Air of commercial freighters and military vessels, but that does
travel, still new in the world of Avatar, can often be even not mean privately-owned ships or transport ferries cannot be
quicker and is unrestricted by difficult terrain. used to cover vast distances.
Vehicle Profiles
In this increasingly mechanized age, where whole nations are
urbanizing and massive battleships patrol the seas from the Manufacturer: Future Industries
Fire Nation to the Water Tribes, even ground-based vehicles
Crew: One pilot.
are becoming ubiquitous and as essential to daily life as food
Encumbrance Capacity: 25.
and water. From the simplest, utilitarian trucks of Cabbage
Passenger Capacity: None.
Corp to the high-performance luxury Satomobiles from Future
Price/Rarity: 30 silver pieces/4
Industries, vehicles are becoming ever common.
Customization Hard Points: 2
Land Vehicles Weapons: None.
Vehicle transportation over land is not a new concept; Snowmobile [Water Tribe]
civilizations have been using carts for millennia. However, the Used by members of the Southern Water Tribe after the
mechanical revolution in Avatar has propelled development Hundred Year War to cross the snowy landscape in the south.
toward self-powered transport. Although some land vehicles
2 4 2 1 2 4
were used as far back as 100 AG, these were not
commercially available and were generally reserved for SIL SPEED HNDLNG ARMOR HULL STRAIN
wartime purposes. Now, especially in places like Republic 0 - - 0
City or Ba Sing Se, motorized transportation has become
FORE PORT STARBRD AFT
commonplace.
Frigate Steambarge
A frigate is a universal style of ship employed by nations and A large ship used for transporting goods between various
mercenaries alike. They can be used for transportation, to locations around the world.
spearhead raiding parties, and even as light warships. Their
5 3 3 4 4 4
attributes of frigates may vary wildly depending upon its
design and manufacture. SIL SPEED HNDLNG ARMOR HULL STRAIN
6 5 3 3 5 5 2 2 2 2
SIL SPEED HNDLNG ARMOR HULL STRAIN FORE PORT STARBRD AFT
1 2 2 1
Manufacturer: Various manufacturers and nations.
FORE PORT STARBRD AFT
Crew: One captain, 5 – 10 sailors and crew.
Encumbrance Capacity: 450
Manufacturer: Various manufacturers and nations. Passenger Capacity: 10 – 20 passengers.
Crew: One captain, 5 – 20 sailors and crew. Price/Rarity: 30 gold pieces/7
Encumbrance Capacity: 350. Customization Hard Points: 3
Passenger Capacity: 5 passengers. Weapons: None
Price/Rarity: 9 gold pieces/7
Customization Hard Points: 4 Catamaran
Weapons: To Be Determined Catamarans are used as a means of seaborne transportation.
8 4 3 4 6 5 1 4 2 0 1 3
SIL SPEED HNDLNG ARMOR HULL STRAIN SIL SPEED HNDLNG ARMOR HULL STRAIN
2 2 2 1 0 - - 0
FORE PORT STARBRD AFT FORE PORT STARBRD AFT
Motivation XP bonuses should not be automatically Typically, the effects of fear are determined by the results
achievable in every game session. If possible, the GM should of a Discipline check. However, if the character has had time
use rewards or story issues to make sticking to a Motivation a to prepare for the situation, and is not taken by surprised, the
real choice. The character gains the bonus XP, but loses out GM may allow the character to use a Vigilance check instead.
on some other reward and causes difficulty with the plot or
other characters. Sticking to a Motivation should be an Determining Fear Difficulty
interesting, and sometimes difficult, choice. Otherwise, the The difficulty of a fear check is a combination of circumstance
bonus XP is too easily achievable. and the individual experiencing the fear. No two people
respond the same way to a frightening situation. Where an
Using Fear untrained farmer might freeze in fear when a fight breaks out,
a trained soldier may act with confidence and effectiveness.
The world is filled with frightful creatures, situations, and even This is not to say that the soldier is unafraid; it means that they
people. Wild creatures like the moose lion hunt their prey are better trained to deal with the fear.
The Spirit World players feel like their characters’ actions carry weight; that
their choices matter. If you have an Avatar NPC, consider the
As part spirit, the Avatar possesses an innate connection to central conflict of your adventure, or your campaign overall.
the Spirit World and is at their strongest in that realm, due to Ask yourself, “Why isn’t the Avatar stopping this?” If you can’t
being surrounded by spiritual energy. The Avatar must use think of a reason, maybe it’s time the players met the Avatar,
their connection to the Spirit World to be the bridge between or try to think of a plausible scenario for the Avatar’s absence.
the two worlds in order to keep peace between them and In The Second Age, that scenario is the disappearance
ensure harmony. of Avatar Korra after she defeats Zaheer. In The Legend of
Using the Discipline skill, it should be possible for the Korra, Korra’s retreat lasts for three years and the world
Avatar character to attempt to cross into the Spirit World at- continues turning in her absence. Notably, the Earth Kingdom
will; visits to the Spirit World in this way are not physical is being reorganized after the collapse of the monarchy.
journeys, and as a result the Avatar cannot use their bending Warlords, governors, petty kings, raiders, and would-be
abilities unless they enter the Spirit World physically through emperors all are vying for control in this power vacuum. Enter:
means such as a portal. the players, stage right.
Of course you can choose to allow one of your players to
The Avatar Cycle assume the Avatar character, someone familiar or unknown.
When the human Avatar invariably dies, the Avatar Spirit You can play during any time or era in the history of Avatar—
reincarnates the Avatar into a new human child, born into the known or unknown. With named Avatars, we have some
next nation of the cycle. The Avatar Cycle is based on the context for their actions and their lives; we see the struggles
passage of the four seasons, which coincides with the order faced by Avatars Kuruk, Kyoshi, and Roku. But if you decide
in which the first Avatar, Wan, first learned the elements; fire to invent your own Avatar, in a past yet to be remembered (or
related to summer, air to autumn, water to winter, and earth a future yet to be born), you’ll have to consider how they fit in
to spring. This is also the traditional order in which any to your world. Are they a driving force, or a passive observer?
Central Tension
incarnation masters the elements, usually beginning with the
bending art of their own culture.
A key source of drama throughout the series, the cycle is Just one of the many ways a story can be told, the central
said to only be broken if the Avatar is killed in the Avatar State. tension is the main problem of the story and is often the driving
However, we see that during Harmonic Convergence, the force behind a plot. In The Last Airbender, the central tension
cycle can also be ended by destroying the bond between the is the inevitable confrontation with the Fire Lord. In The
human host and Raava. Legend of Korra, it could be argued that the central tension
across all four seasons is Korra’s internal struggle to fulfill her
Energybending duty as the Avatar in a world that felt like it no longer needed
the Avatar.
The Avatar also possesses the ability to bend energy itself, Unsurprisingly, a core tenet of the Avatar series is that the
although few Avatars have learned this technique, and even plot centers on its titular character. Thus the stories you tell
fewer have used it. may also revolve around this character and their impact on
Avatar Aang learned to bend the energy of life itself from the world.
Gravitas
the last living lion turtle and used it to remove Phoenix King
Ozai's firebending, ending the Hundred Year War. He later
used it to end Yakone's reign of terror in Republic City by When you include the Avatar in your narrative, you should
stripping him of his waterbending. Korra was also taught this expect the party’s actions to have potentially considerable
ability after connecting with Aang when she lost her bending. outcomes; the mere presence of the Avatar may escalate your
Aang used this ability to restore her bending and she likewise narrative to extremes—or it may serve as a counterbalance to
did the same for Lin Beifong and many other victims of Amon's the party, keeping them in check. The Avatar may even be the
unique technique. antagonist (perhaps the players threw the world out of
While the series only ever really shows energybending in balance by starting a border dispute).
its capacity to give or take away bending ability it is Whether the Avatar is an NPC or a Player Character,
reasonable to imagine that the technique may be used to consider the following questions, as the answer to each can
create a broad range of spiritual effects. It is possible that have a considerable impact on the narrative of your
spiritbending is subtype of energybending, for example. adventures.
Much like the Avatar State, the use of this ability should About how old is the Avatar? Do they know they are
be limited to once-per-session and should be relevant to the the Avatar?
narrative circumstances leading up to its use. What the ability What is the public opinion toward the Avatar? Are
can accomplish is entirely dependent upon the story unfolding they revered or feared? Loved or hated? Admired or
at your own table. admonished?
Spirits in the Physical World detached. Some people can transcend and live in the Spirit
World, like Iroh, Hundun, and the past Avatars.
Though some spirits are intelligent and express an
understanding of human language and emotion, many spirits
are portrayed as little more than ethereal creatures not unlike
The Spirit-Touched
the birds in the sky or fish in the rivers. Spirits can and often A sadly unexplored phenomena, the series demonstrates that
do migrate into the physical world for as many reasons as it is possible for mortals and spirits to fuse beyond mere
there are spirits; migration, better food and shelter, or even possession, leaving a mortal being with spiritual
more human motivations all drive spirits to seek greener characteristics. It is possible for a spirit to absorb a human and
pastures. vice versa, and a spirit may even grant a human unique and
special abilities at the cost of their personality. Little is known
about this change, and the potential side effects on the human
body.
What is a Skill simple challenge may only need the party to accumulate 3
successes. A more difficult one might be 6, and a truly
impossible challenge may require 9 Success results (but the
Challenge? increment need not be in threes).
As failures accumulate, the consequences could be
A skill challenge is an attempt to capture a dramatic action
anything from taking damage to making a final encounter
sequence and boil it down into a number of skill checks. As
more difficult; say the players couldn’t navigate quietly
you can see from the encounter above, the tension came not
throughout the corridors and so the watchmen are now
from combat or social skill checks, but from whether the
reinforcing the center of the keep. It should be entirely
players were going to succeed on each successive general
dependent upon the circumstances of the challenge and
skill check.
narrative.
Skill challenges are good for dramatic sequences like a
There should always be a maximum number of failures to
moonlight rooftop chase: a bad guy is getting away, trying to
fail the challenge, and not pass the test. Three is usually a
escape, maybe they knows something or is trying to do
good number.
something. Or maybe the players must make a daring escape
from a collapsing structure. You can call for a Coordination Consider what happens narratively if they fail only one or
check; a character who succeeds can leap across the gaps two skill checks during the challenge, but succeed overall.
and close the distance. An athletics check might have similar One or two failures should not necessarily impede the players
results. Perception could mean the difference between taking or making the skill checks more challenging (although h and
a shortcut or previously unnoticed path, and certain demise. d certainly might). Players should have a chance to recover
from their failures, and carry on to gain enough Successes to
Of course, not all challenges should revolve around the
pass the challenge.
physical skills. Challenges can be puzzles or social
encounters, as well.
Using the Skill Challenge
The Skill Challenge Skill challenges are a great opportunity to take something like
a montage scene, or a chase sequence, or escape a
As a non-combat experience, the skill challenge has a few
collapsing structure...they can be used to hold a powerful
differences from other types of encounters.
Nemesis at bay, perhaps someone the party could not likely
The Player Characters’ goal in a skill challenge is to defeat, until an ally NPC shows up to help them fight.
accumulate a target number of s on skill checks before they
It's not important that every character be able to
accumulate three failures. The more s you have to
participate in every skill challenge. It is sufficient to simply
accumulate, the more difficult a challenge becomes.
have just enough skill challenges that every character gets a
The Game Master’s role should be to inform the players chance to shine. Otherwise if every challenge is always a
what skills will be most useful during the challenge. Players physical challenge, only those characters will feel useful.
should be encourage to come up with other skills, and provide
Example Skill Challenges check allows the players to locate the tunnel leading to a
network of crude stairs, possibly leading to the surface.
This section briefly describes some generic Skill Challenges
which you can use in your adventures, or as a jumping-off
Rope and Pulley
point to create your own unique challenges. If they notice this system, the PCs will deduce from its size
that it will take more than one circuit it lift all the parcels out of
A skill challenge may be a single, large hurdle designed the collapsing structure; perhaps it can only hoist 3 packages
for the players to overcome, or it may be broken up into or one PC at a time. Additionally, they will notice the system
multiple smaller challenges which the players must face in needs to be repaired before it can be used. Repairing the
succession. Many of these sub-challenges can be plucked system requires 3 Successes before 3 Failures.
one challenge or adapted for another to help you craft unique
and compelling dramatic sequences. Athletics: A Hard ( ) Athletics check can be used
to help reassemble the pulley and later to pull the parcels out
Each skill challenge is named for convenience and given of the structure. Each Success result counts as one success
a brief description of narrative circumstances precipitating the toward this aspect of the skill challenge.
Skill Challenge. Skill Challenges are then broken up into
Special Rules, Primary Skills, and sections for overall Mechanics: A successful Hard ( ) Mechanics
Success or Failure of challenge. Additionally, some check may also be used to repair the pulley system, with each
challenges may be divided into sub-challenges (also named) successful result counting as one success toward the Rope
with their own unique Special Rules, Primary Skills, or and Pulley challenge.
Success and Failure criteria. A t result should confer to players who use the
pulley system to lift parcels out.
The Harrowing Escape Bending Arts: A successful Hard ( ) Bending Arts
The Player Characters have just defeated a large spirit or check can allow bender characters to explain how their
bandit encampment. Through whatever circumstances, the bending assisted the pulley system’s repair; this could be
PCs have only a limited amount of time to grab as much of plantbending vines as rope, or using metalbending to repair
their horde as they can; the origin of this horde of wealth can crucial parts, or whatever else the player can imagine and the
be anything as it applies to your story. There are number of GM agrees.
parcels (12 works well) that they can transport, but they are
deep beneath the earth and can only barely see the exit that Success
lies high above—or maybe they can’t see it at all. Upon completion of the rope and pulley system, the players
Special Rules can begin to transport the treasure up and out of the cavern.
Secret Tunnel
Hard ( ) Perception check; if they succeed, they are
able to warn the character who generated the threat of a
failing rock, causing them to avoid it; if they fail, the character If the party notices the tunnel on the far wall (it may be too
receives 2 wounds and on their next check. Success and dark to see), they may instead choose to haul the loot out
Failure results do not count toward the skill challenge criteria. either by hand or through other means. They would notice that
the parcels can only be carried one at a time, unless they have
Likewise, a d could inflict a critical injury. some kind of draft animal, a cart, or can explain some other
Primary Skills means. 1 Success for each package before 3 Failures, or until
the round limit is reached.
Perception: A successful Hard ( ) Perception check
will cause the player to notice something odd beneath the loot Geography: A Hard ( ) Geography check allows
and to see that the parcels are large enough that only one can the player to carry a container out of the complex labyrinthine
be carried by hand at a time. staircase, and to navigate their way back to the room.
A second Perception check, or aa or a t on the Failure here means that the PC got lost while looking
first will let the player notice the “something” beneath for the exit, and must add to their next check.
the cache is a map carved onto the floor; the PCs
gain when making Geography checks.
This challenge requires 6 successes before acquiring 3 History: Passing a Daunting ( ) check allows
failures. Unless otherwise noted, each skill may only be used the PC to recall the location of nearby ruins used during the
to acquire 1 success toward the challenge requirements per Hundred Year War.
day.
Special Rules Nature: With an Easy ( ) check, you are able to identify
many of the landmarks coded into the map and you gain to
This challenge requires 3 successes before 3 failures. Unless
all checks for the remainder of the challenge.
otherwise noted, each skill may only be used to acquire 1
success toward the challenge requirement. Geography: Your excellent navigational skills allow you
to pinpoint which natural landmarks represent your next step
Primary Skills by passing a Hard ( ) check.
Decipher: Some of the writing and markings on the map are
Streetwise: You can find a local expert by passing an
ancient or spiritual in nature. You are able to decipher some
Average ( ) check; the expert’s knowledge on ancient
details identifying an important landmark with a Hard ( )
maps and cartography enable him to decipher many of the
check.
map’s symbols and details. The party gains to the next skill
Diplomacy: With an Average ( ) check you make check.
friends with some of the locals and they share stories of their
adventuring days, or about local myths and legends. Some of Success
their details provide clues to deciphering the map. The PCs decipher the map and know where the cache is
located. They arrive at the site before any other interested
Failure here could result in when negotiating and
parties.
increase the success threshold by one, representing
the locals withholding information from you, or Failure
collaborating with rivals.
By the time the PCs decipher the map, someone else has
History: On a Hard ( ) check, you recall knowledge already beaten them to the treasure. Now they have to figure
of this geographical area in the annals of some library, and its out how to resolve this conflict and obtain the item.
Ambition
Ambitious Character, Coveted
Thing, Adversary
The Second Age Adventures
Avatar: The Second Age is focused on the period of
Conflict with a Spirit Mortal, Immortal
upheaval and uncertainty after Avatar Korra let the Spirit
Crimes of Love Lover, Beloved, Separating Force
Portals remain open following the Harmonic Convergence.
Daring Enterprise Bold Leader, Goal, Adversary This time frame fits into the narrative of Season 3 of Avatar:
Deliverance Unfortunates, Threatener, Rescuer The Legend of Korra in which the Earth Queen is
Disaster Vanquished, Victor, Messenger assassinated by an airbender known as Zaheer. The world is
Discovery of Dishonor Discoverer, Guilty out of balance, with Equalists still working from the shadows,
An Enemy Loved Beloved Enemy, Lover, Hater minor Earth kings vying for the throne against the ‘Great
Enigma Interrogator, Seeker, Problem Uniter’, pirates raiding the coasts, and general unrest among
Familial Hatred Two Conflicting Family Members the nations of the world.
Familial Rivalry
Preferred Kinsman, Rejected
Kinsman, Object Building Stories
Imprudent person, Victim or Lost Georges Polti wrote a book in which he claimed there were
Fatal Imprudence
object only Thirty-Six Dramatic Situations and that all plots stem from
Mistaken One, Victim of Mistake, one of these 36, or are a combination of several. These are
Faulty Judgment
Author of Mistake, Guilty Person not a full list of the only possible plots to exist, but are merely
Involuntary Crimes of guidelines for developing plothooks and understanding crucial
Lover, Beloved, Revealer
Love narrative components.
Family or Friend slain, Witness, Along with each dramatic situation are the key elements
Loss of Loved Ones
Executioner required for each plot. For instance, in order to run an
Madness Madman, Victim abduction scenario, at the very least an abductor NPC, an
Mistaken Identity Victim, Clueless Killer, Revealer abducted NPC (alive or otherwise), and a guardian NPC (to
Jealous one, Object of Jealousy, jumpstart the party’s search) are all required. Beyond that, any
Mistaken Jealousy Supposed Accomplice, Author of additional NPCs are the result of the character’s interaction
Mistake with the world and the whims of the GM.
Murderous Adultery
Obstacles to Love
Two adulterers, the Betrayed
Two lovers, Obstacle
The 36 Writer Plots
You are probably already familiar with some, if not most of the
Two or more Opposing Parties,
Obtaining thirty-six plots outlined above; at the very least you may have
Object, Arbitrator
heard of them before. But what do you do with this information
Pursuit Fugitive from Punishment, Pursuer
now? There are nearly unlimited ways to interpret each of
Recovery of Lost Seeker, Object or Person found these plots, and a myriad of options for the structure of the
Remorse Culprit, Victim, Interrogator plots themselves. It would take a lifetime to explore them all.
Revenge Avenger, Criminal Instead, let’s look at one of the plots and devise some possible
Revolt Tyrant, Conspirator(s) options based off that template.
Rivalry Between Master Take the Revolt plot, for instance. This is not a typical
Master, Apprentice, Object
and Apprentice adventure plot, but it would allow us to build an adventure
Heroes, Beloved Victim, Need for around the entire party, not just a single character. This plot
Sacrifice of Loved Ones
Sacrifice requires two major players – a tyranny, and any number of
Hero, Messenger, Person or Thing conspirators. Giving the tyrant some Rival-level henchmen
Self-Sacrifice for Ideal won’t hurt either, but may not always be necessary for the
sacrificed
Persecutor, Usurper, a Power in drama. Spending just a few minutes brainstorming, we have
Usurpation the following plot possibilities:
Authority
Vengeance by Family Avenging Kinsman, Guilty In a coastal village, disparate laborers of the former Fire
upon Family Kinsman, Relative Nation colony have determined that the provincial Earth king
Victim of Cruelty or Unfortunates, Master or Unlucky has become corrupt and needs to be put down, and they enlist
Misfortune Person the aid of the PCs in their gambit.
An NPC leading the revolt takes matters into their own Roleplaying
hands, leading a rebellion against the king.
These types of games put the players deep in a tapestry of
One of the PCs instigates a revolt as a power grab – does characters, intrigue, and interwoven narratives. The story is
anyone know they’re behind it? the priority, as players are focused on finding out the how and
An entire region of the Earth continent is engulfed in civil why of a situation than on merely fighting their way through.
war. How is this possible? Who started this? Will other towns, This mode of play encourages dialogue between players
cities, and villages follow suit? What role do the PCs play and and the GM. Improvisation and quick thinking are critical, as
which side do they take? players tend to ask questions that are unexpected or can
As you can see, many of these plots play with the potentially derail the plot. Lots of talking takes up time as well,
traditional notion of PCs as protagonists and switch up their and particularly chatty players could keep the story moving at
roles and, by extension, the structure of the story. The fifth a very slow rate unless the GM makes a conscious effort to
plot point could open with the PCs in the middle of a riot, not move things along.
aware that one of their own has started this. This works Players who want to play a game emphasizing roleplaying
especially well in a group where private note-passing is tend to invest a great deal of time and effort into their
common, or one in which players can meet early (even on a character’s personality and backstory, so the GM should be
different day) to work out covert details. prepared to craft adventures and campaigns around the
The first plothook, by contrast, is a stereotypical, mission- players more than on providing set pieces for the PCs to
based adventure, and the fourth and sixth are most likely explore. The GM should also make it clear that all types of
combat-intensive. Thus, a good GM can come up with many characters are necessary for the game. Combat-oriented
different types of campaigns just from one basic plot thread. characters should still be given chances to use their
impressive martial skills whenever possible and not get left
Using the thirty-six plots means more than just handing
behind when dealing with NPCs.
the PCs a mission and telling them to “fetch.” It’s about
cultivating stories you normally couldn’t tell in other mediums,
and prompting the PCs to take a more personal stake in the
Combat-Focused
events of their characters’ lives. The adventure who sits in a This style of play focuses on everything combat-related. The
tavern waiting for a character to hand him something to do is Player Characters solve most of their situations with violent
less likely to be moved by the events of their life than the encounters. These encounters are built around moving from
adventure who strikes out to right the wrongs going on in their one combat to the next, with enough variety to allow
own backyard. characters with different fighting styles, such as hand-to-hand
or vehicle combat, to shine. Overall, this mode of play focuses
Setting the Stage around the mechanics of the game, letting roleplaying move
slightly further into the background.
The Second Age is built around three types of settings: This is not to say that roleplaying is not an important part
encounters, adventures, and campaigns. Encounters are of the game. It just means that the players spend their time
individual scenarios during a gaming session that together describing their actions in detail, painting a vibrant, action-
make up an adventure. Adventures are grouped together to packed scene for everyone to add to. Missions are
comprise campaigns. straightforward: go assault this compound, take out the fleet’s
Regardless of the scenario, every game of The Second flagship, and defend a merchant caravan from attack. As with
Age has fundamental building blocks that help define the roleplay-focused games, combat-oriented games still need a
mode of a game, along with the types of NPCs the Player variety of character types to move the story along. No
Characters will encounter and ways for the GM to start, character should be penalized for creating a character that
progress the story, and finish. This section describes the basic isn’t solely geared toward fighting everyone and everything.
points found in any game and how to make encounters, Following the rules and mechanics of The Second Age is
adventures, and campaigns fun and exciting. critical to keeping this mode of game moving forward. The GM
Modes of Play
should become very familiar with both the combat rules and
how talents and skills work to keep the action from losing
momentum. Stopping to read about the basics of combat is
Before the GM begins any adventure or campaign, they and guaranteed to frustrate most players who enjoy this kind of
the players should decide what mode or style of play they game.
want from the game. Are they looking for non-stop action, full
of combat and suspense? Are they more interested in role
playing, dialogue, and intrigue? Do they want to span the
Assembling the Cast
world or stick to a few key locations? Determine the mode of Every story needs a cast of memorable characters.
play goes a long way in shaping everything about any Sometimes, the major characters are outlined first, with the
encounter, adventure, or campaign. There are two main story developing around their goals and actions. Sometimes
the plot comes first, generating characters to fulfill certain NPCs don’t even need statistics, or can rely on standard stats
roles or cover aspects of the story. Usually, the characters and provided in this book. Stock NPCs usually don’t have much of
plot are developed together and complement each other. a backstory, or at least not one that directly influences the
adventure. They tend to be short-term contacts or
Creating Non-Player Characters adversaries.
The Game Master is responsible for portraying all the other
characters in the game. Populating the world with a variety of
Villains
unique characters may seem daunting, but it is simpler than it Most adventures and campaigns include one or more major
appears. There are three major types of Non-Player villain opposing the Player Characters. While the villain could
Characters in The Second Age, described below. be something generic, like the Earth Army, it is much more
effective to make them an individual person or small group
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
Stock NPCs plot develops.
Stock NPCs are the unnamed masses the Player Characters Major villains must be memorable. They are most effective
encounter, negotiate with, and battle in most game sessions. if their handiwork is seen in operation, even when they are not
They are often minions or rivals. Stock NPCs in The Second around. Villains must antagonize the party at every
Age include the average cabbage merchant, chi blocking opportunity to motivate the PCs and set up a rivalry for good
henchman, foot soldier, and highway bandit. Many stock role playing. That’s not to say every villain must be
Playing a Character as
Contenders include very powerful benders, accomplished
pirates, mercenaries, or even a politician.
Running a Full Campaign When outlining the campaign, the GM can create a flowchart
or tree of adventures where a positive, negative or other
Campaigns are to adventures what the Avatar books are to outcome links up with an adventure that is based on that
individual episodes. A campaign is a long-term story arc in result. Some adventures may be skipped by the Player
which the action that occurs within the story of each adventure Characters, depending on the exact layout of the flowchart.
is just a piece of the puzzle of the overall story. Campaigns GMs that like to give the players a lot of leeway in the direction
give the players time to play, develop, and advance their of the campaign may find that the non-linear approach allows
characters. Running a highly detailed campaign is not the story arc to proceed easily, even if the circumstances or
necessary; a GM might opt to run largely unconnected specifics change.
adventures with the Player Characters as the only constant.
However, developing a larger story arc gives the players the Including a Major Villain
chance to attain a greater goal than what can be Like adventures, campaigns usually include at least on major
accomplished in a single adventure. villain opposing the Player Characters. Creating such a villain
and including them in individual adventures was described
Defining the Campaign earlier in this chapter.
Campaigns in The Second Age are an opportunity to explore The Game Master needs to keep a few factors in mind
a new world, where every character and every nation teeters when creating and using a major villain for a campaign. Like
on the edge of uncertainty due to the actions of Avatar Korra. Player Characters, major villains (or any important NPCs)
The Spirit Portals are left to remain permanently open after gain XP and increase their skills and abilities over time. As the
the Harmonic Convergence. Airbending has been PCs grow in power, so too should the villain on a one-to-one
reintroduced to the world. Spirits and mankind alike must once basis to keep them strong enough to be a threat to the PCs.
again find a way to live together in peace. Even in sessions where the PCs didn’t directly confront the
Selecting Locations
more on player decisions than on GM plotting, they should
regularly mine the PCs’ Motivation for encounter ideas. Entire
The world of Avatar is filled with fantastic locations as well as adventures and campaigns may be constructed around these
exotic, and sometimes familiar, environments. GMs should two mechanics and the situations they produce.
select spectacular locations when creating their adventures
and campaigns. For example, the harsh conditions of the Si Planning Rewards
Wong desert, the frozen tundra of the South Pole, or even the Every adventure in the campaign should have built-in
dense forests of the Foggy Swamp all offer drastically different rewards. Rewards may be money, equipment, vessels,
environments with their own flavor and hazards. While some influence, or even new skills or talents. Receiving a favor,
adventure types may be run at any of these locations, they will being introduced to an influential figure are both examples of
Long-running campaigns increase the likelihood that players Concluding the Campaign
must leave before the campaign is finished. Fortunately,
The conclusion of a campaign should be the highlight of the
extended storylines provide multiple situations for a character
entire story arc. Being Avatar, it should include an impressive
to leave and a new character to be introduced. GMs should
skirmish or battle, along with a dose of drama for the
look for natural opportunities to do so, such as between
characters. All major plot points should be resolved logically
adventures or when the players are in a port city or other
and satisfactorily for the players.
location where they might meet a new addition to the crew or
party. Many campaigns end early due to unforeseen
circumstances or player or GM fatigue. If interest is waning,
Usually, a player leaves due to scheduling conflicts, as
the GM should end the game in a satisfying way, rather than
other life events influence playing time. However, if one or
letting it fall apart. Concluding a long-running campaign
more players leave because they are not enjoying the game,
should be a major celebratory achievement.
the GM should get feedback from them and the remaining
players and consider altering the game. If the remaining
Earth
Earth, also known as the world of Avatar, the Mortal World, or Having restored the buildings to their former glory, they
the Physical World, is the world divide into the four nations occupy the air temples, along with the newfound flying bison
and home to a multitude of species. The world is a common and ring-tailed winged lemurs. Forming the new Air Nation,
name for the sum of human civilization, specifically human they also had a representative on the United Republic
experience, history, or the human condition in general. The Council, a spot held by an Air Acolyte and later Tenzin, the
World of Avatar plays home to benders and hundreds of youngest son of Avatar Aang, until 171 AG.
chimerical creatures. Earth is surrounded by a vast void After the Harmonic Convergence, nonbending individuals
known as outer space. across the world began manifesting airbending abilities.
The world of Avatar is host to four distinct megacultures, Tenzin has undertaken the task to train a group of airbender
each representative of one of four elements, as well as a volunteers into a new generation of Air Nomads, to fortify a
young, sovereign state created by Avatar Aang after the still-recovering Air Nation and to perpetuate the bending
conclusion of the Hundred Year War. The United Republic of traditions of his culture. After the insurrection of the Red Lotus,
Nations is unique in that it is a melting pot of cultures from all Tenzin decided that the Air Nation would roam the world,
over the world and is representative of all elements. helping people of all nations to stop corruption and disorder.
What follows is a brief description of the peoples and Although the Air Nation continues to prosper, citizens from all
locations which sets the tone for the adventure at the back of over the world discover their newfound airbending abilities
this book “The Great Uniter”. every day, challenging Tenzin and the Air Nation to rebuild the
culture of the Air Nomads. After the Harmonic Convergence
Locations of 171 AG, however, airbending resurfaced across the world
in several nonbenders, and the Air Nation was formed to carry
Prior to the Hundred Year War, the world was divided into four on the Air Nomad tradition.
ethnographic independent nations: The Air Nomads, the
Water Tribe, the Earth Kingdom, and the Fire Nation;
Air Temple Island
however, following the Harmony Restoration Movement, the Air Temple Island is a small isle located off the coast of
founding of the United Republic of Nations introduced a fifth Republic City in Yue Bay. Comprised of several structures,
nation. Each location has unique physical geography, the temple was built by Avatar Aang himself and is home to
landmarks, climates, and demography which conform to the Tenzin, his wife Pema, and their four children Jinora, Ikki,
quality or attributes of the nation's corresponding element. Meelo, and Rohan, as well as the Air Acolytes. Also residing
on the island are colonies of flying bison and ring-tailed
The Air Nomads have four temples located in the north,
winged lemurs.
south, east, and west of the Earth. There are two main Water
Tribes, situated north and south of the Earth Kingdom, the Eastern Air Temple
most expansive and populated state in the world. The Fire
The Eastern Air Temple was one of the two temples
Nation is an archipelago of volcanic islands west of the Earth
exclusively housing female airbenders. Like the other
continent. Each nation has a predominant season, and
temples, its population was completely exterminated during
geography has a great influence on the customs and culture
the Air Nomad Genocide.
of each country.
The Eastern Air Temple is one of the four original temples
Air Nomads of the Air Nomads and, sometime after the end of the Hundred
Year War, became inhabited by a group of Air Acolytes.
The Air Nomads were a civilization composed of people who
Before the war, it was one of the two air temples, the other
practiced the art of airbending. Although they were nomadic,
being the Western Air Temple, which exclusively housed
many did inhabit four major air temples, each built on remote
female airbenders. Guru Pathik resided here for a
locations, only easily reachable with flying bison. Air nomads
considerable amount of time, as he waited years for Aang to
were a highly spiritual group of people. With an economy was
come so he could teach the Avatar how to properly control the
based solely on agriculture, they were the smallest of the four
Avatar State. This is the temple where many avatars,
nations, but all their members were benders.
including Avatar Aang, Avatar Korra, and Avatar Kuruk, came
Before their genocide, the Air Nomads were an to train and develop a deeper connection to the Spirit World.
ecclesiastic and monastic society that lacked social strata.
The highest Air Nomad political body was the Council of Northern Air Temple
Elders until the genocide carried out by the Fire Nation. The Northern Air Temple is a temple that hosted only male
To preserve Air Nomad culture, Avatar Aang founded the monks. It is in the upper reaches of the northern Earth
Air Acolytes, a group of nonbenders who volunteered to learn Kingdom, built upon a snow-capped mountain. This temple
the ways of the Air Nomads. Airbending also began to slowly was also a victim of the Air Nomad Genocide, along with all
resurface through Aang's youngest son, Tenzin, and Tenzin’s the other air temples. By 100 AG, it had become renowned for
three eldest children. its arbitrary colonization by Earth Kingdom refugees, who
were led by the mechanist. Up to that point, the area had
undergone rapid industrialization.
History
The Avatar world has an extensive history dating back more
than twenty thousand years. This section lists historical
Unknown date before 9,850 BG
events in a timeline. The history of this world can be roughly Humans begin to build their cities on the shells of lion turtles
divided into two parts, the time before the Avatar and the time to protect themselves from the dangers of the Spirit Wilds.
of the Avatar. Whenever the people have to venture into the wilds to collect
food, the lion turtles bestowed upon the hunters the ability to
Prior to the Avatar's creation, lion turtles served as the control one of the elements. Eventually, most the cities lost
protectors of mankind, allowing the humans to erect cities contact and knowledge of each other's existence, and
atop their shells. Whenever the inhabitants of their cities developed unique cultures.
would venture into the Spirit Wilds, the creatures would
bestow the people with the ability to bend the element the 9,850 BG — Year of the Dragon
turtle was affiliated with; the power was to be returned upon Wan is born.
their reentry to the city. However, after the creation of the
Avatar, the lion turtles denounced their roles as protectors of 9,848 BG — Year of the Horse
mankind, and the people were left to make their own homes Jaya is born.
scattered across the world, which eventually led to the division
of the world into the four nations. 9,832 BG — Year of the Dog
The Beginning (before
Wan steals the element of fire from a lion turtle to incite
rebellion and steal food from the Chou family. For his crimes,
Wan is banished into the Spirit Wilds where he befriended the
9,829 BG) spirits and learned the Dancing Dragon firebending form.
Tui and La manifest in the physical world, assuming mortal 9,830 BG — Year of the Rat
forms as koi fish. Wan severs the link connecting Raava and Vaatu, in the
process releasing chaos into the world.
The Mother of Faces gives birth to Koh, the Face Stealer;
however, they soon become separated. Wan and Raava begin their journey together to master the
other elements.
The first humans appear in the world.
Vaatu breaks through the barriers that separate humans and 9,829 BG — Year of the Ox
spirits, allowing both to travel between the spirit and mortal A large group of firebending settlers, led by Jaya, are killed by
worlds. dark spirits during a battle in the Spirit Wilds.
Era of Raava (19,829 BG — 9,829 BG) The second known Harmonic Convergence occurs. Wan and
Raava become permanently bonded, making Wan the first
c.19,829 BG — Era of Raava Avatar.
Raava, the spirit of light and peace, duels with her Wan defeats and locks away Vaatu in an elemental barrier in
counterpart, Vaatu, the spirit of darkness and chaos. the hollow of the Tree of Time. Wan orders the spirits to return
to their world and separates the two realms by sealing the
The first known Harmonic Convergence occurs.
spirit portals located at the North and South Poles.
1 BG)
regime as his men abandon him out of fear of the dark spirits.
At some point, several members of the Bhanti venture
Unknown date before 3,829 BG from their island, located in the southern region of what would
later become the Fire Nation archipelago, to the other nations,
As humanity left the cities established on the lion turtles, they
where they become sages most notably the Fire Sages, Earth
begin to come in to contact with each other. The different
Sages and Northern Water Tribe sages. While the others
peoples begin to wage war against each other, forcing Wan
maintain their spiritual traditions, the Earth Sages gradually
to intervene to maintain peace. His efforts, however, are of
devolve into de facto officials. Although the exact timing of
little success. The violent conflicts continue until his death and
these migrations is unknown, the order of the Fire Sages was
beyond.
believed to be "thousands" of years old by the time of Avatar
The next Avatar is born into the cycle after Wan's death. Aang.
The Air Nomads lose some of their spiritual sites due to daofei Sometime before 66 BG
attacks and the long-term consequences of Kuruk hunting The Air Nomads move past their isolationist policy of staying
dark spirits. out of the worldly affairs of other nations, and all temples begin
Monk Namthöse of the Northern Air Temple's Council of to forge ties with foreign governments, hoping that this allows
Elders tries to instate a rule allowing only Air Nomads to visit them to reach as many people as they can and provide help
the Northern Air Temple. where it is needed. Their teachings and philosophies are
popular in the Fire Nation, where they are supported by the
Many people in the Southern Water Tribe question how the
nobility. However, some are uncomfortable working with the
North can claim to govern them with the large wealth disparity
ruling classes of nations, as they are usually people with a lot
between the North and the South. With tribal chieftains at a
of worldly prosperity, which goes against their ideals of
political stalemate, the lesser chieftain organize themselves to
detachment from the world.
parlay with the North and open up new roads of
communication. The Southern Water Tribe has completely recovered from
the poverty it faced during the age of piracy. It enters an age
293 BG – Year of the Rat of prosperity and is almost on par with the North.
Kyoshi leaves Ba Sing Se to attend to business elsewhere, The world is on the brink of a technological renaissance
and leaves Rangi in the Earth Kingdom capital to keep an eye and an industrial revolution, which is made possible by
on things. Her task force is placed under the control of the international collaboration fostered by business and academia
Earth King, who reforms it as an "anti-corruption task force" to to solve the most pressing issues of the day. Technological
deal with anything perceived as a threat. institutes spring up across the world, and scholars, inventors,
The Fanged Mercenaries use the task force to their and educators directly forge ties with one another in the name
advantage, and frame their rivals for certain crimes to see of progress.
them taken down.
66 BG — Year of the Dog
The ex-daofei Mengyao discovers what the Fanged
Avatar Roku is confirmed as Avatar at his sixteenth birthday,
Mercenaries are doing, and intends to put a stop to them.
and leaves the Fire Nation to master the elements.
Hana of the Fanged Mercenaries is furious, and comes up
with a plan to frame Mengyao by kidnapping Ambassador Sometime after 66 BG
Quin's children and planting false evidence at the crime
The Night of Silenced Sages takes place. Earth King Jialun
scene.
sends the Dai Li to round up every single Earth Sage, and
The Earth King's task force and Ambassador Quin's Fire their order is abolished. The Earth Sage temples reopen as
Nation guard search the city for her children, at odds with one the Royal Learning Halls, and the few sages who remain are
another. The task force simply takes advantage of the reformed as the Grand Lectors.
situation by arresting as many criminals, daofei, and
Avatar Roku returns to the Fire Nation after twelve years of 15 AG — Year of the Goat
travel and marries Ta Min, a noblewoman from the Capital. In an attempted invasion of the North, the Fire Navy and the
50 BG — Year of the Tiger Northern Water Tribe engage in battle, ending in Northern
Water Tribe victory and the capture of Fire Navy troops and
Guru Pathik is born. uniforms.
37 BG — Year of the Rabbit 20 AG — Year of the Rat
Avatar Roku discovers the first Fire Nation colonies in the Fire Lord Sozin dies at age 102; Fire Lord Azulon ascends the
Earth Kingdom and confronts Fire Lord Sozin. throne.
Roku and Sozin engage in battle, resulting in Roku destroying
part of the Fire Nation Royal Palace. 39 AG — Year of the Goat
Jeong Jeong of the Fire Nation is born.
Sometime before 12 BG
The Sun Warriors go into total isolation during an age of the Before 40 AG
world that is beginning to forget the importance of spirituality The Fire Navy destroys the navies of the Northern and
during rampant industrialization, and the Fire Nation is hunting Southern Water Tribes in a series of massive naval battles.
animals as important to firebending as dragons. The world This leaves the South unprotected, while the North retreats
believes that they completely die out, and those in the Fire behind its icy defenses.
Nation are later taught that the Sun Warriors died out c. The Fire Nation begins raids on the Southern Water Tribe,
"thousands of years" before them. destroying its city and systematically capturing its
12 BG — Year of the Dragon waterbending population.
Avatar Roku is killed while fighting a volcanic eruption at age 40 AG — Year of the Monkey
seventy; Avatar Aang of the Air Nomads is born. The Fire Nation begins raids on the Southern Water Tribe,
Bumi of Omashu is born. destroying its city and systematically capturing its
waterbending population.
2 BG Hama is taken prisoner by the Fire Nation.
Aang receives his tattoos after inventing the air scooter
technique, making him the youngest airbending master in 55 AG — Year of the Pig
recorded history. Prince Ozai is born to Fire Lord Azulon and his wife, Ilah.
1 BG 64 AG — Year of the Monkey
Aang and his eccentric childhood friend Bumi would slide Ursa is born to Jinzuk and Rina.
down the Omashu delivery system for fun. Aang played with
his friend Kuzon in the Fire Nation. 75 AG — Year of the Goat
The Hundred Year War (0 — 100 Kuei is born to the 51st Earth King, becoming heir to the
throne of the Earth Kingdom.
AG) 79 AG — Year of the Pig
0 AG — Year of the Dragon The 51st Earth King dies. Kuei becomes the 52nd Earth King.
Because of the new Earth King's youth, Long Feng is
Avatar Aang is confirmed as Avatar at the age of twelve, four
appointed Regent of Ba Sing Se, and becomes the Earth
years earlier than normal, because the monks were fearful of
King's most trusted advisor. Taking advantage of his position,
a possible war. The monks decided to send Aang to the
Long Feng suppresses knowledge of the war from the young
Eastern Air Temple to continue his training. Distraught and
prince and takes complete control of the city.
confused by his destiny, he flees from the Southern Air
Temple with his flying bison, Appa. Upon getting caught in a Before 82 AG
storm and being pulled underwater, Aang enters the Avatar
Kuei of the Earth Kingdom is born. At age four, his father dies
State and encases himself in ice near the South Pole.
and Kuei becomes the 52nd Earth King. Because of the new
Fire Lord Sozin begins what would be the Hundred Year Earth King's youth, Long Feng is appointed Regent of Ba Sing
War by attacking the other nations. He uses the power of a Se, and becomes the Earth King's most trusted advisor.
comet, later renamed Sozin's Comet in his honor, to launch a Taking advantage of his position, Long Feng suppresses
genocidal attack on the Air Nomads to kill the Avatar. This knowledge of the war from the young prince and takes
resulted in almost complete extinction of the Air Nomads with complete control of the city.
the sole survivor being Avatar Aang.
The Fire Nation launches a massive coordinated invasion
83 AG — Year of the Rabbit
of the Earth Kingdom, slowly but surely advancing across the Jet of the Earth Kingdom is born.
Toph Beifong is born to Lao Beifong and Poppy Beifong of La imprisons Admiral Zhao in the Fog of Lost Souls in
Gaoling. retaliation for Tui's death.
Princess Yue sacrifices her life to become the Moon Spirit.
92 AG — Year of the Rat This is made possible by the small bit of spirit that Tui infused
Penga is born. within her to bring her to life as a baby.
Iroh begins his legendary Siege of Ba Sing Se. Avatar Aang begins his earthbending training with Toph.
The Southern Raiders attack the Southern Water Tribe in An attempt to break through Ba Sing Se's Outer Wall,
an attempt to kill the last Southern waterbender. Chief using a giant drill and led by Princess Azula, fails.
Hakoda's wife Kya sacrifices herself to save the eight-year- Ba Sing Se falls to the Fire Nation through an internal coup
old Katara, the true last waterbender of the Southern Water d'état led by Princess Azula and the Dai Li.
Tribe. Avatar Aang is slain by Azula, and subsequently brought
95 AG — Year of the Rabbit back to life by Katara with spirit water.
Iroh breaks through the Outer Wall of Ba Sing Se. High-security prisoner General Iroh is imprisoned by
Princess Azula and the Dai Li.
Iroh's son Lu Ten is killed in the siege of Ba Sing Se, causing
Iroh to end the operation after six hundred days. Dai Li operative Joo Dee is appointed Supreme
Bureaucratic Administrator of Ba Sing Se by Princess Azula.
Princess Ursa conspires with Prince Ozai to kill Fire Lord
Azulon to save Zuko and make Ozai Fire Lord. With Azulon's The Fire Nation establishes administrative control of the
passing at age ninety-five, Ozai succeeds him as Fire Lord Serpent's Pass by establishing a fortified bridge.
and Ursa is banished from the Fire Nation Capital. First day of the eighth month: An attack on the Fire Nation
Prince Zuko becomes Heir to the throne of the Fire Nation. Capital led by Avatar Aang during a solar eclipse in an attempt
to defeat the Fire Lord fails, leaving many of the Fire Lord's
97 AG — Year of the Snake enemies imprisoned.
Prince Zuko is banished to capture the Avatar after an Agni During the eclipse, King Bumi liberates Omashu from the
Kai with his father, Fire Lord Ozai. He is accompanied by his Fire Nation.
uncle, Iroh.
Prince Zuko betrays the Fire Nation and joins the Avatar's
99 AG — Year of the Goat quest to oust Fire Lord Ozai.
Avatar Aang is awakened from one hundred years of Avatar Aang begins his firebending training with Prince
suspended animation by Katara and Sokka and begins his Zuko.
waterbending training with Katara. General Iroh breaks free from the Fire Nation Capital City
Prince Zuko locates the Avatar and begins to hunt him Prison.
down after his first attempt to apprehend him fails and causes Sometime after the first day of the eighth month: Sozin's
much damage to the village of the Southern Water Tribe. Comet returns, enhancing the firebenders' powers one
hundred-fold.
Prince Zuko and Katara defeat Azula during her Lightning Bolt Zolt is born.
coronation as Fire Lord in the Comet-Enhanced Agni Kai. This
causes Azula to lose her remaining sanity.
120 AG — Year of the Dragon
Lin Beifong is born.
Utilizing Sozin's Comet, Ozai launches a major attack on
the Earth Kingdom with his armada of Fire Nation airships to Hiroshi Sato is born.
decisively end the war with a sheer display of force and Around the same time, the cabbage merchant founds
destruction. Cabbage Corp.
An attack launched by Toph, Sokka, and Suki succeeds in
destroying the armada while Aang battles Ozai.
126 AG — Year of the Dog
Suyin Beifong is born.
Avatar Aang defeats Ozai using the Avatar State and uses
energybending to strip him of his firebending. 128 AG — Year of the Rat
Phoenix King Ozai is imprisoned for various war crimes. Yakone is placed on trial for his crimes against Republic City.
After attempting an escape, he loses his bending to Avatar
Prince Zuko ascends to the throne as Fire Lord, vowing to
the Nations that he will dedicate his rule to rebuilding the world Aang.
with the help of the Avatar. 130 AG — Year of the Tiger
Post-Hundred Year War (100 AG — Noatak, eldest son of Yakone and later known as the
revolutionary Amon, is born.
171 AG) 133 AG — Year of the Snake
100 AG — Year of the Monkey Tarrlok, youngest son of Yakone, is born.
The Harmony Restoration Movement is launched to remove
the Fire Nation colonies from the Earth Kingdom.
134 AG — Year of the Horse
Iroh, grandson of Zuko, is born.
101 AG — Year of the Rooster
Toph founds the Beifong Metalbending Academy.
135 AG — Year of the Goat
Pema is born.
In response to the Harmony Restoration Movement, Kori
Morishita creates the Yu Dao Resistance and attempts to 138 AG — Year of the Dog
assassinate Fire Lord Zuko. Hiroshi Sato founds Future Industries.
A crisis at Yu Dao causes Fire Lord Zuko to remove his
support from the Harmony Restoration Movement, 142 AG — Year of the Tiger
threatening to plunge the world into war once again. Toph resigns as Chief of Police.
Avatar Aang averts the war, with the notion that the
nations can live together in peace. He forms the Air Acolytes
144 AG — Year of the Dragon
Noatak at 14, runs away after defending Tarrlok from Yakone
from the Official Avatar Aang Fan Club.
and bloodbending them both.
102 AG — Year of the Dog 151 AG — Year of the Pig
Zuko, with the help of Team Avatar and his sister, Azula,
embark on a search for Ursa, which leads them to her new life Tonraq, heir apparent for the Northern Water Tribe chiefdom,
leads a battalion against an invasion of their home by
in Hira'a.
barbarians. He destroys a spirit forest in the process, resulting
Yu Dao and other Fire Nation colonies create a joint in his banishment by the tribal chief, his father.
government of Fire Nation and Earth Kingdom
representatives, beginning the progression toward the Unalaq takes Tonraq's position as heir apparent.
formation of the United Republic of Nations. Tonraq settles in the South Pole.
The Order of the White Lotus visits Korra's family at the South Bumi retires from the United Forces and moves to Air
Pole and confirm Korra's claim to be the Avatar. Temple Island with Tenzin and his family.
The United Republic Council is dissolved in favor of a
158 AG — Year of the Horse democratically elected president, the nonbender Raiko.
Yasuko, Hiroshi Sato's wife, is murdered during a robbery of
Korra breaks ties with Tenzin and begins her spiritual
the Sato estate by the Agni Kai Triad.
training with Unalaq.
Zaheer, Ming-Hua, Ghazan, and P'Li attempt to kidnap
Korra journeys to the heart of the South Pole and re-opens
Korra, but are apprehended by Chief Sokka, Tenzin, Tonraq,
a dormant spirit portal on the winter solstice.
and Fire Lord Zuko. The criminals are imprisoned in different,
specialized prisons across the world. Korra finds out the truth about how Unalaq framed his
brother to become Chief of the Water Tribes.
160 AG — Year of the Monkey The Water Tribe Civil War starts.
Mako and Bolin's parents are killed by a rogue firebender.
Korra is swallowed by a dark spirit, which causes her to
Jinora, the eldest child of Tenzin and Pema, is born. temporarily lose her memory. She later reconnects with the
first Avatar, Wan, and regains most of her memories.
163 AG — Year of the Pig
Jinora leads Korra into the Spirit World.
Ikki, the youngest daughter of Tenzin and Pema, is born.
Korra reopens the Northern spirit portal after Jinora's life
165 AG — Year of the Ox is threatened by Unalaq.
Meelo, the first son of Tenzin and Pema, is born. The third known Harmonic Convergence occurs.
167 AG — Year of the Rabbit Unalaq frees Vaatu and becomes the first Dark Avatar
after fusing with the spirit of darkness. He purges Raava out
Fire Lord Zuko passes the title of Fire Lord to his daughter,
of Korra and destroys the light spirit.
Izumi, and becomes an ambassador for peace.
Unalaq perishes after Vaatu's spirit is cleansed by Korra
Mako and Bolin leave the Triple Threat Triad and decide
using Unalaq's own spiritual cleansing technique.
to live with Toza in the Pro-bending Arena.
Korra starts the Avatar Cycle anew, though she no longer
170 AG — Year of the Horse has a connection to the past Avatars.
After passing her final firebending test, Korra goes to Republic
City in order to begin her airbending training with Tenzin. Second Age of the Avatar
The Anti-Bending Revolution publicly begins with the
destruction of the Pro-bending Arena during an Equalist (171 AG — Present)
attack.
Amon removes Tarrlok's bending. 171 AG — Year of the Sheep
The Equalists launch an attack on Republic City. During Korra leaves the spirit portals open and denounces the
their attack, the insurgents occupy the capital as well as Air Avatar's role as the bridge between the two worlds, assuming
Temple Island, and overthrow the United Republic Council. a more general peacekeeper role.
Amon removes the bending of several prisoners made during The Water Tribe Civil War ends. The Southern Water
the battle, including Lin Beifong's. Tribe becomes independent with Tonraq as its new chief.
Rohan, Tenzin and Pema's second son, is born during the Desna and Eska become the new co-chiefs of the
battle. Northern Water Tribe.
The United Forces' First Division is destroyed by the After a millennium of exile in the Spirit World, Hundun
Equalists' biplane armada upon attempting to take Republic reenters the mortal world to take revenge on the Avatar and
City back. throw the world into chaos. Korra defeats and kills Hundun,
Avatar Korra's bending is taken away by Amon during the however, restoring balance in the Spirit World.
Equalist victory rally, though she manages to unlock her Many nonbenders gain airbending abilities across the four
airbending and expose Amon as a waterbender from the nations, including Bumi, Kai, and Zaheer.
Northern Water Tribe, dealing a strong blow to the support of
the Anti-Bending Revolution. Amon flees Republic City with Korra is banished from Republic City by President Raiko.
his brother Tarrlok, who kills himself and Amon while crossing The Earth Queen Hou-Ting orders the Dai Li to kidnap
the Mo Ce Sea. airbenders throughout Ba Sing Se.
P'Li is killed by Suyin. The airbenders return to their nomadic roots, promoting
peace, balance, and harmony around the world while Korra
Bolin becomes the second known non-Avatar who can recuperates.
lavabend.
Air Nomads
Air Nomad is a collective term for a nation of people who as their new homes. Aang built a fifth air temple in the newly
practice the discipline of airbending. One of the four major established fifth nation, the United Republic of Nations, called
nations, the Air Nomads were wanderers but have four air Air Temple Island. Tenzin who became the Air Nation's
temples, one at each corner of the globe, hidden away atop representative in the United Republic Council, came to reside
mountain ranges in the northern Earth Kingdom and on three on the island with his wife, Pema, and their four children, three
remote islands. The theocratic Air Nomads were home to a of whom are known airbenders.
monastic order of men and women who practiced airbending. In 171 AG, the energy shift caused by Harmonic
Unlike the other nations, the people of the Air Nomads were, Convergence bestowed countless non-benders with
without any known exception, all benders due to the high level airbending abilities, prompting Tenzin and Avatar Korra to
of spirituality of their people. recruit volunteers to be trained in the ways of the Air Nomads.
The Air Nomads made up the smallest of the four nations This was proven to be a daunting task, as most of their new
in the world. They had a small economy, based entirely on prospects rejected the idea of leaving their loved ones and
limited agriculture. The population of the Air Nomads was worldly possessions behind. However, they discovered a
small compared to even the Water Tribe and was far smaller group of airbenders captured by Earth Queen Hou-Ting, who
than either of the world's two major powers, the Fire Nation was conscripting airbenders into an army. The new
and the Earth Kingdom. airbenders were rescued and chose to hone their new powers
In 0 AG, the Air Nomads were the victims of genocide at under Tenzin's tutelage at the Northern Air Temple. Tenzin
the hands of the Fire Nation. Ironically, the sole known and the volunteers found it difficult to meet halfway due to
survivor of the massacre was the very person the Fire Nation Tenzin's expectations of them being a complete reflection of
sought to kill in its quest for supremacy: the twelve-year-old the old Air Nomads. Eventually, both parties made amends
airbender and Avatar, Aang, who had run away from the and resumed training. Following the insurrection of the Red
Southern Air Temple shortly before the Hundred Year War Lotus, the new Air Nation returned to its nomadic roots, but,
began and became trapped in suspended animation in a unlike their predecessors' reclusive nature, they instead
globe of ice along with his lifetime friend, Appa. One hundred dedicated themselves to bringing peace and balance to the
years later, he was awakened and released by Katara and world.
Sokka, who helped him succeed in his quest to restore
balance and peace to the warring nations. Council of Elders
The Council of Elders was a group consisting of the theocratic
A year after the war, Avatar Aang discovered a group of
leaders of the Air Nomads. Each of the air temples had its own
Earth Kingdom citizens who had built a fan club in his honor;
council of head monks or nuns, their members being both the
he eventually transformed them into the Air Acolytes, a
political and the religious authorities.
community of nuns and monks dedicated to upholding Air
Nomad culture. Years later, Aang's marriage to Katara The Northern and Southern councils were composed of
blessed him with an airbending son, Tenzin, who was head monks, and the Eastern and Western councils were
extensively taught by Aang in airbending and Air Nomad composed of head sisters, in accordance with the primary
culture. The population of the Air Acolytes grew, prompting gender residing in each respective temple. The Southern Air
Aang to spearhead the restoration of the air temples to serve Temple had five head monks. Members of the Council of
Air Acolytes they are not airbenders themselves, they carry on the
teachings, culture, and traditions of the Air Nomads through
The Air Acolytes were founded in 101 AG from the members practice, as taught to them by Avatar Aang.
of the Official Avatar Aang Fan Club. Aang himself taught the
members of the group the ways of the Air Nomads and Water Tribe
The Water Tribe is a collective term for the nation of people The kingdom is ruled by a monarchy which operates under
who practice the art of waterbending. It is one of the original the rule of a king or queen.
four nations and its citizens primarily inhabit the northern and
southernmost regions of the globe, near both poles. Many Five-Seven-Five Society
people of Water Tribe ethnicity also live in the United Republic The Five-Seven-Five Society is an organization of young
and there is a small community of waterbenders that populate women who specialized in the art of poetry, with a focus on
the Foggy Swamp in the Earth Kingdom, although they were traditional haiku.
isolated from their sister tribes for generations and others
were largely unaware of their existence until they were Ba Sing Se University
stumbled upon by Avatar Aang, Katara, and Sokka.
Ba Sing Se University is a major institution of thought which
The people of the Water Tribe are generally peaceful, and educates scholars throughout the Earth Kingdom. It is the
strive to live in harmony with nature and the other nations of greatest university in the world, per its enrollment materials.
the world. There are two primary divisions of the Water Tribe, The university campus is a major landmark in the Middle Ring
the Northern Tribe and the Southern Tribe, though both were of Ba Sing Se.
at least de jure governed by the Northern chief until 171 AG.
Council of Five
Military The Council of Five is a group consisting of the five highest-
The military of the Water Tribe comprises the Northern Water ranking generals in the Earth Kingdom Army. As such, it is the
Tribe's regular military, the Southern Water Tribe's militia, and highest authority in the Earth Kingdom military and oversaw
the Foggy Swamp Tribe's forces. Due to their independence the country's entire war effort against the Fire Nation during
and separate location, these forces have rarely been united, the Hundred Year War.
and the northern and southern troops were at least once
involved in a civil war. Dai Li
For a long time, the military of the Water Tribes was much The Dai Li is the secretive and elite police force of Ba Sing Se
smaller and considerably less sophisticated than that of the who work to capture, interrogate, and imprison political
heavily populated Earth Kingdom or the highly industrialized dissidents. The organization was founded by Avatar Kyoshi
Fire Nation. Each tribe had its own militia, oftentimes not well with the aim of "protecting the cultural heritage of Ba Sing Se",
equipped and outnumbered, instead relying on knowledge of effectively protecting the Earth King's interest against
the country and the deep pride and willpower typical of a subversive individuals and groups.
warrior race. Only after the Hundred Year War and the
merging of the Northern and Southern Tribe's governments, a Kyoshi Warriors
standing army and navy were formed under the North's The Kyoshi Warriors are an order of female warriors named
leadership. However, after the Southern independence, the after Avatar Kyoshi, who founded them to protect her
Southern and Northern military were divided again, now led homeland, Kyoshi Island. With their unique and individual
by their respective Chiefs. fighting style, these elite fighters ensured the safety and
Earth Kingdom
about strength, but rather about using their opponent's' force
against them. Primarily, the warriors dealt with the disorderly
traders and travelers who, after a night of carousing in the port
The Earth Kingdom is one of the world's four nations.
of Kyoshi, often stumbled into the village and caused trouble.
Spanning an entire continent as well as several subsidiary
islands, it is the largest and most populated sovereignty in the
world and encompasses much of the eastern hemisphere.
Sandbenders
the Fire Nation. It was the world's most powerful military
during the Hundred Year War, and saw many glorious
These are Earthbenders who have adapted to life in the Si victories in battle throughout the span of the conflict.
Wong Desert. Their skills differ greatly from those of ordinary A large number of personnel comprise the Fire Nation
Earthbenders. military, of which the majority are volunteers, though in war
As their name indicates, sandbenders bend sand. They times conscription also does occur. The Fire Nation's army is
move quickly out in the desert, thanks to their specialized the second largest in the world in terms of numbers, after the
"sand-sailers". Since economic opportunities are limited in the Earth Kingdom, and it maintains the largest navy. The Fire
desert, Sandbenders get by however they can. They've been Nation military also possesses advanced and powerful
known to scavenge for dead animals, or even steal from military equipment, giving it huge military capabilities and
passing travelers at the nearby cantina. power projection solidifying itself as the most powerful military
force in the world.
Beetle-headed tribe
These desert-dwellers pre-date all other tribes in the Si Wong New Ozai Society
Desert. Legend has it that their beetle-like headpieces date The New Ozai Society was a reactionary rebel organization
back to ancient times when their ancestors lived underground founded by Ukano, which sought to restore glory to the Fire
and survived the attacks of giant gilacorns (see animals) by Nation through the reinstatement of Fire Lord Ozai.
mimicking the appearance of the nasty-tasting Sour Beetles -
- the only creatures on the desert floor not palatable to Rough Riders
gilacorns. The Rough Rhinos were an elite group of Fire Nation komodo
Their opportunistic streak and flexibility help make them rhino cavalry who worked on a freelance basis, claiming their
skillful traders -- they have an uncanny ability to see saleable loyalty to the Fire Lord during the Hundred Year War. After the
potential in almost anything presented to them. It's their rather war's end, they became mercenaries, and by 102 AG, they
easygoing nature that makes them every tribe's first choice were hired as the security detail of the Earthen Fire Refinery.
with whom to trade and swap. The original group consisted of five members, each of
Fire Nation
whom specialized in a different type of weapon or fighting
style, though their preferred weapons were not well adapted
for close-combat. After the Rough Rhinos became
The Fire Nation is one of the world's four nations and five mercenaries, they allowed former members of the army to join
sovereign states. It is an absolute monarchy led by the Fire them.
Lord and home to most firebenders. Geographically, the
nation is located along the planet's equator in the western
hemisphere and is composed of several islands. Its capital is
Yuyan Archers
The Yuyan Archers were a group of elite, highly skilled Fire
simply known as the Fire Nation Capital.
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. Fire Days Festival
Before the foundation of the United Republic and the following
The traveling Fire Days Festival is a Fire Nation sponsored
global technological revolution, it was also the strongest and
event that brings Fire Nation culture to its citizens forced to
most advanced country in the world.
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,
Other
founded by Xai Bau as a splinter faction of the Order of the
White Lotus after the Hundred Year War. Until 171 AG, the
organization operated through sleeper cells, keeping their
Some organizations transcend these national boundaries. existence unknown to the world. The Red Lotus' agenda is to
Order of the White Lotus have the humans and spirits coexist again and usher in a new
world order by dismantling the established nations and their
The Order of the White Lotus, also known as the White Lotus, leaders, which they originally planned to do by releasing
is an ancient and formerly secret society that transcends the Vaatu from his prison within the Tree of Time, and later by
boundaries of the four nations, seeking philosophy, beauty, assassinating world leaders and ending the Avatar Cycle.
and truth. They are devoted to the sharing of ancient
The rank-and-file of the Equalist revolution are not much Equalist Chi Blocker [Rival]
different from the common street thugs seen traipsing around Some members of the Equalist movement utilize chi blocking
Republic City. They receive their martial arts training from to combat benders. Equalists must train tirelessly to perfect
hidden Equalist compounds dotted throughout the city as well this art and those that do are incredibly useful tools in the fight
as its surrounding countryside. Although most Equalist Grunts against bender oppression.
fight using martial arts and have not yet learned the art of Chi
Blocking. Because of this, a Grunt may be wielding any 3 3 2 1 2 3
number of weapons from a bola to a shock glove. BR AGI INT PRE CUN WIL
2 2 2 2 2 2 4 10 0 0
BR AGI INT PRE CUN WIL SOAK WOUND R/M DEFENSE
2 5 0 0
Bola: Ranged; Damage 5; Critical 4; Range Bola: Ranged; Damage 5; Critical 4; Range
[medium]; Ensnare 1, Linked 1, Unwieldy 2. [medium]; Ensnare 1, Linked 1, Unwieldy 2.
Shock Glove: Martial Arts; Damage +2; Critical 5; Electrified Kali Sticks: Martial Arts; Damage +3;
Range [engaged]; Disorient 3, Stun Damage, Stun 3. Critical 2; Range [engaged]; Disorient 4, Linked 1,
Equalist Gear: +1 soak. Stun 3, Vicious 1.
Padded Armor: +1 soak, 1 melee defense.
Equalist Lieutenant [Nemesis] Goggles, cool mustache.
Rarely are Equalist operatives in the field alone. After Amon,
many Equalist cells went dark, each carrying on its passive
Street Thug [Minion]
operations, led by their respective Lieutenants until the signal Skullduggery needs doing, and there are always thugs to get
finally came. Who – or what – is compelling these new it done.
Equalist leaders to act is largely unknown. 3 2 1 2 2 2
3 5 4 4 2 4 BR AGI INT PRE CUN WIL
BR AGI INT PRE CUN WIL 3 5 0 0
4 18 20 0 1 SOAK WOUND R/M DEFENSE
SOAK WOUND STRAIN R/M DEFENSE
Skills (group only): Melee (Light), Coercion.
Skills: Martial Arts 3, Vigilance 1, Perception 2, Melee (Light) Talents: None.
2, Discipline 1, Leadership 2 Abilities:
Talents:
Threatening: While providing assistance on another
Adversary 2: Upgrade the difficulty of combat character’s Coercion checks, add s to the results for
checks targeting this character twice. each minion in the group beyond the first.
Chi Disruption: The character may make a Hard Equipment:
( ) Martial Arts check targeting an engaged
character. If successful, deal strain instead of Dagger: Melee [Light]; Damage +2; Critical 3; Range
wounds. If the target is a bender, they cannot use [engaged]; Accurate 1.
any forms until the end of their next turn and any form Shuriken: Ranged; Damage 5; Critical 4; Range
currently sustained through concentration [short]; Limited Ammo 3, Pierce 1, Vicious 1.
immediately ends. You may spend aaa to
immobilize the target and d to stagger them.
Triple Threat Triad [Rival]
Coordinated Assault 3: Once per turn, your The Triple Threats consider themselves an ‘equal opportunity’
character may use this talent to have a number of organization – all benders have an equal chance to join their
allies engaged with your character equal to your crew. People looking for a fight, the down and out, and
ranks in Leadership add a to all combat checks they orphans tend to seek out these jobs.
make until the end of your character’s next turn. The 2 3 2 2 2 3
range of this talent increases by one band per rank
of Coordinated Assault beyond the first. BR AGI INT PRE CUN WIL
Improved Parry: When this character suffers a hit 3 12 0 0
from a melee combat check and uses Parry to SOAK WOUND R/M DEFENSE
reduce the damage from that hit, after the attack is
resolved, they may spend hhh or d from the
attacker’s check to use this talent. Then, the Skills: Bending Arts 2, Melee (Light) 2, Coercion 1,
character automatically hits the attacker with a Knowledge: Streetwise 2.
martial or melee weapon they are wielding. The hit Talents:
deals the weapon’s base damage, plus any damage
Skills: Melee (Light) 2, Martial Arts 1, Leadership 2, Bending Skills: Bending Arts 2, Vigilance 2, Leadership 2, Melee
Arts 2. (Light) 2, Discipline 2, Resilience 1.
Talents: Talents:
Adversary 1: Upgrade the difficulty of combat Adversary 2: Upgrade the difficulty of combat
checks targeting this character once. checks targeting this character twice.
Abilities: Field Commander: The character may use this
talent to make an Average ( ) Leadership
Adversary Bending: The character can use a
check. If successful, a number of allies equal to the
number of forms per encounter equal to their
character’s Presence may immediately suffer 1
Willpower without suffering strain.
strain to perform one maneuver (out of turn). If there
Military Precision: May add to checks made to
are any questions as to which allies take their
destroy structures or use cooperative earthbending.
maneuvers first, this character is the final arbiter.
Forms: An earth army captain can choose any earthbending
Abilities:
actions and maneuvers, and may select additional form
effects, as normal. The forms they use most often are the Adversary Bending: The character can use a
following: number of forms per encounter equal to their
Willpower without suffering strain.
Earth Coin: May spend an action to hurl a silhouette
High Command: Any Leadership check made to
2 slab of earth at a target within medium range,
causing them to make an opposed Athletics or bolster Earth Kingdom troops add to the troops
Coordination versus Bending Arts (Br) check to above any already given by the roll.
avoid the disc; targets engaged with disc either jump Earth Coin: May use an action to hurl a silhouette 2
out of the way or take a number of damage ignoring slab of earth at the opponent, causing them to make
soak equal to the Rival’s Body rating; earthbenders an opposed Agility versus Bending Arts (Brawn)
can make a Bending Arts (br) check instead, and check to avoid the object; targets engaged with
may spend aaa or t to redirect the disc at object either jump out of the way or take a number of
another target, causing the same effect. damage ignoring soak equal to the Rival’s Brawn
Abilities: 3 11 1 1
SOAK WOUND R/M DEFENSE
Adversary Bending: The character can use a
number of forms per encounter equal to their
Willpower without suffering strain. Skills: Melee (Light) 2, Knowledge (Geography) 1,
Disciple of Fire: Reduce the difficulty of Bending Leadership 2, Sailing 2.
Arts checks by one, to a minimum of Easy ( ), and
Talents:
increase the base damage of Attack forms by three.
Adversary 1: Upgrade the difficulty of combat
Forms: A fire sage can choose any firebending actions and
checks targeting this character once.
maneuvers, and may select additional form effects, as normal.
The forms they use most often are the following: Duelist: The character adds to their melee
combat checks when engaged with only a single
Heat Control: Select one target within short range opponent. The character adds to their melee
and make an Average ( ) Bending Arts (Cun) combat checks when engaged with three or more
check. If successful, until the end of the fire sage’s
opponents.
next turn, the target decreases the ability of any skill
checks they make by one. Abilities:
Healing Embers: Select one engaged target who is Adversary Bending: The character can use a
not incapacitated and make an Average ( ) number of forms per encounter equal to their
Bending Arts (Int) check. If successful, the target Willpower without suffering strain.
heals 1 wound per uncanceled s, and 1 strain per Naval Superiority: This character may add to all
uncanceled a. combat checks when engaged with any character
Energy Reading: Select one target within short untrained in Sailing, so long as they are on a boat.
range and make a Hard Bending Arts (Cun) check. Veteran of a Thousand Battles: When this
If successful, any condition the target is suffering character makes a check to determine initiative
lasts for the remainder of the encounter, and they order, a on the check count as s.
suffer one strain for as long as the fire sage
maintains concentration on this form. Forms: A Fire Navy commander can choose any firebending
actions and maneuvers, and may select additional form
Equipment:
effects, as normal. The forms they use most often are the
Sage Robes: +1 soak. following:
Fire Navy Private [Minion] Fire Blast: Choose one target engaged or at short
range and make a Hard ( ) Bending Arts
Privates are not considered officers and are under the (Brawn or Agility) check. If successful, this attack
command of a ship's lieutenant. They are the lowest rank in inflicts 6 damage +1 damage per uncanceled s, with
the Fire Nation forces. Critical Rating 4, and Blast 5, Burn 2.
2 2 2 2 2 2 Fan the Flame: A fire navy commander may target
themselves and make an Average ( ) Bending
BR AGI INT PRE CUN WIL
Arts (Cun) check. If successful, they increase the
3 5 0 0 ability of any skill checks they make by two.
2 3 3 2 1 3 4 3 4 3 3 5
BR AGI INT PRE CUN WIL BR AGI INT PRE CUN WIL
3 14 0 1 5 18 22 1 2
SOAK WOUND R/M DEFENSE SOAK WOUND STRAIN R/M DEFENSE
Skills: Martial Arts 2, Empathy 1, Knowledge (Spirit World) 2, Skills: Empathy 2, Bending Arts 4, Martial Arts 2, Knowledge
Discipline 2, Vigilance 2, and Bending Arts 3. (Spirit World) 4, Discipline 4, Vigilance 3, Leadership 3, and
Negotiation 2.
Talents: None.
Talents:
Abilities:
Adversary 2: Upgrade the difficulty of combat
Adversary Bending: The character can use a
checks targeting this character twice.
number of forms per encounter equal to their
Inspiring Leadership: The character can use this
Willpower without suffering strain.
talent to make a Hard ( ) Leadership check.
Elemental Mastery: The first effect this character
If successful, a number of allies not exceeding the
adds to a form does not increase the difficulty of the
White Lotus Master’s Presence within medium range
Bending Arts check.
add s to their next skill check.
Never Alone: May spend aaa or t on checks
made by a White Lotus sentry to determine Initiative Abilities:
to have one additional sentry appear at long range; Adversary Bending: The character can use a
this new sentry also makes a check to determine number of forms per encounter equal to their
Initiative. Willpower without suffering strain.
Forms: Benders can choose any bending actions allowed for Ancient Order: Once per session, you may spend
their element, and may select additional form effects, as one Story Point to have one previously unknown
normal. The forms they use most often are the following: character reveal themselves in the scene as an ally
to the White Lotus Master.
Elemental Strike: Choose one target engaged or at
Bending Disciple: Reduce the difficulty of Bending
short range and make an Average ( ) Bending
Arts (Brawn or Agility) check. If successful, this Arts checks by one, to a minimum of Easy ( ), and
attack inflicts 4 damage +1 damage per uncanceled increase the base damage of Attack forms by three.
s, with Critical Rating 6, and with the following Forms: Benders can choose any bending actions allowed for
qualities: Burn 4 for firebenders, Disorient 4 for their element, and may select additional form effects, as
airbenders, Stun 4 for waterbenders, or Ensnare 4 normal. The forms they use most often are the following:
for earthbenders.
Elemental Strike: Choose one target engaged or at
Elemental Barrier: Choose one engaged target or
short range and make an Average ( ) Bending
self and make a Hard ( ) Bending Arts (Wil)
Arts (Brawn or Agility) check. If successful, this
check. If successful, the bender reduces the
attack inflicts 4 damage +1 damage per uncanceled
damage of all hits they suffer by 1 plus 1 for every
s, with Critical Rating 6, and with the following
ss beyond the first until the end of their next turn;
qualities: Burn 4 for firebenders, Disorient 4 for
in addition, if an attack targeting the bender
airbenders, Stun 4 for waterbenders, or Ensnare 4
generates hhh or d, the attacker suffers a hit
for earthbenders.
inflicting damage equal to the total damage of the
Elemental Control: Select a location up to medium
attack; the bender may perform the concentrate
range and make an Average ( ) Bending Arts
maneuver to maintain the effects of this barrier.
Creatures
Armadillo Lion [Rival]
5 16 1 1 Abilities:
Hog Monkey [Minion] reversed toe characteristic of many modern birds, and it has
a small dorsal fin on its back.
1 4 3 1 4 1
BR AGI INT PRE CUN WIL
1 5 0 0
SOAK WOUND R/M DEFENSE
Skills (group only): Coordination, Melee, Survival, Vigilance, BR AGI INT PRE CUN WIL
and Skulduggery. 9 20 1 1
Talents: None. SOAK WOUND DEFENSE
Abilities: 2 2 1
Mischievous: As a maneuver, may distract one SILHOUETTE SPEED HANDLING
character at short range; that character adds to
their next check for creature in that minion group. Skills: Survival 2, Athletics 2, Discipline 1, Brawling 2.
Ornery: Add to all attempts to handle,
Talents:
domesticate, or otherwise work with this creature.
Skills: Athletics 2, Melee 3, Perception 3, Resilience 2, Adversary 1: Upgrade the difficulty of combat
Vigilance 3. checks targeting this character once.
Enduring 2: This creature’s soak value is increased
Talents:
by two.
Adversary 2: Upgrade the difficulty of combat Abilities:
checks targeting this character twice.
Enduring 3: This creature’s soak value is increased Aquatic: This creature never treats water as difficult
by three. terrain and can breathe underwater. It cannot move
or survive on land.
Abilities:
Terrifying: At the start of the encounter, all
Ambush Predator: When attacking a target that has opponents must make a Daunting ( ) fear
not yet acted during the current encounter, this check as an out-of-turn incidental, as per page 243
creature adds to its combat checks. of the Genesys Core Rulebook. If there are multiple
Swallow: May make an opposed Melee check to sources of fear in the encounter, the opponents only
swallow an engaged target. If the check is make one fear check against the most terrifying
successful, swallowed characters are immobilized enemy.
and suffer 6 damage at the start of each round but Silhouette 3 – 4.
can escape if this character is killed or by making a Equipment:
successful Hard ( ) Athletics check.
Leap: As a maneuver, may engage a target on the Massive teeth: Melee; Damage 7; Critical 2; Range
ground from any point within medium range. [Engaged]; Pierce 3.
Terrifying 3: At the start of the encounter, all Smashing tail: Melee; Damage 6; Critical 5; Range
opponents must make a Hard ( ) fear check [Short]; Concussive 1, Disorient 2.
as an out-of-turn incidental, as per page 243 of the
Genesys Core Rulebook. If there are multiple
Scorpion bee [Minion]
Scorpion bees live in colonies and are not the friendliest of
sources of fear in the encounter, the opponents only
insects; they will swarm and cover a person from head to toe,
make one fear check against the most terrifying
but will not sting unless provoked by sudden movements or
enemy.
loud noises, as they demonstrated while resting on Avatar
Tremorsense: As long as the sand shark is in
Aang. Smoke proves to be helpful in getting rid of them as it
contact with the ground, it cannot be blinded or
makes the bees tired. Scorpion bees will never attack a
deafened, and is unaffected by light conditions.
character unprovoked and will always attack in swarms.
Silhouette 4 – 5.
Equipment: 1 3 1 1 1 1
BR AGI INT PRE CUN WIL
Massive jaw: Melee; Damage 9; Critical 3; Range
[Engaged]; Pierce 2, Vicious 4. 0 3 1 1
Skills: Athletics 2, Coordination 2, Cool 3, Discipline 3, Melee Adversary 2: Upgrade the difficulty of combat
3, Coercion 3, and Vigilance 2. checks targeting this character twice.
Clever Retort: Once per turn, Koh may add an
Talents: None.
automatic hh to another character’s social skill
Abilities: check.
Adversary 1: Upgrade the difficulty of combat Abilities:
checks targeting this character once.
Ominous Reputation: When an opponent targets
Eye of the Spirit: The spirit chooses one target
Koh with a check, the opponent suffers 2 strain.
within medium range and makes an Average ( )
Terrifying: At the start of the encounter, all
Discipline check; if the check is successful, until the
opponents must make a Daunting ( ) fear
end of the spirit’s next turn, after the target makes a
check as an out-of-turn incidental, as per page 243
check, this character may choose one type of die in
of the Genesys Core Rulebook. If there are multiple
the pool and reroll all of the dice of that type; can
sources of fear in the encounter, the opponents only
sustain the effects by performing a concentrate
make one fear check against the most terrifying
maneuver.
enemy.
Fearless: Immune to the effects of fear.
The Facestealer: As an incidental, Koh may change
Phase Shift: Once per turn, this spirit may move to
his face to that of any he has acquired. Once per
any location within short range as an incidental,
encounter, Koh may spend a Story Point to force a
including locations that are vertically distant or have
target who can see him to make an opposed Cool
no easy access route.
versus Vigilance check, or else lose their face to
Silhouette 2 – 3.
Koh’s collection. Stealing a character’s face will not
Equipment:
Adventure Summary
The Great Uniter is an adventure designed to present a group arrive at its intended destination. Still, this scene can be used
of new players with a broad view of the abilities they possess liberally by the GM to invoke PC backgrounds, or Motivations
and the world they can explore. Specifically, it sets the Player as plot hooks.
Characters on the path to shaping their own story, developing When the game session begins, the PCs have only a brief
their bending techniques or investing in the world around amount of time to survey their surroundings. It is likely that the
them. It can also be used to establish the players within an PCs do not yet know one another—this is all right. In a few
alternative timeline of events from The Legend of Korra and moments, they will find themselves irrevocably woven
as the catalyst for future adventures. together in a tapestry of the antagonist’s making.
In this adventure, the Player Characters begin in media They will learn about who their captors are working for,
res as passengers on the Ba Sing Se monorail heading and meet a mysterious Nemesis NPC who gives them an
outbound from the Middle Ring to the Lower Ring. The even stranger opportunity. Finally, the adventure provides an
reason(s) for each character being aboard this train at this open-ended egress from which you can jump off into one of
particular time should be up to the Players and the Game the many adventure hooks outlined in the last section
Master, with the GM keeping in mind that the train will never Episode III: …Into the Fire.
Talents: None. She continues to sob loudly, and you suspect her
Abilities: None. cries may alert the guards to your attempt at
escaping.
Equipment:
Bola: Ranged; Damage 5; Critical 4; Range
[medium]; Ensnare 1, Linked 1, Unwieldy 2. If the PCs offer to help the NPCs, read the following:
Sword: Melee (Light); Damage 6; Critical 2; Range
[Engaged]; Defensive 1.
Regular clothing: +1 soak. One of the passengers, a young boy, thanks you
profusely and begins to remove something from his
It should be apparent to the party that Chen is hesitant about pocket.
the entire operation; he may be persuaded to help the
captives slip away. If the PCs can pass a Hard ( ) “My parents probably think I just got lost, or worse—
Charm check, Chen will mutter something about ‘keeping his that something terrible happened to me. If it weren’t
honor’ before discreetly (“accidentally”) dropping the cuff keys for you, I might never be seein’ them again. Take this,
as he and the other two guards close the “door” behind them. it’s a map of my borough in the Outer Ring. My
The players can use these to unlock their restraints, but will parents don’t trust me to travel without it, but I know
still be stuck in a doorless, windowless hole in the ground. my way around the city. That dot there is where I live.
If you ever want to visit for any reason, my father
If the party contains an earthbender, that player can makes the best Jasmine tea in the whole city!” His
attempt an Average ( ) Bending Arts check to open a excitement winds down as he motions to you to lead
hole in the wall where the guards came and went—assuming the rest of the way.
they’re no longer in restraints. Otherwise, the GM can assist
the players in their escape attempt in whatever manner fits.
Perhaps a PC’s backstory plot hook can come into play; one
of the other passengers, also being held captive, might be an Sneaking Around
untrained earthbender. With a little guidance [let’s call it an Depending on how the party escapes their confinement, their
Average ( ) Leadership check], the passenger might be presence may not be known to their unknown captors. For
encouraged enough to use their earthbending to create a instance, if Chen drops the key, or they free themselves from
doorway. restraint and escape when the NPCs are gone, no one would
be around to immediately notice their absence. However, if
they fight to get out of their holding area, the rest of the
Scene 3: Pursuit
The cavern in which the players find themselves is large,
but not overwhelming. It has a few large open spaces,
interconnected by linking tunnels. As they exit their cell, the
By now, the Player Characters should be free—whether they
party will see that the path goes in both directions to their left
escaped or were released. They may have even acquire more
and right. The cavern system is a complete circle, with three
information about their current predicament.
points of entry; two in the same, main cavern leading upstairs
to the docks, and one on the opposite side of the system Regardless of their circumstances, the PCs will ultimately
leading down. find themselves escaping the makeshift tunnels, caverns, and
holding cells in which they awoke. When they reach the docks,
As the party explores, they’ll have the opportunity to find
the GM should read or paraphrase the following:
their belongings which have been stashed away, and they
may even see some softly glowing crates emitting a green
light. The same glow is coming from the stairs which go down,
You can tell you’re nearing the end of the tunnel
and if discovered the players will see that this floor is just a
when you see a dim light at the other end coming
smaller, damper environment where larger versions of the
from the top of the stairs. Rushing to your escape, the
crystal are formed along the back wall—it looks like a smell of wet earth and salt fills the air. As you step
harvesting operation. It’s possible these captors are working through the final threshold, a great wall stands before
a second job in gathering these crystals—but who would want you emblazoned with Earth Kingdom insignia.
them, and why? Multiple watchtowers run along the wall adorned with
green and gold tiling. You can hear the soothing
Enemy Encounters rhythm of light waves crashing against the other side
of the wall.
How many NPCs are in the cavern system is up to you and
the challenge desired by the party, but too many could result
Despite these grandiose trappings, the entire facility
in a party wipe, and too few might feel like a nuisance. One
looks and feels abandoned. Moss can be seen
way to troubleshoot this problem is to start small, and add on growing along the wall in several locations, growing
more. over the stone staircases to the watchtowers. Several
For example, maybe the NPCs from earlier are just a pillars are cracked or near-collapsing, and the towers
detached patrol—another one could be on the way. If the PCs themselves look as though they have seen better
days. One of the towers has, in fact, collapsed in on
fight them, remember that the NPCs are smart human beings
itself. You can tell the Earth Kingdom has provided
and would probably retreat to their allies rather than stand and
few, if any, resources for the upkeep of this particular
die. If the PCs are overwhelming them, have them retreat and station.
the next encounter can result in an ‘increased’ number as a
result of the NPCs alerting their buddies.
At least one of these NPCs is a Nemesis-level The players might want to take a bit of time to explore their
metalbender—Shintu the Disciple—who was earlier referred surroundings; the GM should give let them [briefly] make
to as ‘the boss’ by one of the guards. some checks. A character can make an Average ( )
Several (but not most) of the other NPCs could be Rival- Knowledge (Geography or History) check to learn that this
level earthbenders (including Chen). The remaining NPCs would have been the sister port taking in refugees from the
should be Minion-level characters in groups of 3 or more. If famed Full Moon Bay, and that it was once used as a
the players encounter these adversaries during their escape, checkpoint for refugees during the Hundred Year War.
each group of minions should be accompanied by no more People, mostly refugees, traveled from all over the world to
than two Rival-level earthbenders. come to this secluded dock, hidden from the Fire Nation,
seeking haven and safe passage into Ba Sing Se.
For Player Characters who are just beginning, this is a
sufficient challenge, and much of it could be overcome If the players roll for Perception, the GM might tell the
through stealth or diplomacy, rather than fighting. Remember PCs that the center appears to have repurposed—possibly by
that these NPCs are also human—they have strengths, flaws, brigands, bandits, and pirates—as some sort of base of
desires and fears of their own. operations or hideout. As the Player Characters explore their
surroundings or deliberate among themselves on how to
The goal for the players—at this point—should be to proceed, the GM should feel at liberty to divulge (or withhold)
escape. They may want to find out why they were taken and as much information about their assailants as is necessary to
what is going on generally. As the GM, your job is to engage spark player interest.
the PCs with dialogue from the NPCs intermittently between
combat or stealth encounters where appropriate; in addition, This area contains only two obvious means through which
the GM should entice the players to go after Dr. Dao and his the players can exit the docks: they can attempt to take one
assailants. Different facts about his kidnapping can be alluded of the three boats out of the bay or they can head back into a
to (or made up) that tie-in directly with a PCs Motivation. If tunnel on the opposite wall, which leads down some stairs,
NPC enemies are left conscious, they can be interrogated back into the complex and circles back around to their cell
and, if successful, may divulge more information about who from the other side. A third, hidden option can be discovered
they are, where they are, why they are there, and what they if they can investigate the cavern to discover the hidden exit
intend to accomplish by kidnapping Dr. Dao. on the opposite side of the docks. What they’ll see is stone
After each encounter, you can see how every decision FORE PORT STARBRD AFT
made by the party begins to shape the outcomes which befall
them, and how their actions impact the overall narrative. Manufacturer: Unknown.
Perhaps the party rolled so particularly well that they even
Crew: One captain, 2 sailors and crew.
managed to convince Chen, the earthbending bodyguard, to
abandon his ignoble cause to aid them in their escape. Encumbrance Capacity: 400.
While Episode I was merely a brief introduction intended Passenger Capacity: 20 passengers.
to familiarize new players with the mechanics and atmosphere Price/Rarity: 85 silver pieces / 7.
of Avatar: The Second Age, from here on out the story could
go in any direction. A GM should be prepared to think of new Customization Hard Points: 2.
characters, encounters, and scenarios on the fly. When it Weapons: None.
comes to the party—you can’t plan for everything. Should the party commandeer one of the ships, they will
One important decision can help the GM guide players need to pass an Average ( ) Sailing check in order to
through “The Great Uniter” and it depends on whether the make way for whatever destination they choose; depending
players took a boat. Although the players have the opportunity on how the players acquired the vessel could change a
to (and will frequently) wander ‘off the rails’, the boat number of things. If they had to use force, perhaps their battle
specifically serves as another plothook for the party. Within, it damaged some core component of the ship, in which case a
contains the figurative and literal keys to uncovering more Mechanics check could be make the necessary repairs.
information about the party’s abductors and their plans for Dr.
Dao.
Survival: There’s plenty of food and other supplies in the [day 22] He does something different every night.
kitchen. He’s gone to the Jasmine Dragon in the Upper Ring a
a: The beds are cozy and there are plenty for couple of times, but he’s also been to the Middle, and
everyone (including any other prisoners rescued). even Lower Ring. Is he sight-seeing?
t: The ship even has several first aid kits, and plenty
[day 23] Shintu said we’re making a move on the
of tea.
doctor tomorrow. She wants Chen there, but she told
Mechanics: A successful Mechanics check is all that is me to go back to the ship and wait for her to get back.
needed for the PCs to see that this is not a standard Earth
Kingdom ferry. It has been modernized in a variety of ways.
a: Find out the ship has been upgraded and given Smooth Sailing
an engine.
After letting the party investigate the ship, decide what to do
t: Players are provided with the Modernized Ferry’s
next, and chatter amongst themselves, the GM will likely find
stat block.
herself being pulled in drastically different directions. Of
Sailing: Success is required to make way and to change course, if the players never took the ship and left the Full
course. Moon Bay waystation on foot, then they are probably already
aa or t: Find out the ship has been upgraded and wandering. This section is broken down into several sections
given an engine. outlining some guidance for GMs.
As they continue to explore the ships, the players will find Set Sail
the personal effects of its former inhabitants, which will shed Assuming the players took the ship and were successful in
light on their background and their possible motivations. making way, they’ll have had the opportunity to plot a course.
Based solely on the trinkets and clothing onboard, most of They could choose to go in just about any direction, and this
them outwardly appear to be Earth Kingdom citizens. may be the moment they decide to wander off to explore areas
At least one of them was keeping a journal, and the that are not planned for The Great Uniter. This is okay! As the
following may be read aloud or otherwise provided to the players wander, the GM’s role is to build the world around
players: them, to make it come to life with NPCs and towns through
which they can travel.
Not for the first time you notice a very tall man who’s
been following you for some time. He seems to have
been watching you, perhaps working up the gumption
to approach, or maybe planning something a bit more
sinister.
Devising a Plan
Desert.
He explains that he travelled from Republic City to
the Misty Palms Oasis to convene with the spirits If the PCs are willing to help Piànzi, the next step will be to
who have made their home there. devise a plan for recovering his lockbox. Narratively, it does
not matter where the players find the package—it’s a
Once he’s explained himself, Piànzi will make his pitch. He
McGuffin, a literary device meant to push the plot along. The
is looking to hire the PCs to return toward Ba Sing Se to
GM should have Piànzi offer clues about where the heirloom
retrieve his missing lockbox and meet him outside of the walls
could have ended up, and these locations may be inferred
of the city. Should they ask, Piànzi offers to pay the party 2000
from the party’s interests. This could be near Serpent’s Pass,
copper pieces…per person (such a high number so very early
either waystation of Full Moon Bay, even as far as Republic
on may be an irresistible reward for new players, and it’s a
City or the Si Wong Desert. If the PCs have gone elsewhere
not-so-stealthy way for the GM to hook the players into the
and ran into Piànzi there, the GM can refer to Chapter VIII:
plot). He will also promise to put the players in contact with
The Avatar Setting for additional inspiration and details
members of his ‘organization’ which he states is highly
about other places.
influential and supports a “good cause.”
The only prerequisite factor here is that the players accept
Once they receive the package, he explains, they are to
Piànzi’s offer and set out to where they believe the lockbox
continue en route to Ba Sing Se and meet him at the Jasmine
can be found. Their goal is to get moving, because regardless
Dragon in the Upper Ring. What they will not know, nor could
of where they wind up, the encounter is designed to be
they possibly find out at this point in time, is that Piànzi is a
roughly the same. Remember: no matter where they go, the
member of a powerful shadow organization, and that he is not,
players will ambush a small courier group who have been
in fact, the legitimate owner of the contents within the lockbox.
To which organization Piànzi claims membership is up to you; tasked with delivering the lockbox to Ba Sing Se.
it could be the Equalists, or the Red Lotus, or an entirely new Of course, the players may decline the offer and instead
faction created by you. choose to wander off; if they do so, the GM should refer to the
earlier part of Episode II where guidance can be found should
the players stray away from the narrative. Optional
encounters can be found at the end of this chapter.
It’s up to you to alert them to the arrival of the small Earth “This is an official caravan of the Earth Kingdom on
Kingdom entourage. If the characters have a spyglass or they orders from the Provisional Chancellor. Disarm
roll exceedingly well on a Perception check, they’ll learn (at yourselves and state your business.
a distance) that these people are not, in fact, highway bandits
but are wearing Earth Kingdom uniforms. How they choose to
proceed from there is entirely up to them. Perhaps they don’t Either the players comply with the orders of the Earth
care—or perhaps they are unaware—and choose to rush in Kingdom courier—and gain an opportunity to learn valuable
head-on simply to instigate a fight and hope for the best (if information—or they refuse to disarm and instigate the fight.
there is time, maybe they jumped a party of innocent travelers If they choose the latter, skip ahead to the Fight! section.
by mistake). If they rush in, you can skip to the Fight! section Otherwise, continue on with the social aspect of the encounter
up head. Otherwise, the party may verbally interact with the outlined in the Talking section.
Talking
couriers; skip ahead to Talking, if so.
If the party failed the Geography check, they will arrive
right behind the couriers. The party cannot sneak up on the If the players are curious enough, they may take the
couriers and are caught off-guard with no plan. The following opportunity to converse with the Earth Kingdom agents and,
can be read out loud: in the process, learn more about the lockbox, Piànzi, why the
packaged is being delivered, and ultimately who the parcel is
for.
You can smell the water from the lakes, including Full This section is a roughly-structured Social Encounter.
Moon Bay, the nearer you get to your destination. As There will be a variety of dialogue boxes that the GM can read
you cross over the next foothills, you see the aloud to inform the party (and progress the plot), or can use
imposing, jagged rock-way on the horizon. as guidelines and make up his own dialogue for the NPCs.
The party may experience all, or very few, of the options
Serpent’s Pass. You pause for a moment to breathe outlined here. Whether a certain response or piece of
in the view before quickly collecting yourself. As you information warrants a social skill check is entirely up to the
peer out beyond the foothills, you spot another party
GM.
inching toward the entrance of the walkway, much
closer to the awning than you. These could be Read aloud the following if the party indicates they want to
Piànzi’s bandits—but it’s too late, and you’ve been talk:
spotted. A small truck and an ostrich horse come to a
stop.
A stout man, presumably leading the Earth Kingdom
Before you can react, you hear an imposing “HALT!” party climbs out of the passenger side of the truck
and turns to face the player characters. He eyes your
The men surrounding Colonel Chang are silent and Captain Kong
still as stone. The colonel takes another two steps Captain Kong is a captain of the Earth Kingdom army. As
closer toward the party, toward the back end of the such, he wears yellow armor instead of the standard green
truck. variant and per the standard operating procedure of the Earth
Kingdom army, Kong is accompanied by his trusted mount,
“These men are under orders, and you are impeding Cho, a vivacious and swift ostrich horse. The captain is smug
on our time table. You are welcome to cross
and resentful of Colonel Chang and the rest of the Royal
Serpent’s Pass with us—safety in numbers, you
Guards; he believes their failure to protect the queen is
know—but you will need to move along otherwise.”
evidence of their corruption and he fully supports Kuvira in her
endeavors, buying in to her message about the inherent
Despite his surprising cordiality, Colonel Chang is corruption of monarchies, and her vision of the future. A
particularly pointed on the word “will.” He should provide the lifelong military man, Captain Kong aspires to become a
following answers to general questions without any skill General and a member of the Council of Five—or whatever
checks: takes its place.
Who are you? My name is Colonel Chang and this is Captain Kong has little patience for non-Earth Kingdom
Captain Kong. We are servants of the Earth Kingdom. citizens and even less so for a party of multicultural bandits.
[Captain Kong would likely let out a mumble or a grunt at this He understands that more than coincidence brought the PCs
remark]. to this critical junction in his caravan’s travels. He knows only
what he needs to know, and that’s good enough for him.
What are you doing? Our business here is classified, but
we would be happy to oblige any citizen trying to cross the Negotiations
Serpent’s Pass safely.
During a social encounter, the party can (and likely will)
Tell us about Serpent’s Pass / this area / the Earth attempt to convince the Colonel to hand over possession of
Kingdom. You don’t know? If you aren’t aware of the dangers the box, but this would be incredibly unlikely. They would need
inherent to the Serpent’s Pass, then that’s all I need to know to make a Formidable ( ) Charm check to
that you shouldn’t be here. Serpent is in the name! [Brush up succeed, and should include or depending on whether
on your Earth Kingdom lore]. the Colonel is favorable to the party. A favorable Daunting
We need the lockbox. This parcel is intended for direct ( ) Coercion or Negotiation check might convince
delivery to the Provisional Chancellor herself and we are duty- the Colonel to surrender the lockbox. Deception and
bound to safeguard its transport. Anyone who gets in the way Leadership will be far less likely to return any results while
of that is an enemy of the State and will be dealt with Empathy may allow the PCs to gain the Colonel’s favor.
accordingly. Any attempts at persuading or negotiation, or gaining
Colonel Chang favor with the Colonel will be interpreted by Captain Kong as
subterfuge and he will not relinquish the lockbox without a
Colonel Chang is a member of the Royal Earthbender Guards
fight. Depending on whether he views Colonel Chang as a
of Ba Sing Se, known as the King's Guard by the commoners.
traitor, he may open his attack on the party by attacking
These guards are earthbending warriors within the Earth
Chang first, forcing Chang to choose a side.
Kingdom affiliated with neither the Dai Li nor the army. They
instead serve as personal protectors of the earth monarch. If the party pushes too hard, or especially if they fail a
Since the assassination of Queen Hou-Ting, many Royal Deception or Coercion check, they’ll be in for a fight.
Fight!
Guards—particularly Chang—feel as though they have failed
at their jobs and are looking to adapt to the quickly-changing
structure of government brought about by the Provisional Perhaps the party was too stubborn, or a little headstrong, or
Chancellor Kuvira, who has brought her own personal elite maybe they were just bored…either way, there’s a fight. If the
metalbending warriors to serve as her closest guards. Feeling players arrived at Serpent’s Pass before the couriers, they
relegated to mundane tasks below his title, Colonel Chang is should get a boost to their Initiative roll. In this scenario, they
incredibly resentful of Kuvira and has little interest in her should roll Perception since they had the advantage of being
leadership. able to scope the scene. If the party arrived after the Earth
Although he seems approachable, Chang is still a Royal Kingdom couriers, they get no advantage and instead should
Guard and takes his title very seriously. He will be cordial with roll Vigilance since they’ll need to rely on their guts to gear-
the PCs, even moreso if he believes they endorse Earth up for a fight they were not likely anticipating. Ultimately, these
Kingdom tradition over Kuvira’s version of progress. He does are merely suggestions and the choice is up to the GM as to
not know the contents of the lockbox, but he believes which skill is appropriate based on the circumstances of the
whatever it is must be important. Chang met with Tien Satoru, moment.
an Earth Kingdom engineer and innovator living in Republic
City. Tien is the grandson of Earthen Fire Refinery’s own
Lieutenant Chang (Royal Earthbender
Satoru and the inventor of a device that “will change the Guard) [Rival]
course of nonbender history”. Chang listened patiently as Tien
4 2 2 2 3 3
babbled on about his prototype and understood very few of its
Sea Serpent [Nemesis] Enter Tien Satoru, a nonbender engineer who identified
the possibility of shrinking Fire Nation turret barrels, and using
This ferocious animal lives mostly on fish and other water natural materials to imitate the ignition of an explosive
creatures, but it will attack and eat just about anything—it has substance, propelling a small object across a great distance
even been known to attack ships when looking for a meal. The with breakneck velocity. Although not an Equalist himself,
serpent lets out a loud, blood-curdling scream just before it Satoru was inspired by the plight of nonbenders to “level out”
attacks. See the Sea Serpent entry on page 198. the playing field between those with the awe-inspiring ability
If the players are on the verge of winning, Commander to manipulate the world around them, and those who cannot;
Chang will surrender, as he values his life and freedom more the “great equalizer” as many have called it.
than he fears what the collapsing Earth Kingdom government Thus, if the party opens the box before returning it, or they
will do to him. Captain Kong will continue to fight only if he still retain the package for themselves, they will likely stumble
has Cho. If his mount goes down, he will surrender. No matter upon its contents. In-character, they will have little-to-no
what they do, this scene ends on a sort of climax. understanding of the device or the schematics. The players,
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.
Shock Collar
intervening and preserving balance, or looking away as the
firebenders torch forests to the ground. In addition, these
activities could relate to motives of any of the antagonists in
Haruto has made a name for himself, claiming he has
“The Great Uniter.”
“mastered the element of lightning” and stands accused of
Spiritual Vampires kidnapping people off the streets of Ba Sing Se and Republic
City, forcing them into silver shackles, laboring away in his
Strange things have been happening in Republic City. One of silver mines. He claims they are working off debts, but rumors
the weaker triads has amassed a lot of power in a short suggest he treats them as slaves, shocking them by the silver
amount of time, and spirits living in the city have become collars around their necks; some say this happen at the press
corrupted in their wake. The triad’s benders, once laughed at of a button, but others say it happens at the snap of finger.
for being among the weakest, are now incredibly strong. Even Can he really bend lightning? What is he doing with all that
the police seem unable to halt their progress. silver?
Antagonist: Ketsuki [Nemesis] fire bender and spiritualist Adversary: Haruto [Nemesis Firebender/Merchant]
Hooks: The Player Characters can be tasked with infiltrating Hooks: The party would likely hear rumors from mountain
the triad. villages about a cruel foreman ‘nearby’ (perhaps,
conveniently, the range of mountains nearest to the players).
Clues: The party may learn that they achieved this with the If they’re in Ba Sing Se or Republic City, they’ll no doubt come
help of someone who gave them devices that can amplify their across reports of kidnappings.
skills by siphoning the energy of surrounding spirits,
corrupting them and turning them into dark spirits. Naturally, Clues: As one of the best electrical conductors, it makes
the spirits are not happy about this. sense Haruto would use silver to facilitate his shock collars—
is that why he mines it, or does he have another level to his
Spiritual Vengeance aspirations?
A shaman requests an escort for her quest to placate a spirit Sumo Bending
that annually threatens her village.
The party stumbles across an underground wrestling ring for
Antagonist: Wei Fong the Vengeful [Nemesis Spirit] benders. Any of the four elements may participate in these
Guide: Jaya [Rival-level Waterbender herbalist] one-on-one or tag-team fights where users are handicapped
according to their element. What the players don’t know is that
someone is rigging the fight.
Thunderous Applause
throughout their travels.
Clues: While Minister Popo presents a pleasant social
A huge storm is wracking the countryside, forcing the party to encounter, the loan shark angle presents both a more difficult
seek shelter. In their search for a nearby town, they come social challenge, and a potential combat encounter.
across a roadside shrine filled with other weary travelers.
They are forbidden entry by a short and frail woman who Wandering Master
demands that the PCs tell a rousing tale to appease the
shrine’s spirit, or else they will be barred from seeking shelter Along their travels, the player characters meet a nonbender
here. samurai master who harbors a deep-seated hatred for
benders; he habitually challenges them to duels to prove
Antagonists: Mun Shin [Rival] blocks the door to the shrine. himself their better. When he encounters the party, he
She’s not really the antagonist, per se, but she will give a challenges each bender PC to a one-on-one duel.
feeble attempt to stand between the party and the shrine.
Antagonist: Satoshi [Nemesis Warrior/Assassin]; Talents:
Meifen the Drama Queen [Nemesis Spirit]; Abilities: Hard to Deflect 2, Expert Deflect, Master Deflect, Parry 2, Expert
Please (add to all social checks against Meifen); General Parry, Master Parry; Equip: Samurai robes (+1 DEF), Katana
Disdain (characters suffer 1 additional strain if they try to use (Melee; DMG 6; CRIT 4; Slash 2; Defensive 1)
humor to appease Meifen)
Hooks: As with the last few scenarios, the Wandering Master
Hooks: Such a scenario could happen at any moment; as a lends itself to be a random encounter at any point in the
break in the action, or when there is a lull of activity. party’s adventure.
Clues: As a social encounter, Meifen cannot be ‘defeated’ but Clues: If any of the PCs manage to beat Satoshi, he could tag
rather appeased. The idea here is for the GM to encourage along as a Master NPC who imparts wisdom and aids on
the players to put on a small improv performance, regaling future missions.
Meifen perhaps with the drama of their own adventures so far.