jaydude
Five Thousand Club
Inciting Incident:
Last night, your group broke into the Dragonbone Catacombs - the burial grounds of past Fire Lords - and stole a scroll containing Fire Nation history yet undoctored by propaganda. They were caught before they could escape the catacombs, and imprisoned in a jail within Hari Bulkan (a residential district containing the Royal Palace and the homes of various Fire Nation elite).
Character Creation Notes:
Last night, your group broke into the Dragonbone Catacombs - the burial grounds of past Fire Lords - and stole a scroll containing Fire Nation history yet undoctored by propaganda. They were caught before they could escape the catacombs, and imprisoned in a jail within Hari Bulkan (a residential district containing the Royal Palace and the homes of various Fire Nation elite).
Character Creation Notes:
- All playbooks are available for use. I'll go ahead and provide details for the ten base playbooks below.
- This game takes place during the Hundred Year War Era, that is, prior to the return of Aang from the iceberg. So no metalbending, and no Airbenders/Air Nomads.
- As I mentioned in the interest check, all characters start off with two mastered techniques instead of one mastered and one learned, alongside any additional mastered techniques from their playbook.
- 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!
Attachments
Last edited: