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Dice Avatar Legends: The Outlaws' Tale - Characters

Main
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OOC
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Lore
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jaydude

Five Thousand Club
Roleplay Availability
Roleplay Type(s)
Inciting Incident - The Heist:
Four daofei found themselves working together to pull off a heist at the residence of Gozu, a top captain within Ba Sing Se's law enforcement. They befriended one of the top-ranked servants there, stole a number of valuable treasures including a family heirloom of Gozu's, and then narrowly escaped with their loot. They bonded during the time they spent together before, during and after the robbery.

Character Creation Notes:
  • All playbooks are available for use. I'll go ahead and provide details for the ten base playbooks below.
  • Just as a reminder, this game takes place during the Kyoshi Era, specifically not long after the ending of Shadow Of Kyoshi, meaning the Kyoshi Warriors have yet to be founded, and metalbending hasn't been invented. Lightning generation is a very rare skill during this time, to the point that it's considered a near-myth and not even the Fire Nation Royal Family can do it. If you want to be able to use it, you'll need to have a very good reason.
  • In accordance with this game's time period, I'm going to be instituting a bit of homebrew known as the Flying Bison Rule: Regardless of playbook, any character who has Airbending for their training and was raised as an Air Nomad may take the Icon's "Yip Yip!" move at character creation in place of one of their playbook's listed moves, with their animal companion being a flying bison. They subsequently start play with one "Take a new move from another playbook" growth advancement marked off, and the first time they fill out their growth track, they must take a second move from their character's 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

  • Core Playbooks.pdf
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Character Sheet Template​

Code:
[TABS]
[TAB Background]
[B]Name:[/B] (Self-explanatory)
[B]Playbook:[/B] (Self-explanatory)

[B]Training:[/B] (Choose one from Waterbending, Earthbending, Firebending, Airbending, Weapons and Technology)
[B]Fighting Style:[/B] (This doesn't have to be more than just a short phrase or a rough description; it's just something than makes your character different from others with the same training)
[B]Background:[/B] (Choose up to two from Military, Monastic, Outlaw, Privileged, Urban and Wilderness)
[B]Hometown:[/B] (Either a canon location from the Avatarverse that exists during this era, or a homebrew one)
[B]Demeanor:[/B] (Each Playbook has six demeanors that complement it; you can pick one or more of these, or come up with your own)
[B]Look:[/B] (You don't need much more than their most noticeable features, but feel free to go nuts. If you decide to use image claims, please use ones of characters who wouldn't look completely out of place in the Avatarverse)

[B]History:[/B] (Each playbook comes with five questions, the answers of which explain how they came to be who they are today, and why they have this particular playbook. As long as you provide them, you can pretty much write out the history however you like. The questions are generally along the lines of the following.)
[LIST]
[*]The first question concerns your character’s motivation— why they act as they do and what’s most important to them.
[*]The next two questions are about the non-player characters (NPCs) important to you. The GM plays these characters, so if you get stuck, ask them for suggestions.
[*]The fourth question is about an object or symbol that belongs to your character—something really important to them, like Avatar Kyoshi’s makeup or Katara’s necklace.
[*]The fifth question is about why you’re committed to the group—why you choose to be here, with these companions, pursuing the group’s purpose. Make sure to use this connection to explain your character’s attachment to the group focus.
[/LIST]

[B]Connections:[/B] (Two of these, each determined by your Playbook.)
[LIST]
[*] Connection #1
[*] Connection #2
[/LIST]
[/TAB]
[TAB Conflict Stats]
[B]Stats:[/B] (Determined by Playbook, but you can add a single point to one of them during CC)
Creativity:
Focus:
Harmony:
Passion:

[B]Fatigue:[/B] [_][_][_][_][_] (Starts at zero)

[B]Conditions:[/B] (All start unmarked)
Afraid [_]
Angry [_]
Guilty [_]
Insecure [_]
Troubled [_]
[B]Balance:[/B] (Both Balance and Center start in the middle of the graph. Your Balance and Center are represented by "B" and "{_}" respectively here here.)
Principle #1 - (_)-(_)-(_)-{B}-(_)-(_)-(_) - Principle #2

[B]Moment of Balance:[/B] (Determined by Playbook)
[/TAB]
[TAB Playbook]
Playbook Feature: (Determined by Playbook)

Moves: (Pick two from your Playbook)
[LIST]
[*] Move #1
[*] Move #2
[/LIST]
[/TAB]
[TAB Techniques]
(Start with one Mastered Technique, and one Learned Technique. For each Technique, specify what approach it is - Defend and Maneuvre, Advance and Attack or Evade and Observe - and whether it's Learned, Practiced or Mastered)
[/TAB]
[TAB Character Advancement]
(All of these start unmarked.)

Growth: [_][_][_][_]

Growth Question: (Determined by Playbook)

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: [_][_]
[/TAB]
[TABS]
 

  • Name: Zea
    Playbook: The Prodigy

    Training: Waterbending
    Fighting Style: Foggy Swamp Style
    Background: Wilderness, Outlaw
    Hometown: The Foggy Swamp
    Demeanor: Proud
    Look: 1653915735301.png
    Artist: Yaku by Takaoart on DeviantArt


    History: At the age of eight Zea the son of two non bending fishers used plantbending to get fruit from a particularly high tree. This happened in the middle of what he thought was a particularly boring waterbending class. Most of the kids his age could only play with water while he was snatching up eel trout using only bending. His then teacher a felt Zea needed someone to match his energy and curb a possible growing ego so he was sent to Dee. A recluse and master waterbender, she was able to nurture his latent plantbending talent. But nurturing doesn't always mean tender love and care.


    She was harsh and unorthodox teacher who often pushed him to his absolute physical limit and mental limit. Intense mediation whenever a storm hit the swamp. Spending hours scrounging the silty floor of the swamps to find a certain shellfish or plant. He learned a lot from her but the one lesson that never really stuck was the importance of connections. That despite how much people diverge and differ they come from the same source. So all are on in a since and thus all are connected. In time under training he could make vines and roots of tree dance to his whims. But despite his obvious improvements Dee never considered him truly done with his training.

    Not long after coming of age Zea would leave the foggy swamp to broaden his horizons. Eventually his travels he encountered Kernak the scion of an important Northern Water Tribe family visiting the earth kingdom for a foreign education. While their first meeting was a trading of blows and water whips they eventually came to understand each other to a point. Staying in the same city they'd often be either sparing in the local river or hanging out at a dive bar. Kernak was something of a prodigy himself and iron sharpening iron he found himself liking Kernak more as time went on. Zea eventually came to realize he had feelings for him. He shared what he felt with Kernak but he was rebuffed. A solemn and somewhat sad Kernak explained that he had a fiancé waiting for him back home. And that leaving her for someone like him with his 'divergent bending style' would bring shame on to his family.

    Heartbroken Zea would wander about the southern earth kingdom coast. Incredibly lonely but unwilling to return he relied on his grandfathers fish gutting knife to be his sole emotional connection back home. He's taken up the life of a Daofei among the Flying Opera Company to make himself known. Especially to Kernak. To prove he's not just some foggy barbarian that moves plants. But someone to be seen as a equal. Someone important.

    • The first question concerns your character’s motivation— why they act as they do and what’s most important to them.
    • The next two questions are about the non-player characters (NPCs) important to you. The GM plays these characters, so if you get stuck, ask them for suggestions.
    • The fourth question is about an object or symbol that belongs to your character—something really important to them, like Avatar Kyoshi’s makeup or Katara’s necklace.
    • The fifth question is about why you’re committed to the group—why you choose to be here, with these companions, pursuing the group’s purpose. Make sure to use this connection to explain your character’s attachment to the group focus.

    Connections: (Two of these, each determined by your Playbook.)
    • Connection #1 [Blank] could use training from someone who knows what they’re doing; I suppose I am up to the task.
    • Connection #2 I’m not sure if the overtures of friendship from ___________[Blank]_______ make me happy, mad, or both.
 
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  • Name: Aph Kyang Xīnsùèr
    Playbook: Successor

    Training: Earthbending and Technology
    Fighting Style: Falling Star Cataclysm Style
    Background: Outlaw, Privileged, and Urban
    Hometown: Ba Sing Se
    Demeanor: Arrogant
    Look: (You don't need much more than their most noticeable features, but feel free to go nuts. If you decide to use image claims, please use ones of characters who wouldn't look completely out of place in the Avatarverse)

    History: (Each playbook comes with five questions, the answers of which explain how they came to be who they are today, and why they have this particular playbook. As long as you provide them, you can pretty much write out the history however you like. The questions are generally along the lines of the following.)
    • Aph Kyang's father ascended to become patriarch of the Xīnsùèr clan five years ago. He is a reformer and iconoclast, and has begun the arduous process of taking the family in a new direction. Instead of applying their terrifying alchemical secrets to assassination, racketeering, sabotage, and information dealing, he has invested vast sums in turning the family into a burgeoning industrial powerhouse, leveraging their alchemical knowledge to create novel industrial processes. This has significantly drawn down the family's finances, and curtailed the lavish lifestyles of many of its members, leading to a deep schism within the family led by Uncle. Father is admirable in his vision, but has no respect for the romantic thrill of family tradition, and this pittance of an allowance simply cannot stand. Aph Kyang is brilliant and innovative and every bit her father's daughter - including the rebellious streak. He wishes he could convince her to turn her talents to turning the family's wealth of knowledge to productive purposes. She wishes he would grow a spine and seek vengeance for the many sleights the wealthy families of Ba Sing Se have committed against the family in their sometimes fumbling attempts to enter the world of 'legitimate' business.
    • Father does, though he faces increasing opposition from traditionalists. In a family where tradition is all but synonymous with assassination. Going legit is an expensive and sometimes humiliating endeavour.
    • A small jade vial of the extremely expensive Eight Directions Panacea hangs around her neck at all times. It's not an antidote, per se, but it has the incredible ability to stave off the effects of even some of the family's most deadly poisons for hours - long enough to go raid a family storehouse to find the appropriate antidote. Lesser toxins may be held off for days or weeks.
    • The Xīnsùèr are powerful. The other wealthy families of Ba Sing Se may look down on us, and speak darkly of us when they think we cannot hear, but rarely to our faces. They respect our secrets and they know we are the final argument of lords. They have no wish to find our services available only to their enemies when they most need them. Besides, we're great fun at parties.
    • Father speaks of honour, of changing times, new paths to greater fortunes, building rather than destroying, and cementing the supremacy of the Earth Kingdom, but he shows weakness to his enemies, does not strike back when they seek to contain him out of fear, and neglects the family's traditions. Uncle has persuaded her Daofei have honour, have freedom, and do not accept sleights from anyone. Daofei are powerful. The Avatar was a Daofei, and there is no one more powerful than she. Uncle told her the Avatar has her own little band of proteges, and she lets them humble the wealthy and corrupt, so long as they do not kill. That's fine. Father wouldn't approve of her killing anyone, anyway. Humiliating and ruining the enemies of her family is a far better revenge than merely killing them. Father's not going to be happy she's become Daofei, but Uncle is covering for her. It's traditional, and who could be a better teacher of strength and honour than the Avatar?

    Connections: (Two of these, each determined by your Playbook.)
    • Taosei has major concerns, fears, or grievances with my lineage—and with me, by proxy.
    • Song-Me seems free of their past in a way I wish I could let go of mine; hearing them talk about the future feels amazing!
 
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  • Name: Song-Me (just Song is fine)
    Playbook: The Rogue

    Training: Weapons (Unarmed)
    Fighting Style: A martial artist that fights dirty using her small size and acrobatics to her advantage.
    Background: Outlaw and Urban
    Hometown: Ba Sing Se
    Demeanor: Acerbic
    Look:

    Song-Me(1).png

    History:

    • How did you come to feel that the only way to survive was to break the rules?
      - Life in the outer rings can be rough. Everyone struggles to survive as best they can one day at a time. Some struggle less because of advantages they have. Finding work is easy if you're born with magical powers or a genius. Being gifted with natural strength can make protecting yourself from those that would take what you have easier. Heck, just having a family can give you the edge you need to endure the grind. Song didn't have any of that. Life wasn't fair and neither were the rules people imposed on her. They were always made to favor the rule-maker, and never the rule-follower. So, Song stopped following their rules. At first she broke rules out of a necessity to survive, but now she enjoys breaking rules just to spite those that think they have power over her.
    • Who kept trying to reach a kind hand out towards you, only to be rebuffed?
      - A noble-hearted, but idealistic, captain of the city guard, a master earthbender named Gozu, took pity on the young Song after she had been caught for one of her crimes. Although her crime was somewhat minor, she had been a thorn in the side of a local daofei boss for some time and he wanted her gone for good. Unsettled by how harshly the corrupt court intended to punish such a young kid, Gozu put his career on the line to get her released under house arrest. Specifically, under his house. Unfortunately, Song was far more untameable than he had anticipated. For five years he tried reforming Song into a proper law-abiding citizen, obtaining only limited success, before the two had a falling out and Song went her own way.
    • Who was ready to do anything to break you of your bad habits?
      - Captain Gozu tried everything he could think of to change Song into the productive member of society he knew she could be. He tried helping her focus her passions into less destructive activities. He tried tried treating her like she was a part of his family. He even tried adopting her. But every time he thought Song was making progress, she would find a new way to get in trouble. Eventually, Gozu resorted to the method he had been avoiding. He let Song suffer the full consequences of her actions. Song didn't view it the same way and felt like Gozu and his family had completely betrayed her.
    • What is your favorite possession that you stole, swiped, or otherwise acquired illegitimately?
      - When Song ran away after her falling out with Gozu, she stole his family heirloom to try and hurt him back. For some reason she can't admit to herself, though, she has been unable to bring herself to sell it or get rid of it. The heirloom is a small gold medallion Gozu's great-grandfather earned for a lifetime of loyal service to the Earth King that has been passed down each generation when they live up to their family tradition and join the Earth Kingdom's army.
    • Why are you committed to this group or purpose?
      - Song has two reason she joined up with the Flying Opera Company. First, Song got a taste of what life with a place to call home and people to call family was like. She's searching for where that is and thinks the daofei might not care as much about her "bad" habits. Second, Song has made it her personal mission to embarrass, humiliate, steal from, and just generally make life as difficult as possible for those in positions of power, whether they be daofei, princes, nobles, or the avatar.

    Connections:
    • __________________ is waaaaay too uptight, too trapped in themselves; they need to break some rules!
    • __________________ is amazing and I hope they like me; maybe they’re worth playing it straight?
 
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  • Name: Taosei
    Playbook: Idealist

    Training: Firebending
    Fighting Style: Almost like a dance of a battling soldier, Taosei duets his opponent with stiff and harsh movements, dominating with a heartless discipline.
    Background: Military - Monastic
    Hometown: Fire Nation, North Chung-Ling
    Demeanor: Grieving - Earnest
    Look: Taosei's demeanor is usually one of trying to blend in. With shadow-like cloaks that hide his vigilant form through baggy cloth shrouding his entire body, outward appearance is not a focus for Taosei but more so avoiding being perceived while keeping things comfortable and mobile. Tall and with a constant upright position, his entire body is covered with bandages, save for his attentive hazel eyes, perhaps most of his wounds have since healed, but even if all of them are, his honor remains tainted, and so his hair shall never grow to might and his face shall never meet the sun out of pure shame.

    History:
    • The Wonga Clan was once a great band of warriors, apparent descendants of the Sun Warriors, their culture was a mixture of the Fire Nation's burning honor and the more spiritual origins of the flame, birthing a battalion-esque clan of highly religious monks who were known as the fiercest within the benders, loyal only to the Fire Sages. Their influence was kept within shared ground as the Keohso Clan, keeping a rather friendly relationships between the clans and thus a conjoined rivalry with the Saowon Clan. As Fire Lord Zoryu rose, the Fire Sages disapproved, and so, the once friendly Keohso-Wonga was thrust into rivalry, and Saowon was not as willing to ally either, but of course, as passionate as they were, the Wonga never backed down, constantly revolting and one of the first to use violence, quickly subdued, but their desire to follow the Fire Sages was clear. And then, the conflict escalated to full blown violence amongst the three clans, and the Wonga found that their violence gave them a characteristic reputation as the two rival clans tended to ally against them, they could not hold off two at once. At the end, the escalated violence was largely blamed at the Wonga, fully dismantling a clan that was already a shadow of it's former glory into dishonor in the eyes of a ruler who despised clans, especially one who openly opposed said ruled. The remaining survivors were either imprisoned, executed, enslaved or enrolled into the military.

    • Taosei was one of the unfortunate ones to survive for the military school, too young to properly know how to feel witnessing what he did, the marks of the firebender who immolated his entire family still burned with his heart. He couldn't comprehend what was going on around him, it was all confusing, Taosei was first at a hospital, then with boys his age, then someone was screaming at him, it was as if the world was moving without him, who was left behind in the embers of the fallen clan temple's woodwork. He didn't even realize what he was learning, Taosei was one to slack off, he hated the spiritual preachings and the stern way everything worked, he never understood why he somehow lived.

    • It took Taosei a long while to get back into the rhythm again, now silent but ever so fiery, he held every bit of his burning emotions inside, now knowing of the war's reasoning, his flame held no regards as he held every single person involved responsible due to immaturity in his diplomacy, Saowon and Keohso; The Fire Lord; The Sages; everyone he could think of. Instructor Lian, however, kept Taosei's passion into check through discipline and teaching, there were many instructors Taosei met, but Lian was special: There was a genuine objective within her speech, something Taosei felt that was never inside the other instructors, it was like he could feel the warmth of someone who truly and firmly believed in the will of the nation. Instructor Lian taught him about things like honor and glory, justice and vengeance, values and prejudices, she even inspired him to relearn his entire clan's history again, making Taosei appreciate the more spiritual teachings of his past, a prime example being meditation, which was an incredibly helpful activity for him... But in hindsight, she also indoctrinated him towards the ways of a soldier, effectively integrating him in the army through those same teachings... Was Inspector Lian just doing her job or did she genuinely worry for him?

    • And so, he went on, after days of boiling suns of red-eyed hatred and an irresistible thirst for vengeance and after nights of stagnant moons of everlasting emptiness and clouds of sorrow, Taosei repressed every single bit of his emotions by keeping them inside, never once using it as a sort of fuel for his bending as a concept of honor started to form within him... But now, what should he do? Should he fight for justice? Should he avenge them? Should he move on? Who even is he fighting against? What should Taosei even do after finishing the school? He had no choice but to follow the path forced upon him and became part of the military.

    • After some time, Taosei was essentially given away to the Earth Kindgom's capitol alongside some troops. An apparent political maneuver of forgiveness and a symbol of thankfulness from the Fire Lord, though an argument could be made as the soldiers given away wouldn't exactly be missed, and as well trained as Taosei was, he was far from the best. And after some diplomatic trade aways... Taosei finds himself within a criminal company led by the Avatar, acquiring some freedom but still just following the path in front of him despite the constant thoughts and ideas running around his head. Though this faction's alignment and purpose seems benevolent in front, many would say otherwise and Taosei realizes that, but maybe this could be a way to finally discover what he should do, what being with honor really means, besides, where else could he go?

    Connections:
    • I recognize some of the pain I have felt inside of __________________; I’m going to try to help them.

    • __________________ frustrates me so much when they act without thinking about the consequences!
 

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