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704111685 Avatar Legends RPG Starter Set Adventure Booklet
704111685 Avatar Legends RPG Starter Set Adventure Booklet
Adventure Booklet
Credits
Project Manager Art
Elizabeth Chaipraditkul Avatar Studios & Viacom International Incorporated
Jayd Aït-Kaci, Miguel Ángel Espinoza, Abe Dieckman,
Lead Designer
Patrick Spaziante, Richard Suh
Brendan Conway
Additional Art: Pete Hague, Syd Mills
Core Designers
Proofreading
Brendan Conway, James Mendez Hodes,
Katherine Fackrell
Marissa Kelly, Mark Diaz Truman
Chinese Translation
Contributing Designers
Dr. Lee Siu-Leung, Tony Lee
Sharang Biswas, Lee Francis IV, Sen-Foong
Lim, Yeonsoo Julian Kim, Daniel Kwan Calligraphy
Dr. Lee Siu-Leung
Additional Design
Elizabeth Chaipraditkul, Alexi Sargeant Licensing Liaison
Mark Diaz Truman
Development
Elizabeth Chaipraditkul, Brendan Conway, Miguel Staff Support
Ángel Espinoza, Marissa Kelly, Mark Diaz Truman Kate Bullock, Derrick Kapchinsky, Adam McEwen,
Valerie Osbourn, Chris Samson
Writing
Elizabeth Chaipraditkul, Brendan Conway, Special thanks to:
Simon Moody, Mark Diaz Truman Lourdes Arocho, Christi Cardenas, Emilie Cruz, Michael Dante
DiMartino, Arthur “DJ” Desin, Joan Hilty, Bryan Konietzko,
Copy Editing
Jessica Roufaeil, James Salerno, Russ Spina, Jeff Whitman
Monte Lin
Art Direction
Marissa Kelly
Avatar Legends: The Roleplaying Game text and design ©2022 Magpie Games. All rights reserved.
©2022 Viacom International Inc. All Rights Reserved. Nickelodeon, Avatar Legends and all
related titles, logos and characters are trademarks of Viacom International Inc.
THE PIRATES OF
crimson sails
Crimson Sails is an island filled with pirates, no-good
scoundrels, and more than a few outlaws. It’s a place
that sends most law-abiding citizens running…and ex-
actly where Fire Lord Zuko sends the heroes on a mis-
sion of utmost importance! The pirates—who were
mostly quiet during the Hundred Year War—are sud-
denly attacking Fire Nation vessels! In fact, they’ve
stolen money and critical supplies the Fire Lord prom-
ised to the Earth Kingdom; the precious cargo must be
returned before it starts an international incident. Left
with few options, Zuko enlists the heroes to help re-
trieve the stolen goods! Only the companions, fresh
faces who won’t be recognized by the pirates, can slip
past their defenses, infiltrate their close-knit society,
and recover the money and supplies in time!
The Barge
The Barge is located to the west of the island and is nothing
more than a giant floating wooden structure with an eatery on
it. The creaking wood deck isn’t much to behold, hosting a mess
of rickety tables and chairs. However, day or night, at least three
boats of the Dancing Nobleman Fleet are docked at the Barge.
The fleet uses the Barge as a homebase of sorts, ensuring there’s
good food and good music at all times of day. Captian Mosi,
Sayako, and their daughter are found here most nights enjoying
whatever delicious meal the cook has whipped together.
Drive
Right the wrongs of the Hundred Year War and his own past
History
Zuko was born to Prince Ozai and Lady Ursa, and when his father
became Fire Lord, Zuko was first in line as heir to the throne of
the Fire Nation. But when the young boy spoke out against the
Fire Nation’s brutish war strategy in front of his father, he enraged
the Fire Lord. In the subsequent Agni Kai against his father, Zuko
refused to fight, and in return Ozai permanently scarred him and
banished him from the Fire Nation. The only way he could return
home was if he captured the Avatar.
Zuko took to the seas with his uncle, the retired General
Iroh. Everyone considered it a fool’s mission but Zuko, believing
his goal was within reach, became obsessed with capturing the
Avatar and ended up chasing Aang and his friends all over the
world. Gradually, he absorbed Iroh’s wisdom and finally realized
he could never win his father’s love, and that it was his responsi-
bility to end the Fire Lord’s reign of terror. Ultimately, he turned
against his family’s brutal legacy and allied himself with the
Avatar in a quest to end the Hundred Year War. After the Fire
Nation’s defeat, Zuko became the new Fire Lord and vowed to
lead his people into a new era of peace.
Having reunited with his mother Ursa, Zuko now focuses his
attention on the fraught and complicated process of decoloniz-
ing the Fire Nation’s holdings in the Earth Kingdom. He’s also
a major proponent of internationalism and the development
of Cranefish Town together with Avatar Aang. Across the Four
Nations, his supporters hail him as a step forward for a country
that had lost its way. However, ultranationalists in the Fire Na-
tion, such as the New Ozai Society, still plot to overthrow him
by violence or trickery. In addition, many Earth Kingdom and
Water Tribe citizens who suffered under imperial expansion are
quick to criticize or resist him.
Conditions Zuko is a pensive, often tortured, soul who tries to do right
Afraid despite his past mistakes. It’s taken him years of hard work to
Angry get where he is today and he won’t squander what he’s earned.
Principle Guilty Through his travels trying to find Avatar Aang, and then sub-
Insecure sequently teaching him firebending, Zuko’s discovered his true
Troubled
self and hopes he can guide the Fire Nation down the same
Redemption Frustrated
noble path.
Overbearing
Isolated
*Rare Technique
THE
burning fuse
In the wake of the Earth Empire’s thwarted siege, Re-
public City is struggling to rebuild and heal the scars
of war. The inventor Juniper Kim once worked for the
Earth Empire, but now she develops peacetime uses
for Earth Empire weaponry and tech. Early yesterday
morning, Juniper discovered the spirit energy canisters
and weapons were missing from her lab. In the wrong
hands, the canisters and weapons can be deadly, and to
make matters worse, many of the canisters have the po-
tential to cause a devastating explosion! Juniper called
her friend Asami Sato to help deal with the press flood-
ing the scene and to prevent a mass panic from gripping
the city, but the police are stretched thin looking for
the missing weapons, so she needs the help of some
discreet allies to locate the canisters. Can the compan-
ions recover the canisters before Republic City’s fresh
wounds open once more?
Summary
characters might be found.
• “GM Advice” contains additional guidance for this adventure
for the GM, including advice on how the adventure might end.
In this adventure the heroes help the scientist Juniper Kim to
retrieve stolen spirit vine energy canisters. Time is of the essence
No Path to the End? and they must retrieve the canisters before the culprits explode
If you are used to running adventures with heavily detailed them! The “Summary” gives you all the relevant details you need
encounters and prepared NPCs, it might come as a surprise to accomplish that rough order of events described above. Rath-
that few mechanics are written into this adventure, beyond the er than tell you exactly what happens when giving you a set of
escalations, the clock, and some information about various events the companions must experience, you can tell this story
characters. Avatar Legends: The Roleplaying Game relies on players based on the choices your players make. This section helps you
triggering moves based on the actions they take during play navigate those choices and respond.
instead of asking players to make any specific checks for specific
actions required by the adventure.
Since every significant action a PC takes drives the action The Problem at Hand
of the game forward, there is no prescribed order of events. In- At the start of the adventure, Asami Sato calls the companions to
stead, the adventure puts the PCs in a dramatic starting situation the outskirts of an industrial area. She has worked with, or has a
that demands immediate action from them! It’s your job to use connection to, each of the PCs so she already knows they’re up to
the material in this adventure to keep things moving, providing the task (see: “Introduction”). The players also meet Juniper Kim,
interesting events and NPCs to consistently engage your players. a scientist researching peaceful uses for wartime tech.
You can read more about running Avatar Legends: The Role- The women explain that weapons and spirit energy canisters
playing Game in The Rules found in this Starter Set. from Kuvira’s mech were stolen from Juniper’s lab. The police
are stretched thin tracking down the stolen weaponry, which has
flooded Republic City’s black market, and need help tracking
Using the Pregenerated Characters down the canisters. With few leads and a limited time window,
There are five pregenerated characters for the Korra Era included the companions must work fast to figure out who is behind the
in this Starter Set. Each character has a unique history, playbook, theft of the canisters and retrieve them. During their investiga-
and set of stats. Your players can use these characters to play tion they discover the culprits plan to explode the canisters and
through this adventure. The pregenerated characters have their time is of the essence. The action picks up as the companions
moves, feature elements, and techniques already chosen; players step out into the streets of Republic City as police push back
need only decide whether to shift their balance by one step at concerned onlookers, a nearby clock tower tolling the hour as if
the start of play, and which principle to shift it toward. Players to remind them of their explosive deadline…
can adjust the pregenerated characters to make themselves more At the start of the adventure, set the stage and the stakes, then
comfortable, altering names, look, and even mechanical ele- turn to the players and ask, “What do you do?” Right now there are
ments like the stat boosted by the free +1 at character creation if a handful of suspects and you can look to the “Leads & Evidence”
they are familiar enough to make that choice. The characters are section to help further guide the companions on the first steps
designed to work well with the current elements included and of their investigation. The adventure doesn’t assume any of these
the adventure as presented, but as always, if the GM and player groups are the “true” culprit—not all of them may even be involved
agree then they can make changes as desired. After selecting the or come up during play! Figuring out who is behind the theft of
pregenerated characters, players still go through the process of the canisters and getting them back are the two big things you
filling out connections with each other. and the players will play to find out!
Police Group
Major NPC Group
A generic group of Republic City police to use in your game.
One-Shot Play
If you’re playing this adventure as one-shot, the stakes are high
and the pressure is on! The players have a very clear goal—get
the canisters back in time before they explode. The companions
need to work quickly and efficiently to achieve this. Keep the
scope of the adventure tight to maximize your time. If you in-
troduce too many NPCs, the players may become overwhelmed
managing all of the potential threads or certain things might get
lost in the shuffle and chaos. By focusing on one NPC group as
the primary antagonist, you can keep things consistent and cen-
tered on one set of struggles and challenges. You can still bring
in other NPCs but they might take on a more advisory role or Future Adventures
even serve as potential allies. For example, if the Iron Dragon Whether the companions manage to stop the canisters from
and the Equalists are the thieves, the companions might enlist exploding or not, a lot of big things are set in motion in Republic
the aid of the Rising Flame Triad in getting the canisters back. City. If the companions manage to stop the plot, they’ll be cel-
They might be led towards the Equalists only to realize that the ebrated as heroes and earn some respect from Asami and Chief
Iron Dragon is being framed by the Peace Lilies, trying to throw Beifong—that kind of influence could be very useful when the
the authorities off their scent. companions need to call in a favor of their own!
However the adventure ends, Juniper Kim still wants to make
Pressure without stress good on her personal quest for redemption however she can.
Because it’s a one-shot, you can feel free to keep the pressure on Juniper can be a resource and even a mentor for the companions.
and up the ante. Every GM move you make should keep things Since she wants to make up for her work building war machines,
moving (even more than a regular session). However, remember she’s open to teaching people how to use technology for good.
that you’re playing to find out what happens without punishing Any Technologist willing to learn can benefit from her tutelage—
the players. If you’re following your GM principles, you should she’s certainly more available than the perpetually busy Asami.
be a fan of the characters as much as you challenge them. This If the PCs don’t get the canisters back before they explode,
means you can absolutely advance the fuse clock when things then whichever group stole them will likely be massively harmed
take a while and introduce complications to the situation as by the out of control explosion. The landscape afterward shifts
the fiction demands, but avoid ticking the fuse clock more than heavily against spirit energy, and with that one group removed,
you need to. It’s a serious consequence; advancing the clock others certainly try to muscle in on their space.
shouldn’t feel like you are saying to the players, “This wouldn’t If the companions are successful, Asami will be extreme-
happen if you were more proactive.” Act with intent and keep ly grateful and can be the source of many new adventures as
things rolling but make sure the players don’t feel like they’re she delegates tasks to them. Chief Beifong also may decide to
defusing a bomb out-of-game at the table! deputize the companions…or she may applaud their efforts
but tell them to stay out of official police business, even if she’s
impressed with their work. If the companions fail, they end up
at the top of Chief Beifong’s ne’er-do-well list, and Asami will be
incredibly disappointed. Whether she takes the blame herself
for recommending the companions in the first place depends
on how it all shakes out. Suffice to say, the companions may find
themselves trying to make it up to Asami somehow, taking on
dangerous or wild tasks to get back in her good graces.
Drive
History
Asami Sato was born in Republic City to Yasuko and Hiroshi
Sato. Hiroshi invented the Satomobile and founded the manu-
facturing conglomerate Future Industries. Asami’s childhood
was marked by tragedy; during a break-in at the Sato family
estate, Firebenders from the Agni Kai Triad killed her mother.
By her late teenage years in the Korra Era, Asami was an
adept businesswoman and inventor. She was also a redoubtable
hand-to-hand combatant, especially when synergizing her skills
with technological aids such as motor vehicles and (later on)
electrified gloves.
Soon after Avatar Korra’s arrival in Republic City, Asami met
and befriended her, joining Korra’s fight against the anti-bending
Equalist party. In the process, Asami fought against and cap-
tured her own anti-bending father, and after his incarceration,
she assumed control of the beleaguered Future Industries. She
resurrected the company from the ground up through careful
management, strategic alliances, and the development and sale
of military hardware during the hostilities between the Northern
and Southern Water Tribes.
Lending her own martial, piloting, and engineering abilities
as well as her corporate resources, Asami remained a mainstay
of the Avatar’s squad. She participated in the revitalization of
the Air Nation and the struggles against Unalaq, the Red Lotus,
General Kuvira’s Earth Empire, and Commander Guan’s impe-
rial holdouts. By the time of Kuvira’s accession, she had fully
rebuilt Future Industries, even taking point in modernizing Cen-
tral City Station in Republic City. She even began to reconcile
with her contrite father and collaborate with him on technology
for the war effort, though he ultimately died in battle against
Kuvira’s giant robotic Colossus.
Conditions In the wake of Kuvira’s attack on Republic City, Asami
Afraid and Korra took a vacation in the Spirit World together, finally
Angry admitting their love for one another and starting their romantic
Principle Guilty relationship. Back in Republic City, Asami and Future Industries
Insecure led the construction of war refugee housing in Republic City.
Troubled
Tokuga and the Triple Threat Triad briefly captured Asami, but
Progress Hurt
their plan backfired when she broke loose and used her technical
skills to sabotage his attempted gas attack on Republic City.
Mistrustful
Asami continues to govern Future Industries with financial and
Distraught scientific acumen as well as an ironclad commitment to ethical
practices. When she has a moment of free time, she spends it with
her girlfriend Avatar Korra, traveling the world, being heroes, and
enjoying each other’s company. Asami is never afraid to lend her
skills as an engineer and as a martial artist to a cause she believes in.
Launch a disruptive attack on a target within reach in an attempt to • Repurpose an existing piece of technology to solve
control or slow them. Mark 1-fatigue to target a person or object. If a problem it was never designed to solve
you target a person, they must shift their balance away from center; if • Persuade someone to use their skills or talents
they are a technology user or covered in metal, they become Stunned; for a different, constructive purpose
if you target an object, it is temporarily slowed or shut down. • Equip an ally with a customized piece of equipment or gear
Rebuild
Defend and Maneuver
*Rare Technique
TECHNIQUES
This appendix includes an array of different
techniques used in this adventure listed in
alphabetical order. Any specialized bending
forms necessary to use a technique are called
out on the technique with a stamp. Some
techniques are also marked with an asterisk
denoting them as “rare,” meaning they are
particularly complicated, powerful, and rare
in the world; only the greatest of masters are
likely to have and teach these techniques.
Other techniques are marked with two as-
terixis denoting them as “group techniques,”
meaning they are used by groups of NPCs.
Strike an enemy at a weak point where they’ve already been injured. Plan a clear and perfect path of action. Secretly choose your
Mark 1-fatigue to target an engaged, Impaired enemy in reach; they approach and up to two techniques you plan to use in the next
suffer fatigue equal to however many conditions they already have exchange (noting them in advance). If you use those techniques in
marked. the next exchange, reveal your planning; those techniques cost no
fatigue and cannot be canceled or blocked. Anyone engaged with
you can mark 1-fatigue to look at the note.
Attend to Commands**
evade & observe
additional 1-fatigue on all attacks made next exchange. The group sets itself up to launch a concerted, skilled attack upon its
targets next exchange. The group becomes Prepared and Favored and
may clear 2-fatigue or a condition (in addition to the normal 1-fatigue
Better, Faster, Stronger for evade and observe).
defend & maneuver
You push your equipment to its limits to move fast and charge up.
Mark 1-fatigue to use Seize a Position, but no foe can block you. You Disarm
may mark an additional 1-fatigue to gain Empowered for as long as defend & maneuver
you maintain the new position, or to move to an unsafe, unstable Target your foe’s ability to fight by breaking, removing, or limiting a
area and make it safe. particular style. Mark 2-fatigue to name any advanced advance and
attack technique your foe has—they are unable to use that tech-
nique for the remainder of this encounter.
Breath of Fire
advance & attack
Breathe fire in a massive gout. Mark 1-fatigue to set alight as much or Draw Foe**
as little of your surroundings as you choose and try to set aflame any evade & observe
foes within reach. Those foes must either retreat and disengage with The group misleads foes into overextending themselves. The group
you, becoming Impaired, or suffer 2-fatigue and become Doomed as targets an engaged foe who chose the advance and attack approach
they catch fire. this exchange. That foe must mark 1-fatigue, becomes Impaired, and
is moved out of reach of allies.
Cannonball
advance & attack Duck and Twist
Rush forward with the might of the wind behind you and crash into a evade & observe
foe. Mark 1-fatigue to target a foe you aren’t currently engaged with Rely on your fast movement to help keep you out of the worst of
and rush at them. You become engaged with them (disengaging with harm’s way. Mark 1-fatigue to clear one condition and become Favored.
other current foes) and inflict a condition on them.
Engulf**
Charge defend & maneuver
advance & attack The whole group shifts forward en masse, engulfing their target and
Advance straight at an enemy to strike them full force. Mark 1-fatigue engaging them. An engulfed target becomes Impaired and cannot es-
to close the distance and engage with an enemy you aren’t currently cape or disengage this exchange. The group automatically uses Strike
engaged with, inflicting one condition or 2-fatigue (their choice). against each Impaired foe within reach.
Become Favored for the next exchange.
Fire Blade
advance & attack
Appendix: Techniques 37
Fire Stream Parry
defend & maneuver defend & maneuver
Pour fire upon a target. Mark 1-fatigue to inflict Impaired on them. Stop a foe’s attack before it connects. Choose a foe who used ad-
Mark 3-fatigue to inflict Doomed and Impaired. Mark 5-fatigue to vance and attack this exchange; during advance and attack, mark
inflict Trapped, Doomed, and Impaired. fatigue—1-for-1—to cancel an attack they use against you after they
pay the costs.
Fire Whip
defend & maneuver Pinpoint Thrust
Lash out from a distance. Mark 1-fatigue to inflict 2-fatigue or a con- advance & attack
dition (target’s choice), and enemies must mark 1-fatigue to get close Using a thrusting or stabbing weapon, go straight for the target
enough to attack you this exchange. with precision and accuracy. Mark 1-fatigue and inflict 2-fatigue
and Impaired on your foe. You may mark an additional 1-fatigue to
move yourself to a new position within reach immediately; any foes
Flame Knives engaged with you may mark 1-fatigue to block this movement.
advance & attack
ing flame. Protect an ally within reach. Mark 1-fatigue to intercept and stop
an attack made against them in this exchange; if no attack is made
against them in this exchange, you both become Inspired.
Focused Fire**
advance & attack
The group pours out all of its attacks simultaneously, in synchronized Protect Objective**
fashion, against the same target. Mark 1-fatigue to inflict 2-fatigue defend & maneuver
and a condition. If the group was Prepared for this attack, inflict an The group surrounds a person, place, or object with their backs to it, to
additional 2-fatigue and another condition. protect it from attack, disruption, or seizure. The group marks 2-fatigue
and becomes Prepared. All foes near or engaged with the protected
target become disengaged and pushed back from the target and are
Ground Shift now engaged with the group. No foe can reach the protected target
evade & observe until the group is scattered or loses Prepared.
Twist the ground itself to displace or unbalance foes. Target an indi-
vidual foe or an area. If you target an area, mark 1-fatigue. All affected
foes become Impaired for an exchange, or Stunned if they are already Rapid Assessment
Impaired. evade & observe
Quickly take in your situation far faster than normal. Ask one
question about the situation at hand. Become Prepared to act on
Jet Stepping the answer, and you may call out your plan to an ally to make them
evade & observe Prepared as well.
Advance to a higher position and become Favored and Prepared for
the next exchange. Any foe engaged with you can mark 2-fatigue to
block this technique. Rebuild
defend & maneuver
** Group Technique
The group splits apart and reforms nearby. The group clears one Focus and absorb a blow, readying yourself to act immediately after.
condition. Any foe engaged with the group is no longer engaged with For each attack that inflicts fatigue, conditions, or balance shifts on
the group, and the group can advance and engage with foes as it you this exchange, choose one additional technique next exchange
chooses; any foes the group engages with are Impaired. (even if you roll a miss on the stance move).
The group spreads itself out to cover more ground and avoid The group throws itself upon a foe with no heed to its own safety.
large-scale attacks. The group cannot suffer more than 1-fatigue, Mark 1-fatigue to inflict 2-fatigue on a single target. This technique
one condition, or one balance shift from any individual attack—the may be chosen multiple times. Each time it is chosen after the first, it
attacker chooses which if necessary. The group can also engage inflicts an additional 1-fatigue.
with any foes in a much wider reach, and pays no cost to keep an
engaged foe from escaping.
Switch It Up
evade & observe
Stone Shield* Switch up your style, footwork, weapon, or bearing, causing your foe
defend & maneuver to second-guess your next move. Mark 1-fatigue to become Prepared
Raise a defensive shield of stone that protects you or someone else. and force an engaged foe to reveal their choice of approach before
Mark 1-fatigue to raise the shield. Anyone protected by the Stone you choose yours during the next exchange.
Shield gains Impaired—it’s tough to move inside. This shield blocks
the first attack directed toward it each exchange. The Stone Shield
cannot move and is not destroyed by an attack—it remains in place
until you decide it comes down. You can elect to use the raw material
in the wall for an earthbending technique, reducing its cost by 1-fa-
tigue and removing the Stone Shield.
Appendix: Techniques 39
Table of Contents
The Pirates of Crimson Sails.....................3
Using This Adventure........................................4
Summary.............................................................. 5
Introduction......................................................8
Important Characters & Groups....................9
Important Locations...................................... 14
GM Advice...........................................................15
Zuko.................................................................... 18
The Burning Fuse....................................... 20
Using This Adventure...................................... 21
Summary............................................................ 21
Introduction.................................................... 25
Important Characters & Groups.................. 26
Important Locations...................................... 29
GM Advice.......................................................... 30
Asami Sato......................................................... 34
Appendix: Techniques............................... 36