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The rolePlaying GaMe Everything you need to play in this beloved setting and create your own heroic legends! T h e ro l e P l ay i n g G a M e Chapter 1: Welcome to The Game 1 Credits Acknowledgements The Avatar Legends shows, comics, and books have inspired us for years. They Project Manager taught us lessons on heroism when we were younger and represented many of us Elizabeth Chaipraditkul in a meaningful way when we missed seeing ourselves on TV. It’s been a dream to Lead Designer work on this project! Brendan Conway The staff at Magpie Games is supported by a number of wonderful people, many of whom helped bring this dream into reality. Thank you to our AMAZING Core Designers Kickstarter backers! This book was made thanks to your enthusiasm, love, and Brendan Conway, James Mendez Hodes, support. Thank you for journeying to the Four Nations with us and making this Marissa Kelly, Mark Diaz Truman book a success! Contributing Designers We would also like to thank Michael Dante DiMartino, Bryan Konietzko, and Sharang Biswas, Lee Francis IV, Sen-Foong the folks at Avatar Studios for creating the fantasy world that we love so deeply. Lim, Yeonsoo Julian Kim, Daniel Kwan We would especially like to thank Dr. Lee Siu-Leung, whose translation and Additional Design calligraphy work is iconic for the original material and this book. We would also Elizabeth Chaipraditkul, Alexi Sargeant like to give a huge thank you to Joan Hilty for all her work with us on this project and the help she provided in getting our representation of the Four Nations just Development right. Also, thank you to our “Team Avatar” over at ViacomCBS—Jeff Whitman, Elizabeth Chaipraditkul, Brendan Conway, Miguel James Salerno, Alexandra Maurer, Russ Spina, and Linda Lee. It’s been amazing Ángel Espinoza, Marissa Kelly, Mark Diaz Truman delving into this world with you and thank you for all the time you’ve invested in Writing making our work shine! Sharang Biswas, Elizabeth Chaipraditkul, Brendan We’d like to acknowledge the Asian and Indigenous cultures that influenced Conway, James Mendez Hodes, Yeonsoo Julian Kim, the Avatar Legends properties and our game. A special thanks to members of Simon Moody, Lysa Penrose, Mark Diaz Truman those cultures who spent time with us helping to understand their communities Copy Editing and inspired our work within Avatar Legends; your work with us has made our game more inclusive, more thoughtful, and more exciting at every level. Monte Lin, Kate Unrau We can’t express how grateful we are for all the freelancers we worked with on Layout and Graphic Design this project from writers, to contributing designers, to editors. For all the conver- Miguel Ángel Espinoza sations we’ve had about culture, our favorite characters, and what it truly means Art Direction to be a member of the Four Nations! Thank you for helping to shape the DNA of Marissa Kelly this project, all the amazing work you did, and how you helped bring this game to life. Also, thank you to our CPP GMs and our community moderators who’ve Art helped to shape the community around our game and keep it thriving. You’ve all Avatar Studios & Viacom International Incorporated been an integral part of our team and we could not have done this without you. Miguel Ángel Espinoza, Abe Dieckman, Thank you also to Christi Cardenas for helping to make Avatar Legends: The Role- Patrick Spaziante, Richard Suh playing Game a reality. You are an amazing partner and agent, and we are so deeply Additional Art: Pete Hague, Syd Mills grateful for all of the ways in which you make our games possible. Thank you! Proofreading Finally, Avatar Legends: The Roleplaying Game’s mechanics are based on the Katherine Fackrell Powered by the Apocalypse framework originally developed by Vincent and Chinese Translation Meguey Baker. We would like to sincerely thank them for creating a game system Dr. Lee Siu-Leung, Tony Lee that has inspired and influenced our design so deeply and brought a new genera- tion of designers, players, and publishers into the tabletop gaming hobby. Calligraphy Dr. Lee Siu-Leung Additional Calligraphy: Miguel Ángel Espinoza Indexing Elizabeth Chaipraditkul, Derrick Kapchinsky Licensing Liaison Mark Diaz Truman Staff Support Kate Bullock, Sarah Doom, Derrick Kapchinsky, Adam McEwen, Chris Samson, Sarah Satiel Printed by LongPack Games Special thanks to: Avatar Legends: The Roleplaying Game text and design Christi Cardenas, Michael Dante DiMartino, ©2022 Magpie Games. All rights reserved. Arthur “DJ” Desin, Joan Hilty, Bryan Konietzko, Linda Lee, Alexandra Maurer, ©2022 Viacom International Inc. All rights reserved. Nickelodeon, Avatar, and all James Salerno, Russ Spina, Jeff Whitman related titles, logos, and characters are trademarks of Viacom International Inc. TTaabbllee ooff CCoonntteennttss Chapter 1: Welcome to The Game ..............................5 Chapter 7: Advancement ........................................207 Avatar Legends ............................................................................6 Earning Growth ......................................................................208 What is an RPG? ...........................................................................7 Growth Advancements ...........................................................210 The Avatarverse ..........................................................................8 Advanced Techniques ...............................................................211 Playing to Find Out ....................................................................12 Specialized Bending .................................................................216 What You Need to Play .............................................................13 Changing Your Character ........................................................218 Chapter 2: The World of Avatar ................................15 Chapter 8: Running The Game ................................221 Exploring History .......................................................................16 The GM’s Role ..........................................................................222 The Four Nations .......................................................................19 Agendas .....................................................................................224 A World of Balance ...................................................................28 Baselines ....................................................................................225 Navigating the Eras ....................................................................31 Guidelines .................................................................................226 The Kyoshi Era ............................................................................32 GM Moves .................................................................................229 The Roku Era .............................................................................44 NPCs ..........................................................................................234 The Hundred Year War Era .......................................................56 Portraying NPCS ......................................................................238 The Aang Era .............................................................................68 Managing Bending ..................................................................239 The Korra Era .............................................................................78 Running Fight Scenes .............................................................240 Chapter 3: Fundamentals of Play ..............................93 Chapter 9: Seasons & Campaigns ...........................245 The Conversation .....................................................................94 Starting Campaigns ................................................................246 Framing Scenes...........................................................................95 Crafting a Season .....................................................................250 Core Elements .........................................................................100 New Seasons ............................................................................255 Starting a Game ......................................................................104 Chapter 10: Running Adventures ...........................257 Chapter 4: Making Characters ................................107 Creating Adventures ................................................................258 Setting Up Your Game ............................................................108 Adventure Tools .......................................................................261 You’re the Hero! ........................................................................112 Adventure Hooks ....................................................................264 The Vanishing Act ....................................................................267 Chapter 5: Core Moves ............................................125 Using this Adventure .........................................................268 Using Moves in Play .................................................................126 Summary .............................................................................268 Basic Moves ..............................................................................127 Introduction .........................................................................271 Balance Moves ..........................................................................137 Escalations ...........................................................................272 Advancement Moves ...............................................................142 Important Characters & Groups........................................273 Custom Moves .........................................................................143 Important Locations ...........................................................276 Combat Exchanges ..................................................................146 GM Advice ...........................................................................277 Statuses ......................................................................................151 Basic Techniques ......................................................................154 Appenddix A: Techniques .......................................279 Weaving it All Together ...........................................................158 Universal Techniques ..............................................................280 Group Techniques ....................................................................281 Chapter 6: Playbooks ...............................................163 Waterbending Techniques ......................................................282 Ten Core Playbooks .................................................................164 Earthbending Techniques ........................................................283 The Adamant ............................................................................167 Firebending Techniques..........................................................284 The Bold .....................................................................................171 Airbending Techniques ............................................................285 The Guardian ............................................................................175 Weapons Techniques ..............................................................286 The Hammer ............................................................................179 Technology Techniques ...........................................................287 The Icon ....................................................................................183 The Idealist ...............................................................................187 Appendix B: NPCs ...................................................288 The Pillar ...................................................................................191 Kyoshi ........................................................................................291 The Prodigy ...............................................................................195 Roku ...........................................................................................292 The Rogue .................................................................................199 General Iroh ..............................................................................293 The Successor ...........................................................................203 Aang ..........................................................................................294 Korra ..........................................................................................295 Appendix C: Play Materials .....................................296 C H A P T E R 1 WELCOME TO THE GAME C H A P T E R 1 This chapter introduces you to Avatar Legends: The Roleplaying Game and gives you a general overview of the setting and what you do in the game, along with an introduction to roleplaying if you are new to roleplaying games! It also covers the materials you need to play and safety tools to keep the game fun for everyone at the table. Avatar Legends: The Roleplaying Game is a heroic adventure game A World of Adventure set in the world of Avatar: The Last Airbender and The Legend Many people in the Avatarverse are benders, possessing the of Korra. This world is a fantasy setting inspired by Asian and ability to manipulate one of the four elements—earth, fire, air, North American Indigenous cultures, a land filled with breath- or water. But whether they’re benders or non-benders, the peo- taking landscapes, majestic hybrid beasts, and unique marvels of ple of this world have faced centuries of trials and tribulations, technology and industry. Yet, it is also a world defined by strug- conflicts within and between nations, peoples, and even spirits! gle in which there are no absolute villains or perfect heroes— For most of the world’s history, the Avatar—a human capable only people with complex motivations who come into conflict of bending all four elements—has been responsible for maintaining with others while striving to forge a future they believe is best. balance in the world and serving as a bridge between the spiritual and physical planes of existence. Following a cycle through the elements from earth to fire, fire to air, air to water, and water back AAvvaattaarr LLeeggeennddss to earth, the Avatar reincarnates after each lifetime into a different nation, carrying forward the Avatar Spirit and its great responsibility. Many people look to the Avatar for guidance and justice, hoping to Originally, this setting was only a single show—Avatar: The Last see the most capable bender in the world solve their problems and Airbender—that told the story of Avatar Aang‘s journey to mas- placing an enormous burden on this lone person to be a savior. ter the four elements and save the world. But this world’s history But the Avatar is not the only hero in this world. Many are spans thousands of years, and over time, many more of its stories called to bring balance where there is disorder and seek jus- across multiple eras of Avatars have been told—including com- tice where there is suffering. Some of these heroes are benders ics, novels, and of course, the epic series featuring Aang’s succes- themselves, but others use martial arts, weapon training, or sor, The Legend of Korra. Together, these works make up Avatar technology to triumph in their amazing adventures and build a Legends, a broad term for all of the different stories that detail the better world. These heroes might sometimes stand with the Ava- adventures of heroes of the Four Nations (and Republic City). tar in times of great trouble, but often they must join with other This vast universe of Avatar Legends is often referred to as the heroes—without the Avatar’s guidance—to bring balance. Avatarverse—a universe that encompasses the entire human and natural history of this unique world. What is Avatar Legends: The Roleplaying Game? Avatar Legends: The Roleplaying Game gives you and your In Avatar Legends: The Roleplaying Game, you and your friends tell friends a chance to create your own Avatar Legends stories a story about a group of young heroes who join together to fight within five distinct eras, including tools for creating your own for what’s right in a complicated and nuanced world. One of heroes and your own adventures in the Avatarverse. You and your friends acts as the gamemaster (GM), describing the prob- your friends get to be the team of heroes at the center of your lems the heroes face and the people they meet along the way; own show, exploring the Four Nations, confronting threats, and the rest of you take on the roles of individual heroes, seeking to saving the day just like Team Avatar. make the Avatarverse a better place. If you’ve never played a tabletop roleplaying game before, This game focuses on stories of adventure and the personal welcome! Starting a new hobby can feel daunting, but everything journeys of heroes through the various trials in their lives. It’s a you need to learn how to play is included right here in this book, game for people of all ages who want to look at the Avatarverse including how to make your heroes and tell amazing stories in the beyond the scope of the existing shows, comics, and stories Avatarverse. Don’t be afraid to jump in and get started; the best and explore the meaningful actions heroes take for the good of way to learn how to roleplay is to try it out for yourself! others. If you have ever wanted to throw yourself into the Ava- tarverse and craft your own adventures alongside your closest friends, then Avatar Legends: The Roleplaying Game is for you! 6 Avatar Legends: The Roleplaying Game WWhhaatt iiss aann RRPPGG?? The Rules For the most part, a tabletop roleplaying game plays like a conver- sation—you take turns speaking, describing the action or sharing A tabletop roleplaying game (sometimes abbreviated to TTRPG dialogue, reacting to each other, switching back and forth between or RPG) is a storytelling game for three to six people played at a in-character and out-of-character speech. But the conversation leads table—or online— with pen, paper, and dice. The game plays out to places of uncertainty, times when no one knows what happens as if you and your friends were cooperatively telling a story togeth- next. When one character tries to jump from a burning building to er. Over a few hours, your collective tale evolves and changes, go- safety—across a ten-foot gap—no one knows for sure what hap- ing to new and unexpected places based on the characters’ actions. pens: do they make the jump or come crashing down? You may even end up playing multiple sessions that build on the In those moments, you turn to the game’s rules; they help events of your first session and deepen the characters’ stories! you to figure out what happens in moments of tense uncertain- Most players each take on the role of a character in the setting of ty, guiding the conversation forward into new, interesting, and the game. Alongside your friends–who play their own characters— surprising outcomes. The rules themselves provide guidance on you describe what your character looks like and what they do. You when they come into play, but most of the time, the GM has to say what they say, either describing their words (“I say something provide some additional interpretation to help the mechanics fit intimidating and glower at the guard!”) or speaking about them ver- the very specific situation in your game. batim (“I say, ‘I’ll never forgive the Fire Nation!’”). You think about What’s more, the GM also acts as a kind of impartial judge, help- how your character thinks and feels, and you guide all their actions. ing the table determine when the rules come into play. If there’s ever One of your friends plays a special role—the gamemaster doubt about whether or not the rules apply, the GM acts as the final (GM). They portray the rest of the world, including all the other arbiter and decision maker. If a character is jumping from a burning characters. They describe what every other character does or building, the GM might look at the rules and the situations in which says and fill in any holes in the setting so that everyone at the they’re supposed to come into play, and then decide that, yes, there table shares the same imaginary world in their heads. In a game absolutely is uncertainty here. Time to go to the rules! focused on an existing property, like Avatar Legends: The Roleplay- If, on the other hand, a character is jumping from one building ing Game, the GM also helps to productively introduce existing to another when there’s no fire and the two buildings are practically elements like major characters or events from the setting. touching, the GM might look at the rules, look at the situations in Very importantly, the GM isn’t playing against the other which they’re supposed to come into play, and decide that there’s no players. They’re here to try to represent the world faithfully while real uncertainty here. There’s no tension. The character just does it. building out a set of interesting conflicts—to say what happens and what exists in a way that makes the fictional world make sense. And they’re here to keep things compelling and exciting—which The Story includes honoring how awesome the other players’ characters are! Telling a story together through roleplaying isn’t like writing a screenplay, in which a sole writer is in complete and total control over the narrative. Instead, the GM offers problems for the Your Heroes players to confront while making room to be surprised by how In Avatar Legends: The Roleplaying Game you play one of the many the PCs respond to the conflicts at hand, and the players make heroes of the Four Nations. Your goal is to protect the world choices about what their characters do, playing off each other from harm and stand up for those without the power to stand and finding out what happens together. up for themselves. You fight on the side of what is right, even if Thus, each individual story of Avatar Legends: The Roleplay- that is the most difficult path to take, and you understand that to ing Game is like an episode of your own television show—the achieve peace there must be balance in all things. heroes learn about problems, figure out what they want to do, Each player in Avatar Legends: the Roleplaying Game creates engage in some action, then discover the resolution of those their own hero using a playbook, a kind of hero archetype—a problems through their choices. But unlike those shows, nothing set of abilities and details and story elements all wrapped togeth- is scripted, and you play to find out what happens! er to help you make the coolest character possible. Each hero is But a single episode rarely resolves everything. You and your fel- known as a player character (PC) in contrast to characters not low companions might defeat a dangerous villain and save a village controlled by the PCs called non-player characters (NPCs). from destruction, but that doesn’t mean that there are no further You and your fellow PCs are the main characters; your decisions problems for the heroes to face. In fact, that defeated villain might matter the most to the tale you’re telling together. As you play, the reveal that there are larger forces in play, leading to the companions GM presents the PCs with locations, situations, and characters undertaking a larger mission that spans multiple sessions of play. that create new, interesting choices and events. For example, your That larger overarching story—composed of multiple, com- characters might be invited to a soiree at the Earth King’s palace, a plete story episodes—is called a season. Sometimes groups only spot you know will attract several thieves looking to steal the King’s tell short stories, perhaps a single episode or just two or three, precious jewels. Your GM describes what the party looks like, the in- but often the longer stories are what makes roleplaying games teresting guests attending, the surprising events that take place, and truly memorable. After all, what could be better than getting to the dangerous actions of the thieves. You decide what your heroes watch the heroes you and your friends created grow and change do to respond to the situation at hand! over the course of many adventures? Chapter 1: Welcome to The Game 7 TThhee AAvvaattaarrvveerrssee The Eras Each game of Avatar Legends: The Roleplaying Game begins with your group picking an era as the backdrop for your game. The eras are While all the rules and advice in this book are designed to each tied to the span of an Avatar’s life—except for the Hundred support stories in the Avatarverse, there are a few core ideas you Year War era during which Avatar Aang was frozen—and focuses on need to keep in mind while you play. Avatar Legends: The Roleplay- distinct themes which define the type of game you play. The full text ing Game tells stories of adventure and action against the back- of Chapter 2 describes these eras more deeply, but here’s a quick list drop of the Avatarverse, a fantasy setting in which any individual that describes the rough focus and details of each era: person can change the course of history…but no one can escape the decisions of the past. The Kyoshi Era covers the events right after The In other words, the potential for change is infinite—there Shadow of Kyoshi novel. Play in the Kyoshi Era is always a new challenge to be met, a new future to be built, if you want to fight in battles against rogues and a new legacy to be forged—but the Avatarverse is a place in bandits and deal with governmental corruption as which people remember what came before, whether that be the nations establish their borders. the great deeds of Avatar Aang and Fire Lord Zuko, the terrible destruction wrought by Fire Lord Sozin, or the innumerable The Roku Era covers the time right after Sozin warlords and bandits that lived and died long before Avatar became Fire Lord and before Roku married. Play Kyoshi first learned earthbending. The past matters, now more in the Roku Era if you want to deal with tensions than ever, and the consequences of your actions will echo long between different nations and the trials of main- after you are gone. taining an uneasy peace. The stories you tell through this game are not stories of the battle between good and evil. Instead, they are stories about The Hundred Year War Era focuses on the time how people try to make a better future while dealing with the just before Avatar Aang’s awakening at the begin- problems of the past. They are stories about misguided figures ning of Avatar: The Last Airbender. Play in the Hun- who take things too far and heroes who make sacrifices to find dred Year War era if you want to rebel against unjust compromises and new ways forward in equal measure. rule, protect the weak, and stand up to tyranny. Your characters in this story are always capable heroes with the training and willpower necessary to make the world a better The Aang Era is set immediately after the events place. They’re drawn together by events that called them to of the Imbalance comics trilogy, some time after undertake an important struggle—see Outline the Inciting the end of Avatar: The Last Airbender. Play in the Incident, page 111—but that goal is too large for them to Aang Era if you want to heal the world after trage- accomplish overnight. Instead, they will have to work together to dy and help push it into a brighter future. make a meaningful difference. Sometimes that means they must discover a hidden truth or deep learning; sometimes it means The Korra Era covers a period that takes place they must win the trust of a worthy ally; and sometimes that after the events of the Ruins of the Empire comic means they must defeat a dangerous and powerful foe. trilogy, sometime after the end of The Legend of Each of these goals is complicated by the characters’ own in- Korra. Play in the Korra Era if you want to deal ternal struggles, the way they are torn between their principles as with the repercussions of imperialism and play in a they deal with problems. For example, the heroes might finally modernized era. confront a murderous bandit who has been terrorizing the near- by villages, only to discover the bandit is keeping a community of people fed who would have otherwise starved. Will the heroes The Four Nations set things right no matter the cost? Or do they seek redemption For centuries, the world has been split into four distinct nations for the bandit based on his good deeds? each with their own cultures and customs. While individuals Even though each episode’s story will likely be about a partic- from these nations often form lifelong bonds of friendship and ular conflict or villain or problem, the decisions the companions love, the nations themselves are often in conflict. Your heroes make echo throughout the setting. And when you play a full may travel from place to place or stay in one location, but they campaign, you not only encounter the long-term effects of your must always contend with the politics and peoples of the places own actions, but you also see how your character is changed and they visit during their adventures. shaped by the decisions you make. Forging a better future also You can read more about the full history of each of the Four means forging a new version of yourself! Nations—and locations that only exist in later eras, like Repub- lic City—in Chapter 2. For now, here’s a short summary of each of the Four Nations, their history, and some of the most import- ant issues that are likely to arise if they appear in your game. 8 Avatar Legends: The Roleplaying Game The Earth Kingdom The largest of the Four Nations, The Earth Kingdom has been ruled by a monarchy for much of its history. It is known for its sheer vastness and diversity of both geography and peoples. De- spite the history of hardship in the rural areas neglected by the government, the citizens of the Earth Kingdom are known for their strength, resilience, and unyielding nature. When they are knocked down, they rarely stay down for long. They draw their strength from the immortal earth and immovable mountains. The Fire Nation The Fire Nation is located on a group of islands to the west of the Earth Kingdom. It boasts an impressive military, and its navy is a force to be reckoned with. This is in large part because travel by water is a necessity on the islands. In addition to its military, the Fire Nation is known for its robust economy and industrial achievements. The Fire Nation is filled with people who value innovation, technology, discipline, and strength of all kinds. The Air Nomads Determined to focus on a spiritual life separate from the rest of the world, the Air Nomads roamed the world while maintaining four distinct Air Temples in nearly inaccessible locations. Tragically, Fire Lord Ozai ordered the Fire Nation military to kill all Air Nomads at the start of the Hundred Year War (page 58); Avatar Aang was the only survivor. Over a century later, a number of people gained airbending abilities during the Harmonic Convergence, ushering in a new Air Nation under the guidance of Aang’s son, Tenzin. The Water Tribes Divided into the Southern Water Tribe and the Northern Water Tribe—alongside a smaller group based in the Foggy Swamp— the people of the polar tribes are skilled at sailing and navigating challenging terrain. However, there is a long history of tension between the two tribes, and the Southern Water Tribe has often struggled while their Northern counterpart thrived. Both are known for their powerful loyalty and unrelenting perseverance, like the waves of the ocean crashing onto the beaches’ shores. Chapter 1: Welcome to The Game 9

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.