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THE Rogue

NAME:
Idir
Background
„ Military „ Outlaw „ Urban
your training
„ Monastic „ Privileged „ Wilderness

Demeanor T h e ro l e P l ay i n g G a M e
„ Acerbic „ Sly
„ Joking „ Extreme
„ Cynical „ Wild Statuses
„ Empowered „ Doomed

POSITIVE

NEGATIVE
Fighting Style:
„ Favored „ Impaired
Sanbending „ Inspired „ Trapped
◆ „ Prepared „ Stunned

Stats Add +1 to one stat Balance Conditions


At character creation, shift your balance once if you like
„ Afraid
+2 CREATIVITY [+1] -2 to intimidate and call someone out

„ Angry
Friendship
0 FOCUS [0] -2 to guide and comfort and assess a situation

Survival
„ Guilty
-1 HARMONY [-1] ● -2 to push your luck and +2 to deny a callout

„ Insecure

+1 PASSION [+1] ● -2 to trick and resist shifting your balance

„ Troubled
Fatigue
-2 to plead and rely on your skills or training

See the back of this sheet for more on


clearing conditions

Bad Habits Moves choose two

„ roguish charm „ is that the best you got?


You’ve picked up some bad habits over the years. Most When you plead with an NPC or guide and When you goad or provoke an NPC into
other people are pretty set on trying to get you to stop. comfort someone by flattering them and foolhardy action, say what you want them to
But maybe you can bring your friends along for the ride… empathizing with them, mark 1-fatigue to roll do and roll with Passion. On a 10+, they do
Choose 4 bad habits you indulge: with Creativity instead of Harmony. it. On a 7–9, they can choose 1 instead:
„ Casual thievery and pickpocketing
• They do it, but more intensely than
„ Vandalism or sabotage „ Slippery Eel-Hound expected—you’re taken off guard.
„ Trespassing When you defend and maneuver and choose • They do it, but more carefully than
„ Daredevil stunts to use Seize a Position to escape the scene, expected—they gain an advantage against
„ “Charming” insults of dangerous people foes must mark an additional 2-fatigue to you.
„ Cons stop you, and you may bring any allies within • They don’t do it, but they embarrass
„ Rabble-rousing reach when you retreat. themselves—they mark a condition.
„ Gambling
• They don’t do it, but only catch themself at
Any necessary skills or talents related to your bad habits are „ You’re Not My Master! the last minute—they stumble and give you
considered to be part of your background. When you resist an NPC shifting your bal- an opportunity.
ance, roll +2 instead of +0.
When you indulge a bad habit on your own, shift your On a miss, they are provoked to take harsh
balance toward Survival, and roll with Survival. On a hit, „ Casing the Joint action, directly against you, in a way you’re
you pull it off and vent your frustrations; clear fatigue or When you assess a situation, add these ques- ill-prepared to counter.
conditions equal to your Survival (minimum 0). If you have tions to the list. You may always ask one extra
no fatigue or conditions, mark growth. On a 10+, you also question from these options, even on a miss.
gain a windfall, a boon or opportunity—your bad habits
paid off this time. On a miss, you’re caught by someone • What here is most valuable or interesting
dangerous or powerful, and they complicate your life. to me?
• Who or what is most vulnerable to me?
When you indulge a bad habit with a friend, shift your bal- • Who here is in control/wealthiest/has the
ance toward Friendship, and roll with Friendship. On a hit, most power?
you and your friend pull it off and grow closer; each of you
makes the other Inspired. On a 10+, you also obtain some
useful resource or information, and become Prepared. On a
miss, something goes terribly awry; you can either take the
heat yourself, or shift your Balance twice toward Survival
and leave your friend in the lurch.

©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Avatar Legends and all related titles, logos and characters are trademarks of Viacom International Inc.

(Order #36085676)
Your Character Fighting Techniques
Look:
Sandy hair and dark, mischievous eyes. Dresses in the
Sweep the Leg L P M
traditional clothing of the Si Wong tribes. Small and wiry build. advance & attack
You attack where an enemy is weakest or most off-balance; if your foe has a total of 3 or more
Home Town: Si Wong Desert fatigue and conditions marked, inflict 2-fatigue. If your foe has fewer than 3 total fatigue and
conditions marked, inflict 2-fatigue, but you must 1-mark fatigue as well.
History
• How did you come to feel that the only way to survive was to
break the rules?
• Who kept trying to reach a kind hand out towards you, only to Name: Eat Dirt L P M
be rebuffed?  defend & maneuver  advance & attack  evade & observe
• Who was ready to do anything to break you of your bad habits?
• What is your favorite possession that you stole, swiped, or Even the smallest pebble can cause a gator-phant to stumble. Cause a foe to lose their
otherwise acquired illegitimately? footing. Your target is Impaired and unable to choose defend and maneuver in the next
• Why are you committed to this group or purpose?
exchange.
Connections
__________________ is waaaaay too uptight, too trapped in
themselves; they need to break some rules!
Name: L P M
 defend & maneuver  advance & attack  evade & observe

__________________ is amazing and I hope they like me;


maybe they’re worth playing it straight?

Moment of Balance

You learned early on that you had to do what you needed Name: L P M
to survive, and that sometimes that meant you lost friends.  defend & maneuver  advance & attack  evade & observe
Now, you find a new balance: rule-breaking isn’t something
that just drives people away—it’s something you can use
constructively, with your friends! Tell the GM how you lead
your companions to break all the rules and accomplish an
incredible feat.

Clearing Conditions Name: L P M


• Afraid: run from danger or difficulty.  defend & maneuver  advance & attack  evade & observe
• Angry: break something important or lash out at a friend.
• Guilty: make a personal sacrifice to absolve your guilt.
• Insecure: take foolhardy action without talking to your companions.
• Troubled: seek guidance from a mentor or powerful figure.

GROWTH    
Growth Question
Name: L P M
At the end of each session, answer this question with the other  defend & maneuver  advance & attack  evade & observe
growth questions:
• Did you get a friend to join in or approve of
one of your bad habits?

Growth Advancements
• Take a new move from your playbook  
• Take a new move from another playbook  
• Raise a stat by +1 (maximum of +2 in any given stat)
• Shift your center one step   Name: L P M
• Unlock your Moment of Balance    defend & maneuver  advance & attack  evade & observe

©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Avatar Legends and all related titles, logos and characters are trademarks of Viacom International Inc.

(Order #36085676)
Fighting Techniques
NAME: L P M NAME: L P M
 DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE  DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE

NAME: L P M NAME: L P M
 DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE  DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE

NAME: L P M NAME: L P M
 DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE  DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE

NAME: L P M NAME: L P M
 DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE  DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE

NAME: L P M NAME: L P M
 DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE  DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE

NAME: L P M NAME: L P M
 DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE  DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE

NAME: L P M NAME: L P M
 DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE  DEFEND & MANEUVER  ADVANCE & ATTACK  EVADE & OBSERVE

©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Avatar Legends and all related titles, logos and characters are trademarks of Viacom International Inc.
I

I
THE Rogue
I
Idir was born among the Si Wong desert tribes and lived most of his early life among them. A
mischievous, but good-natured kid, he and his friends often got themselves into sticky situations as a
result of their curiosity and boundless energy. One day though, their shenanigans attracted the ire of
residents of the greater Earth Kingdom. These Earth Kingdom citizens were rich tradesmen and nobles
who paid the tribes a great sum in order to be granted safe passage through the desert. The conflict
would have escalated violently and perhaps even reached the Ba Sing Se monarch's ears if Idir's father
hadn't proposed a solution - the perpetrators of the theft and disruption would be exiled and left to fend
for themselves in the desert. The boy was heartbroken at this decision and begged his father to let him
stay, but his words were not heeded. Unlike his companions, Idir survived the desert. He made his way to
the less sandy parts of the kingdom, only to promptly pass out. An old couple's kindness was all that
saved him. He repaid them by stealing a little of their food and running away into the night. For some
time now, the sandbender has been travelling alone, engaging in illegal and criminal activities to survive.
Despite everything, he's kept a cheerful and light-hearted attitude, trying to navigate a war torn world
alone. Perhaps then, it'll soon be time to meet some new friends.

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