jaydude
Five Thousand Club
For characters.
Inciting Incident:
For various reasons, the player characters all ended up imprisoned within a Fire Nation fortress, alongside an Earth Kingdom partisan named Han. Han revealed to the player characters that the Fire Nation was planning a major military operation that will give it control of the entire surrounding region, and he had infiltrated the fortress in order to steal important documents that, if given to the Earth Kingdom forces, would enable them to better defend themselves against it.
Alongside Han, the player characters managed to escape from their cells, before breaking into the fort commander's office and stealing the documents at the partisan's request. Soon afterwards however, their escape and the theft were discovered, and they were cornered in the fortress courtyard by the fort garrison and General Daizun, a Fire Nation officer of great renown, and the man planning the offensive that Luhan was trying to sabotage.
With the help of Yun, a flying bison belonging to one of their number, the player characters were able to escape against all odds, but Daizun knows how important those stolen documents are, and will do anything to retrieve them before they can reach the hands of the Earth Kingdom and potentially wreck his plans of conquest. With his forces hunting them down, the best bet for the player characters would probably be to get the documents to the Earth Kingdom's nearest bastion, where they can be used to take Daizun down for good.
Character Creation Basics:
Growth advancements:
Growth advancements:
Growth advancements:
Inciting Incident:
For various reasons, the player characters all ended up imprisoned within a Fire Nation fortress, alongside an Earth Kingdom partisan named Han. Han revealed to the player characters that the Fire Nation was planning a major military operation that will give it control of the entire surrounding region, and he had infiltrated the fortress in order to steal important documents that, if given to the Earth Kingdom forces, would enable them to better defend themselves against it.
Alongside Han, the player characters managed to escape from their cells, before breaking into the fort commander's office and stealing the documents at the partisan's request. Soon afterwards however, their escape and the theft were discovered, and they were cornered in the fortress courtyard by the fort garrison and General Daizun, a Fire Nation officer of great renown, and the man planning the offensive that Luhan was trying to sabotage.
With the help of Yun, a flying bison belonging to one of their number, the player characters were able to escape against all odds, but Daizun knows how important those stolen documents are, and will do anything to retrieve them before they can reach the hands of the Earth Kingdom and potentially wreck his plans of conquest. With his forces hunting them down, the best bet for the player characters would probably be to get the documents to the Earth Kingdom's nearest bastion, where they can be used to take Daizun down for good.
Character Creation Basics:
- Each individual Playbook can only be taken by a single player.
- There are six types of Training available; Waterbending, Earthbending, Firebending, Airbending, Weapons and Technology. You start with one, but these are distinct from your Playbook; they largely serve to dictate what you can do with your Basic Techniques, and what Advanced Techniques you can use.
- Since this game takes place during the Hundred Year War Era, no Airbenders or Metalbenders are allowed. The Air Nomads have been devastated by the genocide, and Toph has yet to invent Metalbending.
Playbook details are included in the PDF attached to this post.
Core Playbooks
Core Playbooks
- The Adamant will fix the world, even if it means breaking all the rules. Play the Adamant if you want to contend with what “doing right” means in a complicated world.
- The Bold fights to live up to their self-image and earn others’ trust and confidence. Play the Bold if you want to build your reputation and leadership skills.
- The Guardian defends someone close to them, steadfast and watchful. Play the Guardian if you want to be the first to see danger coming and the last line of defense.
- The Hammer is strong, tough, and looking for a deserving face to punch. Play the Hammer if you want to grapple with what force can and can’t solve.
- The Icon comes from an ancient tradition and inherits some serious standards to live up to. Play the Icon if you want to be torn between your heart and your duty.
- The Idealist has a past, full of suffering and tragedy, that strengthened their beliefs. Play the Idealist if you want to awaken the hope in everyone around you.
- The Pillar is an experienced team player and leader of a famous group of warriors. Play the Pillar if you want to be a savvy tactician who binds the team together.
- The Prodigy not only excels at their training, but has taken it even beyond their masters’ teachings. Play the Prodigy if you want to stretch the limits of your training and abilities.
- The Rogue is a rule-breaker, a joker, a delinquent—a figure on the fringes who snipes at the people in charge. Play the Rogue if you like the idea of being a troublemaker.
- The Successor comes from a powerful, tarnished lineage. Play the Successor if you want to struggle against your lineage as it threatens to draw you in.
- You are all skilled martial artists. Regardless of your training, every one of you is a skilled martial artist prepared to spar and scuffle with competent opponents. Even companions who focus on technology have taken some self defense classes and can handle themselves in a fight. Nearly every corner of the Avatarverse is filled with people who have some degree of training—even if some of those people are nonbenders—but all of the PCs are particularly skilled and capable.
- You have all answered the call willingly. You might have been pressured to take on the role of a hero (or taken on the role because you feel guilty about your past actions), but you have chosen to be a part of the team. That’s why your team won’t fracture or collapse at the first conflict—one way or another, you want to be here fulfilling your group’s purpose with your fellow companions.
- You aren’t killers or villains. You’re a team of young heroes. You might have made mistakes or even hurt people in the past. But you aren’t killers or villains; you don’t solve problems by hurting people without regard for the consequences. If your team feels they need to take more drastic action—like killing a dangerous villain to save lives—you might grapple with the complexities of killing as a solution to difficult problems. But so far, none of you have crossed that line or gone down that dark path.
- You are friendly! While some of the other companions might give you a headache or make you roll your eyes at their silly antics, you are all friendly with each other. You might have only met during the inciting incident or still be learning about each other, but you know your adventures will draw you closer. It’s okay to be rivals with a teammate—or even a bit jealous of them sometimes—but you all are closer to friends than not. If ever your character comes to believe they are entirely at odds with the other PCs—or perhaps even bitter enemies or foes—that’s a sign that it might be time for you to make a new companion who fits in better with the group.
- You are still growing and learning. All of the heroes of Avatar Legends: The Roleplaying Game—regardless of age—are people who are still learning who they are and what they care about. Your two balance principles are in tension because you haven’t quite decided what you care about most, and your adventures are in part about discovering what truly matters to you!
O-Ren Ichi
Growth: [X][X][X][_]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 [_][_]
- Unlock your Moment of Balance [_][_]
Liu Bing
Growth: [X][X][X][_]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 [_][_]
- Unlock your Moment of Balance [_][_]
Bamboo
Growth: [X][X][X][X]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 [_][_]
- Unlock your Moment of Balance [_][_]
Attachments
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